It is actually hard. For example, if you'd only send enemy data for visible enemies, you'd have pop-in when they come out of the corner. And how do you determine if they're visible? Do you take into account shadows, transparent objects, tiny gaps? Even if you somehow solve that, you'd still have to fight stuff like aimbots, which can work on just the information that the player should have. Do you add maximum aim velocity? Check for movement that is "too good"? If you never trust the clients, then people with higher latency would be at an even bigger disadvantage and have even worse experience.
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