RiotArkem

RiotArkem



28 Apr

Comment

Originally posted by fprof

Can false positives be reported somewhere?

If you submit a player support ticket we can review any bans for false positives.

Comment

Originally posted by ZeroKiller

I was excited for the update to help me troubleshoot, but still no luck. vgtray.exe seems to run fine, but the vgc service still will not start (even after vanguard reinstall). Manually trying to start the service gives the following error:

Windows could not start the vgc service on the Local Computer.

Error 1: Incorrect function.

Trying to manually start vgc.exe gives the following error:

Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.

Please god help me. I also have ticket ID #47827789 open if you need logs.

Edit:

Thanks to Riot's K3o for the fix. One of the earlier fixes I tried was related to those bcdedit commands. I must have fixed the driver issue and forgotten to turn it back off.

If anyone else is having this issue after fixing all driver issues, make sure to run cmd prompt command bcdedit /set NOINTEGRITYCHECK...

The service isn't designed to be manually started, that error is expected.

If you add your Vanguard logs to the ticket (from "C:\Program Files\Riot Vanguard\Logs") we'll be able to take a look at it.

Comment

Originally posted by ItsGuitarDude

I’m sure this has been answered somewhere else but I can’t find it (If any other redditors can point me to it that would be appreciated). Do you guys have an official fix for when a system reboot doesn’t get rid of the “reboot required” message?

This update will help with that by at least notifying you when a component isn't compatible with Vanguard.

Comment

Originally posted by er3zy

It seems lot of people reporting the issue here are using Ryzen CPU. What do you have on your test machine ?

Mostly Intel chips, a lot of Xeons and some i5 / i7 / i9s. Normally we have a compatibility lab with machines of all different configurations (across vendors and performance levels) but we've got limited access to it right now.

Comment

Originally posted by numbingdiagram5555

When is the next patch coming out?

Early this week hopefully

Comment

Originally posted by CodenameOccasus

Is there any way to have vanguard off all of the time besides ingame without uninstalling

The two options right now are either uninstalling (you can do that from the system tray) or exiting Vanguard as soon as your system starts (also from the system tray icon).


27 Apr

Comment

Originally posted by otherchedcaisimpostr

any plans to involve third party development for AI anti cheat systems? any in house systems being built? please update us!

We've got our data science team experimenting with machine learning techniques for aimbot detection, right now it's not production ready but initial results are promising.

Comment

Originally posted by bloodkp

will the patch tomorrow include the addition of ranked matchmaking?

If the next patch goes well we will turn on ranked matchmaking. It won't be immediate because we'll want to make sure the patch is stable and no major issues are discovered.

Comment

Originally posted by Yomafacio

What do you mean it's not just pthread_create? Just mutex everything and you'll be using more cores in no time! Sure, all the extra utilization is going towards context swaps and shit, but it's now multithreaded! /s

Genius!

Comment

Originally posted by robinlol

In the latest patch that you pushed everyones FPS was dropped by huge amounts. What exactly in that update made us lose so much? For example when I look into a wall I have around 4-600 fps. Spraying with with the vandal or phantom lowers me to 200 and sometimes even below. In the real world I have around 200~ fps, but spraying guns makes me go even lower causing stutter and extreme screen tearing.

Before the patch was pushed I were above 300 fps in 99% of the times resulting in an extremely smooth gameplay with almost none visible screen tearing.

Why did this happen and why is the next patch going to solve the problems as stated by other people on Riot?

Well you've come to the right place!

About a month ago I changed a build setting for how VALORANT-Win64-Shipping.exe is compiled. It's a security related setting but not related to Vanguard.

Due to a bunch of factors this change didn't get tested as well as usual, some of those factors were:

  • a lot of disruption due to COVID-19, reducing QA availability
  • a focus on our 0.49 patch rather than the 0.47+ hotfix
  • not enough playtesting on our dev branch because we were testing the closed beta release candidate
  • the problem wasn't obvious on our work computers

This meant that despite the large performance degradation the change made it into the patch and to players. Once our stats showed that FPS for players had decreased an investigation started. Since the 0.47+ patch was a small one it was relatively fast to narrow down the suspect changes and to my security change in particular.

Once my change was suspected ...

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Comment

Originally posted by SimplyFrankie

Hey there, thank you so much for your response! Just to clarify, which logs should I send? (So I can do so as soon as I can!)

