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10-performance.cfg
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// ########## GRAPHICS #######################################################################################################
// FPS should be higher than the server's tickrate (64 or 128)
fps_max 140
// Use multiple threads for material rendering
mat_queue_mode 2
// Use multiple threads for bone rendering (yes, as in the actual body skeleton)
cl_threaded_bone_setup 1
// ########## NETWORKING #####################################################################################################
// Max packet size. The MTU size should be considered here. Usually normal networks have 1492.
net_maxroutable 1400
// Max bytes per second the host can receive data
rate 786432
// Max number of command packets sent to server per second
cl_cmdrate 128
// Number of packets per second you are requesting from the server
cl_updaterate 128
// Interpolation
cl_interp 0
cl_interp_ratio 1
// Lag compensation - improves combat latency from client side view
cl_lagcompensation 1
// Skip waiting for server feedback and simulate client side movement and weapons
cl_predict 1
cl_predictweapons 1
// lower packet size limit to avoid bugs from valve and/or ISPs
net_maxroutable 1100