Created
May 13, 2017 16:23
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tf2cfg3 network beta
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// --- 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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