Riot, why do you insist on displaying Ping (MS) when it's inaccurate as to your real ping?

Theorchero··3 votes·674 views

Overhead disclaimer: It's not FPS. Both computers I play league on are capable of playing it on max graphics, 100+ fps, even during intense teamfights. Both computers don't have any similar issues with mobas or other online games. Only league.


This has been a problem for a while now. Please explain to me why I feel such massive input lag when I stay at a so called consistent ping of 45? Also, my ping used to be as low as 28 on most days. It's gradually spiked up to 45. Perhaps that's an issue with ISP, perhaps not, but I think we both know you're bullshitting if you try to blame my percieved ping on my ISP when your client tries to tell me that I have a ping of 45. It's easily way, way, more than that, and it fluctuates. Anything below 100 ping that is STABLE is playable, though the lower the ping the better. Your ping isn't stable, not by a long shot, and you can't even do me the courtesy of a reach around when you lie to my face.

The easiest way to tell is when you go ingame and notice your turn radius. Click left, then right, a decent distance apart. When you are lagging, this will take significantly longer. I notice this particularly when I first order my champion to walk towards and Q a minion in one direction (GP, in this example) but then change my mind for whatever reason and click backwards before I even move forward, my command to go back is DROPPED entirely and I instead walk forward like a fucking dumbass and Q a minion.

Or I start a complicated combo (E, E, Q, mid Q, use E again) and any one of those abilities get dropped completely.

There's tons of other examples but it basically makes your game feel clunky as fuck while your game also tries to tell me I have a ping of 45 and no packet loss (because it writes current ping/loss into your net log files) which is insulting as fuck.

3 Comments

The Leo Cat2 votes

Computer Science Major here. I do a bit of hobby game programming and networking on the side.

45ms might not seem like much. But that actually translates to. .045secs. It might not seem like much.. but it actually is when you concider that most games tend to run at a logical update of 60hz, or 16.67ms or .01667secs. Or even less than that.

The reason why you don't feel it as much in most other games is that they have a bunch of network code to actually reduce the feeling of this input delay. This is because the game client is not allowed to have any control over the logic, and instead must remote function calls to the server, the server validates and processes, then sends back new data... which is what you see.

These little tricks are usually things like client-side prediction. Animation Interpolation. Favor the Attacker. Travel Time Compensation. Etc. These tricks also prevent things like rubber banding, or being stuck in place when you have a brief spike in ping.

In competitive games, less of this is often better. One reason being that League of Legends is apparently designed to be able to run on a potato. So the less work the client has to do, the better. The other reason is that using any of the above techniques can actually lead to improper visuals, and things appearing to be bullshit to a player.

Imagine being killed by an enemy you couldn't see. Or in a first person shooter, being killed by an enemy when you appeared to be in cover.

For League... it looks like it treats the server as king. So the client will always prioritize what the Server says, and the client holds very little authority. This also helps to massively reduce cheating.

LyingOnLine1 votes

Welcome to the wide, wonderful world of packet loss.

Or maybe you should just take the opportunity to restart your computer.

Theorchero1 votes

{quoted}

Welcome to the wide, wonderful world of packet loss.

Or maybe you should just take the opportunity to restart your computer.

No, it's not packet loss. At least, not according to Netalyzr, logsoflag, or Riot's netlog analysis tool.

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