Valorant

Valorant Dev Tracker




16 Oct

Comment

Originally posted by [deleted]

Why is Bahrain on EU shard even when ME players gets lower ping to asian servers than eu servers. My friend lives in dubai and he gets 30ms to mumbai and 20ms to Bahrain.(while the next lowest ping is 130ms in EU shard)

You’ve essentially halved the playable population, which means longer queues time. Learn from apex where they have Bahrain server but no one plays on it, since even the ones that do play on Singapore servers

Even if both Bahrain and Mumbai were in the same shard we'd already be splitting the player population because we prefer the server with lower latency. Yes, there might be some players like your friend in Dubai who have decent latency to both, but with a 10ms difference hopefully they always end up on Bahrain. The reason that Bahrain is on EU is that at launch, we didn't want to block Middle Eastern players from playing the game, and we thought that being on EU made the most sense while we waited for Bahrain to come online. Now that it has, we don't want Middle Eastern players to lose the ability to play with their friends in EU.

Ultimately, I believe we have the player population to make this layout work.

Comment

Originally posted by ian_525

ISPs usually suck in LATAM which leads to high pings (apart from distances), and as op said, that area has a very poor coverage, are there any plans on getting more servers for LAN/LAS?

I don't have firm plans that I can talk about but it's on my priority list for next year. Real talk, the problem is that infrastructure is expensive in Latin America, without much coverage from public cloud providers (e.g. AWS is only in Sao Paulo, which is why most games are only hosted there in Latin America). We think we can do better, but I want to under-promise and over-deliver.

Comment

Originally posted by Remarkable-Shine7924

well the reason why I asked is when MENA servers were announced the North African players we were so happy that we will finally get server , but the thing is the server was located in Bahrain so it should not be called MENA cause on that server we would get 150+ ping it's even worst then NA that we can get 120 .We are now playing on Europe and we get around 60-80 but I am sure if you guys make it happen in Milan the latency would be around 40 since I have experienced that server in other games .

Yep, you've identified the primary case for why we'd put servers in Milan. It's on our radar, but we don't have any work planned yet.

Comment

Originally posted by STLNKILLZ

Why is Miami part of the latam shard? I live in Florida and Miami would be a much better server for me rather than Georgia

The goal is to balance two tensions: more servers to lower latency, but fewer servers to concentrate the player base and improve matchmaking.

I felt it was better to "pull" players in from Florida to Atlanta, than to push more central players out to Miami. Purely a judgement call on my part, that a central location will better serve more players.

Comment

Originally posted by Randomdudeinthecar

Is there a plan in the future to be able to play on any server no matter the region you created the account in? For example having a NA acc but playing on London servers while travelling to London.

No plans right now. Your use case makes sense, but providing that support will only impact a very small part of the player base (e.g. those currently traveling outside their shard, or players with friends across the world who want to play together and have terrible latency).

Comment

Originally posted by Remarkable-Shine7924

are we gonna see a server in Italy Milan since we have AWS there ?

I said this elsewhere:

The goal is to balance two tensions: more servers to lower latency, but fewer servers to concentrate the player base and improve matchmaking.

We don't have any plans to put servers in Milan right now, but we've got that option if we think that the player base fragmentation is worth the reduction in latency for some players.

Comment

Originally posted by MaestroLA

/u/ZealousApathy why are the 2 servers hosted by AWS? This is a big gamble but what I think is those servers usualy have the routing sorted with all ISPs and thats why you guys did that? Some ISPs dont have the best routing to riot direct. Big if but its my thoughts.

Most of our servers are hosted in AWS. In some locations, generally the "2" locations as you've noted, we chose to expose some servers via AWS Edge in addition to Riot Direct, because AWS Edge has better routing for some players. Over time, we'll improve Riot Direct's routing and deprecate the AWS Edge servers.

Comment

Originally posted by IHaveNoEyeDeer

For some reason my friends and I (all Seattle based) get better pings to the North California servers than we do to the Oregon servers. Is there a technical reason why Oregon is so much worse while being closer in distance?

