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Re: Interesting Valorant Video and Speed Movement...

Posted: 02 Oct 2024, 11:09
by 13n47
13n47 wrote:
02 Oct 2024, 09:29
Bros I found the solution. Quit reddit, quit valorant, hit the gym, get a good woman and win in life. They made the netcode shit on purpose so you can have a good life.

But back to the topic, in this video he doesn't have all the graphs out. Throughout my testing this stuff before I quit this game, this movement happened most likely because there's a choke/throttle in the incoming/outgoing packets for(i think it's more likely incoming) a fraction of a second. The game is just guessing that the skye kept moving towards the wall, but then received a packet and there was a move correction - thus the incredible adjustment in speed to the opposite side found in this clip. But I get what you're saying, the player models still move too fast and hit registry feels so off even when there are no chokes - we all feel it way too often

The problem is that something in the netcode or game engine is messing up with the lag compensation/interpolation and you get fast movements with sluggish hitreg in 90% of matches. To me, it looks like a problem with client/server side buffering - sometimes I was manually able to fix it by simulating packet loss, ping spikes, changing resolution back and forth, changing network buffering setting, increasing ping, restarting the game mid match, changing the FPS on the client. Sometimes this could also make it worse too so fiddling with the delicate engine was a risky coin toss.

This problem is universal and applies to everyone - most don't notice it, are compliant or ignorant about it or have quit the game entirely. Honestly I think it even impacts the game on LAN and the esports scene is a joke because of it. 4 years and they haven't bothered to deep dive into this, but for League of Legends they once did some magical shit in a tournament. It just shows Riot shows more love and sends more resources for their favorite baby instead of Valorant. They don't see it as a necessary issue to fix, it would take way more resources so they divert focus on skins. Even replay system taking this long an absolute joke, they probably have 2 part-time engineers working on it as a medium/low priority project with one halfassed project manager - this means they put only a few hours into it in a quarter

Thus we came back to my first paragraph. It's a feature, not a bug. Enjoy life bros. Life is prettier when you escape Riot Games.
Nah I want to explain this to you why I think the buffers are the root cause of everything

The developers explained the situation themselves in their post:
Another way we found to get a similar effect was to simulate a quick Ping spike on the client. A spike of higher ping back to lower would cause a build up in the Server’s move queue for that Client. A spike from lower ping back to higher would cause a build up in the Client’s move queue for other players. In either case, this build up of moves in the queue would cause a higher apparent latency until the queue got back to its target size.
Let's break this down.

Ping spike from low to high: When your ping suddenly spikes from low to high, the delay between your actions (movement, shooting, etc.) and the server receiving those actions increases. The server, which processes player movements, keeps a queue of move data from each client. When the ping spikes, the server might not receive your movement data as frequently (because it's delayed due to the higher ping). This leads to a "build-up" of your moves in the server's queue, because it’s waiting for the delayed inputs to arrive. The delay between your actions and their effects in the game world (like moving or shooting) becomes larger, causing higher apparent latency. Essentially, the server is trying to "catch up" with your delayed movements, and until it processes the accumulated queue, your character's movement may seem less responsive.

Ping spike from high to low: If your ping suddenly drops from high to low, the delay between receiving data from the server (like the positions of other players) reduces, but the client is still processing the previous high-ping state. The client also keeps a queue of incoming movement data for other players. When the ping drops from high to low, the server can start sending data more frequently, but your client is still processing the delayed data from when your ping was high. The client now has a build-up of movement data from other players in its queue. Since it’s processing delayed moves while also receiving fresh data, it causes a perceived delay in how other players’ movements are displayed, leading to higher apparent latency for you when observing their movements.



Both the server and client rely on move queues to process the flow of movement data, smoothing out any inconsistencies caused by network conditions. When there’s a sudden change in ping, these queues either build up (if data arrives too slowly) or get overwhelmed (if too much data arrives too quickly), causing higher apparent latency. For the server, the queue build-up happens because it’s receiving your delayed inputs in a batch. For the client, the queue builds up when the server sends a backlog of data for other players, resulting in jerky or delayed movement.

