Valorant

Valorant Dev Tracker




16 May

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This was just the first go-around adding Logout. The version I really want to try is a checkbox next to the Exit button that says "Log me out", and the preference would persist between sessions.

I figure you're either the type of person who needs to log out because you're on a shared machine (or similar), or you never log out. Hopefully we can get a revision done sometime soon.

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Originally posted by Trebunner

u/RiotKorensky I received a reply from support. They had me use this tool but gave me different IP's to use. Here's a sample using the WinMTR tool with your IP.

|------------------------------------------------------------------------------------------|

| WinMTR statistics |

| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |

|------------------------------------------------|------|------|------|------|------|------|

| 192.168.0.1 - 0 | 426 | 426 | 1 | 5 | 119 | 1 |

| 072-031-128-165.res.spectrum.com - 0 | 426 | 426 | 10 | 20 | 157 | 13 |

| 071-046-024-157.res.spectrum.com - ...

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| 192.168.0.1 - 0 | 426 | 426 | 1 | 5 | 119 | 1 |

Hop 1 has a worst ping of 119 - please make sure you're wired to your router and if so, maybe try replacing your cable etc. Something in your home shouldn't be responding that slowly.

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Originally posted by Trebunner

Spectrum in Florida, packet loss has been a lot better, very minimal. I am getting either 65-70 ping to what I believe is the Chicago servers, and I get about 75-80 ping to the NY servers. I have been in touch with support though I have not heard back since I replied to my ticket with all the logs and trace routes they asked for.

It's just frustrating having a poor connection to the servers in a competitive FPS. I feel at a huge disadvantage. Last resort is finding a VPN I guess. I just don't understand why this is a Valorant issue. I've always had good connection for at least a decade to various online multiplayer games. I do understand that data is routed differently. Really appreciate you responding to this thread still and I know many of these issues are out of your hands.

Tracing route to 192.207.0.1 over a maximum of 30 hops

1 5 ms 3 ms 4 ms 192.168.0.1

2 ...

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6 19 ms 33 ms 59 ms bu-ether19.chctilwc00w-bcr00.tbone.rr.com [66.109.6.42]

This hop is sick. You can run longer type traces with pingplotter etc. They may try and blame CPU on the device or schedulers for a slower response but the honest truth is you can see 16ms is possible to this location yet you have variance up to 59ms. This could be for a lot of different reasons but more commonly, some interface is running hot and your packets are waiting in buffers.

Where VPNs may help is that they tend to have unicast addresses and your can route 'around' these spots. Unfortunately if everybody starts jumping on those same routes, they'd just end up overloaded too.

Like I suggested above, logging these issues with Spectrum does help. Their own data will show spikes in complaints about poor performance. from pockets of their user base and it may help them prioritize upgrading vs all the other engineering opportunities their teams...

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Originally posted by Thechariots

Same here. Lakeland, Florida, Spectrum internet. Constant 70-90 ping with network error and high average ping every game.

Tracing route to 192.207.0.1 over a maximum of 30 hops

1 4 ms 4 ms 3 ms 192.168.0.1

2 17 ms 28 ms 14 ms 072-031-129-005.res.spectrum.com [72.31.129.5]

3 17 ms 24 ms 18 ms 071-046-027-061.res.spectrum.com [71.46.27.61]

4 31 ms 136 ms 40 ms bundle-ether28.tamp27-car1.bhn.net [72.31.208.77]

5 27 ms 43 ms 30 ms 072-031-006-000.res.spectrum.com [72.31.6....

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1 4 ms 4 ms 3 ms 192.168.0.1

2 17 ms 28 ms 14 ms 072-031-129-005.res.spectrum.com [72.31.129.5]

3 17 ms 24 ms 18 ms 071-046-027-061.res.spectrum.com [71.46.27.61]

4 31 ms 136 ms 40 ms bundle-ether28.tamp27-car1.bhn.net [72.31.208.77]

5 27 ms 43 ms 30 ms 072-031-006-000.res.spectrum.com [72.31.6.0]

6 51 ms 166 ms 60 ms hun0-0-0-5-tamp20-cbr1.bhn.net [72.31.3.51]

7 74 ms 49 ms 61 ms bu-ether19.chctilwc00w-bcr00.tbone.rr.com [66.109.6.42]

8 81 ms 49 ms 67 ms bu-ether17.hstqtx0209w-bcr00.tbone.rr.com [66.109.1.70]

9 61 ms 78 ms 69 ms ge-3-1-0.cr1.sea20.tbone.rr.com [66.109.6.90]

10 44 ms 99 ms 47 ms 66.109.5.121

11 * * * Request timed out.

Hop 4 shows some huge issues before you're even out of the local area. Can you log a fault wit...

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Comment

Originally posted by imsoju

After upgrading my internet speed to 1gb down, trying a vpn, and dealing with my isp for a week, I am at a loss for what to do to get the latency that I was getting before the ranked patch.

More bandwidth wont improve your latency in most circumstances. In case I've missed it - which ISP are you with and what city are you in? If you want you can DM me your IP address as well and I will see if there's something that we can do.

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Originally posted by vecter

Appreciate the update! Agree that hitreg is important--perhaps one of the most important things in this game or any FPS!

I'm concerned that there is still a genuine hitreg issue b/c if you look at this clip, the player isn't moving at all: https://www.reddit.com/r/VALORANT/comments/gk3qsu/it_really_does_look_like_riot_messed_something_up/fqpfxbf/

Agreed!

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Originally posted by MrRise

Hey Sobey thank you so much for looking into it.

I just wanted to give some of my own personal feedback I've experienced from 0.50.

First things to go over are just my system specs and connection to the internet.

