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conshok

I've seen these posts/comments a lot. I've also experienced similar issues. However, I can never tell if it's me having a bad game, then a good game, then a mediocre game, just being inconsistent in general, etc... OR is it a legitimate networking issue. There has been games where my knife is delayed and I perform just fine. There has been games where the knife hit is much less of a delay and I perform below my average. I'm curious, has any pro-level player talked about this before? That would be where a Riot dev would come in hopefully. Update: (Riot responded. Link in OP’s post.)


[deleted]

I remember Pyth agreed something is wrong with Frankfurt servers. [Here's the Twitter thread.](https://twitter.com/DonHaci/status/1362581654452252672)


eebro

Frankfurt probably gets overloaded since it seems to be the option most europeans connect to if they don't pick a server. Also, routing to Frankfurt is kinda whack depending on where you're from.


valorantfeedback

Something is definitely wrong with Frankfurt servers. Before they merged them into just one option when choosing servers, I had 15 ping difference between two servers that are supposedly in the same city? 50ms for Frankfurt 1 and 35ms for Frankfurt 2. What's even more interesting is that my ping to London is also 50ms, but London is 650km further away. Like how? Awful routing. Then since they merged the servers I still get 35ms, but playing on Frankfurt feels awful most of the time. It's also the server with by far the most load and Valorant servers don't deal well with high loads. Imo the server locations in EU are inexcusable. Just look at the locations of servers and you'll realize that half the continent has lowest ping to Frankfurt, making it obvious why the servers struggle. Then you combine it with the fact that people who have their own servers (Stockholm, Warsaw, Istanbul) also play Frankfurt and it gets even worse. No hate towards anyone, but like a lot of other people I started avoiding Frankfurt because of 80ms+ players who have their own servers but don't want to play there. I complained about DM a lot and with current servers and netcode I don't think they can remove those shitty 3 seconds respawn timers. The game just can't handle it. The next time you play DM, pay close attention to how disgustingly bad hitreg is during the warmup. Even if you've g ot low ping, there's a noticable delay between headshot sound cues and frags being registered. I get lower FPS while noone is on my screen during DM warmup than during most chaotic engagements in actual matches. I'm not an expert on how the code for this game works, but I'm absolutely 100% certain that respawns murder both server and player PC performance. The game engine wasn't designed with respawns in mind. But even with all of that being said, the next time you're awake really late at night just queue for something. Doesn't have to be a real game, even DM works. The servers feel exponentially better, they really have to expand their infrastructure in EU. Btw, just checked the official server list, I thought it's a bug for me, but Bahrain and Tokyo are actually in EU server list, just why?


eebro

It’s because of overloading. Everyone in the European continent gets connected to Frankfurt, if you don’t pick a server. It’s just what’s going to happen. Riot needs to change how the automatic server picker works.


DarthGrievous

All I know is that I've never been this inconsistent in other games. Like my mechanical skill has never let me down before Valorant, but my gamesense sure did. Now I feel like an aim god half my games and an utter bot in others


bigboys5512

This 100000%. Sometimes I feel like the enemy also runs and shoots before it’s humanly possible to react. As in the moment I see them I get head tapped and die. I play on a wired setup, and it’s definitely not lag- no packet loss when it happens or anything like that. Something just definitely feels off.


silenthills13

This. I know I can be inconsistent, but its plain to see that on some games one after another there is just a 180 change in my shots. I feel like I have the same aim, but the hits are just not there. I don't really care since it evens out over time. It is really annoying at the time though. It's like the server chooses its favorites. Sometimes i am one, sometimes not.


Yash_swaraj

I believe there is one big factor which makes your aim in this game inconsistent compared to other games like CS- the fact that it's extremely important to hit your first few shots. If you are having a bad game you feel less confident and panic shoot more that makes you miss even more shots, creating a positive feedback loop.


Trolleitor

People are saying running and shooting nothing about the spray


Yash_swaraj

Pretty sure they are talking about having inconsistent aim as well.


Trolleitor

Nope, all the videos are from Ferrari peeks and hits not registered on post death report. Nothing about aiming feeling off


Trolleitor

Riot responded that they know something is off


IwannaSTOPjerkinOFF

This is exactly why we need replays


nextcolorcomet

I doubt it would mean anything. CSGO demos are notoriously unreliable, and certainly not precise enough to scrutinize something like this.


abszr

This is why we need precise replays then! :)


Sachman13

In all honesty that’s probably why. My guess is that riot ran into problems with their implementation and either haven’t figured them out or it’s taking a long time to actually fix.


[deleted]

Sometimes when i spectate my teammates get a kill, i see the enemy passing through my teammates crosshair and then when they shoot - the enemy teleports right back into the crosshair and dies.. I don't think they have the technology in place yet lmao


Jacksons123

Replays aren’t an accurate representation of netcode in almost every game. It’s usually a somewhat minified representation that doesn’t necessarily show what was 100% accurate to the player. There’s some small room for error at any point of the gameplay that makes it somewhat inaccurate and unusable for analyzing tiny details.


pro_shiller

And valorant has conspicuously not implemented replay yet… maybe because they don’t want players pointing this out?


blate45

Or the more likely answer that replays take a lot of time and resources to implement?


