Quake Live settings, minus the old nonsense
Get Quake Live dialed in.
Quake configs have collected twenty years of copied commands, half-explained tricks and settings from versions that no longer exist. This guide sorts out what still matters in the current Steam client.
If you only read one paragraph: use a resolution you can see clearly, cap FPS where it stays steady in a messy fight, make mouse input predictable, bind weapons directly and keep the volume sane. Leave the rest alone until you can name the problem it is supposed to fix.
A note on the commands: I checked this page against the current Windows/Steam references in September 2026, then separated current behavior from old Quake III material. The executable is closed-source and some values are build-dependent. When the guide says to query a cvar, do it—your console gets the last word.
Jump to what you need
Setup, testing and fixing the weird stuff
01 · Start here
Stop looking for the one correct config.
Open five strong players' configs and you will find five different resolutions, sensitivities, crosshairs and ideas about mouse acceleration. That is normal. The part worth copying is the habit: know what every unusual line does and keep enough notes to rebuild the setup later.
Technical Things you can measure
Frame stability, physical turn distance, refresh rate, packet loss and whether a file actually loaded.
Preference Things you have to feel
Crosshair shape, weapon visibility, FOV and effects detail. The tradeoffs are real, but the choice is yours.
One change at a time
Change resolution, FOV and sensitivity together and you will never know which one helped.
Leave yourself an exit
A dated backup and a small autoexec beat 800 unexplained lines from a decade-old pastebin.
You will see three little tags as you go. Technical means there is something concrete to test. Preference means reasonable players disagree. Advanced means leave it alone until you have a specific problem.
02 · Five minutes well spent
Make a backup. Seriously.
Before experimenting, open the console and write a snapshot:
writeconfig backup-before-guide.cfg
For a smaller client-oriented export, current Quake Live also provides:
writeClientConfig backup-client.cfg
Then quit the game and copy the entire active account folder somewhere safe. In the Steam release on Windows, Bethesda documents the player-specific location as:[1]
…\Steam\steamapps\common\Quake Live\<SteamID64>\baseq3\
That folder contains generated configuration such as qzconfig.cfg and repconfig.cfg, your optional autoexec.cfg, demos and other per-player material. Steam libraries may live on another drive. Search beneath the installed Quake Live directory rather than assuming it is on C:.
Do not build your permanent setup by hand-editing qzconfig.cfg. The game rewrites generated configuration. Keep deliberate choices in a small autoexec.cfg or a personal file it executes.
03 · Check your work
The console tells you what the game actually accepted.
Enable the console in Settings, then use the grave/tilde key. On some layouts the legacy combination is Ctrl + Alt + `. Setting com_allowConsole 1 allows the single console key where supported.
| Goal | Command | Meaning |
|---|---|---|
| Inspect | cg_fov | Print the effective value before changing it. |
| Set now | set cg_fov "105" | Set a value for the current configuration/session. |
| Archive | seta cg_fov "105" | Set it with the archive flag. A clean personal cfg is still easier to maintain. |
| Restore | reset cg_fov | Return that cvar to its registered default. |
| Discover | cvarlist / cmdlist | List cvars or commands known to this build. |
| Inspect binds | bindlist | Print current key bindings. |
| Run a file | exec myconfig.cfg | Execute commands from a cfg file. |
Read the response. “Unknown command,” “read only,” “latched,” “cheat protected” and clamped values are the game answering you. Believe it before you believe an old config post.
04 · A clean starting point
Start here, then make it yours.
This block is short on purpose. Check your current values first, use the menus when they are easier, and delete any line you cannot explain.