So I run a i7 6700k with a GTX 1070. I have the game max'd out in terms graphic settings + with my 144hz monitor(not that that really matters). My network connection is ethernet with a 750mb down and 750 up, 99% stable with barely any issues in all games.

There have been multiple occurrences where I have been right beside someone with the bucky and shot and had no registration on bullets hitting. We are talking about someone being afk standing still, me walking right beside them and right click into their head and having 0 feedback on any shots landing. I wish I had video evidence of that.

But going forward, I will make sure to record my valorant clips in obs at the highest FPS I can with network monitoring on the screen in hopes ...

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I'm really bad about Discord pm's- I'll try to check them more often (I'm sure other there are probably other messages in there I've missed by now). Easiest way to reach me is through DM on reddit or Twitter (mostly twitter tbh).

As for the Bucky bug, I would love to see the clip! If you're right clicking at point-blank range, you should only deal minor damage (the shell has to go a minimum set distance before exploding into the shotgun blast, like Roadhog's. But if it's dealing no damage at all that's something I'm not currently aware of!

Videos of bug reports are the best. Thank you for recording your bugs, once again recordings are hugely helpful to the team.


15 May

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Originally posted by gencaykurtt

Same dude samee

Felt paranoid last night , i couldnt kill enemies with regular shots and i swear i saw bullets hitting on them but not registering

Heya! I work on the team that's responsible for hitreg, and spent a ton of time digging into this stuff this patch (I care a lot about hitreg- that sh*t's important).

We can't confirm my theory is 100% correct yet (working on validating it still) but there's two things I believe are happening here.

1.) Tracers fired while inaccurate from movement are not synced to the server like they are when you're standing still or from firing error (those two are synced, so the tracers you see on your screen are what's happening on the server). This means that when you have movement inaccuracy, you may see tracers pass through an enemy and not deal damage. The changes we put in increase the time it takes to become accurate from running and we increased movement inaccuracy while walking, which means it's likely people are movement inaccurate more often. I know I am, re-learning the muscle memory timings for stop-and-shoot is hard.

2.) The spark hit impacts aren't helping ...

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Comment

Originally posted by JustStas1

In Nvidia control center, the high perf one is selected as default (I even set it explicitly for Valorant). There is no heat issue and even high performance games (COD MW for example) work fine.

You could try manually disabling the integrated GPU and see what happens (there's some risk that you'll have no display device and you'll end up in a bad state if you do this)

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Originally posted by IamKarazu

Yeah I had this issue 2 days ago in a ranked, it wasnt jumping anymore when I used the wheel up for jumping, had to reset the settings to spacebar = jump again and yeah, I was completely lost and missplayed every second until we lost the game I restarted the game and it worked again, so next time I'll just restart ingame and hope for the best..

Do either of you use the VO command wheel?

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Marks last known locations of any enemies your teammate could see when they died. Doesn't get updated when the enemies move, though, so only useful for general threat direction.


14 May

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Originally posted by Shacrow

Froggie hat

Froggie hat

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Unfortunately there's no right answer for this in our game. If we automatically reverted your movement state when you stopped, jumped, or crouched, we'd cause a host of issues where you'd make noise or be too slow for the situation. Giving you full control is still right, and it mirrors the judgment you'd exercise holding the key.

The issue you are highlighting, and that I agree is an issue, is that you don't always have clear feedback about which state you are in. It's easy to forget in the heat of the moment. I think it makes sense to add an additional UI element that helps communicate your movement state. We'll take a look at that.

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This is usually indicative of packet loss.

Your jump event arrives on the server late, and it jumps at a different time than you did on your client, causing you to visually "pop" into the adjusted server location.

I would say check your local internet, but sounds like you are good there.

Depending where you live and on what ISP you have, it might be out of your direct control. We as Riot are still negotiating with some ISPs to fix their routing paths to improve ya'lls experience. As an immediate mitigation, I might suggest a VPN to alternate major city, which has more direct routing to game servers (some trial and error on your part would be required to find a good one).

  • David
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Intriguing. I'll show it to some ppl.

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    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Pwyff_Sucks

Missed ya buddy!

alright I missed you

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    /u/Pwyff on Reddit - Thread - Direct

Originally posted by AYAYA_COCO_JAMBO

honestly appreciate the answer and the points you're making are all valid to me - and I don't expect you to answer this, but the question that remains is: why not have solo/duo on top of flex and clash if it works in league?

is that system not considered to be 'working' over there?

I've heard many people here say that flex is going to turn into a joke as soon as solo/duo gets introduced, but honestly, nothing fundamentally changes when it does. yes, people will take it less seriously and it will be seen as a 'secondary' queue, but the reason it'd be viewed as unimportant like in league is that ranks simply don't mean anything when they can just be achieved by stacking. its like a legal boosting service. a solo queue won't give less meaning to your dynamic rank, it already has none.

have a solo/duo ladder, have a team ladder. there's no way this games' player numbers won't be able to support both, at the very least in lower ratings (say below immortal?). alte...

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Hey I dig this whole conversation and appreciate you. I’ll just say to your top level concerns and requests (“f*ck it just give us split queues”) I think we agree. It’s definitely a matter of implementation and what we have coming in the future. Let’s check in in a few months (no not S6).

For the sake of argument on the boosting topic though, I do think it’s harder to get carried in V and a team that chooses to carry a weaker player might do so because that friend brings alternative value like strategic brains (the IGL forgiveness), some intangibles like positive vibes (lol), or maybe it’s outright loyalty, sure.

But if I queue against a team and there’s a weak link, I exploit it - it’s easier to identify them (the joys of unique agent silhouettes), and skill imbalances net out quickly. I might get in trouble for saying this, but I do think V is different than League or OW where sometimes math can win or you can narrow down/pair up the skillset so...

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