We've got a bug on this one.
We've got a bug on this one.
Increasing networking buffering changes the number of movement updates your client holds before showing them to you. If your network connection is spotty, it'll make movement smoother (ex. less teleporting) at the cost of additional latency (i.e. you'll see movements from other players later).
Prefer minimum buffering as long as your connection is stable, otherwise you're just decreasing your available time to react in gunfights.
Thanks so much for all of your replies, you're really the best <3
Using BIOS settings and deleted EmptyStandby task, as you suggested.
Played a deathmatch just now while using the suggested changes, and snapped a few screenshots of the in-game stat graphs.
I'll attach those below.
- CPU, GPU, Memory stats
- Networking stats
Spooky. Will think more. There’s something we are missing.
I've tried deleting the EmptyStandby before, but I couldn't really tell that much of a difference.
Going to try what you said now.
- Delete EmptyStandby task
- Reset BIOS to default, and only enable D.O.C.P (turning on-board audio on, and case fans to standard)
For reference, I also just did a benchmark thingie using my setup the way it is right now.
Before doing those changes:
Sounds good. Case fan and onboard audio likely won’t matter for VAL either. Interested in your results.
Read moreI don't really know to be honest... typically, I just use the default BIOS settings.
Exceptions in BIOS:
- Turn D.O.C.P on
- Set the case fans to "quiet" rather than the "standard" setting, since I don't like them being super loud when playing.
- Disable onboard audio as I use a Fiio E10K Dac/Amp
Windows Settings:
- Power Plan ---> High Performance
- Disable Game Mode
- Disable Game Bar
- Disable all background processes under the Privacy Tab
- Use EmptyStandby as a task that's scheduled to run every 5 minutes to clear standby memory
Nvidia Settings:
- Power Management Mode ---> Perfer Maximum Performance
- Texture Filtering Quality ---> High Performance
- Low Latency Mode ---> Ultra
- Perform Scaling ---> Display
- Perform Scaling ---> Override the scaling mode set by games and progr...
If you haven’t already, you might try resetting everything to default except DOCP and see it that makes any difference.
EDIT: I would also probably try dropping the memory task.
Read more1440p is probably a problem, I guess?
Along with only using two sticks of RAM with your zen3 processor.
Using 1080p instead of 1440p, would help a lot, I think.
But it still looks like you should still be getting around 350 to 400 frames, tho... at least if you watch other people with an AMD 5800x on 1440p:
https://youtu.be/u5WYGke9MJw?t=290
You'd gain 5% to 10% performance by swapping to 4 sticks of RAM rather than using two sticks, like the video mentioned here:
https://www.youtube.com/watch?v=-UkGu6A-6sQ
I personally use 4 sticks of RAM with the 5800x, but happen to adore using 1280x960 as my resolution.
- During competitive match
- Right after killing 4 enemy players, while healing myself
- Never dropped below around 450FPS the whole round
- FPS = 400-700
...
Just saw this comment fork. All these numbers are surprisingly high for that hardware, which makes me suspect something is off timing wise. Do you have any idea what might not be default about your setup?
Read moreUnrealEngine version 4.25 is what Valorant currently uses, right?
Would that not be a potential cause of a lot of these bugs?
I feel that most of the issues we struggle with are due to "hitching", more than anything else.
I'll admit I have no clue about the game engine.
But would any of the "fixes" in UE 4.26 / UE 4.27, could potentially help at all?
The ones listed below seem really interesting interesting to me, since they mention networking improvements and fixes for hitches.
Would none of these affect Valorant positively, if the game were upgraded to UE 4.26?
Unreal Engine 4.26
- Networking Improvements
- Improvements
- "We made performance improvements to the networking Blueprints to avoid bottlenecks and disconnections. The network settings have been tuned for high load so you can have more participants with smoother object manipulation and movements"
...
These are unlikely to be relevant.
- Don't have AI Suite III installed (never have on this Windows install)
- Don't have Asus Armoury Crate installed (never have on this Windows install)
I also fresh reinstall Windows completely from a USB drive every 2 weeks to 4 weeks.
- Always update all drivers
- Always run a DISM + SFC to scan for disk errors
- Always use Ethernet
- Always use a Gigabit connection
It’s worth reaching out to Player Support if you haven’t already. The input handling item you are describing sounds like it could be explained by something related to timing but doesn’t map to any known issue I am aware of from your answers. I will note that the FPS numbers you are reporting are not close to normal for that CPU.
