League of Legends

League of Legends Dev Tracker




02 May

Comment

Originally posted by Liq-

Thanks for the nice words.

It should also be inspiring for people out there to know that you don't have to be good at league of legends to join Riot.

I am Gold, have some respect!!!

https://imgur.com/a/VGFxxG3

Head of "Esports" :D

(This is our welcome roast.)

Comment

Originally posted by DianaIsMyWife

DACH?

It stands for Germany (D), Austria (A) and Switzerland (CH).

Comment

Originally posted by S04_UPSET_FANBOY

not too sure if I understand this correctly.

He will be developping the german league scene?

Yes, he will be working on the national/regional level and develop the scene in Germany, Austria and Switzerland. I hope we can share more details with you all very soon. :)


27 Apr

Comment

Originally posted by [deleted]

Wait, is there a tool to check the synergies of a champion?

yes, it's back up and running now!

Comment

Originally posted by C9Brave

This is an amazing undertaking that you guys put together! I enjoyed comparing my mains and seeing which champions in which roles synergize the most. It definitely had some surprises and some reinforcements.

thanks a bunch! yeah lots of surprises for us too. and the first thing everybody did when they heard about this was plug in their main, so i'm really glad we were able to include that ability


25 Apr

Comment

Originally posted by inthecure

I feel like improved new player experience is one of the most important features for League's longevity. Historically, MOBAs have always had a stiff barrier of entry, and LoL certainly didn't help with its wealth of outdated features. Hopefully, Riot will devote enough resources to fixing this.

it's hard to get your friend in, you know?

Comment

Originally posted by The2andy4UG

these changes are actually super interesting, would love to see more information about it

We wrote a dev blog with some more information about some of our ranked thoughts here, but we'll also be checking back in with updates throughout the year.


14 Apr

Comment

Originally posted by TopTierTopLane

Okay, good info. So if I'm running a Ryzen 3 1200, it'd be normal to see all my cores around 50%? And if I went to say, an R5 1600, it'd look something like 33% on all cores, disregarding the slightly faster speed?

Regardless, it sounds like faster cores are determinant of FPS currently, regardless of how few cores there are. Is that correct?

Yup. That's pretty much it. As long as you have at least 2 cores, running 4 hyperthreads, CPU speed is the determinant factor. At the moment.

Comment

Originally posted by TopTierTopLane

These all sound like legitimate barriers, but why did league previously hit high framerates on systems far weaker than the ones struggling to push 144 capped now? If it's graphical, I think I speak for a lot of the community when I say not worth. I suspect it's more complex though?

There is a lot more stuff in League now - not just graphical. We're dealing with entirely new systems - new abilities require new code and data. If you could run an old version of League you'd see the difference. It's come a long way.


13 Apr

Comment

Originally posted by TopTierTopLane

You're correct, it's probably not on your end. Try installing MSI afterburner and toggle the on screen display to show GPU and CPU usage (make sure to show CPU usage on a core-by-core basis). You'll probably notice that nothing is at 100%, yet you're not able to hit an fps cap. That isn't supposed to happen.

Support is another big issue, I changed my CPU because they told me they had issues with my old CPU and didn't know when they fixed it- I waited over a year and they never did, so I figured they never would. Spent $300 upgrading my CPU, mobo, and RAM to find that there's a new issue and it plagues everyone. Figured since it effected more people they'd actually fix it, and well, you see what's going on. I submitted a ticket asking specifically if League had an issue with it, but it took almost a week of submitting logs etc before they'd just tell me that there was an issue on their end.

You'll probably notice that nothing is at 100%, yet you're not able to hit an fps cap. That isn't supposed to happen.

Yeah, it is. A single thread doesn't lock to a single core - it will run on whatever core the system deems appropriate. If you run a single thread flat out, constantly, it will not use up one Core 100%, it will spread across all the available cores. If you have 8 cores, you'll see 12.5% utilisation.

I think the underlying concern here is that League isn't "Multi-threaded" enough. That we should be able to use 100% of all the available cores to maintain 144fps. And that is a fair concern - League does run on multiple threads and also uses multiple threads indirectly, but the core gameplay is mainly run on a single thread.

Now, one of the issues with multi threading is that it can increase latency - we're doing more at once, but all those things that are happening at once cannot be dependent on each other. We can't ...

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Comment

Originally posted by _AN0N_

Yea, my fps has been declining with almost every patch since january. After 20 mins in a game my FPS is dropping to around 100-110 which feels awful on a 144hz monitor.

