league of graphics

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League Of Graphics Video

League of Legends (Ultra Settings) Each animated mesh consists augsburg gegen schalke a skeleton - a framework of hierarchical bones - and a mesh of triangles see the image of Garen from earlier. Particles The next phase is one of the most important: Our potential compensation has Beste Spielothek in Hino finden impact on which products we choose to promote or award high marks to — we only award high marks to the very best products. Mechanical hard drives are slower as they have moving parts inside but are considerably cheaper than solid state drives. Kai'Sa Most popular champion System requirements are a list of components your computer must have if you want any chance of running the game at all. Summoners ranking by champion released Posted on 22 Feb by Trebonius. The outlines are produced by taking the scaled depth from the previous stage and processing it with a Sobel filter to extract an edge which we render back over the skinned mesh. As an optimization, we recently rolled the death screen desaturation effect into the gamma passremoving the need to swap out all of the current visible mesh shaders for death variants which were individually desaturated. The only shadow casters are minions, sentosa casino, and champions. On the left we have the RGB shadow height field of a besieged tower, minions, and two champions. Having lots Pelaa Rise of Spartans -kolikkopeliГ¤ – Genii – Rizk Casino programs open at once can consume your RAM and cause issues with your computer.

The minimum amount of space required for League of Legends is 8GB but be warned, if any new patches come out in the future you might not have room to download them.

The recommended amount of space you should have on your computer is 12GB but realistically the more space you have, the better.

The graphics card in your computer is one of the most important components when it comes to playing games.

Not only does it power the graphics you see on the screen but it also determines how smoothly the game runs. Ever since the graphics rework, League of Legends requires a much more powerful graphics card than it did before.

If you want the game to load up and not crash before you get to the rift, then you should make sure you have a dedicated graphics card with at least MB of VRAM virtual random access memory.

Basically, the better the graphics card you have, the smoother your game will run assuming all your other components are up to scratch. To summarize the minimum League of Legends system requirements, we would recommend having:.

To summarise the recommended League of Legends system requirements we would suggest having:. Here are the components you should upgrade in order of importance if you want to make your PC better:.

Practice on a Smurf account with our LoL Smurfs! We may receive compensation for any products you purchase after visiting links on this page.

Every product linked or reviewed has been tested thoroughly by ourselves. Our potential compensation has no impact on which products we choose to promote or award high marks to — we only award high marks to the very best products.

Guides League of Legends System Requirements Like lots of computer games nowadays, League of Legends is becoming ever more demanding when it comes to system requirements.

League of Legends System Requirements System requirements are a list of components your computer must have if you want any chance of running the game at all.

League of Legends System Requirements: Memory Ram Random access memory, or RAM for short is a type of storage on your computer that games are loaded into in order to make them load faster.

Disk Space Disk space is the drive in your computer that stores data. Graphics Card The graphics card in your computer is one of the most important components when it comes to playing games.

Here are the components you should upgrade in order of importance if you want to make your PC better: If you constantly have low FPS or keep slowing down during a team fight, then you need to get yourself a new graphics card.

Each CPU has its own unique socket that must match with the motherboard in order for it to work. At Very Low settings, textures are muddy, lines are jaggy, and shadows are still gone.

The differences between Very Low and Medium are immediately apparent: The textures and character model are much cleaner.

The difference between Medium and Very High are more subtle, but most apparent are the improved details in the shadows and subtle character textures.

Once again, click on any of the images in this guide to view them in greater detail. One nice graphical option is Character Inking, an on-off toggle setting that puts a black outline around your champion at a minor performance cost.

You can see the outline most clearly around the bow, but you'll also see it around the rest of the champion.

This is with Character Quality set to Very High. That said, we greatly prefer the look of the game with Character Inking on.

Character Quality determines how much detail appears on character models. Adjusting Character Quality will have a moderate impact on performance.

Along with making champions look better, Character Quality also impacts the appearance of other models, including the nexus and towers.

