Can someone explain the computer science behind the loading screen?

destroyer22719··1 votes·830 views

League of legends loading screen takes so long to get into a game. Meanwhile games like Overwatch just connects you automatically into the game without any waiting for loading while their maps are just as big, as well as having details such as lighting, graphics, and good quality. Is there any way for Riot to apply something to make the game load much faster or doesn't have to load at all?

3 Comments

JimTheSnail1 votes

The difference is everyone is forced to load in at once on league of legends. The game will not start till everyone has established a connection together then it will begin to load everyone in completely (when you all hit 100% and it takes a extra 10 seconds)

Games like overwatch is whoever loads in first gets to be there. Not everyone has to be connected. If league did the same thing imagine your support or enemy laner making it to lane first or going to your blue buff and invading while someone isn't loaded in.

It is not so much Riots fault as it probably your own or people you play with.

zoliking1 votes

{quoted}

The difference is everyone is forced to load in at once on league of legends. The game will not start till everyone has established a connection together then it will begin to load everyone in completely (when you all hit 100% and it takes a extra 10 seconds)

Games like overwatch is whoever loads in first gets to be there. Not everyone has to be connected. If league did the same thing imagine your support or enemy laner making it to lane first or going to your blue buff and invading while someone isn't loaded in.

It is not so much Riots fault as it probably your own or people you play with.

What this guy said.

If you notice there's are only 15 seconds in LoL while you're locked at spawn at the beginning and about a minute maybe(?) in Overwatch. That's where in that game you wait for everybody else to load in. The difference is that if everybody loads quickly in LoL the game will start sooner, while if everybody loads in in let's say 20 seconds in OW, you still need to wait out the initial timer. If somebody is very slow to load, on the other hand, in LoL the loading screen gives them a reasonably long time to get there, whereas in OW, you just start the game with 1 man down.

deadlychuck1 votes

There's a number of factors and a number of designs that might make it necessary or might determine ways to avoid it. The only person who could really answer this is probably a riot developer who actually knows how the web interface is coded.

The easiest solution to this would be to move the pre-game to the client rather than the launcher. That way everyone would be connected. However, this might not be possible, depending on how the client currently functions. E.g. If the client is built using the choices that the players make in the pre-game lobby... In which case, being in a game that doesn't have an Ashe means that the client has no data, related to Ashe.

If it comes down to the launcher/client split that they have. Where as a game like HotS (i'm not familiar with overwatch) only has a client.

There's not really a "best" way to do this, each has it's benefits and disadvantages. Riot's design is probably better suited for low spec computers, but bottlenecks high spec computers. Where as other designs allow high spec computers to run at full speed, and just wait until the low spec computers catch up.

That said, I can't be sure of this (without doing some digging), because how it's designed, a slow computer is indistinguishable from a slow internet to us. Both a fast computer with slow internet and a slow computer with fast internet would likely have higher load times, but there's a good amount that goes on behind the scenes that we just don't get to see.

For all I know, the client is statically defined (e.g. all the models of champions that aren't even in your game are loaded into the game client) and the load time is just waiting to start the clock until the last player has successfully connected to the server.

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