Hardware Checklist (Before Tweaking Anything)

Before adjusting any driver or in-game settings, make sure your hardware isn't holding you back. These take minutes to check and can have a bigger impact than any software tweak.

RAM in correct slots: If you're using two sticks, they must be in the correct slots for dual-channel mode. This is usually slots 2 and 4 — check your motherboard manual. Wrong slots can halve your memory bandwidth.

Temperatures under control: If you can't hold a stable 250 FPS during fights, check your CPU and GPU temperatures under load. Modern hardware reduces clock speeds as temperature rises — even before hitting official throttle points. Free tools like HWiNFO or HWMonitor will show this. Improving cooling, replacing thermal paste, or improving case airflow can recover lost performance.

Disable integrated graphics: If you're using a dedicated GPU, disable the integrated graphics in your BIOS. This can improve stability on some systems, especially if you experience random crashes.

Which Preset Is Right For You?

Preset A: Lowest Latency

  • Best for: Competitive play, maximum responsiveness
  • VRR: Off, V-Sync: Off everywhere
  • com_maxfps: 250 (or 200 for footsteps)
  • Tearing: Accept tearing for lowest latency

Preset B: Tear-Free VRR

  • Best for: Clean visuals without sacrificing much latency
  • VRR: On, V-Sync: On in driver (backstop), Off in-game
  • 240 Hz (VRR): Option 1 (simple): com_maxfps 200 (stays within VRR range)
  • 240 Hz (VRR): Option 2: com_maxfps 250 + external cap 237–239
  • 360/480 Hz: com_maxfps 250 (within VRR range)
  • VRR OFF? Ignore 237–239 caps — just use stable in-game cap (250)

Preset C: Simple VRR

  • Best for: VRR users who want no external tools
  • VRR: On, V-Sync: On in driver (backstop)
  • com_maxfps: 200 (stable step, stays in most VRR ranges)
  • Note: Many prefer stable engine steps (125/200/250)

Quick Comparison

Setting Preset A
Lowest Latency
Preset B
VRR Tear-Free
Preset C
Simple VRR
VRR / G-Sync / FreeSync Off On On
V-Sync (driver) Off On (backstop) On (backstop)
V-Sync (in-game) Off Off Off
com_maxfps 250 250 200
External cap (240 Hz) None 237-239 (RTSS/driver) None
Screen tearing Yes (accepted) No No
Latency Lowest Slightly higher Slightly higher

Understanding com_maxfps Stepping

Why "weird" FPS values don't work as expected in Quake engines

Key Point: The Quake engine uses discrete FPS steps based on frame timing. Setting com_maxfps 202 will NOT give you 202 FPS — it may behave like the next step (often 250).

The engine calculates frame times as 1000ms / FPS, which means only certain "clean" values work predictably. Values between steps often snap/round to discrete effective FPS:

Effective FPS Frame Time Notes
3333msMax for older configs
2504msStandard competitive (recommended)
2005msStronger footstep audio
1666ms-
1427msCommon "stuck" value
1258msClassic competitive value
1119ms-
10010ms-
9111ms-
8312ms-
Important: Setting an "in-between" value like 202, 237, or 300 in com_maxfps will NOT limit your FPS to that exact number. The engine may round up to the next step. For precise limiting below your monitor's refresh rate, use an external limiter (RTSS or driver cap).

NVIDIA Control Panel

Program Settings → quakelive.exe

Preset A (Lowest Latency)

Monitor TechnologyFixed Refresh
Vertical syncOff
Low Latency ModeUltra
Preferred refresh rateHighest available
Power management modePrefer maximum performance
Max Frame RateOff (use in-game cap)
Threaded optimisationAuto / On
Triple bufferingOff
Texture filtering - QualityHigh performance
Texture filtering - Aniso sample / TrilinearOn / On
Texture filtering - Negative LOD biasAllow
Image Scaling / DSR / DLDSROff
Vulkan/OpenGL present methodNative or DXGI (see note)

Preset B (Tear-Free VRR)

Monitor TechnologyG-SYNC Compatible
Vertical syncOn (driver backstop)
Low Latency ModeUltra
Preferred refresh rateHighest available
Power management modePrefer maximum performance
Max Frame RateOff (or 237 for 240 Hz VRR)
Threaded optimisationAuto / On
Triple bufferingOff
Texture filtering - QualityHigh performance
Texture filtering - Aniso sample / TrilinearOn / On
Texture filtering - Negative LOD biasAllow
Image Scaling / DSR / DLDSROff
Vulkan/OpenGL present methodNative or DXGI (see note)
Present Method Note: Both "Prefer native" and "Prefer DXGI" are valid choices. DXGI offers faster alt-tab/window switching. For most users there's no noticeable latency difference — use whichever works best for your workflow.
Warning: Do NOT manually set "Max Pre-Rendered Frames" when Low Latency Mode = Ultra. This causes conflicting queue settings.

