Posted by Steve
Tuesday, April 13, 2021 6:02 AM
It's definitely better, but still bad.
You still often can't tell which direction someone is coming from. Also, you can't tell how far away an enemy is.
I saw that an Audio developer from Riot wrote on reddit that they intentionally made it so that you can't tell the distance of the enemy, because in their eyes it's more important not to miss footsteps in the distance.
Quote:
"This means we optimize less for understanding how far away a footstep is because that would mean more volume dropoff over distance, which could lead to missing a footstep[...]"
"Missing footsteps tends to be much more frustrating when it happens[...]" - PulsarZealot
In my opinion its much more important to be able to consistently tell the distance than to overhear a step in the distance.
It's mindblowing to me that they see it differently.
References
- https://www.reddit.com/r/VALORANT/comments/mpexmt/the_sound_with_hrtf_turned_on_is_better_but_still/
- https://reddit.com/mpexmt
More Like This
Easy to do, no need to stand or look on some complicated 1pixel spot KAY/O Lineups in Ascent when trying to push A site while smoked. Pillar lineups can be thrown from different angles. This also works with Killjoy. This won't work if they smoked A main too deep.

Posted by Otto
Thursday, October 20, 2022 1:00 AM
when the aimlabs gridshot cbd corn dog starts hittin and you hit the craziest flick

Posted by Otto
Thursday, April 29, 2021 7:14 PM
It’s all about mental
Posted by Otto
Wednesday, September 1, 2021 8:40 AM