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Low frames on LoL (1440p) with new Laptop

gurbu

 

 

https://www.userbenchmark.com/PCGame/FPS-Estimates-League-of-Legends/3761/727265.0.0.0.0

https://www.gpucheck.com/game-gpu/league-of-legends/nvidia-geforce-gtx-1660-ti/intel-core-i7-8700k-3-70ghz/

Hey so I get a new laptop ROG Zephyrus GA502DU-PB73

and I ran league today but however I only get 60-70 fps (not capped) in game on max settings 1440p and drops to 20 fps in teamfights. my old laptop with a GTX 950M ran better than this, like what the hell!

What's the issue here? are these benchmarks wrong? is my laptop faulty?

Things I've done to resolve this issue:

  1. re-format computer

  2. Update drivers

  3. plugged in laptop and not on battery save mode

  4. make it so the GPU is being used for the game (instead of integrated graphics)

  5. I used GeForce Experience and i got a stable 60 FPS, but my laptop is HOT (87 degree CPU) i feel like this is abnormal for such a non-demanding game like league.

any help would be appreciated thank you.

I've ran the benchmark thing with https://www.userbenchmark.com/Software and everything SEEMED fine.

https://www.userbenchmark.com/UserRun/23714625

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ive got a 580 and i get around 144 this is odd and i just recently got a laptop with a 1650 and the frames are just bad so mabye it has something to do with the 16 series?

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what should I do, is this laptop faulty? it's also on performance mode thru the ARMOURY CENTRE

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1 minute ago, gurbu said:

what should I do, is this laptop faulty? it's also on performance mode thru the ARMOURY CENTRE

i plug it in and then go into turbo ive found that in performance it limits games to 30? which is just stupid

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5 minutes ago, gurbu said:

what should I do, is this laptop faulty? it's also on performance mode thru the ARMOURY CENTRE

i also did a weird thing where i just disabled my cpu integrated graphics to where only the gpu is outputing but then it said i needed opengl so rip but whats weird is it goes from 59 hz to 64 hz

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2 minutes ago, branb said:

i also did a weird thing where i just disabled my cpu integrated graphics to where only the gpu is outputing but then it said i needed opengl so rip but whats weird is it goes from 59 hz to 64 hz

ok but will that fix my FPS issue or should I just return this laptop

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2 minutes ago, gurbu said:

ok but will that fix my FPS issue or should I just return this laptop

idk i just kind of did it as a joke and it didnt work i would put it in turbo mode and if that doesnt work return it

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3 minutes ago, gurbu said:

ok but will that fix my FPS issue or should I just return this laptop

there is no issue , turn the settings down if you want more fps.

most games settings increase load exponentially , meaning less fps for even less graphical changes. Theres no reason to run the game with every setting on max as it does very little if not nothing to the visual quality and just lowers the fps. especially AA or other pointless settings

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1 minute ago, emosun said:

there is no issue , turn the settings down if you want more fps.

most games settings increase load exponentially , meaning less fps for even less graphical changes. Theres no reason to run the game with every setting on max as it doesn't very little if not nothing to the visual quality and just lowers the fps. especially AA or other pointless settings

yes but league isnt a very demanding game at all so he should be getting atleast 144 on league with a 1660

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4 minutes ago, branb said:

he should be getting atleast 144 on league with a 1660

 why are they using an online game as a benchmark , they havent actually tested the gpu to see how it's performing so there may not be any issue with the gpu at all.

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1 minute ago, emosun said:

 why are they using an online game as a benchmark , they havent actually tested the gpu to see how it's performing so there may not be any issue with the gpu at all.

what? he just said hes getting low frames on league and it being an online game doesnt mean your gpu doesnt matter?

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1 minute ago, branb said:

and it being an online game doesnt mean your gpu doesnt matter?

yeah , online games fps is also dictated by network speed , internet speed , server speed , server load , number of players , latency , other players connection speed , other players pc speed......

You add so many link to the chain for benchmarking that you're just benchmarking planet earth at that point and not your own machine. lol. Like as if you were benchmarking a tv's resolution by watching a game streamer

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1 minute ago, emosun said:

yeah , online games fps is also dictated by network speed , internet speed , server speed , server load , number of players , latency , other players connection speed , other players pc speed......

