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cl_cmdrate 33 // Send to server at this many times per second
cl_updaterate 33 // Get from server at this many times per seconds
cl_interp_ratio 1 // Reduce entity interpolation times to minimum
net_queued_packet_thread 1 // Work around bad Windows networking
//net_queued_packet_thread 0 // Send packets without a delay at the end of each frame (slightly more CPU single-core load).
// Use with -NoQueuedPacketThread
cl_interp 0 // Use cl_interp_ratio for a more accurate value
net_compresspackets 1 // Compress packets to prevent split packets
net_compresspackets_minsize 1260 // Only compress packets if we would send a splitpacket
rate 85008 // Higher rate to reduce choke and scale to packet rate
// Might want to lower rate if you have <0.7Mbps stable upload
net_maxcleartime 5 // Use rate to control packet delay
net_maxpacketdrop 5000 // Use default packet drop threshold
net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
net_splitpacket_maxrate 85008 // Scale splitpacket to rate
// Might want to lower rate if you have <0.7Mbps stable upload
cl_timeout 70 // Wait the maximum time before automatically timing out on client
cl_pred_optimize 2 // Skip repredicting if we do not need to do it
cl_lagcompensation 1 // Ensure lag compensation is turned on
cl_predictweapons 1 // Ensure weapon firing prediction is turned on
cl_smooth 0 // Skip view smoothing logic
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