I just want you to know this video came up on my front page! I’m glad to see a small TH-camr finally getting out there and having a video blow up. Congrats man!
Me too. It just gave me a lot of hope that i can grow my channel. This guy's video was so well put together and it shows that you don't need to be a big YTer to get a video to go viral
Multi-billion dollar company can't create what one man did for a TH-cam video. Hilariously well made and actually very informative video. Great work brother!
I'm so glad this video blew up so I could find you. This is so well made, and the way you talk about what you're doing let's me actually understand and enjoy the content. This is 20/10 stuff, dude
Hey everyone I want to mention that because of how well this video did, i was able to become a YT partner and can now be paid from YT. So that statement I made in the video is no longer true. Thank you everyone for making this possible ❤
Bro why do you mislead people like this with the video? Singleplayer games are not the same fundamentally as online multiplayer, in fact they work completely differently, it's much more complicated than just recording and saving to a fukin JSON Not to mention the sheer scale of matches being played every single day with the game being a real-time shooter and running at 100+ ticks per second, JUST storing and keeping all the replays somewhere would take ridiculous amounts of data (clever optimizations have to be made to the format for it to even make sense to run at all)
@@Evoleo Yes but I was showing in this video how replay systems are made and to have a jab at Riot for not caring about their community. With some tweaks then this could also work in multiplayer. And space is also an issue that's why console fortnite only allows I think the past 5 played game to be stored. It's a simple method of optimising space but definitely works. Sorry if It looked like I was misleading people, I was not trying to but this is exactly how a replay system CAN work and how a lot of games do it.
Nothing personal but I honestly wish you never get paid for TH-cam if you continue to make these misleading populist videos where you manipulate facts and shit on and undermine people's work just to look better Nothing bad in implementing a replay system and making a video about it, it can be cool even, but then proceeding to seriously call people at riot lazy for not doing it for their game and double down on it, that's just beyond fucked up and stupid if you know anything about programming and netcode It's like coding a clone of TH-cam with 10 videos that runs locally on your computer and then calling Google lazy because their website load times are slower Outright hysterical
not only a replay system is missing, where is: - the simple ability to enter the range while you are in queue - start a deathmatch or "skirmish" while in queue both of those features are in overwatch since a long time, I see no excuse for Riot not to add them also we should be able to spectate friends if we are in their party and they are still playing
i have played overwatch i love their unrated features but val takes unrated seriously too like multiple of my accounts got banned for 10 years just for being afk in a couple matches and considering that it was unrated it was worst thing a game could do they need to fix that and start replacing the afk / disconnected players like overwatch does or instead do nothing like in csgo @@batatanna
I suspect the reason they haven't done it is cost: I estimate a 40 minute match would take up ~ 50MB of storage, 50 Million matches a day, replay files expire after 48 hours, it'll cost them 1,200,000$ yearly. It's actually probably not too much for a company of this size, but maybe they don't think it's worth it.
no theyre just really lazy, if this dude can make a replay system ALONE in like 4 hours riot games can make one too. their yearly revenue is 1,5 billion dollars so your 1,2 million yearly is 0,0008% of that. they just dont listen to their community and add stuff that noone asked for
5:57 "unblured because i clutched" that was sick 😎 your video quality is amazing man! i hope you get the attention you deserve and that you keep on doing your thing because you do it well 😁
I was shocked when i saw views, 8k! A lot for someone like me but for this content that's waaaaaay to low. Just saw this on my fyp and clicked. Great script btw,funny jokes that i don't think any other youtuber would dare or even think about doing(the gfuel one, I legit threw my hands into the air and was like whyyyy when I heard you say this vids sponser gfuel and then I cracked up into laughter,in front of my entire family, including my strict grandfather and got scolded, no regrets tho lol) also just one more time, greeeeaaaaat content no cap.thx for the vid, my best friend is also an intern main who likes video and what not, idk what is going on or is that's what it's called, i think he calls it programming, and I'm sure he'll love this vid when I send it ps ik there's no chance ull see this and even if you do see it u won't bother finishing it even start this but still on the of chance you do i have to
This is cool. It is important to realize that there are soooo many other reasons that riot is taking their time to create a replay system, other than simply a lack of effort. But well done, great video.
@@depralexcrimsonyou dont understand how games are made, specifically riot. Riot usually spends a few years before even sharing it with the public on their progress
@@Dovsaspaif it really was 2014 then yea I don't think anyone can understand. They are making a game, not a rocket that lands itself upright. 10 years is MORE than enough time for a game like valorant to have a replay system. Like I just can't see any justification for it. That's more than 10% of most people's lifespan lmao. How much time do you consider enough time? 20 years? 30 years? When everyone is dead or moved on???
HAHA It seemed to have shocked a lot of people. I have had experience with videos before but really had any success with TH-cam unfortunately. Thanks !
i'm glad you made something like this but however, the issue is way more complicated than you think, you see, you made a Replay system for a singleplayer game, however, Valorant is a multiplayer game made in UE4 with custom netcode, i've read their technical articles about their netcode and i've guessed why it's pretty hard for them to have a replay system: 1. valorant's custom netcode that is optimized for performance, where it can can run in 128 tick and cost where the servercan run multiple games in multiple instances concurrently on a single CPU which introduces context switching, this probably made it hard to record each game perfectly. 2. valorant is relying heavily on client-side prediction, due to this the replay system needs to account for client side prediction. why is netcode relevant? because multiplayer games work differently from singleplayer games, singleplayer games are simulated in the client, multiplayer games are simulated in the server (backend) , it sends packets called ticks to the client (frontend) so most game logic are located in the backend. to create a Replay System, the server of multiplayer games usually record the ticks and save them to a file for the client to resimulate each events happening in the game. it's not impossible but creating a replay system for a multiplayer game is harder than you think
There’s also an interview with Leo Faria on platchat where Leo says they are working on it but they are having issues with storage or something, I don’t remember But I definitely believe they aren’t just being lazy but instead have issues that are unique to their specific code base. Obv replay system is possible and has been done in other FPS multiplayer games, but we aren’t privy to how Valorant’s code base is set up, and a fuck up early in production that isn’t addressed until years later is very difficult to refactor once the code base gets so huge And that’s on top of all the complexities that making a multiplayer game comes with
Hope this comment gets higher up, because while it is cool that he made a replay system he is already being praised by journalists for being one small youtuber "beating the devs to it"
r6s, cs, rocket league, smite, lol, dota 2, fortnite and i'm sure many other games all have a replay system. The excuse of "it's hard" isn't exactly a good one when it's in almost any seriously competitive video game. I'm sure it's complicated to implement but for a game that was released in 2020 it definitely falls far below expectations.
@TheFormerTeam The problem is that most of those games have servers with a 32 tick rate, cs2 has 64/128 tick rate but down size replays to 32, now I don't know why Valorant can't down size replays to 32 tick but I'd assume something breaks if they do.
@TheFormerTeam bruh you cannot say that and list siege as an example, the game released in 2016 and a horrible buggy replay system got released in 2021, which if you can do math is a longer period of time than it has been since valorants release
This just proves that anybody can drop quality content… not just content but also work hard and build a project like this! Without having thousands of subscribers… 👀💯💯
That's how easy it is in an offline environment. You're forgetting a big component, which is network latency. Syncing it to look correct from the server recording point of view may be difficult. They already have all of that timestamp data when events happen because of this. Players' exact aim may not look correct, though, in a replay, which would be a massive issue to tackle for a game where aim means everything. If they release it without that feature, people will thinks its cheap or bad, which may be worse than just not having it. Not to dis your work, though. It actually turned out pretty good 👍 As a game dev myself, I just feel it's important to recognize that things appear easier than they really are to the average player. Lots go into these things, and when you already have a high-quality bar like they have, any new features need to meet that bar before they get added.
