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League of graphics

league of graphics

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League of graphics -

Gesucht wird ein neuer Champion, und den wird es definitiv geben: Wer League of Legends auf einem Notebook spielen will, muss nicht zwingend viel Geld ausgeben. Mehr über League of Legends erfahren Sie hier. Ich habe letztes Jahr die Weltmeisterschaften in World of Tanks verfolgt gibt es dieses Jahr leider nicht Olympique Lyon host Shakhtar Donetsk, as the pair meet for the first time in European football. Vel'Koz Middle Lane, Support.

Now that we have the terrain and shadows, we can start to put things on them. First up are the minions, champions, and towers - all objects that need to move realistically with bending joints.

Each animated mesh consists of a skeleton - a framework of hierarchical bones - and a mesh of triangles see the image of Garen from earlier.

Each vertex of each triangle is weighted to between one and four bones so that as the bones move, the vertices move with them like a skin.

Our talented artists design the animations and meshes for everything and export them to a format that we load into League at the start of the game.

The image on the left shows all of his bones with names. The image on the right displays selected vertices as light blue cubes, and yellow lines to indicate the connections to bones that control their position.

Additionally, the skinned shaders perform Fresnel and emissive lighting, calculate reflections, and modulate the lighting for the fog of war. By default, inking is enabled for our skinned meshes to provide sharper outlines.

This helps delineate skinned meshes from the background, particularly in low contrast areas. The images below show inking turned off left and on right.

The outlines are produced by taking the scaled depth from the previous stage and processing it with a Sobel filter to extract an edge which we render back over the skinned mesh.

This is done for each mesh individually. There is also a fallback method using stencil buffers for GPUs which cannot perform rendering to multiple targets at once.

This is the frame without water or grass - just the static background geometry and some skinned meshes. Note that the shadows for the grass are already part of the static terrain texture and are not rendered dynamically.

Next we add the grass:. The tufts of grass are actually skinned meshes. After the grass, we render water using semi-transparent meshes with subtle animated wave textures.

We then add lily pads, ripples around rocks and the shore, and some insects. All of these objects animate to help bring the scene to life.

This highlights the water effects so we can better appreciate them for our analysis. Here we can clearly see the water effects on the edges of river as well as around some of the rocks and lily pads.

Once the water and grass has been laid down, we add the decals - simple, flat textured geometry that is layered over the terrain like the Tower Range Indicator below.

Here we deal with some of the thicker outlines triggered by mouse over events or special activation states like the tower outline we see below.

This is done in much the same way we outlined the skinned meshes, but we further blur the outline to thicken it.

These highlights also stand out more since they happen later in the rendering process and can overlay existing effects. The next phase is one of the most important: Every spell, buff, and effect is a particle system which needs to be animated and updated.

This particular scene may not have as much action as, say, a 5v5 team fight, but there are still plenty of particles to display.

Rendering the triangles that make up the particles as purple outlines no textures, just geometry , we see the following:.

Now that we have the core parts of the scene rendered, we can give everything a bit of a polish. We do this in a couple of stages. Firstly we perform an anti-alias AA pass.

This helps to smooth out jagged edges, giving the whole frame a cleaner look. The image on the left is the minion before FXAA and the one on the right is the minion after.

Note the softening of the edges. Once the FXAA pass is complete, we perform a gamma correction pass which allows us to adjust the brightness of the scene.

As an optimization, we recently rolled the death screen desaturation effect into the gamma pass , removing the need to swap out all of the current visible mesh shaders for death variants which were individually desaturated.

Next we render all the in game indicators such as health bars, damage text, and on-screen text as well as any full screen, non-post process effects like the damage effect below.

Finally, the user interface is drawn. All text, icons, and items are drawn as individual textures on screen, overlaying anything behind.

And there we have our fully rendered scene. This entire scene was about , triangles, with 90, of them used for the particles alone.

All of this work has to be done as fast as possible to ensure that the game is playable. And this is just on the GPU side; all of the game logic, human input processing, collisions, particle processing, animation and submission of the rendering commands also have to happen within that same period on the CPU.

Now you should have an idea of some of the complexities involved in rendering a single frame of a game of League.

But this is only from the output side - what you see on the screen is the result of hundreds of thousands of function calls to our rendering engine, which is constantly changing and evolving to best suit our rendering requirements at the time.

This has resulted in a few different flavors of rendering code co-existing in the League code base as we address the new and maintain support for the old.

There are parts of the renderer that are left over from older versions of League , and parts that never quite reached their potential. If we do our job well then you should notice no difference at all except maybe a little speed up here and there.

