shaedyn

shaedyn



16 Apr

Comment

Originally posted by Eriko204

One big issue that I face is the delay between shooting a bullet and the kill actually registering. Some games I’ll be able to instantly kill someone as soon as I fire a bullet with no delay. Then the next game I’ll fire a bullet, hit the guy in the head but he won’t die for a fraction of a second. This happens more often with Chamber’s deagle which idk if that helps. I have consistent 15 ping, consistent 200 FPS (Capped fps), and no packet loss. I can instantly tell if the game feels “sluggish” by how fast my kills are being registered after I shoot a bullet.

Hey - the sluggish feel that you described is one of the issues that we're testing a fix for: network buffering adding excessive round trip delay in a few situations. Alt-tabbing, high network jitter, or client hitches can all cause buffer durations to spike up temporarily. In the cases we've seen, this resolves itself after a short time, but it can be pretty noticeable if you take a fight during that window. If you alt-tab frequently, turning off background framerate throttling may help reduce the impact until fixes go live.
In addition to fixes, we'll also be adding a graph that shows the full round trip latency (including buffering on either side), which should give you some hard evidence if you run into this sort of issue. If you're still having trouble after the changes go live, check that graph and let us know what you're seeing.


15 Apr

Comment

Originally posted by morejiik

I may be wrong, but somewhere I read that, in order to avoid cheats, the Valorant servers send the enemy position to the client only in certain conditions (e.g. if near the FOV of the player). I can't find it anymore, maybe I made it up in my head, help me!
If this is true, can this affect the gameplay in any way, maybe even worsening the peeker's advantage?
I have this particular feeling that the enemy movements, in certain cases, are at a faster rate than the normal, like speed up.. something like when in a web call we hear the interlocutor speaking at a faster rate after a lag, just to catch up the time that was lost. Is this related to network buffering? Am I the only one having this feeling?

Hey, you're probably thinking of this article on Fog of War. Like you say, we only send information about enemies when they're visible (or will soon be visible) by your team. The 'will soon be visible' piece has to be tuned so that your client gets enough advance notice before you see an enemy, but so that fog of war is still tight enough to effectively counter certain forms of wallhacks.

That fast-moving behavior you describe typically happens when your client missed a couple updates from the server and has mispredicted enemy movement. When that occurs, it needs to shift en...

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Comment

Originally posted by Jeathiopia

It's been a while since I've seen any news about this issue. I've been eagerly waiting. I'm not sure if I've missed something. If I haven't, can you give us a small status update? Are you guys still working on it? Is it high/low priority? I hope I don't sound impatient; I'm okay with waiting as long as I need to as long as we all know it's still on the dev team's radar.

hey - sorry for the delay here. It took longer that we anticipated to get an update through the pipeline and up on the blog. Here are some details on our approach and findings so far:

https://playvalorant.com/en-us/news/game-updates/valorant-gameplay-consistency-update/


19 Feb

Comment

Originally posted by PM_ME_UR_TIDDIES69

Hey! Have you made any progress on this situation? I would really like to be up to date on these things than finding things out on patch day or not at all.

To me, the inconsistency feels like this. One game I can hold an angle and kill anyone who peeks it. Jump into next match, same map, same angle and sometimes it's like their player model is moving very jittery and fast and it's impossible to hit that shot. I have also noticed on London(40ms ping) some games it feels like shots land nearly instantly and sometimes there's a slight delay. Not as big a delay like with the alt+tab bug, but noticeable nonetheless.

Hey, thanks for the extra info. We've found a couple issues that would cause the symptoms you're describing - effectively adding a small, random amount of client and/or server latency into some matches that can impact how delayed enemy movement appears. We're in the process of fixing those and wrapping up investigations in a few other areas.

If you have any video captures of the jittery movement that you're seeing, feel free to DM them to me and I can review. Also - once the fixes go live, let me know whether they resolve the issues you're seeing. We're planning to ship a couple extra debug graphs alongside the fixes that show details on client/server buffering, which should hopefully highlight any remaining issues if you're still having trouble.