Ik this comment is old but that really wouldn't be an issue, the replay system could just record each event for each player locally, rather than on the server. This would make it so the replay would look nearly identical to what the player saw during the round. Having the recorder interpret data sent to the server would just add unnecessary complexity
@@caden5936 Events are fired on the server and then sent to all client for Example if Client-1 is Enemy and Client-2 is me if I add input for moving forward , I will be sent to server server will verify if its a valide move then it will send it to Client-1 and Client-2 for performing that action.(if Clinet 2 aka me will not send this to server issue-1 no way to verify validity of action , issue-2 Client-1 will not know my player is moved and they will have different location on client-1 then client-2 )
@@caden5936 here allowing to record Each event on client will also includes events that updates enemy location hence it can be exploited to create Cheats more easily.
I love the part where the background gameplay isn't blurred because you clutched. This whole video was awesome but that part made me laugh. pls keep making videos
@@Slipstreamm_ Teased under the codename Project A in October 2019, the game began a closed beta period with limited access on April 7, 2020, followed by a release on June 2, 2020. The development of the game started in 2014
this is one of the best videos i have seen out there by a small content creator, good quality, no clickbait, short and easy to understand. keep up the good work!! ❤❤ suggestion: make unreal engine tutorials with simple example with same quality and simplicity as this vid
This video is cool but also super misleading. And reading the comments here confirms that people don't realize this. What he did in this video is not the challenging part of a replay system. It is one thing to track and replay this kind of data running on the computer locally. But Valorant has server fog of war. If a player or object isn't in the players view, or about to be in the players view, it does not exist in that players game at all. The server doesn't even tell that players computer about it. Its made that way to limit the impact of wallhacks. Any valorant replay system would have to record data like this on the server. Any solution would have to be done in a way that did not impact the performance of the server, and also not cost an unreasonable amount of additional money to run. Additionally, even if you achieved that and were able to run back the match recreated from the server's replay. It wouldn't necessarily look right. Crosshairs would not be in the right place due to the nature of any online game, etc. Like idk why there isn't a replay system yet. Its possible its legitimately challenging to get right, it could be hard to do it in a way that doesn't break the bank, maybe it is to hide cheaters, who knows. But the notion that the above video proves anything is just not correct. Doing the trivial part of any task does not prove the whole task is simple or easy. Either this guy doesn't realize that, or he does and he's farming views and likes from people who don't know better.
im glad at least one person in the comments has a brain here LMAO. i was waiting for him to say "yeah and storing me doing a simple b site execute took X mb and riot would need to store millions of these for as long as people wanted to be able to download or view them for completely free" or "yeah doing this locally is one thing but on a server its a whole different thing" or anything that a real human being who understands how game development works would say. cant have it all though... if only the replay system beggars understood that
What the client does or does not know is completely irrelevant. The server already has a system to aggregate and validate information from all the different clients. Riot also isn't some indy company that can barely even afford their server upkeep. Replay systems have existed in other games for decades. It's a solved issue and Riot engineers have the technical ability to implement it. It's either a deliberate choice or management simply thinks it's not important enough to allocate time to it.
@@TimTYT It keeps track of specific moments like spike plant/defuse and kills. It does not store frame by frame info. And Riot is a huge company but no company is going to do something that costs an excessive amount of money unless it has an eventual return on investment. I think you underestimate the cost here. All other games w/ replay systems that I know of do it client side. Fortnite, CS:GO, PUBG, R6: Siege (took like 5 years for that game).
@@Robbie1179 In CS you download demos and they eventually expire. It's not client side. Of course the server keeps track of frame by frame information, how do you think spectating teammates when you're dead works? The server has to validate every single thing that happens across all clients and decide on a definitive version of what has happened. How else could it keep all the different clients in sync? For replays, the server also has to log all that information and then store it for players to download. You also need client side tools to re-render and spectate games from said logs. A similar system obviously already exists for broadcasting. I agree that it's not a trivial thing to implement, but it's something that has already been done lots of times and Riot has said that replays would eventually come ever since the time the game initially launched, so by now I think it's fair to call them out for not getting it done.
I don't think it's because they are lazy. The developers are almost certainly working as hard as they can, and the management isn't being lazy when they don't assign a person or a team to create a replay system, it is a monetary decision. Likely they view the costs of creating and implementing a replay system as outweighing the potential benefits. That is not laziness. It's misguided at best, but it's not something that comes about from laziness. There may also be some issue with the game that makes it much more difficult. What you did is make a replay system for a different game, albeit one made to be similar. You don't know the source code for valorant, you don't know what kind of mess is going on in there that could potentially make a replay system much more difficult and time consuming, and depending on how it would interact with the servers potentially even more costly. We don't know. It could be anything. My guess would be that it just is not a development priority. That the people overseeing development have made the choice to not do it for one reason or another. But that's just a guess, it could be that the spaghetti code would need a complete from the ground up rewrite in order to be able to implement a replay system. I don't know, no one does. At the very least, the likelihood of it just being laziness, that is almost guaranteed to not be true. It's a possibility, but frankly game developers are far too aware of how much competition there is for their jobs to take the foot off the gas.
The thing is coding a replay system into a game that wasn't originally intended to have one is really hard, and would probably take all focus away from new agents or balancing. It took overwatch years to add replay because they had to patch other code while making the replay code which was breaking it.
I'm fed up with riot prioritising basic $80 skin bundles over good updates. Riot takes the community for granted but in 5 years when valorant is dead they are going to wish they did more for the players not the money.
I would LOVE watching my own games to check what I'm foing wrong without the need to download heavy, buggy third party programs that make me play even worse or pay a coach. I've never seen so much trouble to do something so simple and you nailed their ass here. Amazing! You vid showed up on my fornt page. Congrats, I'll stick around.
Cool Stuff Bro. Loved it, we really needed SOMEONE to prove the point cuz we cant let riot keep getting away with it by pretending its difficult to implement or some other excuses. Also, the little cylinder Omen is too cute, wish they kept him that way in the actual game. PS: I liked the vid, please pet Peanut for me.
Yes, that is pretty much how replay systems work, but you grossly understate the complexity of implementing this system in Valorant, compared to an empty UE5 project. Not to mention, Valorant still uses UE4, since engine version migration is difficult when you use a source build, like Valorant does, which heavily modifies the engine (i.e. you can’t just click an “update engine” button). Unreal actually has a replay system framework built in; it’s literally called the “replay system.” It works similarly to what you made here, though it’s a bit more robust. The problem is that Valorant is built with many intertwining frameworks: the gameplay ability system, Slate, EOS, etc. These systems aren’t all integrated with the replay system. Some are replicated (i.e. networked for multiplayer) and some aren’t. Hooking a replay system into each of these frameworks that can accurately serialize data EACH TICK is not an easy (if possible) task. Then, obviously, there’s more technical obstacles. Valorant prioritizes performance for clients and tick rate for servers. Clients and servers are already broadcasting, receiving, verifying, rolling back, etc. input actions every single frame. Forcing the game to also serialize and save all of that data will both bottleneck performance and clutter net traffic. If you try to optimize this, you’ll get really poor, inaccurate replays. Lastly, there’s the problem of storage. Even blockbusters like Overwatch can’t afford to host the massive save files that store replays of every game (that’s why they expire after a few days)-and Riot is a much smaller company than ABK. The only real option is saving this data locally, but that’s an enormous amount of storage to be writing to for a game that is intended for low-end machines. TL;DR: It’s a little more complicated than that, even for a studio like Riot.
