Team Fortress 2
Recommended Network Settings?
As someone who knows TF2 comes from a time long before ours, I was wondering if anyone knew some good console commands for boosting TF2's internet connectivity to match the higher end specs of today.

For reference, my internet clocks in at well over 500Mbps wirelessly from my phone, so anyone able to give me some advice pertaining to that information​ specifically would be most welcome.
Last edited by Momoko | She/Her; Mar 20, 2017 @ 3:59pm
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Showing 1-15 of 33 comments
Not BnW Mar 20, 2017 @ 3:49pm 
why do you need tweaking ic you have 500mbps of internet speed
lu Mar 20, 2017 @ 3:52pm 
Wait, you mean that full 500mbps go into your computer and you're still lagging?
Momoko | She/Her Mar 20, 2017 @ 3:59pm 
Let me point put that TF2 itself limits how much internet it uses, impacting the speed of hitreg and packet updates and things like that.

The internet speed is not my problem, the game's settings are.
trash Mar 20, 2017 @ 4:00pm 
cl_cmdrate 67
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000

cl_interp .033 for hitscan classes
cl_interp .0152 for projectile classes
lu Mar 20, 2017 @ 4:03pm 
I ripped this off from my cfg, see if it's anything what you want. (Similar to the post above)
// ---------------------------------------------------------------------------- // Net settings // ---------------------------------------------------------------------------- // Whilst net settings perhaps aren't an integral part of an FPS config, they // are a fact of life in competitive TF2, and as such, they are included here. // // A common question I am asked -- what defines whether a good connection is // good or bad? Mostly personal preference. If you're not willing to make the // choice, try both and see which is better for you. // // Generally, meeting both of the following conditions would classify it as a // good connection: // // - Ping of <80 to the average server you join // - Generally no/negligible choke/loss (can be checked with `net_graph') // // There's some pretty good documentation on this here: // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking // // Uncomment (remove the `//' from) one of the groups if you want to use them. // ---------------------------------------------------------------------------- // Good connection //cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152 //cl_interp .033 // change to whatever you like for certain classes projectiles/popping //uber/flames = .0152 hitscan = .031 on bad connections = .062 //cl_interp_ratio 1 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152 rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL // Competitive connection // Very few servers will have these settings //cl_cmdrate 128 //cl_interp .007 // this will likely have to be user defined .007 should be roughly the lowest interp, hit scan might do well at .0152 for this //cl_interp_ratio 1 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 128 //rate 90000 // With higher tick rates you have more bandwidth being used // Bad connection //cl_cmdrate 40 //cl_interp 0 //cl_interp_ratio 2 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 40 //rate 35000
Momoko | She/Her Mar 20, 2017 @ 4:03pm 
Originally posted by slop:
cl_interp .033 for hitscan classes
cl_interp .0152 for projectile classes
Okay, so, do I have to edit those for class configs individually, or is that some mystical command that I haven't heard of?

Presuming the first, because it's obviously more likely, do Mediguns actually get impacted by that at all?
trash Mar 20, 2017 @ 4:06pm 
Originally posted by Vee the Best Waifu:
Okay, so, do I have to edit those for class configs individually, or is that some mystical command that I haven't heard of?
per class config
so 0.033 in scout.cfg, 0.152 in demo.cfg and so on

Presuming the first, because it's obviously more likely, do Mediguns actually get impacted by that at all?
anything calculated entirely serverside/not lag compensated benefits from having a lower lerp
so projectiles of all types, ubers, sentry placement probably http://not that it would matter, etc
Last edited by trash; Mar 20, 2017 @ 4:07pm
Momoko | She/Her Mar 20, 2017 @ 4:10pm 
Originally posted by Ekul:
-Snip-
Thank you!
Originally posted by slop:
-Snip-
And thank you!
Last edited by Momoko | She/Her; Mar 20, 2017 @ 4:11pm
trash Mar 20, 2017 @ 4:13pm 
Originally posted by Vee the Best Waifu:
Let me point put that TF2 itself limits how much internet it uses, impacting the speed of hitreg and packet updates and things like that.

