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Everything about latency. Tips, testing methods, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
takoid
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Post by takoid » 17 Feb 2022, 22:29

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Last edited by takoid on 06 Apr 2022, 14:10, edited 1 time in total.

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jorimt
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Re: Something is wrong with Valorant

Post by jorimt » 17 Feb 2022, 22:57

takoid wrote:
17 Feb 2022, 22:29
It's relatively understood by anyone that knows even a little bit about netcode that it is a simulation of a simulation, unfortunately.

That is, you have your local session you're making inputs to, at which point they're all sent to a remote server that "interpret," "translate," and match them up against (*cough* reconstruct *cough*) the data from each of the other players' local sessions in an attempt to create the illusion of real-time synchronization between competing players, but in reality, even some of the best online games are tantamount to dice rolling.

The only difference between each game's netcode is how they each ultimately interpret, translate, and match. Some do it better than others, but it's amazing online games ever work at all, honestly.
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Thatweirdinputlag
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Re: Something is wrong with Valorant

Post by Thatweirdinputlag » 18 Feb 2022, 07:30

Yes and yes. Valorant was the easiest game for me to quit playing! Mind you, I have played csgo for a long time and transitioning to this game was a breeze of fresh air that I needed. It took me literally less than 3 months to realize that this game has one of the most harsh RNG implementations I've ever encountered in a game.

I've said that in a post on Reddit before even reading about this from you now, and I'll say it again, your skill matters in this game, but what matters the most is what side the coin would land on. Don't get me wrong, so many times, the coin did prefer me and oh my God how good that felt, while other times the same coin favored my opponent and that sucked. Sounds familiar? gambling 101. The fact that you will be hooked to this dopamine drip as long as you're maining this game.

More to that, most of the players here are also experiencing other anomalies that are causing stutters, desync, inputlag so on and so forth which by nature would also induce even more RNG to those games making them highly addictive in an unhealthy manner. But what can anyone do? The harshest reality is to either find a game that is not as competitive, or just quit gaming as a whole.

I wouldn't be surprised if in the near future those games are forced to adhere to the 18+ Rule, it really doesn't take a genius to uncover the foundations that they're built upon and their strive for their player base's addiction is their main goal. Don't get me wrong, gambling is legal, but when you go into a Casino you know exactly what you're getting into unlike going into these sort of games thinking if you can aim at the head you'd kill your opponent. I do also 100% agree that without some sort of RNG, games will be dull, and I'm certain that most of the players at the 2 ends of the spectrum would just quit out of boredom! I.E. extremely bad players will find absolutely no point in playing the game, also coupled with skilled highly talented players finding close to no competition or engagement at any level which makes the game extremely boring for them and hence ends up quitting.

Those are my 2 cents anyways.
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n1zoo
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Re: Something is wrong with Valorant

Post by n1zoo » 18 Feb 2022, 17:48

I can confirm, player since beta. Hitreg feels really off, especially when spraying. Bursting is the only option rn to make kills. I can't even spray from close distance lol. Also, in competitive feels like delay is bigger than dm or unrated. New account makes everything a little bit better but only for a limited period. I have reported it to support, but sadly didn't helped.

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Chief Blur Buster
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Re: Something is wrong with Valorant

Post by Chief Blur Buster » 20 Feb 2022, 01:44

Valorant's latency compensation is really weird. Doesn't behave the way I expect good latency compensation to do.

Trying to keep low-lag players feeling low-lag, even with high-latency players on the server, is a laws of physics violation that is band-aided over with simulations/etc that can sometimes feel downright wrong -- trying to get information there sooner than information can arrive -- like trying to travel faster than speed of light.

I actually prefer adding intentional-but-stable latency to level the playing field so that high/low lag players are equallized at least partially -- choosing a lowest common denominator latency somewhere past the peak of a bell curve possibly. This is fairer and easier to muscle-memory-train to, even if it feels annoyingly higher latency for FTTH users, but at least the game plays more similarly for both high/low latency users.

Today's netcode is an inherently ugly mix of compromises.
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Boop
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Re: Something is wrong with Valorant

Post by Boop » 20 Feb 2022, 06:21

Chief Blur Buster wrote:
20 Feb 2022, 01:44

I actually prefer adding intentional-but-stable latency to level the playing field so that high/low lag players are equallized at least partially -- choosing a lowest common denominator latency somewhere past the peak of a bell curve possibly. This is fairer and easier to muscle-memory-train to, even if it feels annoyingly higher latency for FTTH users, but at least the game plays more similarly for both high/low latency users.
I agree and I wish this was done more often. I've used Linux's Traffic Control module to intentionally add latency to players in Quake Live's dedicated server. In-game admins could specify how much latency to add to individual players to keep games more even. This method works well if you don't have a way to modify the game's netcode and you run your own server.

