Valorant

Valorant Dev Tracker




12 May

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Hey there,

If you feel you've been unjustly banned, please write into Player Support. Your account may have had unauthorized access.

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If you feel there's been a false positive, your account could have been hacked, please write into player support

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Originally posted by RedX00

Awesome to hear, regardless of how effective it'll be lol.

This is only the beginning.

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Originally posted by huntcameron

When can we expect patch notes?

Tomorrow (May 12) morning Pacific time, I believe.

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Originally posted by war10is

Could you confirm if any fps fixes are coming with this patch please?

I cannot only because I do not know. I know the team was/is working on it as a top priority.

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Coming at you faster than my Iron rank placement, it’s Patch Notes .50. These are the kind that send wiki writers squirming, so let's get to it.

All rifles have been updated to make single-tap and burst fire more efficient. The idea here is to support the viability of all rifle shooting styles (tap, burst, spray) when used in optimal situations.  This is tied to “Gun Recovery Time,” which we’ll touch on more in the notes below.

Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have all undergone changes, in part to better align them with their intended roles and to balance abilities that we found to be either too weak or too powerful in common situations.

Other highlights: The cost of some Agent abilities have been tuned to better reflect their impact on the game. We also lowered the cap on the amount of credits a team can bank during a match to help opposing teams catch up—so...

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Hey VALORANT sharpshooters, I’m VALORANT Art Lead Sean Marino here to talk about everyone’s favorite topic: the guns! Specifically, discussing what defines a VALORANT weapon and how we brought these principles to life in the game. First, let's start with this quote from Trevor Romleski, lead game designer.

“BULLETS STILL KILL WIZARDS”

This phrase was something that we latched onto early to help define the gameplay pillars and visuals of the VALORANT weapons. It was the foundation for how we would flesh them out within the game.

First came a pledge to uphold certain standards of the genre. With a tactical shooter, there are expectations around gameplay and weapons that we strived to sustain, regardless of what the VALORANT IP would become.

Then we cemented a “gameplay first” approach. Let’s create a gun for every situat...

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11 May

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We're currently investigating. We saw a large network drop and there maybe be connection issues to the vanguard service. The issue is showing up as a vanguard error, but it's a larger networking issue. We have engineers actively reviewing now.

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Originally posted by dannycakes

Could be some weird rounding errors happening there.

Perhaps with timed things or guns with drop off, if it happens to be something that hits for 34.5 it might round to 35.

At least a few of these cases are fixed in the upcoming patch!

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Originally posted by maxwellsgenre

That’s perfect! I’ll try out the wheel again. These devs really do be vibin’ tho

The only downside until we add the bindings is that, if the wheel is open, you won't be able to jump using mwheel. Shouldn't come up too often but worth noting.

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I like your transitions. The one at 1:09 was really fun. Do you do all the keyframing yourself or some of these presets?

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Originally posted by maxwellsgenre

Actually I have an update, I remember now why I thought the wheel didn't do as much. I have scroll up and down bound for jump, and the comm wheel has scroll indicated to change categories, but it doesn't work for me since my binds aren't the default. I couldn't see an option to set binds specifically for this in controls either. I hope this helps!!

Upcoming patch has a change where mwheel up and down always changes the wheel categories regardless of other bindings. In the future we'll update it to be fully rebindable.

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Originally posted by DoctorCry

I should have mentioned, I am Northern Alabama. I made a lengthy call with my ISP and they said that they couldnt find an issue with the routing on their end. They suggested the usual port forwarding solutions. What is frustrating is before this new patch I had such good ping 20-40ish then after this patch I have consistent 80. Thank you for the support but any other ideas?

Can you DM me your IP address and the name of your ISP in-case the data I have is resolving in correctly to MI.


10 May

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Originally posted by Pookanator31

Then upvote so they fix it

Oh, we know :)

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Originally posted by maxwellsgenre

I binded the Menu (which is more thorough than wheel) to V. So I can use my thumb to hit V and then use a number combo to memorize the call outs. Very useful. V23 is “Be Quiet” and V35 is “Sorry” and they also call out your location to your team in chat. Very handy and it has a handful of tactics too, Like you can specifically say “Push C” or “retreat and hold back”

Menu and Wheel have the same options; we made both since some people prefer one or the other based on past games.

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Originally posted by MattackChopper

The game will probably remain CPU bound for the foreseeable future

Can you elaborate on why this game is so CPU reliant? I have a Ryzen 5 2600 and I have been getting a pretty consistent fps of around 144 to match my monitors refresh rate, but as others have pointed out that graphics heavy assets( Sages slows and walls, a lot of smokes in one area, gunshots from multiple players in one area) are what is causing the framerates to drop to sometimes lower than 60fps.

Is the issue due to textures not rendering fast enough and causing the drops if your CPU can't keep up? Or is it something more involving the "fog of war" trying to decide what to render? I'm not yelling at you to fix it, God knows you have enough of that, but the more info we have on our side makes it easier for people to try to optimize to the best of our ability. Any insight into how the game works would help us greatly into figuring out how to make it run smoother.

I...

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The reason the game frame rate isn't heavily reliant on GPU performance is that we took some extreme measures during the development of the game to keep all the art performant (art style, polygon/texture/bone budgets, etc).

On the CPU side there are many contributing factors, there's no one thing that's the problem. That said, the biggest outlier right now is probably that our UI isn't very optimized (partly because it was one of the last things to get built). This is one area that we're spending a lot of time on at the moment looking for improvements.

Some of the other reasons include Unreal Engine being relatively single threaded unless you put a lot of work into it (so it only uses a couple of cores fully by default). Another factor that's more this game specific is the high tick rate of the servers which leads to a lot of processing of incoming and outgoing packets. Likewise there are several simplifying assumptions that some games can make that we don't due to...

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Originally posted by alx_hxpe

I've found a hacker and have video evidence of it, where am I meant to post it?

a support ticket is a good place!

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For most players the limiting factor on your frame rate will be single threaded CPU performance. Unfortunately most of the settings in the game impact GPU utilization so don't end up making a lot of difference to game performance.

We're working on it though, next patch will see some improvements and the next couple of patches will make it better again. The game will probably remain CPU bound for the foreseeable future but we do want to remove frame drops and improve the frame rate on high end gaming PCs.