Great video dude you explained it so good and the quality of the video is so good. I didnt believe when you said 100 subs and had to check it but i saw 20k subs and got happy for u!
Maybe Riot Games hasn't created a replay system because the replay system might be more complicated than you imagine, such as storing player packets, storing them in the cloud, and that requires a lot of money (correct me if I'm wrong)
I just started Valorant a month ago, and after diving into the community, I've heard the words replay system so often. I didn't know what it was until I stumbled upon your video. Great work!
I wonder what Riot will do now. Also I hope you post this everywhere Riot can see this. Reddit, twitter, etc. And make sure you highlight the Time to create. You’re a mad lad. So is Peanut. Thanks for spending the time to take on what seemed to be a daunting task a billion dollar company can not.
@@ThatCarrotFella agreed ive seen that a few times, as a long time csgo player, cheaters are definitely fairly easy to spot in low ranks. I feel like theres a ton
What you really forget is the network latency. To get a perfect replica of the game, you would need to record every client actions from the killer, so you wouldn't need to rely on only the data what the server thinks that happened because if that would be the case, you would probably get a result to getting a replay when the player wasn't even looking at you when he killed you. But even better solution would be to rotate the killer towards the player he's shooting at, so you wouldn't need to capture any client side actions, but only those that happened on the server, which also wouldn't be a perfect replica of the game, but it would look fine.
It’s obviously more complicated than this guys replay system, but it’s one dude vs a whole company, sieges replay system works flawlessly. I think the main reason is because they don’t want people to know just how many cheaters are in Val.
@@aprilnya It would only look good if everyone would have a good network connection. If you are playing any online shooter game and if the person you aiming is moving, there's a high chance you only hit the enemy only on your screen, but not on the server, but the server accepts your hit anyway. So as the server, the server shouldn't just use the old locations where the hit happened because the player's rotation who's shooting it wouldn't look right on the replay. Depending on the game, not exaclty on Valorant, I played on Warface where the bullets literally just works as raycast hits. There was countless times where I got killed while i was trying to take cover to the wall, but because the enemy had really bad ping I just got killed through it almost a second later when I was already in cover. So even if Warface had a replay system where the server records where the actions that happened, I would still see myself getting killed through the wall, because the server doesn't even check if the player is able too shoot at me or not if I am in cover, it just only accepts the data from the killer if he shooted me or not. So to think about it, sending the killer's actions to the victim probably provides the best experience but it also increases network traffic too.
I dont wanna go into huge conspiracy mode but what if Riot doesnt want to add a replay system because it'd ruin a deal they got with aim labs or valtrackers cause then you'll know everything that happened in game instead of going to 3rd party sources for help on the game (btw great video)
They already have the replay system in china. My best guess for as to why is because it will allow players to catch up quicker, if we got the replay system the meta would advance too quickly. It would be very stale quickly in terms of professional play.
Man as a Valorant Player who wants replay and a youtuber like you backs the community up with such pride is amazing. I really appreciate that you went out of your way to make a replay system to prove Riot wrong. You deserve a sub. :)
You did I great job with your recreation, the problem however is the way valorant runs their local information, they don’t store the location of other players locally, it’s exclusively server side, almost every replay system in every game stores game data gathered from client side information, the way you are proposing valorant implements a replay system simply can’t work with their anti cheat and the way they store data, I would love a replay system in Val, but it has to be a very unique new thing because of their anti cheat system
Not really unique, server recorded demos from CS are example of the replay system that players want, the only problem is the efficient recording and storing of the data (riot made the server tick take about 2.34ms, because servers are expensive so they run multiple instances on the same server core and just a little bit of a headroom, so they would have to engineer the replay system to be efficient too)
@@pashagamesdev I'm not saying it's impossible neither riot it's not capable, but as dev it's disappointing how people believe it's so easy to bring something like that on a game that's played by thousand of hundreds of players League has a replay system as CSGO had, but honestly believing it's something silly like what was shown in the video it's just sad along the people that believe so
@@gonzalolog Completely agree. I'm developing a web game with max concurrent online of 200 people (not even thousands), and even the 2d game tick is taking 20 ms for each tick average locally, how they made it 2.4ms is beyond me.
Not to mention that Riot refused to do a replay system for league back in the day, they said it was too hard. But i tought that the already had the experience to at least give us a system replay for Valorant, which is a thing they promised, and they had a lot of time to develop it.@@gonzalolog
@@pashagamesdev Another reason could be that there is not a real pause system? I mean, you can pause the timer but not the game, sorry if this sounds stupid ( and my butchered english) but I am only a player with zero understanding of this systems.
Idk if I agree with calling them lazy for not adding a replay system, it would be a pretty massive undertaking that very possibly could require a very large number of changes under the hood, possibly even a complete rewrite of how the game works internally, we’ll never really know for sure. But I do agree that their skins are overpriced and they definitely need to work on community relations
No, they need to log the position of what people do and how the abilities were used. Most likely they don't store the data and normally such logs cause massively performance issues.
If they make a replay system, then they will have to actually address the myriad of bugs and glitches in the game because players will be able to watch back their gameplay and point them out. Just makes more work for them that doesn't make them money in the end. Not profitable="not feasible".
there's a lot more to it than that though, i feel liek people often dont realise how complex game building is. it's same case with league, they struggle with updating because of the fact that they made an engine just for the game 20 years ago, they are putting bandage after bandage every update, it needs a new model soon, before it crumbles. i can't imagine how big a 20 year old model can go damn
Dog I’m seeing this now and this god has 26k subs and it came out 4 weeks ago (new fav TH-camr) the fact that I actually laughed to a TH-cam video and that has happened in a while is crazy. Love this guy
I think they still working on it cause they make online game so which mean maybe this system will make the game lag or high ping, so they can't release it! //In my opinion Valorant is 5vs5 so it mean 10 players need to send data(movement, skill) to server like 10 times and server need to send back to every player that why i think it could make high ping!
cs 2 has a replay sístem, it's a 5v5 fps game. with much bigger pakige sizez then valorant, and the ping is not high. we talk about a simple log system tho
bro Overwatch and some Battle Royale game has a replay system and that game is so chaotic af. CSGO has one and that game is 13 year old before CS2 release, why tf Valorant doesnt have one????
@@the-boy-who-lived It is absolutely crazy ! All you need is one big video for it to blow up. If you just keep posting then you will eventually get there.
Bruh u took 1 month to make a replay system and riot games couldn't make it in 1 year. You Gained a sub😅 Also, I have a few questions if u like :- 1) What is your country of origin 2) How are you this good at coding 3) Can I have your valorant ID
Thanks for the feedback ! and to answer your questions. 1, I am an Australian, born and raised here. 2, I don't really consider myself good at scripting. I learned from people like Gorka and Matt Aspland on TH-cam. They give great tutorials for people trying to get into this sort of stuff. 3, Pretty sure my id is Carrot#fella I play on Sydney servers so sorry if we can't play together ;(
What the heck. I'm not expecting you to say you only have a hundred subs.. this video just got released 11 days from the day you posted it and you already have 21k (at the time of this comment) Dude you're gonna be one hell of a content creator in the future keep it up! Awesome video by the way!