The build-up in either case means that, for a while, the game feels less responsive, and you experience higher latency. This continues until the queue "drains" and the server or client catches up to the current state. The move queues are buffers that store incoming or outgoing data. They help smooth out small fluctuations in latency or packet delivery, but when there’s a sudden, large ping spike, these queues get flooded or drained in a way that temporarily desynchronizes the server and client. When your ping spikes, the server has to process more movements from you in one go (because they were delayed), which makes it seem like your inputs are delayed When other players’ movements are suddenly sent faster after your ping drops, your client struggles to process this flood of data, so other players appear to move faster or in a delayed way.

Over time, as network conditions stabilize (ping returns to normal), the server and client queues should start to process data at a normal pace again. But it doesn't do that. This function in the netcode is broken. This is why I have been able to normalize the conditions by changing ping, causing ping spikes, changing FPS and so on - these methods change the network conditions/client FPS so suddenly, that sometimes the buffers are forced to calculate again. But it's so rare when the netcode gets the correct buffers for you - when it does the game suddenly becomes beautiful.

Re: Interesting Valorant Video and Speed Movement...

Posted: 04 Oct 2024, 09:12
by 13n47
Can someone test the following? I felt a noticeable difference with this in Valorant(perhaps someone can test on CS2 aswell). It didn't fix the desync/netcode issue, but my bullets registered with less delay than usual(also mouse felt incredibly responsive) - so this most likely helps with stabilizing the game engine.

Chief on another thread mentioned:
GPU power management adds frametime jitter when you underload a GPU. This is a problem when using GPUs with emulators sometimes.

One fix for ultra-low-GPU-utilization situations is to use RTSS Scanline Sync with the Force Flush. This bypasses GPU power management, reducing latency of Present()-to-photons.
Google the above on how to use force flush. Both SyncFlush=1 and SyncFlush=2 seem to work(although I tested mostly with 2). Combine this setting with limiting the FPS in game to 128. Note that my AMD settings are default so anti-lag is off. Tell me if you feel any difference.

Re: Interesting Valorant Video and Speed Movement...

Posted: 04 Oct 2024, 10:13
by qvik18
13n47 wrote:
04 Oct 2024, 09:12
Can someone test the following? I felt a noticeable difference with this in Valorant(perhaps someone can test on CS2 aswell). It didn't fix the desync/netcode issue, but my bullets registered with less delay than usual(also mouse felt incredibly responsive) - so this most likely helps with stabilizing the game engine.

Chief on another thread mentioned:
GPU power management adds frametime jitter when you underload a GPU. This is a problem when using GPUs with emulators sometimes.

One fix for ultra-low-GPU-utilization situations is to use RTSS Scanline Sync with the Force Flush. This bypasses GPU power management, reducing latency of Present()-to-photons.
Google the above on how to use force flush. Both SyncFlush=1 and SyncFlush=2 seem to work(although I tested mostly with 2). Combine this setting with limiting the FPS in game to 128. Note that my AMD settings are default so anti-lag is off. Tell me if you feel any difference.
tutorial please...cannot find one,there are many,dont know which one to follow

Re: Interesting Valorant Video and Speed Movement...

Posted: 04 Oct 2024, 13:38
by 13n47
qvik18 wrote:
04 Oct 2024, 10:13
13n47 wrote:
04 Oct 2024, 09:12
Can someone test the following? I felt a noticeable difference with this in Valorant(perhaps someone can test on CS2 aswell). It didn't fix the desync/netcode issue, but my bullets registered with less delay than usual(also mouse felt incredibly responsive) - so this most likely helps with stabilizing the game engine.

Chief on another thread mentioned:
GPU power management adds frametime jitter when you underload a GPU. This is a problem when using GPUs with emulators sometimes.