Note the lack of detail in the objects when comparing Very Low to Very High:. Despite the serious changes it makes to the textures in the game, lowering the Character Quality does not seem to significantly improve performance.

Environment Quality influences the appearance of base textures. Very Low displays muddy, pixelated textures, while the textures improve dramatically once you reach Medium and higher.

Environment Quality has a moderate impact on performance. Effects Quality controls how much detail is added to the effects, such as the glowing effects on the nexus as shown above.

Effects Quality has a very large impact on performance. Depending on the number of objects on screen that cast shadows, the Shadows setting can have a big impact on performance in LoL.

Turning shadows off or setting them to Low could give you a significant boost to FPS, though turning them off completely causes the world to look significantly less detailed.

Other objects in the world cast shadows as well. Turning on Shadows significantly enhances the sense of detail on the maps:.

Some players strongly prefer to keep HUD Animations enabled because they make HP and mana values more noticeable, while other players do not care as much.

League of Legends is not a demanding game. Unfortunately, lowering multiple settings will not have a cumulative effect on framerate: To improve your framerate, try the following steps, ordered by how they affect the game's visuals.

It is almost impossible to tell the difference between Very High and High shadows, yet lowering the shadows is one of the single-best steps to improving performance in LoL without really hurting the visuals until you turn them off completely.

The HUD Animations don't really add anything interesting to the visuals. Adjusting Effects Quality will not have a huge impact on visuals, but performance should improve considerably.

It's very difficult to tell the difference between Very High and Medium Effects Quality when you're in the middle of a heated battle.

The effects are the sprinkles on top, not the cake, even though they come at some of the biggest costs to performance.

This is going to hurt a bit, but it may be necessary to improve performance on weak PCs. Character Inking is a very attractive setting because it smooths over the more "jaggy" edges of character models and gives them more of a stylized, cartoonish look.

Lowering the Environment Quality is a more noticeable change than lowering either Character Quality or Effects Quality, as it degrades textures that cover all areas of the maps.

Lowering Character Quality will also make the visuals look more drab overall. If all the above fail to give you your desired framerate, try the following drastic measures:.

You'll want to lower Shadows and Effects Quality before anything else. Getting rid of these settings is far from ideal, but it's better than the alternative.

Shadows are not essential and even with Effects Quality set to Very Low, the game can surprise you with some pretty effects. Taking these measures should significantly improve your FPS if you're having trouble with higher settings.

Lowering the Character Quality and Environment Quality beyond Medium really makes the game look ugly to the point of being unacceptable to some players.

Do not worry that lowering your settings below Very High will negatively impact your performance in the game. There are professional players who play on Medium and High.

CPU performance does affect LoL, but not noticeably so. There are some factors that affect your gameplay experience that are outside the scope of this guide.

These issues may or may not be an issue for different players. Some people do not stream their games at all, and some stream games for a living.

Some people are still on a sub-1Mbit connection, and others have Google Fibre. League of Legends is an incredibly popular game with a very low barrier of entry.

Not only can you build a very cheap PC to run the game well, the game itself is free to play! You can find all the necessary hardware for these tiers and several others at our main site, logicalincrements.

So if your friends or teammates are still playing LoL on a toaster, please link them here! Your suggestions, comments, and criticism are always welcome.

If you have any questions or feedback, please let us know in the comments section below, or write to us at contact logicalincrements.

If you want more specific build advice on hardware suitable to play League of Legends on a variety of settings, we have a video for that! Logical Increments helps more than a million PC builders each year with hardware recommendations for any budget.

We want to thank the people who helped in shaping this article with their feedback. If we missed your name, please let us know!

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To bring Garen to life, we need to apply a texture. Those are the basics, but League has a lot more to render than just a champion model and texture.

Before we start drawing any of the scene, we first prepare for the fog of war and shadows oooh fog and shadows, so ominous.

Shadows are an essential part of a 3D scene. Without them, objects would appear to float about. The distance from the light to the shadow caster is stored for each pixel in RGB components, and we zero out the alpha component.

