Competitive Method

Results matter less without the process behind them

Competitive Method

Results matter less without the process behind them

Desk Notes

Retals — Player Settings: Key Facts, Context and What to Know

⏱ Estimated reading time: 5 min read

Retals’ Rocket League Settings at a Glance

Copying a pro player’s settings can give you a useful baseline, but it is not the same as copying a current competitive routine. Retals announced his retirement from competitive Rocket League in a pinned post dated October 5, 2025, so this configuration is best treated as a reported reference setup rather than a confirmed active one.

The camera values and core controller bindings below are the settings associated with Retals in the supplied configuration. They provide enough to recreate the listed view and main face-button layout, but there is no settings-specific verification date attached to either group. A few important options, including camera shake, sensitivities and deadzones, are not included.

Retals’ Camera Settings

Retals’ reported camera setup centres on a 110 field of view, with camera height set to 100 and angle set to -4. The distance is 270, stiffness is 0.45, swivel speed is 5.5 and transition speed is 1.7.

Entered together, those values create the full reported camera profile rather than a collection of settings to mix and match at random. Field of view, height, angle and distance establish the basic perspective; stiffness, swivel speed and transition speed govern how that view responds as the car moves and as you switch between camera states. If you want to try Retals’ view faithfully, start by entering all seven values before deciding whether any individual setting needs adjustment.

The reported settings are:

Field of view: 110. Camera height: 100. Camera angle: -4. Camera distance: 270. Camera stiffness: 0.45. Camera swivel speed: 5.5. Camera transition speed: 1.7.

Camera shake is not part of the reported configuration, so it should not be filled in with an assumed value. That omission matters because it is easy to mistake a complete-looking group of camera numbers for every camera option in the game. Here, the confirmed reference stops with the seven values listed above.

There is also no supplied date confirming when these camera settings were last checked. That does not make the numbers unusable; it simply means they should be approached as Retals’ reported setup, not as a guaranteed final configuration from the end of his competitive career. Players who are mainly seeking a clean starting view can use the listed values as-is, then alter only what affects their own comfort after spending time in free play or matches.

Retals’ Controller Bindings

The reported controller layout uses familiar PlayStation button names. Powerslide is assigned to Square, boost to Circle, jump to Cross and ball camera to Triangle. Brake is on L2, while the two directional air-roll inputs are separated: Air Roll Left is L1 and Air Roll Right is R1.

In full, the reported bindings are: Powerslide on Square; Air Roll Left on L1; Air Roll Right on R1; boost on Circle; jump on Cross; ball camera on Triangle; and brake on L2.

This gives players the key information needed to recreate the listed face-button and shoulder-button arrangement. Boost, jump and ball camera sit on the standard face-button positions in the reported layout, while directional air rolls occupy the two upper shoulder buttons. Keeping Air Roll Left and Air Roll Right separate is an important detail: the configuration identifies both directional inputs rather than treating air roll as one generic command.

Some controller options remain outside the confirmed layout. The available configuration does not provide a complete throttle binding, so there is no reliable value to enter for acceleration. It also does not state a separate standard or free Air Roll binding beyond the listed directional Air Roll Left and Air Roll Right controls. Those are different entries in the controls menu, and the directional assignments should not be read as proof of a standard Air Roll selection.

The same limit applies to controller tuning. No reported steering sensitivity, aerial sensitivity, controller deadzone or dodge deadzone values are included here. Rather than attaching typical values to Retals’ name, leave those options as your own choices when recreating the setup. Sensitivity and deadzone settings are especially personal because they affect how a controller feels in your hands, while the confirmed bindings are simply the button assignments above.

There is no settings-specific update date for these bindings, either. Combined with Retals’ competitive retirement, that means the most accurate framing is a reported controller reference: useful for testing a known layout, but not confirmation of a present-day competitive configuration.

Using This Setup as a Starting Point

The practical approach is to copy the reported camera values and listed bindings first, then give the setup enough time to feel consistent before changing it. Altering camera distance, angle, button placement and sensitivity all at once makes it difficult to tell which adjustment is helping or hurting.

For the unlisted settings, use your own baseline rather than guessing at missing Retals values. Set steering and aerial sensitivity, controller deadzone and dodge deadzone according to the response you can control comfortably, and choose throttle and standard Air Roll bindings that fit the rest of your layout.

That preserves the useful part of the reference without overstating it: Retals’ reported camera and core buttons can be copied directly, while the unconfirmed options remain yours to tune.

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