Whoops! I completely forgot to say how you can find out which cars belong to which presets. It's at the very top of the spreadsheet. So make sure to check that out if you use one of the less popular cars. 1drv.ms/x/s!Av9du64LKhjw8Xe7tHDJA2Q6FjsL
Is there a vid on drift differences? If not, would that be a good one to make? This may be just me, but the breakout’s drift lasts a little longer after releasing the drift than other hit boxes. It probably has more to do with the size and spacing of the wheels and how the physics interpret the interaction between the wheels and a surface, but I’d like to see some data on that. Also a possibility, you could maybe include turning mechanics on the walls if it hasn’t been touched on yet.
Looking at these stats, the hybrid preset could actually be the best preset around for versatility, but none of the car models come even close to visually matching it
I have a question when it comes to boosting during aerials. Some cars that should be in the same category seem vastly different when boosting, especially when starting an aerial. For example, the Jager feels really heavy compared to the Skyline, Endo, or other cars in the Hybrid category. Its extremely noticeable to me and all of the people I know that play yet no stats that are released by people looking into the game reveal what seems to be the cause. Are we all just falling into some sort of placebo? The Jager just feels *so much* heavier than the others cars and it's something people can tell even when playing it for the first time without being told anything about it.
In terms of actual heaviness the cars all have the same weight. There are of course things that can make a car feel heavier. For example: You'd expect a slower turning car to feel heavier because heavier objects require a greater force to change the direction. Also, a car twice as long would be only moving half the speed relative to it's size. That is a visual difference that would make a car feel heavy. I don't have a Jäger so I didn't test anything on it but Trelgne got all his stats from the game files. And the only car (that's available on PC, on console we have to trust Psyonix) that doesn't use a preset is the Batmobile. And all cars of the same preset I've tested have been identical in every regard. So yes, the only difference between the Hybrids is visual. I've heard this statement about the Jäger for the first time tbh. Certainly not everyone has been saying it.
yeah except it doesnt matter because its 25% shorter than octane which is a big fukn deal, if the ratio applied equally breakout would be 147 long (regardless everyone knows height is more important than length)
I really don't know man. It is really sad, because he put so much work on this videos and has so much less response from the community than e.g. JHZER or other pro's, just because he don't make flashy goals or sick mindgames. :/
in a nutshell, when 90% of RL players say "i dunno i just prefer octane it feels better but all cars are good" what they really mean is being 20% taller than your opponents is damn nice (and the dual boost trails for orientation)
I've seen way too many things saying all cars are different and this just FEELS better. Now I can actually know the 6 presets are all the same. I use twinzer and it might as well be octane but I've seen too many things saying octane turns faster or so and so
A Suggestion for a future Video: Car on Car Interactions. Like what determines someone getting demoed vs just getting bumped at high speeds and why sometimes you go flying when somebody plows into you and sometimes it doesnt even phase you. The car on car interactions seem very inconsistent to me and I feel that a video explaining those physics would be very interesting.
OK, what about suspension? Visually, Octane suspension extends substantially farther than say Mantis. Octane hit box is also further from the ground. Does this influence suspension behavior? Does more suspension extension mean more shock absorption when landing? What about when landing other than flat? Does the suspension flex in any way other than extension/compression vertically relative to the hitbox?
Interesting questions. If you haven't seen it yet, this episode (10) covers some of the suspension: ua-cam.com/video/pTAVP00xwF4/v-deo.html The physical suspension was made the "same" for all cars when they fixed the Octane/Batmobile wobble. The suspension extends out the same length technically speaking, but the suspension starts at the wheel location which isn't in the same location to the centre of mass for all presets. That location can be found in my spreadsheet (description) in the wheel section. Those slight differences cause negligible discrepancies in how far the suspension gets pushed in when standing still on the ground. Whether there is still any noticeable difference in landing behaviour of the actual suspension or if that difference is all down to the centre of mass location and size of the hitbox is something I haven't tested. Might do in the future.
I know you didn't create hitbox visualisation, but I just wanted to mention that it looks a bit off when you consider the tilt of the hitboxes. In the spreadsheet it is explicitly pointed out how each cars hitbox is higher in the back than it is in the front, however this doesn't shot in the album at all. Even when looking at Breakout, which back is supposed to be 2.27 uu higher, you can't tell at all.
In the visualisations the car isn't tilted. That is true. But you have to consider that in those visualisations neither the car, nor the hitbox is tilted. So in the end it's 100% accurate relative to the visual. It's just showing the car like it looks when it's not tilted.
