Valorant

Valorant Dev Tracker




22 Jan

Comment

Originally posted by LovelyResearcher

Could those adjustments that you try to do to smooth out movement cause a lot of other issues?

Could that "buffering player movement" be why the game often stutters or has hiccups?

For example, when you talked about this

Our working theory is that remote interp delay / buffering behavior may be introducing unnecessary delay for some players in some matches.

Some buffering is required to smooth out player movement accounting for ping variance and packet loss, but the system is designed to minimize buffering as much as possible.

Players are using different routes to connect to the same server or game pod (AWS vs Riot Direct).

Server smooths out movements of enemies whenever they are visible, and the server tries to make things "fair" for players with different pings.

Could this be the cause of all the input latency whenever enemies appear on screen?

My biggest issue with "inconsistency"...

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Much of what you are describing, particularly the input handling sounds like a different problem. Sensitivity feeling different moment to moment would be a very strange client side issue that wouldn’t be explained by any server behavior.

Out of curiosity, are you running an overclock and/or have you modified HPET or other settings that might affect timing? (If you don’t know what these are, the answer is likely no). Do you by chance have ASUS AI Suite 3 installed on the PC?

A 5800X can’t hold 400 FPS in combat, which makes me wonder along this direction.

What’s the poll rate of your mouse? Are you using the raw input buffer?

Comment

Originally posted by Eleven918

Ah ok, thanks for the answer!

np!

Comment

Originally posted by Eleven918

I just have one question for you, what percentage of the player base do you think this affects when you say "introducing unnecessary delay for some players in some matches" ?

Our existing telemetry includes data on full round trip latencies, but doesn't currently break it down into buffering vs actual time spent on the network. Without that breakdown, we can't yet distinguish between bad connections and potential system issues.

Comment

Originally posted by Sage_The_Panda

Hey! Thank You for the answer!

Do you have some data about problems that Riot mentioned shortly after Beta? I mean: - Problem with animation of model's legs not stopping aka giving us a feeling of enemy 'run&gunning' while in reality the model stopped. - Problem with 'visual' bullet spread aka feeling like we were meant to land 12 bullets on enemy's body, while in reality we landed 2 or 3 bullets.

Those two problems were once mentioned, but we've never gotten any more informations about those.

Also, I'd highly appreciate you explaining those two situations. Both players with 30 ping:

Defender's POV https://clips.twitch.tv/SpookyColdVultureRaccAttack Attack Attacker's POV https://clips.twitch.tv/GlutenFreeObedientPassionfruitFeelsBadMan Edit1: Shazam also reacted to this on Twitter. ...

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heya, sure thing. I'll take a swing at these:

Problem with animation of model's legs not stopping aka giving us a feeling of enemy 'run&gunning' while in reality the model stopped.

We’ve made a few changes here over time, the main two are:

  1. We tweaked the leg animation blending speed so remote players’ legs visually come to a stop more quickly.
  2. We delayed damage and death events to synchronize with remote players’ movement.

Context for (2) - like I mentioned above, we apply remote interp delay (buffering) to remote players’ movement to prevent players from popping around when network issues arise. Back in beta, we didn’t buffer/delay damage in the same way as movement, meaning you’d see deaths take effect as soon as the info came across the wire. The downside of that approach was that you’d sometimes see people firing shots before their movement showed them coming to a stop (aka running & gunning)...

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21 Jan

Comment

Hey everyone! I’m on the engineering team that owns competitive integrity & netcode for VAL. No need to jump through hoops or provide definitive proof to get noticed! We’ve been following along with the conversations here, and we’re in the middle of investigating the game-to-game inconsistency that the community has been discussing. We don’t have concrete findings to share yet, but I can provide some details for now on our hypothesis and the steps we’re currently taking.

Some quick basics: The time between firing a shot, that shot taking effect, and you seeing the outcome of that shot are the combination of your ping to the server and remote interp delay (buffering) that happens on either side. For a handy visual, this diagram

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Honestly, this looks incredible, 12\10 *chef kiss*


20 Jan

Comment

Originally posted by Varcolac1

May i ask in which patch this fix will get added?

it should be in the next one! i just missed the cutoff for 4.01 with the change

Comment

Originally posted by MisterDownBad

to kill ares meta

widejoy is sacrificed self

for good of greater

The goddess.


19 Jan