Riot Video games has revealed in full how the synthetic ping system at this 12 months’s League of Legends Mid-Season Invitational works and why the system didn’t work as supposed by the primary three days of the match in a tech-focused blog post revealed earlier at present.
At this 12 months’s MSI, the Chinese language consultant from the LPL, Royal By no means Give Up, is competing within the match remotely attributable to pandemic-related journey constraints. Since there’s a pure latency distinction between video games together with RNG and video games performed in-house on the MSI venue in Busan, South Korea, Riot applied a software program referred to as the “latency service device” to put each participant on the match’s ping at roughly 35 milliseconds. This device is supposed to make sure that each participant at MSI performs with the identical latency, no matter the place they’re enjoying from.
On Might 13, nevertheless, Riot found that there had been a “discrepancy in latency” between the gamers collaborating remotely in China and the gamers in Busan. Riot then made the choice to have RNG replay the three video games that had been affected by this bug to take care of aggressive integrity.
“Whereas the gamers in China had been enjoying with 35 ms ping, the ping for the gamers in Busan was increased,” Riot stated. “Sadly, the problem was not found earlier than the beginning of the occasion. The rationale we didn’t discover it sooner is that the reason for the problem was a code bug that miscalculated latency, which meant that the values in our logs had been additionally mistaken. In consequence, our ongoing monitoring and pre-event testing confirmed all the things was working accurately, despite the fact that it was not.”
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Previous to the occasion, Riot thought of its choices. After throwing out situations the place every staff performed with their pure latency, and one other situation the place the MSI servers could be positioned instantly between China and Korea, the esports tech staff made the choice to introduce synthetic ping. Forty milliseconds is the best latency for League “to be thought of viable on the highest aggressive stage,” based on Riot.
After the primary day of video games at MSI 2022, gamers on the match reported again to Riot claiming that their in-game latency felt increased than 35 milliseconds, forcing Riot’s esports tech staff to return to their logs to make sense of the problem. Moreover, Riot carried out a number of experiments to internally take a look at its latency values to seek out out why gamers could be experiencing increased ping than 35 milliseconds.
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After testing the effectiveness of the latency service device, Riot discovered that though it had achieved a secure 35 milliseconds surroundings for gamers in China, the groups again in Busan had been enjoying with latency values between roughly 50 and 55 milliseconds.
After making this discovery, the choice to replay RNG’s first three video games of the match was made. RNG posted on social media following the choice to precise its considerations over the way in which the match has been carried out, the timing of Riot’s determination, and the “unfair remedy” it’s obtained at MSI to this point.
Regardless of the replaying of RNG’s video games, the staff nonetheless completed the group stage of MSI with an undefeated document, advancing to the following section of the match with ease.
Riot’s tech staff apologized for the “disruption and frustration prompted through the match” in its weblog submit and stated the staff is continuous to run exams to make sure that the rest of MSI runs extra easily than its preliminary stage.
“Striving to create a stage enjoying subject for professional groups will at all times be a prime precedence,” Riot stated of the state of affairs. “Our purpose is to have the tech get out of the way in which and have the game and the gameplay take heart stage.”
MSI will proceed on Friday, Might 20, when the rumble stage begins.