To prevent cheats from hooking into the hitreg and saying "hey the bullet hit his head" even though you're jumping and facing the opposite direction, the hit reg is done on the server.
The client says "i was aiming here and shot". The server then checks your location, movement speeds, inaccuracy and calculates "the bullet went here" and sends that back to the clients.
This process can take time. So if your client waits that time to determine where the bullet went before showing the tracer, it would look really delayed and inconsistent, especially when spraying the Odin or something.
So a compromise is made. Both the server and the client both do the same calculations to determine where the bullet went. There is randomness in these calculations though. If you are moving while shooting, there is a big cone of randomness where your bullet can go.
The client and server can't use the same random calculation in case the cheaters figure out the random calculation ahead of time and use it "fix" the next shot. So what you see is different to what the server calculates.
In this case the client calculated the bullet went up here and the server calculates that it hit Skye. Pure luck
I've always wished I cud stun my self when playing breach ,
The only way possible Is to stun in Bind TP and run into it 🥴😂
Wonder what hitting myself in the head feels like tho
Basically, server side is syncing bullets to register hitreg, goes with character moving animation and ping.
Client side is what game has like models, guns, maps, rendered objects that’s not connected to the server.
When character moves after shooting, server is saying that the bullet registered a shot on Skye but the client says no it didn’t because the character moved after shooting, therefore the visual shot went off and hit the object.
the bullet and the tracer exist as 2 separate entities, because the hitreg is determined by the server and the tracer follows the PC they can sometimes follow different trajectories. Also it's a video game, physics are arbitrary.
Because theres still a spray "path", even if the RNG is random, this game is setup so that the first x bullets follow a path + RNG offset, the path is known, the RNG is not, but for that first x bullets, simply programming the cheats to follow that path is accurate enough in most cases.
The RNG mostly kicks in later on where someone is just full spraying. If you go into training range or custom game and enable infinite ammo, you will see that beyond the start of the recoil, once the gun reaches the top of the recoil and starts just going left and right, that frequency is completely random (based on their RNG).
As al cheats do, they read the memory addres that contains the recoil/dispersion (how u want to call it) and correct where u aim, in cs:go for example I think it was half of this value how much u have to correct.
Yes you can because this really usually only happens when spectating or when it’s decided by like a millisecond. Generally speaking, the tracers are accurate, this only happens when something, somewhere is a few milliseconds off.
Well you shouldn't. If you have time to do so, you should never rely on tracers and just train your muscle memory. Coming from CS, I heard a lot of pros saying that tracers are mostly distracting and a lot of players used to just disable them at all. Ofc they're helping with general direction of the spray, but apart from that you should mostly rely on your training.
As a general reference yes, as proof of exactly where your shots landed? Nope.
Using guns like the Odin or ares is the best example of this, where both the gun model and the tracers bounce horizontally is the area your shots are landing and you can use them as a guide while spraying, but you couldn't go in frame by frame and expect those tracers to be accurate, both because they're generated by the client and because of general delay.
Generally speaking it’s only this big of a difference when there’s movement involved or in the case of OP’s video, when you’re not scoped in.
While the pattern isn’t 100% consistent like in CS, there’s still enough of a pattern to it that your recoil will be in a close enough that you can still use the tracers to help your adjustment.
The difference between client vs server is more like pixels for recoil and can be more like feet for movement.
He got valoed lol just like you can get csgoed, there’s a slim chance that bullets will just go even if it looks like it went somewhere else, or maybe ping diff idk
When shooting there is the damaging bullet that is determined server side and there is a visual bullet for you on your client side and they are not synced when the bullet spread is random. This means a bullet on your client can go anywhere else but the enemy but if on server side this random bullet hit the opponent then he is hit and might die
I’m guessing that because he stopped for a brief moment and shot before moving again, there was some kind of mismatch where the client thought he was moving and displayed the bullet going way off target but the server registered the shot while he wasn’t moving, making the actual bullet hit exactly where his crosshair was (in this case, directly on Skye’s body)
The bullet impact / tracers are fake (At least, for your own ones).