This can be seen below. On the left we have the RGB shadow height field of a besieged tower, minions, and two champions.

On the right we have the alpha component only. These textures have been cropped to more clearly show the detail of the shadows - minions toward the bottom, tower and champions toward the top.

Lastly, we blur the shadows to give them a nice soft edge along with a recent optimization to provide a nice bump in framerate.

This results in a texture that we can layer onto the static geometry to give the impression of shadows. With the prepared fog of war and shadow textures in hand, we can begin drawing the rest of the scene in our frame.

This geometry combines the fog of war and shadow information with its own primary texture to give us the scene below:.

Note the shadows of the minions as well as the fog of war creeping in at the edges of the scene.

The Summoner's Rift renderer doesn't render dynamic shadows for static geometry. Since the main light source does not move, we prebake the shadows of the static meshes into their textures.

This gives the artists more control over the look of the map and also helps with performance no need to render shadows from static meshes.

The only shadow casters are minions, towers, and champions. Now that we have the terrain and shadows, we can start to put things on them.

First up are the minions, champions, and towers - all objects that need to move realistically with bending joints.

Each animated mesh consists of a skeleton - a framework of hierarchical bones - and a mesh of triangles see the image of Garen from earlier.

Each vertex of each triangle is weighted to between one and four bones so that as the bones move, the vertices move with them like a skin.

Our talented artists design the animations and meshes for everything and export them to a format that we load into League at the start of the game.

The image on the left shows all of his bones with names. The image on the right displays selected vertices as light blue cubes, and yellow lines to indicate the connections to bones that control their position.

Additionally, the skinned shaders perform Fresnel and emissive lighting, calculate reflections, and modulate the lighting for the fog of war.

By default, inking is enabled for our skinned meshes to provide sharper outlines. This helps delineate skinned meshes from the background, particularly in low contrast areas.

The images below show inking turned off left and on right. The outlines are produced by taking the scaled depth from the previous stage and processing it with a Sobel filter to extract an edge which we render back over the skinned mesh.

This is done for each mesh individually. There is also a fallback method using stencil buffers for GPUs which cannot perform rendering to multiple targets at once.

This is the frame without water or grass - just the static background geometry and some skinned meshes. Note that the shadows for the grass are already part of the static terrain texture and are not rendered dynamically.

Next we add the grass:. The tufts of grass are actually skinned meshes. After the grass, we render water using semi-transparent meshes with subtle animated wave textures.

We then add lily pads, ripples around rocks and the shore, and some insects. All of these objects animate to help bring the scene to life.

This highlights the water effects so we can better appreciate them for our analysis. Here we can clearly see the water effects on the edges of river as well as around some of the rocks and lily pads.

Once the water and grass has been laid down, we add the decals - simple, flat textured geometry that is layered over the terrain like the Tower Range Indicator below.

Here we deal with some of the thicker outlines triggered by mouse over events or special activation states like the tower outline we see below.

This is done in much the same way we outlined the skinned meshes, but we further blur the outline to thicken it. These highlights also stand out more since they happen later in the rendering process and can overlay existing effects.

The next phase is one of the most important: Every spell, buff, and effect is a particle system which needs to be animated and updated.

This particular scene may not have as much action as, say, a 5v5 team fight, but there are still plenty of particles to display.

Rendering the triangles that make up the particles as purple outlines no textures, just geometry , we see the following:. Now that we have the core parts of the scene rendered, we can give everything a bit of a polish.

Increasing the resolution to x or x will still produce a very smooth FPS. The Entry tier will achieve at least FPS , which some high-end monitors can display, on all resolutions up to x While performance is already excellent at the lower tiers, the performance at 4K resolution will continue to improve in the Modest and Fair tiers.

One day, when there are 4K screens that can actually display 4K content with a framerate that is higher than 60 FPS , then these tiers will benefit League players.

For now though, you buy higher tiers to play more demanding games, or for more features, and not for the LoL performance benefits at 4K resolutions.

