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These behaviors already exist in VALORANT, but we are shifting the needle for what we consider “high ping” to be less generous.
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Players playing with high ping may start to experience hit registration inaccuracy.Playing against players with high ping should feel less like you’re getting shot after moving behind cover by a bullet fired earlier.That being said, we expect to see the following changes in gameplay patterns: In other cases, the impact from this change will be subtle, and most of you won’t notice the difference. If you only play in games where everyone’s ping is low, you shouldn’t even notice this change.Adjusted max server rewind limit down to 140 ms from 200 ms.Based on player data since launch, we’ve determined that this value is too high for the networking conditions experienced by most of you.
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When we launched the game, the max rewind value was set to 200 ms based on what we deemed as acceptable networking conditions (factoring in some amount of additional input/processing latency) to play VALORANT. Finding the right limit for a max rewind amount is important for reducing cases of anyone feeling like they need to lead shots, or that they can still be shot after safely repositioning themselves. When the server determines the outcome of a shot, it rewinds character positions around the bullet to match their locations at the time when the shot was initially fired. To prevent you from needing to lead your shots, VALORANT implements server rewinding. When a player fires a shot, it takes time for the input to reach the server. The Gameplay Systems change should be subtle but it’s intended to minimize the impact another player’s networking conditions have on your game. Stinger balance, lots more bug fixes, and one welcome change to help when playing against high-ping.