Original Post — Direct link

Over the past few days i've been evaluating a lot of whats been said on this sub. One of the main problems everyone is having is with players seemingly running out and just shooting and nailing a headshot. We've all been there, we've all felt this. Some argue that its "different from CS" while others, like myself, say "Its a tac-shooter, this should NEVER happen". Well...that got me thinking about a lot of things because to be honest, i've tried this myself and i cant seem to replicate the strafe shooting like others do to me. I went into a custom game with a friend and tried for about a half hour to get it down because if others are going to do it to me, i might as well not put myself at a disadvantage and learn how to do it myself. Well, one instance really got me thinking in general. I walked out, lined up the shot and hit a headshot, no problem, just doing my normal thing of peeking, stopping and THEN shooting. Thats when my friend goes "Hey, you did it! how did you do that?!". I then told him i didnt walk out shooting, i walked out, lined up and THEN shot. He said on his screen, it appeared like i just ran out and headshot him like i was playing CoD.

Well, i started to look into this because i know for a fact i didnt run out and just shoot and nail a headshot. Well, this lead me to start thinking about peekers advantage. See, we all discounted that because Riot told us that isnt an issue here, but i firmly believe that its not only an issue, but its WORSE than in CS. I started my YouTube journey and i came across a video by the creator "Click Heads" that had this exact topic, and it was posted 3 days ago. In the video, it showcased a scrim between some high level players and this one point was reviewed. It appeared like one of the players just ran out and headshot the dude like he knew for a fact where he was at all times, but when you look at the shooters perspective, there was actually time in between the shot taken. That means that the opponents side didnt even register the guy running out. It was one frame, then the next frame he died as soon as he peeked. It also had NOTHING to do with ping, because everyone was around the 20-30 ping range if i remember correctly.

This is a major problem. Now, i'm not sitting here saying "Riot lied to us!!", not one bit. What i'm saying is that something is wrong on their end. This is not working as intended and its making things WORSE. Think about it, how many times has someone just popped out of nowhere and dumpstered you and you're sitting there like "uh...what?". I honestly think this is the reason for the inconsistent games you may play. Ever wonder why some games are a blowout 13-1/3, and another game its just the opposite and not even really close? I think this has something to do with it. What are your thoughts? I'm going to link the video down below and i'd like to hear what everyone thinks about this particular problem.

TL;DR - I dont think strafe shooting is a problem the more i think about it. I think we have a serious peekers advantage problem where it appears that they are just running and gunning, but they truly arent.

https://www.youtube.com/watch?v=IuT6T91rJ24

EDIT : Got a Riot response about what the "Network Buffering" does. Its just like in CS with the cl_interp_ratio command in the console. His response is below, be sure to read it!

Edit Edit : Rioter also updated his post to talk about peekers advantage and also the strafe shooting!

External link →
about 4 years ago - /u/RiotStealthyJesus - Direct link

Hi all!

There are several topics to unpack - let's do them piece-by-piece: NETWORK BUFFERING / PEEKER'S ADVANTAGE / STRAFE SHOOTING

----- NETWORK BUFFERING -----

This is a new player setting we introduced in the latest patch.

By default, for every player in VALORANT, there is a 7.8125ms "buffer" time on rendering other players on-screen. We do this to smooth out player popping. I've attached an image that demonstrates intent.

https://imgur.com/gallery/xG5PiPq

You could update this buffer to some huge amount (say 1 whole second) and have ultra-smooth player movement, no matter your packet loss rate.

BUT there would be massive peeker's advantage, everyone else would get a whole 1-second jumpstart on you, and you'd lost almost every gunfight.

We have to find a compromise where we avoid jitter/popping in players on-screen, but also keep peeker's advantage as small as it can be.

----

In general, if you have stable internet, do not move off the "Minimum" setting. However, if you are frequently getting the "Network" indicator in the top-right of your screen or see lots of player popping, you may way to try playtesting on one of the other two settings to see if your gameplay improves.

