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over 3 years ago - /u/Riot_CasualPenta - Direct link

Hey, thanks for the post. The team that handles hit reg reviewed the footage.

This article has some great background on the topic.

What's happening in the video is definitely not what you should expect to see under normal conditions.

It raised some eyebrows that ping and packet loss look fine here (love to see those readouts turned on), since that causes the vast majority of issues like this.

In this case, the behavior exhibited still does indicate that there's SOME kind of issue in the network connection, but it's not clear what that issue is. I could speculate on a few things, but they'd just be guesses, so I don't want to be misleading.

That's not a satisfying answer, but the good news is that we're currently looking into expanding the information we show about your network connection to potentially better diagnose issues like this.

And I'll never entirely rule out the idea that it's a bug. We're constantly testing and monitoring for hit reg bugs, but this looks indicative of a network issue.

I can dig details a bit more if anyone has specific questions, but this post is already giant, so I'll end here.

!pin

edit: typo

over 3 years ago - /u/Riot_CasualPenta - Direct link

Originally posted by takoiddit

Thank you for your response and acknowledgement of this issue. I have tried posting videos with examples like this in the past but they are almost always removed. I am glad this one made it through for whatever reason.

I have spent a considerable amount of my time looking into and trying to resolve the inconsistent hit registration I experience in Valorant. Roughly half of my games feel like I'm "desynced" from the server as if my actions have a 0.1-0.5s buffer. Sometimes it is only felt against certain players and sometimes it happens against everyone. I have not been able to find any sort of correlation between server, ping, FPS, packet loss, or any other measurable metric in-game.

A few weeks ago I began monitoring my game's connection using Resource Monitor. I learned that Valorant is using AWS Global Accelerator to reduce the latency for players by using Amazon's network infrastructure to route connections rather than whatever routing ISPs typically use. I noticed a direct correlation between the amount of data being routed through AWS Global Accelerator IP addresses and the times which I felt "desynced" from the server. I began blocking AWS Global Accelerator (awsglobalaccelerator.com) in my hosts file and noticed a significant improvement in consistency.

Further testing is needed but it might be worth looking into. If anyone is interested in testing this, please let me know and I will write up a tutorial on how to block AWS Global Accelerator.

Interesting. I'll forward the comment over to the team that handles that, and it's good to know in the context of game consistency. Thanks!