This has been fixed, but just barely missed the 0.50 build cut - enjoy it while it lasts, next patch it'll be gone xD
This has been fixed, but just barely missed the 0.50 build cut - enjoy it while it lasts, next patch it'll be gone xD
Watch this, now you know it's f**king a joke to have a hitreg like that
https://www.youtube.com/watch?v=pZKuiJnoQk4&feature=youtu.be
For the video if i kill phoenix sage should die
One quick comment - the Phoenix clip, there is a network indicator in the top right.
Latency isn't displayed anywhere in the clip - but if your ping to the server is high enough (well above 100ms), you can actually be beyond the maximum hitreg rewind limit on the server (we cap it to prevent cheaters & bad feels for the victim - nobody likes getting killed after-the-fact when they duck behind cover).
^ When ping is beyond max rewind, it can cause visual desyncs with what you see on the client compared to what happens on the server.
- David
Thank you for the post (there have been several on a similar topic).
We adjusted Deadzone accuracy with the 0.50 patch (details here: https://beta.playvalorant.com/en-us/news/game-updates/valorant-patch-notes-0-50/).
Those deadzone changes exposed some movement accuracy desync between client and server. Your shots process correctly on the server, but the feedback you get on you local client can be at times incorrect.
This issue has been in the game code for a long time, but was previously quite subtle. It took the 0.50 deadzone changes to make it super ...
Read moreCrazy bug - thank you for the video!
We have a hunch that this is related to the gun firing off a round as you drop it - and since you a no longer an "owner" of the weapon, the bullets can deal damage to you. The one or two times we've had it happen with internal playtests it was with the Bulldog (more common of a repro because of the bursts). Hopefully we will find a fix soon :)
This is usually indicative of packet loss.
Your jump event arrives on the server late, and it jumps at a different time than you did on your client, causing you to visually "pop" into the adjusted server location.
I would say check your local internet, but sounds like you are good there.
Depending where you live and on what ISP you have, it might be out of your direct control. We as Riot are still negotiating with some ISPs to fix their routing paths to improve ya'lls experience. As an immediate mitigation, I might suggest a VPN to alternate major city, which has more direct routing to game servers (some trial and error on your part would be required to find a good one).
Stay tuned!
Any news on dx12 / vulkan support? future support?
Support is on our longer term roadmap (think months) - but nothing immediate
We made a good set of improvements for 0.50. However, the primary focus was on low/mid spec machines (those that are GPU bound).
There is more to come in the subsequent patch for high-spec machines & combat perf (during gunfights, etc..), which will help CPU bound folks :)
Stay tuned!
- David
We made a good set of improvements for 0.50. However, the primary focus was on low/mid spec machines (those that are GPU bound).
There is more to come in a subsequent patch for high-spec machines & combat perf (during gunfights, etc..), which will help CPU bound folks :)
Stay tuned!
- David
We made a good set of improvements for 0.50. However, the primary focus was on low/mid spec machines (those that are GPU bound).
There is more to come in a subsequent patch for high-spec machines & combat perf (during gunfights, etc..), which will help CPU bound folks :)
Stay tuned!
- David
This has been fixed, but just barely missed the 0.50 build cut - enjoy it while it lasts, next patch it'll be gone xD
/u/RiotStealthyJesus Hey didn't see any mention of any animation desyncs or the desync while crouching in this patch. Any information on that? You mentioned it'd be in this patch. Thanks!
Hi /u/Sympai, looks like we missed making an update in the patch notes - however, a fix did go out in 0.50. Both for crouch desync, as well as equip anim desyncs.
Let us know if you still see anything funky moving forward!
- David
We've got a lot of work in flight on the dev team right now to improve performance - 8 engineers working on a collection of different tasks - we hope to see some improvements come out in patch soon!
Thanks for hanging with us :)
Thank you u/Ksycht for sharing the video!
The timer logic is one of the oldest pieces of code in the game (4+ years even); it was alive back in prototype stages, and we never quite got around to giving it the love it deserves.
We have a ticket tracking the work on our dev team, and will hopefully have it running smooth as butter soon. Stay tuned!
- David
Thanks for the video & report - there is a bug with ability animation poses being desynced with client & server (they aren't timed up correctly on the server rewind).
Very similar to this Jett post: https://www.reddit.com/r/VALORANT/comments/gaezjd/comment/fp12c6h
We'll have it fixed soon, thank you! - David
Read moreThank you for such an informative response!
The math behind peekers advantage and network buffering are fairly well understood by many players that have come over from CSGO, as it's been a hot topic in that community for many years. That being said, I think many of us are questioning how the math you've provided us isn't accurate to the results we're seeing.
Using the peeker's advantage formula you've given us, a player running on 144Hz(both are relatively well know players, I expect they would both be on this framerate) and 25ms ping(show in the video), that math states there would be a ~48ms delay between what a player holding an angle and what a player peeking an angle would see.
In the case of the two twitch clips used in the video here, the delay between the peaker seeing the defender and vice versa appears to be much much greater than 48ms. In fact, if it were only a 48ms delay most of us would be unab...
The formula I shared is the basic case, though weird stuff can skew it.
Input lag, server hitches, refresh rate on monitors, network variance (ping isn't absolute what is in the TAB menu, it can wiggle 10-20ms packet-to-packet, depending on network hops & routing).
And for video clips - recording FPS of video capture, slowmo edits, etc.. makes it hard to control for stable testing.
It's hard for me to definitively say that the fl0m clip review is far from 48ms - I welcome someone like battle(non)sense, etc.. to review our netcode in detail as an independent audit :)
Hey you and classic have some solid posts/knowledge dumps and although I'm not as active in here as I'd like I'm betting other rioters have been doing similarly fantastic work.
I wanted to field the idea that you and your coworkers put this information in a page on the Valorant site or somewhere accessible and in one place. Even just a GitHub gist markdown file where you dump questions and your wonderful answers like this would be so great to have to go to one place to see what you guys and gals are saying about popular topics and FAQ.
I'll take a followup and get it somewhere more official (and localized) - thanks!
What about the issues with walking and shooting? Players are literally binding walk to m1 so that when they shoot it walks for them.
Is this an intended game mechanic?
See the post in this thread by our design lead: https://www.reddit.com/r/VALORANT/comments/g7ql8r/walkingrunning_accuracy_too_high/
Might be too late, but have you thought about reducing the operators capabilities for peeking. I don't mind a whole lot getting hit by someone with other weapons since range, recoil, etc can come into play. But getting walked on by a 1 shot sniper is probably the worst feeling I've ever had in any game.
We're always considering potential design changes - I'm an engineer though and I don't want to speak out of turn. Stay tuned!
I think the "No remote interp delay" should be an option for those that want to try it eventually IMO.
Something we are definitely considering, thanks u/Daiephir :)
What about walking accuracy? Because this is also a thing that's been bothering me and we don't seem to have an answer on this yet. Let's add to this the Fire+Walk bind on left click, is there anything riot will do about this issue?
My buddy u/Riot_Classick wrote a good post about this stuff the other day, check it out here: https://www.reddit.com/r/VALORANT/comments/g7ql8r/walkingrunning_accuracy_too_high/