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
- Navigate to:
C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo\cfg\ - Create a file: Right-click > New > Text Document. Name it
autoexec.cfg(ensure it’s notautoexec.cfg.txt). - Launch Option: In Steam, right-click CS2 > Properties > Launch Options and add:
+exec autoexec.cfg - Pro Tip: In 2026, the command
cl_interpis hidden by default but still affects the internal networking buffer. We use the updatedcl_net_buffer_ticksfor modern sub-tick control.
Optimized “Sub-Tick Precision” Configuration Table
| Parameter | Recommended Value | Technical Purpose |
cl_net_buffer_ticks | 0 | The Zero-Latency Fix. Disables extra buffering for the lowest interp. |
rate | 786432 | Maxes out bandwidth to prevent packet choking during utility-heavy rounds. |
cl_interp_ratio | 1 | Sets interpolation to the minimum possible for stable fiber connections. |
fps_max | 0 | Uncaps FPS to allow the highest sampling of sub-tick timestamps. |
cl_input_enable_raw | 1 | Ensures 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:
- The “Desync” Check: Use
cl_showfps 3or the new 2026 telemetry overlay. If you see “Jitter” or “Loss” spikes in the graph, changecl_net_buffer_ticksfrom0to1. A value of0is for “Zero Latency,” but it requires a perfect fiber connection. - 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 0unless your GPU thermals are an issue; in that case, cap it at $RefreshRate \times 2$. - Disable “NVIDIA Reflex” in-game? In late 2025/2026 patches, some pros found that disabling Reflex and using the
-noreflexlaunch 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.” - Buffer Packets: If you play on servers far from your location (e.g., 60ms+ ping),
cl_interp_ratio 2might actually feel better. It adds a tiny bit of delay but makes enemy movement look “smooth” rather than “teleporting.” - 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.