RiotBrentmeister

RiotBrentmeister



22 May

Comment

Howdy,

I want to dive in and address some quick points on how we think about performance and what you can expect from launch. First let me just say that we see launch or 1.0 as the starting line. We're in this for years to come. Perf is part of that commitment.

Performance is a wide range of topics but in terms of top priorities for perf we have 3.

  • Accessibility : We want people with low end computers to be able to join their friends in VALORANT. So invite your buddy with his Intel HD 4400 to game with you. They won't be slamming 144FPS down but hopefully they can have fun. For the most part, we seem to be hitting the mark here, there is ongoing work to get all character ability VFX in budget here but it's coming along at a fast rate. We improve a number of abilities every patch. Patch .50 fixed a rather large issue introduced with .49, one of our key GPU optimizations regressed and we had to go fix it up again.

  • ...

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08 May

Comment

Howdy,

That graph definitely isn't normal. Each graph point is 1/10th of a second. You can see in some cases you're losing ~19% of your packets in those periods. This would likely lead to enemies sometimes being in the wrong position or in more severe cases you might rubberband back to a previous position. Your shots are likely to be delayed as well.

Really you want to see the packet loss graph have 0 spikes in it if your internet is working properly (or maybe some smaller spikes every now and then, but really you should expect to see 0%).

If you're on Wifi you might try a wired connection. If not, you might need to restart your modem or router. If the problem persists you might try reaching out to player support or even your own ISP to troubleshoot the issue further.

I had a problem like this earlier today and was able to fix it by fixing some loose cables on my router.


28 Apr

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Originally posted by Salad_cs

Hey Brentmeister, I've noticed that Valorant has my GPU (RTX 2070 overclocked) on max boost performance in the menus (in MSI afterburner it shows up as under load), but when I get in game the GPU throttles down and reports that it is no longer under load. Not sure what settings are deep down in the game that tell my GPU to work in the menus but not work in game. Really Strange. Hope this helps improve the game! EDIT: I do tend to get 20 - 30 average fps loss on Bind than other maps . Specs: Ryzen 5 2600X at 4.1GHz , RTX 2070 Overclocked, 16 GB RAM

The menus are very very easy on the CPU. So you end up GPU limited in the menus (GPU usage goes to 100% if you are uncapped in menus). When you load into game there is more CPU processing that has to be done to deal with processing the actual game. At that point you become CPU limited on a lot of newer systems. Due to the fact that the CPU isn't generating enough frames your GPU load goes down below 100%.

I'm a little surprised bind is the worst performance for you. I think the order we have is:

1 Haven

2 Bind

3 Split (Hasn't had a full optimization pass yet)

The maps will never be 1-to-1 in terms of performance due to being different maps and different hardware always produces different results but it's something we're keeping a close eye on so thank you for the feedback.


27 Apr

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Originally posted by Devilishola

Hey dude, good to hear from you again.

When I've been saying "single threaded" I mean it's just using the few threads it does (as you explained in your lengthy post before) and I have linked back to the thread so people can read it themselves. I've checked threads in use on HWID during games and I can see it's not strictly on 1 thread, somebody else posted something similar a couple days ago too.

I think when most people talk about "multithread" in this context, we're generally talking about using way more than it does right now, given that there's CPU's with 16 threads out there today. It just feels like a bummer knowing that this game was marketed as being well optimized (and it is for lower end PC's) but everybody else with more modern machines are found wanting.

My post was to clarify that on higher end systems the best way to improve framerate is to increase core-clock of the CPU and to let people know upgrading their GPU wasn't go...

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Ahh yeah that's cool. I don't think you're trying to push a false agenda or anything. Just trying to stay accurate.

I can already see some people parroting "single-threaded" around so I wanted to make sure people understand that a quad+ core CPU is still a really good idea for VALORANT since you can think of it as a 3x threaded game which is a big difference from a 1x threaded game.

If we want to be super pedantic I VALORANT allocates ~1 worker thread per virtual core on your system. However, those threads don't always have work to do and can spend a lot of their time idle.

Comment

Originally posted by mavericked

Gotcha, I appreciate the response. My friend just purchased another stick of ram to go run dual channel (just to test our theory of 1 stick vs 2) and he's seeing a 50-60 fps peak increase in fps. I actually saw a similar phenomena in Overwatch with RAM frequency, but I don't recall if I was single or dual channel. Just figured I'd share. Thanks again!

For sure! I considered adding dual channel memory to our min and recommended specs. We see the same thing internally where the game won't run well on one stick of RAM. It seems like it may be more popular to run just one stick of RAM than we originally thought. Dual channel RAM is going to speed a computer up a ton and not just for VALORANT.

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Originally posted by Rawzlekk

I have a Ryzen 7 2700x with a GTX 980 Ti. Haven’t had big fps issues. I can consistently get 150-200 depending on what’s happening on the screen. In fact I don’t even notice the drops so I can’t say I really know what I get during fights or anything like that.

