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Correctness refers to the outcome of a shot being wrong (i.e., bullets hit the head but registers as body or enemy players appearing differently on the client compared to the server).While both are important in ensuring the “feel” of a shot. This highlights an important distinction between correctness and clarity. The shots were being properly processed, but the visual feedback of the shot was presenting a misleading outcome to the player. Upon closer review, the majority of the clips had issues not with correctness, but with clarity. After looking through player reports, videos and extended internal testing, we were able to identify a few edge case bugs with hit registration, but none of them severe enough to explain the amount of reports we received. In beta patch 0.50, we saw a spike of reports around issues with hit registration. We’re constantly looking to improve the quality and clarity of all of our systems. Yes, there may still be edge case bugs out there and we will always take those seriously. That being said, we think hit registration in VALORANT is in a pretty good spot right now.
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We take all of these reports seriously, and go through each video frame-by-frame to validate that the system is working as expected. We’ll sometimes see posts or receive messages from players with clips where hit reg appears broken. Our goal as developers is to ensure that when a player fires a shot, the outcome of the shot is clear, feels right, and is above all else, correct. In a game like VALORANT, hit registration is arguably one of the most important systems given that the difference between a win or loss can come down to a single headshot. In this post, I’ll be going through one of the systems that’s core to FPS gameplay: Hit Registration. Our team is responsible for developing many of the core systems that support VALORANT’s gameplay, including movement, combat and input. Hi, I’m Kevin Lee, a software engineer on VALORANT’s Game Systems team.