If you can implement that info into your gameplay then yes ofc. It's just very hard to do so. I know this from SmashBros, it does help if you keep an eye on it in every match.
Is the X offset of the center of gravity similar to the Octane on all models or presets? Where can I find more specifics on each model's center of gravity?
I don't think I have. Was thinking about it for this video but couldn't find the right context. It is around 94uu. It's in the spreadsheet too in fact.
When the Animus GP first came out, Torment made a video in which he played with it and claimed its front tip gave it some sort of different hit than the rest of the Breakout build. It's my main car and I have looked for confirmation of this theory, but the closest I've found is your video on tilted hitboxes. Can someone either explain why Torment feels this way or confirm that the Animus GP isn't more unusual than any other car in the Breakout build?
The data in the tilted hitboxes video is outdated. The hitboxes are still tilted as I also say in this video but just like every other stat it is bound to the hitbox preset. All cars of the same hitbox preset are identical. I'm guessing Torment meant that it just feels different because of the visual thing at the front. It also didn't sound to me as if he thinks that there is an actual difference, just that it looks like an Aftershock.
It's because the slant is so minor that it's almost impossible to see. If you go to 3:25 and pause the video. Then skip forwards and back with the arrow keys so you can see the tiny difference in tilt. At 3:25 it's flat and at 3:30 it has the same tilt as it has in the game. The Octane is tilted by 0.6° and the Breakout and Dominus are the most tilted at around ~1°.
Thanks, I like using the Scarab now b/c it looks funny. Have you considered how having a weird protruding front hit box (like the Scarab) could have some advantages? Like deceiving your opponents when dribbling or making them falsely think they can get to the ball first? I wanna see more Scarabs out there!
The hitbox doesn't have to match the visuals at all as illustrated with the Scarab example. I haven't put the models side by side visually but the hitbox of the Octane is certainly wider.
1drv.ms/x/s!Av9du64LKhjw8Xe7tHDJA2Q6FjsL All cars are listed in the spreadsheet. Forgot to say that in the video back then. Hybrid: Venom, X-Devil, X-Devil MK2, Endo, Esper, Jäger 618 RS, Skyline GT-R
Not sure if this is a merc-joke or a genuine question. The Merc belongs to the Octane preset. You can see which cars belong to which preset in the spreadsheet. (I forgot to say that in the video) 1drv.ms/x/s!Av9du64LKhjw8Xe7tHDJA2Q6FjsL
I hate to disagree with you but octane hitbox is not a rectangle. I’ve air dribbled long enough to know the ball is not reacting to a ‘box’ shape on the nose of the octane.
Yes it is a rectangle. Specifically, it's a rectangular cuboid. As said by the developers. Just because you air dribble doesn't mean it's not a rectangle. The reason why you think that is because hits are based off of the center of mass. It's not possible for the ball to sit still in a single spot of the car like a normal rectangle because the center of mass pushes the ball away from a fake force Psyonix implemented.
Somewhat misremembered. Psyonix_Corey (Corey Davis', design lead of Psyonix, Reddit account) said precisely "the hitboxes are rectangles" in a Reddit comment on Septemeber 13, 2017. Halfway_Dead (creator of this video) is the one who said that hitboxes are rectangular cuboids. However, it doesn't make a difference because a rectangle in 3D space is a rectangular cuboid. Another source from Psyonix_Corey is the video presentation from GDC that Corey Davis spoke at. The title of the video is *"Rocket League: The Road From Cult Classic to Surprise Success"*. The relevant timestamp is from 25:02 to 25:39. He refers to it as "box collision". The hitbox shown is "box collision" but it's also the shape of a "rectangular cuboid". I would put a link down, but I don't want to post a comment and it be automatically hidden by UA-cam's spam filter.
Yes, except the visuals will not match in the same way which might cause you to misjudge some things. It hasn't always been like this though. Only since they introduced the presets.
Nerfi Mcnerfnerf i’m not sure. it feels weird because a) the wheels are definitely in the hitbox, despite what this looks like. and b) the merc looks too big for its hitbox but i can assure you the ball does not clip into the roof of the car. i’m not even sure if the hitboxes are simply scaled similarly or if there are EXACTLY the same in every stat. kind of confusing to me :/
Ugh why are presents a thing? Who cares that cars feel different from each other in the air, they SHOULD feel different! They are DIFFERENT CARS! People like unique cars and different hitboxes, and if all new cars get stuck in these presents then no cars can be exciting anymore.
