Valorant

Valorant Dev Tracker




01 May

Comment

Originally posted by CaDoran

As I understood it sova arrow always sees through walls? Every time I am in the radius of a sova arrow it says location revealed no matter what. Even if I am behind a wall....

That's incorrect. Sova arrow only reveals if it has line of sight to you at the moment the pulse passes.


30 Apr

Comment

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 unab...

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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 :)

Comment

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!

Comment

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?

Comment

Originally posted by bearflies

There's a similar one on Split A bomb site where a defender Sova can fire his arrow into the back of a billboard and it will scan attackers coming from spawn, and at the same time it's impossible to shoot through the billboard to break the arrow.

That should be resolved in this patch (0.49). If you see it again, please let me know!!!

Comment

Hey friends. Sorry about this. Our fix for this failed. While we investigate what went wrong with our dev processes, we'll be keeping this audio SFX for the duration of the patch, and will evaluate how we want it to sound going forward. Thanks for the feedback, and sorry for the miss on our communication here.

Comment

Did you see this on the latest patch? (0.49)?

We put in a fix for this in 0.49, so if it's still happening, then we must have missed some other cases where it could happen.

Comment

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!

Comment

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 :)

Comment

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/

Comment

Originally posted by nivo92

Playing with centered minimap already fixes this issue, but i must say the version before the latest patch was way better and less invasive, now the icon is way to large

It's the same size as before - just looks bigger because the portrait isn't breaking up the space.

Some folks don't play with player centered so they can see the whole map at all times at a decent zoom. We'll find a solve that works for everyone.

Comment

Hey all - we are working on getting a fix in for this overlap issue. I will update this thread when we have a fix in. Thanks for bringing this to our attention.

Comment

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).

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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 f...

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Comment

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!

Comment

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 :)

Comment

Hey all - I was busy the other day and didn't get time to post some of my thoughts - I've let a comment with some dev context in another (related) thread: https://www.reddit.com/r/VALORANT/comments/gavoyu/peekers_advantage_strafe_shooting/

Comment

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.

Comment

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).

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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.

Comment

That's an interesting find ty. Will talk with Maps and Characters to see what the best way is to resolve. That's probably more vision than is intended given the recon dart placement.