Valorant Physics, Derived

Posted by Steve

Saturday, May 21, 2022 11:33 AM

I heard that Aim Lab had some sort of deal with Valorant to get Valorant physics. To my knowledge, despite that, Valorant's physics aren't publicly available knowledge. Since I like open source stuff, I wrote a Google Doc where I basically did the math to find out the physics myself. It doubles as a guide for finding game physics out (without the need for macros) as well.

https://docs.google.com/document/u/2/d/e/2PACX-1vTsGYzGYiO78fcr_frhhBmzDaMvEqgBRd3b5u7TNzXRAhKflvFOovleWmavebIfFywh3DHppT75xHAk/pub

For those who are curious but not curious enough to read a google doc:

Knife Speed = 6.75m/s
Acceleration: 18.75m/s^2 with Rifle (scales with speed)
Jump Height: 1.2m
Gravity: 21m/s^2, therefore initial jump velocity is 7.098m/s
Scaling Friction: 3.3, and
Flat Friction: 28.6m/s^2, therefore formula for time to stop after letting go of movement keys is Ae^(-3.3t)-28.6t, where A is speed at t=0.
Dash Speed: 25.86m/s
Neon E running speed: 6.75m/s (horizontal), 7.88m/s (diagonal), 9.2m/s (forwards/backwards)
Neon E running acceleration: 24.82m/s^2, 28.97m/s^2, 33.82m/s^2
Neon Slide: It's... complicated.

References

  • https://www.reddit.com/r/VALORANT/comments/utc7qf/valorant_physics_derived/
  • https://reddit.com/utc7qf

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