One fix for ultra-low-GPU-utilization situations is to use RTSS Scanline Sync with the Force Flush. This bypasses GPU power management, reducing latency of Present()-to-photons.
Google the above on how to use force flush. Both SyncFlush=1 and SyncFlush=2 seem to work(although I tested mostly with 2). Combine this setting with limiting the FPS in game to 128. Note that my AMD settings are default so anti-lag is off. Tell me if you feel any difference.
tutorial please...cannot find one,there are many,dont know which one to follow
Since I only use one profile, in the RTSS install directory go to the folder "Profiles". Then open file "Global"(or whatever profile name you're using) with notepad(++) and add SyncFlush=1 or SyncFlush=2 under [Framerate]. Save and open RTSS, then launch game.

The flush means that GPU will continue to flush its command buffer after rendering frames.
SyncFlush=1 provides a fast flush of the GPU buffers
SyncFlush=2 performs a full flush of the GPU buffers

Re: Interesting Valorant Video and Speed Movement...

Posted: 04 Oct 2024, 15:32
by ApexLeg
For the past few weeks Apex has been playing lovely for me, any time I died I felt it was fair, my shots were hitting sweet but since 2 days ago it's gone back to being horribly desynced, I can feel it. Feels like enemies are moving way faster and I'm dying too fast, here's an example of me being shot before the enemies bullet even appears on my screen. I thought I had it fixed :'(

https://streamable.com/t6n4dj

You can even see when the enemy is finishing me off, they're not even looking at me lol.

Re: Interesting Valorant Video and Speed Movement...

Posted: 04 Oct 2024, 16:08
by themagic
phpBB [video]

Re: Interesting Valorant Video and Speed Movement...

Posted: 05 Oct 2024, 06:29
by qvik18
13n47 wrote:
04 Oct 2024, 13:38
qvik18 wrote:
04 Oct 2024, 10:13
13n47 wrote:
04 Oct 2024, 09:12
Can someone test the following? I felt a noticeable difference with this in Valorant(perhaps someone can test on CS2 aswell). It didn't fix the desync/netcode issue, but my bullets registered with less delay than usual(also mouse felt incredibly responsive) - so this most likely helps with stabilizing the game engine.

Chief on another thread mentioned:
GPU power management adds frametime jitter when you underload a GPU. This is a problem when using GPUs with emulators sometimes.

One fix for ultra-low-GPU-utilization situations is to use RTSS Scanline Sync with the Force Flush. This bypasses GPU power management, reducing latency of Present()-to-photons.
Google the above on how to use force flush. Both SyncFlush=1 and SyncFlush=2 seem to work(although I tested mostly with 2). Combine this setting with limiting the FPS in game to 128. Note that my AMD settings are default so anti-lag is off. Tell me if you feel any difference.
tutorial please...cannot find one,there are many,dont know which one to follow
Since I only use one profile, in the RTSS install directory go to the folder "Profiles". Then open file "Global"(or whatever profile name you're using) with notepad(++) and add SyncFlush=1 or SyncFlush=2 under [Framerate]. Save and open RTSS, then launch game.

The flush means that GPU will continue to flush its command buffer after rendering frames.
SyncFlush=1 provides a fast flush of the GPU buffers
SyncFlush=2 performs a full flush of the GPU buffers
getting high gpu latency while using s sync,any help?

Re: Interesting Valorant Video and Speed Movement...

Posted: 05 Oct 2024, 12:35
by themagic
13n47 wrote:
04 Oct 2024, 13:38
qvik18 wrote:
04 Oct 2024, 10:13
13n47 wrote:
04 Oct 2024, 09:12
Can someone test the following? I felt a noticeable difference with this in Valorant(perhaps someone can test on CS2 aswell). It didn't fix the desync/netcode issue, but my bullets registered with less delay than usual(also mouse felt incredibly responsive) - so this most likely helps with stabilizing the game engine.

Chief on another thread mentioned:
GPU power management adds frametime jitter when you underload a GPU. This is a problem when using GPUs with emulators sometimes.

