My f**king left hand.
I read somewhere else that they are already planning to implement it but yes- please- sooner rather than later lol.
Testing it today. Can't promise timing yet.
My f**king left hand.
I read somewhere else that they are already planning to implement it but yes- please- sooner rather than later lol.
Testing it today. Can't promise timing yet.
Is that still the case? I got aim punch 30 minutes ago which made me look up how the aim punch actually works. After dying the result was 2 body shots from a bulldog
Possible you took damage from someone else during the exchange? By design it's only on headshot and usually works that way, unless you've found a previously unseen bug.
u/RiotArkem do you know what kind of ping you guys are shooting for, for the Midwest? I'm currently right outside the Chicago area with the best internet money can buy and I average 100 ping in my games of Valorant (LoL is 23-30). I'm using a VPN and the best I can find is Atlanta with 80. Thanks in advance, the game is just unplayable with current connectivity issues for me which really suck, so any advice would be amazing. (all 4 ranked games I had packet loss so that felt good lol, I uninstalled and am waiting to hear back from Riot currently.
I recommend submitting a support ticket because something is wrong here. Unless your MMR is very high (or very low) you should be playing on Chicago servers almost all of the time.
It's a good idea, I've gone ahead and swapped the word "Hacker" for "Cheater". It should be in the next patch. If I get some free time I'll think about better ways to write this screen.
Ironically this screen was meant to be a placeholder but I didn't get the chance to replace it before beta and now that it's out there it's kind of grown on me.
This is a great idea! I’ll bring it up to the team.
Thanks for the video & report - there is a bug with ability animation poses being desynced with client & server (they aren't timed up correctly on the server rewind).
Very similar to this Jett post: https://www.reddit.com/r/VALORANT/comments/gaezjd/comment/fp12c6h
We'll have it fixed soon, thank you! - David
That's nasty. Can you DM me your IP address if you don't mind? (google what is my IP address or hit www.whatismyip.com ) -- I don't have flair on this sub setup yet so another Rioter will vouch for me shortly.
I vouch for Korensky, this guy knows internet
Hello im actually JPR711#NA1 and havent been able to access my account. I think my account has been comprimised as I havent been able to login as of today and this post actually confirms my worry. Is there anyway I can have this resolved, i have submitted a ticket this morning. Im sorry u/MFEN1X that my account was used to ruin that game.
It does seem like your account is compromised, but I'm not equipped to assist with recovery. Could you contact player support?
Seeing in the comments some mentions that Split is the worst offender on performance. We're aware and actively investigating it!
Is that why I got Split on 5/7 of my games last night?
no, just luck of the draw
Oh :( It's ... strange not having such a system in a closed beta. Legends of Runeterra has one already. May I ask why it wasn't implemented as bugfixing and problem solving would be made easier seeing as closed beta is the time to do that ? Will it be available at launch or further down the road after that ?
We basically had to choose between that system, and optimizing known problems. We chose to optimize known problems first.
For example, a dip from 420FPS to 300FPS sounds dramatic, but in terms of frametime, you're going from 2.38ms -> 3.33ms (a one millisecond increase). Respectively, Going from 300FPS -> 140FPS is a 3.8ms frametime increase. We care a lot about maintaining smooth performance, so we don't want to see a lot of swings here, but 1-3ms deviations when activity is happening aren't completely unacceptable or unexpected.
The change in wording does nothing except minimize perceived impact. Saying 'oh it's just a one millisecond increase' seems disingenuous. Performance dropped by a third, it doesn't matter how you word it.
Regardless, the real question for me is, if your normal FPS is ~140 does it drop by the same % ? That I'd personally consider a big hit.
Then again I'm not much of an FPS player and RN getting 40 frames in big fights of my survival game is a blessing.
That's a good question, and sort of explains why I went into frametime.
Let's say that we introduced a change that makes shooting take 4ms longer on ALL configs. For someone playing at 2.5ms frametime (400FPS), that is a BIG FPS hit (6.5ms total, 153FPS).
Now let's look at someone playing at 6.94ms (144FPS). They change to 10.94ms (91FPS).
Frametime helps us to understand the absolute measurement of how fast or slow the game is, whereas FPS drops are relative.
If you told me "I lost 40FPS this patch", it's a meaningless number without understanding what your FPS used to be.
If you told me "I lost 10ms frametime this patch", it's more useful (although the context of your prior frametime is still relevant).
Can I help in any way ? Submit logs or anything? If so, under what category should I do it ?
Thanks for the offer! There's not much you can do to help other than what you're already doing (telling us it's not good enough)
In the future we'd like to ship performance logs that will allow you to send in logs when your performance isn't good, but it's not something we have ready yet.
Are we, the players, able to see frametime anywhere? I get that it isn’t very useful or legible of a stat in game but if it’s what you guys want reported on is it something we should have?
It's an option in the Settings -> Video -> Stats -> CPU Frametime
You have essentially rephrased a unit of measurement to give you a smaller and less severe sounding number. Are you seriously suggesting going from 400fps to 150fps or something in that ballpark is reasonable 'when there is activity'. A few miliseconds in frame-pacing is 100% noticeable, I feel like you are suggesting that it's imperceivable or irrelevant..?
The main point of reframing it that way is to clarify how it impacts your game experience.
Going from a 2.5ms frametime to 7.8ms frametime will affect your perception of the "feel" and "smoothness" of the game, so that is definitely real, I'm not trying to say it's not.
It's an important distinction because your frametime is a component of things like peeker's advantage, so dropping from 2.5ms to 7.8ms frametime is not as significant in that context. (it adds 5ms of peekers' advantage, which is pretty minor).
Screw the update, let's talk about that incredible username
Koalifier.... because I have all the necessary Koalifications..... because I work in... Koality Assurance
GET IT
Believe they are called impact markers and you can turn down how many are kept.
So on high they stay a long time and there are many of them
Low only really shows the latest ones (so you can see if you actually shot through it)
Not sure if this is how it works, but this won't help your perf :(
The bullet holes on the wall are not what's hurting your FPS, you lose FPS at the moment the shots occur.
Can you talk about more the other two mentioned causes ? Can we expect an ETA with a fix on those ? I know you're investigating, but it's been ... difficult not to get frustrated with the current in-game issues. When I got access (thank you Rito) about 3 weeks ago, the game ran so, so smoothly. I couldn't believe that a 2020 game ran with 90+ FPS on my old low-end laptop. These days it's between 45-55 FPS at all times. What happened ? I'm not talking about FPS swings here, I'm talking about a reduction in FPS by nearly half at all times.
We have some ideas about what might be impacting you there, but I can't say concretely yet as we're still investigating :(