Riot’s 5v5 first-person shooter Volarant private beta is being liked by the various gaming veterans, but it has been suffering from FPS drops and spikes. After a lot of complaints, Riot Developers have finally addressed the concern on a Reddit thread.
Valorant beta was released on April 7 and since then it has been suffering from a number of issues. Riot Games already doing its best to fix the various issues to make the beta close to the full release but the FPS issue is constantly increasing with the time.
Regardless of the various patch notes and fixes, there have been widespread reports of players experiencing FPS drops in the game. Players have found that minimap is reducing up to 50 fps and pinging is also causing some drop. One player has demonstrated how shooting and ability usage is causing a huge FPS drop.
MAJOR FPS DROPS are caused by shooting, bullet holes, and Sage abilities from VALORANT
It is not like Valorant devs are not aware of the FPS issues. They’re investigating this issue and recently they have cleared few things up in the thread of the above video.
Developer Koalifier explained that they use frame time as a more accurate indicator of relative swings in performance.
“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.” Koalifier said. ” 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.”
Koalifier also explained that ” 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).”