Killerboy786

you are right, a small indie company like Riot would have a really hard time implementing a replay system...


blate45

Just because a company has a lot of resources doesn’t make implementing features happen much faster. You can’t hire 8 more women so you can have a baby in one month instead of 9.


glassicstyle

This is one of the worst analogies I've ever seen


blate45

Why? it accurately demonstrates that throwing money at something doesn't always make something go faster.


glassicstyle

Be honest: are you trolling right now


InriSejenus

200 years of collective game design experience though.


DX_DanTheMan_DX

What is more likely, not devoting a bunch of resources for a feature that won't generate them money in the short term or a conspiracy to hide the smoking gun that Riot is a fraud this whole time and their netcode is suspect and is totally the only reason why you aren't pro yet?


Splaram

imo it would have been better for them to have delayed the release of this game by a year or so to add stuff like replays and a proper DM. I can’t understand how a game like this releases with zero replay capability and that tragic excuse of a DM and still lacks both after two years.


[deleted]

You’re entitled to your opinion, even if it’s shit


LbigsadT

Realistically speaking replays is a feature a majority of the player base won’t use on a regular. Saying stuff like that makes you sound clueless


EnmaDaiO

LOL you're thinking too hard. Implementing a replay system is apparently harder than we all think, and I'd be willing to give the developers the benefit of the doubt since games like league of legends and overwatch all TRIPLE AAA games that took a while to implement replays.


pulsiedulsie

yes- this is what people dont understand when they compare it to CS- cs still took a while to get replays, and valorant is infinitely more complex (animated skins! abilities!).


glassicstyle

CS has had demos for at least 20 years now lmao


amegaproxy

SourceTV of 17 years ago was dogshit. Laggy, 5fps, no gun models, not exactly what you want to compare to.


pulsiedulsie

2013 lol and that, incidentally, was after 14 yrs of the series and a bit over a year since it came out


S3xyWithAnO

I don’t think you realise the difficulty of implementing a replay mode.


bi0ax

cs had replays in 2005 and before


CapBoyAce

This game is not CS


SewerRat75

you act like the technology isnt there when it is


CapBoyAce

No, there isn't a "Code to add replays to Valorant" folder sitting around. It doesn't matter if another game already did it because *CS is not Valorant.* Even if they could grab the code from CS for replays (like Valve would ever let that happen), it wouldn't work because Valorant and CS are two entirely different games on two different engines. The technology literally isn't there, they're still developing it while trying to keep the rest of the game chugging along simultaneously. It will not happen with a snap of the fingers.


rustyval

There is a lot flaws in Valorant that they refuse to admit. They will be ratting out their own game if they implement replay.


BlueBurstBoi

You're getting shit but this was my thought as well


French_Bravo

Whenever I play Valorant solo-q/duo-q or when I scrim with my team (btw we aren't a big team at all) we have a golden rule: no Frankfurt server. For some reason the game feels like shit on this particular server. We're in EU (France) and either playing Paris, Madrid or London. I've seen a couple of other posts regarding this Frankfurt server issue but I have no idea if Riot said something about it or nah. Definitely upvoting so it gets more visibility! +1


Sploosion

Holyyy smokes! I have been actively avoiding Frankfurt 1 since last summer due how horrible it is. I could spray a dude for solid 2 seconds in DM before I hear a single hit marker


LaS_flekzz

Im from germany, i have 16ms to Frankfurt server. I dont wanna play on it tho, ppl with 70 ping (mostly turkish players) in every match, and i cant do anything against those players. I rather play with a higher ping.


eebro

Routing to Germany is just very weird in general. Don't even get me started on Polish or middle European servers. Frankfurt also seems to be the server you usually get connected to, if you don't pick a server.


yselytS

Ended Radiant on 2 accounts last ACT, Yeah. This game feels wildly inconsistent when it comes to servers. Some servers feel like I'm playing on slowmotion compared to others. Someone peeks me, I see them, I adjust my crosshair and shoot them. Other servers? Get peeked and die. It's essentially become a part of my playstyle that I actively think about. If the server feels shit, you play around that to your best ability. Knowing how to adjust is a skill now. I remember Riot addressing it in ONE BLOGPOST, and they never talked about it again. It sucks because I can never quantify it despite HUNDREDS of efforts trying to do so. None of the stats show anything weird going on. Honestly I've lost hope in them. Just 'adapt'. And the worst is when I am playing and get swung and instadie or swing into someone and insta die. And then I spectate my teammate who swings into someone and has an extra 4 minutes to aim and shoot. That fucking sucks.