As for timeline, we won't know which patch we're targeting until we wrap up the full investigation and go through internal testing. The current plan is to put out a blog post with details / timeline once we have more...

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26 Jan

Comment

Originally posted by Sage_The_Panda

I appreciate you coming back to this post to provide more info!
Thank You, I didn't actually expect such detailed answer!

I'm happy you're aware there's some kind of problem and decided to make it a priority to find it and fix it. It only confirms that Valorant would get better and better.

I'm praying you'd get enough of information about what's going on and manage to fix it as soon as possible, at best this year(praying!).

If I had to sum up my experience before patch 0.50 - Have you played Counter Strike Source? Models there 'die' pretty responsive way, right? I know it's also because of the engine, but forget about it for a second.
Or If you watch one of commercial videos about Valorant like the one about Yoru or Alpha state of 'Project A'(with known 'precise gunplay) - in both of those cases the registration and movement feels on 'point', which no longer felt this way after 0.50

Idk how much of a 'hint' it is, I trust y'all abou...

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We’ll plan to share back findings once we wrap up the investigation and/or have potential changes going out. For now, we’re heads down and focused on the work.

Comment

Originally posted by itap89

No problem. One more thing. I notice the game tends to switch to a higher buffer when the network becomes unstable. Then once the network does become stable again, the game takes a moment then returns back to lowest buffer. Is it possible to have this as a stat as well?

No problem. One more thing. I notice the game tends to switch to a higher buffer when the network becomes unstable. Then once the network does become stable again, the game takes a moment then returns back to lowest buffer. Is it possible to have this as a stat as well?

Yes actually - we're planning to add a graph showing that buffering as part of this investigation. :]

Comment

Originally posted by itap89

Would it be possible or practical to have a stat that shows whether shots are being rejected by the server?

We've actually talked about adding this a few times in the past, but never prioritized it. We weren't sure whether it would be valuable or just triggering, especially since dropping some shots is unavoidable around death (and you usually already know when it happened). I'll bring it up again with the team though - thanks for the suggestion.

Comment

Originally posted by JauxPlays

Hello! Appreciate the detailed post! Have a quick one for packet loss if you don't mind.

Why is packet loss intermittent for my games? Some games I jump in and get around 30% packet loss which is just unplayable tbh. So I quit my client, reconnect my lan cable, get back in the game and mostly solves my packet loss down to 0% so I don' t think it has something to do with my ISP maybe? Any in-game solution I can do to prevent packet loss?

Hey Jaux, it's hard to say with packet loss, since it's typically an issue with your network or ISP. Packets could get dropped anywhere along the route between you and the game server. If the issue persists for a while, your ISP or network admin are usually your best bet to help diagnose where the issue is occurring. Letting them know may also help them identify or confirm a hardware problem if other folks in your area have reported similar issues.

The only valorant-related packet loss issue that I've come across recently was due to a few players' networks not being able to keep up with Val's packet send rate when running at high framerates (>144 FPS). As an experiment, you could try limiting your framerate to 60 when you're seeing packet loss. Limiting framerate also reduces packet send rate, so that test would help you determine whether it's send-rate related.

Comment

Originally posted by SAD66

Wow, thanks for giving us some insight into how things work behind the scenes!
I've had one personal observation (that might be just in my head) which could be responsible for some of the inconsistency. When counterstrafing it feels like sometimes I'm at my most accurate when I take a shot in the middle of the counter strafe (when effectively stopped), but other times it feels like I'm much more accurate if I shoot later, after I've already started moving the other direction. Is movement inaccuracy calculated on the server side? And, if so, is it possible that in some situations the server thinks you're moving when you took the shot, but on your client you took the shot when standing still?

hey, Sad. In theory, the server should be playing back your movement, triggers, and other inputs at a delay but otherwise synchronized to how you played them on your client. Having said that, we'll still go add some extra checks to our client/server shot result validation to double check that movement and inaccuracy states agree. Appreciate the tip!

