Rocket League Settings Guide for the Competitive Players

The ultimate Rocket League settings guide for the competitively oriented player by u/Ungoliant0.

This guide is aimed towards the competitively oriented players that value performance above all else – fancy graphics, immersion, etc. If you’re a high-GC and your settings work for you, we don’t presume to tell you what to do. This guide is meant for new players or players that only recently decided to value performance. We are going to mention the most popular options.

Input Shape – [Square] vs. [Circle]

Use the default input shape with [1.3-1.5] sensitivity.

Many pros used to use [Square], but the meta nowadays is using the default [Circle] (also called “cross deadzone”) and just increasing steering and aerial sensitivity to [1.3-1.7]. Notable pros that still use [Square] are Scrub Killa, remkoe (both use XBONE controllers), Metsanauris (DS3 with a built-in square), Ronaky & Kassio (both use DS4). The rest use the default with increased sensitivity. Both ways are means of being able to reach the full range of motion on your controller.

The meta is shifting towards higher sensitivity values it seems, with mechanically gifted players such as JSTN and Aztral using [~1.7].

Deadzone

  • DS4: [0.05-0.08] ([0.05] is the most popular).
  • XBONE: usually people go with higher values: [0.06-0.1].
  • Dodge deadzone: [0.5-0.7].

Cross deadzone (which is used by everyone), just means that values close to the axes are rounded to the nearest value on the axes. The larger the value, the easier it is to perform straight-line movements – forwards, backwards, sideways and flip cancels. The lower it is, the more responsive your controls are, which is especially important for mechanics that require micro-adjustments, like dribbling etc.

Here’s a nice animation that explains it. You can also use HalfwayDead’s utility to see how different values affect you. The general rule of thumb is: have it as low as you can without getting stick drift (car steering while not touching the controller).

Dodge deadzone you can increase until you stop getting accidental backflips.

Controls/Keybinds

All default except:

  • L1 – Airroll + Powerslide.
  • R1 – Boost.
  • Square – Ballcam toggle.
  • Triangle/Circle – Airroll Left/Right.
  • Disable vibration.

These are just one possibility. The important part is that you should not be hindered by your controls. Certain mechanics require being able to use all or some combination of boost, jump, and powerslide. Bad controls will prohibit these movements. Viable controls will allow them. There are RLCS winners that use a claw grip, many pros use default settings, Rizzo uses his left stick to drive forward/backwards, there are pros that use the keyboard (Yukeo, Fruity, Torsos). Find what works out best for you, making sure you can easily reach boost/jump/powerslide simultaneously and don’t be afraid of experimenting (but eventually settle on something).

Move boost from the right thumb to a designated finger. It makes sense, conceptually, having boost near drive-forward. Having Airroll/Powerslide with a designated finger, together, also works well, as they are mostly mutually exclusive (one is used in the air, the other is not), and represent similar concepts. The most used action of those that are left is ballcam toggle, so I would move that to somewhere accessible. Air roll right/left could be less accessible, since they are only needed for tornado spins, and perhaps half flips if you can’t do these using air roll.

Although many OG pros are still using keybinds closer to default (only moving boost perhaps, or only moving powerslide etc).

If you rely on air roll left/right rather than air roll, you’d have to find a way of making them more accessible than in my suggested preset, while still having a jump and powerslide accessible (perhaps a controller with paddles like scuff or XBOX elite).

If you’re a KBM player, then just look at your favourite pro players setups, try for yourself and see what keybinds work best for you.

Camera

Disable camera shake. Most pros use FOV [110]. The meta used to be height/angle [110/-3], but these days it seems like there’s a shift to [100/-4] and [90/-5]. Distance is usually 260-280, stiffness 0.4-0.5. I use [110,270,100,-4,0.4].

Hardware

Get a [144-240Hz] monitor. Preferably [1080p], [TN] for low 1ms response time. You don’t have to use [G/Free-Sync] as they do add minimal input lag, and you don’t notice tearings at these FPS levels anyway.

You also need a decent enough PC to support 240+ FPS while not overheating, though that shouldn’t be too difficult, as RL is a relatively light game.

Enable steam FPS counter, and make sure you’re getting stable FPS.

Video Settings

Rocket League competitive video settings

Even if your monitor is only 60Hz, [240FPS] is not wasted. If your PC can’t get stable 240FPS, just cap FPS as high as possible, while still stable.

  • Disable VSync (adds lots of input lag) and the other fancy graphics effects (except transparent goalposts).
  • Put everything on highest performance (except render quality).
  • Play on fullscreen as otherwise, the desktop’s VSync might apply, and that adds input lag.

This video by Rocket Science shows 120 and 240 FPS caps are most consistent.

Gameplay Settings

  • Text Chat: if you find yourself getting tilted you can disable this. If you still want to be able to communicate during kickoff, BakkesMod has a nice feature called kickoff only chat.
  • Voice Chat: disable.
  • Input buffer: good connections should use STS, less ideal connections use CSTS. I change between STS and legacy all the time as I can’t decide which I like better (this is probably not a good idea).

Rest of the settings are not interesting (perhaps just set all those rates & limits too high).

Interface Settings

  • Nameplate scale: just play with this and see how it works for you. I’ve seen most use [120-140%].
  • Nameplate mode: [always visible].
  • Colourblind mode: gives a high contrast borders to nameplates. I use this (I’m not colourblind), and I’ve seen some pros use it as well.

Audio Settings

Some people can be distracted by non-relevant sounds. Gameplay volume is the only sound that can contribute to your gameplay, so have everything else off (unless of course, you get enjoyment and immersion out of the other settings). I play with sound off, as I can get distracted easily. This comes with a cost, as I can’t hear players jumping/boosting behind me.

Chat

Bind everything to “Savage!”, “Okay.”, “What a save!” and “Take the shot!”.

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