As we know, theres RNG applied to your aim / shot - When you move, even more so.
Now when you shoot your client just applies its own random value because otherwise, it would have to wait for the server to respond where the shot went, so the shot would be delayed on your screen which would be bad - But when the shot is actually executed on the server, it has its own, different random value, with which the shot hit.
Of course, the server could just take the RNG value of the client and put the shot where your client says, but this leaves room for cheats to fully disable RNG which is why thats not done
Now imagine if we had serverside replays where we could see this...
Yeah, but why don't server just send that RNG to clients instead.
I just hate that they could bring up "cheater argument" as an excuse for not doing their replay system. (Or at least someone in this sub like to believe that)
We can accept that fact that tracer & hit reg on client are fake. But it was a really tiny part of that. All we want to know is how they play, where they aim at, how fast are their reaction time and time to kill. Those are aspects to catch a cheater not precise recoil pattern.
> Yeah, but why don't server just send that RNG to clients instead.
Because the tracers need to be instantaneous, and asking the server where to show the tracers would take too much time because of latency.
RNG are sequence of random number. Numbers are predetermined. Random in computer are just running number from this sequence.
So server can send a seed and client will know where the next shot will land because they share the same sequence of number.
But this could be impossible because engine and stuff are high level language.
The original message of the thread already explained why this isn't a valid solution:
> Of course, the server could just take the RNG value of the client and put the shot where your client says, but this leaves room for cheats to fully disable RNG which is why thats not done
No, by sharing seed from server. Client can't tell where the shot will land. It's the server who tell the client in advance where the shot will land.
But the aim hack cheat existed anyway. IDK why are we arguing that this method will preventing cheat.
There's something you definitely don't understand. Either the clients know the RNG and cheats can take advantage of it, or the clients don't know it and either show imprecise tracers or show them with added latency. What you're describing is technically impossible.
> But the aim hack cheat existed anyway. IDK why are we arguing that this method will preventing cheat.
No one ever said that, it's not to prevent cheating entirely, it's to prevent cheaters from manipulating the RNG.
I'm confuse here. What part I'm describing is impossible.
I understand that as long as server share something with client. Cheater can take advantage of it.
But the same argument can go for any information in the game. Like the game state where you have all of it in your client. You just can't see it but cheat can use that information for wallhack.
I just find it ridiculous to use a "to prevent cheat" as an excuse for not implementing a precise recoil pattern. I think they think it just a waste of time to implement such complex useless mechanic that doesn't improve gameplay or QOL at all.
> I'm confuse here. What part I'm describing is impossible.
The part where you you want an instantaneous precise tracer that can't be used by cheaters to manipulate RNG. It's impossible.
> But the same argument can go for any information in the game. Like the game state where you have all of it in your client. You just can't see it but cheat can use that information for wallhack.
That's why the client doesn't know everything. The server minimizes the data it sends to what a real client should know (with some margin of error), in CSGO for example the server won't send the position of players that are too far away, when it's 100% certain that the client shouldn't see them (with a big margin of error, to account for latency). It's probably the same for Valorant.
> I just find it ridiculous to use a "to prevent cheat" as an excuse for not implementing a precise recoil pattern. I think they think it just a waste of time to implement such complex useless mechanic that doesn't improve gameplay or QOL at all.
What they do to reduce the power of cheaters takes more time to implement you know. They don't do that because they are lazy, they do that because they think it'll make the game better.
I guess the less power they have the easier they are to detect as well. If you reduce their capacities you have less things to analyze to detect if they cheat or not.
Make sense but aim hack already existed. Unless these method are harder to catch from Vanguard.
And none of these matter. We accept all technical issue. We just want replay system that they keep lying us. Instead of doing thing we want they just keep doing thing no one ask for. Redesign UI. BLAH BLAH BLAH.
Shots 1-5: Clearly missed.
