Enable the developer console:
Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".
Press ` or ~ on your keyboard.
Enter a command and hit ENTER on your keyboard to run it!
Commands List
adsp_debug
This command does not work, or its function is unknown.
This command sets the amount of time the game client will wait before resending a connection attempt, should the previous one have failed.
Name | Description |
---|---|
Wait time |
The number of seconds you'd like the client to wait after encountering a failed connection attempt before trying to connect again. The default value for this command is 2 (seconds). You can enter a number between 1.5 and 20. |
This console command is used to set your max preferred ping when connecting to matchmaking servers. It can be beneficial to adjust this command if you find yourself being put in laggy servers.
Name | Description |
---|---|
Max Ping |
The maximum ping of a server you join. The lower you set this, the less laggy your matches might be, but it usually increases the time it takes to find a game. The default value for this command is 150. |
This command sets whether or not multicast is enabled. Default is 1 (enabled).
Name | Description |
---|---|
0 / 1 |
Enter 0 here to disable the multicast network setting. Enter 1 here to enable the multicast setting (default). |
This command sets the public IP of the server (NAT/DHCP).
Name | Description |
---|---|
IP Address |
The public IP address of the server. |
This command, if set to 1 (default 0), will enable the printing of information about UDP packets to the console.
Name | Description |
---|---|
0 / 1 |
Enter 0 to disable (default). Enter 1 to enable debug printing. |
This command, if set to 1 (default 0), will enable the printing of information about remote UDP packets to the console.
Name | Description |
---|---|
0 / 1 |
Enter 0 to disable (default). Enter 1 to enable debug printing. |
Enables a new client-side clock synchronization strategy that aims to maintain a specific receive margin for improved network performance.
Name | Description |
---|---|
0 / 1 |
Toggle the clock synchronization strategy. |
This command sets the maximum number of ticks the client's clock is allowed to drift from the server's clock before it automatically corrects itself to match the server clock. It's primarily a cheat or debug command useful in development or testing scenarios.
Name | Description |
---|---|
Maximum Clock Drift Ticks |
The maximum number of ticks the client's clock can drift from the server's before being corrected. |
This command decides the duration in seconds over which the game should spread out retry attempts for peer-to-peer (P2P) network connections.
Name | Description |
---|---|
Seconds |
The time in seconds over which to distribute P2P connection retry attempts. |
This command controls how the client handles the command queue size for games that use a command queue system for user commands (CUserCmds). Setting it to -1 disables the command queue, 0 allows the server to decide, and any other positive value requests a specific minimum queue size.
Name | Description |
---|---|
-1, 0, Positive Numbers |
Set the minimum command queue size. Choose -1 to disable, 0 to defer to the server, or any positive number to request a specific minimum size. |
Sets the minimum time in seconds that must elapse before printing a prediction error summary. Setting it to 0 disables this feature.
Name | Description |
---|---|
Time in seconds |
The minimum time to wait before printing a prediction error summary. Setting this to 0 disables the summary. |
Sets the threshold for considering the packet delivery anomaly rate as 'poor'. The range is from 0 to 100.
Name | Description |
---|---|
Packet delivery rate threshold |
The threshold value above which packet delivery rate is considered poor. |
This command controls whether to display the packet delivery anomaly (loss or out-of-order) rate on the HUD. It can be set to never show, only show under poor conditions, or always show.
Name | Description |
---|---|
0 / 1 |
Controls the display of packet delivery anomalies on the HUD. |
Enables the display of interpolation profile timing, primarily useful for debugging or analyzing the network interpolation.
Name | Description |
---|---|
0 / 1 |
Toggle the interpolation profile timing report on or off. |
Controls the number of ticks of delay for server snapshots and user commands, indirectly setting the value of cl_interp_ratio which should not be modified directly.
Name | Description |
---|---|
Buffer Ticks |
The number of ticks of delay for server snapshots and user commands. |
This command adjusts the rate of positional interpolation for observed entities, impacting how smoothly they move in the observer's view.
Name | Description |
---|---|
Interpolation Rate |
The rate of positional interpolation for observed entities. Lower values can reduce potential lag effects but make movements less smooth. |
This command, when executed, likely affects the timing or reset mechanism for a specific redemption feature within the game, although the precise effect is not detailed without further context.
Name | Description |
---|---|
0 / 1 |
Enables or disables the redemption reset timestamp feature. |
Enables a new method for pacing out user commands. This method ensures a packet is always prepared and attempts to send it to achieve a desired server receive margin.
Name | Description |
---|---|
0 / 1 |
Enable or disable the new pacing method for user commands. |
Determines the interval at which information about the tick packet receive margin is output. A value of 0 disables this output.
Name | Description |
---|---|
0 / 1 |
Enable or disable the output of tick packet receive margin information. |
Specifies the maximum number of client user commands (CUserCmds) that can be sent in a single client move message. This impacts how many actions the client can send to the server at once.
Name | Description |
---|---|
MaxCommandsPerMoveMsg |
The maximum number of user commands to send per move message. |
This command is used to connect to a remote HLTV (Half-Life Television) server, typically for watching live or recorded matches through the game's spectator system.
Name | Description |
---|---|
Server IP |
The IP address of the HLTV server you want to connect to. |
Specifies the tolerable buffer bloat in milliseconds before the system starts pushing the rate down to accommodate.
