Rocket League

Rocket League Dev Tracker




10 Aug

Comment

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

Comment

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!

Comment

Originally posted by DeekFTW

The first thing I thought when I finished reading the post was "but why?" The second thing I thought was "this has the potential to go spectacularly wrong".

Of course! Any large feature has that kind of potential. We have tested this thoroughly and have done everything in our power to receive feedback and iterate. That being said, once going to a live environment with millions of games happening, you can't account for everything and we will likely find bugs. But we will fix them quickly and hopefully keep you playing with sound! Be sure to give us feedback once it goes live, I promise we will read all of it and use your input to keep making Rocket League better.

Comment

Originally posted by CitricBase

I'm having difficulty understanding what the sound team is trying to achieve here.

Sounds, as physical phenomena, are pressure waves that obey the principle of superposition. That is to say, they are simply additive; in the real world, one important sound will not somehow make other less important sounds "quieter." In general, the primary factors determining how loud we hear something are (a) its original volume and (b) its distance to us.

If our monkey brains hear an "emphasis" on a certain sound, we simply interpret that sound as being closer. If you're putting emphasis on sounds for reasons other than their being closer (i.e. because you think those sounds are "important"), we still interpret that as being closer, only now we'll also experience a disparity between what we hear and what we see on screen. Every "HDR" tweak that isn't motivated by real physics is something that pulls the acoustics further away from realism.

In Rocket League, posi...

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I apologize that our post didn’t do a good job of communicating our intent. Our main focus is on making the game cleaner. Right now the audio is fairly muddy and not useful. 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.

While it seems that HDR is less realistic (and in some ways it is) the ending effect is an attempt to achieve more realism by increasing the perceivable dynamic range of the audio in the game. This system was spearheaded by DICE in wonderful sounding games such as Battlefield: Bad Company and Battlefield 3.

Here are a few quotes and some sources that will hopefully help explain the system better.

" In HDR audio, you can assign volume values to sounds of the game's virtual world that span over a much larger dynamic range than the standard 96 dB of 16-bit output devices, much like they would in the ...

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09 Aug

Comment

Hey there, I wanted to clear up any confusion here. We do not filter either of these phrases, however, some platforms do have their own filtering services. Unfortunately, we do not have control over what they decide to filter.


08 Aug

Post

https://i.redd.it/fvw8aosjb9f31.jpg

There are just 10 seconds left in a tied game. Your teammate has possession, and passes it your way from the wall. You place the shot above the backboard where your opponent can't reach it, launch your car into the air with your remaining boost and follow up the backboard shot with a perfectly placed goal. The Goal Explosion ignites as time expires. The exhilaration is nearly tangible. But meanwhile, there are hundreds of sound effects occurring inside the game that supplement all the excitement of the moment: the siren, the announcer, the crowd, and that only scratches the surface. In moments like this, it may be easy to overlook the sound of Rocket League, but these sounds are an essential part of the experience.

The audio team at Psyonix works tirelessly on the sounds within these moments so Rocket League is able to achieve maximum levels of hy...

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07 Aug

Comment

Well done!


06 Aug

Comment

Hey guys, there was a brief disruption of PsyNet that caused login and matchmaking issues. While this only lasted a short duration, it did have a noticeable impact.

Thanks everyone for your patience.

Comment

Originally posted by ial33m

And would new rocket passes provide you with the "funds" to get the next rocket pass? Or will we be required to pay for every rocket pass moving forward?

Current plan is to keep the same behavior for RP "funds" as it is on live

Comment

Originally posted by ImDrunkFightMe

Thanks for the reply, It just seems those that hold a major stockpile of 'keys' may get shafted after the changes take affect. Just as a follow up question, Will the skins available in crates now be available for purchase on epic or are you starting with a clean slate so to speak?

We fully expect items currently obtainable in crates to be obtainable via the new systems we roll out in the future.

Comment

Originally posted by CataclysmicEnforcer

But what about for Rocket Passes in the future? I have 10 keys specifically for that reason and they get renewed by the next Rocket Pass so I can keep getting Rocket Passes. If these keys are taken and I have to pay to get the premium Rocket Pass it simply won't be happening. As much as this doesn't hinder my gaming experience much I would still like the ability to access this extra content.

For changing Keys specifically, we will make Rocket Pass use the same currency system as whatever Keys "become", so you would still have the same value (~10 keys = 1 RP Premium Upgrade) in your account before and after the change.

Comment

Originally posted by ImDrunkFightMe

Will the keys refunded be transferrable in any way or will it be converted into a non transferable in game currency?

We can't speak to details just yet, but making "Keys" - or whatever replaces them - untradable would be very damaging to the trade economy, and doesn't meaningfully satisfy our company goals around removing random purchases. Take from that what you will.

Comment

Originally posted by C_hyphen_S

It's gonna completely destroy trading. If a new car comes out, people who want it will buy it, and keep it. The rest won't, so there won't be any sellers to trade with.

This assumes that new cars are automatically offered for sale to all users, but we have not shared details on the replacement system yet.

If the opportunity to buy the new car came as a random drop like receiving a crate and opening it, that "drop" would still have trade value.

Comment

Originally posted by Johnston42

It'll be interesting to see what it does to the market but it shouldn't ruin trading. You're still just as likely to get a crate with a specific item in it. On the other hand prices could drop like crazy if it only takes 1 key to open a guaranteed BM decal.

Edit: actually depending on how the system works. If players know what is in the "crate" before opening it it could lead to MORE trading. For example, if I get a "crate" that I know has valuable stuff in it then I will trade it, where as it would currently just sit in my inventory never to be opened.

It is safe to assume that you will not be able to get a guaranteed Black Market Decal for 1 Key.

Comment

Originally posted by Mr_Denial

Can they at least answer the one question that is more important than getting rid of crates...

If crates are no longer in the game, what is the use of keys? And will they end up getting removed as well?

If crates are no longer in the game, what is the use of keys? And will they end up getting removed as well?

Keys will still be sold while the Crate system remains in-game. After the Crate system is removed, the value of any remaining keys in a player’s inventory will be honored. We’ll have more information in the coming months.

Comment

Originally posted by AribaGalaxy

What does this mean for existing crates in inventory - will they remain in inventory to open and / or trade? /u/Psyonix_Devin

What does this mean for existing crates in inventory - will they remain in inventory to open and / or trade?

Crates will remain in your inventory until we roll out changes. At that time, any Crates you still possess will be replaced with a usable alternative. We'll have more information on that in the coming months.

Comment

Hey guys, just want to let you all know that we made some adjustments to the servers in order to resolve the performance issues that were seen in some USE servers.

While performance should be back in order, please let us know if you continue to see the same issues pop up.

Thanks for your patience!


05 Aug

Comment

Originally posted by OptimusMSF

Just so we are clear, are you aware of the inability to invite from recent players unless I friend request.

IIUC, this occurs when playing on the same platform as the other player, you would need to send a friend request through the platform's friend system.


02 Aug

Comment

Originally posted by [deleted]

[deleted]

Because if you didn't submit a ticket, we 1) wouldn't have an efficient way of knowing you didn't receive the right number of codes, and 2) we wouldn't be able to send you additional item codes.