// Smoothness and view
seta com_maxfps "250" // use 125 if 250 is not stable in combat
seta cg_drawFPS "1"
seta cg_fov "105"
seta cg_zoomFov "40"
// Predictable Windows mouse baseline
seta in_mouse "2" // raw input; apply with in_restart/relaunch
seta m_filter "0"
seta cl_mouseAccel "0"
seta cl_mouseAccelOffset "0"
seta cl_mouseSensCap "0"
// Readability
seta cg_simpleItems "1"
seta cg_speedometer "3" // numeric horizontal velocity
// Current broadband baseline
seta rate "25000"
seta cl_timeNudge "0"
You will notice there is no packet voodoo here. Current Quake Live locks cl_maxpackets at 125, snaps 40 is not right for every server, and nobody can choose your sensitivity or VSync tolerance for you.
05 · Display
Get the picture clear first.
Start with native resolution
Your monitor's native resolution normally provides the clearest text, crosshair edges and distant silhouettes. Lower resolution can help weak hardware or create a preferred visual scale, but it is not an accuracy upgrade.
Use the Video menu first. Common console controls include r_fullscreen, r_mode, r_customWidth and r_customHeight. Because the current closed-source client has no complete official public cvar table, query each value in your own build before relying on a legacy mode-number chart.
// Common desktop/native request
seta r_fullscreen "1"
seta r_mode "-2"
vid_restart
// Custom mode when the menu cannot express it
seta r_mode "-1"
seta r_customWidth "2560"
seta r_customHeight "1440"
vid_restart

Fullscreen, VSync and refresh rate
| Choice | Benefit | Cost / verification |
|---|---|---|
r_fullscreen 1 | Predictable dedicated display path on many systems | Slower task switching; modern Windows behavior varies. |
r_swapInterval 0 | Usually lower latency | May tear. |
r_swapInterval 1 | Tear-free presentation | May add latency. Test instead of assuming. |
r_displayRefresh "144" | Requests a fullscreen refresh rate | Driver/display may override it. Verify in Windows or the monitor OSD. |
Picmip is not a personality
r_picmip 0 is highest texture detail; larger values reduce it. Some old tournament configs turn maps into flat soup for gains that barely register on modern hardware. Try bloom, post-processing, dynamic lights, marks, brass, fast sky and simple items individually. Keep the ones that make the picture easier to read or the frame rate steadier.
06 · FPS and frame pacing
A steady 166 beats a messy 250.
cg_drawFPS 1 shows the frame counter. com_maxfps caps the client frame loop/render rate, with 250 the normal unmodified upper cap in current Quake Live; the server remains authoritative. Choose a cap the machine can hold while rockets, plasma, players, recording software and browser windows are all doing what they normally do.
| Observed behavior | Better decision |
|---|---|
| 250 stays flat during busy fights | Keep 250 if power, heat and noise are acceptable. |
| 250 repeatedly collapses toward 160–190 | Try a steadier effective cap such as 166 or 200. |
| Older system holds 125 reliably | A stable 125 is a respectable baseline. |
| Counter is high but motion hitches | Investigate frame pacing, overlays, capture, thermals and competing limiters. |
The millisecond timing used by this engine means requested caps can land on effective steps such as roughly 100, 111, 125, 142, 166, 200 and 250 rather than every arbitrary integer. Confirm the observed result.
About the famous 125-FPS jump: that rule belongs to older Quake III behavior. It is not a general Quake Live tuning requirement. Use 125 when it is the stable cap your computer can hold, and test unusual movement rulesets on their own terms.
Advanced com_idleSleep 0 is sometimes used when a system will not hold its cap, but it can increase CPU use, heat and power. Treat it as a measured troubleshooting experiment—not baseline folklore.