This setting is intended to alleviate gameplay degradation when playing with poor networking conditions, particularly with low bandwidth-based network throttling threshold, and packet loss/ping spiky networks.

It does so by doing two things: Rate limiting outgoing packets and increasing the remote interpolation delay for remote clients. This has the effects of reducing bandwidth usage and smoothing out remote client movements to alleviate symptoms from the previously described scenarios.

"Minimum" is 1 frame of delay (7.8125ms), and full 128 send rate from your computer, to the game server.

"Moderate" is 3 frames of delay (23.4375ms), and chunked updates to the game server (your move data goes to the server every 64-ticks, not 128-ticks).

"Maximum" is 5 frames of delay (39.0625ms), and chunked updates to the game server (your move data goes to the server every 32-ticks, not 128-ticks).

----- PEEKER'S ADVANTAGE -----

Seperately, let's talk about peeker's advantage.

I saw this great post the other day, but didn't have time to comment: https://www.reddit.com/r/VALORANT/comments/g99ipd/valorants_massive_peekers_advantage_problem/fot297a?utm_source=share&utm_medium=web2x

How do you measure it? It's + + +

Some of these values are constant:

NETWORK INTERP DELAY = 7.8125ms (but tuneable with the "Network Buffering setting")

SERVER FRAMERATE = 7.8125ms (1/128)

Others are not:

NETWORK ROUNDTRIP is based on server locations, and Riot Direct routing paths. We are targeting <35ms for 70% of the player population. Closed Beta is a time for testing and improvement, and we are on our way to hitting this target.

YOUR CLIENT FRAMERATE is based on how fast your computer runs; we are trying to optimize framerate as much as we are able, on our side as a dev team.

Peeker's Advantage can never be eliminated, it is something that exists for all games. That being said, our goal is to minimize it as much as possible in VALORANT. Philosophically, we believe the less peeker's advantage there is, the more tactical the game's meta is.

----- STRAFE SHOOTING -----

We devs are aware of this issue, and are thinking about some ways to improve it.

First, some context: Remote Interpolation Delay (see my comments in the first block above) causes a 7.8125ms desync between movement data, and damage data. Otherwise said, when you get killed, the player's move position is always shown 7.8125ms behind from where they actually fired.

This can make it appear that the player was still moving when they shot you, when they might have actually have been standing still.

What are we as devs doing about it?

A) We are working on animation blending updates. When players come to a stop, we'd like to speed up the transition of their anim from "running" to "standing." The animation is sometimes lagging versus what "actually" happened.

B) The frame you die, your corpse (typically) blocks full visibility of the enemy, so you can't see what the opponent did immediately after you died. We are going to fix corpse-blocking in the next patch or two, so you can have constant vision of the enemy. This will help to see if they actually did come to a standstill in moving.

C) We might consider a player setting for "no" remote interp delay; it will get rid of that 7.8125ms desync, but at the expense of you seeing a lot of visual "player pops" when you have packet loss. Packet loss on average varies, but it is not uncommon to have 1-3%. With those numbers, you might see pops up to once-a-second. Not ideal - we're going to test with options tech A & B (and maybe some other small design tweaks) to see if we can get to a good place, before we consider this third extreme option.

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by grumpypumpkin305

i love the reply on what exactly the "network buffering" does. how are you guys going to combat whats going on currently with users with the same ping? this doesnt seem to be a "ping" issue, this seems to be a server side issue. is this being looked into?

I've updated my post with some most context and info, thanks u/grumpypumpkin305

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by DonBongJohn

One simple question probably everyone asks without any network knowledge: Does a player get an advantage when he/she uses an other setting than recommended while having a perfectly fine connection?

Somehow it often happens that ppl in videogames are in favor when they have a bad connection. Making them topfraggers because of their 100ms+ ping.

You are definitely going to get a gameplay disadvantage if you use the other two settings. Your opponents will have additional peeker's advantage against you. For moderate, they have 15.625‬ms of extra "free time where they can shoot you", for maximum setting, a 31.25‬ms advantage.