Read more
- No Overclock
- No HPET setting
- No changes to BIOS (other than setting RAM to the D.O.C.P setting and the case fans to the proper speed)
- Raw input buffer = Off
- Have tried "on"
- On = much more responsive, but makes tracking inconsistent
- Off = less responsive, but much more consistent and stable
- I keep it "Off" due to that, and play better with it "Off"
- Mice used
- Razer Viper 8Khz (set to normal 1K polling rate, Razer Synapse uninstalled and not used)
- Zowie EC2-B
- Zowie S2
- Zowie FK2-B
All mice display the same issue.
The issues have been present since the Omen bug hotfix in 2020.
Here's that Omen Hotfix time period, although I think October 2020 saw another Omen hotfix... maybe it was October's not this one (?):
Do you have ASUS AI Suite 3 installed?
Read moreCould those adjustments that you try to do to smooth out movement cause a lot of other issues?
Could that "buffering player movement" be why the game often stutters or has hiccups?
For example, when you talked about this
Our working theory is that remote interp delay / buffering behavior may be introducing unnecessary delay for some players in some matches.
Some buffering is required to smooth out player movement accounting for ping variance and packet loss, but the system is designed to minimize buffering as much as possible.
Players are using different routes to connect to the same server or game pod (AWS vs Riot Direct).
Server smooths out movements of enemies whenever they are visible, and the server tries to make things "fair" for players with different pings.
Could this be the cause of all the input latency whenever enemies appear on screen?
My biggest issue with "inconsistency"...
Much of what you are describing, particularly the input handling sounds like a different problem. Sensitivity feeling different moment to moment would be a very strange client side issue that wouldn’t be explained by any server behavior.
Out of curiosity, are you running an overclock and/or have you modified HPET or other settings that might affect timing? (If you don’t know what these are, the answer is likely no). Do you by chance have ASUS AI Suite 3 installed on the PC?
A 5800X can’t hold 400 FPS in combat, which makes me wonder along this direction.
What’s the poll rate of your mouse? Are you using the raw input buffer?
I'm 34. You'll be fine. Get in there and frag out.
dang, i got shit on by riot nu in a comp*
edit: what 112 upvotes lmao
and it was twice
ggs, you'll get me next time
see you out there
No shot a riot dev addresses this problem. The second they address it it is an admission that something is wrong. If they don’t say anything then people will never know for sure and they can keep f**king the playerbase.
We're looking at this and if there is something wrong we definitely want to fix it. We don't play games to try and hide issues.
Checked that same account just now, and... nope.
That account works now, thank you so much, if you changed something behind the scenes!
It was so bizzare, since other accounts on the same region worked just fine, and my alt accounts on another region also worked.
Just that account seemed to have VAL 7 error, when logging in.
I did notice that I had to once again sort of agree to the Terms of Service, this last time that I logged in on the account?
After that pop-up came this time around, the account logged in just fine.
Thanks for confirming. There was an issue on our end that has since been corrected.
Region: NA
Type of Bug: Unable to launch game or connect, on certain account
Description: If I try to log in on one of my accounts, I get VAL 7 error every time I try to launch the game... but my other NA accounts seem to log in fine?
Reproduction rate: 100%, tried for many hours now. Started happening since the servers went down for today's update.
System specs: AMD 5800x, ASUS b550-F motherboard, RTX 2080 Turbo OC, 4x8GB G.Skill Neo 3600Mhz
Is this working for you now?
The fact it isn't even acknowledged in the known issues section is weird.
I can acknowledge that we know about it and are working on it.
[removed]
Thanks we'll take a look.
Read more- **Region:** BR
- **Type of Bug:** Performance issues
- **Description:** FPS drop from standing still in training: where as 300fps now is 150
- **Video / Screenshot:**
before 2021/04/03 https://cdn.discordapp.com/attachments/568201388232933411/817047019918196746/unknown.png
Now in the same place is 150
- **Steps to reproduce:** the range as the screenshot
- **Expected result:**
- **Observed result:**
- **Reproduction rate:**
- **System specs:**
Processador AMD Ryzen 5 5600X 3.7GHz (4.6GHz Turbo), 6-Cores 12-Threads,
Placa Mãe Asus TUF Gaming B550M-Plus, Chipset B550
Fonte Corsair VS600 600W
SSD XPG SX8100 512GB, M.2, Leitura 3500MB/s, Gravação 2400MB/s
SSD 240GB TOSHIBA
HD 1TB
GeForce GTX 1060 GB 6GB
Memória Cru...
Does it reproduce when the bots are despawned? Could you take a screenshot with the following graphs enabled:
CPU (Game)
CPU (Rendering)
CPU (RHI)
Total Frame Time
u/riotnu you can master that gamemode
As the Best Spike Rusher in NA, I agree that I would do very well at this mode. My taped down W key would be even more powerful.
Container dimensions are a lie. What are they hiding?
I stole a container and measured it. The hidden compartment is even bigger than I expected. I don't think these containers cleared customs.