07 · Field of view
Pick an FOV you can actually read.
cg_fov supports a broad range (historically documented as 10–130). Higher values show more peripheral arena space but make distant opponents appear smaller and increase edge distortion. Lower values enlarge the central view but sacrifice awareness.
| Example | Tendency | Try it when… |
|---|---|---|
| 90 | Narrow / magnified | You value distant target scale and tolerate less peripheral information. |
| 100–110 | Balanced | You want a sensible starting band. |
| 115–120+ | Wide / fast-looking | You prioritize awareness and can read smaller distant targets. |

seta cg_fov "105"
seta cg_zoomFov "40"
seta cg_zoomScaling "1" // animated transition; 0 snaps
seta cg_zoomToggle "0" // hold; 1 toggles
seta cg_zoomOutOnDeath "1"
bind MOUSE2 "+zoom"
cg_zoomSensitivity multiplies zoom sensitivity; zero invokes legacy Quake III-style scaling. Test rail flicks and tracking at both normal and zoom FOV. Changing FOV does not change physical centimeters per 360-degree turn, although perceived speed and target scale change dramatically.
08 · Mouse input
Write down the whole mouse setup.
Raw input on Windows
in_mouse 2 selects the Windows raw-input path and is the dependable baseline for most Windows players. Apply it with in_restart or a relaunch. Platform behavior differs, so Linux players should test rather than copy the Windows recommendation blindly.
seta in_mouse "2"
seta m_filter "0"
in_restart
m_filter 0 disables smoothing. Smoothing can make motion look gentler but may feel delayed; start without it.

Legacy sensitivity math
A naked sensitivity 2 tells another player almost nothing. With m_cpi 0, default m_yaw 0.022 and no acceleration:
At 800 DPI, sensitivity 2 and yaw 0.022, the result is approximately 25.98 cm/360. Measure a real full turn with tape; the formula assumes the inherited default yaw and linear input.
| DPI | Sensitivity | Approx. cm/360 |
|---|---|---|
| 400 | 2.0 | 52.0 |
| 800 | 2.0 | 26.0 |
| 1600 | 1.0 | 26.0 |
| 1600 | 0.5 | 52.0 |
Quake Live natural units with m_cpi
Quake Live also supports a natural-unit mode. Set m_cpi to the mouse's calibrated effective CPI/DPI and keep m_yaw 0.022 (m_pitch 0.022 for matching vertical scale). Horizontal sensitivity then represents degrees per centimeter:[7]
Pick one system and stick with it. A sensitivity copied from somebody using m_cpi 0 becomes nonsense in a config using m_cpi 1600. Driver or firmware scaling can also make effective CPI differ from the number on the box. Leave m_yaw 0.022 and m_pitch 0.022 alone unless you know exactly why you are changing them; negative pitch inverts vertical look.
My practical test: can you track with LG, make the emergency turn your play actually requires, and finish a session without fighting the edge of the pad or tightening your shoulder? If yes, stop touching the number for a while.
09 · Mouse acceleration
Acceleration is fine. Mystery acceleration isn't.
Linear input is easier to learn, reproduce and troubleshoot, so the neutral baseline is:
seta cl_mouseAccel "0"
seta cl_mouseAccelOffset "0"
seta cl_mouseSensCap "0"
Acceleration can still be a valid arena-FPS preference: slow hand motion can support fine tracking while fast motion produces a larger turn. Current Quake Live exposes cl_mouseAccel, cl_mouseAccelOffset, cl_mouseAccelPower and cl_mouseSensCap. Tune one parameter at a time and record all of them with DPI and base sensitivity.
Do not add cl_mouseAccelStyle to a modern config. It appears throughout old Quake Live material but was removed from later/current Quake Live. Power/offset behavior replaced that old style switch.
10 · Crosshair and HUD
Your crosshair has one job.
A good crosshair survives bright sky, dark stone, orange explosions, green effects and a bright enemy without covering a tiny distant target.
seta cg_drawCrosshair "2" // preview styles in the menu
seta cg_crosshairSize "24"
seta cg_crosshairBrightness "1"
seta cg_crosshairPulse "0"
seta cg_crosshairHealth "0"
Historic documentation lists built-ins 1–21, while the current interface/build may expose more. Use the menu preview rather than trusting a screenshot of an old list. Hit feedback is controlled by cg_crosshairHitStyle, cg_crosshairHitColor and cg_crosshairHitTime; verify ranges in your build.