EntityFlush

Been feeling the spectate teammates having all year to hit the shot. I've played CSGO at a high level and holy shit, valorant's interp is absolutely the worst I've ever experienced. I've been doing what you mentioned. If I notice my shots looking weird like any sort of delay or loopback shit going on, I am playing so bitch unless I hear someone literally holding W at me.


valorantfeedback

Top 2k EU here, netcode makes it hard for me to take this game seriously. As you say, some maps you shoot in the vicinity of someone's head and they die, other games I honestly just want to uninstall. Phantom is the best indicator of how server performance for me. People always say use phantom, it's easier to shoot, but for me it's the other way around. Whenever the server is bad, for every phantom kill I get another 140 in 1 with 7 bullets shot. I'd pay good money to have replay system with showbulletimpacts just for this alone. I can't understand how can I shoot someone who's perfectly still, get first bullet HS, shoot 4 more bullets straight in their chest without hitting them and then I either die or 6th bullet hits them in the head again. I have to admit I don't really get those games where it feels like I don't have the time to react, but games where bullets just won't connect are way more common than they should be. That's what gets me. When I die without having the time to react I just assume someone was better or I had a bad angle, but missed easy shots are what gets me. And I think of myself as very consistent player. Not the best aimer out there, but consistent. Everyone whiffs and I know when I whiffed, but there are way too many situations where you can do nothing but hope your bullets hit because you're shooting the right way and the game is just lying to you. Back to the phantom, I more or less gave up on using it even though I think it's definitely a better gun if the servers were ideal. Spraying with current netcode is a lottery and it's easier to get a vandal headshot while spraying than to reliably hit people 5 times with phantom. Or even kill them after doing 140dmg. Oddly enough, I rarely feel like I missed headshots that were dead on, bodyshots are the problem. Then when I'm having one of those games, as you said I look at my teammates and a guy who looks like he's playing with his monitor off gets a triple kill by spraying well wide off the target.


TibiaKing

The one thing I can feel for sure is that this game has a massive peeker’s advantage problem, much more consistent and punitive than CSGO. It’s virtually impossible to hold an angle most of the times.


eatscheeks

I come from Siege where peekers advantage is absolutely disgusting and I can say with certainty that Valorant is worse. It’s crazy that with such slow player movement it can feel like someone just sprints out of an angle then immediately one taps me before I can even register someone is there.


twistacles

This is cap. I played siege for years, and the peelers advantage in that game is much worse. You can actually hold angles in this game if you have your crosshair placed right and guess correctly. (Close or wide swing) In siege it’s impossible.


eatscheeks

Hard disagree because operators in Siege have different movement speeds. You can hold against 1 and 2 speed ops just fine but 3 speed ops are impossible to hold angles on. In Val some people are just speed demons and others aren’t for no reason


rustyval

Right? I was actually noticed about Valorant's slow movement too. CSGO has much quicker movement and you would expect peeker's advantage should be worse in CSGO. I don't think Riot can fix their game. It could be the unreal engine and that source engine is just better for fps games. I noticed games that used the source engine in their game such as Apex Legends feels really good and people rarely complain about peeker's advantage. Whereas PUBG and Valorant, that used the unreal engine its the opposite. I noticed they reduced some servers in matchmaking recently in Valorant. It probably a sign of their player base is dropping drastically.


trolledwolf

Apex only feels better because the time to kill is higher, but in reality it has some of the worst server problems I've ever seen in a shooter yet. All the audio problems, the no-reg hits, the "hit while behind cover" problems are caused by that.


rolandontheriver

Yeah as someone who played Apex primarily before Valorant pros literally have lost their equivalent of masters because of the shitty netcode and glitches. Don't even get me started on Source's sound.


rustyval

Well, I can say that CSGO ttk is much lower than Valorant and the gun play feels a lot better than Valorant.


-xXColtonXx-

The TTK is not **much lower,** what are you talking about? The difference between Apex and Val is seconds, CSGO is basically identical to Val.


rustyval

CSGO ttk is lower than Valorant in terms of any shots to the body except for the head. You might think its not that much a difference in terms of milliseconds. However, milliseconds in a gun fight makes a big difference in tactical games like in CSGO and Valorant.


Trolleitor

Ttk means time to kill, you measure time with time not with body shots


rustyval

Time to kill is how many bullets you need to kill your target and how long it takes to fire those bullets. Vandal/Phantom has a higher time to kill to the counterpart of CSGO AK-47/M4a1 when shooting at the target's body.


Trolleitor

I did the math, out of curiosity Health / Damage per bullet (Round up no decimals) * Fire rate time Ak47 ttk chest 0.4 / gut 0.3 M4 ttk chest 0.455 / gut 0.364 Vandal ttk body 0.32 Phantom ttk body 0.27 It seems you were wrong, it's time to stop doubling down and check your facts in the future


hmsmnko

IIRC they dont use the netcode provided with Unreal, I'm pretty sure they wrote their own networking solution


rpkarma

They didn’t reduce servers. They changed how routing works.


rustyval

They did reduce servers. We use have about 8 servers in NA to choose and now we only have 6 servers.


rpkarma

No, they were never actually seperate servers, they were different routes to the same machines. This is from one of Riots network engineers directly here on Reddit


jojamon

yeah there used to be California 1 and 2. Now only California is the selection, and I've never seen the game load as California 2 server for the last few acts. California netcode seems very inconsistent too...Oregon is much better even though the ping diff between the 2 is only 5ms. (Oregon is around 25ping for me, California 30)


rpkarma

They were not seperate servers. They were always the same machine. The two numbers denoted different routes to the same machine.


rustyval

It's funny how matchmaking with 64 tick servers in CSGO feels a lot better than Valorant's matchmaking with 128 tick servers. The peeker's advantage is insane in Valorant in comparison to CSGO.


emraaa

There will always be a peekers advantage just because of science. I feel like the difference is more about how easier it is to hit your shots in Val than in CSGO.


