Rocket League Input Buffering Settings

Input Buffer is how many frames of client input the server currently has queued. Higher values may increase input lag, rubber-banding, and latency.

Settings give players more control over Rocket League input buffering. These settings can be found in the Settings menu on the Gameplay tab.

Input_Buffer.png

Default- The default option used in Rocket League.

STS (Sim Time Scaling) - This allows the game server to instruct your client to subtly speed up or slowdown to maintain a smooth input stream.

CSTS (Continuous Sim Time Scaling) - A more aggressive version of STS. It uses a continuous feedback loop to determine game speed.

Both STS and CSTS are newer strategies for latency mitigation. These may be more effective for players with connectivity issues (spotty Wi-Fi, etc.). If you experience connectivity issues during a match, you should try switching from Legacy to STS or CSTS. If you see no improvement, change back to Default.

Note: PC players can track their Input Buffering metrics in real-time by enabling Network Graphs. This is turned on in the Settings menu on the Interface tab. For more info, check out: Rocket League Performance and Network Graphs - (PC Only).

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