FPS/Performance Updates
Hey all!
Riot JxE, Product Manager of our Render Team, here to talk with you all about the FPS issues in late-game teamfights you've been bringing up for the last few months. We've been digging into it for a few months now and tl;dr is it's been a pain in the ass to track down. We had been using Avg FPS to track how performance is doing and that wasn't enough data to track down this issue. We've been putting in better tracking code and using that data to help better understand what's causing the issues. (note that the numbers you see in this image are on a developer debug build and not indicative of every machine)
All of that being said, we've found some good culprits and have started optimizing the code. We believe some CPU operations have been stalling the GPU which has been causing the FPS issues you've all been seeing in late game teamfights. Specifically, we've optimized a function called UpdatePerceptionBubbles() that is used to build the Fog of War and have done some optimizations to audio during our particle simulate phase that we believe were the culprits. We're also going to be looking into other areas of optimization (like GameWorldLoop) now that we have better data.
I can't promise anything yet, but just wanted to let you all know that we're actively looking into the issue and hope to have a fix soon. Thanks for bearing with us while we figure out what's going on.