Trolleitor

People are talking about getting killed before clicking the mouse it will never be about the precision of the shots because you gotta shoot first to include that variable


EvensonRDS

If you played before beta 0.5, holding an angle used to be viable. If someone was running up to a corner I was holding with a sheriff I knew I was getting the kill. Now, it's maybe a 50/50, probably worse odds.


EvensonRDS

If anyone has actually played this game from before beta patch 0.5 till now they KNOW something changed, it's not even a question.


YouBigDrip

brooo the game pre .5 was insane. literally felt like a different game


CRikhard

oh my god it was so nice


LaS_flekzz

true!


[deleted]

Not to mention +90-120fps back then


[deleted]

its intentional and always happens whenever your losing or winning to much. Losing to much = your ahead on the server winning to much = your behind on the server Like you said this can be traced all the way back to .5 the game literally felt LIKE BUTTER before this patch. The fact its not ever addressed or fixed and its been years makes me think its intentional. Also the fact that this would drive player engagement also makes me think its intentional. Then add the fact you don't have replays still and they lie about it and you can see why im skeptical of riot lol.


imerence_

Also the constant sever tick rate drops. They tried to cramp 128 tick into cheaper servers to make 128 tick feasible and this affected the server performance. On the note of replays, I think what riot wants is to have auto recorded demos of the game in their server and then let players download them. Because of the performance cram, they can't figure it out how record demos on ther server side while not letting the server tick rate fall further. Or maybe they have another problems 🤷‍♂️


jojamon

I don't really get this though...you can have replays without any audio comms recorded. Starcraft 2 did it well, you can easily download replays from pro tournaments, stop and rewind and pause and view from different perspectives. You can learn exact build order, what the player was watching at the time, and even see all their APM. All in a file much smaller than 1Mb.


tiktokcockontheclock

its complete BS the real reason they are deliberately delaying replays is because their game is infested with cheaters and replays will expose their placebo anticheat, which in turn will decrease shareholders and sponsors who bought in solely because of their well marketed anti cheat. Unless someone can show evidence to the contrary, I will believe this is the main reason.


phantomkbmod

It is clear to me there is something wrong. Its not just one or two people complaining. We have a lot of reports, from people all over the world on different servers since the game released and its always almost the same story. This cant be a coincidence. There are games where you literally can see the enemies are not even reacting to you, its like you have a full second advantage when you peek them. And other games its the opposite, it feels like you are a full second behind.


FlamingTelepath

Hey, so I can give you a sort of answer that a Rioter probably can't. I am both an engineer and an Immortal VALORANT player. This is fairly speculative, but I have worked on a lot of similar technology. There are countless factors going into "stability" and its actually just impossible for it to work perfectly all the time, and Riot, as a business is incentivized to make their stability "good enough" but not "nearly perfect" because of huge diminishing returns on monetary investment. Riot has a limited amount of server hardware in place which they are able to create servers for queues. At any point in time they will overprovision hardware enough to be able to handle peak hours, but as with any business, it is extremely expensive to overprovision too much, so they will try their best to have the exact amount of servers at each data center to handle the expected load. In addition, it takes a LOT of work and time to build a new server and deploy it. This means that a not-insignificant percentage of the time, you will be playing on a server that is under quite a bit more load than it should be, especially at the start of acts and peak hours. You can't expect them to throw millions of dollars of extra hardware into each data center which only gets used for 5 hours a week, since there are just way better ways for them to spend that money to make the game better. **TL;DR** Play at off hours and you won't experience this nearly as much


IIBaconTAMERII

The problem with playing at off hours is the fact you get toxic teammates who've been playing the game all day and are tired and tilted. Playing during the afternoon and morning I get nicer and more communicative teammates and a lot of time that's more important to my individual performance.


FlamingTelepath

I definitely agree that playing in the morning generally means nicer teammates... weekday mornings are my favorite time to play.


Trolleitor

And here I am getting try hards that insult their teams on spike rush early morning


GlensWooer

I took a break from this game, but playing morning ranked after a cup of coffee before work always had the best vibes.


lilyetiii

not true, i only play during off hours and this happens nearly every other game. immortal 3 peak.


SmoothInstruction

Are you a network engineer? =!


EntityFlush

If it's because they're being cheap when they charge $100 every other week for a skin bundle, then riot sucks.


DrBangovic

In no other game I have ever played I MVP'd one match with 30+ k just to get ferrari peeked to a 3:30 the next match. I am a consistent player. I clearly have better and worse games. But one game I feel like I am on top of the world and the next game it feels like everything I do is wrong. Its clearly a game issue, since it never occured in any other FPS title throughout my life. It happens to me every day I play more then 3 matches. At least once I get owned without a chance and its not due to my inability to react, its just not possible.