Comment

Originally posted by IBlubbi

Hey!, thank you for the indepht explanation on your approach to this problem. I figured I would use this to maybe get an answer on something that has been annoying me ever since you added the option to choose wich servers to queue on.

What is bothering me the most in my games (EU Immortal 2-3) is peekers advantage when playing against players with a high ping (60+). You basically have to swing as you just get killed with no time to react when holding angles. The guy that swings gets a way to big advantage. Being forced to swing certain angles that you would rather be holding due to high ping players just takes away from the tactical experience one would expect from a tac shooter at the high ranks.

I have had so many games were the the top fragging duelist had a ping of 80-100+, which I have never experienced in say CSGO (playing with high ping in CS is just a horrible experience, whereas in valorant you are completely fine as long as you are the one peeking for som...

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Hey blubbi, thanks for sharing that. It’s a good point about how allowing server selection can negatively impact match quality. That’s one of the unfortunate consequences of peeker’s advantage - players with high ping are very disadvantaged if they try to hold angles. It incentivizes those high ping players to always run around corners, which as you say, takes away from the slower, more methodical experience that you tend to see on LAN or low ping environments.

We try to balance the benefits that players & parties get from being able to specify server preferences with the impact that could have on other players' experiences. Server preference is just one factor that gets fed into the matchmaker, which gets considered alongside other match quality factors to put you in a game.

I'm not an expert here, so I can't personally speak to any changes we'd consider. I'll bring up your feedback and suggestions with others on the dev team who know more though. We may also...

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Comment

Originally posted by Sage_The_Panda

Thanks for the answer!

  1. As for the Shazam's clip - I actually meant attacker's PoV being much slower than what Shaz as defender got to see.

If you look closely - Attacker firstly peeks, notices Shaz, performs a 'stutter step' again like short peek and then shoots.

What defender sees? Just ferrari peek and insta shoot. Shaz had 0 time to react, even tho on attacker's PoV we clearly see Shaz should have been able to kill him as he had enough of time.

About that 4/5 bullet - Sure, it's a common thing. Shazam was already dead to server.

Still - such 'ferrari' peek looking diffent with 0 time to react is common, especially in DM.

What's the theory behind it? Shouldn't it work slightly different way? Why the peekers advantage feeling is so huge in Valorant even tho while watching one of Riot's video(december2021) about server etc it seems like the manufacture is pretty solid and peeker's advantage should really be minimized.

...
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If you look closely - Attacker firstly peeks, notices Shaz, performs a 'stutter step' again like short peek and then shoots.

What defender sees? Just ferrari peek and insta shoot. Shaz had 0 time to react, even tho on attacker's PoV we clearly see Shaz should have been able to kill him as he had enough of time.

This clip is a good illustration of the tradeoffs for visualizing damage immediately vs delaying it to sync to character movement.

The build they were playing on is from before we synced movement and damage, so you see AZK's initial step out from cover, then Shaz's client learns that he died from the server and we show it immediately. As Shaz's body starts to cover the camera, you can see AZK start to step, continuing his movement to where he had fired the shot on his screen.

In VAL today, we'd wait to show Shaz that he was dead until AZK completed the sidestep, but any shots Shaz fired during that window would be...

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22 Jan

Comment

Originally posted by Eleven918

Ah ok, thanks for the answer!

np!

Comment

Originally posted by Eleven918

I just have one question for you, what percentage of the player base do you think this affects when you say "introducing unnecessary delay for some players in some matches" ?

Our existing telemetry includes data on full round trip latencies, but doesn't currently break it down into buffering vs actual time spent on the network. Without that breakdown, we can't yet distinguish between bad connections and potential system issues.

Comment

Originally posted by Sage_The_Panda

Hey! Thank You for the answer!

