Original Post — Direct link

There are way too many independent posts all asking if something has changed with hitboxes. This can't be a coincidence:

https://www.reddit.com/r/VALORANT/comments/gjyhvb/050_hitboxes_or_hit_feedback_is_weird/

https://www.reddit.com/r/VALORANT/comments/gjzjm3/hit_registration_is_so_inconsistent_since_50/

https://www.reddit.com/r/VALORANT/comments/gjyl10/did_hitboxes_change/

https://www.reddit.com/r/VALORANT/comments/gjytp9/is_it_just_me_or_did_they_need_head_hitboxes_a_ton/

I hope the devs are able to figure out what they broke, because these kind of bugs can be very subtle and hard to find and fix. If not ... then they've really set this game back and kind of broken it.

edit: Videos:

https://www.reddit.com/r/VALORANT/comments/gk3qsu/it_really_does_look_like_riot_messed_something_up/fqqeqsp/

You see the headshot dink spark, but the outgoing damage in the battle report shows 60 dmg, 0 headshots.

https://www.reddit.com/r/VALORANT/comments/gk3qsu/it_really_does_look_like_riot_messed_something_up/

https://www.reddit.com/r/VALORANT/comments/gk33nh/headshots_are_not_registering_properly_have/

External link →
almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by gencaykurtt

Same dude samee

Felt paranoid last night , i couldnt kill enemies with regular shots and i swear i saw bullets hitting on them but not registering

Heya! I work on the team that's responsible for hitreg, and spent a ton of time digging into this stuff this patch (I care a lot about hitreg- that sh*t's important).

We can't confirm my theory is 100% correct yet (working on validating it still) but there's two things I believe are happening here.

1.) Tracers fired while inaccurate from movement are not synced to the server like they are when you're standing still or from firing error (those two are synced, so the tracers you see on your screen are what's happening on the server). This means that when you have movement inaccuracy, you may see tracers pass through an enemy and not deal damage. The changes we put in increase the time it takes to become accurate from running and we increased movement inaccuracy while walking, which means it's likely people are movement inaccurate more often. I know I am, re-learning the muscle memory timings for stop-and-shoot is hard.

2.) The spark hit impacts aren't helping for players that are used to the blood hit impacts. They're brighter, obscure the target more, and don't differentiate as well from head and body shots as blood does currently. They're also the same color as the tracers, and it can be hard to see where the tracer is going through the spark impact.

We'll be keeping a close eye on this. There may still be a hitreg problem hiding in there somewhere.

Thanks for all the reports and videos- those help us narrow down the root cause and help direct testing efforts. Appreciate ya'll.

Summary:

Shots 1-5: Clearly missed.

Edit: Thanks everyone for all the links and videos. They were incredibly helpful. While the moving and shooting theory debunked some of the issues, there were some cases where players were standing still and shots appeared to be not registering. I did some investigation into this- and there is a bug. After respawning through resurrect or at the start of a new round, you trigger the bug. The bug is, the lower your FPS, the more enemy hitboxes can become desynced while they move (meaning your shot may not hit a moving enemy, even if your cursor is over them). We're working on a fix. Thanks again. We're also still looking into the movement inaccuracy tracers!

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by MrRise

Hey Sobey thank you so much for looking into it.

I just wanted to give some of my own personal feedback I've experienced from 0.50.

First things to go over are just my system specs and connection to the internet.

So I run a i7 6700k with a GTX 1070. I have the game max'd out in terms graphic settings + with my 144hz monitor(not that that really matters). My network connection is ethernet with a 750mb down and 750 up, 99% stable with barely any issues in all games.

There have been multiple occurrences where I have been right beside someone with the bucky and shot and had no registration on bullets hitting. We are talking about someone being afk standing still, me walking right beside them and right click into their head and having 0 feedback on any shots landing. I wish I had video evidence of that.

But going forward, I will make sure to record my valorant clips in obs at the highest FPS I can with network monitoring on the screen in hopes to assist with this effort to find out what is going on.

Also the reason why I reply like this, is because about a month ago on discord I pm'd you asking about content reset. So if I get any clips that may be of assistance, I will just pm you on discord again.

