Rocket League

Rocket League Dev Tracker




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...

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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...

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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...

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might want to force updates on a still ball in replays

indeed


06 Jul

Comment

Originally posted by subRL

Isn't OEM-D the dominus too?

That is correct! However up until a certain point all the cars were sharing these four engines. So we just listed the original cars that wouldn't be updated with a unique engine.

These cars still share the V2 versions of the OEM engines.

Comment

Hmm... interesting... Can you upload a video? Also, what are your system specs and output format (5.1, Stereo, Headphones, etc).


27 Jun

Comment

hey, thanks for posting this for me! I'm glad you all enjoyed it.


23 May

Comment

Originally posted by sledge98

Only problem is the restriction on text amount for naming in game. I can't write "Save-Wall Pass - Goalie Demo Rocket Sledge"

If you're unable to, just do the best you can.

Comment

Originally posted by planzero94

Hey I'm on console how would I get a resave file to you? I have recorded a replay through the share option on ps4 and I was wondering which would be better the replay itself or the shared video clip of the replay?

Unfortunately I cannot accept video clips, and I'm afraid you can't pull the replay file from your console. At least not to my knowledge. Sorry man :/

Comment

Originally posted by StrikersGaming

Making sure we can rename the file we sent, not just the name of the replay in game. Anyway i submitted mine. hope its included

Sometimes renaming the file itself can corrupt the replay. I'm not sure how, but I know it's happened. Just keep the file name the same, and change the in-game name :)


22 May

Post

Hi everyone, my name is Storm and I make Rocket League montages. You may remember me from the last time I posted here, where I asked for your replays for this montage. The response was overwhelming, and since a lot of people wanted a second one, I'm making it!

INSTRUCTIONS:

  • One replay per person. I want to ensure as many people that want to be involved can be involved.

  • The replay can contain goals, saves, or team plays. Anything you deem worthy. I understand I didn't include any saves in the first montage, and I apologize. I was...

Read more External link →

10 May

Comment
    Dirkened on Steam Forums - Thread - Direct
Patch Notes v1.34 Find the full news post at: http://steamcommunity.com/games/252950/announcements/detail/1300823131802562128

THE HEADLINES
  • “Neo Tokyo” h...
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28 Apr

Comment

Originally posted by [deleted]

Can you give a source them being 64 tick? Because I read on reddit that guy traced the server to 30 tick.

Replays are recorded at roughly 30 tick, then upscaled to 60 tick with artificially filled gaps. Most, if not all, companies record the replays for their game at a lower tickrate than what happens to the server. It's cheaper. CSGO has 64-tick servers, but 32-tick demos.

But I don't have a source, and you didn't link those reddit threads. /u/Psyonix_Cone, are Rocket League game servers 64-tick?

Yes, and server lag is caused by the server.

Okay, you got me there. But your problem isn't a result of server lag.

Client side prediction in RL is poorly made, judged by some people that are game developers and programmers and netcode is poorly made as well.

  1. You don't know those game developers and programmers at all. I k...

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Man this is a bigass thread, I'm sure this comment will get lost. Servers run physics at 120hz, just like clients. They actually "tick" at 60hz, which means on average they run 2 physics frames per tick. This is also true for clients that are running at 60 fps.

Replays are recorded at 30hz. Replay playback tries to fill in the gaps as best it can using a combination of prediction and interpolation. Client replays are not the exact same data that is recorded in server replays. It's a recording of the data that the server live-streamed to the client. This means it doesn't record the really bad stuff from client prediction, but it's also not a perfect copy of the server's data. The server's data arriving on the client suffers from compression, network jitter, and dropped packets, so there is a loss of information. Ideally the replays that clients save would just be a copy of the server's replay, but that would require downloading the replay from the server at the end of the ma...

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18 Apr

Comment

Originally posted by [deleted]

  • Client runs the simulation based on player input and latest information from server. Whatever you do is reflected instantly on your client so there's no input latency, but the overall state is an estimation.

  • The server runs a simulation on it's own based on the latest inputs from both clients, this is the one true state that can trigger things like goals and boost pickups.

  • The properties for the cars, ball, boosts etc. is communicated back to the clients, which match them against their own estimation.

  • If the state differs, the corrections are applied bit of a transition animation so things kinda rubber band around instead of blinking, which can be unnoticeable with very low latency

  • To compensate for the latency, the client keeps rendering the other players doing whatever they did in the last tick. E.g. accelerating forward.

  • As long as ticks come reliably at a fast pace, there shoul...

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I am not aware of anything on the server that would cause you to turn without having pressed turn recently. If you have a really bad connection the server will zero-out your inputs to limit how far you move while disconnected.