no... you would be able to select to use this skinline on both sides or just one side
they've said multiple times it would take too much memory to load 2x the amount of skins, so unless they find a work around it isn't happening anyways
no... you would be able to select to use this skinline on both sides or just one side
they've said multiple times it would take too much memory to load 2x the amount of skins, so unless they find a work around it isn't happening anyways
This is absolutely right. Truthfully we havent done the full load test to see what the memory impact would be if every player could load in with multiple skins, but there are some presumptions we can make.
- more skins and more memory = more load times. We want players to get in the game quickly and not have a bunch of things going on in the background preventing you from doing that- more memory means bigger hardware memory requirement. We are already decently strict on how much available memory the game takes up based on our hardware specs. if we raised that requirement, we could cut out a significant number of players who are at the minimum bar for hardware, and thats not good.
This inevitably will be a thing we have to look into at some point if we wanted to add more content and features to the game. Actually this was the same reason why the animated player card for RGX is only on the long version that you see in lobby, because we didn't know the impact it could have on your in game experience and we wanted to still be able to show that we're looking to add new things, just carefully.
I’m not sure i’m understanding the first paragraph of your comment here. You’re saying Riot hasn’t done a stress test to see the impact of “multiple” skins being loaded in, but to my knowledge, this skin set is doing exactly that anyway?
Why is it considered Multiple skins? Would it not be 1 skin for T-Side, and 1 Skin for CT-Side? why is a variable being used? And if the case is attacker/defense sided skins, isn’t that only a max of 2 skins per player? What’s with the vagueness?
Its multiple skins because for one player it might be just a vandal for A/D, which you're right in that case its just 1 more. But for another player they could want their entire loadout to swap. Then it gets more complicated.
Every player brings 18 skins in game with them (even the default weapons have a skin). for 10 players thats 180 skins to load into every game (we dont literally load them all at once but they need to be stored for when they're used). Giving players a default option to have A/D sided skins effectively doubles that number, now you're at 360 skins per game - we dont know if we can actually load that in without significant impact, especially on lower end hardware. We have to weigh the decision against the worst possible outcome.
We have not done the stress test to see the impact of more than we currently allow. We made budgets early on in development based off of what we needed for the game to ship, and made those budgets against the hardware we allow. One day its likely those budgets will get revisited, and we'll see what we gain from that.
Also weapons are just one part of it all. Every part of the game has a limit and a budget. Guns, Maps, Characters, UI, the game-sate itself, audio, etc. Everything has an impact and the more we add, the more risk we put on someone having a bad time
Imagine this scenario. You're using 10 year old hardware which does run the game to a degree that we're ok with. You go to pick up a weapon on the ground, but you get omen blinded, Astra ults, the bomb gets planted, and an ally dies, and you experience the worst hitch you could imagine all because that gun needed to load in. This of course is an exaggeration but its the thing we are hyper critical about and need to consider when we make the decisions that could have this kind of impact.
I see. I failed to think about the gun skins for all the other weapons aside from primary rifles. If it’s viable for this skin bundle being released, wouldn’t it also be viable to allow this type of selection for 2 guns per player per match as a starting basis? That way you get some live feedback with the memory issues?
While that’s incredibly unfortunate for the low spec player base, I would assume some sort of limit needs to be hit between adding in content for overall player experience vs. pandering to the absolute lowest spec player base. I think a large majority of the community feel certain updates to the game would be huge W’s and it just sucks knowing it’s being gatekept because a few people are playing on bad gear
Its more than a few players, but I get your point. Even as devs we want to see big updates to the game. We're working on figuring out the right way to do it. Making progress on some things, holding off on others.
Our hopes honestly are for some things we release now to be able to tell us more about what to do in the future. An example here was the Random Gunskin feature. It didnt ship with the ability to favorite and randomize specific Variants, and the work between those was maybe a couple months? We felt that we didnt want to hold that back from players, despite it not being complete.
This is the beauty of live service to me at least, that we can ship something that adds value to everyone or at least doesnt take away from your experience, and make it better over time.
One thing I've been curious about since I started valorant (and had the idea sparked again when the randomising system was added) was agent collections. Maybe functioning similarly to how the keybind system is with a default and modifications of it and it could pull skins based on the agent each player has chosen?
I do not know if the skin loading process begins before people have locked in agents, but if not, would that significantly increase the load on computers? The number of skins remains the same, but players get new customisation options and can make pairings of skins and are also further incentivised to spend more money so they can do so.
I'd love to hear your thoughts on this! Thank you <3 emi
That's an idea that's been floated by both devs and players. I think it extends beyond just agents, and just comes down to player preference. Some players might want their loadout to match their agent in whatever way they feel is appropriate, some might just want their gold version one day and their red version another.
If we make one of those things true, we should also make the other true too
Has there been anything about the knife skin disappearing in the first half? Makes my purchase obselete as I don't have the skin the first half of the game?
I wasnt aware this was a thing! did you report a bug?
First of, I'm very happy to see you guys answering in the comments, that's absolutely awesome :)
It's very interesting to see, from your answer, where the priorities / constraints are etc.
However, let's be real for a moment. There are so many things that could be done to go around the memory budget: New settings, asynchronous / lazy loading, LODs...
Ultimately, it's still one (or two) guns per person per round, unless you thought we wanted mid-round skin switching, it really doesn't change the total amount of skins to keep loaded at any given time.
I want to take Fortnite as an example. The game should be an absolute hell for mobile and low end PCs, with all the new character, weapon, FX, etc... skins that are added all the time. Yet they do manage to keep everything performant while using the same engine as you guys. Seems like they figured this thing out :p
Im right there with you. I look at other games and ask the same questions - what differentiates us (technologically)? Two games using unreal engine is very far from two games having similar capabilities, in fact most can tend to be incredibly different and are optimized for different things. Fortnite was built for large world, destruction, massive amounts of characters. Valorant was built for smaller maps, and incredibly high precision for competitiveness. What we do, fortnite cant, and vice versa. That's not an excuse, its just the reality. Eventually if we want to make additional features or improvements to the game, we'll need to solve some problems to help us get there. Understand we want the same things you do, and we're working to make it happen.
can we atleast see different knife selections possible for A/D in the near future
if we make that feature, we would do it for everything, not just knives.