[NEW] At Ambitious League of Legends World Championship, Riot Games Continues to Blaze At-Home-Production Trail | lol world championship 2018 – Vietnamnhanvan

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At Ambitious League of Legends World Championship, Riot Games Continues to Blaze At-Home-Production Trail

Both world and English-language feeds were produced from Los Angeles studio

Story Highlights

    Riot Games’ largest esports production of 2018 came to its epic finale last weekend with the League of Legends (LoL) World Championship Final in Incheon, South Korea. Always one of the most watched live esports shows each year, Riot Games outdid itself once again in terms of technology. Having been deployed o create a virtual dragon flying through Beijing National Stadium last year, AR was factored into this year’s Opening Ceremony at Incheon Munhak Stadium, allowing in-game band K/DA to be virtually inserted onstage into the opening musical performance alongside Madison Beer, Miyeon and Soyeon of (G)I-DLE, and Jaira Burns.

    Of course, the Opening Ceremony’s K/DA in AR was just the first in a parade of cutting-edge technologies and production workflows deployed by Riot Games to serve the massive audience tuning into the LoL World Championship Final. Most notably, Riot Games continued to push the at-home–production envelope at this year’s Worlds, producing both the world-feed show and the English-language show from its studio in Los Angeles and reducing the number of mobile units onsite from four in 2017 to zero this year.

    “We believe a reliable at-home production strategy is integral to grow globally and maintain long-term sustainability,” says Mitch Rosenthal, head of production and operations, Riot Games. “Now hosting an event in Europe or Asia or North America doesn’t force us into region-specific tradeoffs and allows all of our shows to hit the high bar our players and fans deserve.”

    Upping the At-Home Ante: World Feed Produced in L.A.
    Over the past four-plus years, Riot has been at the forefront of at-home production and continues to leverage its Riot Direct network (the ISP used to service all LoL gameplay) to efficiently send feeds from tournament remotes to its Los Angeles production facility. Riot sources local ISPs for the last mile to connect the closest Riot Direct ingest point. During the Mid-Season Invitational (MSI) from Paris in May, the company successfully transmitted 34 live sources in 1080p60 from Paris to L.A. (with a latency of just 175 ms) over a 1-Gbps pipe.

    “Reducing four [production] trucks onsite to zero in a single year has been an incredible achievement for us,” says Rosenthal. “Similarly, bringing bandwidth [to deliver video/audio feeds back home] down to 1-GB allows us to do four complete productions offsite. Over the course of the last 18 months, we have been working hard to accomplish this goal, and it’s gratifying to see us going to a modified flypack and truly take advantage of our remote capabilities. We will continue to look to push the envelope and reduce our footprint as much as we can.”

    At the MSI, Riot used its English-language feed as the main program and produced a mix-minus version as an output for the world feed so that other regions could share the resource. However, in Korea, for the first time, Riot used the world feed as its baseline, with the English-language show serving as a client of the world feed, increasing the value of the world feed for all regions. Although Riot produced more content in Los Angeles (both the world feed and the English-language feed), it was still able to reduce its transmission needs from a 10-Gbps pipe at last year’s Worlds to less than 2-Gbps this year.

    “We’re always looking at improving this [at-home workflow] for everyone,” says Rosenthal. “MSI was our first test on several workflows, and these have been modified to continue testing throughout Worlds. A few of the critical enhancements have to do with remote production. This is vital for efficiency, in addition to keeping consistency with crew by lowering the amount of time some teams need to be on the road.”

    A New Home in Seoul: Play-in Stage Marks Debut of LoL Park Arena
    The LoL World Championship comprised five stages: the Play-In Stage (Oct.1-7 in Seoul), the Group Stage (Oct. 10-17 in Busan), and the Knockout Stages comprising the Quarterfinals (Oct. 20-21 in Busan), Semifinals (Oct 27-28 in Gwangju), and Finals (Nov. 3 in Incheon).

    The Play-In Stage took place at Seoul’s recently built 56,900-sq.-ft. LoL Park arena, which has a capacity of 500 people and will serve as home to League of Legends Champions Korea (LCK) beginning next year. The state-of-the-art esports facility was the result of a close collaboration between the Riot Games central team in Los Angeles and the local team in Korea.

