Riot provides solutions to ping and latency issues on Valorant

About a month ago, the Valorant teams published an article to tell us about the gameplay consistency and the problems that arose from it. Today, they return to talk about this topic by addressing the latency and ping issues that affect this consistency.

Observations made by the developers

Simply put, the buffer memory could run into difficulties when players would Alt+Tab and Valorant was set in the background. When they came back into play, the buffers received too much information and were not able to handle it all quickly. This caused a high latency and the impression of having a very high ping.

In addition, this was also the case when a brief ping spike occurred. This spike also caused a lot of information to be crammed into the buffer and thus led to latency.

Although the old system managed to solve these problems, it was clear that it was far too slow and that the latency lasted much longer than expected. To remedy this, several solutions were introduced.

The corrections and improvements made

First of all, some corrections have already been implemented with the patch 4.10. They will enable limit peak instability and frame loss per second. In addition, players now have access to data that allows them to understand where the latency comes from when it occurs.

To achieve this result, the developers worked on the buffer so that it returns to normal more quickly when an element affects it. In addition, the system that calculates the commands sent by players will be able to adapt more easily in the event that too many actions occur at the same time and increase the latency of the game.

According to the game teams in charge of these problems, the buffer is now able to return to normal five times faster. A latency of 5 seconds before will now only last one second. However, more serious problems will still result in latencies of several seconds.

A new performance graph, the "Network RTT + processing times" has also been introduced. It will allow players to see how long it takes for information to travel around the network as it is sent to the server and client. They also have access to a graph that details the instability of the network RTT in order to diagnose poor network conditions.

For their part, the developers have installed new measurement tools to collect data on the latency experienced by players from one game to the next. This will allow them to ensure that the solutions implemented are working and, if not, to rework them.

The purpose of these updates is therefore mainly to address latency issues but also to help players detect them for themselves and understand where they come from. If you want to go into more detail, we invite you to read the complete article published by Riot Games.