Yo it says this video came out 12 days ago when you said you had 100 subscribers or so... DUDE YOU BLEW UP LIKE CRAZY!!! 21K in 12 DAYS IS INSANE!!! THIS VIDEO IS INSANE!!! I subscribed too btw ;)
Bro took the best opportunity and nailed it, the vid was appealing and amazing visuals and storytelling to just like a top tier TH-camr, w editing style and that must’ve taken awhile 😭😭
One thing is certain yes they are able to do it and they should perhaps have put it in a priority task. However, in the demo you made all the data is stored in your PC locally and you do not go through the management of the ping of the synchronization of 10 players with a lot of states such as animation triggers, weapons, bullet trajectories and much more... Valorant has one of the best fps game server ticks because the server does not record in real time everything I said above, when they add the replay system, it will necessarily have repercussions on the server because it is a huge task in real life but it is not impossible at all. (COD... removed it especially for the server opti which was already not ouf level of ticks) I prefer that they do something very optimized so as not to lose in server quality rather than a replay system representing 70% of the real information of the game like many other replay systems like the old cod. An online replay system amounts to allocating at least 30% of the server power for a good quality it's huge, especially since we are talking about valo. At least that's what I noticed as a dev. Let's be patient guys.
Une chose est certaine oui ils sont capables de le faire et ils auraient du peut être bien le mettre en tâche prio. Cependant la dans la démo que tu as réalisé toute les données sont stockées dans ton pc en local et tu ne passes pas par la gestion du ping de la synchronisation de 10 joueurs avec pas mal d’états tels que les trigger d’animations, les armes les trajectoires de balles et bien plus…. Valorant a l’un des meilleurs tick serveurs de jeu fps car le serveur n’enregistre pas en temps réel tout ce que j’ai dit plus haut, lorsqu’il ajouteront le système de replay, il aura forcément des répercussions sur le serveur car c’est une tâche énorme en vrai bref mais ce n’est pas impossible du tout. (COD … l’as retiré surtout pour l’opti serveur qui était déjà pas ouf niveau des ticks) Je préfère qu’il fassent un truc très optimisé pour pas perdre en qualité serveur plutôt qu’un système de replay représentant 70% des réels informations de la game comme beaucoup d’autres systèmes de replay comme les anciens cod. Un system de replay en online revient à allouer minimum 30% de la puissance serveur pour une bonne qualité c’est énorme, surtout qu’on parle de valo. Du moins c’est ce que j’ai remarqué en tant que dev. Restons patients les gars.
Never had I wanted a replace system more than the other day when my clips software failed to clip a clip, and it made me so upset that I couldn't go back and watch it. Come on Riot
Ain’t no way we got a valorant replay system before a valorant replay system
444th like and I don’t even play valor ant I just like seeing the community rage at it XD
how you got 1.2k likes and 1 comment, also i didnt get it 😭
😂😂😂😂
@@1gn30ussame. but mostly bc my computer chugs when running it. sucks being poor lmao
AND before GTA 6 which is crazy
“Nice argument. What we took away is we should rerelease another old skin set and nerf Chamber.” -Riot Games
“Hm yes chamber doesn’t need his trip anymore we can just delete that”
@@Zentishhh"Replace the head hunter with a default knife"
@@holycringemake his ult cost 10 points and make it have 2 ammo + 300% of current firerate
😢
"theres a sniping problem? aight no problem we will remove chamber"
I thought you were joking when you said you had 100 subscribers. I was expecting tens of thousands based on the quality. You’re going places.
Thanks dude ! means a lot :)
Yes you gonna do something bro love you mark my words also
He is, 1k now
he kinda did, thankfully
@@ThatCarrotFella congrats bro you made a better game than valorant. Now you can add that to your resume.
I just want you to know this video came up on my front page! I’m glad to see a small TH-camr finally getting out there and having a video blow up. Congrats man!
Not me tho😔
Jk
I love his content tho
Me too. It just gave me a lot of hope that i can grow my channel. This guy's video was so well put together and it shows that you don't need to be a big YTer to get a video to go viral
guys, chill out... riot is a small indie company its unreasonable to think they would have the resources to add a replay system. /s
No. Riot is owned by Tencent Company. A giant company from China, there's no way they cannot afford fund for replay system, i don't believe it 😑
Someone didn’t get the memo 😂💀
bro...@@Userkangjihoon23451
200_ collective years of professional game design experience
my guy its a joke.@@Userkangjihoon23451
Riot can’t make the replay system because they can’t pet peanut
peanut on top 🐹
valid reason
That did seem like a pretty important step
fair point
Riot can't make a replay system if they want their anti-cheat to not suck ass. Play CS if you want that
You know what? This is the exact concept Supercell used to create reply system in Clash Royal! It's beautiful!!!
Multi-billion dollar company can't create what one man did for a TH-cam video. Hilariously well made and actually very informative video. Great work brother!
yoo holy shit its sena
Yooo Sena big fan!!!!
Not to even mention that he isn't even a big youtuber with a ton of resources, which is an even bigger blow to Riot
He didn't only do a replay system he made a whole GAME
if they copy a whole company(valve) they aint gonna do anything creative😂😂 csgo and dota
I'm so glad this video blew up so I could find you. This is so well made, and the way you talk about what you're doing let's me actually understand and enjoy the content. This is 20/10 stuff, dude
Hey everyone I want to mention that because of how well this video did, i was able to become a YT partner and can now be paid from YT. So that statement I made in the video is no longer true. Thank you everyone for making this possible ❤
Bro why do you mislead people like this with the video?
Singleplayer games are not the same fundamentally as online multiplayer, in fact they work completely differently, it's much more complicated than just recording and saving to a fukin JSON
Not to mention the sheer scale of matches being played every single day with the game being a real-time shooter and running at 100+ ticks per second, JUST storing and keeping all the replays somewhere would take ridiculous amounts of data (clever optimizations have to be made to the format for it to even make sense to run at all)
As a game developer working with online multiplayer for several years now, this title and video were mildly infuriating to me ngl
@@Evoleo Yes but I was showing in this video how replay systems are made and to have a jab at Riot for not caring about their community. With some tweaks then this could also work in multiplayer. And space is also an issue that's why console fortnite only allows I think the past 5 played game to be stored. It's a simple method of optimising space but definitely works.
Sorry if It looked like I was misleading people, I was not trying to but this is exactly how a replay system CAN work and how a lot of games do it.
Nothing personal but I honestly wish you never get paid for TH-cam if you continue to make these misleading populist videos where you manipulate facts and shit on and undermine people's work just to look better
Nothing bad in implementing a replay system and making a video about it, it can be cool even, but then proceeding to seriously call people at riot lazy for not doing it for their game and double down on it, that's just beyond fucked up and stupid if you know anything about programming and netcode
It's like coding a clone of TH-cam with 10 videos that runs locally on your computer and then calling Google lazy because their website load times are slower
Outright hysterical
Even though the production value/editing is genuinely good
If they'll add this feature, for sure it has to be paid subscription. "REPLAY PASS" = 1000vp
Nah that's more like EA
don’t give riot any funny idea
You called it here first
unfortunately, I’d buy it anyways
if riot sees this comment they will do it pls no
not only a replay system is missing, where is:
- the simple ability to enter the range while you are in queue
- start a deathmatch or "skirmish" while in queue
both of those features are in overwatch since a long time, I see no excuse for Riot not to add them
also we should be able to spectate friends if we are in their party and they are still playing
bro this is not OW 😭😭
the spectate wont be good to prevent cheating
@@Utkarsh-xo4yi the point is overwatch can do it why can't we
It's fine in unrated matches. Not on competitive matches. This is how it is in OW.@@Kenishura
i have played overwatch i love their unrated features but val takes unrated seriously too like multiple of my accounts got banned for 10 years just for being afk in a couple matches and considering that it was unrated it was worst thing a game could do they need to fix that and start replacing the afk / disconnected players like overwatch does or instead do nothing like in csgo
@@batatanna
Ripping Riot a new one! vote carrot for Riot CEO
LOL. I would halt all updates for like 2 weeks while everyone works on the replay system.