    “The launch of the studio and LoL park was a big moment for both the local Korea team and Riot as a whole,” says Rosenthal. “The build and commissioning of the studio and control room were a great example of collaboration between the central team and the local Korean team. The central [team] was able to share context and specific workflows that we developed over the multiple studios we helped build around the world.”

    Instead of trucks onsite, Riot Games leveraged LoL Park’s brand-new control room to produce the local Korea feed and content for the in-venue LED screens. For the world feed, Riot sent audio and camera feeds back to its L.A. facility, where the show was directed/cut by the production team and observers (in-game camera operators) and then distributed to streaming/broadcast partners across the world.

    “One of the advantages of remote productions for esports is that the most important feed can be rendered natively at the home studio with no compression,” says Riot Games Global Technical Director Maxwell Trauss, who architected the company’s remote systems. “This lets us have full-quality gameplay, graphics, and playback and compress only cameras. Both the viewer and production benefit from this workflow.”

    Despite delivering the Play-In Stage in 18 languages and to more than 20 digital platforms and television channels across the globe, Riot was able to deploy a fairly lean production team at LoL Park: roughly 100 crewmembers were onsite. In addition, Riot teams around the world integrated their own language-specific feeds from the broadcast out of their respective regional studios, such as Los Angeles and Shanghai.

    In terms of the onsite LED show, the arena at LoL Park features three main viewing screens for the audience, an LED display at each player’s position, and a center floor LED circle. The venue marries this with an in-arena LED ribbon screen behind the audience and projection walls both inside and outside the venue.

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    A Production Marathon: Evolution From Group to Semis in Korea
    Any operation spanning more than a month and five drastically different venues in five cities is going to evolve. Although the camera complement has varied depending on the venue, Riot generally deployed about 30 cameras at each stage leading up to the Final, including 10 pro-player POV cameras and several jibs and Steadicams. As always, the Riot production team reacted and adjusted broadcasts on the fly based on live audience feedback throughout the tournament.

    “At Riot, we produce our shows for the players, and we truly mean it,” says operation lead Marc Hilko. “I come from the broadcast/production world, but I have never been on a show that takes live critical feedback (for instance, via Twitter) for something like a light being too bright to be able to enjoy the gameplay on the screens or a pro’s reaction to winning/losing. Keeping all of this in mind while continuing to raise the bar on innovation while maintaining sustainability is a challenging balance.”

    When the LoL action shifted to BEXCO (Busan Exhibition and Convention center) in Busan for the Group Stages and Quarterfinals, Riot reverted to a more traditional LED setup for the proscenium show. A seamless LED screen was positioned in front of each set of player sleds and a large LED screen sat behind each team. These were used for various show elements, such as champion select, displaying the player POVs onsite, and objective callouts like “dragon” and “baron.”

    For the Semis, nothing could be hung from the roof at Gwangju Women’s University Universiade Gymnasium, and Riot was forced to install ground support structures and hang the entire show off that. The stage design was similar, though slightly larger to fit in the building, and an additional trophy stage was added to help build the momentum to the Finals. Riot also added two projection screens due to the increased audience size (more than double the Group Stage capacity).

    To the Final: Bigger Screens and Stages, More Tech Toys, Many Surprises
    The size of each show and equipment levels grew gradually throughout each stage before exploding into the Final, always among the biggest shows on the esports calendar. Saturday’s production featured a far bigger and more complex staging and LED setup than previous rounds, taking a crew of 260-plus (excluding stage hands) eight days to build before rehearsals could begin (which meant that load-in dates for the Final and the Semis were the same).

    Riot erected three massive 32- x 18-meter LED screens for the stadium’s large audience. The players were located in their own pods to protect them from the amount of audio needed to pump into the stadium and any potential weather-related issues.

