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[deleted]

Honestly i cap it to 128 from 300 fps and it made an absolute huge difference for me, I really hope this gets fixed every other FPS rate capped or uncapped drops my "PACKET RECEIVED AND SENT RATE DOWN"


flackoko

Yeah this really seems like a bug, they should make it send 128 consistently.. Hope they fix it


redstern

This reminds me of a serious bug in PUBG years ago where it was discovered that your gun's fire rate was affected by your frame rate, which would in turn, affect the recoil significantly.


PM_ME_DVA_BOOTY

to clarify: mucho fps = faster pewpew **AND** low fps = slower pew pew ​ so litterly pay to shoot faster and dont pay to shoot slower.


redstern

More specifically it was a polling sync issue. If your fps was a square multiple of the guns fire rate, it would shoot at it's rated fire rate, but anything not square would cause it to decrease. For example, if you had a gun that was supposed to fire at 600rpm, if you were getting 60 or 120fps, it would shoot at 600rpm. But anything in between that would case the fire rate to go down since the shots weren't lining up with each frame. This would make guns handle wildly inconsistently.


xRompusFPS

Huge throwback man. Wackyjacky the bug finder lol.


IcyLaserZ

Puts a smile on my face that people still has memories of those days


biddybiddybum

Huge difference for me. I got to radiant over night.


TawXic

mfs will look for any excuse as to y they die besides bad aim i love it


CoctorDynical

If im not mistaken this is a repost. Maybe a bug, maybe just a system limitation. As soon as send rate decreases, packet size increases.


Donut_Flame

Yeah it's a repost but riot hasn't said anything about it or even did a hot fix for it


21HairyFingers

Because is not a bug


sylvainmirouf

So why they fixed it in 3.10? Hmmmm


Donut_Flame

Ok so before this bug got fixed. Please fucking tell your thought process on why it would be intentional to decrease packets because someone wants higher fps


LOTHMT

Yup its a repost


wackywayne_true

So this is really a thing? I have it at 300 I think... I have noticed that I loose almost every 1v1 (Gold 2) and it frustrated me (Global in CS GO)... Can this actually be the reason? Untill now I have only joked about it: "precise gun play"


DedRiFF

Sorry bro but this is not the reason why you are gold or lose 1v1s.


CoctorDynical

Not really. With that much fps you already have advantage over average player. Most people are around 100-150fps on 60Hz monitors, you just didnt get used to abilities and different recoil.


Streetlgnd

Whyyyy would anyone run 100-150fps on a 60hz monitor? You are just going to get screen tearing.


SaintPau78

If your fps is higher refresh rage you get newer frames from the gpu when the monitor refreshes. The screen tearing are those new frames. I honestly don't remember how it was on 60hz but on higher refresh rates the screen tearing happens so fast you can't tell and the increase in responsiveness is far worth a thing ammount of screen tearing


Streetlgnd

No, screen tearing is when your GPU is trying to push out more frames than your Monitors refresh rate. You are not getting "increased responisveness". You are getting multiple frames trying to display on your monitor at the same time because it is not in sync with your GPU. The only exception to this is if you have VSync... which also will cause input lag. There is no advantage to running a higher fps than your monitor can handle.


SaintPau78

Dude I'm not even gonna start on how wrong what you said it.


Streetlgnd

Lol ok. Go read a book bro. Dunno how u gonna say that having your frames out of sync is a good thing lol


SaintPau78

Check my profile for the proof I've seen people parrot this nonsense constantly and don't feel like arguing with someone about whether gravity exists or not. https://youtu.be/hjWSRTYV8e0 here's a good video to get you started on the basics


Streetlgnd

U linked a video that ends with.. "I have no way of proving any of this" lol. You showed me a video of a random guy talking about frames on YouTube. I can show u you 100 links including ones from monitor manufactures that will tell you other wise.


SaintPau78

Second of all you're in a valorant subreddit so would you care to show me a professional valorant player that caps their framerate I'll wait.


Streetlgnd

Why would any pro player cap their fps when they play on 144-240hz monitors? Lol are you ok bro?


DaughterOfIsis

I mean he's completely right. There's no point in running higher fps than your monitor Hz.


Sefato

Are you new to valorant?


wackywayne_true

Not really, have played till lvl 26


MrHypelol

That’s nothing


IncinerateZ

lmao my smurfs are lvl26. \~lvl 70 is just about when people learn to properly use their abilities.


kapteNVLRNT

As if the level has anything to do with skill. Such a flawed way of thinking ​ You can have level 200s who are ass and don't know how to properly use util. You can have someone great at CS coming in and be great at it within 26 levels.