Do you have some data about problems that Riot mentioned shortly after Beta? I mean: - Problem with animation of model's legs not stopping aka giving us a feeling of enemy 'run&gunning' while in reality the model stopped. - Problem with 'visual' bullet spread aka feeling like we were meant to land 12 bullets on enemy's body, while in reality we landed 2 or 3 bullets.

Those two problems were once mentioned, but we've never gotten any more informations about those.

Also, I'd highly appreciate you explaining those two situations. Both players with 30 ping:

Defender's POV https://clips.twitch.tv/SpookyColdVultureRaccAttack Attack Attacker's POV https://clips.twitch.tv/GlutenFreeObedientPassionfruitFeelsBadMan Edit1: Shazam also reacted to this on Twitter. ...

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heya, sure thing. I'll take a swing at these:

Problem with animation of model's legs not stopping aka giving us a feeling of enemy 'run&gunning' while in reality the model stopped.

We’ve made a few changes here over time, the main two are:

  1. We tweaked the leg animation blending speed so remote players’ legs visually come to a stop more quickly.
  2. We delayed damage and death events to synchronize with remote players’ movement.

Context for (2) - like I mentioned above, we apply remote interp delay (buffering) to remote players’ movement to prevent players from popping around when network issues arise. Back in beta, we didn’t buffer/delay damage in the same way as movement, meaning you’d see deaths take effect as soon as the info came across the wire. The downside of that approach was that you’d sometimes see people firing shots before their movement showed them coming to a stop (aka running & gunning)...

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21 Jan

Comment

Hey everyone! I’m on the engineering team that owns competitive integrity & netcode for VAL. No need to jump through hoops or provide definitive proof to get noticed! We’ve been following along with the conversations here, and we’re in the middle of investigating the game-to-game inconsistency that the community has been discussing. We don’t have concrete findings to share yet, but I can provide some details for now on our hypothesis and the steps we’re currently taking.

Some quick basics: The time between firing a shot, that shot taking effect, and you seeing the outcome of that shot are the combination of your ping to the server and remote interp delay (buffering) that happens on either side. For a handy visual, this diagram

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26 Aug

Comment

Originally posted by earthbound2eric

Interested to see where this discussion went if you have the chance!

We made a change in 3.04 so that defenders now win simultaneous team wipes pre-plant. We decided to keep the change focused on this specific issue for now.

Thanks again for bringing this to our attention!

https://playvalorant.com/en-gb/news/game-updates/valorant-patch-notes-3-04/


10 Aug

Comment

Originally posted by _JoelTomy_

/u/shaedyn you got a report on a fix or something?

you got a report on a fix or something?

Hey, I do - sorry for the delay. The team took last week off to recharge, so we just discussed today.

Here's a rough patch note preview (this would be in 3.04):

Fixed an issue that caused attackers to win if all living players died simultaneously before the spike was planted (e.g. from the same Raze Showstopper). The defending team will now win in these rare cases, since they successfully prevented the attackers from planting.

Behavior is unchanged if either team outlives the other - an elimination victory is awarded to the team that survives longer.

Per the second paragraph there, we decided to limit the...

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31 Jul

Comment

Originally posted by jakelear

My fault jumping to solutions on a saturday morning - I'll discuss with the team :]

Comment

Originally posted by jakelear

My guess would be that there is a race condition in the victory state check. Attackers can still win after all players have died, so perhaps the conditional for checking attack’s victory state is slightly slower than the defense check, meaning that the code path to determine defense victory completed slightly quicker. It could be, as others have stated, desync and the sever thought you died first (despite your client clearly showing the opposite). I would assume killfeeds are server-authoritative but who knows

VAL gameplay dev here - pretty much what /u/jakelear said!

If the last two players die on the same frame, it looks like the attackers will always win the round in the current patch. We'll look at changing this so that the team that survived longest wins. edit: I'll chat with the team about how we want this to work.

Raze ult (and explosives in general) should kill the player closest to the center of the explosion first, so as long as you don't shoot yourself in the feet, you should win these!

Sorry you were robbed here, /u/JoelTomy, we won't let your sacrifice be in vain. o7