Yup, I just reread the post you are talking about (https://www.riotgames.com/en/news/peeking-valorants-netcode) and it really seems like just endless fluff and no real solutions. Reading this post is almost unbearable and it all just comes down to this part:
> We built Riot Direct, our own internet backbone, to minimize network routing delays and processing time across the internet.
> We’re standing up VALORANT servers around the world, ultimately aiming to deliver 35ms ping to 70% of our player base.
> We optimized our servers to provide a smooth 128 server tickrate to all players.
> We optimized the VALORANT game client to run at 60FPS on most machines from this decade and higher framerates for players with high refresh rate monitors.
> We run clients and servers running with minimal buffering, targeting one buffered frame of movement data for clients and an average of half a frame of movement data on servers.
This seems like basic stuff that every other game does.