Whoops! I completely forgot to say how you can find out which cars belong to which presets. It's at the very top of the spreadsheet. So make sure to check that out if you use one of the less popular cars. 1drv.ms/x/s!Av9du64LKhjw8Xe7tHDJA2Q6FjsL
Is this information still valid?
@@Rockmaster867 Yes
Is the spreadsheet under a new linK? The one you posted and the one I've had bookmarked for forever now isn't working anymore.
@@avatarmanz Hmm it's working for me, but you can find other links just by googling "Rocket League Hitboxes"
Is there a vid on drift differences? If not, would that be a good one to make? This may be just me, but the breakout’s drift lasts a little longer after releasing the drift than other hit boxes. It probably has more to do with the size and spacing of the wheels and how the physics interpret the interaction between the wheels and a surface, but I’d like to see some data on that. Also a possibility, you could maybe include turning mechanics on the walls if it hasn’t been touched on yet.
"...based on community feedback, or in other words, Kuxir." LMAO
I completely lost it. There is water all over my gaming chair but it was worth it.
Love the new look! Great video as always, I really appreciate the work you put into these.
Lol. Im watching this two years later when rocket league is free
This intro is much better
So in what way(s) is the batmobile different?
Every time I come back to your videos, you seem to have gained 2k subscribers! I remember when you were at 200. Good job, man
Looking at these stats, the hybrid preset could actually be the best preset around for versatility, but none of the car models come even close to visually matching it
Skyline does ig
Insidio matches perfectly
@@Snacklett Tygris has a bit of a nose, but also fits really well.
I have a question when it comes to boosting during aerials. Some cars that should be in the same category seem vastly different when boosting, especially when starting an aerial. For example, the Jager feels really heavy compared to the Skyline, Endo, or other cars in the Hybrid category. Its extremely noticeable to me and all of the people I know that play yet no stats that are released by people looking into the game reveal what seems to be the cause.
Are we all just falling into some sort of placebo? The Jager just feels *so much* heavier than the others cars and it's something people can tell even when playing it for the first time without being told anything about it.
In terms of actual heaviness the cars all have the same weight. There are of course things that can make a car feel heavier. For example: You'd expect a slower turning car to feel heavier because heavier objects require a greater force to change the direction. Also, a car twice as long would be only moving half the speed relative to it's size. That is a visual difference that would make a car feel heavy.
I don't have a Jäger so I didn't test anything on it but Trelgne got all his stats from the game files. And the only car (that's available on PC, on console we have to trust Psyonix) that doesn't use a preset is the Batmobile. And all cars of the same preset I've tested have been identical in every regard. So yes, the only difference between the Hybrids is visual.
I've heard this statement about the Jäger for the first time tbh. Certainly not everyone has been saying it.
Love the new logo and intro, great work as always, glad to see you back.
BREAKOUT IS THE LONGEST. MIND BLOWEN
yeah except it doesnt matter because its 25% shorter than octane which is a big fukn deal, if the ratio applied equally breakout would be 147 long (regardless everyone knows height is more important than length)
Finally someone who knows how to explain things, good job
I've been looking for a proper breakdown of this for so long.
How come this man doesn't have more subscribers?
I really don't know man. It is really sad, because he put so much work on this videos and has so much less response from the community than e.g. JHZER or other pro's, just because he don't make flashy goals or sick mindgames. :/
in a nutshell, when 90% of RL players say "i dunno i just prefer octane it feels better but all cars are good" what they really mean is being 20% taller than your opponents is damn nice (and the dual boost trails for orientation)
New intro is sick, keep up the good work!
forever the goat
HEYY GOOD TO SEE YOU BACK!!!Also,nice intro!
So the hybrid hitbox compared to octane is 7.6% longer, 2.4% narrower, 5.9% shorter, and has a 0.9% increased turning radius.
I think it would be cool if they came out with a car for each hitbox, named by the hitbox, and that perfectly fit the hitbox.
The box cars.
I've seen way too many things saying all cars are different and this just FEELS better. Now I can actually know the 6 presets are all the same. I use twinzer and it might as well be octane but I've seen too many things saying octane turns faster or so and so
The Dominus and the Breakout are lowkey nice
A Suggestion for a future Video: Car on Car Interactions. Like what determines someone getting demoed vs just getting bumped at high speeds and why sometimes you go flying when somebody plows into you and sometimes it doesnt even phase you. The car on car interactions seem very inconsistent to me and I feel that a video explaining those physics would be very interesting.
OK, what about suspension? Visually, Octane suspension extends substantially farther than say Mantis. Octane hit box is also further from the ground. Does this influence suspension behavior? Does more suspension extension mean more shock absorption when landing? What about when landing other than flat? Does the suspension flex in any way other than extension/compression vertically relative to the hitbox?