    “The staff for front of house is bigger to accommodate the larger audience. We typically have a musical element for the Opening Ceremony, which means more people and more complexity, and that leads to larger facilities and logistics,” said Hilko prior to the event. “We are building more than a dozen temporary tents to accommodate the needs of VIPs, backstage and front-of-house crew, on-camera talent. It’s really exciting to start in a smaller studio and continually grow as the event goes on, to feel the excitement grow along with the size of each stage. The execution of the Final is always very exciting.”

    Riot also added a Spidercam (for the second consecutive year) and an RF Steadicam to the complement of more than 30 cameras.

    In addition to Korean and Chinese broadcast teams onsite (as in previous rounds), English broadcast partners had on-air talent at Incheon Munhak Stadium.

    Although the show was bigger than ever, Riot continued to maintain its at-home production and leverage its L.A. facility to integrate the world-feed show. There were 30 transmission paths to Los Angeles and 14 return paths to Korea. In addition, there were eight inbound/outbound paths going to Korea Riot control room at LoL and four to the China Riot control room.

    “The Final is always more complex for a number of reasons,” says Ray Panahon, technical lead, esports, Riot Games. “We have a ton of router I/O to consider: multiple send and receives; we have highways of signals going everywhere, some coming back. Being remote is also challenging, with the TD, director, and observers in Los Angeles and the [players], game servers, and cameras onsite. Lots of communication is needed with this separation.”

    An Army of Vendors Delivers Across the Globe
    To achieve the massive scale of the Final and maintain the marathon run of the World Championship production, Riot enlisted many of its long-time technology vendors and service providers: NEP/Bexel for broadcast equipment, CT Asia for LED, Serame Design lighting, Concom for production services, ANP for front-of-house activities, Haivision for encode/decode, Workshop for sets and scenics (with additional help from Show Design and JK Design and local partner Dream Maker), LG U+ for fiber connectivity in South Korea, and CAT Entertainment Services for power.

    “League of Legends is played in every corner of the world, and we feel that we have an obligation to deliver a best-in-class show to every one of our fans,” says Rosenthal. “The remote capabilities we have developed allow us to deliver a top-tier product anywhere in the world. Empowering any one of our studios to integrate with our core world feed and build a show customized to their audience helps us deliver a lot of player value. Now hosting an event in Europe or Asia or North America doesn’t force us into region-specific tradeoffs and allows all of our shows to hit the high bar our players and fans deserve.”

    [NEW] LoL Worlds 2018: Biggest upsets | lol world championship 2018 – Vietnamnhanvan

    It’s been another jam-packed and action-filled year of League of Legends. A new era has been made with China’s Invictus Gaming surprising us all with a dominating performance throughout Worlds. The Koreans have finally been toppled; Lee ‘Faker’ Sang-hyeok is nowhere in sight and China are categorically the reigning kings of League of Legends – and it’s been a long time coming.

    Royal Never Give Up came into the tournament as the number one LPL seed, and favourites to hoist the trophy, but after weeks of gruelling competition, not everything went as planned. We breakdown the biggest upsets, the games that defined the tournament and the games that made Worlds 2018 the spectacle it became.

    1. Phong Vũ Buffalo vs. Flash Wolves (Group Stage, Day 6, Bo1)

    Incredibly, Vietnam’s Phong Vũ Buffalo beat out Flash Wolves in the second half of the group stages – and with their upset win (seen above), they ended up taking away the LMS’s last chance of making it to the quarters. It was quite the upset in itself, but most importantly, if not for Buffalo, G2 Esports would never have had the opportunity to make it to the next stage of the competition – where they ran all the way to the semi finals.

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    The Vietnamese line-up, comprised of the efficient and effective top carry, Phạm ‘Zeros’ Minh Lộc, farmed up a storm on his Aatrox, alongside his ADC, Đặng ‘BigKoro’ Ngọc Tài, who cleaned up and broke down Flash Wolves in the later stages of the game. They’re from a region that has only recently been getting the coverage they truly deserve, and with the vast player base they boast, their top team showed up in a big way against Taiwan’s number one seed.

