Read moreHi, i'm wondering if /u/RiotTony can answer some of these questions, also I apologize for the late comment/post. I'm wondering if you could provide some insight into input latency related to League of Legends, has there been any work or analysis done about this? I believe its a critical issue that was never looked at, especially considering LoL is the most competitive and popular esports game where milliseconds determine who wins the teamfight(especially during flashy plays/outplays such as zhonya/flash/smite steal/juke/sidestep etc..), has there been any consideration about implementing NVIDIA Reflex SDK, or looking at input latency in general? This should be a high priority especially since new high refresh rate low response time displays are enabling gamers to easily notice high input lag and frame spike/fps drop issues, not to mention there are multiple 8kHz polling rate mice and keyboards on the market now, and keyboards such as Apex Pro TKL with 0.2m...
Hey /u/h0ggu - sorry about the late response. I've been busy. :)
Regarding input latency, we do look at that, but I think we could do more there. For example, we've recently discovered that mice with very high update frequencies can actually cause the game to slow down. Not sure why yet, but at the moment there is no benefit in having a mouse which updates faster than your frame rate, so dial it back and you'll get better performance (We'll let you know when that changes).
Shaders should all be precompiled - what you might be seeing is files being loaded mid game. This is bad, and shouldn't happen, but sometimes it slips through.
We are looking at better frame capping too. No ETA on this, but it is on the board.
We don't use a separate input thread ATM. Not sure if it would m...
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