@@ThatCarrotFella I’d rather have replication tbh
Yeah replication much better. I put snowball fight in as it would have taken longer for riot to make.@@superidol238
I always thought they avoided replay system as it creates a way for cheaters to abuse like in CS and what not
@@kimisbored u cant abuse a replay system lol, its saved after the game is finished
I suspect the reason they haven't done it is cost:
I estimate a 40 minute match would take up ~ 50MB of storage, 50 Million matches a day, replay files expire after 48 hours, it'll cost them 1,200,000$ yearly.
It's actually probably not too much for a company of this size, but maybe they don't think it's worth it.
no theyre just really lazy, if this dude can make a replay system ALONE in like 4 hours riot games can make one too.
their yearly revenue is 1,5 billion dollars so your 1,2 million yearly is 0,0008% of that.
they just dont listen to their community and add stuff that noone asked for
Amazing video man! excited to see what you cook up next :D
kelas bang uler
5:57 "unblured because i clutched" that was sick 😎 your video quality is amazing man! i hope you get the attention you deserve and that you keep on doing your thing because you do it well 😁
bro made valorant just to add a replay system 💀💀
Very well made video, hopefully this blows up soon
I hope Riot sees this 😂 Thank you
I was shocked when i saw views, 8k! A lot for someone like me but for this content that's waaaaaay to low. Just saw this on my fyp and clicked. Great script btw,funny jokes that i don't think any other youtuber would dare or even think about doing(the gfuel one, I legit threw my hands into the air and was like whyyyy when I heard you say this vids sponser gfuel and then I cracked up into laughter,in front of my entire family, including my strict grandfather and got scolded, no regrets tho lol) also just one more time, greeeeaaaaat content no cap.thx for the vid, my best friend is also an intern main who likes video and what not, idk what is going on or is that's what it's called, i think he calls it programming, and I'm sure he'll love this vid when I send it ps ik there's no chance ull see this and even if you do see it u won't bother finishing it even start this but still on the of chance you do i have to
Woah thats way to long
@@Katonblaze58k views now
@@therealloganyt237 in a daaaay!
you absolutely deserve all the traction you're getting with the video quality here, congrats
This is cool. It is important to realize that there are soooo many other reasons that riot is taking their time to create a replay system, other than simply a lack of effort. But well done, great video.
this video should blow up and im looking forward to it
Thanks for the support !
It is. TH-cam algorithm brought me here!
it’s currently blowing up
Yay and he already has 1,7k subs rn
6.53k
By the way, valorant development started waaaay before 2020. I believe it was 2014 or 2016, so they had definitely enough time and got enough money
😦
2014
@@mistyfaderia 2014?????????????????? who worked on the game? a team of 2 people or what... it should have been released in like a year or two max...
@@depralexcrimsonyou dont understand how games are made, specifically riot. Riot usually spends a few years before even sharing it with the public on their progress
@@Dovsaspaif it really was 2014 then yea I don't think anyone can understand. They are making a game, not a rocket that lands itself upright.
10 years is MORE than enough time for a game like valorant to have a replay system. Like I just can't see any justification for it. That's more than 10% of most people's lifespan lmao. How much time do you consider enough time? 20 years? 30 years? When everyone is dead or moved on???
I was shocked during the sponsor bit when you said you only had 100 subs! You deserve to be more popular ong
HAHA It seemed to have shocked a lot of people. I have had experience with videos before but really had any success with TH-cam unfortunately. Thanks !
You did grow a little bit tho(sarcasm), now over 1,5k! Deserved tbh it’s a great vid
Yes people are subscribing !@@redbot1233
5,8k now xD@@redbot1233
@@redbot1233bro he got like 8k since u poster this comment he has over 9k now
Bro went from 100 to 21k in 2 weeks, but you deserve so much more for the quality you are providing
Im sold, every 1 sub this guy had Riot had 35 Million dollars and yet this dude codes it in a few hours
petting peanut was the only step needed to be followed
i'm glad you made something like this but however, the issue is way more complicated than you think, you see, you made a Replay system for a singleplayer game, however, Valorant is a multiplayer game made in UE4 with custom netcode, i've read their technical articles about their netcode and i've guessed why it's pretty hard for them to have a replay system:
1. valorant's custom netcode that is optimized for performance, where it can can run in 128 tick and cost where the servercan run multiple games in multiple instances concurrently on a single CPU which introduces context switching, this probably made it hard to record each game perfectly.
2. valorant is relying heavily on client-side prediction, due to this the replay system needs to account for client side prediction.
why is netcode relevant? because multiplayer games work differently from singleplayer games, singleplayer games are simulated in the client, multiplayer games are simulated in the server (backend) , it sends packets called ticks to the client (frontend) so most game logic are located in the backend.
to create a Replay System, the server of multiplayer games usually record the ticks and save them to a file for the client to resimulate each events happening in the game.
it's not impossible but creating a replay system for a multiplayer game is harder than you think
There’s also an interview with Leo Faria on platchat where Leo says they are working on it but they are having issues with storage or something, I don’t remember
But I definitely believe they aren’t just being lazy but instead have issues that are unique to their specific code base. Obv replay system is possible and has been done in other FPS multiplayer games, but we aren’t privy to how Valorant’s code base is set up, and a fuck up early in production that isn’t addressed until years later is very difficult to refactor once the code base gets so huge
And that’s on top of all the complexities that making a multiplayer game comes with
Hope this comment gets higher up, because while it is cool that he made a replay system he is already being praised by journalists for being one small youtuber "beating the devs to it"
r6s, cs, rocket league, smite, lol, dota 2, fortnite and i'm sure many other games all have a replay system. The excuse of "it's hard" isn't exactly a good one when it's in almost any seriously competitive video game. I'm sure it's complicated to implement but for a game that was released in 2020 it definitely falls far below expectations.
@TheFormerTeam The problem is that most of those games have servers with a 32 tick rate, cs2 has 64/128 tick rate but down size replays to 32, now I don't know why Valorant can't down size replays to 32 tick but I'd assume something breaks if they do.
@TheFormerTeam bruh you cannot say that and list siege as an example, the game released in 2016 and a horrible buggy replay system got released in 2021, which if you can do math is a longer period of time than it has been since valorants release
lmao didnt expect my comment to be in this video 😭great video tho and the quality is outstanding dude keep it up youre going places!
Nice Cameo :)
@@ThatCarrotFellathanks 😅
This just proves that anybody can drop quality content… not just content but also work hard and build a project like this! Without having thousands of subscribers… 👀💯💯
That's how easy it is in an offline environment. You're forgetting a big component, which is network latency. Syncing it to look correct from the server recording point of view may be difficult. They already have all of that timestamp data when events happen because of this. Players' exact aim may not look correct, though, in a replay, which would be a massive issue to tackle for a game where aim means everything. If they release it without that feature, people will thinks its cheap or bad, which may be worse than just not having it.
Not to dis your work, though. It actually turned out pretty good 👍 As a game dev myself, I just feel it's important to recognize that things appear easier than they really are to the average player. Lots go into these things, and when you already have a high-quality bar like they have, any new features need to meet that bar before they get added.
Ik this comment is old but that really wouldn't be an issue, the replay system could just record each event for each player locally, rather than on the server. This would make it so the replay would look nearly identical to what the player saw during the round. Having the recorder interpret data sent to the server would just add unnecessary complexity
@@caden5936 i am an UE Dev ,if it will then hackers can use it to get Enemy location.
