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Valorant | Console Optimization and Upgrade to UE 5.5 Announcement Unreal Fest 2024
80PoundMedia
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10/5/2024
Overview of how Valorant devs were able to launch on console with the same fidelity of PCs utilizing the many versions of Unreal Engine, and teasing new playable options.
Category
🎮️
Gaming
Transcript
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00:00
Hey, everyone. I'm Anna.
00:06
I head up the Valorant studio at Riot.
00:08
I want to thank our friends at Epic for inviting me here today.
00:10
This is bananas.
00:12
So most of you have no idea who I am,
00:15
but if you did, you'd know that I can really get up
00:18
all in my head on things.
00:19
I like to be prepared and thoughtful and researched.
00:23
And so when thinking about what to talk about today,
00:25
I went back and I looked at a bunch of previous
00:28
Unreal Fest keynote segments.
00:30
And I was like, oh, crap.
00:33
Because segment after segment featured these
00:35
exceptionally beautiful games.
00:37
Graphics forward games.
00:39
Games that took advantage of some of Unreal's
00:42
very best features and technology.
00:44
This is Valorant.
00:46
And while I imagine folks would have many positive things
00:49
to say about the game,
00:50
graphics forward is likely not one of them.
00:53
And yet without Unreal,
00:55
I don't think this game would have been possible.
00:58
Our story is not one of day-night cycles
01:01
or sprawling worlds,
01:03
but it is one of extreme player orientation.
01:06
The building of a global community
01:08
and a story where our devs get to be the heroes.
01:12
Our goal with Valorant was to create a world-class
01:14
5v5 tactical shooter.
01:16
Hyper competitive, super precise,
01:19
where the addition of abilities create depth and strategy
01:22
without undermining the gameplay.
01:24
We wanted our game to be truly global.
01:26
One that not only reflects
01:28
and celebrates our global communities,
01:29
but also supports them by running on machine specs
01:33
that sometimes feel downright uncomfortable.
01:36
And we wanted no one, no one to feel like they were ever
01:40
at a competitive disadvantage.
01:41
Competitive integrity is our number one tenant on Val.
01:45
So our devs needed to focus on gameplay feel,
01:48
anti-cheat, server latency,
01:50
combating peeker's advantage, and so much more.
01:53
What Unreal has brought to Riot and to Valorant
01:55
is the very strongest of foundations.
01:57
Adaptability, flexibility, putting our devs in the position
02:01
to focus on major innovations
02:03
because instead of worrying about the engine,
02:05
they're worrying about the things
02:06
that matter most to our players.
02:08
I'll give you an example, recent example,
02:10
of what I'm talking about.
02:11
So when we set out to make Val,
02:13
we knew in our hearts and in our minds and in our bones
02:17
that this game would be PC first in every single way.
02:21
FPS on console, sure.
02:24
But a tactical shooter on console,
02:26
especially one that's trying to deliver
02:28
the gameplay experience that we are,
02:30
we really couldn't wrap our heads around it.
02:32
And so upon launching the game, to our delight,
02:34
we discovered lots of folks enjoy Valorant.
02:38
Our player community was global.
02:40
It was diverse, young, very demanding.
02:43
And to be honest, larger than we were expecting.
02:46
So our first couple of years were laser focused
02:49
on all of those folks,
02:50
making sure they felt fully supported.
02:53
And then we started seeing the requests coming in.
02:56
Val on console, when?
02:59
And so console became harder and harder
03:01
to ignore as an opportunity.
03:03
Should we do it?
03:04
Probably.
03:05
Could we do it?
03:06
That was the big question.
03:08
I told the team and the community and my stakeholders
03:11
that we would give it a shot,
03:12
but that if we had to compromise on what makes Val, Val,
03:16
precise gunplay, strategy, high stakes,
03:18
competitive integrity, then it wasn't worth doing.
03:21
Other goals.
03:22
This would not be a traditional port.
03:24
Console players needed to believe
03:26
that this game was built with their needs in mind.
03:28
We didn't want to build an entirely new team.
03:30
We wanted to learn things very quickly.
03:33
And if we were going to go to market,
03:36
I kind of wanted to get there as soon as we could.