Make the important numbers boringly obvious
You should be able to catch health, armor, ammo, time and score with a glance. In team modes, add team status and chat without burying those basics.
Always legible
Health, armor, current ammo, match clock and score.
Mode dependent
Team overlay, flag status, round state and teammate location/status.
Useful feedback
Pickup messages, hit confirmation, connection warning and horizontal-velocity speedometer during practice.
Potential clutter
Oversized weapon bars, long chat history, constant FPS/lag graphs and redundant meters.
seta cg_weaponBar "1"
seta cg_drawFullWeaponBar "0"
seta cg_drawTeamOverlay "1"
seta cg_drawItemPickups "1"
seta cg_speedometer "3" // numeric horizontal velocity
cg_drawGun 0 hides the view weapon, 1 shows it with sway, and 2 shows it without walking sway. This is a space/feedback preference; it does not alter weapon damage or accuracy.
11 · Visibility and comfort
Make players easy to find.
Consistent bright enemy models reduce recognition time. A common example is:
seta cg_forceEnemyModel "keel/bright"
Other available bright models can be equally valid. Use cg_enemyHeadColor, cg_enemyUpperColor and cg_enemyLowerColor with the documented 0xRRGGBBAA format, then test across pale sky, green slime, orange light and dark industrial rooms. Team modes need a clearly different forced team model/color too.

Damage and motion comfort
seta cg_bob "0"
seta cg_kickScale "0"
seta cg_screenDamage "0"
seta cg_screenDamage_Self "0"
seta cg_screenDamage_Team "0"
Use literal 0 to disable screen-damage overlays. Malformed “transparent” color strings copied from modified setups can produce broken solid overlays. Bob, kick, flashes and weapon presentation are also accessibility choices; reduce what causes nausea, distraction or discomfort.
Comfort is performance. A larger HUD, moderate FOV, reduced motion, quieter audio or an unusual key layout can be the competitive choice when it lets a person play accurately without strain.
12 · Sound
Turn up information, not just volume.
Footsteps, jumps, weapon fire, teleporters, jump pads and item pickups reveal position and intent outside the camera. Start with the menu, then query the exact cvars available in your build.
seta s_volume "0.8"
seta s_musicVolume "0"
seta s_announcerVolume "0.8"
seta s_voiceVolume "0.8"
Those numbers are examples. A value copied from somebody else's config cannot tell how loud your headphones are. Use the lowest level that keeps the cues clear; hearing damage is a rotten trade for one more item pickup.

| Cvar | Purpose | Guidance |
|---|---|---|
s_ambient | Ambient map sound | Atmosphere versus a cleaner mix; ambient sound may also contain useful context. |
cg_hitBeep | Hit feedback (0 off; historically 1–3 styles) | Choose a feedback style you can parse without fatigue. |
cg_chatBeep | All-chat notification | Disable if it steals attention. |
cg_teamChatBeep | Team-chat notification | Often more useful in team modes. |
cg_buzzerSound | End-of-game buzzer | 0 off; 1 on. |
13 · Network
No cvar can make Texas closer to Frankfurt.
The servers behind this site are in Spring, Texas. Players nearby should see a short, steady route; somebody across an ocean will not. That is geography, not a broken config.
The baseline is pleasantly boring:
seta rate "25000"
seta cl_timeNudge "0"
seta cg_lagometer "1"
rate applies after reconnect. Current Quake Live constrains it to the modern range (roughly 8000–25000). cl_maxpackets is locked at 125 in current Quake Live, so old 63-versus-125 optimization advice is obsolete.[10]

Read the lagometer
cg_lagometer 1 shows the packet graph; 2 adds a client ping estimate. Use it to distinguish steady latency from jitter, rejected snapshots and actual packet loss. A good ping number does not prove a clean connection.
| Symptom | Investigate first |
|---|---|
| Always high ping | Server distance and ISP route. |
| Periodic spikes | Wi‑Fi interference, uploads, downloads and bufferbloat. |
| Loss marks / interruption | Local link, router, upstream congestion or route. |
| One server only | That route or server. |
| Every server | Local client/network/ISP. |
Advanced cl_timeNudge is constrained in Quake Live (commonly 0 through −20). Negative values do not lower real ping; they trade interpolation margin for apparent immediacy and can look rough under jitter. Start at zero.