@@Jayraj300Mind If the events are fired on the client’s local machine and never sent to the server, how would hackers have access to that data lmao
@@caden5936 Events are fired on the server and then sent to all client
for Example if Client-1 is Enemy and Client-2 is me if I add input for moving forward , I will be sent to server server will verify if its a valide move then it will send it to Client-1 and Client-2 for performing that action.(if Clinet 2 aka me will not send this to server issue-1 no way to verify validity of action , issue-2 Client-1 will not know my player is moved and they will have different location on client-1 then client-2 )
@@caden5936 here allowing to record Each event on client will also includes events that updates enemy location hence it can be exploited to create Cheats more easily.
You know what makes this video even better? The fact I can replay it and enjoy it again
I love the part where the background gameplay isn't blurred because you clutched. This whole video was awesome but that part made me laugh. pls keep making videos
This video made a very big impact on channels growth. A Much, deserved impact! U got me subbed!!
The most ironic thing is that Rainbow Six Siege which is made by Ubisoft had a replay system for a long time.
Game launched in 2016, replay system got added in 2021.
Dude i was shocked when i saw you had only 100 subscribers with this content you could easily have 100,000+
I never played valorant but remaking the game just to prove a point is wild, hopefully the devs see this.
goated and underrated channel 🙏🙏
underrated comment 🙏🙏
"Valorant Replay System" the game looks more fun than Valorant these days anyway.
Watched, liked, agreed, seen the quality, subscribed.
i love it when youtube recommends me a small youtuber who will fucking be famous later on .good luck man u seem like a chill dude
too much effort in 1 vid
gaind a new sub
YIPPIIEEEE THANK YOU !!!!! ❤
@@ThatCarrotFella you deserve it ❤️
nobody is gonna talk about he also recreated all of omen's abilities?? shows riot is REALLY lazy
those were not 1:1 recreations at all lmao
@@Slipstreamm_ okay, but he made the basic mechanics and everything
comparing the work of 1 guy to the work of a billionaire company is absurd
yet here we are and he replicated them to some instance @@Slipstreamm_
if its created in unreal already they have the ability to just grab already existing things@@Slipstreamm_
@@Slipstreamm_ Teased under the codename Project A in October 2019, the game began a closed beta period with limited access on April 7, 2020, followed by a release on June 2, 2020. The development of the game started in 2014
This guy didn't create just replay system. He created VALORANT AND REPLAY SYSTEM for it. Absolute beast.
nah the sponsor joke got me good ngl
Bro went from 100 subs to 11k in under a week. That's a 1100% gain. For something with not even half a days work.
What the heck is valorant doing
this is one of the best videos i have seen out there by a small content creator, good quality, no clickbait, short and easy to understand. keep up the good work!! ❤❤ suggestion: make unreal engine tutorials with simple example with same quality and simplicity as this vid
Man, i was expecting you to have more than 100k due to the quality of the content.
This video is cool but also super misleading. And reading the comments here confirms that people don't realize this. What he did in this video is not the challenging part of a replay system. It is one thing to track and replay this kind of data running on the computer locally. But Valorant has server fog of war. If a player or object isn't in the players view, or about to be in the players view, it does not exist in that players game at all. The server doesn't even tell that players computer about it. Its made that way to limit the impact of wallhacks. Any valorant replay system would have to record data like this on the server. Any solution would have to be done in a way that did not impact the performance of the server, and also not cost an unreasonable amount of additional money to run. Additionally, even if you achieved that and were able to run back the match recreated from the server's replay. It wouldn't necessarily look right. Crosshairs would not be in the right place due to the nature of any online game, etc.
Like idk why there isn't a replay system yet. Its possible its legitimately challenging to get right, it could be hard to do it in a way that doesn't break the bank, maybe it is to hide cheaters, who knows. But the notion that the above video proves anything is just not correct. Doing the trivial part of any task does not prove the whole task is simple or easy. Either this guy doesn't realize that, or he does and he's farming views and likes from people who don't know better.
im glad at least one person in the comments has a brain here LMAO. i was waiting for him to say "yeah and storing me doing a simple b site execute took X mb and riot would need to store millions of these for as long as people wanted to be able to download or view them for completely free" or "yeah doing this locally is one thing but on a server its a whole different thing" or anything that a real human being who understands how game development works would say. cant have it all though... if only the replay system beggars understood that
Clicked on this video just to like this comment
What the client does or does not know is completely irrelevant. The server already has a system to aggregate and validate information from all the different clients. Riot also isn't some indy company that can barely even afford their server upkeep.
Replay systems have existed in other games for decades. It's a solved issue and Riot engineers have the technical ability to implement it. It's either a deliberate choice or management simply thinks it's not important enough to allocate time to it.
@@TimTYT It keeps track of specific moments like spike plant/defuse and kills. It does not store frame by frame info. And Riot is a huge company but no company is going to do something that costs an excessive amount of money unless it has an eventual return on investment. I think you underestimate the cost here. All other games w/ replay systems that I know of do it client side. Fortnite, CS:GO, PUBG, R6: Siege (took like 5 years for that game).
@@Robbie1179 In CS you download demos and they eventually expire. It's not client side.
Of course the server keeps track of frame by frame information, how do you think spectating teammates when you're dead works? The server has to validate every single thing that happens across all clients and decide on a definitive version of what has happened. How else could it keep all the different clients in sync? For replays, the server also has to log all that information and then store it for players to download. You also need client side tools to re-render and spectate games from said logs. A similar system obviously already exists for broadcasting.
I agree that it's not a trivial thing to implement, but it's something that has already been done lots of times and Riot has said that replays would eventually come ever since the time the game initially launched, so by now I think it's fair to call them out for not getting it done.
I don't think it's because they are lazy.
The developers are almost certainly working as hard as they can, and the management isn't being lazy when they don't assign a person or a team to create a replay system, it is a monetary decision.
Likely they view the costs of creating and implementing a replay system as outweighing the potential benefits.
That is not laziness. It's misguided at best, but it's not something that comes about from laziness.
There may also be some issue with the game that makes it much more difficult. What you did is make a replay system for a different game, albeit one made to be similar. You don't know the source code for valorant, you don't know what kind of mess is going on in there that could potentially make a replay system much more difficult and time consuming, and depending on how it would interact with the servers potentially even more costly.
We don't know. It could be anything. My guess would be that it just is not a development priority. That the people overseeing development have made the choice to not do it for one reason or another. But that's just a guess, it could be that the spaghetti code would need a complete from the ground up rewrite in order to be able to implement a replay system. I don't know, no one does.
At the very least, the likelihood of it just being laziness, that is almost guaranteed to not be true. It's a possibility, but frankly game developers are far too aware of how much competition there is for their jobs to take the foot off the gas.
i dont comment often, but im glad i came across your video. Fingers crossed riot sees this and hears out the community
Yo massive props for the effort in this video. I hope this channel pops off O7
You are better than 90% val content creators, i srsly thought u were joking when u said u had 100 subs, hope this vid blows up!!!
Wait.. he wasn't kidding!? I thought he may have been exaggerating some at least, he's at almost 4k subs now
Bro he had like 400 when I saw the video
Ig everyone subbed after realizing how underrated this dude is
amazing video, the algorithm will definitely pick up on this. good luck with your channel man!
The thing is coding a replay system into a game that wasn't originally intended to have one is really hard, and would probably take all focus away from new agents or balancing. It took overwatch years to add replay because they had to patch other code while making the replay code which was breaking it.
They have promised it for a while, idk if it was intended when they originally started tho
Riot should take this as constructive critisism and GIVE THIS MAN A RIOT BUDDY!!!
I'm fed up with riot prioritising basic $80 skin bundles over good updates. Riot takes the community for granted but in 5 years when valorant is dead they are going to wish they did more for the players not the money.
