Original Post — Direct link
almost 3 years ago - The Valorant Team - Direct link

I know, after skipping Patch 2.10 you expected fireworks. Just look at this patch as the quiet before the Episode 3 storm.

Not for nothing, Patch 2.11 should improve your framerate by 1% on average if you’re on a medium–high spec machine.

COMPETITIVE UPDATES

  • Added a Leaderboard search bar to help you find players by name

MODES UPDATES

  • Replication is back as part of our modes rotation and will replace Escalation for now

PERFORMANCE UPDATES

  • Improved Client framerate by 1% on average for medium to high spec machines by optimizing abilities, equipment, and weapons in your inventory
  • Optimized Agent and Environment mesh clipping calculations 

GAME SYSTEM UPDATES

  • Fixed fonts for various regional languages to improve readability
  • Updated ping wheel and radio wheel to ignore non-movement inputs while the wheel is displayed
  • Fixed an animation issue with abnormal hand positions while equipping weapons

BUGS

Agents

  • Fixed an issue where Reyna couldn’t sell then rebuy Dismiss ability during Buy Phase

Competitive

  • Fixed a bug that was causing an infinite load symbol while viewing a friend’s career.
  • Fixed several Leaderboard UI bugs.

KNOWN ISSUES

  • In the model viewer, a hitch is caused by the Sharpening setting interacting with MSAA
    • If you encounter this, we advise that you toggle off the Sharpening setting until we can ship a fix.
almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by Additional-Act7234

and most of the high end pcs dont need that
what we need is less fps DROP

Hi there! Riot Torqued from Valorant's performance team here.

I wanted to share some insights into how we're approaching improving Valorant's performance. When talking about performance we don't just look at systems average fps, but also what is the minimum FPS that players see(how much fps is dropping by).

There's two broad ways we can improve this. We can either raise average FPS, so the minimum FPS you see is higher. For example, dropping from 180-> 140 would feel better than dropping from 140-100. The other thing we can do is optimize things that cause FPS to drop, so that the drops are lower.

Ultimately to achieve our performance goals we'll be focusing on making both kinds of improvements with success for us being measured by the minimum FPS that players see, not just the average.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by rustysucc

When will the utilization issue be resolved? I don't like seeing 30 percent CPU & 5 percent gpu usage.

Improving CPU utilization on processors by improving multithreading/parallelization is a long term goal of ours.

You can find more details on CPU and GPU bottlenecks in this thread from RiotNu https://twitter.com/RiotNu/status/1368020331844169731?s=20

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by WizardXZDYoutube

What is the point of announcing a 1% increase though? I'm happy that work is being done but 60 fps vs 62 fps isn't noticeable at all.

We'd like to be transparent with the steps we're taking to improve performance. With our two week release cadence, we'll likely have a lot of improvements be smaller optimizations that add up over multiple patches, rather than one big change that goes out at once.

The alternative for us is to either not call out the changes we're making or just generally say "performance optimization were made" which I don't think is a good way to share the work we're doing.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by slickmamba

it seems many users have experience pretty large fps drops (25%) in the last 2 months or so. I went from 140-160 consistent to 100-110 in one of the last few patches.

Do we know what is causing this? Or any potential fixes?

We've seen reports(and reproed internally) where disabling HPET has improved performance for certain configurations.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by TypeAvenger

this is misinformation thats been debunked

https://www.reddit.com/r/Amd/comments/eoutjw/a_reminder_disabling_hpet_is_snake_oil/

Disabling HPET distorts the system's understanding of time, which causes the system to miscount the frames in a second. If one second isn't one second, then FPS isn't FPS anymore. This data is invalid.

While we could be wrong, our understanding is that Invariant TSC should be what's being used and not HPET, and that the default is to use ITSC over HPET(which is what disabling HPET would be returning things to). You would still have accurate, high precision timing with ITSC when calling QueryPerformanceCounter.