Network & Connection
Browsing 15 commands in this category.
Maximum client bandwidth allocation in bytes per second for receiving server updates. Higher values reduce 'choke' (packet loss) on fast connections, ensuring smoother movement and shot registration. In 2026, 90000–150000 is standard for fiber to handle high-player modes without data drops.
Maximum number of network packets sent to the server per second. 125 is the engine maximum and ensures the server receives your full input stream (movement, shots, jumps) every frame for precise registration. Lower values reduce accuracy during fast play.
How many 'snapshots' of game data you request from the server per second. Quake Live servers operate at a 40Hz tickrate, so this MUST be set to 40 for perfect hit registration.
Number of duplicate movement packets sent to the server as backup. On stable fiber connections, 0 saves bandwidth with no loss; 1 provides redundancy during minor packet drops; 2 adds extra protection for very poor links. Most pros use 0 or 1.
Artificially shifts your client clock relative to the server to compensate for ping. Negative values (–5 to –20) make distant enemies appear slightly ahead in time, improving hitscan (rail) registration on higher-latency connections. Too negative causes choppy enemy animations; 0 is ideal for low ping or LAN.
Smooths enemy movement interpolation when packets are delayed or lost. Off shows true server positions (best for hitscan accuracy); On reduces visual stutter on bad connections but can cause 'ghost' positions that feel off when shooting.
Predicts item pickups locally for instant sound/visual feedback instead of waiting for server confirmation. On reduces perceived latency when grabbing items; Off ensures 100% server accuracy but feels slightly delayed.
Permits automatic download of custom maps, sounds, textures, or models when joining servers that require them. On is standard for community servers; Off prevents downloads but may block access to modded content.
Local UDP port used for game communication. Fixed ports can conflict on shared routers; 0 lets the OS assign a random port, ideal for multiple QL instances or multi-PC households.
Developer overlay showing raw server snapshot rate and timing data. Only enable when diagnosing netcode, lag compensation, or packet issues; Off for normal play.
Activates SOCKS5 proxy support for connecting through restricted networks (e.g., corporate/university firewalls). Only enable if direct connections are blocked; otherwise keep Off for lowest latency.
IP address or hostname of the SOCKS5 proxy server. Only used when SOCKS is enabled. Leave blank unless you are configuring a proxy.
Port number for the SOCKS5 proxy server. Standard is 1080; change only if your proxy uses a non-standard port. Only active when SOCKS is enabled.
Username for authenticated SOCKS5 proxies. Leave blank if your proxy does not require authentication.
Password for authenticated SOCKS5 proxies. Leave blank if your proxy does not require authentication.