One fix for ultra-low-GPU-utilization situations is to use RTSS Scanline Sync with the Force Flush. This bypasses GPU power management, reducing latency of Present()-to-photons.
Google the above on how to use force flush. Both SyncFlush=1 and SyncFlush=2 seem to work(although I tested mostly with 2). Combine this setting with limiting the FPS in game to 128. Note that my AMD settings are default so anti-lag is off. Tell me if you feel any difference.
tutorial please...cannot find one,there are many,dont know which one to follow
Since I only use one profile, in the RTSS install directory go to the folder "Profiles". Then open file "Global"(or whatever profile name you're using) with notepad(++) and add SyncFlush=1 or SyncFlush=2 under [Framerate]. Save and open RTSS, then launch game.

The flush means that GPU will continue to flush its command buffer after rendering frames.
SyncFlush=1 provides a fast flush of the GPU buffers
SyncFlush=2 performs a full flush of the GPU buffers
sadly no effect noticed here...tried amd and nvdia gpu.


@13n47 I know all things and read already many stuff about how online gaming work...but in my reality here it all don't apply and makes all zero sense for when i compare and see what happens...no matter what i tried in that direction and many ways...3 different providers and moved my pc to another aparment in the hope that it gonna make a difference or i notice some change...but it was all literally the same...

damn dude i tried so many shit here about NETWORKING and every time it was the same shit behavior on REPEAT over and over and i still dont know how and why or what that all shit is and why it always returns after 2 good matches where everything feels like almost normal and after becoimes for 24/7 shit and all the next matches and i cant reproduce this behavior more again of this 2 fixed normal matches after...like what the hell is that.


my issue appear somewhere in 2017 and it happened very quick...so that i could literally live watching how it gets worse and worse until it become 24/7 and sometimes 2 random matches which work somehow normally and everything seems to connect but those matches happened randomly rare for me and i could dont even understand how in hell and why it happened and after in the next match it all become bad again and i was like: THANKS GOD im not delusional and stupid...like rly rly bad...where i start to end matches with negative KAD and bottom fragging cause of all this shit happening...

what to tell to the providers here in my location ? how to fix that shit ? i dont even understand myself what all that shit is but i know that im not alone such idiot in this world and there so many many players out there who have exact the same shit going on but many of these dont even want to question this issue and problem and why they suck so hard and why there hitreg works like random bitch and movements changing from slow to fast in mid of matches or next match...and it all turns into bad stats and low KD -1.0 and more loses than wins or very tryhard random winnings...and that all in fucking silver eloooo...dayum. with stable ping of 30ms which barerly moves or spikes but even on USA server i have stable ping but it is just around 120-122ms...but hitred and shit movements feels literally the same and zero difference lol.

i had matches where i had hard ping spikes with visual lag on my side and all other players had those spikes too for whole match in the tab (probably they was on wifi too same like me)...guess what happen ? no difference...and i dont saw such hardcore speedmovements like in the clip which i posted...it dont happened but it was still shit and like usually for me tryhard tryhard but laggy experience and still with random hitreg and weird moving enemy but still not so hardcore like in the skey clip...


and after i jump on twitch and watching how some dumb retards going easy with 40 kills and having like 20 wins in row in there deathmatch mode stat wtf...

i had same deatchmatch stat in the past but it was other games and everything worked fine for me until this shit day...where everything just changed for me and i become a botting silver tryharding my 90% of time failing hitreg and random movements in all online games...where my muscle memory cant adapt to such shit and no human ever will adapt to such random shit when it rly happens for you...its just simple impossible to do. the end result will be always the same...12-12 tryhard random bullshit lottery where matters who has the some little better hitreg advantage and luck moments for some round with all that movements and random ferrari peeking run and gun...but its never about skill or human reaction and muscle memory and brain plays dont gonna work cause the hitreg gonna fail in 90% in time. that how my matches look like now today after all this shit started in 2017...just pure random shit which happens not only for me but for my teammates too and even enemy in the fucking low silver elo wtf...but this dumb people dont even question all this and only making posts on reddit which are: "WHY IM HARDSTUCK AFTER 2000HOURS IN GOLD" or "WHY MY AIM SO INCONSISTENT" or "I HAVE SMURFS ONLY IN MY SILVER"....damn what a bunch of fucking stupid imbecile idiots...level of humans brains capability reached.


damn i had so many 1vs1 moments where it was very very 100% my kill and even on my screen but hitreg and movement or server or whatever shit said NOPE and it just dont reg it correctly but for the lucky enemy it reg the correct way who make a 180 turn around (dont even want know more about this cause im tired of everything). but other people who dont suffer such issues and problem much and 24/7...would 100% get kill in such similar 1vs1 moments very easy and i know this for sure and can see it every day on twitch...and that my friends what it is all about. this issue can ruin all your fun exprience and all your stats and fun going to shit after and nothing matters more or going to help you...

