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This method attempts, to the best of its ability, to keep the input buffer at exactly the same size. Logs are found in %userprofile%\Documents\my games\Rocket League\TAGame\Logs\. I no longer have to reset the buffer manually, just leaving CSTS on works for me. So I found out that there were actually input buffers, switched it to CSTS and enjoy the game again.

Rocket-powered cars meet soccer in Psyonix's success title Rocket League. I started having this issue and pulled up my in-game graphs and saw the same issues, so I tried switching mid-game to CSTS. It has made the game 100% unplayable. That will change the buffer size over time, as more or less inputs get generated compared to the default. Now, there is a noticeable difference in the amount of buffer misses between the methods. This person seems to have discovered an issue with consistent lag coming from the iBuffer Target not resetting to a reasonable point after it spikes up, even if the connection is stable afterwards. Other games my ping would be high for me at 35/green (I’m usually at 15 or lower) with no lag icons and my IBuff would still be 12 with rubber banding. Now it only shows the time that it takes for your data to travel to the server and back, excluding other things that introduce latency. The lag appears to be gone, and everything just feels quicker and easier. .ehsOqYO6dxn_Pf9Dzwu37{margin-top:0;overflow:visible}._2pFdCpgBihIaYh9DSMWBIu{height:24px}._2pFdCpgBihIaYh9DSMWBIu.uMPgOFYlCc5uvpa2Lbteu{border-radius:2px}._2pFdCpgBihIaYh9DSMWBIu.uMPgOFYlCc5uvpa2Lbteu:focus,._2pFdCpgBihIaYh9DSMWBIu.uMPgOFYlCc5uvpa2Lbteu:hover{background-color:var(--newRedditTheme-navIconFaded10);outline:none}._38GxRFSqSC-Z2VLi5Xzkjy{color:var(--newCommunityTheme-actionIcon)}._2DO72U0b_6CUw3msKGrnnT{border-top:none;color:var(--newCommunityTheme-metaText);cursor:pointer;padding:8px 16px 8px 8px;text-transform:none}._2DO72U0b_6CUw3msKGrnnT:hover{background-color:#0079d3;border:none;color:var(--newCommunityTheme-body);fill:var(--newCommunityTheme-body)} New comments cannot be posted and votes cannot be cast, More posts from the RocketLeague community. That is until i get another high ping then it goes out of wack again.

With this unstable connection, even after the adjusted buffer sizes, there are more input buffer misses, than with the stable connection. CSTS is the king of bad connections. The difference between the settings lies in how the buffer is maintained.

I'm going to send this info off to our team for further investigation. With my usual solid connection to a private server, all methods felt fine. For stable connections, CSTS will probably make unnecessary changes to speed and you'd be slightly better off with STS. Displays how many frames of client input the server currently has queued. Edit3: As mentioned in the comments below - flipping the input buffer method back and forth between STS and CSTS seems to resolve the issue until the next large ping occurs and send me out of sync.

As you can see in the image the spike was extremely quick but the buffer just never recovers. Also i found that adjusting my max fps to 120 instead of 144 seems to have helped a bit too. 2.5k.

Always, is not true either of course, because if you have some major packet loss or your ping varies a lot, then that entire buffer can run dry and you have a problem again. Change Your Input Buffer. Rocket League Fan/Twitch Rewards - How To Get The Fan Rewards, and Fan Rewards to Souvenir Crate System?

If I can provide anything else in addition to OP’s findings just let me know :) and thank you again for your assistance! Notice : Using illegal leveling and gold service, Rocket League Best Input Buffer Settings Which One You Should Use To Avoid Lag For Your Game. At first I thought maybe this was me having good and bad days.

Regardless of that, the buffer with Legacy and STS was always significantly below the target, so there didn't really seem to be a noticeable difference in the real average buffer size. Whenever this happens, there will be a difference between what happens on your screen, and what happens on the server. The size that the input buffer is trying to target, based on how well your connection has been performing.
That way, it always has some backup to work with.

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