Advanced snaps requests snapshot frequency, but the server controls and caps what it sends. Old “always use 40” or “match every server's sv_fps” recipes are server/mod dependent. Leave it alone unless the operator documents a reason.
cl_packetdup sends redundant user commands for loss resilience at an upload cost. Query its current value; do not change it without demonstrated packet loss. Keep cl_nodelta 0 for normal delta compression.
14 · Key binds
Put weapons where your fingers can reach them.
If reaching Rocket Launcher makes you let go of a movement key, the bind is in the wrong place. Railgun, Lightning Gun and Rocket Launcher should all be reachable while you keep moving. Scrolling through weapons is too easy to overshoot under pressure.
bind W "+forward"
bind S "+back"
bind A "+moveleft"
bind D "+moveright"
bind SPACE "+moveup"
bind CTRL "+movedown"
bind MOUSE1 "+attack"
bind MOUSE2 "+zoom"
bind TAB "+scores"

Weapon numbers
| # | Weapon | # | Weapon |
|---|---|---|---|
| 1 | Gauntlet | 8 | Plasma Gun |
| 2 | Machinegun | 9 | BFG |
| 3 | Shotgun | 10 | Grappling Hook |
| 4 | Grenade Launcher | 11 | Nailgun |
| 5 | Rocket Launcher | 12 | Proximity Launcher |
| 6 | Lightning Gun | 13 | Chaingun |
| 7 | Railgun | 14 | Heavy Machinegun |
bind Q "weapon 5" // Rocket Launcher
bind E "weapon 6" // Lightning Gun
bind R "weapon 7" // Railgun
bind F "weapon 8" // Plasma Gun
bind 3 "weapon 3" // Shotgun
Availability depends on map and mode. Build around your hand: side mouse buttons, wheel directions and nearby letters are all valid if they do not cause accidental switching.

Chat and team communication
bind T "messagemode"
bind Y "messagemode2"
bind V "say_team ^3MEGA AVAILABLE"
Keep scripted calls short and truthful. Do not flood chat, automate deceptive timers or attach large text blocks to routine actions.
15 · Config files
Keep autoexec.cfg boring.
Create autoexec.cfg beside qzconfig.cfg in the active SteamID64 baseq3 folder. Turn on file extensions and make sure Windows did not quietly name it autoexec.cfg.txt. The best autoexec is usually short enough to read without making coffee:
// autoexec.cfg
exec zipnar-client.cfg
echo "^2AUTOEXEC LOADED"
Then put deliberate settings in zipnar-client.cfg:
// View
seta cg_fov "105"
seta cg_zoomFov "40"
// Input — 800 DPI, linear, ~26 cm/360
seta in_mouse "2"
seta m_cpi "0"
seta sensitivity "2"
seta m_yaw "0.022"
seta cl_mouseAccel "0"
// Readability
seta cg_simpleItems "1"
seta cg_drawFPS "1"
seta cg_forceEnemyModel "keel/bright"
// Weapons
bind Q "weapon 5"
bind E "weapon 6"
bind R "weapon 7"
bind F "weapon 8"
echo "^2ZIPNAR CLIENT CONFIG LOADED"
Why split files?
A larger setup can use exec video.cfg, exec mouse.cfg, exec binds.cfg and exec practice.cfg. Comments should explain every unusual value. If a setting resets, search for duplicate definitions, confirm the load message, query the value after joining, and check whether the server clamps it.
