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Riot Games: Peeking into Valorant's Netcode (2020)

technology.riotgames.com

21–30 of 93 posts

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#21
post #4

Awesome insight. While playing FPS', I wondered why corners were a point of contention for me, both in dying or killing, and now I have additional insight. I can sit at a corner and die from an oncoming enemy, or I can take the corner and take the enemy. I assumed it was all due to my own biological perceptual system, and now I see the synchronization would be giving each player an advantage depending upon who's over…

That's why you pre-fire around corners and through doors

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#22
post #2

A related article on refining their netcode to minimise the usefulness of wallhacks: https://technology.riotgames.com/news/demolishing-wallhacks-... Not many first person games have that "fog of war", it turns out to be quite hard to implement well.

Their rather simple maps also help.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#23

My fun anecdote... Some of Valorant's game servers are hosted in a data center very close to my house. When I played, my ping was in the single digit milliseconds. Some people accused me of being a Riot employee. Of course, that low ping didn't prevent me from being utter trash. My K/D ratio was usually around 0.3. Come to think of it, seeing the network buffering they perform, I wonder if having such low ping actual…

Most likely not, because modern game engines take a timestamp of your command packets and do relativistic calculations on when you clicked versus another player, and how that affects hitscan and projectile-based weapons.

Those timestamps are compared to a window against the server's and other players'.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#24
post #2

A related article on refining their netcode to minimise the usefulness of wallhacks: https://technology.riotgames.com/news/demolishing-wallhacks-... Not many first person games have that "fog of war", it turns out to be quite hard to implement well.

I'm not sure if the fog of war anti-hack applies to League of Legends: Wild Rift (mobile version of LoL) since there are map hacks where you can see enemy positions going around: https://www.youtube.com/watch?v=pGKZCQoqEOk https://www.youtube.com/watch?v=V600M8NqpzM

That's weird, top-down games usually have a clearly defined fog-of-war so it's relatively simple for the server to withhold information that clients don't need to know. Maybe they cheaped out by using peer-to-peer netcode in that version, so there isn't an authoritative dedicated server?

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#25
post #19

Any discussion of the game’s requirement to install kernel-level anticheat hooks that inspect the memory of every process running on the system?

Basically the only anti cheat that is somewhat successful. Secure multiplayer matchmaking has its price unfortunately.

But any process your user runs can read memory of other processes of the same user, Windows provides an API for it. So its not just kernel stuff that is scary.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#26
post #2

A related article on refining their netcode to minimise the usefulness of wallhacks: https://technology.riotgames.com/news/demolishing-wallhacks-... Not many first person games have that "fog of war", it turns out to be quite hard to implement well.

IIRC Counter-Strike had it back in ~2002.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#27
post #26
post #2

A related article on refining their netcode to minimise the usefulness of wallhacks: https://technology.riotgames.com/news/demolishing-wallhacks-... Not many first person games have that "fog of war", it turns out to be quite hard to implement well.

IIRC Counter-Strike had it back in ~2002.

I don't think it did officially, there were definitely server plugins that did it back in the day but AFAICT it wasn't official until this 2015 update:

https://old.reddit.com/r/GlobalOffensive/comments/37ebes/maj...

> Added trace-based visibility checks to prevent networking invisible enemy players.

If you're remembering playing with the r_drawothermodels console command to get a faux-wallhack effect, that was still subject to the engines clientside occlusion culling so it didn't show everything the client (and real cheats) were actually aware of.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#28
post #8

Earlier quoted context omitted.

Didn't most first person games have this automatically because of using the Quake engine due to their PVS system? It was used to reduce drawing overhead but also beneficial in not sending more data than needed and preserve bandwidth serversided.

AFAIK no they didn't, Valves engines are from the Quake lineage and still use PVS but they only added serverside fog-of-war to Counter Strike relatively recently in ~2015. As the Valorant article goes into, it's a harder problem than it appears because you need to allow the client some wiggle room to know an enemy in coming around a corner before the player sees them so that lag compensation and shadows work correctl…

Oh great video. Thanks for sharing. Surely the tick rate has to be lower on FACEIT as a consequence? Maybe this is why everyone in matchmaking would talk about it.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#29

[flagged]

Commenting to agree, even tough you are downvoted.

Games are really magic, especially on bespoke engines, not slapping Unreal on some assets but making something like God of War 2 or FFXII run on PS2. Or yes online games.

(yes i know valo in unreal but very custom)

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#30
post #2

A related article on refining their netcode to minimise the usefulness of wallhacks: https://technology.riotgames.com/news/demolishing-wallhacks-... Not many first person games have that "fog of war", it turns out to be quite hard to implement well.

Didn't most first person games have this automatically because of using the Quake engine due to their PVS system? It was used to reduce drawing overhead but also beneficial in not sending more data than needed and preserve bandwidth serversided.

I’m pretty sure the first wall hack I heard of was on the Quake engine so that must be something they fixed later on?
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