Question / Help Varying MS in League of Legends

Thiessen

New Member
Hello!

So I have been trying to stream League of Legends, but my in-game MS keeps spiking from 40 - 120 (my normal MS when not streaming is usually around 40 - 45). Now I wouldn't mind having 120 MS, as I used to play with that a couple of years ago, but because it is spiking, it is basically making it impossible to play.

These are my SPECS / Internet / Stream Settings:

*SPECS*
CPU - i7 3770K @ 3.4 GHz (3.9 Overclocked)
GPU - GeForceGTX 550 Ti
RAM - 16GB
MOBO - Z77A-GD65

*Internet*
Download: 15 MB/s
Upload: 1.5 MB/s

*Stream Settings*
Encoding - Quality - 8
- Bitrate - 935 (kb/s)
- Buffer - 561 (kb/s)
Video - Downscale to 1280x720 with Lanczos (36 samples)
Preset - faster
Broadcast Settings - Server - Frankfurt, DE (I live in the southern DK, and this is what gave me the best ping)

So, any idea how to fix the spiking MS, or possibly lock it at 120ish? Any help appreciated ^_^
 

FerretBomb

Active Member
1) Run a 6MB test at http://testmy.net/upload to get a better idea of your actual throughput (speedtest.net is worthless for livestreaming, it tests dead-file transfers, not constant throughput)
2) Switch away from Frankfurt. It's a server known to give very poor performance.
3) Switch on 'minimize network impact' in the settings.
These may not help; LoL is known to be very greedy when it comes to network utilization (ie: apparently crappy netcode that loses its mind when ANYTHING else is using the network too).

Also, post a log from a live streaming session, it'll help us find any other problems more easily. They're in %appdata%\OBS\logs and are timestamped appropriately. Just open one in Notepad and paste the complete contents here inside of 'code' tags.
 

FerretBomb

Active Member
A regular file, which is not being buffered/actively added-to. A file which isn't changing on the fly, so 'dead'. A livestream only has up to the buffer amount ready to be sent at any given time, while a 'dead file' (any gif, zip, mp3, txt, etc... a complete and static file) has the entirety available and so when the local modem/router send buffers clear, as much as needed can be grabbed and fed across the upstream connection, as the entirety file is currently available to the system, and can be fed as soon as the capacity becomes available.

While testmy also runs on a dead-file, the remote server also appears to track the speed at which the file is being transferred throughout the course of the transfer, not just how long it took to transfer (as speedtest does). So it's able to show you your constant actual throughput rate. It's across the entire route from you to their server, but it gives a better idea than just 'how long did it take to transfer this file, divide seconds by size of file'.
 

R1CH

Forum Admin
Developer
Well no speed test actually tests a "file" transfer, its just arbitrary data sent as fast as possible. The key difference is testmy.net uses a single TCP connection which accurately simulates streaming (which uses a single TCP connection also), whereas speedtest.net and some other sites open multiple connections, measuring the sum of the rate of every connection. Due to deficiencies in TCP and various other factors, a single TCP connection is unlikely to reach the rated line speed.
 
Top