HalfLife 2 has some useful commands for optimizing your network connection,
the commands shown below can be
entered in the console or added to your autoexec.cfg. Please note that this guide only covers connection
tweaks. |
|
| fps_max | While this setting does not improve your connection it does help stop the confusion between connection lag and graphics related lag when, for example, jumping from 85 FPS to 23 FPS. Set this by monitoring your FPS while playing using net_graph 3 or cl_showFPS "1", then set fps_max to your average steady FPS. There is no point in setting fps_max higher than your monitor refresh rate. |
| rate | This controls network packets so that your connection bandwidth does not get saturated, setting is for maximum bytes per second. See net_graph for a guide on how to adjust this setting or try the suggested settings that appear at the foot of this page. |
| cl_cmdrate |
Similar
to cl_maxpackets in Quake3 this setting restricts the number of packets being sent to the
server by your client and can be used to help connection bandwidth related problems for
those with low upload bandwidth. Note that 56K modems, while downloading at up to 56000
BPS, only upload at 33600 BPS or less. You may wish to experiment with a higher or lower
setting based on your connection type, for example 40 or higher for a digital connection. Further tweaking, try to set cl_cmdrate to equal your average framerate or your fps_max setting or a divisor of it without saturating your upstream bandwidth. Example, if you are currently at fps_max "76" then try a cl_cmdrate value of 38 or 76 for a digital connection. |
| cl_updaterate |
Similar to snaps setting in Quake3, the cl_updaterate setting is used to calculate how many gameworld updates you receive from the server. See net_graph for a guide on how to adjust this setting. |
| cl_lagcompensation |
To use this setting the server and modification must support lag compensation. On servers that have lag compensation enabled this setting toggles its use of lag compensation for the client, 1 to enable, 0 to disable. When set to 1 the server will take into account your ping when deciding if you hit your target or not. If you have a very low ping or wish the older style of play then set this to 0. |
| cl_predictweapons | This setting determines how weapons fire is controlled, for
example with regard to weapon trails, sounds and animation. If you set this to 1 the clients weapon sound and animation will all happen client side as soon as you press fire. It should be noted that when set to 1 the animations and marks displayed are determined client side, as a result they may not be an accurate representation of where you are actually hitting. It should be noted that the server always determines if you have hit your target or not, only weapon related sounds and animation are controlled by cl_predictweapons. You may find it useful to bind different settings of cl_predictweapons for different weapons. |
| cl_smooth cl_smoothtime |
This setting helps smooth out movement if there are prediction
errors caused by poor internet connection. cl_smooth enables or disables smoothing. cl_smoothtime determines the amount of seconds that prediction errors must occur before smoothing is enabled. |
| net_graph |
When setting this to 3 or 1 you will see a figure display(3) or graph display(1) appear at the base of your screen. On the graph display, just below the numeric readout, green lines mean packets are being received okay, yellow that rate capping is causing your client to reject packets and red that the packet was lost. If you have steady flat green line then all is well. In the case of long rising/falling green hills lower your rate or decrease your cl_updaterate, for yellow increase your rate. If you have a lot of red then change ISP or server. If you have to play on the server or use the ISP then try adjusting cl_resend or cl_cmdbackup to compensate for the lost packets. |
| cl_cmdbackup cl_resend |
These settings determine if duplicate commands(cl_cmdbackup) or packets(cl_resend) are sent, if a command gets lost then a 'backup command' in the latest packet may still be received. If you have an excellent connection with very little or no packetloss at all then try setting cl_cmdbackup to 0 and raising cl_cmdrate. However, as with all settings experiment to see which is best suited for your connection - See net_graph for a guide on how to determine if you need to adjust this setting. |
| cl_download_ingame |
This determines if downloads are allowed during a multiplayer game. this to 0 to stop downloading of decals etc. while playing. |
Suggested settings are in the table that follows. They are however guidelines, adjust them as needed by monitoring your connection using net_graph and alter settings based on its information. See the description of how to use and interpret the information that net_graph shows in the above table. It is very important that you read the net_graph, rate, cl_cmdrate and cl_updaterate notes before you use these settings. If you do not see an exact connection speed setting then use the closest. Example, perhaps you connect at 53000 or 52000 on modem, use the 50000 setting from the table. If you are using voice communication programs such as RogerWilco, Battlecom, Teamsound etc. then please adjust settings accordingly. Allow 1024 bytes for downstream and 512 bytes for upstream usage by the voice communication program. |
|
| LAN | cl_updaterate "40" |
| ADSL / Cable / Wireless | cl_updaterate "40" |
| ISDN Bonded | cl_updaterate "40" |
| ISDN Single | cl_updaterate "20" |
| 56K Modem | cl_updaterate "20" |
| V34 Modem | cl_updaterate "20" |
| 28.8 Modem | cl_updaterate "20" |
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