
Game guide
Rocket League lag: what causes it and how to fix it
A ball that teleports and touches that don't count. How Rocket League's servers work, how to read its network graph, and what fixes lag in a game this fast.
Updated · 2 min read
Get NoSpike for WindowsIn Rocket League a few milliseconds decide whether you touch the ball first. Lag shows up as a ball that teleports, a touch the game didn't count, or a car that snaps back. Here's what's behind each, and how to read the game's own graphs.
How Rocket League's servers work
Every online match runs on a dedicated server. The server and your game both simulate the match's physics 120 times a second, and the server sends you updates about 60 times a second. Your game predicts what happens between those updates, and when an update disagrees with the prediction, it corrects you. That correction is the teleporting ball and the car that jumps back.
The further your updates have to travel, and the more unevenly they arrive, the bigger and more frequent those corrections are. A steady connection with a modest ping often plays better than a lower ping that jumps around.
Rocket League has regions to choose from in the game; in Europe there's one European region. Which data centre the match lands in, and the road your provider takes to get there, decide your ping.
Read the network graph
On PC, open Settings → Interface and choose a network graph under Performance Graphs. What to watch:
- Latency: the round trip to the server, the same figure as the ping on the scoreboard. High or uneven values point at your connection or the route to the server.
- IBuf (input buffer): how many frames of your inputs the server has waiting. When it grows, your inputs arrive late, and you feel it as input lag and rubberbanding.
- Packet loss in or out: inputs or updates that never arrived, which the game has to paper over.
Watch the graph during a whole match, including the moment the lag happens. Ping, jitter and packet loss explains what each does to a game.
What helps
- Use a cable. Rocket League is one of the games where Wi-Fi's jitter hurts most, because every uneven update becomes a correction on screen. Wi-Fi or Ethernet explains why.
- Keep the line quiet while you play: an upload or a big download elsewhere in the home makes your inputs wait.
- Keep your frame rate steady. The game's physics and your inputs are tied to frames; a PC that drops frames feels like lag even on a perfect connection. Windows settings for FPS helps there.
- Check when it happens. Lag every evening at the same time is your provider's busy hours, not your setup.
- Change the route if your latency is higher than your distance to the server explains. That's the provider's path, the one part you can't fix from the settings.
Where NoSpike fits
NoSpike measures your own route to the game's servers and the routes through its relays in Europe, side by side, and routes Rocket League only when a relay is faster. It moves only the game's traffic: everything else stays on your normal connection.
It checks again every minute and doesn't change the route in the middle of a match unless the one you're on is failing. When your own route is already the best one, the app says so and leaves it.