Re: Interesting Valorant Video and Speed Movement...

Posted: 06 Oct 2024, 02:37
by 13n47
I found the most convenient way to force buffer reset in Valorant. Just before the round starts or if youre testing throughout DM, stress test your GPU and jump around for a bit(5-30sec). It will be insanely laggy and stuttery but once you turn off the stress test, the game will recalculate buffers. It can take a few tries to get it right. If you realize enemies seem to have more peekers advantage and it's hard to track enemy movement with also having to lead shots by the slightest of margin(enemies seemingly teleporting into your bullet to die) - stress test again. Do this a few times until you feel it's right and you will be hitting heads so easily it's ridiculous.

This is it boys. The best way to fix netcode on client side before the developers wake up from their winter sleep and implement a fix. I'm retiring.

Re: Interesting Valorant Video and Speed Movement...

Posted: 08 Oct 2024, 03:12
by themagic
ApexLeg wrote:
02 Oct 2024, 05:19
It does make me laugh, Reddit users who have no real clue always state "its ping", when really of course ping between 2 players are different, but difference between 20ms and 60ms is literally almost unfathomable in real terms, what you see between the 2 screens is much more different lol.

And yes I agree those who don't suffer from this will always have better kill ratio than someone who doesn't, even if the other player is more skilled. Most people who suffer from this have absolutely no idea it's happening, they just think everyone else is amazing. And then there's us, who notice it and goes crazy trying to fix it.
If you watch this Video again then you can notice that the guy who recorded this...has some issue too with speed/timing and he moving like a lost TANK in WorldOfTanks with 250+fps...but maybe im just tripping about this and it has something to do with recording software but it rly looks like this but i myself exprience same shit every time where i notice and feel all this differences here when playing Valorant and even in CS2...sometimes i move very easy through map and on server i play (and it feels just completely different when i press wsad buttons) and then suddenly im start to driving a TANK in the next match (like a snail)...how tf this possible idk...but hitreg still same shit and dont matter if im on SONIC modus or if driving on an TANK movement. and same happens with mouse movements and aiming for me and it changes too in speed and accuracy aswell...literally same behavior over and over and just random shit. :lol:

So i don't rly think that its about recording software he used...cause i have same shit and can notice this all just by watching this gameplays and similar ones and that exactly what happens on my Screen too 1:1 and the random unstable exprience i have...


but at the end it all just feeling and looks completely very OFF and like something total wrong and like a DISCONNECTED feeling moment to me...that how i would describe this all and that exactly what happens for me too here in my location if i compare myself with this guy who tried to hit the SONIC skey and if i compare to all my own moments and experience where similar shit happened and still happens to me too... :lol:

hard to understand but i think the guys who has rly knowledge with all this shit...gonna understand what i try to say.


i think some guys here in forum know exactly the feeling of slow enemy movement (where the enemy moving animation is working on tick/timing to your favor and everything alright and advantage for you) and how very very easy it is to outplay such players and the hitreg works faster than the server can register and you can headshot with just 2-3 hits even with the classic pistols all the noobs in low elo... ;) now we need only to figure out how to make it stable for us all or atleast for some broken cracked silvers like me...who suffer all this shit


its not about rank or elo but about consistency/stability/linearity/series . and the way how the game works for you in your location and how much advantage you have over others with your lucky "ideal condition" where on the other side of this medal..many just dont have this all good nice experience even with good nice setups and network and still suffer all the bad with there low pings and 300fps-400fps systems...and most of such people dont even realize what really happens around them. its crazy. but maybe just a conspiricy and i am the real crazy one... :shock: