Posts by RiotArkem

OrbitaDropShockTroop

HMMM I WONDER WHERE THEY GOT THEIR BAN SYSTEM FROM looks at league of legends. Yeah son, it’s done been fucked. Happened to me at least 5 times on league lmao

Hijacking top comment for vis:

I'm sorry you had a bad time /u/SammyTings, those players sounds gross and I've flagged them for follow up with player behavior specialists and I'm confident they'll be dealt with.

I looked into your chat restriction and from what I can tell it wasn't from these players reporting you but rather the behavior in previous games. I can't see the chat logs but it looks like you received dozens of reports across your recent games, averaging several reports each game.

So it looks like the reports from this particular game were either irrelevant or just the final straw but I know that the coincidence can feel really bad. Sorry about that!

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DeathlyMeme

This may be unrelated, but are the recent PC freezes caused by Valorant on the team's radar? It's getting pretty repetitive.

A Vanguard update went out last night that might help but to be honest we haven't figured out what the cause is or how to reproduce it yet so we can't have high confidence that we've fixed it.

[deleted]

[deleted]

The chat restriction on that account isn't due to any one thing that was said but due to a consistent pattern of negative speech that frequently gets reported.

I don't have access to chat logs but based on the amount of reports you receive across all your games I expect that you're often doing something that the people you're playing with find unsportsmanlike.

Edit: I don't have access to chat history since I don't commonly work with chat data not because the chat data is unavailable to people who do reviews.

Jahsay

Seems like Riot is bringing League's system to this game where instead of banning the afks and trolls they ban the people that call them out.

Hijacking top post for vis:

This doesn't sound right. I don't think you can get a restriction for letting the enemy team know that there's someone afk on your team.

If you send me an impacted account name I'll look into it.

Good sleuthing!

However we don't use GeoIP to decide between Instanbul and Frankfurt servers we use ping. It's not ICMP Ping (like ping.exe) but something that's closer to game traffic.

So if you're getting placed on the wrong servers it usually means that your ISP is routing the ping traffic incorrectly. For example if the ping packets go from your computer to Instanbul and then to Frankfurt then it's not surprising that Instanbul's servers have a smaller ping.

This can happen because there are many ways to connect to Riot's ISP (via our PoPs or Points of Presence) and often an ISP will pick one arbitrarily to send traffic to rather than the best one. The fix is usually that the ISP reconfigures their routing (Riot can help them) though sometimes there're other issues too.

Here's a map of the PoPs you can see that if your packets went from your location, to your ISP and then to the wrong PoP your ping would end up pretty bad.

Disclaimer: I'm not a network engineer so I might ha...

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Aunderis

I've had problems with your fog of war not loading the entity properly or something where I have hit, seen markers, blood and fired for at least a second plus before being shot back and upon dying get a 0 hit register half the time. Is fog of war setup to even out the load for people who have slower machines? It felt as if i get more kills when i drop down to 60fps limit instead of the 250ish i can get in 1440p. Just a curiousity.

Frame rate shouldn't be an issue but network conditions can be (ping/packet loss). I'll look into it though just in case.

19Dan81

I woke up to the same issue and I haven't had a single issue with Vanguard or Valorant since beta release on 7th April. Uninstalling both Vanguard and Valorant doesn't make a difference, Vanguard won't initiate.

/u/RiotArkem

Edit: I fixed this by disabling everything but vgc in services (with exclude Microsoft services ticked) and rebooted system. It's odd since I have never had an issue with Vanguard until this morning despite playing several hours a day since start of beta.

I don't know if it'll help your specific issue but we have a Vanguard update coming soon (possibly today, otherwise likely Monday) with bug fixes.

We have plans for this! (for all kinds of bad behaviors including cheating) I think it's important for people to get feedback when their reports lead to a punishment being delivered.

x_marshmallows

^ Don't let the above comment discourage anyone from continuing their own tests. Riot has said a lot of things about Vanguard and networking that were not true until they fixed them later on.

Please do your own testing we love receiving more data!

jayfkayy

Oh.The guns sound much slower at lower framerates and I did some rough testing (there seemed to be a noteable difference with guns like Vandal and Ares) and just connected the dots and figured this might have been overlooked. Should have tested more thoroughly before busting out the spreadsheet. My bad and thank you for the clear up.

It's good, posts like this have helped us find bugs before.

We really love to see them.

jayfkayy

EDIT: Sorry guys, I drew too quick of a conclusion because PUBG and FOrtnite shared the same issue on the same engine as Valorant.

The issue appears to be just visual / sound on clientside, firerate does not actually fluctuate.

Based on this reply https://old.reddit.com/r/VALORANT/comments/gngrna/weapon_firerate_depends_on_fps_details_in_comments/fra0brg/

I figure the only reason to cap your FPS would be to minimize such desync perhaps, assuming the calculations even apply and Valorant doesn't follow it's own rules.

I looked into this a little more and I'm confident saying that frame rate doesn't have an impact on fire rate.

The exception is that the client can only display tracers/muzzle flashes/etc on the cadence of the frame rate which can make it look slower in some cases. This shouldn't effect actual numbers of bullets fired.

There still could be a bug somewhere but we haven't found any compelling evidence of one yet.

Edit: "shouldn't effect actual numbers of bullets fired"

Guns shouldn't fire slower at lower FPS, I'll make sure we take a look at it. Gun fire is primarily executed on the server so my guess is that if this is a thing it'll be the client visualization that's broken.