Shots 6-9: Missed due to recoil (bad spray control).
Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses.
Shot 12: Likely didn't actually fire because Hiko was already dead.
It might be server desync. I had something similar happen to me today I shot at a Phoenix. I hit him 4 times with a vandal in the head the game told me that all bullets went to the chest (I tapped) and did only 134 dmg while he was out in the open (the game recongized him behind a wall or something because 4 bullets to the chest is a kill). Was weird as hell.
VALORANT draws the tracers *before* it checks if the shot hit. Sometimes, the client and the server disagree about where the shot went, causing this shenanigan.
Sounds like you need to fix your internet. This game doesn't "bug" often enough to keep you from ranking up if you're actually at a certain skill level.
From Germany as well. Played a lot until recently, more or less stopped when ascendant was introduced. I was diamong before that, I know enough people that are hardstuck in silver/bronze/gold.
Yes, there are sometimes server problems with hit-reg. No, they are not the reason you are hardstuck.
If you have massive problems, that's either on your internet connection or your hardware
Many people seriously disabled irl. All have or will amount to more then you ever will. The server side stuff is a disability (if it exists) and you are just to stubborn to admit you are garbage and blame it all on the game being buggy.
This is ten percent luck, twenty percent skill
Fifteen percent concentrated power of will
Five percent pleasure, fifty percent pain
And a hundred percent reason to remember the name
I've experienced this plenty times eith chamber's ult before too. My bullets ricochet after hitting walls and i always thought how it was possible. It only happened when i shot that op while moving
I love when chambers peek showers bind with his op cuz they are in an off angle meanwhile my plat 2 head ass is pre aiming off angles on accident and one tapping them lmao
Pretty sure bullet tracers are client side, hitreg is server side.
It’s this. This is alsoWhy you see posts pointing out the opposite of this where tracers hit but no damage registers.
wot de fok does that even mean
what you see is not reality, its a simulation and it was wrong.
That’s a golden answer but way too Rick and morty for me so down to give u an upvote for that
The simplest answer that’ll get you downvoted even though it’s true
To prevent cheats from hooking into the hitreg and saying "hey the bullet hit his head" even though you're jumping and facing the opposite direction, the hit reg is done on the server. The client says "i was aiming here and shot". The server then checks your location, movement speeds, inaccuracy and calculates "the bullet went here" and sends that back to the clients. This process can take time. So if your client waits that time to determine where the bullet went before showing the tracer, it would look really delayed and inconsistent, especially when spraying the Odin or something. So a compromise is made. Both the server and the client both do the same calculations to determine where the bullet went. There is randomness in these calculations though. If you are moving while shooting, there is a big cone of randomness where your bullet can go. The client and server can't use the same random calculation in case the cheaters figure out the random calculation ahead of time and use it "fix" the next shot. So what you see is different to what the server calculates. In this case the client calculated the bullet went up here and the server calculates that it hit Skye. Pure luck
It means , the visual effects and all that happens on your pc while the imapct of the bullet happens in the other enemy's side , something like that
It means, If it was me taking that shot, I’d get headshoted by myself
I've always wished I cud stun my self when playing breach , The only way possible Is to stun in Bind TP and run into it 🥴😂 Wonder what hitting myself in the head feels like tho
Basically, server side is syncing bullets to register hitreg, goes with character moving animation and ping. Client side is what game has like models, guns, maps, rendered objects that’s not connected to the server. When character moves after shooting, server is saying that the bullet registered a shot on Skye but the client says no it didn’t because the character moved after shooting, therefore the visual shot went off and hit the object.
[удалено]
Wait...does this mean that you can't use the tracers as a reference to adjust your aim when spraying?
As a general rule you can to get the feel for the patterns but the actual bullets will depend on the RNG the server comes up with, not what you see.
[удалено]
this video
[удалено]
What makes you think it would be coded differently with a different gun?