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Chief Blur Buster
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Re: Something is wrong with Valorant

Post by Chief Blur Buster » 20 Feb 2022, 16:18

Depending on where you live, today's Internet connections are getting fast enough in many parts of the world (FTTH etc) that only a minor intentional latency is needed compared to a long time ago. It's a much better algorithm than AI-guesswork algorithms that tries to predict things. Everyone gets the same slight lagbehind, but it's far less than the old days (e.g. DOOM) and often only tens of milliseconds at worst. But everyone has perfect hitreg regardless of their latency (5ms FTTH, 30ms DSL, 40ms cable) because of the 40ms+ Netflix-style bufferbehind to keep even 128-tick servers at perfect server-end packetpacing despite bufferbloated end-user routers, regardless of all players latencies (as long as the connecting player has less lag than the monolithic linear non-guesswork-filled lag buffer).

If Google says the Internet is good enough for Stadia, then the Internet is good enough to program a non-guesswork-mode of latency compensation algorithms -- or even do it at the operating system level.

I would like to see a custom Wireguard VPN implementation/modification that can add intentional latency and de-jitter packets on both ends of the connection, as a method of helping Internet users on very bad jittery-prone ISPs, escape jitter hell, by having perfect packetpacing on remote endpoints. With timestamps and an intentional latency buffer on the custom Wireguard VPN, it's possible to have zero-bufferbloat perfect packetpacing (microsecond time relative to OS calls of original machine) on remote endpoints far away from the original user's Internet connection.

This would be an additional tool for perfect zero-jitter packetpacing for high-jitter Internet connection users. Basically a stable-latency zero-jitter layer on top of a high-jitter link. Obviously, you can't do anything about new jitter between the exit point of the jitter-removing VPN, and the game server, but technically they would be much closer to each other, or even could be all in the same distant datacentre. Or even running on the same machine (e.g. the game server). This would do wonders for games that have very bad/wonky packet jitter compensation algorithms.
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Anonymous27

Re: Something is wrong with Valorant

Post by Anonymous27 » 22 Feb 2022, 13:26

Many people have complained about inconsistencies of Valorant. There's something wrong with the game that makes it feel different from match to match and it has been complained a lot about in Reddit. Thankfully Riot is investigating this issue. According to a developer:
We've found a couple issues that would cause the symptoms you're describing - effectively adding a small, random amount of client and/or server latency into some matches that can impact how delayed enemy movement appears. We're in the process of fixing those and wrapping up investigations in a few other areas.
As for timeline, we won't know which patch we're targeting until we wrap up the full investigation and go through internal testing. The current plan is to put out a blog post with details / timeline once we have more info, and to test any fixes on PBE before they go live.

Plznoinputlag
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Re: Something is wrong with Valorant

Post by Plznoinputlag » 23 Feb 2022, 02:48

blackmagic wrote:
23 Feb 2022, 00:40
savoid wrote:
22 Feb 2022, 13:26
Many people have complained about inconsistencies of Valorant. There's something wrong with the game that makes it feel different from match to match and it has been complained a lot about in Reddit. Thankfully Riot is investigating this issue. According to a developer:
We've found a couple issues that would cause the symptoms you're describing - effectively adding a small, random amount of client and/or server latency into some matches that can impact how delayed enemy movement appears. We're in the process of fixing those and wrapping up investigations in a few other areas.
As for timeline, we won't know which patch we're targeting until we wrap up the full investigation and go through internal testing. The current plan is to put out a blog post with details / timeline once we have more info, and to test any fixes on PBE before they go live.

"Riot is investigating this issue" :lol:

investiganting something where most players dont even understand themself what is wrong and happen...

many players so blind on this all issues with hitreg, desync...they dont even notice that same happens in all other online games too and ignoring this fact for many years. playing for many years online with a disadvantage and still dont realize that all in there small brain...blind sheeps.

you can find almost in any online game thousand of topics where players talk and discuss how bad hitreg or desync is and something is wrong with game or server...pls fix devs. pls. pls. :lol:

its always the same talk and guess what happens after that useless talk ? nothing.


i gonna give a prognose and some facts:
nothing gonna change on this and even riot dont gonna fix that. because that something where even they have no control over this all...even with the best super overpowered fairplay netcode in the world and best fairplay lagcomp optimizations releases.


free2play cash cow games like valorant dont gonna last for very long and that why devs dont even gonna care on this all hitreg, desync complains from few players...minorty...cry kids with desync and bad hitreg placebos in there heads.


the next pro esports online free2play cash cow with hitreg, desync problems is already in work and gonna replace valorant, csgo...soon.

so it all dont get boring and all players move then to that another game where they can again complain about there placebo issues...
topics about desync, something is wrong with "X" game, bad hitreg never gonna end.


facts. reality.
wake up neo...
your trick is still working? im going to buy router to test

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dervu
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Re: Something is wrong with Valorant

Post by dervu » 26 Feb 2022, 06:21

You can try to use some software to change ping on one PC/laptop to test if it has anything to do with game trying to make it fair for every player. Since your two clients have same ping it can be skewed towards you maybe?
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