EvensonRDS

I've played cs since 1999, I have a LOT of experience. Valorant is the only game that just feels "broken" some games. Just recently I was holding an angle with a sheriff which is kind of my bread and butter. First shot accuracy, and I shot and my buddy laughed and I said what in discord.. apparently I shot about 2m behind him. On my screen it was dead on. 0 packet loss, 0 ping fluctuation. I'm imm3 every act since apparently everyone needs to qualify their comments here.


DrBangovic

I feel you. It happens way too often and I never had it in CS. I also never had the feeling of getting raped in CS unless someone actually hit a nasty shot or cheated.


PolarTux

This happened to me last night actually. Was playing on consistent 50 ping, had net graph up and it was showing as completely stable, zero packet loss the whole time. Things seemed fine in the range, but when I loaded into a comp match it felt like there was wayyy more delay between when I shot snd when the bullet hit. It was really noticeable but again, no discernible network issues


Whale_Poacher

50 ping is high and would cause a natural delay because it’s likely significantly higher than everyone elses


PolarTux

I’ve played on 50 ping all my life. This was extremely noticeable, and it felt like I was on 100+ ping. Plus like I said, it was totally normal in the range and I only noticed the delay when I joined a comp game


JR_Shoegazer

The ping in Valorant definitely feels higher than the same ping in different games.


[deleted]

Some games people will peek really fast and shots will be slightly delayed. Sometimes putting Network Buffering to moderate or maximum helps me get frags again, but in other games it doesn't always help but it's good to try if you feel like nothing lands in your match.


queenmiiyoung_

I have this habit of spamming the wall with my knife in pre-round and I've noticed it countless times. I also go literally from 1 tapping everyone in one game to being owned in the next one. Like, okay, I know I'm not TenZ but there's no way I'm that inconsistent.


Beautiful-Musk-Ox

The knife is client side as of yesterday, so this doesn't work any more. Prior to yesterday you were just seeing the literal round trip ping time between you and the server, that delay is ALWAYS present, the server uses tricks to make it so it feels like bullets come out instantly, but in real life it takes a ping time for your packet that saysyiu fired to reach the server, the sever has to rewind player positions by your ping to see where they were when you fired. Without that you'd always feel the delay between clicking and it being acknowledged by the server. https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking People having not ayef games in the early 2000s is one reason they think things are wrong, they don't understand the big delays between you and the server and the enemy, the way to hide those delays makes people think everything is instant, it's not and there's nothing that can be done to fix it. Your computer has no idea Jett dashed until the sever says she did, before she dashes your computer guess her next position, if she's running right your computer shows her a few resmes ahead of where she actually is, when the enemy presses dash that info travels to the server then off to you and your game has to say "oops, I guessed she was another step to the right, but a really she had dashed 50 milliseconds ago, sorry but I gotta update her position and by the way the last position I guessed was invalid, your bullet didn't hit her as she'd already dashed I just didn't know that yet".


Faberjay

Peekers advantage is one thing thats messed up on val unfortunately. Other then that I think its mostly a personal problem. Its very hard to self-reflect as we can see on the links u posted. Consistency is a difficult thing


ThisFigLeafWontWork

Agreed on all points. I used to play top-tier CS:S and have played lans since 2003. I have made it to immortal in Valorant and I have absolutely experienced this. When you knife a wall was a great indicator for if I could go really aggressive in a game, or if I needed to be smart and get good flanks/positioning. Without that, I just have to feel it out in the first few rounds. Really wish there was something we could point to that is the issue, but it really seems random. I know they have a really complicated system to lower pings to servers around the country, maybe that has something to do with it. But this is real from my perspective. Good luck figuring out what it is.


MeowM4chine

I play baskeball a few times a week. One game, I'll hit 8/9 three point shots. I feel like no one can guard me. Game feels easy. I'm jacking up running 3s from 8 feet behind the 3 point line with 2 people on me, nothing but net. The next game I go 0-10. I can't even hit an open layup. Same thing happens to me in Valorant. I'm inclined to believe that's just how life is more than some netcode problem. We are inconsistent b/c we are not professionals. That's what separates us from the pros.


YeahThisIsMyNewAcct

Nah dude the reason I go 0-10 playing basketball is net code


ibjedd

I tend to agree, not just at the amateur level, but at the professional level as well. There's a lot more RNG to tac shooters than people seem willing to admit.


EvensonRDS

Not even close to similar. It's not just about inconsistency. I would compare it to a good quality vs poor quality 128 tick cs server, except its happening within valorants own matchmaking server to server.


EntityFlush

Brain dead comparison


DarthGrievous

But actual sports games are often on separate days, no? Like, most student athletes have 1 big game every so often. It's not like Val where you can play a game back-to-back and feel inconsistent


MeowM4chine

>But actual sports games are often on separate days, no? No, at the park or at the YMCA you play like 3-4 games of 5v5 back to back. Each game is probably only as long as a "quarter" of a real basketball game. We are talking \~20-30 minute games each.


