VALORANT Patch Notes 1.01

Authored by playvalorant.com and submitted by DoctorWho2015
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Surprise! Don’t lie, you didn’t think you’d get patch notes this week.

These are lighter, sure, but Patch 1.01 continues our effort to improve performance, this time focused on a smoother combat experience as well as additional support for high spec machines.

Our new mode, Spike Rush, gets an injection of new Orb types to play with. For example, a Golden Gun Orb that lets you one-shot anybody with the quickness.

Also, Sage gets a nerf. Promise we’re not picking on healers.

Barrier Orb cast range reduced 20 >>> 10 meters As a Sentinel, Sage is supposed to be most effective when defending territory that she already controls. The 20m cast range was allowing Sage to aggressively take control of neutral territory in a way that was inappropriate for her role in Valorant. This range reduction aims to keep her strong while defending territory but reduce her efficacy at taking ground.

cast range reduced 20 >>> 10 meters

Fixed several spots where weapons were falling through the world and issues with wall penetration

Modified several call out names to better match player terms

Each game of Spike Rush now features a set of 5 randomly selected orbs The Full Ultimate orb will always be available 4 of the remaining 7 orb types will be chosen at random

Chosen orb types will be shown in a description widget both in character select and during pre-round

Health Orb - Grants teamwide health regen (instant) 20 second duration 12 HP per second (3HP per tick) SFX/VFX only play while actually healing

Deception Orb - Applies “Paranoia” to the enemy team 3 seconds after capture 10 second debuff Vision is greatly reduced (and a small Field of Vision shift) Fake footsteps and gunfire play for affected players Minimap is disabled

Golden Gun - Grants capturing player a Golden Gun One-shot, one-kill Perfectly accurate at all times Agent moves at knife speed Only has a single bullet in chamber and 2 backup rounds Kills grant an additional round

New pre-round HUD element that shows the weapon & potential orb types for the current round.

Players now get 1 ultimate point for collecting any orb.

Our performance work this patch primarily focuses on improving performance during combat and general performance improvements for high spec machines. The game should feel even smoother in combat and many scenes will likely have higher average FPS depending on your spec.

Combat Perf : We were able to fix a number of things causing dips during combat. Skins for 9/10 players were failing to pre-load in the game. The first time you’d come across these skin in-game you’d experience a drop in framerate. Reduced frame dips that would occur when a kill callout was added or removed to the hud. Improved the performance of the Viper specific HUD elements which had some performance issues.

We were able to fix a number of things causing dips during combat.

+FPS on Mid to High Spec : We were able to improve CPU bottlenecks in a few places across the code as well. Lower spec machines may still benefit from some of these improvements but would only see the gains during combat. Added multithreaded rendering support for high end machines. If your machine meets the requirements to benefit from multithreaded rendering, you'll see a new option to turn it on or off in the Graphics Quality menu. It's on by default for these machines Multithreaded rendering improves performance in scenes where the cost of managing objects that need to be rendered exceeds the cost of the game simulation and the cost of actually rendering the scene on the GPU. These conditions most commonly occur when moving through scenes with lots of objects visible (ex. Split attacker spawn) and in cases where the game simulation doesn't require much work (ex. practice range, out of combat gameplay, etc.).

We were able to improve CPU bottlenecks in a few places across the code as well. Lower spec machines may still benefit from some of these improvements but would only see the gains during combat.

Multithreaded vision cones; minimap vision cones will now compute on another thread, if it's able to

Large VFX passes across all maps, this reduced the CPU side cost of these particles by allowing the GPU to do more of the simulation

Reworked client performance Stats to include more detailed breakdown of frame times

Sova's Recon Dart will behave more consistently and only reveal the portion of enemies behind a wall

Added a setting that allows the inventory to always appear

Pings will no longer draw over allies and enemies when placed behind them

Transition out of game now shows the map you just played instead of Brimstone and Sage walking into a teleporter

In the shooting range, changing character now uses a lightweight and more performant UI than the flow going into a match

Missions on the end of game screen are now sorted by completion and by type

Minor visual improvements to Contract and Battlepass rewards in the progression widget located at the top of the screen

Choco320 on June 9th, 2020 at 14:05 UTC »

Golden Gun - Grants capturing player a Golden Gun

One-shot, one-kill

Perfectly accurate at all times

Agent moves at knife speed

Only has a single bullet in chamber and 2 backup rounds

Kills grant an additional round

That’s gonna be real fun

wubblybunny on June 9th, 2020 at 13:40 UTC »

Do you know how many times Mercy rez was nerfed?

punaynay on June 9th, 2020 at 13:33 UTC »

"The Area-of-Effect indicators for Sova’s Recon Bolt and Reyna’s Leer now only show up on the enemy’s minimap if the player or their allies are close to the affected area"

Biggest understated change imo