Valorant patch 4.10 notes: Agent progress bar updates, FPS fixes, Sentinel utility changes
Valorant patch 4.10 introduces some much-needed quality of life improvements to Agent progress and charge bars, as well as fixing some ongoing issues with ping and FPS spikes.
As Riot continues to double down on assuring that Valorant is in working order, patch 4.10 follows in the footsteps of its predecessors and focuses on in-game quality of life changes.

Amending the Progress Bars for a swathe of different Agents, as well as updating Omen’s model, perhaps the most important part of this patch is the FPS fixes. Having squashed a server bug, players now have two extra graphs to track their ping and latency.
Additionally, if you’re running one of the game’s peskySentinelsand one of your traps is destroyed, allies will now be informed with a global announcement. There’s a lot to unpack in Valorant patch 4.10; so let’s dive right in.

Valorant patch 4.10: FPS Fixes
There’s nothing worse than a ping drop and FPS stutter when you’re just about to pop some poor unsuspecting soul’s head on Haven, but unfortunately, Riot’s shooter has beenplagued by drops.
Coming into patch 4.10, the devs have fixed some of the issues on their end, whilst also adding two new graphs to track your latency: Network RTT Jitter and Network RTT + Processing Delays.

Valorant patch 4.10: Sentinel utility changes
A good Sentinel player can completely lock down a site, making it impenetrable with their arsenal of traps and mechanical monsters. Destroying these is key to taking the site, but there have been some changes to how players can communicate that their weapons have been felled.
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Coming into patch 4.10, allallied playerswill be informed that a Sentinel’s utility or Yoru’s Gatecrash tether has been destroyed (Sage’s wall doesn’t count) by a global announcement.
Valorant patch 4.10: Full notes
Below are the full patch notes for Valorant’s 4.10 update courtesy ofRiot Games.
AGENT UPDATES
Agent Progress/Charge Bars – Moved to a consistent location and made a consistent size on the following Agents:
Updated 3P model to increase detail and fidelity.
MAP UPDATES
Removed some pixel collision on the following areas:
Can no longer walk up the front of A site cover
Can no longer jump onto the top of C site cover without a boost ability
GAMEPLAY SYSTEMS
Added new Performance graph to display Shooting Error values for recent shots on the Client. This is the same information visible in the crosshair error settings, but should help players to better diagnose their own performance after an engagement.
Gameplay Consistency Updates
Fixed an issue where ping or framerate spikes could cause an excessive move processing buffer to develop and persist for multiple seconds. While this was happening, you may have been experienced:
Increased Server side input latency, which could make inputs take longer to be applied than would be expected based on your ping.
Additional delay in your view of other players, which could give you less time to react.
Added new Performance graph showing “Network RTT Jitter” to help you understand if you’re experiencing network issues not reflected in the Network RTT Avg/Max values
Added new Performance graph “Network RTT + Processing Delays,” which captures the effective latency you experience due to Network Round Trip Time, Server move processing, and Client move processing delays
“Destroyed” Voice lines for deployable abilities will now be heard globally by allies. This includes:
Chamber: Trademark and Rendezvous
Killjoy: Turret and Alarmbot
Cypher: Trapwire and Spycam
Yoru: Gatecrash
Fixed a bug where Neon’s High Gear would automatically stop after using Fast Lane or Relay Bolt
Fixed issue where observers would see Viper’s enemies glow red when they were near but outside of Viper’s Pit.
Fixed Chamber’s Rendezvous radius not showing for spectators and observers
Fixed Brimstone’s Incendiary (Q) feeling damage in chunks of 15 instead of 1 like the other zone damage abilities in the game
Overall DPS should be unchanged.
Bug fix for some minor flickering that was occurring on Protocol weapon’s transparent line VFX when inspecting, ADSing, reloading, etc.
Gameplay Systems
Fixed a bug where agent specific keybinds would sometimes not work properly even though the settings menu showed them as applied
This fix actually went out in 4.09, but we wanted to verify users on the live game weren’t experiencing issues in this area before calling it “fixed.”
Fixed a bug where the combat report would rarely not show up for the entirety of the game.
KNOWN ISSUES
Spike plant and defuse bar are not shown for Observers with Minimal HUD enabled, even when spectating the Agent who is planting or defusing.