Thanks for the post! I work on performance testing on VALORANT, so I can provide some insight. Couple of things I'd like to clarify:
- We're aware of reports that FPS is worse this patch, and we're actively investigating. Please keep reporting when this happens! We're committed to improving performance in the game.
- When we talk about performance, we usually focus on frametime, not FPS. FPS = Frames per second. Frametime = amount of time it takes to process one frame. We like to use frametime because it provides more consistent relative swings in performance. For example, a dip from 420FPS to 300FPS sounds dramatic, but in terms of frametime, you're going from 2.38ms -> 3.33ms (a one millisecond increase). Respectively, Going from 300FPS -> 140FPS is a 3.8ms frametime increase. We care a lot about maintaining smooth performance, so we don't want to see a lot of swings here, but 1-3ms deviations when activity is happening aren't completely unacceptable or unexpected.
- The client FPS graph is not showing you a per-frame number, but shows you a rolling average that is calculated every frame. This is mainly to make the graph more easily readable during gameplay. This means that the reason your FPS dips while the abilities are on the screen, and then recovers after they leave, is really just a coincidence of timing. Firing your weapon & using abilities is causing a momentary dip, but it's smoothed out in the graph so you see this slow recovery.
You're correct that bullet holes have a performance impact, but not in the way that you might think! We have a performance optimization in the next patch that should reduce the cost of shooting through surfaces substantially (.4->2.4ms reduction or so).
EDIT: Seeing in the comments some mentions that Split is the worst offender on performance. We're aware and actively investigating it!