RIOT Dev explains what goes behind optimizing a game like Valorant

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RIOT Dev, Kevin O'Brien has tweeted about what the Developers actually do when they say that they are optimizing the game. He tweeted an entire thread explaining the process in detail enough for an average player to understand. Let's have a look at some of his tweets which I find the most interesting.

Riot dev explains what goes behind optimizing a game like valorant

"First, we need to understand what is going on with the CPU. How does the game task work to the CPU, what is it doing each frame, what kinds of things are constant every frame, what changes frequently, what causes large spikes?" he said. CSGO which is a direct competitor to Valorant, is a FPS game that heavily relies on CPU. By reading this tweet, it's safe to say that similarly, Valorant is CPU dependent too.


Riot dev explains what goes behind optimizing a game like valorant

He further explains his point by saying "Broadly speaking, everything you do or see in the game probably has SOME cpu impact."

He then said each and every frame(tick) has to be examined/checked. This is done to check whether you have you weapon equipped or not for example.

Riot dev explains what goes behind optimizing a game like valorant

He explained that any kind of optimization of the game at this stage is very risky. This is because of the robust planning and playtesting required to verify that one hasn't missed an edge change before he/she ships the change.

Riot dev explains what goes behind optimizing a game like valorant

He explained the basic cycle one has to follow when optimizing the game in a clean, cut to the point format. He even said "This isn't the case for every optimization, sometimes, it's true, something is kind of "free". We realize a feature that's no longer relevant was left ticking, so we just turn it off, great, free perf! Those types of wins were more common around the time when we launched the game".

The game optimizations become harder and hard after each update. Multithreading plays a vital role here. He explained this point by saying "How can we push more work off of the "main" thread and onto other cores? This is another avenue that VAL has a lot of work we can do to make the game faster. However, multithreading is inherently riskier than other optimizations."

He then concluded his thread by saying thank you and saying we all just want more frames.

Riot dev explains what goes behind optimizing a game like valorant

You can read the entire thread here: