The Valorant release date plan has been confirmed by Riot Games and it has seen the first servers go live.
This doesn’t mean that everyone has access to the game yet and the process won’t end until closer to 8am ET, in the United States and Canada.
The next regions to go live will be Europe, Turkey, MENA, Russia, and CIS countries, with the Valorant release time set for 6am, GMT.
North America is one of the last regions to see Valorant servers go live, with the Asian region getting support first.
Riot Games has confirmed that servers are now live for gamers in Korea, Japan, and most of Asia-Pacific.
This doesn’t include all countries in the area, with Riot Games confirming that some areas will not see support for some time.
“For regions like Vietnam, we won’t be able to launch just yet, and for regions like India and the Middle East, we have future plans for you but for now will be mapping you to the SEA and EU servers, respectively,” a message from Riot Games explains.
“You’ll have higher latencies than we’d like, but we figured you’d want to play the game as soon as possible. Expect updates to come as we make progress here.”
Riot Games has also released the official Day One patch notes for the Valorant release on PC.
These include details on a number of important areas of the game and how they are being affected.
There are also references made to Reyna and the game mode, titles Spike Rush, with Riot Games adding: “Reyna is the latest Agent to join VALORANT—straight from the heart of Mexico.
“Ascent, an open playground for small wars of position and attrition, enters the map pool. Spike Rush (beta) also arrives to deliver a fresh and more hectic flavor of VALORANT.
“Sage, Omen, Phoenix, Raze and Jett all received a decent share of buffs and nerfs respectively to get them ready for launch.
“This patch also targeted the framerate drops some of you were getting during combat. The devil’s in the details, but know that getting performance where we want for all players is an ongoing process we hope to nail down in the next few patches.
“Improvements to hit registration, and a rework of Split’s mid chokepoint joins the healthy list of fixes and updates.”
Highlights from today’s Valorant patch notes can be found below:
INTRODUCING A NEW MAP: ASCENT
- Ascent is a map set in Italy that features a large, open middle area that both teams can skirmish over. Mid is a playground for diverse ability use and successfully controlling the area opens additional routes for Attackers to both Spike sites.
- As our new map for launch, Ascent will be slightly more common in our Matchmaking rotation for the first few days so that you can get more opportunities to play on the map.
- Restructured mid chokepoint
- We felt like Defenders were able to effectively plug up the main choke point in mid for a large percentage of the round. The new layout hopes to alleviate this issue. These changes open up the space quite a bit and provides an additional path to get around stalling abilities on the stairs. It also gives Attackers a few different angles to help siege B Tower and Vents.
- The train station maintenance crew was able to replace the burned out speaker system
- A certain frog’s head is now a little warmer
- Expanded our new system that combats map exploits to all other maps—this will eradicate anyone trying to escape the playspace
- Continued to fix level collision in order to enhance the smoothness of the gameplay space
- Completed draw call optimizations
- Also continued to block spots for Cypher’s Spycam that prevented counter-play; as always, huge thanks to everyone who helps us find these.
COMPETITIVE MODE UPDATE
- Competitive mode will not be on at launch
- Similar to our closed beta launch, our initial focus is making sure our service is stable before activating competitive matchmaking. This is also a way to give new players the same courtesy that closed beta players had to learn the game ahead of turning on Competitive. We’ll also make some adjustments to Competitive based on remaining closed beta player feedback. Our plan is to turn on Competitive a few patches into our launch.
The team rallied in this patch to fix a number of performance issues. Our focus for this round is primarily on the framerate dips you may sometimes experience in combat. Simpler scenarios, where very little is happening, may not see the same dramatic gains in FPS. Rest assured, we’re not done improving performance and you can expect to see more from us on this subject in upcoming patches.
- Combat Performance: Addressed multiple causes of framerate dips in combat. These improvements should help the game feel smoother, especially in combat situations on higher-end PCs.
- Effect pooling added for impacts, gunshots and footsteps. This should reduce frame drops when these events occur.
- Disabled bullet casings from calculating physics + audio bounces. We’re looking to bring a more optimized version of this feature back in a future patch.
- Reduce cost of z-pings and death pings by 10x
- Fixed bug causing 90 raycasts per second when pinging
- Fixed a bug where NOT opening the options menu every game would cause framerate to drop on a regular cadence
- +FPS for mid to high specs: Sped up calculations on the CPU for game and render threads. These improvements will be felt the most on machines with powerful GPUs bottlenecked by their CPU speeds.
- Optimized minimap for visible elements
- Fixed bug where minimap would calculate twice per frame
- Fixed bounding boxes on a variety of VFX, reducing the number of VFX updating at any given time
- Reduce cost of updating transform on render thread
- Reworked a variety of HUD elements that were previously built on a particularly slow component
- +FPS for low to mid specs: Content improvements that will primarily help low to mid tier specs when rendering the world.
- Reduced draw calls on all maps
- Removed non-gameplay impacting map particles on Low and Medium Detail Quality
- Optimized First Person Shadows to no longer consider lights that do not impact final shadows
- Removed unintentionally large textures across gun buddies, scopes, silencers
- Optimized VFX for Characters
- Omen : ALL ABILITIES
- Sage : ALL ABILITIES
- Viper: ALL ABILITIES
- Closed exploit where Nvidia Inspector could be used to see through Viper and Phoenix wall abilities
- Added a setting for speaker configuration
- Additional tooltip clarity around what graphics quality settings actually do
- GPU Time stat now correctly excludes idle time
QUALITY OF LIFE
- Dying to a non-enemy player will no longer grant ultimate points. This includes dying to the spike, fall damage, a teammate’s ability, or your own ability.
- Context: This should eliminate some of the weird optimization around farming ultimate points when a death doesn’t have enough economic impact (e.g., self-killing at the end of the pistol round, or team kill at the start of a save round. We’ll continue to monitor to see if we need to further dissuade these “save round self-kills.”
- Added VALORANT Community Code pop-up for new players
- Added chat and voice restrictions for repeat offenders of our Community Code
- Chat and Voice restrictions last 72 hours
- Getting a restriction will require you to log out. Please take a moment to cool down and reflect before logging back in to play VALORANT 🙂
- Chat restrictions will be enforced for ‘all’ and ‘team’ chat, but your ‘party’ chat will still be available.
- Voice restrictions will be enforced for ‘team’ chat, but your ‘party’ voice will still be available.
- Reporting categories updated to cover a wider range of Community Code violations
- Transition screens added before Character Select and In Game
- The button to upgrade a gun skin now indicates what type of improvement (variant, animation, etc.) will be granted by the upgrade
- Visual updates to collection and contract pages
- Adjusted ping calculation to be more accurate
- Added a setting to disable the spectator count widget on the HUD
- Updated the death camera to avoid obscuring the screen immediately after death
- Added a build version watermark
- Observer Updates
- Added team-specific 1st-person fresnel highlighting for observers
- Adjusted consistent coloring for Attackers/Defenders on the HUD
- Attackers and Defenders don’t swap in HUD on side swap rounds
- Keybinds are consistent from round to round for swapping between players
- Fixed scoreboard not showing the correct score
- Removed the ‘freeze time’ that would trigger when waiting for a player to reconnect at the start of the buy phase
- Updated shop icons
HUD & UI
- Added VFX to abilities, killfeed, and ceremonies (e.g., Ace or Clutch)
- Updated Spike visuals in the inventory
- Updated Armor icons in the shop
- Updated character portraits
- Added chat message regulation so that only send one chat message is sent when multiples of the same ping or VO command are used in rapid succession
Published at Tue, 02 Jun 2020 00:47:00 +0000