Steam Cloud conflict: if recovery requires replacing configs, close Quake Live first, make a complete backup and pay attention to Steam's local-versus-cloud choice. Selecting an old cloud copy can resurrect the problem.
16 · Demos
Record the match before rewriting your config.
record practice-rail-01
stoprecord
demo practice-rail-01
Quake Live also supports automatic match actions through cg_autoAction: historically documented values are 0 none, 1 demo, 2 end screenshot, 3 both. Query the current value and test on a disposable match before trusting automation. Historically documented cl_demoRecordMessage modes are 0 hidden, 1 full recording text and size, and 2 a small REC indicator; verify the effective value in your console.[6][11]
Demos live under the player-specific baseq3\demos directory. Review one question at a time:
- Was the correct weapon ready before contact?
- Did the crosshair disappear against a background?
- Did tracking oscillate around the target?
- Did a turn run off the mousepad?
- Did FPS fall during real combat?
- Did the lagometer show loss or jitter?
- Was an audio cue audible and understood?
- Was the HUD readable without staring?
One ugly match proves almost nothing about your sensitivity. Look for the same failure showing up again before changing anything.
17 · Ready-made starting points
Four places to start.
These are small pieces to merge into your setup, not replacement configs. Read the comments and steal only what you understand.
Competitive clarity
seta com_maxfps "250"
seta r_swapInterval "0"
seta cg_fov "105"
seta cg_zoomFov "40"
seta in_mouse "2"
seta m_filter "0"
seta cl_mouseAccel "0"
seta cg_simpleItems "1"
seta cg_drawFPS "1"
seta cg_forceEnemyModel "keel/bright"Choose this only if the machine holds 250 in fights and tearing does not bother you.
Balanced presentation
seta com_maxfps "125"
seta cg_fov "100"
seta in_mouse "2"
seta m_filter "0"
seta cl_mouseAccel "0"
seta cg_simpleItems "0"
seta cg_drawFPS "1"Keep richer menu-selected graphics and decide VSync by testing comfort versus latency.
Beginner direct-control baseline
seta cg_fov "100"
seta cg_zoomFov "45"
seta in_mouse "2"
seta cl_mouseAccel "0"
seta cg_simpleItems "1"
seta cg_speedometer "3"
bind Q "weapon 5"
bind E "weapon 6"
bind R "weapon 7"
bind F "weapon 8"
bind MOUSE2 "+zoom"Simple, direct and intentionally free of exotic network or acceleration changes.
Visual comfort / accessibility
seta cg_fov "100"
seta cg_bob "0"
seta cg_kickScale "0"
seta cg_screenDamage "0"
seta cg_screenDamage_Self "0"
seta cg_screenDamage_Team "0"
seta cg_crosshairBrightness "1"
seta cg_crosshairPulse "0"Adjust HUD size, colors and volume through the menus for the reader's actual needs.
18 · Testing changes
Change one thing and go play.
- Save the baseline. Record resolution, refresh, cap, FOV, zoom FOV, DPI, sensitivity, cm/360, acceleration, crosshair and model.
- Name the problem. “Crosshair disappears against sky” is testable; “settings feel bad” is not.
- Change one variable. Write the old and new values down.
- Use a controlled drill. Same map, route, weapon and duration.
- Test a real match. Empty-room smoothness is not combat stability.
- Review evidence. Demo, FPS behavior, lagometer and physical comfort.
- Keep or revert. If the change did not solve the named problem, restore the baseline.
Give aim changes a fair chance. A missed rail is not a calibration tool. New settings often feel amazing or awful for a few minutes simply because they are new.
19 · Internet archaeology
Old advice that refuses to die.
Quake Live\<SteamID64>\baseq3.20 · When something breaks
Fix the smallest broken thing first.
