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  1. Sep 25, 2024 · This is helpful when your current game settings are too high for your computer to currently load into a game. Download the MinConfig.zip file, which you can find at the bottom of this page. Unzip the file. Log into your League of Legends account. Go to your "Config" folder (default location: C:\Riot Games\League of Legends\Config)

  2. Go to League of Legends\Config. Backup (make copies of) game.cfg. Open game.cfg with a text editor like Notepad. Under [General], change Height and Width and save. Right-Click game.cfg, go to Properties, and make Read-Only. Open your client, login, and launch a test game (training or co-op). Your game window should load as that resolution.

  3. Hopefully Riot will soon realize that maybe they should slow down on the current new releases and make something new for PC, maybe even let us play on its closed/open beta and provide feedback while League is still going, and replace the original one with that when everything is ported because honestly the state of the game/client right now is laughable and that would be one of the main ...

  4. Go to your League of Legends\Config folder, open PersistedSettings.Json with the text editor of your choice (might need to run it as administrator) and remove the excess closing brackets. It should only have one string of closing brackets at the very end of the file. Super easy to distinguish if there are more than one.

    • Rendering For Beginners
    • Render Stage 0: Fog of War
    • Render Stage 1: Shadows
    • Render Stage 2: Static Geometry
    • Render Stage 3: Skinned Meshes
    • Render Stage 4: Outlines
    • Render Stage 5: Grass
    • Render Stage 6: Water
    • Render Stage 7: Decals
    • Render Stage 8: Special Outlines

    Most computers have a CPU (Central Processing Unit) and GPU (Graphics Processing Unit). The CPU is responsible for the game’s logic and calculations, while the GPU receives triangles and texture data from the CPU and displays them on screen as pixels. Small GPU programs called pixel shaders enable us to affect how this rendering occurs; for instanc...

    Before we start drawing any of the scene, we first prepare for the fog of war and shadows (oooh fog and shadows, so ominous). The fog of war is maintained by the CPU as a 128x128 grid which is then upscaled to a 512x512 square texture (more on this in "A Story of Fog and War"). We then blur that texture and apply it to darken appropriate areas of t...

    Shadows are an essential part of a 3D scene. Without them, objects would appear to float about. To create shadows that look like they’ve been cast by a minion or champion, we need to render them from the point of view of a light source. The distance from the light to the shadow caster is stored for each pixel in RGB components, and we zero out the ...

    With the prepared fog of war and shadow textures in hand, we can begin drawing the rest of the scene in our frame. First up: static geometry (so called because it doesn’t animate). 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 ...

    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...

    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 filt...

    To consider what’s involved in rendering water and grass, let’s take a look at another scene which contains both. 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...

    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. To enhance the effect of the water (it can be a little subtle) I’ve kept the transparency of the water and ignor...

    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...

  5. In patch 14.21, Middle Zed was played in 68,902 games in Emerald + tier, with a 49.66% win rate and a 6.00% pick rate. Current rank of the champion is 2 Tier, and the most popular core items include , , and The most popular runes include (, , , ) for primary path and (, ) for secondary path.

  6. The early game damage is negligable, but once you get to around level 9 and your first Item it starts do deal really good damage. It increases your late game combo damage by around 100-150 on squishier targets, wich is substantially more, than Scorch 's 40 damage and without a cooldown.

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