Interesting questions.
If you haven't seen it yet, this episode (10) covers some of the suspension: ua-cam.com/video/pTAVP00xwF4/v-deo.html
The physical suspension was made the "same" for all cars when they fixed the Octane/Batmobile wobble. The suspension extends out the same length technically speaking, but the suspension starts at the wheel location which isn't in the same location to the centre of mass for all presets. That location can be found in my spreadsheet (description) in the wheel section. Those slight differences cause negligible discrepancies in how far the suspension gets pushed in when standing still on the ground. Whether there is still any noticeable difference in landing behaviour of the actual suspension or if that difference is all down to the centre of mass location and size of the hitbox is something I haven't tested. Might do in the future.
It would be much more interesting if hitbox matched car's shape
They tried that apparently and the ball bounced in really weird ways.
@@Flashbax7 Then instead of placing a flat box on it, make it atleast go down when the front of the car is lower than the roof
Hell yes, I love me some Rocket Science!
Never clicked a vid faster
Hi! >Thanx for your job. Is this video still up to date or have physics changed in recent updates since ?!
I know you didn't create hitbox visualisation, but I just wanted to mention that it looks a bit off when you consider the tilt of the hitboxes. In the spreadsheet it is explicitly pointed out how each cars hitbox is higher in the back than it is in the front, however this doesn't shot in the album at all. Even when looking at Breakout, which back is supposed to be 2.27 uu higher, you can't tell at all.
In the visualisations the car isn't tilted. That is true. But you have to consider that in those visualisations neither the car, nor the hitbox is tilted. So in the end it's 100% accurate relative to the visual. It's just showing the car like it looks when it's not tilted.
The new intro's decent but I did like the old intro more because of how original it looked
so helpfull. allways learning something new here :)
I like your intro man
if you know all the stats about everything do you think it helps game play
OPDamon no you need the feel first but it helps having an overall knowledge of how the cae interacts sith the ball and how the hitbox really looks
i feel like i know everything now even tho im using a 10 yearold keyboard and a HP monitor i can be very good at the game
im champ 2
If you can implement that info into your gameplay then yes ofc. It's just very hard to do so. I know this from SmashBros, it does help if you keep an eye on it in every match.
Is the X offset of the center of gravity similar to the Octane on all models or presets? Where can I find more specifics on each model's center of gravity?
All the presets are 100% identical from a physics standpoint. The differences are only visual.
Are the dribbling information in the spreadsheet still valid?
Aw man that center of mass thing seemed cool
Then they removed it, and for me, all the cars feel the same
In a way, we would be better off just playing with floating rectangles.
Hybrid OP?
Nice one! :D
Hitbox does not change since 2017 ?
HEY! This is a pretty simple question, but I don't think you have ever mentioned it... What is the radius of the ball in UU?
I don't think I have. Was thinking about it for this video but couldn't find the right context. It is around 94uu. It's in the spreadsheet too in fact.
Which bat mobile, just the Kuxir one?
When the Animus GP first came out, Torment made a video in which he played with it and claimed its front tip gave it some sort of different hit than the rest of the Breakout build. It's my main car and I have looked for confirmation of this theory, but the closest I've found is your video on tilted hitboxes. Can someone either explain why Torment feels this way or confirm that the Animus GP isn't more unusual than any other car in the Breakout build?
Here is the video. The relevant comment is made at 1:34 ua-cam.com/video/y79E1co6yJY/v-deo.html
The data in the tilted hitboxes video is outdated. The hitboxes are still tilted as I also say in this video but just like every other stat it is bound to the hitbox preset. All cars of the same hitbox preset are identical. I'm guessing Torment meant that it just feels different because of the visual thing at the front. It also didn't sound to me as if he thinks that there is an actual difference, just that it looks like an Aftershock.
Thanks!
So Octane is actually the worst at turning now
If some cars cars have a more slanted hitbox on top why is it always shown as flat on the top in the representation of hitbox pics?
It's because the slant is so minor that it's almost impossible to see. If you go to 3:25 and pause the video. Then skip forwards and back with the arrow keys so you can see the tiny difference in tilt. At 3:25 it's flat and at 3:30 it has the same tilt as it has in the game. The Octane is tilted by 0.6° and the Breakout and Dominus are the most tilted at around ~1°.
Thanks, I like using the Scarab now b/c it looks funny. Have you considered how having a weird protruding front hit box (like the Scarab) could have some advantages? Like deceiving your opponents when dribbling or making them falsely think they can get to the ball first? I wanna see more Scarabs out there!