    The LMS region, across their three seeds, didn’t manage to impress, with only Flash Wolves having any taste of success, while MAD Team and G-Rex left the competition without a win in the group stage. In this match-up against Buffalo, Taiwan’s Flash Wolves were the favourites coming into the match-up, with the Vietnamese side being a mostly unknown entity.

    They’d be a side fans wouldn’t forget, however, as the quick and brutal Vietnamese playstyle came as a surprise to the Taiwanese side, overwhelming them in the early stages of game, before falling back, to what could be seen as an expected gold deficiency. Phong Vũ Buffalo tunnelled it out into the later stages of the game, scaling up, and eventually winning an all important teamfight, taking the Baron, stealing away the game, and the hopes of a region.

    2. Team Vitality vs. Gen.G (Group Stage, Day 1, Bo1)

    Either Team Vitality or Cloud9 could be featured here up against the Gen.G match-up. Both teams upset the previous World Champions, Samsung Galaxy, now a shadow of their former selves, but it was the French team who really showed up against the former champions. Gen.G came into the tournament as Korea’s third seed, despite being a usually formidable force – in fact, we’re used to seeing three teams from the LCK get out of the group stage of the competition, and with ease.

    Gen.G, however, went from winning Worlds 2017 to losing all but one game in the group stage, just a year later. Granted, they faced off against Royal Never Give Up, the favourites of the competition, but on paper, C9 and Vitality shouldn’t have had the means to beat the Koreans so convincingly.

    Europe’s Vitality showed us a fresh and unique playstyle, sporting champions we’re not used to seeing on the big stage. A team comprised of rookies, Amadeu ‘Attila’ Carvalho and Jakub ‘Jactroll’ Skurzyński in the botlane, Daniele ‘Jiizuke’ di Mauro in mid, alongside a top laner and jungler, without the high regard, or expectation going into the tournament, proved to us that they deserved their spot as Europe’s number two seed. Although they didn’t make it out of the proclaimed Group of Death, they made their mark at Worlds 2018.

    It’s a real shame we didn’t get to see Italian star mid laner Jiizuke in the playoffs, as his hyper aggressive playstyle, his unpredictability, and his unconventional champion picks, gave a real shift to the mid lane. He’s an exciting player to watch, a true carry, and a player that fits perfectly in this top and mid focused meta. Instead of taking the customary route of copying whatever is popular in the LCK, Jiizuke showed us that anything goes. With Worlds heading to Europe next year, let’s hope he can show up big time in his home region.

    3. Invictus Gaming vs. KT Rolster (Quarterfinals, Day 1, Bo5)

    This year’s Worlds has truly been a tournament defined by upsets. Previous to Season 8, South Korea were always the top dogs. Teams like EDward Gaming and Royal Never Give Up had the hype around them, but Korea always came on top in the end – and in fact, the last four Worlds Grand Finals have been a Korea vs. Korea match-up. Many of the analysts were still counting on LCK’s KT Rolster to beat out the number two Chinese seeds – but, much like their compatriots, they too faltered.

    The LCK team, comprised of legendary players, were no doubt the favourites coming into this match-up, as well as one of the favourites in the whole competition, coming in as Korea’s number one seed. IG showed up when it counted, however, showcasing their star mid laner Song ‘Rookie’ Eui-jin, up against the much less experienced Son ‘uCal’ Woo-hyeon.

    Rookie played at a consistently high level throughout the series, regularly winning out in the mid match-up, as well as performing in the team fights, where his Korean top laner, Kang ‘TheShy’ Seung-Iok, took on Song ‘Smeb’ Kyung-ho with confidence, going even, or winning out, in the laning phase. We expected him to take a step back against such a formidable opponent, especially with his lack of experience on the big stage, but that was by no means the case. He took the game into his own hands.

    IG’s solo laners showed us that they’re up there with the best, despite TheShy not even being featured in the top 10 of Riot Games’ own

    top 20 players at Worlds list

    . Meanwhile, Rookie, number two on the list, after Jian ‘Uzi’ Zi-Haoi, proved to us why he’s so highly regarded. The march ended in a game five finish, and it was as close as it comes. Although KT were defeated, it could have been anyone’s game.

