Valorant

Valorant Dev Tracker




27 Apr

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We have improvements coming for systems like yours in the next patch. Personally I saw my i9 framerate go from about 220 to 280 (and others with better OC characteristics were getting above 300, YMMV).

I wouldn't say that Fortnite is necessarily a more demanding game, Valorant's networking and movement model is very demanding (in part due to the high number of updates per second the server sends).

It would be a nice long term goal to increase the usage of additional cores but going from 2 or 3 cores heavily utilized to an arbitrary number isn't as simple as a configuration change. Concurrency issues are some of the trickiest problems in all of programming and so work needs to be spread across cores very carefully to prevent subtle bugs from appearing.

On the other hand we think there's still a bunch more performance improvements that we can get into the game and we're hoping to deliver some this patch but we are also hoping to continue to improve in the futu...

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Originally posted by Sheroclan

Hey Arkem!

Is there any update on this by chance? A ton of us have keys and we've just had a decent sized tourney over the weekend. Would love 40ms vs the 150-250 we currently get.

Thanks!

No update yet sorry!

We have some regions coming online early next month but that doesn't include OCE. I think OCE is in the next batch though!

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Originally posted by DerWici

I'm using VMware Workstation 15 Player (15.5.2 build-15785246)
still not working

Not to use a cliche, but it works on my machine :(

I've tested the latest 15.5.2 and 15.1.0 releases with no issues.

I'll take another look though

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Originally posted by GamerKey

Quick question regarding the article about fog of war:

How did you handle wallbanging people if the engine might despawn an actor due to, let's call it something like, "not being line-of-sight relevant"?

If the actor doesn't exist for the client I'd wager their hitbox doesn't, either, otherwise wallhacks could just start tracking and making hitboxes visible.

And if the maps are carefully designed to not contain wallbangs between two cells that cannot see each other to solve this problem, isn't that a concern that needs to be communicated clearly to future map-makers?

The hitboxes always exist on the server even when they don't exist on the client and since shooting is server authoritative ("server sided") then the game will always know whether you hit or not.

I've tried to make the fog of war system as light on map authoring requirements as possible and so far the only real restriction is that in some situations geometry needs to be tagged as "transparent to fog of war" to avoid bugs. This doesn't happen very often though and in general map designers don't need to think about fog of war at all.

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Originally posted by throwaway237169

Please whatever you do keep in mind those who struggle with motor disabilities who use ahk has a way to rebind keys to assist with those disabilities to make the game easier under the circumstances. Banning only the mouse mouse events from allowing the use of these aimbots would suffice without restricting some players with disabilities.

This is what I'm planning for this patch, we'll see how it goes. I hope we don't need to block all the features of AHK.

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Originally posted by we69420

Can the anti-cheat read my open webpages or record my input when the game is open?

We're not interested in your browsing habits.

It's important to know though that almost every program on your computer can record your input or read your open webpages. This is because it doesn't take any special permissions to do so (not even admin access in many cases).

If this is something that you're worried about I recommend being extra careful about the software you install.

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Originally posted by Zodiii

That's awesome! That was a neat read. The pragmatic approach is always good, so many people throw out the whole thing because it's not perfect. But I assume cheats are similar to attackers, it's all about increasing that barrier to entry and making it harder and harder until it's not worth it except to all but the most dedicated, and then you build detections around their behaviors. I think I have more questions now than I did before. Really cool, keep up the good work!

Thanks!

It's exactly like you say, very similar to threat modeling in infosec :)

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Originally posted by Phamous3k

Will there be a GOtv like feature in the future where we can watch major tournaments in-game? And the ability to download replays of other players??

Can't commit to any specific feature list yet, but they sound like features that would be possible once we have the core replay system

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Originally posted by FireStarzz

6 years confirmed

You got me!