Why are there diffrent hitboxes that makes no scence why shoult we use any other car when there are just a few that work good in a match?
nice
He said ray-dye instead of radee-ee
Nur kleiner kritikpunkt
Du hast ray-dye ausgesprochen aber korrekt lateinisch: radius,radi-ī
2:09 "The Center of my Ass"
could you link me to a reddit that defines all the terms precisely?
we need an update with the merc
So octane is still the best?
Is the spreadsheet not working anymore?
At least you dont say radiusea like sunless lol
Can you make a new updated video?
But Merc and Sweet Tooth?
How did you caculated this?
Does hats affect the hitbox?
No, they do not.
This info is still current?
But the breakout is obviously wider than the octane
The hitbox doesn't have to match the visuals at all as illustrated with the Scarab example. I haven't put the models side by side visually but the hitbox of the Octane is certainly wider.
what cars have the hybrid preset?
1drv.ms/x/s!Av9du64LKhjw8Xe7tHDJA2Q6FjsL
All cars are listed in the spreadsheet. Forgot to say that in the video back then.
Hybrid:
Venom, X-Devil, X-Devil MK2, Endo, Esper, Jäger 618 RS, Skyline GT-R
great verbage!
Do a video on kickoffs with Scrub
Plz do a video of this :
How to ( not ) use Reaper Goal Explosion ?
ITS too cringy ... Reaper doing Dab... Hell nah...
Lol i can't find car with name PLANK!! He is real?
ty
What the hell? Why don't you have more subscribers?!!?! You're like, at least 494.7K short!
Do air dribbles
Where is the merc-type?
Not sure if this is a merc-joke or a genuine question. The Merc belongs to the Octane preset. You can see which cars belong to which preset in the spreadsheet. (I forgot to say that in the video) 1drv.ms/x/s!Av9du64LKhjw8Xe7tHDJA2Q6FjsL
Rocket Science Thanks!
I hate to disagree with you but octane hitbox is not a rectangle. I’ve air dribbled long enough to know the ball is not reacting to a ‘box’ shape on the nose of the octane.
Yes it is a rectangle. Specifically, it's a rectangular cuboid. As said by the developers. Just because you air dribble doesn't mean it's not a rectangle. The reason why you think that is because hits are based off of the center of mass. It's not possible for the ball to sit still in a single spot of the car like a normal rectangle because the center of mass pushes the ball away from a fake force Psyonix implemented.
@@HoraryHellfire Care to explain in more depth or giving a source good sir ? :)
Somewhat misremembered. Psyonix_Corey (Corey Davis', design lead of Psyonix, Reddit account) said precisely "the hitboxes are rectangles" in a Reddit comment on Septemeber 13, 2017. Halfway_Dead (creator of this video) is the one who said that hitboxes are rectangular cuboids. However, it doesn't make a difference because a rectangle in 3D space is a rectangular cuboid.
Another source from Psyonix_Corey is the video presentation from GDC that Corey Davis spoke at. The title of the video is *"Rocket League: The Road From Cult Classic to Surprise Success"*. The relevant timestamp is from 25:02 to 25:39. He refers to it as "box collision". The hitbox shown is "box collision" but it's also the shape of a "rectangular cuboid".
I would put a link down, but I don't want to post a comment and it be automatically hidden by UA-cam's spam filter.
@@HoraryHellfire Thanks for the clarification :) I understand now
315
BOOOO! Old intro!!! XD
So, playing with Merc is pretty much the same as playing with Octane? :O
Yes, except the visuals will not match in the same way which might cause you to misjudge some things.
It hasn't always been like this though. Only since they introduced the presets.
That's so cool! I'll definitely be using the Merc! Thanks for answering.
Ist this information still valid?
Nerfi Mcnerfnerf i’m not sure. it feels weird because a) the wheels are definitely in the hitbox, despite what this looks like. and b) the merc looks too big for its hitbox but i can assure you the ball does not clip into the roof of the car. i’m not even sure if the hitboxes are simply scaled similarly or if there are EXACTLY the same in every stat. kind of confusing to me :/
I'm that guy, but first like, view, and comment...
Pdogg6852 No you are not the first xD,sorry dude!
any1 else here from flumpp
Ugh why are presents a thing? Who cares that cars feel different from each other in the air, they SHOULD feel different! They are DIFFERENT CARS! People like unique cars and different hitboxes, and if all new cars get stuck in these presents then no cars can be exciting anymore.