You add so many link to the chain for benchmarking that you're just benchmarking planet earth at that point and not your own machine. lol. Like as if you were benchmarking a tv's resolution by watching a game streamer

im like 99% sure that network speed internet speed server speed latency will all just result in rubber banding not loss in fps, fps is local not determined by a server unless your talking about starcraft 2 

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7 minutes ago, emosun said:

yeah , online games fps is also dictated by network speed , internet speed , server speed , server load , number of players , latency , other players connection speed , other players pc speed......

You add so many link to the chain for benchmarking that you're just benchmarking planet earth at that point and not your own machine. lol. Like as if you were benchmarking a tv's resolution by watching a game streamer

wrong

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1 minute ago, gurbu said:

pre sure this emosun guy is a troll.

 

your FPS is purely dependent on GPU and CPU

*girl

 

and no , if you think that a game that literally requires a connection to the internet..... somehow cannot be influenced by the internet...... then by all means , return the laptop buy a new one and learn the hard way. I can only tell people not to jump off a bridge but I sure can't stop them.

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please stop, you really don't know what you're talking about. 

 

If anyone has anything worth saying please do, thanks. I think I'm gonna return this trash laptop, just played a game and the network card causes my ping to throttle along with constant fps spikes.

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bump please help guys, do i just return it lol

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That kind of performance, to me, sounds like the game is for some reason using the integrated Vega 10 graphics of your CPU, rather than the GPU. You said you checked, but ~60fps@1440 is pretty spot on for the Vega 10 seemingly from googling it. That laptop should have the capability of hot-swapping when it's using the integrated Vega 10 and the dedicated 1660ti based on power settings & usage needs. I know there's been issues in the past with games (blazblue comes to mind), which had problems with auto-detecting the correct GPU of a computer, causing it to default to integrated even while the rest of the system was using a dedicated card. So it could be some real wack stuff in your drivers/settings of something. Return/exchanging and calling it a lemon might be an easier method of ending up in a computer without the weirdness than finding the real cause. Depends on how much you want a puzzle I guess.

Edited by seburoh
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19 hours ago, emosun said:

 

*girl

 

and no , if you think that a game that literally requires a connection to the internet..... somehow cannot be influenced by the internet...... then by all means , return the laptop buy a new one and learn the hard way. I can only tell people not to jump off a bridge but I sure can't stop them.

 

You're right, but oversimplifying and in doing so conflating a bunch of different things. Connectivity to internet definitely matters, which is why ping and server latency are a definite thing when talking about game performance. But I can't think of a game off the top of my head which ties framerates to server connectivity. You can run pretty much any game at whatever FPS your computer can handle, and it will take/give data with whatever server you're connected to at a pace which is completely isolated from that. League is one of the games which works in this way.

 

This is something that normally is pretty apparent visually. FPS drops will make a game feel choppy, as FPS is a straight measurement of how many frames of animation are shown to the user, and our eyes/perception can only trick us that a flipbook of still images is actually a moving picture when the flipbook of images is showing us enough pages a second. With more and more pages a second past that point being more helpful for faster "moving" objects to be tracked, or for peripheral/subconscious thought. Hence why movies can get away with 24 fps still in 2020 and nobody really complains, they don't move quite as fast or unpredictably as video games have a penchant to, so they don't generally need the extra frames to function to the user.

 

Conversely, server connectivity can still feel smooth, but out of time/sync. You could walk real fluid-like up to a door, but when you try to open it suddenly you're back where you were 10 seconds ago. The act of moving up to the door is still allowed to be smooth motion, high FPS, but once the server is told "hey the player is over here", it has to deal with the information of where you thought you were, vs where it thought you were, and the differences therein. This can be caused by user internet being shit, or from the server not being able to keep up, but either way the results will feel similar, just on different scopes. User internet issues being ones that cause that one player to fall out of sync/jitter around, ex: everybody sees them walk into a wall for a couple seconds for no reason, only to snap into existence somewhere else entirely a second later. Whereas server-based issues mean instead of one wall-kisser, everybody is a wall-kisser. Which can happen at any FPS these differing players can run the game at. Where the players snap back to, how they snap/jitter, etc, is all based on the specific netcode of the game and how it chooses to interpret that core difference of "player thought they were here, server thought they were over there, what do?".