That said I'm not going to rule out an actual bug where client frame rate impacts server shooting, stranger things have happened!

_Yank

Does this mean there will be a higher performance hit with them? Also, will there be any improvements regarding CPU frametimes in the upcoming patch?

The geometry isn't free but in general the scene has many thousands of polygons visible so adding a handful more shouldn't impact performance noticeably.

We've been working on CPU optimizations and hopefully some of them will be ready for the next patch but nothing has been finalized yet.

We have a temp fix that'll come in the next patch (we added some actual geometry to these abilities) and a proper fix coming in one of the two patches after that (nvidia gave us some helpful suggestions for this).

jokey321

Yeah vanguard got its ups and downs , friend got banned because he used a macro for pressing 12345 in a different game while vanguard was active

This sounds like a mistake (or your friend isn't being completely honest) feel free to have them send me a reddit message with their username and I'll review their case.

xX_Spectra_Xx

Hey arkem! Are there any updates? I know we are all itching to get on the servers! Thanks!

I don't want to steal anyone's thunder but I think there'll be more information coming this week.

I don't have an ETA but I'm definitely interested in having feedback for cheating bans. At the very least I want the players that reported the cheater to know that a punishment was given but if I can I'd also like to notify the people who played with the cheater.

I'd like us to find a way to undo the damage done by cheaters but we haven't figure out a good approach yet let alone scheduled the work. So it's probably not coming soon.

We've been talking about reverting competitive games but we have concerns about the inaccuracy from a revert being worse than the inaccuracy from playing with cheaters. To revert the matches accurately we'd probably need to recalculate the MMR of most other matches but there might be an acceptable shortcut that we can use.

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InLoveWithInternet

Thanks a lot for your detailed answer, and actually it would make a great ted talk yea :)

I understand your points, it’s quite logical that if you have lot of things inter-linked it’s even harder to make the whole program multi-threaded. And I’m sure it becomes complex quickly.

But I also think that the game industry in general didn’t realize how fast the speed limit would be reached and so that we would be forced to make more cores instead of more frequency. I may be completely wrong since I’m not in the game industry, but from an outside perspective it feels like the problem hasn’t been worked on early enough.

Worse, I’m not sure it’s actually a priority. I can understand people want to mitigate risks etc. but also maybe there are some people (management, business, maybe dev themselves) who don’t realize where we are. And where we are for more than a decade now.

You look at benchmarks, you see those massive power house that are the new threadrippers and you hear the reviewer say something like « if you are a gamer this is not the cpu to get because games are mostly single threaded » then you look at the new Ryzen 3950X and it has 16 cores! Same on Intel side, even if they perform relatively better on single thread applications they still pack a lot of cores. The issue is not in the cpus, it can’t be in the cpus, the issue has to be in the way we use the resources they provide. And we don’t game or work, we do both and it will be more and more the case in the future.

And I think games will be judged more and more based on those optimisations because people are now more and more aware of those technical aspects (the fps they got, the tick rate, the latency, etc.). I was playing cs 1.6 at 100fps 10 years ago with a cpu that was already multi-core, we should not have 144Hz or even 250Hz today on the last cpus, we should have so many fps the question would not even exist.

There is something frightening that Cloudflare can handle millions and millions users based on those cpus and games can’t load them correctly. Yes I get that they have lot of nodes and that they use network balancing and also that users are not « linked » so they don’t have the same issues games have but still..

You're not wrong! Sometimes it isn't a priority, some projects just don't really care about CPU performance.

Everything is a trade off so it's not too surprising that my hypothetical dating sim isn't trying out new tech to try and use all cores and get to 1000fps. Big name cinematic console games are also happy running at 30fps (though these are normally GPU bound so they're preferring higher resolutions over high frame rates).

In fact one reason we don't see more progress in multi-core computation for games is that most modern games are limited by GPU power rather than CPU power. Spreading the game work over multiple CPUs might not even help the frame rate if you're stuck waiting for the GPU to do its thing.

In most games changing your graphics settings will have a massive impact on your frame rate, this generally means that the GPU is the limiting factor. It's actually rare to have a game like VALORANT where the graphics settings don't actually do a lot for your frame rate beca...

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InLoveWithInternet

Sorry I’m late in the discussion.

the limiting factor on your frame rate will be single threaded CPU performance

Why? This is a serious question. This sounds a bit crazy to me in 2020. We have multi-cores/multi-thread cpus for a long (long) time. We definitely see Intel/AMD going into more and more cores. Why do game developers still make games that rely on single thread performance and can’t benefit from the crazy horse power multi-cores cpus bring on the table?

The industry is getting there but it's hard because there's a lot of state in a video game and each object that needs to be updated is often dependent on a lot of other objects.

Modern engines are building task dependency graph systems that let subsystems updated independently from each other on different threads but for many engines these subsystems aren't first class citizens and a lot of programming effort is required to get them working.

To process a frame you generally have to read network updates from the server, read input from the player, use this information to update the state of each game object, prepare a list of things to be rendered and send that list to the graphics card.

You can add some threads here, for example you often have a input polling thread and a network packet handling thread (checking for input/messages etc). There's also often a rendering thread that is responsible for shuffling objects to the graphics card when they're ready to be rendered.

However e...

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Agete

Yep, tested hours ago in this new patch. Kbfiltr.sys still being blocked, I have to use virtual keyboard to enter my OS.

Can you tell me what version of Vanguard you have?

(Go to "C:\Program Files\Riot Vanguard" and right click on vgc.exe, select properties and then go to the details tab)