Hi everyone, today we wanted to provide an update on our servers and server performance. This should fill in the basics of what’s happened over the last few weeks, how we are handling it, and steps we're taking to prevent these issues from happening again. ( Note: To better understand what’s below: A server is the physical metal box in the datacenter that hosts several dozen server instances. A server instance is the “server” you play on during an Online or Unranked Match, represented by a name seen in the upper-left corner of your game when playing online - USW734438, USW101-Aftershock, etc.) After the was released on April 3, we started seeing a bug that was causing several performance issues in both your game client - the stuttering you may have seen when opening the Playlist Menu, for example - and our servers. We fixed the bug in last Thursday’s - “Fixed an issue that caused stuttering in the game client when secure TCP sockets are closed down” - but the change allowed a new server-side software issue to surface. This software issue, which appears to be unique to one of our server providers, was preventing the normal server instance restarts that happen either 1) on a timer, typically every 1-2 days, or 2) when a server instance hits certain triggers, like using too much of the server’s memory. With the automatic restarts not working properly, the servers took a sharp performance nosedive, leading to “lag” even when your ping was low, and poor performance for all players in a match regardless of their location or platform.
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Jul 28, 2015 Download Rocket League + Update + Crack Online v2. Fix PS4 Cannot Connect to Server to Verify the License. ROCKET LEAGUE NEW CARS, MAPS, & MORE - (Rocket League DLC & Update v1.04. Rocket League problems last 24 hours. @iAvernus @rocketleague hotfix for wheel problem ✅ fix for freezing problem since rocket pass update ❌ solid. @baskomiserbigby @rocketleague first of all fix ur in-game lag problems. It's unplayable since 'rocket pass' update. Don't be greedy like that.
Over the last few days, we have upgraded both the operating system and the control panel software on every single server we have with this provider. 99% of these software upgrades will be complete by the time you read this post today. These upgrades fix the software bug and also give us the level of control we need to better pinpoint and address issues as they come up.
The server reboots associated with these upgrades give us a fresh perspective on the server instance data we're collecting from them. We’re also looking into server hardware replacements in some regions, which will take several weeks to complete and should be seamless in regards to server access. While we are confident in these updates and changes we’ve made over the last few days, we are continuing to monitor server performance and will take additional action when needed. Server issues like these are something we never want to see or have our community experience. It’s not fair to you and “fix your servers,” is not something we want Rocket League to be known for. We apologize for the disruption, and we appreciate everyone for sticking with us and being patient while we’ve worked through the problem. This is something we absolutely take to heart; it’s a top priority at the studio and has been for the last few weeks.
Our affected server provider has been working with us around the clock to implement these software and hardware upgrades, and we have an internal group comprised of Infrastructure, Engineering, Analytics, Production and Community team members tracking this very closely. This group is also looking at the new expanded server data we started collecting shortly before the Tournaments Update went live and we hope that this new information will help us better track down and resolve server reports we previously couldn’t confirm. If you continue to experience issues while playing online, please let us know through our support team at or via on Twitter - and we will take any details you can provide to inform any changes or additional fixes we need to make.
Not everyone likes to play fair. Has a cheating problem.
And that could be a big issue for the driving and soccer hybrid — it’s currently the top-selling game on the digital store (along with being popular on PlayStation 4, where it was a free download for PS Plus subscribers). One particular player, going by the name Vlads, is winning matches by somehow manipulating the location of their car, as spotted in the gameplay video embedded above.
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The video makes for peculiar viewing as Vlads’ opponent can barely get a touch on the oversized ball while Vlads’ car seemingly teleports around the arena at will. Cheating is a problem in a lot of online games, but it’s more common to see it in first-person shooters. Arma developer Bohemia Interactive estimates that around 1 percent of gamers are actually on tools that help them cheat. That doesn’t sound a lot, but when you have a large community of players — like the one developing around Rocket League — it can be a serious problem. Rocket League developer Psyonix is already aware of this particular cheater and is working to patch whatever loophole Vlads’ is currently exploiting.
If Vlads is sending false car coordinates to the game’s servers, Psyonix founder Dave Hagewood replied, “The server determines your coordinates, not the other way around. It’s quite a bit sneakier than this, but we’ll find it.” Hagewood explained how Psyonix chose to use dedicated servers for Rocket League to take ownership of its physics and stop players players manipulating them. He pointed out that there are “lingering bugs” that his team need to iron out, though, in order to stamp out certain types of cheating. But he also admitted that client-side cheats — interactions carried out at the player’s end — will still be possible. “One of the reasons we decided to use dedicated servers was to take control over the authoritative physics for each game so it could not be manipulated by clients,” said Hagewood. “This is a sound strategy that will prevent manipulation of the ball and car physics, even on PC. “Does that mean it is absolutely not possible to cheat once the holes are found?
No, but the cheating is limited to client-side information, meaning the same information you already know about the game just by looking around the field. Can this give you an advantage?
Maybe a bit, but we seriously doubt it will help you beat any significantly better player.” Hagewood said cheating isn’t just limited to PC players. He also explained that it’s a lot more complicated to cheat in Rocket League than in a first-person shooter, where players can use the automatic lock-on powers of an. “In Rocket League, you need to understand a lot more about the laws of the physical universe to know what to do in order to cheat,” he said. “You will be facing the same sort of physics problems that robot engineers in the face.” Going forward, Hagewood said his team will be looking out for unusual player behavior to help stamp out cheating. “We can add player-reporting and statistical analysis to detect ‘Player A just did something impossible,’” he said. “We do this regularly on other games.
We’re really just getting started here.”.