I'm really bad about Discord pm's- I'll try to check them more often (I'm sure other there are probably other messages in there I've missed by now). Easiest way to reach me is through DM on reddit or Twitter (mostly twitter tbh).

As for the Bucky bug, I would love to see the clip! If you're right clicking at point-blank range, you should only deal minor damage (the shell has to go a minimum set distance before exploding into the shotgun blast, like Roadhog's. But if it's dealing no damage at all that's something I'm not currently aware of!

Videos of bug reports are the best. Thank you for recording your bugs, once again recordings are hugely helpful to the team.

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by vecter

Appreciate the update! Agree that hitreg is important--perhaps one of the most important things in this game or any FPS!

I'm concerned that there is still a genuine hitreg issue b/c if you look at this clip, the player isn't moving at all: https://www.reddit.com/r/VALORANT/comments/gk3qsu/it_really_does_look_like_riot_messed_something_up/fqpfxbf/

Agreed!

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by VictoriousX

hi, there a recent popular hitreg desync issues,maybe u can have a look thx https://www.reddit.com/r/VALORANT/comments/gl9mka/i_think_there_is_definitely_some_desync_issue_was/

Thanks for the link! Looking into this as well.

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by londongeeza123

hey, just wondering do you think this hit reg stuff will be in the next patch ? because for me the game is sort of unplayable , ive seen countless people post about it today also, however i would like to say the game is amazing and i understand its in beta so these problems are bound to occur, but just wondering if it will be sorted in a patch and when the patch will be roughly, Thanks for your time.

We're still digging to fully understand what's happening. I can't confirm that we'll have a fix by next patch once we confirm where the bug(s) are, but we're trying!

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by Air3s

Just wanted to say thank you for the excellent communication. Its very rare that developers in critical areas of a game communicate directly to their community about core game mechanics! Please continue to keep us updated on your progress <3

Really appreciate that, thank you :)

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by VacantMindz

Can you go work for Respawn part time and fix Apex hit reg please? Love the dedication you guys are showing to your game, thank you for all your hard work.

If only all the FPS games I loved had perfect hitreg!

Thank you, I very much appreciate the kind words :)

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by jimoshitemoto

I know it's not your domain, nothing about hitreg and stuff.

But may you pass the word about "Headache" problem on valorant? "seem" to be a problem arround weapon sway/bob or even spray that shake the screen.

Apex Legend had a similar problem with headache, that was due to movement shake.

Would gladly appreciate :(

https://www.reddit.com/r/VALORANT/comments/fxb5v4/valorant_giving_headaches/

https://www.reddit.com/r/VALORANT/comments/gc09e6/how_to_get_screen_to_not_shake_when_shooting/

I can talk with some folks about it, yeah. As I understand it it's a competitive advantage question- do we allow a setting that helps alleviate the 'headache' problem if that setting is a must for competitive play? I'm sure there's more to it than that, but that's my simple understanding of the problem in adding that setting for now

Edit: Don't worry about shooting stuff my way that's not out of my domain- my domain is rather broad (most of the underlying game tech is done by my team, stuff like movement, HUD, UI, Hitreg, Wall Pen, etc etc). If it's something I don't have knowledge about I can direct you to the right folks to talk to

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by MyCandyIsLegit

Will there eventually be more color options for player outlines? I feel yellow is much easier to see than red and I'm not colorblind, but also feel other options might benefit people more.

I'm not sure yet, I imagine more color options is not off the table.

almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by Air3s

sh

Thanks for the update!

Is there an FPS range that this would apply? like is 200+ fps the area that the bug is least impactful?

I this bug affecting only certain servers and player?

Also, how desync'd can the server be to the player, are we talking about milliseconds or seconds? The reason I ask is, if an enemy player 'was' moving, but comes to a stand still, and a player hits them with no regs, would that be a fitting explanation to something like in this clip?

https://clips.twitch.tv/TallWimpyBorkFrankerZ

Thanks!

The bug affects players at all FPS ranges, but scales in severity the lower you go. At 30-15 FPS it gets pretty bad- not hugely bad but bad enough that the shots (as seen in your video) would miss a moving target if you were lined up directly on them. I believe that's what is going on in the video you linked here- you can see the player dips to about 70 fps while shooting- low enough for the hitreg desync to be large enough for the shots to miss.