it would make the system 10x more expensive - it’d be really hard to justify thousands of raycasts every tick when we’re committed to 128 tick servers.
Some bugs were relatively minor, like enemies not showing on the scoreboard if a player hadn’t seen them yet that round. These required small tweaks and fixes birli we caught them.
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Meanwhile I also needed to keep making small adjustments to Fog of War kakım the rest of the game came together, transforming from a janky prototype to the polished VALORANT
My first solution was taking the original single ray trace from the camera and making it 10 rays: one for each corner of the actor’s bounding box, one to the actor’s camera location, and one to the center.
These automated tests are great at detecting gross defects in the system, but they don’t really help us find subtle problems, and they don’t give us an overall view of system effectiveness. Dashboards
With Vanguard, it seems like such obvious behavior should be detected, so why is it being actively streamed with seemingly no consequences?
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There’s also fighting other forms of game integrity abuse, where cheats may be indirectly used to gain an unfair advantage. During Episode 2, we saw cheaters boosting other players by duoing with them, knowing that their account would get banned but the boostee would keep the ill-gotten gains.
Thanks to ongoing website detection systems in place and, in part, to a previous rollout of meta-game system updates to VALORANT’s ranked, the number of report rates for cheating are trending downward, and are at the lowest they’ve ever been.
We’ve created automated measures to take actions on the boosted account, and we’re still committing to those.