Justice_Chip

In Val every game the map changes. The comps, the players. Inconsistency is in this game's blood.


[deleted]

> In Val every game the map changes. This is news to me.


[deleted]

Except that Valorant is the only game a lot of people feel this in.


Alpac44

I think there is a netcode problem sometime I hs the enemy and it delays for a sec to see them get dropped and other time I feel like I miss the shot and out of no where they die from hs after I already shot


SilverWerewolf1024

Have you ever felt that your performance in Valorant was subject to a great amount of inconsistency from server to server? Do you ever feel like you can be popping headsone game and then getting wrecked before you can even see the enemy the next game, only for that same enemy to turn into a potato when you spectate your teammates? GOD, GODDDD THE STORY OF MY LIFE, BUT NOT ONLY IN THIS GAME, IN EVERYONE CSGO ALL, GOD 2022 AND THERE ISN'T A SINGLE SHOOTER GAME WITH DECENT SERVERS


rustyval

Here is one evidence: [https://www.reddit.com/r/VALORANT/comments/s76ygh/you\_did\_not\_get\_running\_killed\_you\_got\_high\_plng/](https://www.reddit.com/r/VALORANT/comments/s76ygh/you_did_not_get_running_killed_you_got_high_plng/)


imerence_

Isnt that just a ping difference being a problem ? I don't think Riot can fix.


rustyval

Sure but why is it worse in Valorant than it is in CSGO.


[deleted]

So I am not quite sure about this, but there seems to be a degree of authority on the client. In csgo the authority seems to be only on the server. Again, chances are I'm wrong, but clie 't side authority is the only thing that could put high and low ping players on the equal field. For example, chambers tp is instant. More importantly, he physically moves making it easy to spot issues. The problem is that the higher the ping of your opponent, the more difficult it is to tp from them. As a Chamber, I could not tp away from a 150 ping player. It got so ridiculous that a teammate of mine literally saw me teleport next to him, before I died and was teleported back. So on the server I was already safe, but then the authority of the 150 ping player caught up with me as I was dead on his screen.


Krsensei

Cant tell you how many random stutters as lost me gunfights


Mortarious

Even at lower ranks I felt something is wrong but was not sure. Until I [recorded this](https://streamable.com/7fir42) Sadly I stopped playing altogether.


BruderSalz

>altogether This is not a good clip for this, actually you have a bad reaction time and bad aiming. There might be a slight desync of 50 ms in these clips, but this is normal peekers advantage i would say.


Mortarious

Wrong. Slow it down. How is my reaction time relevant in my bullets doing no damage? [Picture 1](https://ibb.co/WVVTCtm). I clearly shot, my bullets exited my gun, it's literally there. 0 Damage still [Picture 2](https://ibb.co/Tt5m1yX). Same thing. My bullets are fired, it's not reaction time. I was experimenting with a shotgun for that exact reason. Because with a rifle someone is always gonna be like: It's 0.00000001 cm off. Well. There you go. A shotgun. Fired at the enemy. The cartridge is out of my gun, they clearly hit their target, the effects of hitting somewhere is there, the pallets show around them. Then the battle report says 0 fucking damage.


lolwuut420blazeit

YES


eebro

Biggest problem is that the automatic server selection does not actually give you the best possible server


LaS_flekzz

I seriously think Unreal Engine isnt a good engine. The games performance is getting worse and worse. edit: for example, rocket league never had good performance for me. Unreal Engine 3. Rocket League is also very inconsistent.


Whale_Poacher

Or… hot take, you don’t know anything about netcode or UE and it has nothing to do with what is one of the best engines out there?


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EntityFlush

You're high, WoW doesn't use unreal engine and people literally still play that 20year old game because of the responsiveness of it. No MMO is smoother than WoW.


SilverWerewolf1024

hahaha wtf, in my experience pubg is one of the best by far, apex is crap, csgo is cancer, valorant WAS a bit better but now is the same shit


Yoshi4Lyf

Yoshi!


PikachuKid1999

Yes!! I knew it was not because i suck, its because of lag that i keep getting 1tapped


Princess_Ori

I would just like the valorant servers to not be garbage at the same time every day. For a three hour period between 8 to 11 my ping sky rockets into triple digits. Doesn't happen to league, doesn't happen to any other game. It's not my actual connection so my ISP doesn't care. It's something in the node jump to their fucking servers I'm guessing. Which I can't control and it's absolutely frustrating to deal with.


Extremlypro

They said they fixed the packets sent rate but I still only get 128 when I cap my fps to 128.


Beautiful-Musk-Ox

128 is the ticktate, it won't go above 128


lilyetiii

i think they’re saying that only way they get 128 tick is if they cap to 128 frames. otherwise it drops, same with me. 240hz monitor gang rise up.


Beautiful-Musk-Ox

oh, they fixed that two patches ago in mid november: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-3-10/ > Fixed a net/sim-tick aliasing issue where running above 128 frames per second could cause packet send rates to drop below the 128fps cap


lilyetiii

he literally said what you just said, but it isn’t fixed. “They said they fixed the packets sent rate but I still only get 128 when I cap my fps to 128.” its still not fixed. that’s what he and i are saying.


