# VALORANT 1.01 — VALORANT Patch Notes 1.01 - Product: VALORANT (https://whatsnew.fyi/product/valorant) - Vendor: Riot Games - Date: 2020-06-09 - Version: 1.01 - Original notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-01/ - Permalink: https://whatsnew.fyi/product/valorant/releases/1.01 - Labels: Platforms: Windows, PlayStation, Xbox What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Sage's Barrier Orb cast range reduced from 20 to 10 meters to reduce her efficacy at taking ground while remaining strong at defending territory - **added** — Spike Rush now features a set of 5 randomly selected orbs with 4 of 7 orb types chosen at random each game - **added** — Added Health Orb to Spike Rush that grants teamwide health regeneration of 12 HP per second for 20 seconds - **added** — Added Deception Orb to Spike Rush that applies Paranoia to the enemy team for 10 seconds, reducing vision, playing fake footsteps and gunfire, and disabling the minimap - **added** — Added Golden Gun Orb to Spike Rush that grants a one-shot one-kill weapon with perfect accuracy at all times, single bullet in chamber and 2 backup rounds, and kills grant an additional round - **added** — Added pre-round HUD element showing weapon and potential orb types for the current round - **added** — Players now get 1 ultimate point for collecting any orb in Spike Rush - **fixed** — Fixed several spots on Ascent where weapons were falling through the world and issues with wall penetration - **changed** — Modified several call out names across all maps to better match player terms - **fixed** — Fixed performance issue where skins for 9 out of 10 players were failing to pre-load, causing framerate drops on first encounter - **fixed** — Reduced frame dips that would occur when a kill callout was added or removed from the HUD - **fixed** — Improved performance of Viper-specific HUD elements - **added** — Added multithreaded rendering support for high-end machines with a new toggle option in the Graphics Quality menu enabled by default - **added** — Minimap vision cones now compute on another thread to improve performance - **changed** — Applied large VFX passes across all maps to reduce CPU-side cost of particles - **fixed** — Sova's Recon Dart now behaves more consistently and only reveals the portion of enemies behind a wall - **added** — Added a setting that allows the inventory to always appear - **fixed** — Pings will no longer draw over allies and enemies when placed behind them - **changed** — Transition out of game now shows the map you just played instead of Brimstone and Sage walking into a teleporter - **fixed** — Fixed issue where translucent particles like smoke layers would show through Reyna's Nearsight - **fixed** — Fixed VFX that obscured Reyna's screen if she scoped while healing - **fixed** — Reyna's overheal health no longer incorrectly shows 151 total when maxed - **fixed** — Cypher Spycameras placed on teleporter door frames on Bind no longer teleport their view location underground 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. GAMEPLAY AND BALANCE SAGE - 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. MAP UPDATES Ascent - Fixed several spots where weapons were falling through the world and issues with wall penetration All Maps - Modified several call out names to better match player terms SPIKE RUSH UPDATE - 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 New Orb Types - 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 Misc. - 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. PERFORMANCE UPDATES 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. - +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.). - Multithreaded vision cones; minimap vision cones will now compute on another thread, if it's able to - Large VFX passes across all maps, this reduce _[Truncated at 4000 characters — full notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-01/]_