That being said, if you internet is having issues, and players are jumping around all over the place, or your bandwidth is capped/you inputs aren't honored - then you should take the small X millisecond disadvantage in favor of being able to actually play the game smoothly :)

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by ryeguy

Based on his description of the settings, using an inappropriate setting would be a disadvantage. It controls how long the client waits before sending your movement to the server, so it would add latency to your input.

correct, u/ryeguy - delay on sending to the server, as well as a delay in drawing enemies on your screen too.

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by falven2000

Why would anyone ever use anything but the lowest setting? People don't care about other people's experience playing the game. They only care about getting the biggest advantage, and if using anything but the lowest puts you at a disadvantage peekers-wise, as you said, nobody is going to use it.

These settings are for individuals with poor networking setup - not every player has an awesome computer or awesome internet service.

We as Riot want to help these players out by providing optional settings. They have 0-negative impact on the other players in the game, which aligns with our top-line goal of VALORANT - keeping the playing field fair

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by [deleted]

[removed]

clickheads showed a good clip, yeah -- see my comments in "STRAFE SHOOTING"

Not seeing the 2nd stutter step is closely tied to the 7.8125ms movement/shooting desync I mention.

We could "fix" this by delaying Shaz's death by 7.8125ms, so the death & enemy movement perfectly sync. We as devs were hesitant to do that though, because that extra 7.8125 ms of time we'd let Shaz still control his player would be a lie .. any bullet he fires/action he takes would never be processed server side, because he is already in fact "dead."

We'd much rather fix this with option B, or potentially C (in my post above).

-----

Either way - we know what's currently in the game isn't quite right. We won't stop making improvements until you'll are happy - expect changes for the better soon.

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by ugoterekt

So since your servers are causing packet loss should I raise the setting? My connection has less than 1% packet loss to every server I've ever checked, but goes anywhere from 3 to 20% packet loss on valorant due to some issue that I can only assume is on the server end.

You should try the settings and see if the game feels better. If it does feel better, keep the setting, if it does not, then revert back to the minimum.

Packet Loss being worse in VAL versus other games is (for some subsets of the population) due to misconfigured settings between Riot Direct and ISPs. We are actively working on fixing these issues during Closed Beta - expect the issue to go away over time.

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by uiki

but i firmly believe that its not only an issue, but its WORSE than in CS.

I mean... it's pretty evident as soon as you start playing. We don't have access to network commands to tweak stuff out so we are left to the mercy of the devs. The interp values seems really off and god knows what they are using. They exposed an option in yesterday's update (network buffering, under general) without explaining what it does.. but judging from the name, it's just cl_interp_ratio from cs. No values to set so no one knows how many frames of interp you'll get.. but at least it's something. I just hope someone goes around to test it.

Hi u/uiki, I've added some context in my post above, hope it helps.

VALORANT is in Closed Beta, and we're just getting started -- we listen to everybody's feedback, and want to make decisions that are most helpful to players.

We are slowly getting around to adding more network commands to players; stay tuned :)

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by qgshadow

It will be good if Riot answered to this thread... Their whole point was to make it better than CS in a way but made it worse... don't know how it's possible.

Posted some context above!

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by juhmikay

I semi-regularly get the network error symbol in the top of the screen but have insanely fast/stable internet, 0% packet loss and ~20ms ping, is there something going on that I'm not aware of or something I've not done?

We pop this network error indicator for a couple of different reasons:

1) Packet loss (burst - 111XXXXXXX1111, or sporadic - 11111X1111X11111111X)

2) When there is some movement desync between yourself & the game server); usually caused by network variance, or more rarely clock drift.

(by the way - Ping on the scoreboard is a rolling average; if it says "25ms", really you are often drifting between 20-30ms)

3) High ping (which in your specific case u/juhmikay, doesn't sound like you have).

