Pangembang League of Legends Riot Games nerjemahake kaprigelan kanthi multiplier online kanthi sukses menyang genre FPS ing taun 2020, nuduhake rasa seneng karo sudut Counter-Strike sing abot ing proses kasebut. Nganti saiki, Valorant tetep dadi penembak sing populer - yen teknis banget.
The making of Valorant sounds like one long technical nightmare, however, with Riot prioritizing polish and coding smarts in order to make a shooter that rewards pinpoint accuracy while remaining scalable across wide range of drastically different machines.
Aku ngomong karo insinyur utama Riot kanggo game kasebut, Marcus Reid, supaya bisa ngerteni luwih akeh babagan teknologi ing sangisore hood sing ngidini FPS free-to-play kanggo njaga sukses sajrone rong taun.
Dadi apik hertz
Game sing mbutuhake katrampilan lan akurasi sing dhuwur ora bakal bisa ditindakake tanpa server tingkat obah sing dhuwur. "Kita nindakake pirang-pirang eksperimen karo pemain sing duwe katrampilan dhuwur kanggo ngerti carane game kasebut paling apik," ujare Reid.
“We found we really needed 128 tick rate servers to hit our targets. We also want the vast majority of our players to be under 35 millisecond ping. That's kind of the optimal conditions.”
Tingkat obah sing luwih murah utawa ping sing luwih dhuwur ngenalake wektu tundha, sing nambah masalah kaya keuntungan peeker - "artefak gamelan jaringan", ing tembung Riot, sing ndadékaké kauntungan pamisah detik sing penting kanggo pemain sing ngintip ing pojok mungsuh sing diadhepi. . Jeksa Agung bisa ngetokake asring rembugan antarane tim competitive, lan wis mimpin kanggo regejegan profil dhuwur liwat pamuter ping.
(Kredit gambar: Riot Games)
That said, making Valorant a highly scalable game was still a priority. Riot continues to make the game accessible to players using a wide variety of setups. Additionally, it doesn’t shy away from display solutions like Nvidia Reflex – which bypasses the render queue to enhance communication between your machine’s CPU and GPU.
“We support some pretty low-end machines,” Reid says, “and we want those machines to play great and be able to play the game competitively. I think Reflex supports GPUs all the way back to the 900 series, which came out in 2014. That hardware is broadly accessible and improves the experience for enough of our players that we think it's worthwhile to support. But we also want to make sure that we have the best possible experience on that high-end hardware.”
Pemain cukup begja duwe PC dhuwur-mburi ora entuk pinggiran adil. Valorant duwe lapangan tampilan sing tetep, mung ndhukung rasio aspek 16:9 utawa 16:10 - malah sing nggunakake monitor ultrawide dipeksa menyang letterboxing supaya ora bisa entuk manfaat saka visi periferal ekstra.
Presisi pinpoint
(Kredit gambar: Riot Games)
kangelan dhuwur Valorant bisa dadi kejut kanggo pemain liyane sembrono, minangka asring ngukum play suboptimal. Kanthi wektu sing sithik kanggo mateni - spasi ing antarane pemain sing mbukak geni lan target sing mudhun - saben tembakan penting. Tegese registrasi hit kudu akurat sabisa.
"Ing babagan kepiye kedadeyan kasebut, jawaban nyata yaiku akeh data lan pengawasan sing cukup kuat nalika ana masalah," ujare Reid.
Pangembang Valorant ora wedi nganalisa kewan omo utawa "soko sing katon" ing mikroskop, banjur. Iki minangka proses sing diadhepi tim umum. Contone, Riot wis nerbitake substansial blog teknologi ing netcode Valorant (mbukak ing tab anyar) , lan tansah pemain ing daur ulang ing respon lan nganyari adhedhasar saran sing.
Nanging kanthi realistis, mung ana akeh sing bisa ditindakake Riot kanggo njamin pengalaman online sing lancar. Reid ngakoni yen mitigasi kaya prediksi buffering, kang nyoba kanggo Gamelan metu sambungan ora stabil, mung bisa Paint liwat retak kanggo ombone tartamtu.
“If network conditions are truly degraded, if the game client and the game server can't communicate the information they need to in a timely manner, the player experience does degrade,” he says.
(Kredit gambar: Game Epik)
Riot misale jek duwe skalabilitas Valorant, kualitas sambungan lan respon sakabèhé menyang ilmu. Nanging kepiye kinerja?
“So pre-launch, we were really talking about three categories of problems,” Reid explains. “What are the targets we need to hit for our server performance? And that's the one delivering the 128 tick rate experience.
"Kategori kapindho iku skenario GPU-bound,"Panjenenganipun terus. "Iki cenderung ana ing hardware sing luwih murah, kaya CPU sing nduwe grafis terintegrasi tinimbang GPU khusus. Lan banjur ana skenario CPU-bound, sing cenderung luwih kanggo PC klien tengah lan mesin kinerja sing luwih dhuwur. Iki uga duwe sawetara tingkat tumpang tindih karo pertimbangan kinerja server.
Riot rarely cuts a feature outright over performance concerns. But those concerns do impact the development process. Valorant’s art style, for instance, was designed from scratch to look good across a wide range of hardware. “That's not the only consideration, obviously, but it does take some things off the table,” Reid says. “We're not going to be using real time ray tracing if we're running on a laptop from 2012.
"Nalika ngembangake barang anyar kanggo para pemain saiki, kita nindakake tes kinerja sing ketat," ujare. "Yen kita nambah kemampuan dhasar anyar sing nyebabake game kudu nindakake luwih akeh, bisa nyebabake kinerja. Dadi, kita nyoba lan njaga kapabilitas anyar kanthi ramping lan efisien, lan kita uga terus-terusan nandur modal akeh upaya teknik ing optimasi kinerja sakabèhé.
Awan lan ngluwihi
(Kredit gambar: Riot Games)
Leaning into the topic of performance, you may wonder if Valorant could one day grace a cloud gaming service such as Nvidia GeForce Now, allowing players to get around hardware limitations entirely. But Reid was quick to express that such an eventuality simply isn’t on the cards for the game at present.
“With a cloud gaming service specifically, the challenge would be the increased latency of going through a cloud game server, and then talking to that server,” he says. “I think it'd be pretty difficult to provide the type of responsiveness you need in a game like Valorant over a cloud gaming service. I don't want to say never; technology will continue to improve. But that's not something we're looking at right now.”
More promisingly, Reid confirmed that Valorant console ports on PS5 and Xbox Series X|S are “something we’re definitely exploring”. However, he wasn’t able to give us any more info than that.
Nalika kita seneng Valorant teka ing platform liyane, kita ngerti manawa iki dirancang kanggo PC luwih dhisik, utamane amarga fokus ing akurasi. Analog stick ing pengontrol ora bisa cocog karo presisi mouse, nanging ngarep-arep Riot bisa nemokake solusi kanggo iki lan nggawa Valorant kanthi sukses menyang pamirsa sing luwih akeh. Sawise kabeh: kabeh wong pantes muter FPS sing dirancang kanthi presisi.