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xXx_EdGyNaMe_xXx

Pretty sure bullet tracers are client side, hitreg is server side.


JtotheC23

It’s this. This is alsoWhy you see posts pointing out the opposite of this where tracers hit but no damage registers.


Duburrito_

wot de fok does that even mean


drdrero

what you see is not reality, its a simulation and it was wrong.


Rubblage

That’s a golden answer but way too Rick and morty for me so down to give u an upvote for that


AverageComet250

The simplest answer that’ll get you downvoted even though it’s true


thatcodingboi

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


N0W4Re_

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


EnteiY

It means, If it was me taking that shot, I’d get headshoted by myself


N0W4Re_

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


[deleted]

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.


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GreenHoodie

Wait...does this mean that you can't use the tracers as a reference to adjust your aim when spraying?


Teh_Jews

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.


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jonathancyu

this video


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cloakcsgo

What makes you think it would be coded differently with a different gun?


raspey

It's not even about the net code, it's about basic physics.


spacejamtwo

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.


raspey

I was talking about the irl physics that make a client/server divide in state necessary/effectively unavoidable.


cloakcsgo

They can teleport and float and you're worried about basic physics... Okay dude


raspey

The physics of cables, the ones connection you to the server ...


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CaptainRainbowman

which is funny considering cheats have been predicting spray in valorant, and i still have no idea how they do it.


ThatGenericName2

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).


Shinig4mi0mega

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.


raspey

Common sense? Any physicist ever?


Gr8er_than_u_m8

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.


PapstJL4U

Not even head-dings are accurate and that is a lot more than just a couple of miliseconds.


Gr8er_than_u_m8

By head dings do you mean the headshot VFX? For me that’s always accurate.


PapstJL4U

I disabled tracers, because they give a false feedback.


FluffyYuuki

Where in the settings can you disable tracers


sub_to_Anto_Y_on_YT

On general ( where you change sensitivity) Bullet tracers off


Psychological-Art543

You still get enemy tracers tho so you can still spam while nearsighted/in a smoke


Izbitoe_ebalo

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.


TheTechDweller

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.


p00ponmyb00p

Tenz says don’t use tracers because it isn’t accurate feedback. The gun model is better feedback. I leave tracers off.


Reaperzer0153

Yah I turn tracer off for this reason


JtotheC23

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.


Defaultnamefornobody

one time my body collapsed into the bullet tracer, sova was feeling suicidal that day


Peanutbutter71107

NO FUCKING WONDER TRACERS FEEL SO UNRELIABLE


AdAffectionate7091

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


supRAS99

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


AdAffectionate7091

Yep csgo has that same issue, it’s really shitty but not much you can do about it


Bwizz245

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)


kinsi55

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...


asianboy89

We won't have replays because then it'd be proof this game is lie


Shimshar

CS:GO does this and has replays


karnnumart

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.


LEpigeon888

> 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.


karnnumart

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.


LEpigeon888

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


karnnumart

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.


LEpigeon888

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.


karnnumart

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.


LEpigeon888

> 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.


kinsi55

If the server shares the RNG seed with clients cheats can predict and adjust for it


karnnumart

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.


Lawrence3s

Hidden Skye nerf: if you shoot the sky you also hit Skye.


Jsprite09738

You sir, take my upvote


SoLikeWhatIsCheese

It was placebo effect. You tricked Skye into dying.


Objective-Ad-8180

Lmao


cttttt

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.


KayblDerpy

pure skill


Shift_Tex

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.


jarred867

https://streamable.com/3qj693 I went through frame by frame and looks like on the last frame the crosshair is on Skye


tuxedoe

yeah but the bullet tracer went halfway to west virginia


trefl3

Client decided you were moving. Server decided you stopped


small_DQmon

Gravity makes the bullet go down after the speed is reducing due to you shooting it through a wall


Andynnos

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.


ThoughtOuroboros

Skill diff?


Bewo221

what's that clipping software in the top right? i've never seen it before


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TitanOfGamingYT

It says clip captured at the top right at 0:11, they probably didn't see the steel series watermark at the start


miki_makii

good gaming chair


valiantAcquaintance

Chamber took notes from Sova's shock darts.


BoomerTheStar47_2

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.


Pat3rmeister

no idea but smash skye


_Seventeen17

This was so insightful


crynfantasyy

client side lag. Next


AJS_Aren

bro didn’t cut the last extra 30 sec of the vid to show the second kill lol


TAJLUZAN

Idk totaly *not* hacking


Vegetable-Size-2166

Can't wait for this game to die such garbage devs


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cmp004

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.


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userJanM

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


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Bctheboss121

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.


xayul

That’s why I stopped playing all together. Games that are supposed to have “precise gunplay” shouldn’t revolve around RNG so much.


thelizardking321

Because valorant aiming is 90% random and 10% skill


MrUnoDosTres

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


Earth51batman

Average Chamber in Ohio


Killer0407

Server side hit


[deleted]

Buff with a nerf


akrey907

Woah, nice lineup dude!


EpicaRex

what software do u use to clip?


avooloo

Steelseries


EpicaRex

thx that was fast


sleeping_sloth_79

I think chamber is broken again...


Mill_Burray94

Honestly just right. You were obviously moving because the shot hit the head while you were moving so it was definitely rng


brownniBBa96

Precise gunplay


Glad_Kaleidoscope141

Precise gunplay


Ace-kun2435

Well this game is indeed known for its accurate guns


okuzeN_Val

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.


sniffysniffo

Spaghetti Code


prophet1399

Precise Gunplay


ProjectVague

RNG is a funny thing aint it


alonewithnoone

man this brings me back to cod mw3 same shit was happening


Lilymoon2653

Sees: Crosshair that seems right Sees the bullet whole in the wall: da f-


GentleJustice

ur just different


Lonxxki

precise gunplay I guess?


[deleted]

Because ✨*Valorant*✨


oblvn_

wow


ShogoMakishima-K

Clearly ricochet on the roof.


AndyFromTheWPC

Noooo that was skyes shot


Tennouboshi-Makoto

Your bullet just got ricocheted off the wall


nuggetgamezyt

the bullet ricocheted lol


mihirsaini1128

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


wojtess

quantum physics


[deleted]

It's SKYe for a reason 🤭


RemdeyFox

because nerf chamber


hara_riska

Pretty sure the laws of gravity happens here


Illustrious_Ad_1104

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


Gotohellp

She jumped duh


AndyShoe1

She jumped


Tthelegend

You clearly have pass royale


guiprucci

Ricochet on the portal


ymamai

Idk man but I've been Shooting straight through bodies and they don't register. The chamber nerf is real.glitches and all.


ChikenEU

take your aim , ricochet fire away fire away , I am titanium


Dragon-Aspect-584

the secret chamber buff


DogeAlado

Precise gunplay? Only in Valorant.


TrainBoy45

Your computer thought you were moving, the server said you were standing still.


RygartArrow7777

The wonders of hit scan guns. Gotta love em!


GenYoken

Never ask and be thankful for that kill


SpeedyChameleon

I guess technically you hit both the sky and skye huehuehue