Black screen or unsupported display mode
Quit the game and back up the account's baseq3 folder. Temporarily disable or resolve Steam Cloud synchronization before renaming generated files, or the unwanted copies may immediately return. Correct the relevant renderer lines or rename qzconfig.cfg and repconfig.cfg so the client can regenerate defaults. Start windowed if necessary, then restore personal changes incrementally.
Settings reset every launch
- Verify the active SteamID64 folder.
- Show file extensions and rule out
.cfg.txt. - Confirm the autoexec echo appears.
- Search for duplicate commands in later files.
- Check Steam Cloud conflicts and file permissions.
- Query the effective value after joining.
Mouse suddenly feels different
- Check the mouse's DPI/onboard profile.
- Query
in_mouse,sensitivity,m_cpi,m_yawand all acceleration cvars. - Confirm resolution and aspect ratio have not changed perceived speed.
- Temporarily disable overlays and vendor per-game profiles.
- Run
in_restartor relaunch after backend changes.
High FPS but visible stutter
- Test one limiter, not game + driver + overlay simultaneously.
- Verify the display is actually using the intended refresh rate.
- Check thermals, clocks and background capture.
- Compare fullscreen modes.
- Lower to an effective cap the machine holds in combat.
Good ping but bad connection feel
Enable the lagometer, try Ethernet, stop uploads and compare another nearby server. You are looking for loss or jitter, not a more flattering ping number. Packet cvars cannot repair a bad route.
Unknown, read-only or cheat-protected command
It may belong to Quake III, another id Tech game, an old QL build or a server mod. Check cmdlist/cvarlist, read the console response and remove the dead line.
Last-resort reset
cvar_restart clears most cvar changes. Do not use it as casual optimization. Close Quake Live, back up the folder, and temporarily disable or resolve Steam Cloud synchronization first. Bethesda's recovery procedure deletes generated configs, but renaming qzconfig.cfg and repconfig.cfg is safer because it preserves evidence and custom work.[4]
For support evidence, condump filename.txt saves console text. fs_referencedList and fs_openedList help diagnose loaded PK3 files. Verify Steam files before deleting Workshop/custom material, and inventory those files first.
21 · Quick answers
The questions people actually ask.
What are the best Quake Live settings?
The boring answer is the right one: steady FPS, predictable input, a sensitivity you can reproduce, visible models, a readable HUD and direct weapon binds. The rest depends on your hardware and eyes.
Should I use 125 or 250 FPS?
Use the highest effective cap the computer holds consistently during real combat. Stable 125 is better than unstable 250; stable 250 is excellent when the hardware sustains it.
What FOV do professional players use?
They are all over the place. Start around 100–110, then decide whether you need more peripheral view or larger distant targets.
What sensitivity should I use?
One that lets you track smoothly, make the turn your play requires and stay relaxed. Write down DPI, yaw, m_cpi, acceleration and cm/360 together or the number is not portable.
Is mouse acceleration bad?
No. Acceleration is harder to copy and explain, which is why linear input makes a better starting point. A curve you chose and documented is perfectly valid.
Does lower resolution improve aim?
Not inherently. It can improve performance or change apparent scale, while sacrificing detail and correct geometry.
Where does autoexec.cfg go?
Beside qzconfig.cfg in the current Steam account's Quake Live\<SteamID64>\baseq3 folder.
Should I copy a professional player's config?
Raid it for ideas, sure. Do not treat it as scripture. Their mouse, DPI, monitor, eyesight and hands are not yours.
