Modern Warfare 4 deploys server-side culling to stop wallhacks
Server-side visibility culling cuts wallhacks off at the data source

Activision announced a server-side rendering change for Modern Warfare 4 that blocks wallhack cheats at the network level. The system culls player position data before it reaches your client — if an enemy is behind a wall or outside your line of sight, their coordinates never get sent to your machine. Wallhacks work by reading memory for player positions the game already loaded; if that data never arrives, the cheat has nothing to read.
This isn't the first time a shooter tried server-side culling (Valorant's been doing it since 2020), but it's new for Call of Duty. The trade-off: slight latency when enemies round corners, because the server has to calculate visibility in real time before transmitting their position. IGN's footage shows the system working in a controlled test — no word yet on how it holds up in 150-player Warzone lobbies with rapid sightline changes.
It won't stop aimbots or recoil scripts (those run on visual data you're supposed to see), and determined cheat developers will probe for edge cases. But cutting off the data feed is the right approach — you can't wallhack what the server never tells you exists.
If this actually works at scale, it changes the calculus for anyone still dealing with blatant wallers in Ranked. Check your MW4 settings on BetterFPS once the beta drops to make sure latency compensation and ping optimization are tuned — server-side culling puts more weight on your connection quality.