The internet speed is not my problem, the game's settings are.
that's tied to rate [total data allowance] and cmdrate/updaterate [updates sent/recieved per second] which are stupidly low [20?] by default
servers run at 66ticks per second http://with some odd repeating decimal that doesn't really matter

interp [lerp] is how much time your client spends interpolating incoming data and delays actions sent from your client by an equal amount
default is 100ms which is disgusting

lowering it reduces delay but can slightly compromise your clientside accuracy of player positions if you're not playing on lan and you drop it below 2 ticks [0.033ms] of data to interp, so the general consensus is run .033 for the best tradeoff between accuracy and delay
OLDMAN🎅 Mar 20, 2017 @ 5:25pm 
Originally posted by Ekul:
I ripped this off from my cfg, see if it's anything what you want. (Similar to the post above)
// ---------------------------------------------------------------------------- // Net settings // ---------------------------------------------------------------------------- // Whilst net settings perhaps aren't an integral part of an FPS config, they // are a fact of life in competitive TF2, and as such, they are included here. // // A common question I am asked -- what defines whether a good connection is // good or bad? Mostly personal preference. If you're not willing to make the // choice, try both and see which is better for you. // // Generally, meeting both of the following conditions would classify it as a // good connection: // // - Ping of <80 to the average server you join // - Generally no/negligible choke/loss (can be checked with `net_graph') // // There's some pretty good documentation on this here: // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking // // Uncomment (remove the `//' from) one of the groups if you want to use them. // ---------------------------------------------------------------------------- // Good connection //cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152 //cl_interp .033 // change to whatever you like for certain classes projectiles/popping //uber/flames = .0152 hitscan = .031 on bad connections = .062 //cl_interp_ratio 1 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 all that is a //cl_smoothtime 0.01 //cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152 rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL // Competitive connection // Very few servers will have these settings //cl_cmdrate 128 //cl_interp .007 // this will likely have to be user defined .007 should be roughly the lowest interp, hit scan might do well at .0152 for this //cl_interp_ratio 1 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 128 //rate 90000 // With higher tick rates you have more bandwidth being used // Bad connection //cl_cmdrate 40 //cl_interp 0 //cl_interp_ratio 2 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 40 //rate 35000


placebo
Rolos Mar 21, 2017 @ 2:30am 
Originally posted by slop:
per class config
so 0.033 in scout.cfg, 0.152 in demo.cfg and so on
iirc you cant change your interp while in a server.
Unseentask Aug 28, 2017 @ 1:48am 
SO in conclusion, this is the best network settings for a normal person?

cl_cmdrate 67
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000

cl_interp .033 for hitscan classes
cl_interp .0152 for projectile classes
Bella :D Aug 28, 2017 @ 2:03am 
yeehaw
trash Aug 28, 2017 @ 2:08am 
Originally posted by King of Australia:
SO in conclusion, this is the best network settings for a normal person?
if you have not-awful internet and don't use wifi, yes

https://www.youtube.com/watch?v=M2mBNz4NvGc

interp is designed to compensate for net problems, such as when your game client misses a packet sent from the server
without enough interp time, it can cause prediction issues and mess with your hit detection, but having more interp time delays the game, almost as if you had higher ping

the idea is to find a sweetspot that can compensate for potential net issues without adding too much delay

hitscan is lag compensated, so it's important to have accurate player positions on your screen
so hitscan is generally best with 2 server frames worth of interp in case your client misses or messes up one, which is around 0.0304ms

projectiles on the other hand aren't lag compensated at all; they just appear in the game world as soon as the server recieves the data, and anyone who comes in contact with them takes the damage
so it's arguably more important that your shots come out sooner as a projectile class than to have 100% accurate player postions
but it's still a single frame on delay at the cost of potential net problems, so it's debatable which settings projectile classes should use


alternatively you can use cl_interp 0 which will lock your interp to the server's tick timing, and then you can adjust how many frames worth of time you want your interp to be with cl_interp_ratio, making it a little easier to mess with and probably being the best option if you want more reliable interp on all classes

so interp 0 with ratio 2 is about the same as interp .033 with ratio 1

personally i've updated my settings to interp 0 ratio 2 for all classes as it's slightly more consistent that way


Originally posted by sigsegv:
Sounds about right. Though I'd say that depending on the badness of the connection, 0.062 (ratio 4) may sometimes be slight overkill; for some people with only-moderately-bad connections, 0.046 (ratio 3) could be enough to cover things. I guess ultimately the main point there is just to experiment and see what the lowest value is that you can get away with without having problems.
Last edited by trash; Aug 28, 2017 @ 2:11am
Unseentask Aug 28, 2017 @ 3:39am 
"if you have not-awful internet and don't use wifi, yes"

Wait. If i use wifi then no? i cant use wifi?
Last edited by Unseentask; Aug 28, 2017 @ 3:39am
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Date Posted: Mar 20, 2017 @ 3:46pm
Posts: 33