CS2: Best autoexec.cfg for Sub-Tick Rate Precision

The primary goal of this config is to minimize Interpolation Delay ($D_{interp}$) and ensure your local “sub-tick” timestamps reach the server with zero jitter.

File Path & Setup

  1. Navigate to: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo\cfg\
  2. Create a file: Right-click > New > Text Document. Name it autoexec.cfg (ensure it’s not autoexec.cfg.txt).
  3. Launch Option: In Steam, right-click CS2 > Properties > Launch Options and add: +exec autoexec.cfg
  4. Pro Tip: In 2026, the command cl_interp is hidden by default but still affects the internal networking buffer. We use the updated cl_net_buffer_ticks for modern sub-tick control.

Optimized “Sub-Tick Precision” Configuration Table

ParameterRecommended ValueTechnical Purpose
cl_net_buffer_ticks0The Zero-Latency Fix. Disables extra buffering for the lowest interp.
rate786432Maxes out bandwidth to prevent packet choking during utility-heavy rounds.
cl_interp_ratio1Sets interpolation to the minimum possible for stable fiber connections.
fps_max0Uncaps FPS to allow the highest sampling of sub-tick timestamps.
cl_input_enable_raw1Ensures mouse data bypasses Windows processing for 1:1 precision.
// Network & Sub-Tick Optimization
rate "786432"
cl_net_buffer_ticks "0" // Use 1 if you have packet loss (yellow/red icons)
cl_interp_ratio "1"
cl_updaterate "128" // Though servers are 64, this forces higher packet frequency
cl_cmdrate "128"

// Input & Latency
fps_max "0"
cl_showfps "0"
cl_lagcompensation "1"
cl_predict "1"
cl_predictweapons "1"

// Mouse & Precision
m_rawinput "1"
m_mouseaccel1 "0"
m_mouseaccel2 "0"

// Sub-Tick Movement Binds (Ensures jump-throws are consistent)
alias "+jumpaction" "+jump;"
alias "+throwaction" "-attack; -attack2"
alias "-jumpaction" "-jump"
bind "v" "+jumpaction; +throwaction" // Perfect Sub-Tick Jump-Throw

host_writeconfig

HowTo: Engineering Zero-Delay Networking

Follow these GameEngineer.net technical steps to ensure your sub-tick data is flawless:

  1. The “Desync” Check: Use cl_showfps 3 or the new 2026 telemetry overlay. If you see “Jitter” or “Loss” spikes in the graph, change cl_net_buffer_ticks from 0 to 1. A value of 0 is for “Zero Latency,” but it requires a perfect fiber connection.
  2. Uncapped FPS for Sub-Tick: Sub-tick accuracy is tied to your frame rate. If you render at 400 FPS, your “timestamp” resolution is much higher than at 144 FPS. Use fps_max 0 unless your GPU thermals are an issue; in that case, cap it at $RefreshRate \times 2$.
  3. Disable “NVIDIA Reflex” in-game? In late 2025/2026 patches, some pros found that disabling Reflex and using the -noreflex launch option while capping FPS via the NVIDIA Control Panel resulted in more stable frame-pacing. Test this on your specific rig to see if the “Sub-Tick” feels “snappier.”
  4. Buffer Packets: If you play on servers far from your location (e.g., 60ms+ ping), cl_interp_ratio 2 might actually feel better. It adds a tiny bit of delay but makes enemy movement look “smooth” rather than “teleporting.”
  5. Windows “Dynamic Tick” Fix: For the absolute best sub-tick timing, open CMD as Admin and run: bcdedit /set disabledynamictick yes. This forces the Windows system clock to a fixed, high frequency, reducing micro-stutters.

Technical Explanation: Interpolation vs. Sub-Tick

In CS2, your client “interpolates” (guesses) where an enemy is between the server’s 64 ticks.

By setting cl_net_buffer_ticks "0", you are telling the engine to show you the data as soon as it arrives, without waiting to “smooth” it out with a buffer ($B_{net}$). This reduces the Total Input Latency ($L_{total}$) from ~31ms down to nearly 15ms on high-end rigs. When you combine this with a high FPS, your sub-tick timestamps ($T_{sub}$) are more frequent, meaning when you click a head, the server sees that action much closer to real-time than a player using default “High Compatibility” settings.

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