HN user

efilife

564 karma
Posts7
Comments786
View on HN

Didn't you mean "dissecting"?

Edit: thanks guys, that's very useful knowledge! Could have saved me many times in the past

Yup, I just reread the post you are talking about (https://www.riotgames.com/en/news/peeking-valorants-netcode) and it really seems like just endless fluff and no real solutions. Reading this post is almost unbearable and it all just comes down to this part:

We built Riot Direct, our own internet backbone, to minimize network routing delays and processing time across the internet.

We’re standing up VALORANT servers around the world, ultimately aiming to deliver 35ms ping to 70% of our player base.

We optimized our servers to provide a smooth 128 server tickrate to all players.

We optimized the VALORANT game client to run at 60FPS on most machines from this decade and higher framerates for players with high refresh rate monitors.

We run clients and servers running with minimal buffering, targeting one buffered frame of movement data for clients and an average of half a frame of movement data on servers.

This seems like basic stuff that every other game does.

maybe just adding something like (revived) to the timestamp, or a [?] link that explains what happened to the date? If you want to avoid adding info to the ui it will inevitably create confusion

Stop Using JWTs 1 month ago

what the hell do you mean they were doing auth client side? how is this possible with infinite budget?

Stop Using JWTs 1 month ago

I've always wondered how they do it as well.

Second problem - if they remove it from localstorage they still need to hold them somewhere. So are they moved to a simple variable then? It's just as accessible as localStorage. Maybe it's randomized every load?