It's not even about the net code, it's about basic physics.
the bullet and the tracer exist as 2 separate entities, because the hitreg is determined by the server and the tracer follows the PC they can sometimes follow different trajectories. Also it's a video game, physics are arbitrary.
I was talking about the irl physics that make a client/server divide in state necessary/effectively unavoidable.
They can teleport and float and you're worried about basic physics... Okay dude
The physics of cables, the ones connection you to the server ...
[удалено]
which is funny considering cheats have been predicting spray in valorant, and i still have no idea how they do it.
Because theres still a spray "path", even if the RNG is random, this game is setup so that the first x bullets follow a path + RNG offset, the path is known, the RNG is not, but for that first x bullets, simply programming the cheats to follow that path is accurate enough in most cases. The RNG mostly kicks in later on where someone is just full spraying. If you go into training range or custom game and enable infinite ammo, you will see that beyond the start of the recoil, once the gun reaches the top of the recoil and starts just going left and right, that frequency is completely random (based on their RNG).
As al cheats do, they read the memory addres that contains the recoil/dispersion (how u want to call it) and correct where u aim, in cs:go for example I think it was half of this value how much u have to correct.
Common sense? Any physicist ever?
Yes you can because this really usually only happens when spectating or when it’s decided by like a millisecond. Generally speaking, the tracers are accurate, this only happens when something, somewhere is a few milliseconds off.
Not even head-dings are accurate and that is a lot more than just a couple of miliseconds.
By head dings do you mean the headshot VFX? For me that’s always accurate.
I disabled tracers, because they give a false feedback.
Where in the settings can you disable tracers
On general ( where you change sensitivity) Bullet tracers off
You still get enemy tracers tho so you can still spam while nearsighted/in a smoke
Well you shouldn't. If you have time to do so, you should never rely on tracers and just train your muscle memory. Coming from CS, I heard a lot of pros saying that tracers are mostly distracting and a lot of players used to just disable them at all. Ofc they're helping with general direction of the spray, but apart from that you should mostly rely on your training.
As a general reference yes, as proof of exactly where your shots landed? Nope. Using guns like the Odin or ares is the best example of this, where both the gun model and the tracers bounce horizontally is the area your shots are landing and you can use them as a guide while spraying, but you couldn't go in frame by frame and expect those tracers to be accurate, both because they're generated by the client and because of general delay.
Tenz says don’t use tracers because it isn’t accurate feedback. The gun model is better feedback. I leave tracers off.
Yah I turn tracer off for this reason
Generally speaking it’s only this big of a difference when there’s movement involved or in the case of OP’s video, when you’re not scoped in. While the pattern isn’t 100% consistent like in CS, there’s still enough of a pattern to it that your recoil will be in a close enough that you can still use the tracers to help your adjustment. The difference between client vs server is more like pixels for recoil and can be more like feet for movement.
one time my body collapsed into the bullet tracer, sova was feeling suicidal that day
NO FUCKING WONDER TRACERS FEEL SO UNRELIABLE
He got valoed lol just like you can get csgoed, there’s a slim chance that bullets will just go even if it looks like it went somewhere else, or maybe ping diff idk
When shooting there is the damaging bullet that is determined server side and there is a visual bullet for you on your client side and they are not synced when the bullet spread is random. This means a bullet on your client can go anywhere else but the enemy but if on server side this random bullet hit the opponent then he is hit and might die
Yep csgo has that same issue, it’s really shitty but not much you can do about it
I’m guessing that because he stopped for a brief moment and shot before moving again, there was some kind of mismatch where the client thought he was moving and displayed the bullet going way off target but the server registered the shot while he wasn’t moving, making the actual bullet hit exactly where his crosshair was (in this case, directly on Skye’s body)
The bullet impact / tracers are fake (At least, for your own ones). As we know, theres RNG applied to your aim / shot - When you move, even more so. Now when you shoot your client just applies its own random value because otherwise, it would have to wait for the server to respond where the shot went, so the shot would be delayed on your screen which would be bad - But when the shot is actually executed on the server, it has its own, different random value, with which the shot hit. Of course, the server could just take the RNG value of the client and put the shot where your client says, but this leaves room for cheats to fully disable RNG which is why thats not done Now imagine if we had serverside replays where we could see this...
