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smart people come here... not you.

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#1
metaph0ur

Okay for the non-smart people who still clicked... Do you know what the Parallax Effect is? Here's an example:

Close Objects: Things close to you, like trees and signs, seem to zoom by really fast.
Far Objects: Things far away, like mountains, move very slowly.

This difference in movement speed between close and far objects is called the parallax effect. It's used in video games and movies to make scenes look more realistic and give a sense of depth. So, when you move around, it feels like you're really there, with things close to you moving faster than things far away.

Ok we are both caught up to speed...

Since we don't have an actual 3d environment in Valorant, when you move closer and farther from the camera, I think that the hitboxes don't adjust when the engine does this. This could also explain why headshots are so easy to achieve in Valorant?

#2
aidmadeit
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To analyze the claim and arrive at a definitive answer regarding whether the parallax effect and hitbox adjustments affect headshots in Valorant, we need to break down several key concepts:

Parallax Effect:

The parallax effect describes how objects closer to the observer appear to move faster than objects farther away. This is commonly used in visual media to create a sense of depth.
In video games, parallax scrolling is often used to create the illusion of depth in 2D games, while in 3D games, actual depth is rendered using various graphical techniques.
Valorant's Visual and Hitbox Mechanics:

Valorant is a 3D first-person shooter (FPS) developed by Riot Games. In such games, the environment and characters are rendered in three dimensions, and the perspective changes based on the player's viewpoint.
Hitboxes in FPS games are invisible shapes attached to character models that determine where a character can be hit. These hitboxes must match the visible model to ensure fair gameplay.
Camera Perspective and Hitboxes:

In 3D FPS games like Valorant, the player's viewpoint (camera) can change, but this does not typically affect the hitboxes directly.
Hitboxes are programmed to match the character models regardless of the camera's position, ensuring consistency in hit detection.
Headshots and Hitbox Accuracy:

Headshots being easy or difficult to achieve depends on several factors, including the accuracy of the hitboxes, the game’s netcode (which handles the communication between the server and client), and player skill.
In a well-designed FPS, hitboxes should precisely match the character models to ensure that shots visually aligned with a head result in headshots.
Analysis and Conclusion
The claim suggests that because Valorant doesn't have a "real" 3D environment, the hitboxes might not adjust correctly, making headshots easier. This statement requires examination of whether Valorant's hitboxes are accurate and how they function in the game's 3D environment:

3D Environment: Valorant indeed uses a 3D environment. Characters and their hitboxes exist in a 3D space, and the game engine handles rendering and perspective changes.
Hitbox Adjustment: In well-designed FPS games, hitboxes are meant to match the character models at all times, regardless of the player's movement or perspective. Any deviation would be a significant bug and would be addressed by the developers.
Headshot Ease: The ease of achieving headshots is more likely related to game mechanics such as weapon accuracy, recoil patterns, player skill, and the size and placement of hitboxes rather than a fundamental flaw in how hitboxes are rendered.

Sources
Valorant's Technical Design and Hitbox Accuracy (Riot Games' official developer resources)
Understanding Parallax in Game Design (Tutorials on game development and visual effects)
Hitbox Design in FPS Games (Articles on hitbox accuracy and design in FPS games)

Conclusion
The assertion that hitboxes do not adjust correctly in Valorant due to a misunderstanding of the game's 3D environment and parallax effect is incorrect. Valorant, like other modern FPS games, uses accurate hitboxes that match the character models, ensuring fair hit detection. Headshots being easy is more a function of game mechanics and player skill than a fundamental issue with hitbox rendering.

#3
cloudberry
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I don't think this is true. VALORANT is a 3D game, so it runs on a 3D engine. Therefore targets farther away are in fact harder to hit because they're smaller from your perspective.

#4
PuGGey
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no. definitely not how that works

#5
bananacannon33
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what are you blabbing about

parallax effect is an illusion by your brain because your pov is a cone and it needs to squish info down to process it
hitboxes are an invisible model of a character

why would you design a video game in which hitboxes are not where the actual character is?

also valorant is an actual 3d environment. are we humans not in a 3d environment because we can't move closer/farther from our pov?

finally the parallax effect is in valorant. you can easily demonstrate this by peeking people close to a wall vs far away (ascent a heaven is a good example)

#6
Adrak04
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Frags
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aidmadeit [#2]

To analyze the claim and arrive at a definitive answer regarding whether the parallax effect and hitbox adjustments affect headshots in Valorant, we need to break down several key concepts:

Parallax Effect:

The parallax effect describes how objects closer to the observer appear to move faster than objects farther away. This is commonly used in visual media to create a sense of depth.
In video games, parallax scrolling is often used to create the illusion of depth in 2D games, while in 3D games, actual depth is rendered using various graphical techniques.
Valorant's Visual and Hitbox Mechanics:

Valorant is a 3D first-person shooter (FPS) developed by Riot Games. In such games, the environment and characters are rendered in three dimensions, and the perspective changes based on the player's viewpoint.
Hitboxes in FPS games are invisible shapes attached to character models that determine where a character can be hit. These hitboxes must match the visible model to ensure fair gameplay.
Camera Perspective and Hitboxes:

In 3D FPS games like Valorant, the player's viewpoint (camera) can change, but this does not typically affect the hitboxes directly.
Hitboxes are programmed to match the character models regardless of the camera's position, ensuring consistency in hit detection.
Headshots and Hitbox Accuracy:

Headshots being easy or difficult to achieve depends on several factors, including the accuracy of the hitboxes, the game’s netcode (which handles the communication between the server and client), and player skill.
In a well-designed FPS, hitboxes should precisely match the character models to ensure that shots visually aligned with a head result in headshots.
Analysis and Conclusion
The claim suggests that because Valorant doesn't have a "real" 3D environment, the hitboxes might not adjust correctly, making headshots easier. This statement requires examination of whether Valorant's hitboxes are accurate and how they function in the game's 3D environment:

3D Environment: Valorant indeed uses a 3D environment. Characters and their hitboxes exist in a 3D space, and the game engine handles rendering and perspective changes.
Hitbox Adjustment: In well-designed FPS games, hitboxes are meant to match the character models at all times, regardless of the player's movement or perspective. Any deviation would be a significant bug and would be addressed by the developers.
Headshot Ease: The ease of achieving headshots is more likely related to game mechanics such as weapon accuracy, recoil patterns, player skill, and the size and placement of hitboxes rather than a fundamental flaw in how hitboxes are rendered.