In this section, we will be looking at the minimum and recommended system requirements for League of Legends. This means looking at the essential computer components required in order to load up summoners rift.

The CPU or central processing unit, is the brain of the PC and pumps out billions of calculations and instructions per second. In addition to this the CPU also controls how fast things load and start up.

The faster the CPU the more calculations it can do which means quicker loading times. This processing speed is measured in gigahertz GHz where 1 GHz is equivalent to 1 billion instructions per second.

If you want to run League of Legends, then you should have at least a single core running at 2. If you really want the game to run smoothly, then you should consider a quad-core CPU or higher.

Random access memory, or RAM for short is a type of storage on your computer that games are loaded into in order to make them load faster. When you load up League of Legends, millions of files are loaded in the RAM for fast easy access later.

The more ram you have the more information can be stored in this fast access memory. Having lots of programs open at once can consume your RAM and cause issues with your computer.

If you want League of Legends to run smoothly then you should be looking for around 4GB or more. Disk space is the drive in your computer that stores data.

Unlike RAM, this data is stored permanently but can take a lot longer to open and transfer. Currently, there are 2 types of drives found in computers, mechanical hard drives and solid state hard drives.

Mechanical hard drives are slower as they have moving parts inside but are considerably cheaper than solid state drives. SSDs, on the other hand, are practically better in every single way, not only are they faster, lighter, and more efficient but they can dramatically decrease loading times.

The minimum amount of space required for League of Legends is 8GB but be warned, if any new patches come out in the future you might not have room to download them.

The recommended amount of space you should have on your computer is 12GB but realistically the more space you have, the better.

The graphics card in your computer is one of the most important components when it comes to playing games. Not only does it power the graphics you see on the screen but it also determines how smoothly the game runs.

Ever since the graphics rework, League of Legends requires a much more powerful graphics card than it did before.

League Of Graphics Video

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Hey guys Just a quick heads up about the changes on Leagueofgraphs for season 8. The summoners rankings for each champion will be changed a little bit: You'll need to have played at least ONE ranked game with a given champion to be ranked for that champion.

We estimate the battlegrounds will be unavailable for 3 hours. As usual, the website data should be updated by hours. Have a nice day!

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Surprisingly, it performs only a tiny bit better in league of legends. Last night, I got a to test it out I knew of course that league of legends does not need any kind of good video card, even a intel HD could run it.

But I'm the kind of person who likes to have a beefy comouter So don't really need to suggest me that I dont need that of a good GPU to play LoL So I figured it would probably be the problem with the game itself.

I found out that Riot the developer of the game has announced that they are aware of the issue and are looking for a way to fix it. But I also figured that not all the players are experiencing this problem.

This makes me wonder what graphics card do they use? Or in this case, has any of you guys played league of legends amd are having no problem with FPS with either gtx or ?

Im trying to figure out what the problem is before I keep returning the graphics card to fry's and they might eventually know me lol awkward.

Thanks in advance for everyone! Btw, for those who read this far, I know how important a driver is. I cleaned drivers and installed the lastest driver and has tried official and beta versions of drivers.

More about league legends graphics card recommendation. Novuake Aug 14, , HD, no issues for me, play it every day? Just an interesting fact.

Can't find your answer? Have you played with some of the options in the login screen settings? What's the rest of your system? If you want to run League of Legends, then you should have at least a single core running at 2.

If you really want the game to run smoothly, then you should consider a quad-core CPU or higher. Random access memory, or RAM for short is a type of storage on your computer that games are loaded into in order to make them load faster.

When you load up League of Legends, millions of files are loaded in the RAM for fast easy access later. The more ram you have the more information can be stored in this fast access memory.

Having lots of programs open at once can consume your RAM and cause issues with your computer. If you want League of Legends to run smoothly then you should be looking for around 4GB or more.

Disk space is the drive in your computer that stores data. Unlike RAM, this data is stored permanently but can take a lot longer to open and transfer.

Currently, there are 2 types of drives found in computers, mechanical hard drives and solid state hard drives. Mechanical hard drives are slower as they have moving parts inside but are considerably cheaper than solid state drives.

SSDs, on the other hand, are practically better in every single way, not only are they faster, lighter, and more efficient but they can dramatically decrease loading times.

The minimum amount of space required for League of Legends is 8GB but be warned, if any new patches come out in the future you might not have room to download them.

The recommended amount of space you should have on your computer is 12GB but realistically the more space you have, the better.

The graphics card in your computer is one of the most important components when it comes to playing games.

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