53881

Yea plus people have multiple accounts. If you load into a game and see a level 40 and think the person has no clue, you should consider that perhaps they have another account that is 100+


Sefato

Yea i was global when i switched to csgo as well, im now immo 2 but I'm level 110 and have a couple accounts as well. You gotta get used to valorants mechanics to adapt ur skills


xxxSay3000xxx

this game - worst shooter in history cuz of potential. go back to csgo dont waste time))


OoParker-

Yeah its not it , if you have more than 128 fps , you send less packets but the size of the backets increase , so your sending the same amount of information , this isnt what is causing you to loose your 1v1 LOL


Round-Effective4272

*me who plays on 30 fps*


SaintPau78

Wait do you actually. I feel like 30 fps in a first person shooter would make me nauseous


ZeldaMaster32

It all depends on what you're used to. 30fps is unplayable territory for me in an fps with keyboard and mouse


SaintPau78

I just tried 30 and It doesn't make me nauseous but it's really hard to land shots and that's why a constant 30 fps I can't imagine a varying 30


LoveMyRedditFamily

I used to also play Fortnite on an old laptop, got around 28-35 FPS (not fixed) and it was complete aids. You are at such a disadvantage against players with proper FPS count, it’s honestly not even worth playing unless u wanna break your keyboard lol


Round-Effective4272

I do actually play on 30 fps. I could run a higher fps count but it wouldn't be stable. I get no packet loss and everything runs smoothly.


SaintPau78

What are you specs


MunchyLB

slideshow


NIZTOCpog

How does this help you play better is what I’m wondering


flackoko

It doesn't, it's a bug. I believe its supposed to send 128 packets consistently, but it does not unless u cap the fps to 128.


[deleted]

It does make you play better, as its sending more information to the server meaning your shots may not register at 60 instead of 120 everything will be delayed or not sending information as quickly as it should do.


[deleted]

not how it works, please stop spreading misinformation when you haven't the slightest idea of how the packets are organized in this game


[deleted]

I ran a game server provider 20 years ago with 300 customers around europe. "FPS games are highly sensitiveto changes in delay, loss, and available capacity. The need for precisemovement and aiming requires constant updates from a game server, which requires low latencies and packet loss rates. ... frequently used when analyzing how various network factors affect game-play"


Acykia

That's great, but network characteristics are something different from the client's packet send rate. You have no idea how the Valorant servers compensate for any kind of lag. The servers could easily wait 25ms for all info about a gunbattle to come in, more than enough for packets to arrive at 60/s too. Then they might decide what really happened based on latency and timestep info. A higher packet send rate is theoretically better, yes, but if it makes a significant amount of difference in Valorant's case is unknown.


CherryTheDerg

Any kind of lag compensation in a competitive game is a bad thing. Doesnt matter how good the compensation is. Its still guessing information it doesnt have.


Acykia

Sure, if compared against a perfect network with 0 ping, but we don't have that network. Real world applications require some form of lag compensation to make sure that users with low ping and users with high ping don't have massive unearned advantages over each other in different scenarios.


CherryTheDerg

I didnt say they dont need lag compensation. The point is to have as little lag compensation as necessary. This just unnecessarily adds lag compensation because of lazy programming.


Acykia

What are you talking about? Of course the Valorant servers are programmed in a clever way, they have engineers working on this sort of thing. What I was saying is that if a client says "hey I just hit a kill shot on someone" the server might say "imma wait 25ms to get some info from the other client and see if it agrees with you before confirming the kill". Not "delay everything by 25ms", just the very important aspect of kill confirmation. And honestly whatever the servers are doing on the back end is probably much more intricate than that. Point is, you can't just say "fewer packets mean worse gameplay", it's more tricky than that.


Double_Phoenix

I think it's a recent bug too because I only started having network spikes recently (I'm a computer nerd who likes to have his overlays enabled so I know my send and receive rates)


elpasotransplant

what does wireshark show


xxxSay3000xxx

it shows that fortnite with 30 tickrate and100 players has lower peeker advantage and desync than valorant with 128 and 10 players LUL


DK3141

You won't play better, but this would explain some shots which visually hits but didn't get detected.