You got it backwards. The skin itself is $80. The bundle is $120+
Ye cause obviously its harder to monetize a replay system
Different teams do different things, you cant just take the people that make the skins and put them under a job title they arent fit for
should i go sweep the floor while the janitor writes program code? design and model team cant build a replay system lol.
great video , it was amazing , this deserves a sub , i am sure you will grow your channel so much one day , i belive in you :)
I hope to grow it too. I want to make cool ideas/games and show them off in videos similar to this one.
You’re growing right now!
that is awsome :)
bro knows the Valorant community algorithm. I'm sure this will blow up, didn't even see that u weren't famous when i clicked on the video.
haha I don't really know the Valorant algo. I just know everyone asking for a replay system 😅
I dont know how possible it would be but a ballchasing but for valorant would be sick if they did make a replay system.
I would LOVE watching my own games to check what I'm foing wrong without the need to download heavy, buggy third party programs that make me play even worse or pay a coach.
I've never seen so much trouble to do something so simple and you nailed their ass here. Amazing!
You vid showed up on my fornt page. Congrats, I'll stick around.
He nailed their ass* on a singleplayer game, fully client-sided, with standard netcoding. Riot's Valorant is none of those options
Cool Stuff Bro. Loved it, we really needed SOMEONE to prove the point cuz we cant let riot keep getting away with it by pretending its difficult to implement or some other excuses. Also, the little cylinder Omen is too cute, wish they kept him that way in the actual game. PS: I liked the vid, please pet Peanut for me.
Yes, that is pretty much how replay systems work, but you grossly understate the complexity of implementing this system in Valorant, compared to an empty UE5 project. Not to mention, Valorant still uses UE4, since engine version migration is difficult when you use a source build, like Valorant does, which heavily modifies the engine (i.e. you can’t just click an “update engine” button).
Unreal actually has a replay system framework built in; it’s literally called the “replay system.” It works similarly to what you made here, though it’s a bit more robust.
The problem is that Valorant is built with many intertwining frameworks: the gameplay ability system, Slate, EOS, etc. These systems aren’t all integrated with the replay system. Some are replicated (i.e. networked for multiplayer) and some aren’t. Hooking a replay system into each of these frameworks that can accurately serialize data EACH TICK is not an easy (if possible) task.
Then, obviously, there’s more technical obstacles. Valorant prioritizes performance for clients and tick rate for servers. Clients and servers are already broadcasting, receiving, verifying, rolling back, etc. input actions every single frame. Forcing the game to also serialize and save all of that data will both bottleneck performance and clutter net traffic. If you try to optimize this, you’ll get really poor, inaccurate replays.
Lastly, there’s the problem of storage. Even blockbusters like Overwatch can’t afford to host the massive save files that store replays of every game (that’s why they expire after a few days)-and Riot is a much smaller company than ABK. The only real option is saving this data locally, but that’s an enormous amount of storage to be writing to for a game that is intended for low-end machines.
TL;DR: It’s a little more complicated than that, even for a studio like Riot.
amazing video and great explanation on replay system :') cant believe you only have 400 subs
It’s going quick now yay
Great video dude you explained it so good and the quality of the video is so good. I didnt believe when you said 100 subs and had to check it but i saw 20k subs and got happy for u!
Send Riot Games tagging them this video guys , Let's do this
DID BRO MANIFEST THIS THEY ACTUALLY LISTENED
A HUNDRED SUBS???? Never been so surprised at a creator’s size. Keep up the work
yes he is already quite famous
Maybe Riot Games hasn't created a replay system because the replay system might be more complicated than you imagine, such as storing player packets, storing them in the cloud, and that requires a lot of money (correct me if I'm wrong)
I just started Valorant a month ago, and after diving into the community, I've heard the words replay system so often. I didn't know what it was until I stumbled upon your video. Great work!
I wonder what Riot will do now. Also I hope you post this everywhere Riot can see this. Reddit, twitter, etc. And make sure you highlight the Time to create. You’re a mad lad. So is Peanut. Thanks for spending the time to take on what seemed to be a daunting task a billion dollar company can not.
Idk man i feel like theyre purposely neglecting replay because braindead casuals would lose their faith in vanguard seeing cheaters in their games.
Probably true. I was in a game the other day, bro shot us through smokes and walls. Admitted he was cheating and never got banned
@@ThatCarrotFella agreed ive seen that a few times, as a long time csgo player, cheaters are definitely fairly easy to spot in low ranks. I feel like theres a ton
What you really forget is the network latency. To get a perfect replica of the game, you would need to record every client actions from the killer, so you wouldn't need to rely on only the data what the server thinks that happened because if that would be the case, you would probably get a result to getting a replay when the player wasn't even looking at you when he killed you. But even better solution would be to rotate the killer towards the player he's shooting at, so you wouldn't need to capture any client side actions, but only those that happened on the server, which also wouldn't be a perfect replica of the game, but it would look fine.
It’s obviously more complicated than this guys replay system, but it’s one dude vs a whole company, sieges replay system works flawlessly. I think the main reason is because they don’t want people to know just how many cheaters are in Val.
what? no, the server does know everyone's rotations accurately, or at least accurately enough to interpolate and have it look good
@@aprilnya It would only look good if everyone would have a good network connection. If you are playing any online shooter game and if the person you aiming is moving, there's a high chance you only hit the enemy only on your screen, but not on the server, but the server accepts your hit anyway. So as the server, the server shouldn't just use the old locations where the hit happened because the player's rotation who's shooting it wouldn't look right on the replay.
Depending on the game, not exaclty on Valorant, I played on Warface where the bullets literally just works as raycast hits. There was countless times where I got killed while i was trying to take cover to the wall, but because the enemy had really bad ping I just got killed through it almost a second later when I was already in cover. So even if Warface had a replay system where the server records where the actions that happened, I would still see myself getting killed through the wall, because the server doesn't even check if the player is able too shoot at me or not if I am in cover, it just only accepts the data from the killer if he shooted me or not. So to think about it, sending the killer's actions to the victim probably provides the best experience but it also increases network traffic too.
I dont wanna go into huge conspiracy mode but what if Riot doesnt want to add a replay system because it'd ruin a deal they got with aim labs or valtrackers cause then you'll know everything that happened in game instead of going to 3rd party sources for help on the game (btw great video)
Nah it's because it will show how many cheaters there actually are in the game. Valorant not having cheaters is a psyop
They already have the replay system in china.
My best guess for as to why is because it will allow players to catch up quicker, if we got the replay system the meta would advance too quickly. It would be very stale quickly in terms of professional play.
@impyrobot yoooo ty. Look up I made cheats in Valorant. A 12 y/o could make cheats without getting banned.
Man as a Valorant Player who wants replay and a youtuber like you backs the community up with such pride is amazing. I really appreciate that you went out of your way to make a replay system to prove Riot wrong. You deserve a sub. :)
From 100 subs to over 15k in a week, blud went from behind me to way ahead of me in a heartbeat
You did I great job with your recreation, the problem however is the way valorant runs their local information, they don’t store the location of other players locally, it’s exclusively server side, almost every replay system in every game stores game data gathered from client side information, the way you are proposing valorant implements a replay system simply can’t work with their anti cheat and the way they store data, I would love a replay system in Val, but it has to be a very unique new thing because of their anti cheat system
Not really unique, server recorded demos from CS are example of the replay system that players want, the only problem is the efficient recording and storing of the data (riot made the server tick take about 2.34ms, because servers are expensive so they run multiple instances on the same server core and just a little bit of a headroom, so they would have to engineer the replay system to be efficient too)
@@pashagamesdev I'm not saying it's impossible neither riot it's not capable, but as dev it's disappointing how people believe it's so easy to bring something like that on a game that's played by thousand of hundreds of players
League has a replay system as CSGO had, but honestly believing it's something silly like what was shown in the video it's just sad along the people that believe so
@@gonzalolog Completely agree. I'm developing a web game with max concurrent online of 200 people (not even thousands), and even the 2d game tick is taking 20 ms for each tick average locally, how they made it 2.4ms is beyond me.