Any files from "C:\Program Files\Riot Vanguard\Logs" would help and if you know of any VMWare logs that could have information those would be good too (but I don't know where they live).

Comment

/u/0xnemi knows what he's talking about but I'm also happy to answer questions!

Comment

Originally posted by iDoomfistDVA

Any ETA for us Ryzen bois?

There's a patch this week with some improvements!

Comment

Originally posted by mavericked

Awesome to hear! How important is RAM for framerate in Valorant? Overclocking my DDR4 ram (I only have 1 stick) from 2400 -> 3200 yields about 40 fps more on average. What's weird is that OC'ing my CPU from 4.4 to 5.1 yields almost nothing, which is really making me scratch my head.

Performance is really complicated, memory access speed is definitely going to help with game performance but how much will depend on all your other components too.

If overclocking the ram helps but overclocking the CPU doesn't then it sounds like memory access speed is the bottleneck for you. This is pretty rare in my experience but isn't impossible.

I have seen other people have memory bottlenecks on one stick of ram but usually those players have integrated GPUs which places extra demands on memory access speed/bandwidth.

Comment

Originally posted by Doulikevidya

To give you a more forward response to what the anticheat dev said... I think he is insinuating that yes, the anticheat can read your webpages and record your inputs. He just states that riot has no interest in any of your browsing habits.

I could be wrong, but that's how I interpreted his answer.

The distinction that I'm making is that it's not that Vanguard being an anti-cheat gives it the ability to read things from your computer, it's that all regular programs on your PC can access basically everything.

Every game you install, every program (Discord, Steam, OBS, GeForce Experience, Origin, Epic Game Store, Battle.net, etc etc) could read your browsing history and record your keystrokes.

Most programs are well behaved but it's not because they are restricted in their permissions (like phone apps) but because the developers have no interest in your browsing history (same with Vanguard).

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I haven't been able to reproduce this on any of my machines with any version of VMWare so far.

If you message me I'd be willing to look at your logs to see if there's anything going on.

Comment

We have improvements coming for systems like yours in the next patch. Personally I saw my i9 framerate go from about 220 to 280 (and others with better OC characteristics were getting above 300, YMMV).

I wouldn't say that Fortnite is necessarily a more demanding game, Valorant's networking and movement model is very demanding (in part due to the high number of updates per second the server sends).

It would be a nice long term goal to increase the usage of additional cores but going from 2 or 3 cores heavily utilized to an arbitrary number isn't as simple as a configuration change. Concurrency issues are some of the trickiest problems in all of programming and so work needs to be spread across cores very carefully to prevent subtle bugs from appearing.

On the other hand we think there's still a bunch more performance improvements that we can get into the game and we're hoping to deliver some this patch but we are also hoping to continue to improve in the futu...

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Comment

Originally posted by Sheroclan

Hey Arkem!

Is there any update on this by chance? A ton of us have keys and we've just had a decent sized tourney over the weekend. Would love 40ms vs the 150-250 we currently get.

Thanks!

No update yet sorry!

We have some regions coming online early next month but that doesn't include OCE. I think OCE is in the next batch though!

Comment

Originally posted by DerWici

I'm using VMware Workstation 15 Player (15.5.2 build-15785246)
still not working

Not to use a cliche, but it works on my machine :(

I've tested the latest 15.5.2 and 15.1.0 releases with no issues.

I'll take another look though

Comment

Originally posted by GamerKey

Quick question regarding the article about fog of war:

How did you handle wallbanging people if the engine might despawn an actor due to, let's call it something like, "not being line-of-sight relevant"?

If the actor doesn't exist for the client I'd wager their hitbox doesn't, either, otherwise wallhacks could just start tracking and making hitboxes visible.

And if the maps are carefully designed to not contain wallbangs between two cells that cannot see each other to solve this problem, isn't that a concern that needs to be communicated clearly to future map-makers?

The hitboxes always exist on the server even when they don't exist on the client and since shooting is server authoritative ("server sided") then the game will always know whether you hit or not.

I've tried to make the fog of war system as light on map authoring requirements as possible and so far the only real restriction is that in some situations geometry needs to be tagged as "transparent to fog of war" to avoid bugs. This doesn't happen very often though and in general map designers don't need to think about fog of war at all.