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.
Articles tagged: performance
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.
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.
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.
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.
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.
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!
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.
Hi, I’m Tony, and I’m an engineer on League. This article is a followup to my performance series, where I talk about optimisation and profiling. This will be a high level overview of how we monitor game performance in League of Legends, how we detect when a performance degradation has slipped through QA and escaped into the wild, and how we track global trends in frame times over many patches and millions of players. I hope you enjoy it!
For the past 8 years, League has been using a patching system called RADS (Riot Application Distribution System) to deliver updates. RADS is a custom patching solution based on binary deltas that we built with League in mind. While RADS has served us well, we felt we had an opportunity to improve some key areas of the patching experience. We knew we could deliver updates much more quickly and more reliably by using a fundamentally different approach to patching, so we set out to build a brand new patcher based on content-defined chunking.