    The series almost took a different path, if not for sloppy drafting, and overconfidence in the third game. IG found themselves in a base race, losing out narrowly, with only a few auto attacks from a 3-0 sweep – but they would take the win eventually, 3-2, heading on to their next challenge before claiming the Summoner’s Cup themselves with a win over Fnatic.

    4. Afreeca Freecs vs. Cloud9 (Quarterfinals, Day 2, Bo5)

    Although Afreeca Freecs weren’t seen as a dominant Korean force coming into the tournament, they were the favourites coming into this match-up against Cloud9. North America had never beaten a Korean team in a best of five at Worlds, let alone made it to the semi finals, yet Cloud9 did both, with pure determination, dominating Afreeca 3-0.

    Kim ‘Kiin’ Gi-in, Afreeca Freecs’s star top laner and carry throughout the spring split and summer of the LCK, couldn’t do enough to carry the favour over to his team. Eric ‘Licorice’ Ritchie held his own in the laning phase, and showed us he can perform exceptionally well, even in the hands of a tanking champion. In the later stages of the series, he successfully stole the Baron, clenching a much needed comeback. Meanwhile, Nicolaj ‘Jensen’ Jensen took control, making Lee ‘Kuro’ Seo-haeng completely ineffective, solo killing him multiple times in lane. The European carry outdid his expectations, styling on Afreeca Freecs with confidence and ease.

    Cloud9 have forever been North America’s last reliable team for contention of the Summoner’s Cup, but this year they really turned up. They came all the way from the 10th seed in the LCS, to winning out in the gauntlet, battling through the Play-ins, surviving the group of death, and taking out Korea’s last hope. They almost made the perfect North American underdog story, before Fnatic swooped in and crushed their dreams in the semi finals. Nevertheless it was still a performance to be proud of, a team with an incredible legacy, that, by no means, has had its final day.

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    5. G2 Esports vs. Royal Never Give Up (Quarterfinals, Day 1, Bo5)

    After the playoff stage was drafted, European hearts sunk as G2 were matched up against the favourites of the tournament, Royal Never Give Up. The Chinese champions, who play a bot-centric style around their star AD Carry Uzi – proclaimed as the best player in the world – were not short of accolades. Winners of the the LPL 2018 Summer Playoffs, the Demacia Cup, the Mid-Seasonal Invitational, and the Spring Playoffs, they were a dominating force. A team with the means to finally beat the Koreans at Worlds.

    G2 play a classic, and one dimensional 1-3-1, split push style, with their two solo laners, Luka ‘Perkz’ Perković in the midlane and Martin ‘Wunder’ Hansen’ in the top, carrying the team. The G2 bot lane, Petter ‘Hjarnan’ Freyschuss and Kim ‘Wadid’ Bae-in, although a consistent duo, were previously seen as middle of the pack in the EU LCS, completely outshone by their solo laners. Their job was to often stay even in the laning phase, and be supportive to their carries in the late game, with their pushing power consistency.

    Hjarnan is by no means a bad AD Carry. He plays the safe option. He’s never aiming for the miraculous outplay, nor to dominate in the laning phase. He’s a consistent and reliable player who plays to his team’s strengths. Saying that, his Heimerdinger has a 100 percent win ratio, being banned out through the entirety of the five game series. Even Uzi was scared to play against its intense pushing power potential with Hjarnan behind the wheel.

    G2 showed us they cannot easily be banned out, with their huge number of pocket pick champions, and adaptability – which you can see plenty of in Game 5 above, the most exciting and gruelling game of the series. We expected G2s mid and top to win out in their respective lanes, while Uzi dominated the bot. Hjarnan, Wadid and Marcin ‘Jankos’ Jankowski outdid our expectations, not allowing Uzi to take off and carry the game. Uzi was barely fed, even if he won out in the CS war. This gave the opportunity for Perkz to take control of the midlane and pop off, assassinating Uzi, securing kill after kill. His Leblanc was on fire, and his Aatrox unstoppable, thoroughly earning the quarter finals upset, winning the series 3-2. If there was an upset to define this year’s Worlds, this would surely be up there.


