Will this fix the minor cosmetic bug that occurs on larger guns with the buddy clipping into the body? like these guns hold the buddy further away from the body? (i.e my buddies clip into the bodies of the op and phantom etc)
yea we've actually moved the position of the buddies on the op, phantom, stinger, almost all of them have taken a pass. we cant 100% prevent clipping from a tech standpoint but we're putting rules in place to make sure buddies stick within a specific boundary and making sure to place them in spots on weapons that allow them to have a decent amount of visibility and not clip through the gun or hands. i think this week alone the team addressed like 2 dozen bugs related to buddies so rest assured we're committed to making sure they're great :)
this is intentional - a while back we had custom holders for each gun buddy and it made things slightly problematic - mostly with regard to skins. if we had a skin of a certain thematic, say Reaver as an example, it would be weird to have that Phoenix holder. What we're moving to now is a system where you gun determines the holder, but you can have any buddy hanging from it. we're working on a lot of really cool and fun ideas for these so hopefully when we get to show them to you it feels a lot better :)
Well there's a match history that players can see, so Riot can see it too. You can see all your kills per round, so the only thing that he has to filter on in the database is anyone getting 7 kills in a round in matchmaking - which is what I assume /u/oniram177 did (or the one who told him/her).
nah i mostly meant it hasnt happened in the time ive been on the project. for the last 4+ years we've played every day and the idea of even this being a thing hasnt come up as far as i remember. 6 kills sure because of the single Sage ult (which is why the kill banner gives you 6 pips in the ring when it happens.
At one point in time when we were hooking up the current implementation of kill banners, we had a respawnnable dummy in the level and TECHNICALLY those pips just divide themselves among the kills you get, so i did see in editor once like a 10+ kill counter on the kill banner but that was just to make sure the system worked :P
Riot oniram I played urf with u
nice! i bet i was kayne and i bet i was garbage!
Oh.The guns sound much slower at lower framerates and I did some rough testing (there seemed to be a noteable difference with guns like Vandal and Ares) and just connected the dots and figured this might have been overlooked. Should have tested more thoroughly before busting out the spreadsheet. My bad and thank you for the clear up.
It's good, posts like this have helped us find bugs before.
We really love to see them.
^ Don't let the above comment discourage anyone from continuing their own tests. Riot has said a lot of things about Vanguard and networking that were not true until they fixed them later on.
Please do your own testing we love receiving more data!
EDIT: Sorry guys, I drew too quick of a conclusion because PUBG and FOrtnite shared the same issue on the same engine as Valorant.
The issue appears to be just visual / sound on clientside, firerate does not actually fluctuate.
Based on this reply https://old.reddit.com/r/VALORANT/comments/gngrna/weapon_firerate_depends_on_fps_details_in_comments/fra0brg/
I figure the only reason to cap your FPS would be to minimize such desync perhaps, assuming the calculations even apply and Valorant doesn't follow it's own rules.
I looked into this a little more and I'm confident saying that frame rate doesn't have an impact on fire rate.
The exception is that the client can only display tracers/muzzle flashes/etc on the cadence of the frame rate which can make it look slower in some cases. This shouldn't effect actual numbers of bullets fired.
There still could be a bug somewhere but we haven't found any compelling evidence of one yet.
Edit: "shouldn't effect actual numbers of bullets fired"
Guns shouldn't fire slower at lower FPS, I'll make sure we take a look at it. Gun fire is primarily executed on the server so my guess is that if this is a thing it'll be the client visualization that's broken.
That said I'm not going to rule out an actual bug where client frame rate impacts server shooting, stranger things have happened!
Does that include skins like the luxe vandal? You can barely see the gun buddy when you have the weapon out.
Yep!
Agreed! We are taking a pass on all of our gun buddy positions across guns.
Hi! We are aware of this issue and are working on a fix for it. It's a bug and it's not intended. :(
Sweet, thanks for the reply I really appreciate, just wanted to let you know so the art guy knows he didnt mess up. The animation is very clean and minimalistic. Love it. You can pass these words on :)
<3
i love this - its never happened before and i hope to see it one day :)
Hi everyone,
If you’ve been following along, you probably heard our announcement that VALORANT is launching to most of the world* on June 2 (yes that also includes you OCE!). That’s in a few weeks (we also said that)!
We also know that in announcing our launch date we raise a number of questions, with the largest being the title of this piece:are we ready? Every week we’ve touched on a number of questions, concerns, and hot topics, but it’s an entirely different conversation when launch is around the corner.
Does this mean there will be a higher performance hit with them? Also, will there be any improvements regarding CPU frametimes in the upcoming patch?
The geometry isn't free but in general the scene has many thousands of polygons visible so adding a handful more shouldn't impact performance noticeably.
We've been working on CPU optimizations and hopefully some of them will be ready for the next patch but nothing has been finalized yet.