Network Commands

Below is a searchable list of all network console commands from Counter-Strike: Global Offensive. This category houses the commands in CS2 that affect your network, such as pulling up graphs to show network statistics or setting a dedicated max ping for your matchmaking preferences.

How to Use CS:GO & CS2 Commands
  1. Enable the developer console:

    Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".

  2. Press ` or ~ on your keyboard.

  3. Enter a command and hit ENTER on your keyboard to run it!

Are you still stuck? More Help

Commands List

adsp_debug

adsp_debug

This command does not work, or its function is unknown.

cl_resend <Wait time>

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.

Examples, Generator & More
mm_dedicated_search_maxping <Max Ping>

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.

Examples, Generator & More
net_allow_multicast <0 / 1>

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).

Examples, Generator & More
net_public_adr <IP Address>

This command sets the public IP of the server (NAT/DHCP).

Name Description
IP Address

The public IP address of the server.

Examples, Generator & More
net_showudp <0 / 1>

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.

Examples, Generator & More
net_showudp_remoteonly <0 / 1>

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.

Examples, Generator & More
cl_clock_recvmargin_enable <0 / 1>

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.

Examples, Generator & More
cl_clockdrift_max_ticks <Maximum Clock Drift Ticks>

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.

Examples, Generator & More
cl_connectionretrytime_p2p <Seconds>

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.

Examples, Generator & More
cl_cq_min_queue <-1, 0, Positive Numbers>

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.

Examples, Generator & More
cl_error_report_time <Time in seconds>

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.

Examples, Generator & More
cl_hud_telemetry_net_misdelivery_poor <Packet delivery rate threshold>

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.

Examples, Generator & More
cl_hud_telemetry_net_misdelivery_show <0 / 1>

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.

Examples, Generator & More
cl_interpolate_report <0 / 1>

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.

Examples, Generator & More
cl_net_buffer_ticks <Buffer Ticks>

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.

Examples, Generator & More
cl_obs_interp_pos_rate <Interpolation Rate>

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.

Examples, Generator & More
cl_redemption_reset_timestamp <0 / 1>

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.

Examples, Generator & More
cl_tickpacket_recvmargin_enable <0 / 1>

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.

Examples, Generator & More
cl_tickpacket_recvmargin_spew_interval <0 / 1>

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.

Examples, Generator & More
cl_usercmd_max_per_movemsg <MaxCommandsPerMoveMsg>

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.

Examples, Generator & More
connect_hltv <Server IP>

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.

Examples, Generator & More
cq_buffer_bloat_msecs <Buffer Bloat Milliseconds>

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.

Examples, Generator & More
cq_buffer_bloat_msecs_max <Buffer Bloat Milliseconds Max>

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.

Examples, Generator & More
cq_min_queue_size <Size>

Sets the minimum buffer queue target size, impacting server performance and network traffic handling.

Name Description
Size

The minimum size of the buffer queue.

Examples, Generator & More
hostname_in_client_status <0 / 1>

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.

Examples, Generator & More
logaddress_add_http_delayed <URI> <Delay>

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.

Examples, Generator & More
net_listallmessages

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.

Examples, Generator & More
net_messageinfo <Classname or ID>

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.

Examples, Generator & More
net_option <Option name> <Value>

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.

Examples, Generator & More
net_print_sdr_ping_times

Prints the current ping times to Steam Datagram Relay (SDR) points of presence, as well as the selected network route, in the console.

Examples, Generator & More
net_validatemessages <0 / 1>

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.

Examples, Generator & More
snd_steamaudio_max_occlusion_samples <Maximum occlusion samples>

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.

Examples, Generator & More
status_json

This command is used to print the current game status, including player and server information, in JSON format for easier parsing and automation tasks.

Examples, Generator & More
sv_cluster <0 / 1>

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.

Examples, Generator & More
sv_late_commands_allowed <Number of allowed late commands>

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.

Examples, Generator & More
sv_networkvar_perfieldtracking <0 / 1>

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.

Examples, Generator & More
sv_networkvar_validate <0 / 1>

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.

Examples, Generator & More
sv_packstats <Command>

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.

Examples, Generator & More
sv_pvs_max_distance <Distance>

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.

Examples, Generator & More
sv_watchtransmit <Entity Index>

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.

Examples, Generator & More
tv_broadcast_keyframe_interval1 <Interval>

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.

Examples, Generator & More
tv_broadcast_max_requests1 <Maximum Requests>

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.

Examples, Generator & More
tv_listen_voice_indices <Bitfield>

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.

Examples, Generator & More
tv_listen_voice_indices_h <Bitfield Value>

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.

Examples, Generator & More
tv_secure_bypass <0 / 1>

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.

Examples, Generator & More
vconsole_rcon_server_details <0 / 1>

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.

Examples, Generator & More