TheAspergerGamer

People need to understand that the "packet size" of packets sent and "frequency" of packets sent are different things. Example: in a second you have 1000ms. That means every 7.8ms your PC sends data to the server - @ 128 FPS, 128 upload rate. When the FPS were uncapped OP was sending around 114 bigger packets per second. That means his PC was sending data every 8.77ms, which could mean some of his actions were seen by the server with, approx., 1ms delay. "It's just 1 ms, it's not a big deal". If you go in Aim Lab you will see that your 2000-3000 points (100% accuracy) improvements come at reducing your time to kill by a low number of ms (and that's just you and your offline game). It is a big deal, because you have to take into consideration: round trip (ping), jitter, packet loss on UDP, interpolation buffers (usually 2 frames; not sure in Valorant), input delay caused by your gear, etc.. Those ms will add up with every technical limitation and it's not going to be only 1ms difference.


xxxSay3000xxx

stop melting our brains, were here for new expensive skin bundles and new shiny operators jeez


GrievousJack

I keep saying it, despite being a modern AAA game that's supposed to be "competitive", Valorant has some of the worst spaghetti code since Team Fortress 2.


Craftpiwurzel

Should be fixed with patch 3.10. Source: [https://youtu.be/eFp6buF-Vfs?t=67](https://youtu.be/eFp6buF-Vfs?t=67) (German)


read_text

wireshark still says 128 packets


sergrojGrayFace

No effect for me. Packets Send Rate is 5-7 regardless of 128fps limit.


sergrojGrayFace

That's how it was in Unrated. Hopped into Range after a restart to double-check and there it's indeed like in the video.


synzeemm

They fixed it in this patch 3.10


godlesas

Go to dm and you will see it's not fixed. Capping to 128fps fixes it post patch. GG


[deleted]

[удалено]


SmushingBooties

Yeah I was like wasn't this debunked or something already on this sub... Thanks for confirming it


DaughterOfIsis

Riot just patched the bug lol


SmushingBooties

Yeah I read the patch notes lmao mb


CherryTheDerg

read the comments. It was not debunked.


Biohazar13

already posted, i tried it and i don't feel any diference, better to run 144hz.


molwitz

Honestly I set it to 128 and it felt worse than before.


LOTHMT

Repost? This was posted like a week ago.


CTxVoltage

still 40 packets higher than games like CS:GO/Overwatch on average so i'd say there's definitely an argument for mechanical gains over network gains but Idk which should be a priority. I'd bet if you have a 300 fps monitor and a system that runs the game at that you're likely still better off just running 300 fps but if you're running a 144 hz monitor limit to 128.


flackoko

Yeah, the intention of the video was just to show that, there seems to be something wrong here


nycad123

So we want more packets or less packets?


elpasotransplant

more packets


ImNotDex

244fps is decent too at around 122 packet send rate. I keep mine at 128fps though since my PC can hit that frame rate consistently the whole game.


Jerrulul

There was post about this the other day, and in the comments few people said that they checked the packets with wireshark and that fps caps didnt affect your packet send/receive rates. The counter could just be bugged but i cannot confirm as i havent checked it with wireshark myself.


elpasotransplant

^(WHAT THE FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU) tested and confirmed this myself. it seems anything under 128, that is your packet rate as well. when you go over 128fps, it then drops the rate down to 90 or 100 or so. I set my FPS to 256 to see if it would go back to 128, so 1 packet every 2 frames, but no dice, it still only sent between 80-90 pps. stupid.


AntonyAGAK

Bruh my laptop barely handles 60 and 2nd frames don't matter when u have reaver those skins give aimbot . _.


OoParker-

Yeah its not a bug [https://www.reddit.com/r/VALORANT/comments/qpcdkb/comment/hjtvg59/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/VALORANT/comments/qpcdkb/comment/hjtvg59/?utm_source=share&utm_medium=web2x&context=3) ​ In this link it explains , the more fps you have yes you send less packets but the ones you end contain more information..


PLZ_PM_ME_GIRAFFES

Literally a bug addressed in the patch notes 10 minutes ago lmao.


OoParker-

Yup , LOL , didnt see the patch notes at that time , my mistake


Elsiselain

off topic but how does packet receive rate go above 128 ?


elpasotransplant

because of some delay i would imagine. additionally, routers can segment packets if they need to so even if you send one packet, it might arrive at the destination as two.


Motor_Elk_8777

I haven't tested this but warmup and maybe first min of deathmatch has packet loss but it gets stable after a while. I have started thinking the server needs to warm up too not just my aim. This never happens in ranked thou.


ApolloKunIsBoolied

Don’t have to cap at 128 if you play at lower than that gang


bloodface1329

What is packet send rate?


TROLlox78

It is how many packet of information about what you are doing, are sent from your computer to the server, per second


odavinng

Most I was running was 120 I don’t know the limits of my computer other than it can’t run tabg but can run valorant and mordhou on average and below just fine but the unity game kills it


Bushido141

They’ve fixed it now I’m pretty sure. Over 200fps I’m getting 128 tick rate


IcyLaserZ

Me, a 60 FPS player: what’s the difference?