Multiplayer Networking Guide
May 29, 2026 ยท View on GitHub
This guide covers openQ4 multiplayer networking behavior and the cvars used to tune or revert prediction/lag-comp behavior.
Quick Summary
- Server-side hitscan lag compensation is enabled by default.
- Remote-client prediction runs in enhanced mode by default.
- Both systems can be switched back to legacy behavior with cvars.
CVar Reference
| Setting | Default | Range | Scope | What it does |
|---|---|---|---|---|
net_mpLagCompensation | 1 | 0..1 | Server gameplay | Enables server-side lag compensation for multiplayer hitscan traces. |
net_mpLagCompMaxMS | 200 | 0..1000 | Server gameplay | Caps rewind window in milliseconds used by lag compensation. |
net_mpLagCompBiasMS | 0 | -200..200 | Server gameplay | Adds/subtracts additional rewind bias in milliseconds. |
net_mpLagCompDebug | 0 | 0..2 | Server gameplay | Debug logging for lag compensation (0 off, 1 summary, 2 verbose). |
net_mpPredictMode | 1 | 0..1 | MP client prediction | Selects remote-player prediction mode (0 legacy limited, 1 enhanced per-frame). |
Legacy Compatibility Switch
Use this to restore legacy multiplayer behavior:
seta net_mpLagCompensation 0
seta net_mpPredictMode 0
Recommended Starting Presets
Default Internet Play
seta net_mpLagCompensation 1
seta net_mpLagCompMaxMS 200
seta net_mpLagCompBiasMS 0
seta net_mpPredictMode 1
Low-Latency/LAN
seta net_mpLagCompensation 1
seta net_mpLagCompMaxMS 80
seta net_mpLagCompBiasMS 0
seta net_mpPredictMode 1
Notes
- Lag compensation applies to authoritative multiplayer hitscan traces on the server.
net_mpLagCompDebugoutput is intended for server diagnostics and tuning.- Tune
net_mpLagCompMaxMSbefore using largenet_mpLagCompBiasMSoffsets.