Name | Description |
---|---|
Buffer Bloat Milliseconds |
The amount of buffer bloat in milliseconds that is tolerable before rate adjustments. |
Sets the maximum milliseconds of buffer bloat before the system resets and discards buffered user commands to prevent delays or issues with command processing.
Name | Description |
---|---|
Buffer Bloat Milliseconds Max |
The maximum amount of milliseconds of buffer bloat. |
Sets the minimum buffer queue target size, impacting server performance and network traffic handling.
Name | Description |
---|---|
Size |
The minimum size of the buffer queue. |
This command allows the server hostname to be shown in the client's status information.
Name | Description |
---|---|
0 / 1 |
Enable or disable the display of server hostname in client status. |
This command is used to set a delay and URI of a listener to receive logs via HTTP POST. The URI must be wrapped in double quotes.
Name | Description |
---|---|
URI |
The URI endpoint to which logs will be HTTP POSTed. |
Delay |
The delay in seconds before the logs are sent to the specified URI. |
This command lists all registered network messages, which is useful for debugging network communications and understanding the scope of information being exchanged in the game.
This command is used to display information about a network message either by specifying its classname or ID. It is primarily useful for debugging network-related issues.
Name | Description |
---|---|
Classname or ID |
The classname or ID of the network message to display information about. |
Allows to get or set SteamNetworkingSockets options such as fake packet lag and loss. Useful for testing network conditions.
Name | Description |
---|---|
Option name |
The name of the network option to get or set. |
Value |
The value to set for the specified network option. |
Prints the current ping times to Steam Datagram Relay (SDR) points of presence, as well as the selected network route, in the console.
This command activates or deactivates the net message validation, which is commonly used for debugging purposes to ensure that network messages are correctly formatted and valid.
Name | Description |
---|---|
0 / 1 |
Enable or disable net message validation. |
Sets the maximum number of rays that can be traced for volumetric occlusion by Steam Audio, which affects how sound is occluded by the game environment.
Name | Description |
---|---|
Maximum occlusion samples |
The number of rays that can be traced for volumetric occlusion. |
This command is used to print the current game status, including player and server information, in JSON format for easier parsing and automation tasks.
Specifies the data center cluster in which the server is located. Mainly used for networking optimization and server management.
Name | Description |
---|---|
0 / 1 |
Sets the server's data center cluster identification. 0 to use the default cluster, 1 to specify a custom cluster. |
This command configures how many late commands are permitted to run at a 0 time scale before an on-time command is executed. It supports negative values for calculations based on network round trip, with a limit set to the absolute value of the input.
Name | Description |
---|---|
Number of allowed late commands |
The number of late commands allowed to run at 0 timescale before an on-time command. Negative values enable network round trip calculation with a hard cap. |
This command configures the server to track individual field offset changes for network variables, rather than using a single 'dirty flag' for an entire entity. This can improve networking efficiency in some scenarios.
Name | Description |
---|---|
0 / 1 |
Enables or disables per field tracking of network variable changes. |
Used to enforce validation of each 'StateChanged' event against known offsets, ensuring data integrity in state changes.
Name | Description |
---|---|
0 / 1 |
Toggle the validation of 'StateChanged' events on or off. |
Displays statistics about entity packing in the game; used for debugging and optimizing network performance. The command can also clear current statistics when provided with a specific argument.
Name | Description |
---|---|
Command |
Specifies the action for sv_packstats. |
This command sets a maximum range to Potentially Visible Set (PVS) and Potentially Audible Set (PAS) checks, which can influence network optimization and the visibility/audio of objects and entities in the game.
Name | Description |
---|---|
Distance |
The maximum range for PVS/PAS checks in units. A value of 0 disables this feature. |
This command is used to monitor the NetworkStateChanged information for a specific entity based on its index.
Name | Description |
---|---|
Entity Index |
The index of the entity whose network state changes are to be monitored. |
Sets the frequency, in seconds, at which keyframes and delta fragments are sent to the broadcast relay server.
Name | Description |
---|---|
Interval |
The time in seconds between each keyframe and delta fragment transmission. |
Sets the maximum number of simultaneous HTTP requests for broadcast1 in flight to avoid server performance degradation due to network issues. Exceeding this limit results in new requests being dropped.
Name | Description |
---|---|
Maximum Requests |
The maximum number of simultaneous HTTP requests allowed for broadcast1. |
This command is used to specify which player's voice messages can be heard when watching a game through SourceTV. By default, no player voices are heard.
Name | Description |
---|---|
Bitfield |
A number representing a bitfield of player slots. Each bit corresponds to a player slot, and if the bit is set to 1, voice messages from that slot will be heard. |
This command sets the high 32 bits of a bitfield representing player slots from which to listen to voice messages when connected to SourceTV. By default, no slots are set to listen.
Name | Description |
---|---|
Bitfield Value |
High 32 bits of bitfield for player slots. |
This command is used to bypass the secure challenge on the TV port, which is often related to network security settings for game broadcasting.
Name | Description |
---|---|
0 / 1 |
A flag indicating whether to bypass the secure challenge on TV port. |
This command, when set to a non-empty value, facilitates an easy connection for the VConsole to a dedicated server. It is primarily used for server administration and debugging purposes.
Name | Description |
---|---|
0 / 1 |
Sets whether the VConsole can connect to the dedicated server without the need for manual server details entry. |