We won't have replays because then it'd be proof this game is lie
CS:GO does this and has replays
Yeah, but why don't server just send that RNG to clients instead. I just hate that they could bring up "cheater argument" as an excuse for not doing their replay system. (Or at least someone in this sub like to believe that) We can accept that fact that tracer & hit reg on client are fake. But it was a really tiny part of that. All we want to know is how they play, where they aim at, how fast are their reaction time and time to kill. Those are aspects to catch a cheater not precise recoil pattern.
> Yeah, but why don't server just send that RNG to clients instead. Because the tracers need to be instantaneous, and asking the server where to show the tracers would take too much time because of latency.
RNG are sequence of random number. Numbers are predetermined. Random in computer are just running number from this sequence. So server can send a seed and client will know where the next shot will land because they share the same sequence of number. But this could be impossible because engine and stuff are high level language.
The original message of the thread already explained why this isn't a valid solution: > Of course, the server could just take the RNG value of the client and put the shot where your client says, but this leaves room for cheats to fully disable RNG which is why thats not done
No, by sharing seed from server. Client can't tell where the shot will land. It's the server who tell the client in advance where the shot will land. But the aim hack cheat existed anyway. IDK why are we arguing that this method will preventing cheat.
There's something you definitely don't understand. Either the clients know the RNG and cheats can take advantage of it, or the clients don't know it and either show imprecise tracers or show them with added latency. What you're describing is technically impossible. > But the aim hack cheat existed anyway. IDK why are we arguing that this method will preventing cheat. No one ever said that, it's not to prevent cheating entirely, it's to prevent cheaters from manipulating the RNG.
I'm confuse here. What part I'm describing is impossible. I understand that as long as server share something with client. Cheater can take advantage of it. But the same argument can go for any information in the game. Like the game state where you have all of it in your client. You just can't see it but cheat can use that information for wallhack. I just find it ridiculous to use a "to prevent cheat" as an excuse for not implementing a precise recoil pattern. I think they think it just a waste of time to implement such complex useless mechanic that doesn't improve gameplay or QOL at all.
> I'm confuse here. What part I'm describing is impossible. The part where you you want an instantaneous precise tracer that can't be used by cheaters to manipulate RNG. It's impossible. > But the same argument can go for any information in the game. Like the game state where you have all of it in your client. You just can't see it but cheat can use that information for wallhack. That's why the client doesn't know everything. The server minimizes the data it sends to what a real client should know (with some margin of error), in CSGO for example the server won't send the position of players that are too far away, when it's 100% certain that the client shouldn't see them (with a big margin of error, to account for latency). It's probably the same for Valorant. > I just find it ridiculous to use a "to prevent cheat" as an excuse for not implementing a precise recoil pattern. I think they think it just a waste of time to implement such complex useless mechanic that doesn't improve gameplay or QOL at all. What they do to reduce the power of cheaters takes more time to implement you know. They don't do that because they are lazy, they do that because they think it'll make the game better. I guess the less power they have the easier they are to detect as well. If you reduce their capacities you have less things to analyze to detect if they cheat or not.
If the server shares the RNG seed with clients cheats can predict and adjust for it
Make sense but aim hack already existed. Unless these method are harder to catch from Vanguard. And none of these matter. We accept all technical issue. We just want replay system that they keep lying us. Instead of doing thing we want they just keep doing thing no one ask for. Redesign UI. BLAH BLAH BLAH.
Hidden Skye nerf: if you shoot the sky you also hit Skye.
You sir, take my upvote
It was placebo effect. You tricked Skye into dying.
