Shared session

By @ZloTusssS

League of Legends

Nov 12, 2026, 10:11 PM (Paris time) · 28 min

Detected by: system event · End: the game closed

Key takeaways

Rough session

Stutters cost a noticeable share of the playtime.

12 stutters (52 slow frames including 29 freezes) · 11.8 s lost

Main cause: Game computation (51 occurrences). The worst stretch cost 10.5 s of lost frames. 98% happened in the first ten minutes: the signature of shader compilation, which will not happen again on this game.

Pace set by the processor

The processor set the pace on 97% of the frames: it decides how many frames per second you get, not the graphics card.

Performance

FPS, lows and stutter breakdown

Frame timing

Average FPS

415

Session average

1% low

236

Average of the worst 1% of frames

0.1% low

171

Average of the worst 0.1% of frames

Frame p99

3.8 ms

Time per frame, in the slowest 1%

16.7ms · 60 FPS33.3ms · 30 FPS0 s14 min28 min

Median frame time of each slice (ms) over the session. Red dots = slowest frame of a slice, when it clearly breaks from the session’s pace.

Slow frames (52)

11.8 s lost
Game computation51(11.8 s)
CPU taken over1(0.0 s)

System state

CPU, GPU, VRAM averages and temperatures

Game CPU

?

10%

GPU

?

22%

CPU temp max

?

67°

57° on average

GPU temp max

?

46°

42° on average

hot threshold · 90 °C CPUhot threshold · 83 °C GPU20 °C58 °C95 °C0 s14 min28 min

Processor · Graphics card over the session, peak of each slice. The dashed lines are the thresholds of the thermal summary.

Advanced sensors (PawnIO driver)

VRM max 34 °CCPU fan max 1,500 RPMGPU fan max 0 RPMCPU power avg. 45 WGPU power avg. 80 W

Measurement conditions

  • V-Sync: off
  • Loading hitches excluded: 5
  • Measurement cost: 0.6% of the processor
Pace set by the processor

The processor set the pace on 97% of the frames: it decides how many frames per second you get, not the graphics card.

VRAM peak

?

9.3 GB

Input lag p99

?

1.2 ms

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