Rocket League hardware and network requirement

Created by Loukmane Issa, Modified on Mon, 21 Sep at 3:16 AM by Loukmane Issa

Rocket League

Hardware and network requirements for playing Rocket League in Valor lessons, on Windows PC and on console.

What students need (Windows PC)

ComponentMinimumRecommended
Processor2.5 GHz dual-core3.0+ GHz quad-core
Memory4 GB8 GB
GraphicsGeForce 760GeForce GTX 1060 or Radeon RX 470
DirectX1111
Storage20 GB free20 GB free
Operating systemWindows 10 or 11, 64-bitWindows 10 or 11, 64-bit

Source: Rocket League system requirements on the Epic Games Store. The store listing still names Windows 7 or newer; use a currently supported Windows 10 or 11 64-bit release. Buy to the recommended tier or better - the published 4 GB minimum is the game's floor, not a school purchase target. Valor suggests 16 GB RAM on shared school PCs.


Install, accounts and anti-cheat

  • Install through the Epic Games Launcher. An existing Steam installation also works but needs Steam connectivity as well as the game's own services.
  • Students need an Epic Games account with access to Rocket League.
  • Easy Anti-Cheat has been required for all online PC play since 28 April 2026, including private matches and tournaments. Keep it enabled and ask IT to approve the current components: publisher announcement and Epic Support.
  • Turning Easy Anti-Cheat off is an offline/training/LAN option only, not a fix for online lessons. Mods may not run while it is enabled.

Network requirements

Ports and protocols

  • TCP 80, 443, 5222
  • TCP and UDP 3478, 3479, 5060, 5062, 6250, 7000-9000, 12000-65000
  • UDP 9000-9100

These are broad ranges. Scope and test them rather than forwarding them inbound. Plan for 8 Mbps download and 2 Mbps upload per player.

Game server names

  • rocketleague.com, rl-cdn.psyonix.com, psyonix.com, datahound.com, c.evidon.com, psy.net, rl-psy.net, config.psynet.gg

No complete public list of match server addresses is published, so live match traffic still needs testing on the school network.

Epic Games services

  • Epic account, launcher and store: account-public-service-prod03.ol.epicgames.com, launcher-public-service-prod06.ol.epicgames.com, launcherwaitingroom-public-service-prod06.ol.epicgames.com, launcher-website-prod07.ol.epicgames.com, accounts.launcher-website-prod07.ol.epicgames.com, accounts.epicgames.com, accountportal-website-prod07.ol.epicgames.com, www.epicgames.com, store.epicgames.com, launcher.store.epicgames.com, store-content.ak.epicgames.com, store-site-backend-static.ak.epicgames.com, static-assets-prod.epicgames.com, tracking.epicgames.com, js.hcaptcha.com
  • Downloads and updates: epicgames-download1.akamaized.net, download.epicgames.com, download2.epicgames.com, download3.epicgames.com, download4.epicgames.com, fastly-download.epicgames.com, cdn1.unrealengine.com, cdn2.unrealengine.com
  • Game and account services: entitlement-public-service-prod08.ol.epicgames.com, catalog-public-service-prod06.ol.epicgames.com, orderprocessor-public-service-ecomprod01.ol.epicgames.com, friends-public-service-prod06.ol.epicgames.com, lightswitch-public-service-prod06.ol.epicgames.com, ut-public-service-prod10.ol.epicgames.com, datarouter.ol.epicgames.com, datastorage-public-service-liveegs.live.use1a.on.epicgames.com, library-service.live.use1a.on.epicgames.com
  • Published by Epic as the domains to allow on restricted networks. Allow anti-cheat and live match traffic separately and approve it with IT.

Xbox and Nintendo Switch

  • Console sign-in, updates and multiplayer need to be tested separately. Rocket League PC rules do not cover them.
  • Switch: use the Nintendo network requirements and record the console's NAT type.
  • Xbox: ask IT to record the current Xbox platform port guidance, then test the console in the mode you plan to use.

Before your first lesson

  • With all classroom devices active: sign in, start an online private match, play several matches, and test any cross-platform pairing and approved voice.
  • Repeat on a fresh student session after a reboot. A successful training or free-play session alone does not prove online play works.

Publisher support links

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