kokkatc wrote: ↑07 Sep 2022, 15:08
13n47 wrote: ↑07 Sep 2022, 11:04
Bobo wrote: ↑07 Sep 2022, 10:55
I used that to actually remove the minimum limit on buffers, because for me it didn't let it go lower than 32. That doesn't actually matter as much, as the difference between 0 and 32 is minimal.
I truly hope you still don't do this and it's not clear you fully understand how receive/transmit buffers work. Receive/transmit buffers create allotted buffer sizes in system memory to be used specifically for receiving/transmitting packets. Setting transmit or receive buffers below 128 will likely result in massive packet loss and cripple your connection. You actually want to RAISE these buffers for improved performance/latency so there's enough memory allotted for sending/receiving packets. The general rule is to have your transmit buffer size 2x your receive buffer. For example, if your receive buffer is 512, you want your transmit buffer to be 1024. Typically, the higher you set these, the faster your connection is going to be. You just have to be sure you have enough system memory. 16GB+ should be plenty.
Setting your receive buffer to 32 damn near guarantees you're going to have a bad time in any online game.
Just curious- where did this idea of having your transmit buffer be 2x the receive buffer value come from. Is that even a thing? I've tried looking it up earlier this year, and the only source I can find is some random "how to optimize network adapter settings to gaming" type article that recommends doing that. I've tried a few network adapters, and none of them have their buffers set to that ratio. I'm pretty sure all of them were either set to maximum value or equal values for both transmit/receive.
If you have some articles/videos on optimizing network adapter settings, please drop them here as I'm interested in finding out more.
I'm not even sure how much network adapter advanced settings can make considering the newer PC hardware most of us are running in our rigs & with current internet speeds (gig+, fiber, etc.).
Valorant in particular is very strange when it comes to netcode/engine, since it seems to run a lot differently than most standard fps games with its "simulated" gameplay with more prediction/corrections that other games.
TBH, I would prefer they just let peekers advantage loose, even allowing rubber-banding (for those without sufficient network conditions) if that's what it takes to get more consistent hit-reg and unmanipulated gameplay than all the buffering/corrections built in to make the game "appear" to run smoothly on the user's end.
To Op: interesting information. My experience with the game has felt exactly how you have described it. Something is off. Glad someone is looking into it. At this point, I think keeping the conversations on forums is the best move, see if it can gather a little attention from those who might be more well-versed in networking and could look into this issue from a more experienced perspective. The devs may be looking into it behind the scenes, but from their latest update posts on this issue (a few months back I think), it seems as if they are currently satisfied with what they have found. They made minor changes to the buffering system, but overall are not going to overhaul the system or rebuilt it.
Issues in the netcode that will be overlooked (not easily noticeable or perceivable) by most of the "casual" playerbase is not something the devs are probably interested in spending effort on especially when it's probably quite a large task.
IMHO, the only way this issue will gain traction & get the attention of players and more importantly the devs is if people find a way to exploit this system to give a noticeable competitive advantage. Exploit might be the wrong word here; I'm more referring to changing certain settings or conditions to make gameplay in the buffered/predicted environment as optimized as possible, but in a way that those uninformed will be missing out on and suffering in their gameplay as a result.
Only something like this would gain enough traction to warrant the devs stepping in and making changes to the game's netcode and networking situation.