Not to mention that Riot refused to do a replay system for league back in the day, they said it was too hard. But i tought that the already had the experience to at least give us a system replay for Valorant, which is a thing they promised, and they had a lot of time to develop it.@@gonzalolog
@@pashagamesdev Another reason could be that there is not a real pause system? I mean, you can pause the timer but not the game, sorry if this sounds stupid ( and my butchered english) but I am only a player with zero understanding of this systems.
Idk if I agree with calling them lazy for not adding a replay system, it would be a pretty massive undertaking that very possibly could require a very large number of changes under the hood, possibly even a complete rewrite of how the game works internally, we’ll never really know for sure. But I do agree that their skins are overpriced and they definitely need to work on community relations
No, they need to log the position of what people do and how the abilities were used. Most likely they don't store the data and normally such logs cause massively performance issues.
If they make a replay system, then they will have to actually address the myriad of bugs and glitches in the game because players will be able to watch back their gameplay and point them out. Just makes more work for them that doesn't make them money in the end. Not profitable="not feasible".
there's a lot more to it than that though, i feel liek people often dont realise how complex game building is. it's same case with league, they struggle with updating because of the fact that they made an engine just for the game 20 years ago, they are putting bandage after bandage every update, it needs a new model soon, before it crumbles. i can't imagine how big a 20 year old model can go damn
100 to 20k in 12 days is actually insane gj well deserved
Dog I’m seeing this now and this god has 26k subs and it came out 4 weeks ago (new fav TH-camr) the fact that I actually laughed to a TH-cam video and that has happened in a while is crazy. Love this guy
I think they still working on it cause they make online game so which mean maybe this system will make the game lag or high ping, so they can't release it! //In my opinion Valorant is 5vs5 so it mean 10 players need to send data(movement, skill) to server like 10 times and server need to send back to every player that why i think it could make high ping!
cs 2 has a replay sístem, it's a 5v5 fps game. with much bigger pakige sizez then valorant, and the ping is not high. we talk about a simple log system tho
battle royales like fortnite also have a replay system with 100players ...
Ladies with gentle hands, we found the first Riot Employe in da comments
bro Overwatch and some Battle Royale game has a replay system and that game is so chaotic af.
CSGO has one and that game is 13 year old before CS2 release, why tf Valorant doesnt have one????
now they show it have bug so they won't release :D
Wait are you serious abot 100 subs? Because now you have 1.5k+
So this video must be doing really well.
AHAHAH YES I WAS SERIOUS. The legends that watched this video subscribed !
@@ThatCarrotFella Yes we all need a replay system. So we all want to make this video popular and make riot see this.
@@ThatCarrotFella17.3K subscribers already? Insane bro. This is well deserved
Bro, your channel grew in 2 months faster than I could in one year. 25.2k already is wild
@@the-boy-who-lived It is absolutely crazy ! All you need is one big video for it to blow up. If you just keep posting then you will eventually get there.
Bruh u took 1 month to make a replay system and riot games couldn't make it in 1 year. You Gained a sub😅
Also, I have a few questions if u like :-
1) What is your country of origin
2) How are you this good at coding
3) Can I have your valorant ID
Thanks for the feedback ! and to answer your questions. 1, I am an Australian, born and raised here. 2, I don't really consider myself good at scripting. I learned from people like Gorka and Matt Aspland on TH-cam. They give great tutorials for people trying to get into this sort of stuff. 3, Pretty sure my id is Carrot#fella I play on Sydney servers so sorry if we can't play together ;(
@@ThatCarrotFella Omg , u replied I didn't think u would. thx for answering 😊
What the heck. I'm not expecting you to say you only have a hundred subs.. this video just got released 11 days from the day you posted it and you already have 21k (at the time of this comment)
Dude you're gonna be one hell of a content creator in the future keep it up! Awesome video by the way!
Yo it says this video came out 12 days ago when you said you had 100 subscribers or so... DUDE YOU BLEW UP LIKE CRAZY!!! 21K in 12 DAYS IS INSANE!!! THIS VIDEO IS INSANE!!! I subscribed too btw ;)
2 Month later replay realy coming in
I would like to think that this video was one of the things pressuring Riot to release some info on it.
@@ThatCarrotFellaIt is brother, be proud
Im gona make sure that you pet peanut 1k times
riots got to be a joke at this point
You say you're inexperienced??? Doing that in just 4 hours (I'm assuming including getting distracted) is amazingly impressive
i cant lie, i didnt believe the 100 subs for a second. your editing style is INSANE. you're definitely gonna make it one day
This vid aged poorly
Hahaha. Their system is still a prototype after years of work though
Can't you start your video with crying about Jett nerfs? Would save a lot of time to dismiss your opinions.
lmao nerf chamber
Man its crazy how fast dev youtube channels are growing
Bro took the best opportunity and nailed it, the vid was appealing and amazing visuals and storytelling to just like a top tier TH-camr, w editing style and that must’ve taken awhile 😭😭
One thing is certain yes they are able to do it and they should perhaps have put it in a priority task. However, in the demo you made all the data is stored in your PC locally and you do not go through the management of the ping of the synchronization of 10 players with a lot of states such as animation triggers, weapons, bullet trajectories and much more...
Valorant has one of the best fps game server ticks because the server does not record in real time everything I said above, when they add the replay system, it will necessarily have repercussions on the server because it is a huge task in real life but it is not impossible at all. (COD... removed it especially for the server opti which was already not ouf level of ticks)
I prefer that they do something very optimized so as not to lose in server quality rather than a replay system representing 70% of the real information of the game like many other replay systems like the old cod.
An online replay system amounts to allocating at least 30% of the server power for a good quality it's huge, especially since we are talking about valo. At least that's what I noticed as a dev.
Let's be patient guys.
Une chose est certaine oui ils sont capables de le faire et ils auraient du peut être bien le mettre en tâche prio. Cependant la dans la démo que tu as réalisé toute les données sont stockées dans ton pc en local et tu ne passes pas par la gestion du ping de la synchronisation de 10 joueurs avec pas mal d’états tels que les trigger d’animations, les armes les trajectoires de balles et bien plus….
Valorant a l’un des meilleurs tick serveurs de jeu fps car le serveur n’enregistre pas en temps réel tout ce que j’ai dit plus haut, lorsqu’il ajouteront le système de replay, il aura forcément des répercussions sur le serveur car c’est une tâche énorme en vrai bref mais ce n’est pas impossible du tout. (COD … l’as retiré surtout pour l’opti serveur qui était déjà pas ouf niveau des ticks)
Je préfère qu’il fassent un truc très optimisé pour pas perdre en qualité serveur plutôt qu’un système de replay représentant 70% des réels informations de la game comme beaucoup d’autres systèmes de replay comme les anciens cod.
Un system de replay en online revient à allouer minimum 30% de la puissance serveur pour une bonne qualité c’est énorme, surtout qu’on parle de valo. Du moins c’est ce que j’ai remarqué en tant que dev.
Restons patients les gars.
Riot failing to implement 10-20 yearold innovations once again
Its so cool how my yt it filled with small youtuber's videos blowing up, lets hope you get more followers soon.
im glad your channel is blowing up!
underrated as hell, you had me laughing my ass off 😭 earned a sub
Never had I wanted a replace system more than the other day when my clips software failed to clip a clip, and it made me so upset that I couldn't go back and watch it. Come on Riot