

Fully Repair League of Legends and the Client
Lol low fps mac how to#


I know this may all sound generic and boring, but trust me, it’s worth doing.
Lol low fps mac drivers#
Updating your drivers and repairing the game may fix the issue. The most common reasons why new and good PC systems display low FPS in LoL are that the graphics card isn’t actually updated/in use, or you have corrupt game files. Many different factors can cause low Frame Rate, or FPS, in League of Legends. I ended up losing the game but I learned how you can fix the issue of having low FPS in League of Legends despite playing the game on a good high-end PC. A blind guess would be that the shaders are not getting compiled/prewarmed and they are compiled during gameplay.When my old PC (which was a high-end gaming PC a couple of years ago, by the way) suddenly started displaying 20 FPS in a Master elo ranked game, I freaked out. Something I should mentions is I'm experiencing some issues where the game will hitch when I navigate to a new hero or the water for the first time. In Source1 I was getting 70-80 fps in similar situations which is pretty close! With AO and high-quality water disabled in Source2 I'm hovering above 60fps in Source2. However, with everything enabled in Source2 in the mid-lane with creeps and action going on I'm getting 45-50 which is pretty damn good. I also don't know if the frame rate calculation between source1 net graph is different than the source 2 FPS, but the max frame rate doesn't nearly get as high (I can get over 120 fps in source1). I noticed that source1 doesn't seem to enable AO or the effect that it produces is significantly different than Source2. Overall, my performance is still not as good as Source1, but it is much closer now. Here is my instruments stack of me sitting in the fountain.Ĭongrats, the Ambient Occlusion and Specular Lighting are both much faster than they were on my Nvidia 670! Maybe they perform better under linux/windows than OS X? My ignorant guess would be that source2 is expecting better performance out of these thread locks from all of the threads that it is using. The biggest chunk of time is CThreadSyncObject:Wait(unsigned int) call where it performs the necessary calls to _pthread_mutex_lock, _pthread_mutex_unlock. Where the OpenGL rendering thread only consumes about 11.5% the main source 2 client thread only consumes about 6.4%. It seems as if there are a lot of threads that are switching priority every frame (switch_pri) and consuming about 36.4% of my CPU process. I did some Instruments sleuthing on it and it appears that there might be some significant thread waiting/switching occurring that is bogging down the FPS. Looking at the CPU in Activity Monitor, makes me believe that it is CPU limited as my quad-core CPU is grinding at 500-600%. I've tried V-Sync, window-type, resolution and it seems that they are still all suffering from the same CPU consumption. Can confirm that fps is much lower than in source 1 and reducing the graphics only has a marginal improvement in FPS.