I thought it was something wrong with my computer but I play fortnite on 144fps (capped), Overwatch on 200+ fps and R6S on 144fps (capped). League shouldn't be more demanding than these games right?

I contacted the support asking about this and they just told me to install League on my C: drive.. it didn't change anything.

Hi, I'm Tony and I'm a Rioter and I care about your FPS.

This is something we are working on and will continue to. We are constantly improving and updating League and a side effect of that is that things slow down as more things get added to the game. As we detect these slowdowns (ideally we catch these problems before they go live), we fix them, but sometimes the changes are so small, no one notices them. And when we have 100s of changes going in and some of them are imperceptibly slower, we can end up with a noticeable slow down with no obvious cause. It's death by a thousand paper cuts. These are hard to fix. All we can do is look at the performance of the game and look at the slowest parts, then try and optimise them. And we've already fixed all the low hanging fruit.

To optimise something, we first need to measure it. We've been sneakily adding in a lot of new performance measuring capabilities into the LIVE game so that we can accurately measure the performa...

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Comment

Originally posted by TopTierTopLane

Okay, but none of the individual cores are reaching 100%. Ergo, no CPU throttling. I specifically said core in my original post. Am I still missing something?

He's right. That's not the way that Multi core CPUs work. A single thread will not run on just one core - it will jump across different cores, one at a time. On an 8 core system, one thread running at 100% can and probably will) look like 12.5% of your entire system. One individual core will not run flat out while the others are idling.

Comment

Originally posted by TopTierTopLane

Thanks for the response! It really means a lot to see this acknowledged.

I believe consistent is more important than high, sure. However, if it bounces between 150 and 10,000 I don't care- if it's above my monitor refresh rate all is well. It bounces between 70-150 for me, with some dips below but not many. This is noticeable.

Do you have any clue what's causing the problems? Is it CPU optimization as I expected, or something else? The more details the better, for my own curiosity. Any idea why some people are reporting 500fps on a 7700k/1080 while others may get ~150 on a similarly specced CPU/GPU?

If you are bouncing between 70fps and 150fps, do you have "Wait For Vertical Sync" on? That can cause the game to drop from the monitor's frame rate to half that whenever the CPU dips even slightly below the monitors frame rate.

Comment

Originally posted by VagrantPoet

Really interesting. Seems like Quickshot really knows his business.

It's just fun to see the behind the scenes stuff, I know those guys work hard, but it's fun to see how and at what exactly.

This initiative was driven and exectured by Margot and her team from our Features department. There were constantly cameras around us for the whole Split, even in Copenhagen. Expect more to come about other departments working on the EU LCS soon. Nothing scripted, all real behind the scenes stuff including me looking concentrated (some might say grumpy).

Comment

Originally posted by Epicjuice

Wow, they have Jon Snow helping with the story meetings!

His name is Kevin and he is Broadcast Producer - A sexy man! ;)


12 Apr

Comment

Originally posted by bns18js

People who frequent the boards are the ones you see rage in your solo queue games. They're immature, mean, and ignorant.

But sadly Riot communicates there more than they communicate here. They're really talking with the wrong crowd.

Edit: I have a natural bias against the boards. Maybe they don't get more discussion from rioters than there. But I just think the discussions that do go down are so low in quality that whatever amount they get still is un-justified and not worth riot's time. If you don't believe me. Just go browse the front page of the boards and then look at how they talk about/respond to Riot.

But sadly Riot communicates there more than they communicate here. They're really talking with the wrong crowd.

Interesting to see that sentiment, because boards often complains about reddit in exactly the same way.


11 Apr

Comment

Originally posted by SnowIceFlame

Is the PAX East panel on this topic going to be posted to YouTube? (It's in the Twitch archives, but that means things like Twitch ads...)

hmmm i dunno, up to pax

Comment

Originally posted by RiotPhoenix

!T_T This BTS was hard for me, I was so worried someone would notice my desk eating habits AND HERE IT IS OTL I eat my veggies don't worry

i eat at my desk too, it's ok

Comment

Originally posted by ZeShmoutt

You know, every time I see one of their behind the scenes video I feel that something is off with my champion concepts.

I just can't pinpoint what. It's frustrating.

My guess would be that your concepts aren't being beat up by a full team of people with competing ideas and inspirations. Every champ pod has art, design, and narrative embedded, and that's not even including the gameplay teams, art discipline, other champ teams, etc.

Champions evolve and improve a LOT because of (sometime-difficult) collaboration and the push-and-pull of what different people think is cool or right for the character. I bet if you aggressively chased feedback and tried to incorporate it into your ideas, you'd start to find that missing piece.