AMD Radeon Software

Per-game profile for Quake Live

Preset A (Lowest Latency)

FreeSyncOff
Wait for Vertical Refresh (V-Sync)Always Off
Radeon Anti-LagOptional (may not engage on OpenGL)
Radeon Anti-Lag+Only if driver shows supported; disable if stutter
Enhanced SyncOff
Frame Rate Target ControlOff (use in-game cap)
Texture Filtering QualityPerformance
Surface Format OptimizationOn
OpenGL Triple BufferingOff
GPU Scaling / Scaling ModeOff (use display-side scaling)

Preset B (Tear-Free VRR)

FreeSyncOn
Wait for Vertical Refresh (V-Sync)Always On (driver backstop)
Radeon Anti-LagOptional (may not engage on OpenGL)
Radeon Anti-Lag+Only if driver shows supported; disable if stutter
Enhanced SyncOff
Frame Rate Target ControlOff (or 237 for 240 Hz)
Texture Filtering QualityPerformance
Surface Format OptimizationOn
OpenGL Triple BufferingOff
GPU Scaling / Scaling ModeOff (use display-side scaling)

Intel Arc Control

Per-game profile for Quake Live

Note: Intel Arc does not have an Anti-Lag equivalent feature. Focus on V-Sync and VRR settings.

Preset A (Lowest Latency)

V-SyncOff
External frame limiterNone - use in-game com_maxfps only
Scaling / post-processingDisable all

Preset B (Tear-Free VRR)

V-SyncOn (with VRR/Adaptive Sync enabled)
External frame limiterNone - use in-game com_maxfps only
For 240 HzUse com_maxfps 250 + RTSS at 237 (or 200 without cap)
Scaling / post-processingDisable all

Quake Live Console Commands

Important: In Quake Live, setting an arbitrary com_maxfps value does not reliably produce that exact FPS. The engine tends to run at common frame-time steps, so "in-between" values can snap/round to a different effective FPS.

Example: setting com_maxfps 202 will not give you 202 FPS — it may behave like the next step (often 250).

Practical rule:
• For competitive play, use a stable in-game cap like 250 (or 200 for stronger footstep audio).
• If you specifically want a cap like 237–239 (typical for 240 Hz VRR), you must use an external limiter (RTSS/driver cap).

Quick reference: common effective FPS steps (Quake engines)

You wantUseNotes
250com_maxfps 250Common high-FPS step; simplest for competitive play
200com_maxfps 200Often used for clearer/stronger footstep audio
166 / 142(avoid)Frequently shows up when a user tries "144" or has a hidden cap; many players report worse feel/warping
125com_maxfps 125Useful for 144 Hz VRR (stays inside VRR range)
111 / 100com_maxfps 111 / 100Lower steps; rarely a first choice on 240 Hz+
cfg
// Essential settings
r_mode -1               // custom resolution
r_fullscreen 1          // exclusive fullscreen (important!)
com_maxfps 250          // standard (use 200 for stronger footstep audio)
r_swapInterval 0        // in-game V-Sync off (always)
com_idleSleep 0         // prevent CPU idle
r_displayRefresh 0      // auto; if stuck at 60Hz in fullscreen, set to your panel Hz (144/240/360/480) then `vid_restart`

// Apply changes
vid_restart

// Optional: Maximum performance visuals
r_vertexLight 1
r_picmip 5              // 5-8 range, higher = lower quality
r_shadows 0
r_postprocess 0

Use com_maxfps 250 (standard). Use 200 if you prefer stronger footstep audio.

Windows Optimization

🔧 Troubleshooting: Stuck at 142 FPS?

142 FPS is a common Quake-engine FPS step. If you're stuck around 142 (or 166), it usually means you're being capped somewhere (or your chosen FPS value snapped to an engine step) — not that your monitor is "142 Hz".

  1. Sanity check: use a stable in-game cap
    • Set com_maxfps 250 (or 200) and run vid_restart
    • Avoid "in-between" values like 144/202 — they can snap to 166/142/250
  2. Windows Refresh Rate
    • Settings → System → Display → Advanced display → Set to max Hz (240/360/480)
    • If using two displays, match refresh rates or disable 2nd monitor while testing
  3. Exclusive Fullscreen + QL Cvars
    r_mode -1
    r_fullscreen 1
    com_maxfps 250
    r_swapInterval 0
    com_idleSleep 0
    vid_restart
  4. NVIDIA Control Panel (Program Settings → quakelive.exe)
    • Max Frame Rate: Off
    • Background Application Max Frame Rate: Off
    • Vertical sync: Off (unless using VRR)
    • Low Latency Mode: Ultra
    • Power management: Prefer maximum performance
    • Preferred refresh rate: Highest available
    • Triple buffering: Off
  5. RTSS / Afterburner
    • In RivaTuner: Set Framerate limit = 0 and Scanline sync = 0
    • Set for both Global AND quakelive.exe entry
    • Quit RTSS completely (close from tray icon)
  6. Disable Overlays & Capture
    • Xbox Game Bar: Off
    • Steam FPS limiter: Off
    • Discord overlay: Off
    • GeForce overlay / Instant Replay: Off
  7. Cable & Port Check
    • Monitor cable must go into GPU, NOT motherboard
    • Use DisplayPort 1.4 (HBR3) or HDMI 2.1
    • Avoid adapters and KVM switches
  8. Power & Present Path
    • Windows power plan: High Performance or Ultimate Performance
    • NVIDIA Control Panel → Vulkan/OpenGL present method: Native or DXGI (both valid)
Note: After these steps you should hold 250 FPS (or 200 if configured). If still locked around 142 FPS, it's almost certainly a hidden limiter or the game is running in borderless/compositor mode instead of exclusive fullscreen.

