Valorant

Valorant Dev Tracker




01 May

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    /u/RiotArkem on Reddit - Thread - Direct

Vanguard blocks drivers with known security vulnerabilities (usually privilege escalation via arbitrary memory writes) that allow cheat developers to load their cheats into the kernel without approval from Microsoft.

It's hard to know which hardware software monitoring tools will be blocked because many of them repackage other company's drivers. We don't block software packages specifically only the drivers they distribute.

If software that you use is blocked please check with the vendor to see if an update is available and if no update is available please contact them and ask them to fix their vulnerable drivers.

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    /u/RiotK3o on Reddit - Thread - Direct

TY for passing along. Sorry for getting to this late. We've taken appropriate actions.

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Unfortunately it's a bug. Fix in progress.

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This is a bug for sure. We're working on a fix.

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What's the issue you are seeing?

EDIT: Thanks everyone for the clarification. We've got a fix for next patch.

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I can't speak to the penalties, but I'm working on a fix for the character select issue where you can't select an agent. It should be fixed in the next patch. Sorry about that!

If you do find your character select busted (no lock in button and old / missing data) you should try selecting a character anyways to try and not be marked AFK. It may not work, but it's worth a try.

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    /u/RiotK3o on Reddit - Thread - Direct

Originally posted by SkinnyJeansMcGee

I have this same problem on my laptop + external gpu enclosure. I can't boot with vanguard installed or my computer bluescreens. Is there a fix for this / will there be one soon? Or are eGPU users out of luck?

Could you DM me your Vanguard logs? (C:\Program Files\Riot Vanguard\Logs)

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    /u/RiotK3o on Reddit - Thread - Direct

Originally posted by Sparx04

I heard vanguard uses machine learning as well, is this true? This would mean the anti cheat gets better over time and isn’t as good in the beginning because it doesn’t have the information it learns at the start.

Our team has an expert in ML, and data science is one of the key tools to operational success for us.

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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

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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 :)

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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!

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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?

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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!!!

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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.

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    /u/Koalifier on Reddit - Thread - Direct

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.

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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!

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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 :)

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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/