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Valorant's 128-Tick Servers (2020)

technology.riotgames.com

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

#91
post #79
post #69

Earlier quoted context omitted.

Nowadays it's more like 20 players and 80 bots, so a lot less networking stuff going on, and the bot AI is so basic that I doubt it has a significant impact on server performance unless it's very badly implemented.

AI is more expensive than a regular player.

An advantage to bots is that the server can trust them. It doesn't need to do any verification of input since it can trust that they aren't cheating (except they probably are...).

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

#92
post #4

Earlier quoted context omitted.

As a lifelong Valve/CS fan, I've been so disappointed with subtick. It was pitched as generational evolution to the games netcode. Yet years later they're still playing catchup to what CS:GO provided.. Hopefully competition from Valorant and others puts more pressure to make things happen at Valve.

I didn’t notice any difference between 64 and subtick.

There’s a long history of subtick bugs that have been identified and patched over the years. CS2 still isn’t quite as stable as 128-tick CS:GO (perhaps benefitting from a decade of patches and simpler architecture)

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

#93
post #53

Earlier quoted context omitted.

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.

In CS you can leave the buy zone immediately. I don't necessarily believe that Valorant's decision to fence players in their spawn for the first minute during the buy period is simply to save on server costs, especially because they realized that optimization possibility after the fact. Being able to buy your weapons quickly may have an element of skill, but it doesn't make for particularly interesting gameplay. They…

Buy phase is also used for navigating the map on your "side" before you can shoot at the other guys. Also for planning.

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

#94
post #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.

You can just turn off GC for the duration of the match, or during rounds.

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

#95

Counter-Strike: Global Offensive was also able to handle 128 TPS just fine. They just chose to never implement it in official matchmaking (64 TPS). It did work very smoothly on community servers. Counter-Strike 2 implements a controversial "sub tick" system on top of 64 TPS. It is not comparable to actual 128 TPS, and often worse than standard 64 TPS in practice.

Lots of things work fine when you throw twice as many dollars at them. It’s not a matter of it working or not. It’s a matter of economics.

Most game servers are single threaded because the goal is to support the maximum number of players per dollar.

A community server doesn’t mind throwing more compute dollars to support more players or higher tick rate. When you have one million concurrent players - as CounterStrike sometimes does - the choice may be different.

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

#96

Earlier quoted context omitted.

Also for comparison, the Runescapes (both RS3 and Oldschool Runescape) have a 0.6 tick/second system (100 ticks/minute). It works rather well for these games, which I guess highlights that some games either a) can get away with high latencies depending on their gameplay mechanics, or b) will evolve gameplay mechanics based on the inherent limitations of their engines/these latencies. RS3 initially leaned into the 0.6…

100ticks/minute is 1.666... ticks per second, not 0.6.

Whoops, bit of a slip there. It is 100 ticks per minute, or 1 tick every 0.6 seconds. I was wrong in the first description there.

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

#97
post #2

Take notes, Valve.

In general, Valve designs software that is incomparably better than Riot. Compare the League of Legends client to the Dota 2 game (which doesn't even have a client/game distinction), for instance - the quality gap is massive in favor of Valve.

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

#98

Counter-Strike: Global Offensive was also able to handle 128 TPS just fine. They just chose to never implement it in official matchmaking (64 TPS). It did work very smoothly on community servers. Counter-Strike 2 implements a controversial "sub tick" system on top of 64 TPS. It is not comparable to actual 128 TPS, and often worse than standard 64 TPS in practice.

Lots of things work fine when you throw twice as many dollars at them. It’s not a matter of it working or not. It’s a matter of economics. Most game servers are single threaded because the goal is to support the maximum number of players per dollar. A community server doesn’t mind throwing more compute dollars to support more players or higher tick rate. When you have one million concurrent players - as CounterStrike…

Sure, twice as many dollars in the immediate term. In the context of a particular tick rate being decade(s) old, it's more like deciding whether you can host 50x or 100x as many players per dollar of infrastructure. The upside of a higher tick rate grows as computers and connections improve and the downside shrinks semi-exponentially.

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

#99
post #2

Take notes, Valve.

Sub tick is probably more accurate overall but I do think the cs2 animation netcode is crap and hides a lot of the positives. Hopefully moving to Animgraph 2 will help that, who knows

random fun fact but the animgraph in source 2 is based on code from here: https://github.com/BobbyAnguelov/Esoterica, thought it was interesting when I saw common symbol names

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

#100

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

Apex being 20 explains so much about that game. Half the time I would be firing right on target and watch my shots go thru
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