One of the features of the higher tiers is the availability of SSDs, which cut down loading times significantly: Only a few seconds to load the game or load a match, as opposed to a minute or two with HDDs.

Frames per second FPS measures the number of images your computer can produce every second. Higher frame rates mean that your screen will show more images per second, which means that you will see a smoother animation.

Lower frame rates cause a game to appear to stutter, which is generally not enjoyable for the player. For the purposes of our PC build guides, we recommend computers that will achieve 60 FPS in your game of choice.

Some gamers are satisfied with frame rates as low as 30, but that depends largely on the gamer and the game. For more information and animations explaining frame rate, please check out our Frame Rate page.

Resolution refers to the number of pixels on a screen. High resolution means more pixels and generally more space and detail, while low resolution means fewer pixels, and often less space.

If you are using a typical not high-end laptop or an old screen, you likely have a low resolution. When comparing screens with a similar aspect ratio, it is always better to get a higher resolution screen.

Higher resolution will always looks better, as you have more real estate and a sharper picture. The image below shows the difference in real estate between common resolutions.

For more information on resolutions, check our Screen Resolution page. League of Legends' graphical quality is based on four main settings character quality, environment quality, effects quality, and shadows as well as a few other settings that can be toggled on or off.

The main thing to keep in mind is that higher settings will result in more impressive visuals, while lower settings will lead to improved performance if the game isn't performing as well as you'd like on the higher settings.

Each of the four main graphical settings can be set to one of five levels: For those who prefer not to fuss with each individual setting, there's also a large slider that will adjust the overall graphical settings between seven levels: Below is what the game looks like based on those seven overall graphical settings.

Each of the following screenshots was taken at x resolution. Click on any of the images in this guide to see them in greater detail.

If the 7 images below look too similar to make out any changes, check the zoomed-in image that compares Very Low, Medium, and Very High. The game really feels alive at Very High.

Textures are neat, lines are clear, effects dazzle, and character models properly show off the game's great art style. It's difficult to detect much visual degradation between Very High and High.

The Medium High graphical setting keeps all settings on High except shadows, which are turned to Medium. In our testing, we could not tell a significant difference between the High and Medium High visual settings in regards to either performance or visuals.

Changing to Medium settings is where you really start to see significant improvements in performance at the cost of visuals.

Medium Low might give you minor performance improvements over Medium. Low settings set shadows to off. At Very Low settings, textures are muddy, lines are jaggy, and shadows are still gone.

The differences between Very Low and Medium are immediately apparent: The textures and character model are much cleaner.

The difference between Medium and Very High are more subtle, but most apparent are the improved details in the shadows and subtle character textures.

Once again, click on any of the images in this guide to view them in greater detail. One nice graphical option is Character Inking, an on-off toggle setting that puts a black outline around your champion at a minor performance cost.

You can see the outline most clearly around the bow, but you'll also see it around the rest of the champion. This is with Character Quality set to Very High.

That said, we greatly prefer the look of the game with Character Inking on. Character Quality determines how much detail appears on character models.

Adjusting Character Quality will have a moderate impact on performance. Along with making champions look better, Character Quality also impacts the appearance of other models, including the nexus and towers.

Note the lack of detail in the objects when comparing Very Low to Very High:. Despite the serious changes it makes to the textures in the game, lowering the Character Quality does not seem to significantly improve performance.

Environment Quality influences the appearance of base textures. Very Low displays muddy, pixelated textures, while the textures improve dramatically once you reach Medium and higher.

Environment Quality has a moderate impact on performance. Effects Quality controls how much detail is added to the effects, such as the glowing effects on the nexus as shown above.

Effects Quality has a very large impact on performance. Depending on the number of objects on screen that cast shadows, the Shadows setting can have a big impact on performance in LoL.

Turning shadows off or setting them to Low could give you a significant boost to FPS, though turning them off completely causes the world to look significantly less detailed.

Other objects in the world cast shadows as well. Turning on Shadows significantly enhances the sense of detail on the maps:.

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League of graphics

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