    FNC vs IG Highlights ALL GAMES | Worlds 2018 Grand-final | Fnatic vs Invictus Gaming


    FNC vs IG Highlights Game 1, Game 2, Game 3, Game 4, Game 5, ALL GAMES | League of Legends World Championship 2018 Grandfinal | Fnatic vs Invictus Gaming

    Full Series/Day playlist: https://www.youtube.com/playlist?list=PLJwuLHutaYuJoiLhMqakl9yiiyqLCs1Le
    League of Legends World Championship 2018
    SOUTH KOREA
    First seed: KT Rolster
    Second seed: Afreeca Freecs
    Third seed: Gen G.
    CHINA
    First seed: Royal Never Give Up
    Second seed: Incvictus Gaming
    Playin team: EDward Gaming
    EUROPE
    First seed: Fnatic
    Second seed: Team Vitality
    Playin team: G2 Esports
    NORTH AMERICA
    First seed: Team Liquid
    Second seed: 100 Thieves
    Playin team: Cloud9
    LMS (TAIWAN, HONG KONG, MACAO)
    First seed: Flash Wolves
    Second seed: MAD Team
    Playin team: TBD
    VIETNAM
    First seed: Phong Vũ Buffalo
    BRAZIL
    Playin team: KaBuM! eSports
    CIS
    Playin team: Gambit Esports
    JAPAN
    Playin team: DetonatioN FocusMe
    LATIN AMERICA NORTH
    Playin team: Infinity Sports
    LATIN AMERICA SOUTH
    Playin team: Kaos Latin Gamers
    OCEANIA
    Playin team: Dire Wolves
    SOUTHEAST ASIA
    Playin team: Ascension Gaming
    TURKEY
    Playin team: SuperMassive eSports
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    FNC vs IG Highlights ALL GAMES | Worlds 2018 Grand-final | Fnatic vs Invictus Gaming

    (REBROADCAST) KT vs. IG – RNG vs. G2 | Quarterfinals Day 1 | 2018 World Championship


    2018 World Championship Quarterfinals Day 1 Worlds2018
    kt Rolster vs. Invictus Gaming
    Royal Never Give Up vs. G2 Esports
    Watch all matches of the split here from all of our leagues: NA LCS, EU LCS, LCK Champions Korea, LPL. FULL VOD PLAYLIST https://www.youtube.com/user/LoLChampSeries/playlists?view=50\u0026shelf_id=72\u0026sort=dd
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    (REBROADCAST) KT vs. IG - RNG vs. G2 | Quarterfinals Day 1 | 2018 World Championship

    POP/STARS – Opening Ceremony Presented by Mastercard | Finals | 2018 World Championship


    The Opening Ceremony performance of K/DA POP/STARS at the 2018 League of Legends World Championship in Incheon, South Korea, presented by Mastercard. Worlds2018
    Featuring Madison Beer, Miyeon and Soyeon of (G)IDLE, and Jaira Burns.
    For all things Worlds, visit http://www.lolesports.com.

    POP/STARS - Opening Ceremony Presented by Mastercard | Finals | 2018 World Championship

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    Liên Minh Huyền Thoại: Tốc Chiến mang đến những trận đấu đòi hỏi kĩ năng và tư duy chiến thuật 5 đấu 5 đỉnh cao! Hãy cùng bạn bè tận hưởng những phút giây giải trí với đồ họa sắc nét, âm thanh sống động và hệ thống tướng đa dạng từ vũ trụ Liên Minh Huyền Thoại thuộc Riot Games. Tải Tốc Chiến ngay hôm nay!

    Tải về ngay trên Goolge Play: https://play.google.com/store/apps/de​…
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    Hãy theo dõi các video về lối chơi với IQ thượng thừa, cập nhật tính năng và nhiều điều khác nữa tại:
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    Chung Kết Khu Vực Việt Nam FBANG SEA EC 2021 - Ngày 2

    นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูบทความเพิ่มเติมในหมวดหมู่Wiki

    ขอบคุณที่รับชมกระทู้ครับ lol world championship 2018

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