Sources
Valorant's Technical Design and Hitbox Accuracy (Riot Games' official developer resources)
Understanding Parallax in Game Design (Tutorials on game development and visual effects)
Hitbox Design in FPS Games (Articles on hitbox accuracy and design in FPS games)

Conclusion
The assertion that hitboxes do not adjust correctly in Valorant due to a misunderstanding of the game's 3D environment and parallax effect is incorrect. Valorant, like other modern FPS games, uses accurate hitboxes that match the character models, ensuring fair hit detection. Headshots being easy is more a function of game mechanics and player skill than a fundamental issue with hitbox rendering.

Chat gpt ah reply

#7
metaph0ur
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cloudberry [#3]

I don't think this is true. VALORANT is a 3D game, so it runs on a 3D engine. Therefore targets farther away are in fact harder to hit because they're smaller from your perspective.

This is incorrect. You are looking at a flat screen. You can see the parallax effect when standing on a flat surface with another player and they walk farther away from you. The 3D engine has to use tricks to trick your brain into thinking there is depth.

#8
Docta
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look at these people here pretending to be smart by using technical jargon

#9
metaph0ur
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Frags
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aidmadeit [#2]

To analyze the claim and arrive at a definitive answer regarding whether the parallax effect and hitbox adjustments affect headshots in Valorant, we need to break down several key concepts:

Parallax Effect:

The parallax effect describes how objects closer to the observer appear to move faster than objects farther away. This is commonly used in visual media to create a sense of depth.
In video games, parallax scrolling is often used to create the illusion of depth in 2D games, while in 3D games, actual depth is rendered using various graphical techniques.
Valorant's Visual and Hitbox Mechanics:

Valorant is a 3D first-person shooter (FPS) developed by Riot Games. In such games, the environment and characters are rendered in three dimensions, and the perspective changes based on the player's viewpoint.
Hitboxes in FPS games are invisible shapes attached to character models that determine where a character can be hit. These hitboxes must match the visible model to ensure fair gameplay.
Camera Perspective and Hitboxes:

In 3D FPS games like Valorant, the player's viewpoint (camera) can change, but this does not typically affect the hitboxes directly.
Hitboxes are programmed to match the character models regardless of the camera's position, ensuring consistency in hit detection.
Headshots and Hitbox Accuracy:

Headshots being easy or difficult to achieve depends on several factors, including the accuracy of the hitboxes, the game’s netcode (which handles the communication between the server and client), and player skill.
In a well-designed FPS, hitboxes should precisely match the character models to ensure that shots visually aligned with a head result in headshots.
Analysis and Conclusion
The claim suggests that because Valorant doesn't have a "real" 3D environment, the hitboxes might not adjust correctly, making headshots easier. This statement requires examination of whether Valorant's hitboxes are accurate and how they function in the game's 3D environment:

3D Environment: Valorant indeed uses a 3D environment. Characters and their hitboxes exist in a 3D space, and the game engine handles rendering and perspective changes.
Hitbox Adjustment: In well-designed FPS games, hitboxes are meant to match the character models at all times, regardless of the player's movement or perspective. Any deviation would be a significant bug and would be addressed by the developers.
Headshot Ease: The ease of achieving headshots is more likely related to game mechanics such as weapon accuracy, recoil patterns, player skill, and the size and placement of hitboxes rather than a fundamental flaw in how hitboxes are rendered.

Sources
Valorant's Technical Design and Hitbox Accuracy (Riot Games' official developer resources)
Understanding Parallax in Game Design (Tutorials on game development and visual effects)
Hitbox Design in FPS Games (Articles on hitbox accuracy and design in FPS games)

Conclusion
The assertion that hitboxes do not adjust correctly in Valorant due to a misunderstanding of the game's 3D environment and parallax effect is incorrect. Valorant, like other modern FPS games, uses accurate hitboxes that match the character models, ensuring fair hit detection. Headshots being easy is more a function of game mechanics and player skill than a fundamental issue with hitbox rendering.

phantom response. chatgpt is confused because it doesn't understand that you see Valorant through a monitor, a 2d surface.

#10
metaph0ur
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bananacannon33 [#5]

what are you blabbing about

parallax effect is an illusion by your brain because your pov is a cone and it needs to squish info down to process it
hitboxes are an invisible model of a character

why would you design a video game in which hitboxes are not where the actual character is?

also valorant is an actual 3d environment. are we humans not in a 3d environment because we can't move closer/farther from our pov?

finally the parallax effect is in valorant. you can easily demonstrate this by peeking people close to a wall vs far away (ascent a heaven is a good example)

Because you look at Valorant on a 2D surface. The game has to use tricks with the engine to create depth.

#11
botfragger432
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Ah sorry, I am not smart thank me later 🤓

#12
SuperRoss
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Frags
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I'm stupid and still clicked,
I'm stupid

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