Valorant Dev Tracker

(2020) Netcode & 128-Servers | Dev Diaries - VALORANT

This thread was added on April 13, 2020, with posts from ZealousApathy, RiotNaCl, RiotStealthyJesus.

Original Post
https://www.youtube.com/watch?v=_Cu97mr7zcM
NaedDrawoh

These may just be POPs and not game server locations.

Yep, that map is the Riot Direct backbones and PoPs (Points of Presence)

GameDevPlayer1337

Is there a list of places where there are Riot Direct servers?

Riot Direct is the network, it connects players to the VALORANT game servers. We currently have game servers in Frankfurt, Stockholm, Paris, and Istanbul (Istanbul comes online this week) in Europe. In North America we have game servers in San Jose, Portland, Chicago and Ashburn (Virginia).

MaryJason

are you planning on a northeast server eventually?

In the video I talk a bit about that: we'll extend the network where it makes sense to, given where our players are etc. The thing we need to balance though is that more game server locations fragments the playerbase a bit. All that said, assuming you mean the north-east of the USA, pings are looking pretty reasonable up that way (you should be getting matched onto the Ashburn servers).

To concretely answer your question: no current plans for NE USA servers, but not ruling it out if the situation warrants.

YosemiteThrowaway123

Do u plan on keeping servers where they are? Or centralizing them like u did with league. Considering taking a job at one of those cities and super low ping would motivate my decision.

MOBAs generally have a higher (though not super high) latency tolerance than shooters. We wouldn't be able to meet our goal of 35ms for most players with only a single centralized location. If anything, we'll likely need to expand (either more Riot Direct PoPs or more servers locations) to really provide the experience we think our players deserve. But for now, we're looking at the data and fixing up routing issues as we discover them.

vooffle

Will Riot Direct be used to imrpove connections to gane servers in other Riot titles, such as League of Legends?

Riot Direct was built for League, VALORANT is their second customer!

Anon49

Do you interpolate between ticks when latency compensating? Or is tick resolution enough with 128?

We interpolate, yes - the game server takes 128 "snapshots" a second of your anim poses + position + rotation. And then for hit registration, we interpolate (the bones in the anim, the position, and the rotation) between snapshots as necessary for exact sub-tick accuracy.

30mofwebsurfing

Yea, I would be very surprised if they don't tap into the whales. I used to play a "mostly" single player mobile star wars game that let you join guilds but they we're really that big of a thing. The top 10 guilds were almost exclusively Arab run or own or entirely comprised of, the amount of money dumped into a freak single player mobile mmo blew my fucking mind. I also hope they have Arab server on launch because it's taken 4 years for overwatch to get theirs (it's rumored to drop tomorrow, and is currently used on the ptr).

Galaxy of Heroes?

ThePlaybook_

Correct me if I'm wrong here but I think that the opposite of this (late kill shot packet is seen as valid by the server) that you get kill trading which people consider frustrating in other games, right?

correct - if the server were to process late kill shot packets, that would result in kill trading.

It's a design choice to allow it or not. You could imagine how the meta of the game changes, according to how a game handles kill trades :)

dozensnake

where do i send it?

For now, you can post it in the bug megathread -> https://www.reddit.com/r/VALORANT/comments/fwjskd/valorant_closed_beta_bug_megathread/

You can also ping me on reddit for any netcode/hitreg issues you come across