22 · Keep this nearby
Command reference.
| System | Useful controls | Apply / caveat |
|---|---|---|
| FPS | com_maxfps, cg_drawFPS | Choose a stable effective cap. |
| Display | r_fullscreen, r_mode, r_customWidth/Height, r_swapInterval | vid_restart; query current support. |
| View | cg_fov, cg_zoomFov, cg_zoomScaling, cg_zoomToggle | Mostly instant / preference. |
| Mouse | in_mouse, m_filter, sensitivity, m_cpi, m_yaw, m_pitch | in_restart for backend. |
| Acceleration | cl_mouseAccel, cl_mouseAccelOffset, cl_mouseAccelPower, cl_mouseSensCap | Document the entire curve. |
| HUD | cg_drawCrosshair, cg_crosshairSize, cg_drawTeamOverlay, cg_weaponBar, cg_speedometer | Preview and test readability. |
| Models | cg_forceEnemyModel, cg_forceTeamModel, enemy/team colors | Available assets may vary. |
| Comfort | cg_bob, cg_kickScale, cg_screenDamage* | Use literal 0 to disable overlays. |
| Network | rate, cg_lagometer, cl_timeNudge | rate after reconnect; start timeNudge 0. |
| Config | exec, writeconfig, writeClientConfig, reset | Back up before broad reset. |
| Demos | record, stoprecord, demo, cg_autoAction | Test automation before relying on it. |
Final configuration checklist
- Chosen resolution is intentional
- Actual refresh rate verified
- FPS stable during busy fights
- Raw/selected input path verified
- DPI, sensitivity and cm/360 recorded
- Acceleration intentionally on or off
- Crosshair survives bright and dark scenes
- Enemies and teammates distinguishable
- Health, armor, ammo and time readable
- RL, LG and RG directly bound
- Audio clear at safe volume
- Network tested for loss and jitter
- Autoexec prints its load marker
- Working folder backed up
- Changes tested one at a time
23 · Where this came from
Sources and image credits.
Quake Live's current executable is closed-source and does not publish a complete authoritative table of every client cvar. This guide therefore distinguishes current official Bethesda support, current-executable-facing technical documentation, Quake Live-specific historical developer material, and inherited Quake III source behavior. Historical defaults are labeled as historical; enter the cvar in your own console to see the effective value.
Technical sources
- [1] Bethesda Support — Quake Live configuration-file locations
- [2] Bethesda Support — recording and playing Quake Live demos
- [3] Bethesda Support — high ping and routing
- [4] Bethesda Support — resetting Quake Live configuration
- [5] Quake Live reverse-engineered/current command documentation
- [6] Quake Live advanced client options / preserved developer documentation
- [7] Quake Live m_cpi natural-units explanation
- [8] Quake Live Steam configuration guide (used cautiously for current/removed behavior)
- [9] id Software Quake III source — inherited yaw/input math context
- [10] Quake Live Steam discussion — locked
cl_maxpackets,raterange and reconnect behavior - [11] ESReality Quake Live forum — compact demo recording indicator
Image credits
- PC setup — Brian Wong, source, CC BY-SA 2.0; resized/WebP derivative.
- Gaming mouse — CAPTAIN MEDUSA, source, CC BY-SA 4.0; resized/WebP derivative.
- Gaming keyboard — YannikUllersperger, source, CC0; resized/WebP.
- Keyboard areas — Daniel Beardsmore, source, public domain.
- Gaming headset — Dinopkk, source, CC BY-SA 3.0; resized/WebP derivative.
- Ethernet cable — Dmitry G, source, CC BY-SA 3.0; resized/WebP derivative.
- Quake Live railgun gameplay — official id Software / Bethesda Softworks promotional screenshot, Steam source page; resized/WebP editorial derivative.
- Quake Live bright-model gameplay — official id Software / Bethesda Softworks promotional screenshot, Steam source page; resized/WebP editorial derivative.
- Aspect ratios — Indrek, source, public domain.
All visuals are web-sourced photographs, factual diagrams or official Quake Live promotional screenshots. Licensed works include their creator and license; copyrighted promotional images are identified separately and used for editorial discussion. No generative imagery is used.
This is an unofficial community guide and is not affiliated with or endorsed by id Software, Bethesda Softworks, ZeniMax or Microsoft. Quake and related names are trademarks of their respective owners.