This is for another thread but the bigger issue for me is this “Network Problem” icon that’s consistently popping up when I have 39-45 ping. The stuttering can get really bad, like unplayable bad at times. And it’s super frustrating when I seemingly have good ping. I turned on the ping chart and there are occasional spikes that the KDA board doesn’t show, but the spikes are up to 50-60 ping which doesn’t seem to justify major stuttering.

The ping chart averages over 1/10th of second. I think the scoreboard is 1/4th of a second. It's possible you're seeing really transient ping spikes that are actually much higher than the chart shows.

Could also be packet loss so you might try turning that chart on as well.

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Originally posted by Dnomes

Cmon Riot, it's so f**king SIMPLE!

.RunValorant(parallelize = true, threadCount = THREADS.MAX, coreCount = CORES.MAX) parameters, shit, how did the devs forget those options?

There are a lot of metrics that go into development, and it doesn't seem you really care about the performance bounds on either side of the userbase, plus visual fidelity isn't the only performance drain in the game, considering there's a lot of logic going on in the background. Cores and threads doesn't necessarily == FPS, as some tasks just don't benefit from being 'split' up like that.

From my anecdotal evidence, the game runs great in terms of frametime and framerate on low end and high end setups, that I have run the game on, which is really really commendable.

Cmon Riot, it's so f*cking SIMPLE!

.RunValorant(parallelize = true, threadCount = THREADS.MAX, coreCount = CORES.MAX) parameters, sh*t, how did the devs forget those options?

Ahh sh*t you're right I forgot.

On a more serious note though, we do hold ourselves to a high perf bar for the game. I'm glad players are giving us perf information from the more subjective side. We do have numbers but hearing from player's experiences directly as well is great, both when they're having a great performance and when they think we're missing the bar.

Comment

Originally posted by Devilishola

It's definitely a problem when I get the same FPS on Apex Legends - a complete BR game with a map 100x the size of this to render. I made a thread a while ago and got replies from a Riot Dev (link below), it turns out the game is heavily single threaded with almost no bottleneck on any GPU that's past a few generations old.

It's still very strange they've chosen to go with singlethreading over multithreading with how the CPU market is right now. I hope they optimize the game well, I'm a bit disappointed seeing only 180fps average.

Link Here: https://www.reddit.com/r/VALORANT/comments/fxlcxu/riot_pls_valorant_doesnt_use_100_of_the_gpu_and/

I just want to jump in and clarify that our game is indeed multi-threaded. The game is using 3+ threads nearly 100% of the time. It varies based on the amount of work that can be multi-threaded at the time.

My post was to clarify that on higher end systems the best way to improve framerate is to increase core-clock of the CPU and to let people know upgrading their GPU wasn't going to help as much if you already have a pretty modern GPU.

That being said we can always look at multi-threading more of the systems to get even better performance on systems that have a large number of cores. It's something we're aware of.


25 Apr

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Originally posted by dA0yan

Can you maybe tell an estimated time of arrival or is this not possible to say right now?

Tuesday is the plan for the next patch barring anything that would delay it.


24 Apr

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Originally posted by dA0yan

He is not the only one on bind. Many of my friends and me experiencing the same issue on intel and amd!!!!
After last patch same goes for split defenders base .. 60 fps instead of 300!

Split is still in a beta state (shipped early to increase map pool for players). We have updates in the next patch that should improve perf for that map.

We have seen that Bind is lower performance than Haven. The maps will never be exactly equal in perf but we're keeping an eye on Bind to see if adjustments need to be made.

The patch did have an overall perf decrease of about 10% on average (varies from person to person). We've already identified the root cause and the next patch will return that perf to players.


23 Apr

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Originally posted by bkyan123

r u guys planning on implementing more optimizations for lower spec intel hd graphics or is that not a priority rn?

It's a bit unrelated to this post but yeah. I don't think average FPS will get much better on that hardware but we are aware that certain character abilities or effects drop the FPS below our acceptable bar on that hardware. We're working through those specific optimizations each patch.

If I'm honest this is one of the places where covid-19 has delayed us the most. We don't have hardware labs in our homes unfortunately (and even if we did, we don't have the space to support them). Testing hasn't stopped here. It's just significantly longer turnaround time.

Comment

Just want to hop in to say hi we see you!

BIG CAVEAT: We don't have all our analytics around client perf data set up perfectly yet.

That being said I can see the frametime dipped about 1ms (or about 10%) on average after the update. There could be many explanations for this, the simplest being we've made a mistake in one of the changes we made in the update. We're going to investigate all angles and figure this out as quickly as possible.

Based on the reports we're seeing and our own experiences internally we believe it could affect different users to different degrees so everyone's experience might not be the same. Try to be empathetic to other players whose experiences may legitimately not be the same as your own!

One interesting thing we're seeing in the data is that it seemingly affects all parts of the game simultaneously (CPU-side). This narrows down our suspects considerably but none are clearly smoking guns a...

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22 Apr

Comment

Originally posted by Existence4253

u/RiotBrentmeister, since i see you are only one willing to talk about fps issues from Riot side, i need to ask for your advice.

