Rocket League

Rocket League Dev Tracker




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...

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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.


06 Apr

Comment

Originally posted by Glarity

Sick montage! I make some myself for CS:GO and was wondering did people send you clips that were recorded from the replay editor or did you do it edit the ingame replay yourself? Just wondering because I want to make some RL montages. Keep it up :)

Thanks! I had people send me the replay files so i could record everything myself.


04 Apr

Comment

Originally posted by sledge98

I imagine his choices were extensive and who knows if he was even able to analyze them all.

I submitted a nice demo-goal to try to add some flavor and maybe stand out as different as well. But I wouldn't say this was all free-style goals, there was a good mix and I don't envy all the time he spent just choosing the goals, never-mind editing!

I would like to make another montage so more people can be included, I just chose the replays I felt fit with the song the best. I still have a lot that I wanna use!

Comment

Originally posted by serunson

That was an absolutely sublime editing job. I might even use this as an example to teach kids how to edit to music...

Thank you! That would be awesome.

Comment

Originally posted by DurkHD

are you SoaR Storm?

Yes :p


03 Apr


01 Apr

Comment
    Dirkened on Steam Forums - Thread - Direct
Rocket League Teams Up with the Fate of the Furious [img]https://672061c0b827554def11-ea8c7607510173b2cbad15f9892e8687.ssl.cf2.rackcdn.com/Ice-Charger-Logos-1.jpg[/img]

We’re proud to announce that The Fate of the Furious[www.fastandfurious.com] DLC is officially coming to Rocket League!

In collaboration with Universal Pictures[... Read more

28 Mar

Comment

Does your IP address change from before the disconnect? Next time you play, refresh https://www.whatismyip.org/ before and after disconnect, I'm curious if it's changing.


18 Mar

Comment

Originally posted by Sensassin

Hey! Any word on when the montage will be ready? Obviously you got alot of replays sent your way, just wanna know if you have an idea of when it's done :)

I'm shooting for early next month. :)


15 Mar

Comment
    Dirkened on Steam Forums - Thread - Direct
Dropshot Smashes the Arena Floor on March 22 http://steamcommunity.com/games/252950/announcements/detail/483414098552933666

Another FREE mode is coming to Rocket League later this month!

Dro... Read more