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

technology.riotgames.com

51–60 of 93 posts

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

#51

Earlier quoted context omitted.

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.

>Basically the only anti cheat that is somewhat successful. And yet Valorant and every other game with kernel-level anticheat seems to have been hacked anyways

AFAIK it's hard enough to develop the cheats that you need to pay for subscriptions to use them

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

#52
post #45

I find it kind of weird that this is framed like a novel solution and discovery process when this has existed since the early 2000’s in other tactical FPS games. Did the author do no research into the competition/precursors before going down this path? Did they lie to make it seem more impressive? Whatever the case, it’s odd.

I don't disagree with you, but Valorant is the first and only FPS played by millions of people, so I can see why its presented this way. The vast majority of the audience has no prior art context, so Riot can get away with it :)

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

#53
post #45

I find it kind of weird that this is framed like a novel solution and discovery process when this has existed since the early 2000’s in other tactical FPS games. Did the author do no research into the competition/precursors before going down this path? Did they lie to make it seem more impressive? Whatever the case, it’s odd.

I don't disagree with you, but Valorant is the first and only FPS played by millions of people, so I can see why its presented this way. The vast majority of the audience has no prior art context, so Riot can get away with it :)

is counter-strike not a fps or ?

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

#54
post #45

I find it kind of weird that this is framed like a novel solution and discovery process when this has existed since the early 2000’s in other tactical FPS games. Did the author do no research into the competition/precursors before going down this path? Did they lie to make it seem more impressive? Whatever the case, it’s odd.

I don't disagree with you, but Valorant is the first and only FPS played by millions of people, so I can see why its presented this way. The vast majority of the audience has no prior art context, so Riot can get away with it :)

Pretty sure overwatch got millions in its hey day. Not to mention call of duty, counter strike and the many clones of COD/CS. Though I'm not sure if the likes of Free Fire concern itself too much with the purity of competition.

I wonder if pay to win elements reduce the number of cheaters? Some of these CS clones have equipments you can buy in the lobby that offer smaller hitboxes, higher health, better gun etc. Would that offer enough convenience/highs for these people to not stoop to hacking?

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

#55
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.

Turning your PC into a $gaming_appliance with a keyboard (in terms of opaque and invasive security posture) isn’t so much of a success.

Vanguard might be nice if you want to dedicate a PC to locked-down gaming, not so much if you just want to do legitimate $anything_else with it.

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

#56
post #37
post #32

Earlier quoted context omitted.

“Doors and corners” as Detective Miller was fond of saying.

Staircases too. There's one of the more respected instructors up near here in northern Oregon who does civilian tactical training stuff. Which is not my cup of tea, but it is interesting listening to the guy rant. He has what appears to be a deep seated fear/loathing for staircases.

They suck all around. Going down, your legs are exposed, then your chest, then you finally have the ability to see the next floor, so your gun and your eyes don't get down fast enough to be able to process the bad guys in time before you get filled with holes.

Going up, your head is exposed, so that becomes the primary target, when people typically aim for center mass. But center mass isn't visible immediately, so head takes all of it. On top of that, the whole 360 degrees of the next floor becomes visible at once, so there's no way to take slices of the room at a time, like you would a doorway.

Staircases are very brutal. But really, room clearing as a whole is the last thing you want to be doing. You can do it completely correct, and still die. Room clearing is a matter of minimizing chances, not eliminating them.

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

#57
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…

Being further from the corner than your opponent also gives a big advantage since for any given angle as you peek you will see more of your opponent than they see of you. https://x.com/RiotTuxedo/status/1250637504895541248

The downside to being farther from the corner is that you're much more exposed. Player B only has to take 1 or 2 steps to take cover from Player A. Player A needs to run much farther to take cover.

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

#58
post #45

I find it kind of weird that this is framed like a novel solution and discovery process when this has existed since the early 2000’s in other tactical FPS games. Did the author do no research into the competition/precursors before going down this path? Did they lie to make it seem more impressive? Whatever the case, it’s odd.

I don't disagree with you, but Valorant is the first and only FPS played by millions of people, so I can see why its presented this way. The vast majority of the audience has no prior art context, so Riot can get away with it :)

"Valorant is the first and only FPS played by millions of people"

DOOM rears its head up from 32 years ago and says "People still make mods for me."

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

#60
post #42

I can't help but envy the engineers in this article as I sit here, procrastinating my fulltime career as a glorified CRUD engineer with complementary soft skills. Maybe the grass is always greener, but it just sounds like an incredible opportunity for anyone working on the Valorant team. You get to solve challenging, interesting problems that hundreds of millions of users will benefit from, that's just so cool to me.

One of the things about a blog like this is that this isn't one persons job; it's the equivalent of something like this [0]. It's a design tenet of the application, and an engineering culture of the team.

[0] https://www.figma.com/blog/keeping-figma-fast/

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