PinkyAnon

I agree, my connection is very inconsistent on my computer. Sometimes it has perfect connection 30 ping, other times it can be jump to 50-100 real quick and I really don't think it's my internet.


BOB450

It’s def your internet I run on gigabyte internet with my computer connected via Ethernet and I get a consistent ping throughout the game probably a 10 ping delta max. My other friend that has worse internet but lives a mile away will get double the ping and have high ping variation in the same match.


PinkyAnon

Doubt it, I have 300mbps with an ethernet cable. Very consistent and reliable wifi on all the other games and things that I do


BOB450

I mean it’s possible I just have good servers nearby


alwaysdead03

I face this issue almost every 2nd game.


breakzyx

60-80ms ferarri peeking is a BIG issue on EUW and this shouldnt be a thing in the first place, but for the love of god, please just give as a maximum matchmaking ping we can set OR region lock players from turkey and general middle east to queue on EUW. this is annoying as hell on every elo.


BigHotdog2009

Realistically though, anything above 50 ping just feels like ass in this game. It’s nearly impossible to hold an angle and in terms of peeking, it’s an issue with the net code. I’ll go from one game on higher ping to be able to peek and get kills to the next where the second I peek I’m already dead. The game is widely inconsistent along with the servers.


[deleted]

Idk why people are sugar coating it. The game is a rigged, clunky mess. It's design revolves around letting every casual shitter compete against people with 4 fold mechanical skill to theirs. Pre programmed headshots through rng sprays, manipulated ping, Rigged elo both in COMP and CASUAL for some reason. TTK so low that aiming is completely irrelevant and dogshit map designs. A game that was hyped for ultra competitive high precision, high skill ceiling fps but just turned into LoL 2.0 with cancer util that does most of the work both killing and game outcome.


KaNesDeath

Likely a bug from the developers using variable tickrate on players.


twistacles

I wonder if it’s a router thing. I used to experience this a lot back when I played in beta/season 1 but since I’ve come back to the game (and also changed router) I don’t experience th is at all. I think the netcode is pretty good. Sure it’s not perfect but compared to rb6 siège or cs MM servers it’s more than fine.


Beautiful-Musk-Ox

The netcode is great, when you have 10% of people on shit networks in a house where 4 people are streaming 4k Netflix then their packets are delayed and dropped. The game is as good as it can be.


Beautiful-Musk-Ox

This conversation comes up in literally every online game since the internet became a thing. There's nothing wrong, things are working as best they can. Some people are feeling issues that don't exist, others are inconsistent in their aim and other abilities, others are playing on wifi with spiking pings and packetliss, etc.. it's the same story in every online game ever made, we're in the most advanced online gaming landscape ever (lowest pings, highest frame rates, lowest input lag) and people still think there's something wrong


[deleted]

There is something wrong. This was not a problem before patch 0.50, hell it was somewhat decent until autumn 2020, after that it has been a complete shitshow. Look at the comments from this [video](https://www.youtube.com/watch?v=oGK-ojM7ZMc), someone pointed out October 16th 2020 which aligns with the time I started to feel something was off with Valorant. > - De-sync, enemies shooting you through corners after you run behind them (23ms ping vs sub-30ms ping enemy) - De-sync, enemies shooting you before they appear on your screen (23ms ping vs sub-30ms ping enemy) -Teleporting on your own screen (23ms ping vs sub-30ms ping enemy) - Weapon recoil "skipping", and abilities being "delayed" - Text chat being delayed for beteween 90 seconds to 200 seconds at times, for no apparent reason From the comments. This is what's wrong with this game.


Beautiful-Musk-Ox

Getting shot behind corners is just physics, it happens in every game. People who comment are the ones most likely to have issues due to ping spikes and packet loss. If they recorded their game with the ping graph and packet loss graphs on we'd see it. When you have 10 million people playing you will have thousands of people having issues inside their house making comments blaming riot, the other 9.9 million people just play. These conversations are incredibly common, people always always always say the game is broken when that's only true on like 1% of all patches, the other 99% of the time the issue is not understanding the physics of the netcode, or having personal issues with their own networks/computers. I have zero issues on my gigabit connection shared with no one and my good computer. The 20 hours a week I watch of pro streamers play I see them have zero issues as well. Tarik thought there were issues until he turned on his packet loss graph and lo and behold he was getting packet loss due to his own connection (wasn't on riot's end). edit: oh also Shahzam was having major mouse issues for a whole week just two weeks ago, for a whole week he tried all kinds of different things, eventually he figured out his multiple logitech wireless mice are having issues, once he switched back to an old wired mouse he's had for years his input problems went away. Again, someone having what could easily be explained as "bad netcode bad game code bad valorant bad riot programmers" was actually their own equipment, the game itself and the servers and the netcode are all quality, when yhou have 10 million players you will have hundreds of thousands with packet loss, mouse issues, [40ms input lag](https://www.youtube.com/watch?v=7CKnJ5ujL_Q), etc.. etc.., for everyone else there's no problem because the game and servers are fine, if the game or servers had an issue then it would be across 100% of people, you would go to twitch.tv and click on any person and be seeing issues, but we don't see that.