03:37
So fun.
03:39
Can you imagine us being able to do any of that
03:42
if we had to port over a PC only proprietary engine?
03:45
Can you imagine us being able to do any of that
03:47
if Unreal didn't already have in built-in platform support?
03:51
Unreal knows these platforms.
03:53
It gives us integrations with console SDKs,
03:55
rendering implementations, platform native input handling.
03:58
The engine is already optimized
04:00
for all the different platforms
04:01
so we could focus on optimizing the game experience.
04:04
And look, I know for most of you,
04:06
that is a no-brainer and table stakes.
04:09
But for Riot, we had never launched a live service game
04:13
on console before, ever.
04:16
So for us, having this capability
04:18
immediately available to us was actually a game changer
04:21
and a huge part of our decision to move forward.
04:23
Once again, our devs could be heroes,
04:26
focused entirely on what sets Val apart
04:28
from other games in the space.
04:30
Features like Focus Mode that helped us deliver
04:32
true Valorant gameplay on controller
04:34
without sacrificing what makes tap shooters great to begin with.
04:38
Flexibility, adaptability, rock-solid foundation,
04:42
capabilities that allowed us to learn a ton of things so fast
04:46
and get to market very quickly.
04:47
Millions of players are playing Val on console now,
04:50
and we owe a huge part of that to our relationship with Unreal.
04:54
So Valorant has been on a rocket ship since launch.
04:57
It's actually incredibly humbling.
05:00
Here we are just four years in,
05:02
played by over 35 million players a month
05:05
all over the world on all manner of PCs
05:07
and now on PlayStation and Xbox,
05:09
bringing major esports tournaments
05:11
to all corners of the world
05:13
and doing awesome music collaborations
05:14
with folks like Zedd and Gravis and so many more.
05:17
We have a team stacked with incredible world-class developers,
05:22
Unreal developers, where the engine provides them
05:24
the foundation required to make the very best experiences.
05:28
And our teams at Riot are working so hard
05:31
to make Valorant more than just a game,
05:33
but a meaningful part of players' lives for decades to come.
05:37
As my friend Ben would say,
05:38
it's really exciting stuff, y'all.
05:42
So look, I know that there was absolutely no Lumen shown
05:46
in this particular presentation.
05:49
No nanites, no animation motion matching.
05:52
I could not rattle off a list of UE5 features
05:54
that are transforming Val as we know it.
05:57
Wait, actually, can anyone guess
05:59
what version of Unreal Val is on right now?
06:02
4.27.
06:04
That's right.
06:05
We have squeezed literally every ounce of everything
06:08
we could get out of UE4.
06:10
So now we make the move to UE5.
06:12
And that is not an easy feat when your game
06:14
is a live service game, but it is necessary for sure.
06:17
And this upgrade is not going to significantly change
06:20
how Val looks or performs, at least not right away.
06:23
But here's what I can say.
06:25
There are many developers back at Riot
06:27
who are incredibly grateful
06:29
for what Unreal has allowed us to do for players.
06:32
And there are many developers back at Riot
06:34
who are very excited about what UE5
06:37
can do for us in the future.
06:39
Maybe those devs are working on something I can't talk about.
06:43
Maybe those devs are thinking about ways
06:45
to expand the Val universe into new playable experiences.
06:49
Maybe we feel very fortunate
06:51
to have everything UE5 can offer at our disposal.
06:54
And maybe we are stoked that because we chose Unreal for Val,
06:57
we can move our devs around and our tech around
07:00
and our everything around really,
07:02
really easily to explore those totally hypothetical
07:06
new playable experiences.
07:08
So maybe you'll see me or someone from my team
07:10
up here in the future
07:12
with a very different sort of presentation.
07:14
But whatever comes next,
07:15
you can count on us to keep working
07:17
to deliver the best possible player experiences
07:19
to our players.
07:20
We know Epic and Unreal share our goals and excitement
07:22
for the future of gaming, so really,
07:24
our relationship is just getting started.
07:27
I appreciate all of you.
07:28
Thank you for the time, having an amazing Unreal Fest.
07:30
I'll see you all later.
Recommended
7:33
|
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