I literally tried everything to fix fps drops from turning on 'disable fulscreen optimization', OCing CPU, Turning off SMT, cleaning %temp% files, OCing GPU, Scanning viruses, updating all drivers, and many other things.

Met few people with similar cpu like mine R5 2600, they have no issues at all.

In my case most fps drops i get on 'Bind' map where it can drop from 230 to 85 if i shoot and have some spells around me, while on other 2 maps i have fps drop maybe down to 115, 120 which is acceptable since its beta. (Noticed some weird drops while looking at certain parts of the map quite weird)

I think i had no issues like now, it all started since second last update like week ago? Not sure.

Player support is a better place to get personalized support. They're more familiar with a wide variety of systems and problem-solving. You can create at ticket here: https://support-valorant.riotgames.com/hc/en-us/requests/new

Since you mentioned others with the same CPU get better performance off the top of my head I'd suggest:

Checking CPU temps (can be down-throttled if it gets too hot) Checking that your RAM is installed in the proper slots to make use of dual-channel. (this can be killer to performance and is hard to detect)

However, Reddit isn't really a great place to ...

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21 Apr

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Originally posted by coolylame

Don't forget the RGB

The difference between a gamer and a casual is that when gamers facepalm into their keyboards their face is colorful, it's also more clicky.


20 Apr

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Originally posted by PM_ME_PRETTY_SUNSETS

Personally, I usually believe in the more customization you can offer the players and the more control over their experience the better. So I would like to see the ability to totally mute voice, text, and ping chats from specific teammates. I also understand the need to keep things from getting too cluttered and confusing so wouldn't be too upset to see the ping get rolled into a voice chat mute. Because in my experience the people who are worth VC muting are not normally making callouts in a constructive manner and it's unlikely they would be using the ping system for it's intended purpose.

I tend to believe in a toggle for more in depth stuff like this tho, that can be turned off by default (the simpler version) and purposefully turned on by players that want more control over their experience.

Or you could just implement a system that ignores repeated pings or gives players chat cooldowns if it detects the use of a hotkey.

Yeah I share you opinion here. It's definitely a balance of making it understandable + giving players control.

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Originally posted by mappleonmars

I would suggest limiting the amount of ping in a certain period of time to prevent abuses like we are seeing (more and more) in the past days from trolls. Also, tie the ping mute to the chat muting option would be great!

Edit: If you really read this message, I hope you guys will add a battlepass to purchase, it would be something worth to survey in my opinion =)

I do really read this! I don't work on the battlepass stuff but I'll pass the feedback along.

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Originally posted by Jun1nxx

Hey, i know im pretty late to the topic but could i ask you some questions?
I did a lot of tests with the 2 PCs i have here and couldnt come to a conclusion, found this topic and saw that a riot dev was answering stuff and tought: why not ask?

• Is valorant more CPU intensive or gpu intensive?
Also, why is there such a small difference in performance when comparing high resolutions with low resolutions? say 1920 vs 1280 both are 16:9 resolutions but in my tests the fps difference is barely noticeable.

Not that im complaining, its good to have good performance on 1920*1080 but i feel that low resolutions should give more fps compared to full hd.

"Is valorant more CPU intensive or gpu intensive?"

I would think about it like this:

If you go out and buy a brand new top-end GPU/CPU today. Your CPU is going to be the limiting factor. We'll probably only use 30-50% of the GPU.

If you have a mid-range computer that you bought 4 years ago. You're probably close to balanced.

If you have a mid-range computer 4+years ago you're probably going to be GPU limited.

We expect that about 50% of players will be CPU bound (higher-end machines) and 50% of players will be GPU bound (lower-end machines). However, this changes as we make specific optimizations for CPU or GPU.


19 Apr

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Originally posted by PM_ME_PRETTY_SUNSETS

Will muted teammate's pings still be played?

We're looking at what we can do there as well. It would be a separate change from the two changes I mentioned.

What would you like to see there personally? Should be tied to muting someone on Voice? Should it be it's own separate mute?

Disclaimer: I'm a Software Engineer not the one who's making UX decisions but I have chatted with them about it.


18 Apr

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Originally posted by chervz

LOVE THE GOOD COMMS

WE LOVE THE GOOD BUG REPORTS! Keep em coming Reddit.

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Originally posted by toocanzs

Couldn't the client keep full precision aim vectors under the hood, but quantize them visually and when sending to the server so that if you make small movements like this eventually the crosshair will jump to the next rounded value?

Yeah something like this could definitely work.

However, it might have an unintended effect.

Imagine you stored 99% of a "down movement" locally on the client then try to hit a flick really fast. The mouse movement for the flick would need to overcome that 99% "storage" value to work. Might lead to some inconsistencies that are hard to detect but throw of the "feel" of the game if that makes sense. You could counter this in various ways "hand waving" so the basic idea could work with the right implementation.

When we look at problems like this we often write down all possible solutions and share them amongst the dev team to try and find the most optimal solution for the player experience. I'm sure something like this will be one of the options on the docket. The easiest solution is probably what RiotStealthyJesus suggests, simply increasing the precision to the point where it works for all sens and zoom factors.