cl_cmdrate 66 // Send to server at this many times per second
cl_updaterate 66 // 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
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 170016 // High rate to reduce choke and scale to packet rate
// Might want to lower rate if you have <1.4Mbps stable upload
net_maxcleartime 0.015 // Balance between reducing network delay and choke
net_maxpacketdrop 5000 // Use default packet drop threshold
net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
net_splitpacket_maxrate 170016 // Scale splitpacket to rate
// Might want to lower rate if you have <1.4Mbps 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 1 // Smooth out prediction errors
cl_smoothtime 0.1 // Smooth out view for 0.1 secondstry these net settings