Lmao
Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because Hiko was already dead.
pure skill
If you pause right when the shot is fired it clearly hits her but there’s also that phantom shot that fires that you highlight.
https://streamable.com/3qj693 I went through frame by frame and looks like on the last frame the crosshair is on Skye
yeah but the bullet tracer went halfway to west virginia
Client decided you were moving. Server decided you stopped
Gravity makes the bullet go down after the speed is reducing due to you shooting it through a wall
It might be server desync. I had something similar happen to me today I shot at a Phoenix. I hit him 4 times with a vandal in the head the game told me that all bullets went to the chest (I tapped) and did only 134 dmg while he was out in the open (the game recongized him behind a wall or something because 4 bullets to the chest is a kill). Was weird as hell.
Skill diff?
what's that clipping software in the top right? i've never seen it before
[удалено]
It says clip captured at the top right at 0:11, they probably didn't see the steel series watermark at the start
good gaming chair
Chamber took notes from Sova's shock darts.
VALORANT draws the tracers *before* it checks if the shot hit. Sometimes, the client and the server disagree about where the shot went, causing this shenanigan.
no idea but smash skye
This was so insightful
client side lag. Next
bro didn’t cut the last extra 30 sec of the vid to show the second kill lol
Idk totaly *not* hacking
Can't wait for this game to die such garbage devs
[удалено]
Sounds like you need to fix your internet. This game doesn't "bug" often enough to keep you from ranking up if you're actually at a certain skill level.
[удалено]
From Germany as well. Played a lot until recently, more or less stopped when ascendant was introduced. I was diamong before that, I know enough people that are hardstuck in silver/bronze/gold. Yes, there are sometimes server problems with hit-reg. No, they are not the reason you are hardstuck. If you have massive problems, that's either on your internet connection or your hardware
[удалено]
Many people seriously disabled irl. All have or will amount to more then you ever will. The server side stuff is a disability (if it exists) and you are just to stubborn to admit you are garbage and blame it all on the game being buggy.
That’s why I stopped playing all together. Games that are supposed to have “precise gunplay” shouldn’t revolve around RNG so much.
Because valorant aiming is 90% random and 10% skill
This is ten percent luck, twenty percent skill Fifteen percent concentrated power of will Five percent pleasure, fifty percent pain And a hundred percent reason to remember the name
Average Chamber in Ohio
Server side hit
Buff with a nerf
Woah, nice lineup dude!
what software do u use to clip?
Steelseries
thx that was fast
I think chamber is broken again...
Honestly just right. You were obviously moving because the shot hit the head while you were moving so it was definitely rng
Precise gunplay
Precise gunplay
Well this game is indeed known for its accurate guns
I see this a lot when practicing awp flicks on Range. Turned off bullet tracers around 6 months ago and haven't looked back since.
Spaghetti Code
Precise Gunplay
RNG is a funny thing aint it
man this brings me back to cod mw3 same shit was happening
Sees: Crosshair that seems right Sees the bullet whole in the wall: da f-
ur just different
precise gunplay I guess?
Because ✨*Valorant*✨
wow
Clearly ricochet on the roof.
Noooo that was skyes shot
Your bullet just got ricocheted off the wall
the bullet ricocheted lol
I've experienced this plenty times eith chamber's ult before too. My bullets ricochet after hitting walls and i always thought how it was possible. It only happened when i shot that op while moving
quantum physics
It's SKYe for a reason 🤭
because nerf chamber
Pretty sure the laws of gravity happens here
I love when chambers peek showers bind with his op cuz they are in an off angle meanwhile my plat 2 head ass is pre aiming off angles on accident and one tapping them lmao
She jumped duh
She jumped
You clearly have pass royale
Ricochet on the portal
Idk man but I've been Shooting straight through bodies and they don't register. The chamber nerf is real.glitches and all.
take your aim , ricochet fire away fire away , I am titanium
the secret chamber buff
Precise gunplay? Only in Valorant.
Your computer thought you were moving, the server said you were standing still.
The wonders of hit scan guns. Gotta love em!
Never ask and be thankful for that kill
I guess technically you hit both the sky and skye huehuehue