![]() ![]() This article will first explore the design goals we had in mind when building VALORANT’s netcode, and then dive into technical challenges and how we addressed these to align with our design goals. ![]() Playing VALORANT should feel like a natural extension of a player’s ability and skill. We take competitive integrity to mean that the outcome of each match is decided only by the planning and execution of the players in the game. The internet, game client performance, Riot's servers, and other players’ machines should never get in the way of providing players with a level playing field in each match. We’ve made many big bets with VALORANT to accomplish this, and one of our biggest is our ongoing investment in competitive integrity. We’re Matt deWet, gameplay tech lead on VALORANT, and David Straily, project tech lead on VALORANT - and we're beyond excited to be here with you all to share some of the technical details behind how we’re addressing some common issues in the FPS genre - peeker’s advantage, poor hit registration, and simulation divergence.įrom the beginning of VALORANT’s development, we’ve had one guiding priority for all the decisions we make - what do players want, and how do we provide that in a way that feels satisfying?įirst person shooters are what we call a "red ocean" opportunity space. There are dozens of phenomenal games in the genre (many we grew up playing) - any shooter offering made by Riot needed to really differentiate from the others to live up to our expectations. ![]()
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