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Valorant's 128-Tick Servers (2020)

technology.riotgames.com

41–50 of 136 posts

Re: Valorant's 128-Tick Servers (2020)

#41

Earlier quoted context omitted.

And Fortnite is allegedly 30 ticks per second.

Apex Legends is at 20 IIRC (My memory is from 2-3 years back on this one tho) CSGO was at 64 for the standard servers and 128 for Faceit (IIRC CS2 is doing some dynamic tick schenanigans unless they changed back on that) Overwatch is I think at 60

Its strange Apex is 20 ticks… it is often as fasr as FPS get. Is it because of number of players at same map that is a lot higher than in other games?

Re: Valorant's 128-Tick Servers (2020)

#42

I wonder if any game servers are implemented in Erlang?

You'll never get a modern FPS gameserver with good performance written in a GC language. Erlang is also pretty slow, it's Python like performance. Very far from C#, Go and Java.

The other reason is that the client and the server have to be written in the same language.

Re: Valorant's 128-Tick Servers (2020)

#43

Earlier quoted context omitted.

OSRS plays on 0.6 TPS... or 100 ticks per minute kind of funny how different that is.

OSRS players hate when they have to actually play the game. They just want to click the screen every 10 minutes while playing something else.

me_irl

Re: Valorant's 128-Tick Servers (2020)

#44

Earlier quoted context omitted.

OSRS plays on 0.6 TPS... or 100 ticks per minute kind of funny how different that is.

OSRS players hate when they have to actually play the game. They just want to click the screen every 10 minutes while playing something else.

...what? the game is full of highly technical and demanding challenges which require "tick-perfect" inputs 2-5x per 0.6s game tick.

Re: Valorant's 128-Tick Servers (2020)

#45
post #14

I wonder if any game servers are implemented in Erlang?

Network connection, lobby, matchmaking, leaderboards or even chats, yes. But the actual simulation, probably not for fast paced twitchy shooter. Also not just for performance reasons, I wouldn’t call BeamVM hard realtime, but also for code. Your game server would usually be the client but headless (without rendering). Helps with reuse and architecture.

In the case of Call of Duty: Black Ops 1. Thee matchmaking + leaderboards system was implemented by DemonWare (3rd party) in Erlang.

Erlang actually has good enough performance for many types of multiplayer games. Though you are correct that it may not cut it for fast paced twitch shooters. Well...I'm not exactly sure about that. You can offload lots of expensive physics computations to NIF's. In my game the most expensive computation is AI path-finding. Though this never occurs on the main simulation tick. Other processes run this on their own time.

Re: Valorant's 128-Tick Servers (2020)

#46

This deep dive article is very nice. At any given time, ~50 of those games are going to be in the buy phase. Players will be purchasing equipment safely behind their spawn barriers and no shots can hurt them. We realized we don’t even need to do any server-side animation during the buy phase, we could just turn it off. That explains the current trend of "online" video game that is so annoying: For 10 minutes of play,…

This is not equivalent to "lobby time or end game animations" in other games. In Valorant (similar to Counter Strike), at the start of the game you have 60 seconds to buy your weapons and abilities for the round. Valorant/CS is typically a best-of-13, and before each round is a 60 second "buy" period.

It's the idea that if they leave more players idling in a lobby, but period, or animation, that it costs them less.

It's a deceptive way to sell people less game.

Re: Valorant's 128-Tick Servers (2020)

#47
very interesting read, it seems like management/engineering/vendors were all willing to get on the same page to hit the frame budget. especially the bit about profiling every line of game code into an appropriate bucket - sounds like a lot of work which paid off handsomely.

If you just make a list of “performance tweaks” you might learn about in, say, a game dev blog post on the internet, and execute them without considering your application’s specific needs and considerations, you might hurt performance more than you help it.

nice.

Re: Valorant's 128-Tick Servers (2020)

#48
This post reads less like an engineering deep dive and more like a Xeon product brochure that wandered into a video game blog. They casually name-drop every Intel optimization short of tattooing "Hyperthreaded" on their foreheads.

Re: Valorant's 128-Tick Servers (2020)

#49

128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…

OSRS plays on 0.6 TPS... or 100 ticks per minute kind of funny how different that is.

No, OSRS is 100 ticks per minute which gives 0.6 second ticks, which rounds to 1.667 ticks per second.

Re: Valorant's 128-Tick Servers (2020)

#50
post #2

Take notes, Valve.

This is from 2020. Valve wanted to be smart and invented a new "subtick" system in 2023 which isn't as good as 128 tick. To make things worse, CS is a paid game, not free like Valorant, and makes probably much more money. They seemingly just don't care enough about the problem to solve it correctly. That or there is more work to be done on subtick to make it work better than 128.

> CS is a paid game, not free like Valorant, and makes probably much more money

(Veering offtopic here) Remember that Valve invented the free-to-play business model when they made TF2 free. As Gabe Newell said in some interview long ago, they made more money from TF2 after it went F2P ("sell more hats!")

Point being, being a paid vs free game is largely irrelevant to the profitability & engineering budget.

That said, I'm not sure why you say CS is a paid game. It is also free-to-play. Is some playable content locked behind a paywall?

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