Rocket League

Rocket League Dev Tracker




26 Dec

Comment

This is pretty amazing! Merry Christmas and happy holidays, r/RocketLeague! :D


20 Dec

Comment

Originally posted by usedwolf

It's not super obvious what is happening in the gif so I was hoping the name could help clarify that. I much prefer "Wolfdash" :)

Wolfdash sounds like an awesome food delivery service. :D


13 Dec

Comment
    Dirkened on Steam Forums - Thread - Direct
Patch Notes v1.40
CHANGES AND UPDATES General
  • [Nintendo Switch] Reduced the default Controller Deadzone to 0.15 from 0.3 to better utilize Joy-Con analog sticks
  • Reduced volume of the Batmobile Goal Explosion
Performance
  • [Nintendo Switch] Adjusted world detail to improve average resolution in Handheld Mode
  • Optimized the following maps for Nintendo Switch and PC:
    • Utopia Stadium (all variants)
    • Farmstead
      • Maps are optimized on PC when using ‘Performance’ World Detail setting
  • Improved the field texture visuals for the following maps on Nintendo Switch and PC:
    • Champion’s Field
    • Wasteland
      • Visual improvements on PC apply when High Quality Shaders are turned off
BUG FIXES General
  • Fixe...
Read more

25 Oct

Comment

Fun fact: the guy playing the little red piano is Monte, our Video Producer at Psyonix. He makes all of our trailers and easily has the best hair out of anyone at the studio.


20 Oct

Comment

Originally posted by rl_Kovash

Ah yeah I saw, OP posted it to twitter. Thanks for the tag though. <3


17 Oct


11 Oct

Comment
    Dirkened on Steam Forums - Thread - Direct
Rocket League Patch Notes v1.38 CHANGES AND UPDATES Arenas
  • Brightness on DFH Stadium (Day) and Champions Field (Day) has been reduced
  • Fixed an issue with the grass in Champions Field (Day) on low detail
  • The broken texture on Starbase Arc has been fixed
  • Mac/Linux: Farmstead map visuals have been updated
  • Lighting on Farmstead has been adjusted
  • Urban Central boost locations are now consistent with other Standard Arenas
BUG FIXES General
  • Boost audio will no longer cut out when rapidly tapping the Boost button
  • Season Reward Level progress should now display correctly at the end of Competitive matches
  • Added additional checks to prevent undesired demolish scenarios reported since the Autumn Update
  • Fixed several issues with in-game grass
  • The appearance of grass on lower detail modes on PC has been updated as part of ongoing ...
Read more

07 Oct


04 Oct

Comment

Originally posted by rl_Kovash

I know I'm late but I can't hold it I have to give you and u/Psyonix_Art and huge congrats and a huge thank you for this feature. Seriously, it's a game changer and I could never go back <3

You're welcome. :)


30 Sep

Comment

Thanks for pointing this out. I'll take a look at it.

Comment

Originally posted by R3demtionR3aper

We love you guys. Seriously, thank you. <3

Comment

Originally posted by [deleted]

It is honestly amazing work, the transition is so criminally smooth that most of the time you don't even notice it happening - Intended, Great, Amazing.

Thanks for that feedback. The intention was to have it be as smooth of a transition as possible and to not be jarring, so if that's happening I'm very happy!

Comment

Originally posted by KingClam2

Aptly named programmer, what you guys did is beautiful

It does work out pretty fun that way. :) But he's awesome so we're lucky to have him!


29 Sep

Comment

Originally posted by whitechocmbg

Same! I’m amazed at how good of a job Eric did with this. FYI, posts in the hoops map are transparent now, too :D


16 Aug

Comment

Originally posted by CjLink

COLLEGIATE ROCKET LEAGUE RETURNS THIS FALL

 

Image

 

Following the conclusion of the Collegiate Rocket League - Summer Series, we’re happy to announce we’re heading back to school this fall with the inaugural season of Collegiate Rocket League (CRL). We're partnering once again with the team at Tespa to bring you the Fall 2017 season, which will give college students across North America the opportunity to compete for $50,000 in scholarship prizing and brand-new CRL-branded merch! With fall quickly approaching, we've got everything you need to know for the first CRL season right now!

 

Fall 2017 Season Format

 

The CRL Fall Season will feature four unique conferences that represent each region in the eligible territories. Teams from each conference will fight through one of two double elimination qualifiers; the t...

Read more

For those that are interested in getting their hands on the conference logos, you're in luck:

OFFICIAL CONFERENCE LOGOS CAN BE DOWNLOADED HERE!

If you make some sweet backgrounds send me one ;)


14 Aug

Comment

Originally posted by BlueRajasmyk2

As a developer with experience in game networking, I'd be interested in hearing a more technical explanation of what /u/Psyonix_Cone meant, because I find it hard to believe they invented their own lossy compression algorithm for this.

I think more likely what he meant was "the data is compressed, but also, packets can be lost"

It is lossy compression. Position vector components (float XYZ) get rounded to the nearest integer. Angular and Linear velocity get scaled and rounded. Rotation gets snapped to certain degree angles.

To correct other things I see in this thread: The compression is not for replays, it's for sending the data over the network. Replays are just a recording of the network data. The compression isn't to save money, it's to save client download bandwidth. We want to get as much information as possible to the client without overloading them. The information isn't sent at a "variable bit rate" in the audio/video encoding sense of the phrase. The server creates network packets 60 times a second, but not ever replicated actor will have a chance to write to every outgoing packet. Then the packets suffer from your usual internet jitter (variable latency from A to B). Then we only write to the replay at 30 FPS (to save disk space).

In OP's link, the replay records a snapshot righ...

Read more

27 Jul

Comment

Originally posted by HoraryHellfire2

In the game clip. Your client predicted that the players touched the ball, but server side they did not. When your client predicted wrongly, very soon after the server corrected your client.

In the saved replay clip, the client-side prediction happens again (don't ask me why replays have client-side prediction). However, instead of the replay correcting your client, it doesn't correct your client until the ball begins to move as new information is sent.

/u/Psyonix_Cone, might want to force updates on a still ball in replays? Kind of like what you did with in-game client predicting, but now vice versa for replays.

 

A very, very similar issue was present long ago. What happened was clients in-game predicted the touch, but the server saw there was no touch. So the majority of the clients in the game predicted the touch. Usually except for one player, who's client knows their car didn't touch the ball (as they're the ones w...

Read more

might want to force updates on a still ball in replays

indeed