 

I'm sure there's some game out there which had the ridiculously bad idea of tying server connectivity to player FPS, but thankfully I've never run into such a nightmare. It's standard and accepted in the game industry for these things to not tie themselves to each other that way. If a user's server connectivity isn't good enough for their machine to be told there's an enemy jumping around the corner in front of them at exactly the moment it happens, then simply that enemy model does not move to do so on the user's local machine (as it has not been told to do so), until that information is properly given. You can find out more on this topic by researching "tick rate", and the rabbit hole that is how often online games actually pass information back/forth with it's local players. The tl;dr for that research being: it is generally nowhere even close to the FPS at which most people play competitive online games.

 

A kind of half-example for fps tied to server connectivity would be EVE Online, which creates a timewarp thing to slow down the ingame clock within a space if the battle computations get too large. You could relate this to dunking FPS by relating it to games which tie FPS to the game's engine (Valkyria Chronicles, lots of bad racing games, etc), but since EVE wasn't made in such a way, the framerate is still allowed to be high. You're viewing the map in slow-motion, but that slow-motion is technically still running at whatever FPS your computer can handle it at. The reason why EVE Online does this, is to reduce strain on the servers running the game specifically, so it can keep up with the action (through slowing it down to a pace at which it can), instead of having everybody make out with walls as per the above analogy.

 

---

 

A great experience to pick up if you want to see the workflow of an online game, is Guild Wars 2's mode called World vs World. GW2 is running on a modified engine that's now about 15 years old, and the WvW mode centers itself around armies of players in a PvP environment. Instead of the 5v5 of LoL, WvW is more like a 40v40v40 for scale, it's rather large. Too large, in fact, for the poor game to handle without coughing up blood on almost every level. The statistics mod which players use in the game separates out performance into three quick numbers, always seeable, so players can adjust their play accordingly. These three numbers are:
FPS: How good your computer is rendering what's going on.
Ping: How good your internet connection is doing with communicating to where the game servers are.

Response: How quickly and reliably the servers are communicating back.

If you run the game on hardware not strong enough for the graphical settings chosen, only FPS will drop. If you live in the woods and your internet is garbage, only Ping will drop. And if you get into a fight big enough to where the servers are having a hard time keeping up with computing what information to give back to the players, only Response will drop. Since performance problems happen constantly and consistently within the game, it's something that ends up being really easy to test and watch. It can show you how the workflow of an online game works, by showing you what happens when it doesn't work at all. Illustrating the differences between local FPS, and the disconnected but definitely important statistics of server connection and reliability.

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  • 9 months later...
On 1/15/2020 at 4:48 AM, gurbu said:

 

 

https://www.userbenchmark.com/PCGame/FPS-Estimates-League-of-Legends/3761/727265.0.0.0.0

https://www.gpucheck.com/game-gpu/league-of-legends/nvidia-geforce-gtx-1660-ti/intel-core-i7-8700k-3-70ghz/

Hey so I get a new laptop ROG Zephyrus GA502DU-PB73

and I ran league today but however I only get 60-70 fps (not capped) in game on max settings 1440p and drops to 20 fps in teamfights. my old laptop with a GTX 950M ran better than this, like what the hell!

What's the issue here? are these benchmarks wrong? is my laptop faulty?

Things I've done to resolve this issue:

  1. re-format computer

  2. Update drivers

  3. plugged in laptop and not on battery save mode

  4. make it so the GPU is being used for the game (instead of integrated graphics)

  5. I used GeForce Experience and i got a stable 60 FPS, but my laptop is HOT (87 degree CPU) i feel like this is abnormal for such a non-demanding game like league.

any help would be appreciated thank you.

I've ran the benchmark thing with https://www.userbenchmark.com/Software and everything SEEMED fine.

https://www.userbenchmark.com/UserRun/23714625

I had the same problem !

Solved it by doing the following :

1.) open Intel Graphics Command Center

2.) at System -> Power -> plugged in : select maximum performance and unchecked the option that said something like "reduce the fps ..."

3.) checked every fps/power consumption related settings from Intel Graphics Command Center

 

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I only have Wow as a reference it only slows down when a bunch of other players are on the screen or you raid.  Otherwise its 100+ fps doesn't really matter the resolution its not very heavy on GPU.  lol is also very light on GPU requirements.  *usually* capped at 120fps on FFXIV online too.  Only specific instances are games slow due to being online...  not ALL the time.

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