Original Post — Direct link

I've read some comments saying Valo 128 tick servers "can't consistently handle 128 tickrate, aren't even true 128tick - 32 tick interpolated "

Source: https://www.reddit.com/r/VALORANT/comments/z3tfiq/val_is_great_but_it_needs_several_key_changes_to/

And even Shroud recently said Valorant 128 tickrate is "not real", clip here: https://clips.twitch.tv/BombasticDistinctDugongKAPOW-cZs17ItADT5Pt66q

Is there credence to this statement about Valorant 128 tick not being genuine?

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7 months ago - /u/RiotNu - Direct link

Happened to see this while scrolling. I am not sure what “fake” means, but I can confirm the server FPS graph tells the truth. If it says 128, that means the server for your specific game is running at 128 tick. No shenanigans.

If server FPS is fluctuating during gameplay, it’s indicative of a performance bug or capacity issue. The team takes these types of issues seriously and fixes them promptly.

We have written a bunch about server performance and how some of this stuff works:

!pin

7 months ago - /u/RiotNu - Direct link

Originally posted by HippoOwn1230

As someone’s who’s played the game for an year and being diamond, i think the game is 128 tick only if you are constantly moving or active. If you stand still (hold an angle) for longer than couple of second then suddenly the servers aggressive optimization kicks in and lowers the tick rate and amount of packets you receive which is why you can’t hold angles standing still.

Overall, I’ve had a positive experience in competitive and unrated mode but swiftplays, deathmatch and team dm are not half as smooth.

The only problem that I’ve had and still do is being unable to wide swing (popping swing). I see youtubers and other players in my games go for a wide swing and enemy whiff their shots but somehow when I do it they just don’t miss and I haven’t been able to figure out why that is.

The server does not change its update rate based on your movement or inputs.