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@mastercoms
Created May 13, 2017 16:23
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tf2cfg3 network beta
// --- Network ---
// send to server at this many times per second
cl_cmdrate 66
// get from server at this many times per second
cl_updaterate 66
// reduce delay between entity interpolation to minimum,
// set to 2 for some room for error
cl_interp_ratio 1
// adjust delay between interpolating entities, set to 0 to use interp ratio
cl_interp 0
// smooth out entities to their new position after a prediction error
// prediction errors are often large and making entities jump instantly
// to their correct location is disorienting and makes it harder for you
// the server will still accept hits on an entity that is being smoothed,
// so there isn't much benefit to turning this off
cl_smooth 1
// time over which to smooth entities
cl_smoothtime 0.15
// server times out players after 65 seconds
// so why not wait until the server kicks you out?
cl_timeout 65
// compress packets save bytes, at the cost of
// extra cpu usage. if you have a fast enough network,
net_compresspackets 0
// how many packets we can split per frame
net_splitrate 3
// scaled rate for how many packets we are sending
// each packet can be a max size of 1260 bytes
// we can send up to 132 packets per second
rate 167580
// packet level ping control
net_maxcleartime 1.0
net_maxpacketdrop 660
// allow for split packets at the higher rate
net_splitpacket_maxrate 167581
// max out file upload size
net_maxfilesize 64
// always thread packets on a separate thread.
// very demanding of your computer, and the network system
net_queued_packet_thread 581304
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