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

SettingDefaultRangeScopeWhat it does
net_mpLagCompensation10..1Server gameplayEnables server-side lag compensation for multiplayer hitscan traces.
net_mpLagCompMaxMS2000..1000Server gameplayCaps rewind window in milliseconds used by lag compensation.
net_mpLagCompBiasMS0-200..200Server gameplayAdds/subtracts additional rewind bias in milliseconds.
net_mpLagCompDebug00..2Server gameplayDebug logging for lag compensation (0 off, 1 summary, 2 verbose).
net_mpPredictMode10..1MP client predictionSelects 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

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_mpLagCompDebug output is intended for server diagnostics and tuning.
  • Tune net_mpLagCompMaxMS before using large net_mpLagCompBiasMS offsets.