RiotStealthyJesus

RiotStealthyJesus



18 Apr

Comment

This is a good bug report, thank you u/blurrel!

When your game client sends aim vectors up to the game server, it quantizes the values (rounds down to a sub-fraction).

We did this to save bandwidth, for both your local network, as well as our game hosts.

But we can't just network the quantized values, we also make you play with them locally. We do so because we don't want you to have accuracy greater than what the game server would receive -- that would cause Hit Registration desyncs.


I'll make sure we increase the rounding precision in a future patch, thank you.


14 Apr

Comment

Originally posted by dozensnake

where do i send it?

For now, you can post it in the bug megathread -> https://www.reddit.com/r/VALORANT/comments/fwjskd/valorant_closed_beta_bug_megathread/

You can also ping me on reddit for any netcode/hitreg issues you come across

Comment

Originally posted by ThePlaybook_

Correct me if I'm wrong here but I think that the opposite of this (late kill shot packet is seen as valid by the server) that you get kill trading which people consider frustrating in other games, right?

correct - if the server were to process late kill shot packets, that would result in kill trading.

It's a design choice to allow it or not. You could imagine how the meta of the game changes, according to how a game handles kill trades :)

Comment

You have the "HIGH NETWORK PING" indicator in the top-right of your screen. That mans you have really high latency (>100ms).

High ping will cause you to consistently lose trades like what you have here in this clip, as your opponents have significant reaction time advantage over you.

-----

There are a couple of possible reasons for this:

1) you are located far away from VALORANT game servers (not much you can do here until we add more server locations, OR you move closer to servers xD)

2) your ISP is having issues (you can contact them and ask for help in diagnosis)

3) there is an issue with your local network (others are saturating your network with gaming/TV streaming, your computer is slow, your router is outdated, etc..)

Comment

Originally posted by Anon49

Do you interpolate between ticks when latency compensating? Or is tick resolution enough with 128?

We interpolate, yes - the game server takes 128 "snapshots" a second of your anim poses + position + rotation. And then for hit registration, we interpolate (the bones in the anim, the position, and the rotation) between snapshots as necessary for exact sub-tick accuracy.