Posted by Steve
Tuesday, July 5, 2022 12:31 PM
These clips are taken from competitive matches within 24 hours with a 8ms ping on my end. In both examples Riots netcode with its interpolation accepts killshot packages with the target clearly being off screen behind impenetrable walls for multiple frames/ticks. Teammates asking me how these shots even hit, so they are seeing the same.
I suppose this is why we can't have nice things like replays in a competitive esport title. The interpolation leads to vastly different outcomes and causes major inconsistency in gameplay and turns many aimduells into coinflips. Also there is plenty of room to abuse the netcode. I also regularly end up dead after being fully teleported with chamber ult. I stopped playing Jett because I always died during or after having dashed. And it's impossible to dodge bullets (I know they are instant, but you feel them coming, you crouch dodge whatever, the tracer flies 1m next to your head but the server gives you the big fat middle finger, because it ignores your position updates and awards the player in the past the kill.)
https://reddit.com/link/vrbvz4/video/o1a2s6o2yk991/player
References
- https://www.reddit.com/r/VALORANT/comments/vrbvz4/valorants_netcode_is_so_good_it_now_registers/
- https://reddit.com/vrbvz4
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