Rocket League

Rocket League Dev Tracker




20 Aug

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Ahoy hoy! Is this during a match? Or are you doing something else, like a custom training pack?


19 Aug


16 Aug

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A few more here: https://imgur.com/a/WtdlGp4

Taken a few weeks ago on the night of the new moon at Lake Cuyamaca. These are single exposure photos that were shot on a Canon 6D Mark II and Tokina 11-16mm. This was my first time doing this kind of photography so not the greatest, but it gives a sense of the vision I had in mind. I've been learning more recently so next time I'm going to try stacking exposures and maybe doing a composition so everything comes out sharper. Would love to know what you think <3

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Originally posted by RyGuyMcDaddy

Thanks for the suggestion!


15 Aug

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Originally posted by Koponewt

Happy cake day!

Thank you! :D

Post

Blog Link: http://bit.ly/S12-Update

Season 11 Reward Items

The next update for Rocket League is scheduled for later this month, and it's bringing Competitive Sea...

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14 Aug

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Originally posted by amason

I TRADED UP 5 NCVR AND GOT NOTHING IN RETURN. I HAPPENED TO BE RECORDING ON SNAPCHAT FOR THE BOYS SO I’LL INCLUDE A GFY BELOW. I OPENED UP A TICKET WITH PSYONIX AND HAVEN’T HEARD ANYTHING BACK FOR A COUPLE WEEKS.

https://gfycat.com/satisfiedcluelessgypsymoth

I would start a ticket with us about this on support.rocketleague.com. They can see if nothing was awarded, or if you just didn't get a notification for some reason.

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Originally posted by PrinceFelix

Hello Devin!

I know it's been awhile. But was wondering if there have been any updates to a Rocket League API?

Yours Truly,

Me.

Hello! Nothing new to share at this time. Thank you!


12 Aug

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Originally posted by trustmeiwouldntlie2u

Rocket League is a 'fishbowl'esk physics game, so we have little control over how the player utilizes it. This new mix takes advantage of priorities to help carve away space.

I really can't figure out what this means at all.

Basically what I'm getting at is that you have full control over the experience given it's a physics driven game and everything happens in one place (fishbowl).


11 Aug

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Hey there, we do not filter the name 'Karen" but this may be a result of your platform's filtering service. Unfortunately, we do not have control over that.


10 Aug

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Originally posted by Vote_for_asteroid

Oh an actual Psyonix sound guy! Hi there. Yes I know it's a thing, but the name still rubs me the wrong way. You know just as well as I do that there is no inherent increase of dynamic range potential in the actual system, like there is with HDR video (and increasing it might actually be undesirable, given loudness wars etc). But don't get me wrong, I'm not saying I think it's a bad idea to use it. It's the end result that matters, it's just the bs name that has me shaking my fist. They could call it Active Sound Level Balancing, or Priority Mixing or whatever. Even Pseudo HDR could do, maybe.

I'm however more interested in things that improve sound localization in RL. You guys should make a proper VR port of Rocket League where I get to turn my headset and make out the direction of a sound. ;) Either way, I hope the new mixing scheme works out great and that everyone is pleased in the end.

We have had numerous discussions internally of how it's not an ideal name. Absolutely agree.

Thank you for your support on the new system! Once it's out, if you have feedback be sure to post it!

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Originally posted by CitricBase

Thank you for those links. I read them, and now I understand what HDR audio is. It seems like a great solution for when a game designer wants to create an atmospheric game world that can accommodate a wide range of auditory situations.

For the love of all that is holy, please don't bring HDR audio to Rocket League! Any system with a sliding dBFS range has no business being implemented in a competitive video game! As described in your links, HDR will normalize the volume of the loudest audio at any given time, destroying the relationship between the distance to a given sound and its perceived volume. Please, Mike, please reconsider the implications of this system.

No longer will a player be able to judge exactly when to dodge when they hear a car coming in for a demo from behind. No longer will a player be able to make an informed guess of how far away another car off screen is jumping for the ball from. No longer will a player be able to easily estimate the direct...

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I promise you we have done nothing to mess with the sensation of proximity in an unexpected way. In fact, one aspect in this new mix different from the current live version of the game is that we went back to the attenuation curves the game previously had. Specifically because of feedback that the community didn't like our last changes.

So from that aspect, the sound of the game will be more akin to the 2015-2018 version of the game.

With regards to the HDR system being used for atmospheric games, I do see where you concluded that. That being said, it probably could be viewed as more of a case by case basis. The system frequently works best in games where you're trying to control the chaos, such as the Battlefield, Crackdown, Sunset Overdrive, etc.

Here's an ...

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Originally posted by wut_r_u_doin_friend

Are there any style guides or specifications that clearly define what the industry term “HDR Audio?”

Yes! I've posted a few in other locations in the thread. :)

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Originally posted by gfunk84

If the focus is on headphone users does that mean those of use with surround systems are going to end up with a worse experience?

Not at all! It scales wonderfully to a higher fidelity system. We just built ground up rather than top-down this time.

Also mentioned in the article is the next aspect we intend to add which is dynamic range selection. With this, if you have a big surround system, you can extend the actual dynamics of the game to match a 'theater' like experience.

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Originally posted by bo0td

Make it optional, I hate changes to audio. So much so that I use the same engine sound and boost on all cars.

The last attempt at changing audio was horrific. I've never seen anyone say "Oh this is a good game, but I wish it sounded different".

Sound in games all too often falls prey to the “good enough” mindset. Especially in the multiplayer realm where most games don't sound as great as the single player experiences where the developer has more control and insight into how the game is being played.

Yes, Rocket Leauge sounded O.K. in the beginning, but we know it can be better. We want the best possible experience for the community and work extremely hard to achieve that.

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Originally posted by akhamis98

As a producer, it just sounds like they are sidechaining certain sounds to ambient sounds?

In a sense, yes. However, in some other ways, it’s not quite compression. If you’re really curious you can take a look at how HDR works in the audio middleware we currently use.
HDR Examples

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Originally posted by Vote_for_asteroid

The audio engineer in me squirms at the name HDR. Did they increase the bit depth? Nah. Is the dynamic range higher? Nah. It's just a hip marketing name for a different type of on-the-fly mixing that has nothing to do with increasing the actual dynamic range. I'm shaking my fist at thee!

The term is actually an industry one.

Numerous games before us have employed an HDR mixing structure with great success. Most noteably would be the work done by DICE. It is these games and many others that paved the way for Rocket League. Typically this type of iteration happens before a game ships, but the HDR system was popularized after Rocket League's launch. Once HDR came out, we saw an opportunity to improve Rocket League!