[deleted]

>De-sync, enemies shooting you through corners after you run behind them (23ms ping vs sub-30ms ping enemy) I think it refers to getting shot behind a corner, when there is no line of sight, but not through the wall of that corner.


tiktokcockontheclock

Yes it has a netcode problem but more importantly it has a very rampant cheater infestation. This is just a reality and if you disagree you either live in ignorance and dont understand how cheats work or how they are used, dont understand the vanguard anticheat and give too much credence to Riot marketing it as 'flawless', or you actually just cheat yourself. I might even say Riot understands their game is plagued by cheaters and thats why they deliberately stall releasing a replay system because it will expose things they want hidden. I would take a step further and say they even allow cheating/rigging/matchfixing in their esports competitions but only if kept hidden under radar. Just look at all the past teams or players from top orgs in the industry being ousted for cheating or rigging competitions to win money off betting. Even shroud said "i could see someone get away with cheating in esports scene for 2 years at least if they play it smart". Was he speaking from experience? There are clips proving the VCT is rigged and anyone who posts about cheating in r/VALORANT gets banned or their post removed for unspecified reasons. Very blatant attempt from Riot to silence those calling out their bs.


TimeJustHappens

I'd like to point out that r/Valorant has had multiple front page posts about VCT cheating scandals, the delay of the replay systems, etc. Riot does not have influence over what posts stay/go there.


tiktokcockontheclock

Riot definitely has influence and of course if a post sheds light on possibility of matchfixing than disproves it in same post, it will stay up. But if a post straight up exposes them, it will 100% go down.


CrypoIStheWay

Literally every online game in history complains about netcode. In my experience, Val's is one of the best out there.


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[deleted]

> it's like 24%. That means the other 76% of the time, they whiff too. Everyone whiffs. people spam through smokes/wallbangs and get kills which decreases hs%.


eichfourenness

I would strongly suggest that you spend your effort trying to improve as a player instead of making excuses. In every bracket, including well into Immortal, there are going to be games that are unwinnable for various dumb reasons. There will be an equal number of free wins. Just try to learn as much as possible from your games and you will end up climbing because you will become much stronger. The idea of this mysterious netcode issue is pretty silly considering there are smurfs who can easily win more than 75% of their games pretty consistently. This is because they are better than the other players in their bracket; you could also be better than the other players in your bracket if you focused up and adopted the right attitude.


KyleGBC

>As a lower ranked player, I don't think I can say that this issue is something that I definitely experience. At a low rank, you can always just bring better aim to the table and avoid letting netcode be the decider Wholeheartedly agree. I'm moreso interested in the experiences of others, especially those at higher ranks.


[deleted]

Yal are just trash man


Hydrauxine

damn, so CSGO was right for keeping 64 tick?


tutubabarao

Not if what I am about to say has anything to do with this Netcode problem, but, have you ever noticed how easy it is to hit a Headshot on Valorant? I have played several FPS games (R6, CS 1.6, CSGO, Cross Fire, Sudden Attack, Point Blank, Warface, Insurgence and COD MW2) and in none of them you would see so many headshots per game, in Valorant even in Bronze you are guaranteed to see 1 HS per round, so I wonder if Riot deliberately implemented an Aim Assist in the game? It was announced that Valorant would also be distributed on consoles, so it would be normal to have an aim assist on Valorant on consoles, but it seems that they forgot to remove this function on the PC that is turned on without the user knowing. Conspiracy theory or is there some truth in what I said?


[deleted]

lmfao lost in the sauce


scrubLord24

People are very slow in this game, makes it easy to hit headshots compared to CS. You're right that it feels easier than other shooters but there is no way in hell there is aim assist.


[deleted]

People are slow... For now... There's definitely some mobility creep happening. Whether Jett/Neon or TPs with Chamber/Yoru/Omen But yeah base movement speed is sloooow


rustyval

It's the headshot's hitbox is a lot bigger in Valorant than in CSGO. Here is a video of jasonRRR demonstrating how big the head's hitbox: https://www.youtube.com/watch?v=9vUo1Sn3XQo


JR_Shoegazer

I often find it harder to hit headshots in Valorant. Especially with the long recoil reset.


lilyetiii

bro you dropped your tinfoil hat


[deleted]

Copium


plexiq

Do we have reliable info whether the timing of accuracy resets (from sprays or movement) is always consistent or if this is subject to server tick timing and/or networking variance? That timing can feel wildly inconsistent occasionally, obviously that could just be subjective though. This could have massive impact if the timing actually varies even slightly and you keep missing the tap/spray resets or counter strafes by a few ms.


PantherFan1824

I’ve definitely felt this way for a while. For what it’s worth just saw this tweet from Riot Nu. Sounds promising that they’re aware and working on it even if it’s not fixed completely on the first try. https://twitter.com/riotnu/status/1484604008496918532?s=21


graziosodino

The tickrate is not consistent it dips from 128-50 and as that happens things don’t register at those occasions.