Also, is there a plan to expand your server infrastructure into Seattle given the high density of cloud providers and data centers here?

Re: getting better latency to San Jose than Portland, the technical reason is usually ISPs peering in an unexpected way. Can you tell me what ISP you're on?

Re: expanding into Seattle, no plans, adding servers in Seattle would be a small incremental improvement to a relatively small player population that are mostly already being served well out of Portland. The goal is to balance two tensions: more servers to lower latency, but fewer servers to concentrate the player base and improve matchmaking.


15 Oct

Comment

I worked on the infra plan, AMA (within reason)

Comment

Originally posted by deccerzz

Hi Nu,

I have updated my drivers and the same thing occours, however its not as bad in the examples ive uploaded, not sure if thats because its haven and its the first time playing haven. I tried DM on haven and it was fine. I have tried multiple things, fullscreen bordeless, capping my frames to 144. Different graphics settings, vsync on, Nvidia reflex and it made no difference. theres a few exmaples in the video and you can see the Frame time spikes and the server tick rate drops. Anything more you want?

https://youtu.be/af6uDC4GLis

Thanks. Team is investigating. This helps!

Comment

Originally posted by uhwowcreative

Thank you this means a lot to me as I've been thinking about this ok so

  1. I was thinking some form of boosted economy so it still depends on how you perform but also a big boost to loss bonus so the losing team doesn't get owned

  2. so I was thinking dividing the defender spawn into 2 with solid barriers and a safe area of sorts where enemies can't enter so sort of like overwatch spawns to ensure no spawn killing I have a few ideas for how you could ensure no spawn kiling 1 make a 1 way barrier wall so those who spawned can see if enemies are camping ahead and kill them without the enemy realising they are coming or a permanent sova dart of sorts to show camping enemies outside the spawn.

I have many other ideas and I'm so glad someone from riot saw this you are some of the best Dev's keep it up :)

and about the point of it being hard to defuse I thought of this the spike respawns after the normal explosion time

Also...

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awesome answers! I really like the idea of a safe spawn zone, and I think 1 way barriers are a really clever way to prevent spawn camping.

I think a boosted economy where you have to make decisions about what you buy makes sense. If the respawn timer is long-ish (15s I'd consider fairly long), players can plan their next loadout while waiting to spawn. Giving more money to the losing team is another nice lever to help make retakes easier / more possible.

Since there are multiple rounds it might also be cool to scale the economy each round (similarly to how we scale the weapon assignments in spike rush). So first round's mainly centered around pistols & some smgs, second round smgs & some rifles, third round rifles & some op/odins.

Overally, really well thought out mode and thanks for talking about it more. Keep the suggestions coming, I love seeing posts like this! We've got stuff we're working on internally but hearing what ya'll are thinking about and loo...

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Comment

OP living up to your reddit name, this mode is creative! I really like it. I work on the modes team so I think about this kinda stuff a lot. I've got a few questions:

  1. How would weapons work? Would you buy still, or would there be some other way to acquire weapons.
  2. How are you picturing respawning looking? Is the timer static (always 15 seconds like you say) or dynamic, depending on objective state. Do you try to spawn players by their base? The tricky part here would be giving opportunities to get the plant down if your team wins a fight (so the losing team has disadvantageous spawns), but then making defusal not impossible (giving losing team advantageous spawns again). I think the 15s respawn could make the defusal feel impossible if the planting team established nice post plant site control.

I think key strengths here are that the mode has respawns so it's less stressful than standard mode, but it has clear, easy to understand objective play...

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Comment

Originally posted by RiotNu

Thanks for sharing this. What graphics driver version are you on?

Video with the following graphs on would also be useful:

Total Frame Time

CPU (Game)

CPU (Render)

CPU (RHI)

Comment

Originally posted by deccerzz

Seems more of a server issue don’t you think? People are reporting the server tick rate dropping at the same time

Haven't ruled anything out yet, but this behavior is not consistent with what we would expect to see on a server performance issue.