-----

On Round Transitions (from end of round, to the new buy phase) we were triggering this indicator incorrectly - all the "reset" of game state causes some network saturation, which is unavoidable. We are going to hide indicators during this specific bit, because no action can be taken. (can't remember if fix for this was the patch that just went out, or one following)

-----

Why do you see this popup, even with a lit setup?

With the COVID-19 pandemic, lots more people around the globe are using the internet - and all that stress causes packets to be dropped. Your connection may be awesome with your direct ISP, but your game client still needs to use the shared internet infra to hop from your ISP to the VALORANT game server.

League of Legends has a giant footprint across the globe, and we can provably see packet loss % is up on average. Once the virus settles (or when internet infra gets better; it's always getting better over time), you should get more stable net conditions.

Thanks for the question!

- David

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by SaiyaTV

What about walking accuracy? Because this is also a thing that's been bothering me and we don't seem to have an answer on this yet. Let's add to this the Fire+Walk bind on left click, is there anything riot will do about this issue?

My buddy u/Riot_Classick wrote a good post about this stuff the other day, check it out here: https://www.reddit.com/r/VALORANT/comments/g7ql8r/walkingrunning_accuracy_too_high/

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by Daiephir

I think the "No remote interp delay" should be an option for those that want to try it eventually IMO.

Something we are definitely considering, thanks u/Daiephir :)

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by neur0breed

Might be too late, but have you thought about reducing the operators capabilities for peeking. I don't mind a whole lot getting hit by someone with other weapons since range, recoil, etc can come into play. But getting walked on by a 1 shot sniper is probably the worst feeling I've ever had in any game.

We're always considering potential design changes - I'm an engineer though and I don't want to speak out of turn. Stay tuned!

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by musicallacisum

What about the issues with walking and shooting? Players are literally binding walk to m1 so that when they shoot it walks for them.

Is this an intended game mechanic?

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by 7heWafer

Hey you and classic have some solid posts/knowledge dumps and although I'm not as active in here as I'd like I'm betting other rioters have been doing similarly fantastic work.

I wanted to field the idea that you and your coworkers put this information in a page on the Valorant site or somewhere accessible and in one place. Even just a GitHub gist markdown file where you dump questions and your wonderful answers like this would be so great to have to go to one place to see what you guys and gals are saying about popular topics and FAQ.

I'll take a followup and get it somewhere more official (and localized) - thanks!

about 4 years ago - /u/RiotStealthyJesus - Direct link

Originally posted by SpyderCompany

Thank you for such an informative response!

The math behind peekers advantage and network buffering are fairly well understood by many players that have come over from CSGO, as it's been a hot topic in that community for many years. That being said, I think many of us are questioning how the math you've provided us isn't accurate to the results we're seeing.

Using the peeker's advantage formula you've given us, a player running on 144Hz(both are relatively well know players, I expect they would both be on this framerate) and 25ms ping(show in the video), that math states there would be a ~48ms delay between what a player holding an angle and what a player peeking an angle would see.

In the case of the two twitch clips used in the video here, the delay between the peaker seeing the defender and vice versa appears to be much much greater than 48ms. In fact, if it were only a 48ms delay most of us would be unable to notice much of a difference between the two POVs, but when watching the videos the time difference is very noticable. I wish I had the video editing knowledge to get a somewhat exact gap in ms, so if anyone does that please report back!

Many users have found similar evidence across videos and streams, and although your response clearly explains part of this phenomenon, it would appear there is a much larger gap than your comment would prove. Some further clarification would be wonderful!

The formula I shared is the basic case, though weird stuff can skew it.

Input lag, server hitches, refresh rate on monitors, network variance (ping isn't absolute what is in the TAB menu, it can wiggle 10-20ms packet-to-packet, depending on network hops & routing).

And for video clips - recording FPS of video capture, slowmo edits, etc.. makes it hard to control for stable testing.

It's hard for me to definitively say that the fl0m clip review is far from 48ms - I welcome someone like battle(non)sense, etc.. to review our netcode in detail as an independent audit :)