Articles tagged: performance

Leveling Up Networking for A Multi-Game Future

Heyo! We’re Cody Haas and Ivan Vidal, and we’re engineers on the Riot Direct team. It’s been a while since you’ve heard from our team. So in this article, we’re going to tell you a bit about what we’ve done to reinforce consistent and stable connections, reduce latency, and improve the overall player experience for our entire multi-game portfolio.

Full Story Posted by Cody Haas and Ivan Vidal

Strategies for Working in Uncertain Systems

My name is Brian "Bizaym" Teschke. I'm a software engineer on a central technology team at Riot Games called Developer Connections and we’ve seen all kinds of system instability issues. My team is responsible for solving common problems across game teams so they can just focus on making awesome games. We often have to write programs that interface with several APIs and libraries - both internal and external - each with their own quirks and inconsistencies. This has allowed us to see patterns of both issues and resolutions, which I’m looking forward to outlining for you in this post. 

Full Story Posted by Brian Teschke

Keeping Legacy Software Alive: A Case Study

Hi all, Brian "Penrif" Bossé here with a fresh batch of gory, nerdy details surrounding an outage for League. Today we'll be going through why the EU West shard was out to lunch for just over five hours on January 22, 2021. We don't always write these things up - they take time to do and the reasons for outages aren't always that interesting - but this one was particularly painful as it was quite long and on the heels of some other, unrelated outages so figured it'd be worth a dive.

Full Story Posted by Brian Bossé

How Riot Games Uses Slack

I’m Byron Dover, engineering manager for information technology at Riot, and I lead the team responsible for developing enterprise software at Riot - or as we sometimes call it, Riot’s Operating System. I’m excited to share a look at how Riot integrates with Slack to support the game development lifecycle.

Full Story Posted by Byron Dover

VALORANT's 128-Tick Servers

Hi, I’m Brent “Brentmeister” Randall and I’m an engineer on the Gameplay Integrity team for VALORANT. My team is responsible for VALORANT’s build system, automation framework, game client performance, and server performance. In this article, I’ll be focusing on that last topic - I’ll be telling the technical story behind our search for optimal server performance.

Full Story Posted by Brent Randall

Peeking into VALORANT's Netcode

We’re Matt deWet, gameplay tech lead on VALORANT, and David Straily, project tech lead on VALORANT - and we're beyond excited to be here with you all to share some of the technical details behind how we’re addressing some common issues in the FPS genre - peeker’s advantage, poor hit registration, and simulation divergence.

Full Story Posted by Matt deWet and David Straily

VALORANT Shaders and Gameplay Clarity

Hi, I’m Brandon “mochi” Wang, a software engineer on VALORANT’s Content Support team. I’m specifically going to focus on shaders, which are an essential part of computer graphics, my area of expertise. Shaders are the programs behind what most people consider a game’s graphics - how a program running on your GPU takes in scene/game data and creates the pixels seen on screen. I’m excited to talk about this because the intersection of engineering, art, and design is a personal passion of mine.

Full Story Posted by Brandon Wang

Deep Dive into the Clash Crash

Hello! My name is Tomasz Mozolewski, and I’m a senior software engineer on our Competitive team. I’m here to talk about an event that has sparked a lot of discussion about League tech, and which happens to be one of the most requested Tech Blog topics of all time - Clash.

Full Story Posted by Tomasz Mozolewski

Running Online Services at Riot: Part VI

Welcome back to the Running Online Services series! This long-running series explores and documents how Riot Games develops, deploys, and operates its backend infrastructure. Since 24 months is an eternity in this space, we figured we would update you all on how things have worked out, new challenges we faced, and what we learned addressing them!

Full Story Posted by Nicolas Tittley and Ala Shiban

Engineering Esports: The Tech That Powers Worlds

We’re the Esports Technology Group, and we’re responsible for the tech behind Riot’s biggest esports events, from reliable network connectivity to global broadcast capabilities to specialty tournament servers to the custom PC fleet used by pros. Part of our role at Riot is to approach typical broadcast and live production challenges with scalable and technology-driven solutions.

Full Story Posted by The Esports Technology Group

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