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Originally posted by Zodiii

Do you ever do talks or anything on the anti-cheat stuff? I'm a seasoned Cybersecurity analyst, and it's really interesting to me how it's being done. We see a lot of push into analytics (think posturing and profiling) and outlier detection in my space, is it going the same way with games? Can you flag on increasingly risky behavior and then pop a manual review task? It's kind of a cool intersect of worlds/techniques.

Sometimes! Recently I wrote an article about the Fog of War system which is less about security and more just software engineering: https://technology.riotgames.com/news/demolishing-wallhacks-valorants-fog-war

Hopefully we'll have more talks about the data analytics side of anti-cheat in the coming year.

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Originally posted by we69420

Have y’all reconsidered 24/7 full control anti-cheat now that we know it’s not actually any more adept at catching hackers than any other anti-cheat?

So far we're happy with the performance of Vanguard

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Originally posted by 77R4PTOR

Hi, will we ever know that a person we reported was banned? I dont even mean cheating, because so far, Ive seen a lot of shady things going on on the server, but nothing 100% sure it was a cheat, but Ive seen a lot of insults, hate speech etc...I´ve reported them all, but I feel like they all go to an empty no return cloud. I dont know if you think that way, but when a player reports someone for any valid reason and gets feedback from that report saying that actions were taken, it give us a sense of security in game, and a job well done, and other games have that, like cs:go. Is that a thing to come in Valorant?

I'd like us to have a report feedback system so that you can know that your reports led to action. Not sure when we'll get to build it though.

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Originally posted by joshmaaaaaaans

Can I google these ahk cheats without being banned by the vanguard driver? Or does it pick up my google searches and youtubes and is like yo this dudes trying to look up cheats ban this f**k! I just wanna see what it looks like.

If the game's not running you won't get banned for anything. The part that runs at boot doesn't store anything or report back to our servers so we have no ability to detect any cheats if you're not playing.

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Originally posted by Phosphoros846

Will there be any option in the future for a killcam system? Sometimes I die just as I turn a corner and think it would be useful to see how I was killed if it was based on the enemy's crosshair placement, me showing too much while peeking, etc.

Yeah we've talked about it, kill cam would be a great learning tool. Integrating a Replay system would unlock a bunch of cool things (e.g. kill cam, better observing tools for esports, sweet sweet frag videos) so rest assured it's on the backlog. I just can't give you a timeline right now.

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Originally posted by KJW57

The devs said in an interview that there will be a version of a replay system on launch, and they will continue to improve it through the early stages of the games full release!

G'day friend, just wanted to correct this: we won't have Replays at launch (sorry!). Definitely going to be there at some point soon tm, and not 7 years past launch like League! We see the same use cases etc that y'all do and we're excited to see what the community will do with it... once it comes out ☺️


26 Apr

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Originally posted by IAmAGoodPersonn

Are you going to ban them? You gonna ban everyone using ahk or you can tell who is using this? You gonna warn first?

We're not going to mass ban AHK users.

No bans for AHK unless we detect that they're using blatantly cheaty scripts (e.g. pixelbot or recoil helpers).

If we decided that AHK had to stop completely we would try to prevent AHK from working with the game and then warn people that circumventing the protection would mean a ban.

For now I'm working on making AHK a less good tool for cheating without stopping it outright.

I'm willing to take more steps in the future if this first approach doesn't get it done.

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I have something coming for this in the next patch, it won't be a perfect solution but it'll be a start.

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Sorry about this one, y'all! This should be fixed in the next patch coming real soon.

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Originally posted by WillyWankerFagtory

The best part is when you finish a gunfight and then get one shot killed, because you had 6 hp left. The feedback is not he best here.

Upcoming patch has some incremental improvements with respect to damage feedback and health status. It's easy for these sorts of effects to slip into annoying/distracting territory, especially in a competitive game, so we'll keep tweaking until we find the best balance.

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Originally posted by no_more_no_more

It just happened to me

There's still a way to do it in the current version, unfortunately. Let's not go into details.

That said, it's fully fixed in the upcoming patch this week.