Hello! I’m Tomasz Mozolewski and together with Robin Maddock we are tech leads on League of Legends. In short, our job is maximizing game perfor

Riot Tech Blog: Improving Performance by Streamlining League’s Server Selection

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2025-01-18 18:00:08

Hello! I’m Tomasz Mozolewski and together with Robin Maddock we are tech leads on League of Legends. In short, our job is maximizing game performance and providing a stable platform for designers to create awesome experiences for players.

Nobody likes when the game slows down or loses frames in the middle of a team fight. In a game like League, having your mouse click register half a second later can be the difference between executing that sweet combo and whiffing your skill shot. 

So we spent some time last year really diving into a variety of ways we could improve performance for players by better allocating games to servers and reducing CPU usage. In the process we challenged some preconceived notions for how this would be possible, ran a variety of tests, and eventually found a solution that created a significant improvement. 

This is the Riot Tech Blog so, from here on out, we’re going to dive deep into the tech choices. If you want to see the entire process with a bunch of graphs, the scoring system we set up to measure tests, and the conclusion we reached, we’ve got that for you. But if you want the TL;DR for what changed and how it impacted the player experience, here you go: 

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