VRR & Frame Rate Guide

How to stay within VRR range with Quake Live's limited fps values

Two Approaches:
VRR ON (tear-free): Stay below your monitor's VRR ceiling with an external cap (237-239 for 240 Hz) or use a stable engine step like 200.
VRR OFF (lowest latency): Many competitive players disable VRR entirely, use com_maxfps 250, and accept tearing for minimum latency.
VRR Latency Note: The latency concerns with VRR are minimal when your monitor's refresh rate is significantly higher than your FPS cap. For example, a 360Hz monitor with com_maxfps 250 means VRR is essentially "free" — you get tear-free visuals with negligible latency penalty because there's so much headroom above your cap.

144 Hz

  • VRR ON: com_maxfps 125 (stays in range)
  • VRR ON + cap: com_maxfps 250 + external cap at 141
  • VRR OFF: com_maxfps 250 (accept tearing)

360 / 480 Hz

  • VRR ON: com_maxfps 250 (within VRR range)
  • VRR OFF: com_maxfps 250 (accept tearing)
  • No external limiter needed at these refresh rates

About External Limiters

External limiters (RTSS / driver frame caps) can add a small latency penalty compared to an in-game cap. Use them when you specifically need a precise cap (e.g., 237–239 for 240 Hz VRR). If you're chasing absolute lowest latency, stick to in-game com_maxfps and keep VRR/V-Sync off.

  • RTSS (RivaTuner): Most precise control
  • NVIDIA Max Frame Rate: Driver-level, well-integrated
  • AMD FRTC: Driver-level alternative

CPU Core Affinity — Move Quake Off Core 0

Windows and many background drivers default to scheduling tasks on your CPU's first physical core (Core 0). When your game also runs there, those higher-priority system tasks can briefly interrupt it, causing micro-stutters and drops in 1% low FPS. At 250 FPS each frame is only 4ms — even a tiny interruption means a missed frame.

In testing, this tweak improved average FPS by up to ~8% and 1% low FPS by up to ~20% in competitive shooters.

Test it first (Task Manager — no install needed)

  1. Launch Quake Live and join a server
  2. Open Task Manager (Ctrl+Shift+Esc)
  3. Go to the Details tab
  4. Find quakelive_steam.exe, right-click → Set affinity
  5. Uncheck CPU 0 and CPU 1
  6. Click OK and play — use cl_drawfps 1 to check if FPS is more consistent

This resets every time the game closes. If it helps, make it permanent:

Make it permanent with Process Lasso (free version works)

  1. Download and install Process Lasso from bitsum.com
  2. Launch Quake Live so the process appears in Process Lasso
  3. In the main window, find quakelive_steam.exe in the active processes list
  4. Right-click → CPU AffinityAlwaysSelect CPU Affinity...
  5. Uncheck CPU 0 and CPU 1, click OK
  6. The rule is now saved and applies automatically every launch

Alternative — apply the rule to Steam instead: If the affinity won't stick on the game process directly, apply the same rule to steam.exe in Process Lasso. Games launched through Steam inherit the parent process affinity, so Quake Live will automatically avoid Core 0.

Important:
  • Disable both logical cores 0 and 1 — disabling only one can make things worse
  • CPU 0 and CPU 1 are correct on most systems
  • The game still uses all your other cores normally

Experimental / Optional (Test on Your System)

Non-default tweaks that may help on some systems. Revert if you see issues.

r_ignoreFastPath

In Quake Live the default is r_ignoreFastPath 1, which means the engine ignores its fast render path. Setting it to 0 allows the fast render path and may improve performance on some systems — but it’s not guaranteed and can cause visual glitches or instability on others.

How to test: Set r_ignoreFastPath 0, run vid_restart, and play a few maps. If you see visual glitches, flickering, or crashes, revert to the default (r_ignoreFastPath 1).
cfg
// Optional (non-default): try enabling fast render path
r_ignoreFastPath 0
vid_restart

// If you see issues, revert to default:
r_ignoreFastPath 1
vid_restart
Important: This is NOT included in the main performance presets above. Only use it if you want to experiment. A vid_restart is required after changing this value.

Map Switch Crashes

If your game crashes when switching maps, your Local Storage file may be oversized.

Location:

Steam\steamapps\common\Quake Live\<YourSteamID>\Local Storage\

When asset_ql_0.localstorage exceeds ~100 MB, map switch crashes can occur. This file grows over time and can reach 500+ MB.

Fix

  1. Close Quake Live
  2. Delete the contents of the Local Storage folder
  3. Restart the game
Note: This only resets server browser filter preferences. Config, binds, and settings are unaffected.

What Doesn't Work (Save Your Time)

The following commonly recommended "optimizations" have been tested with hardware-level measurement tools and showed no measurable change in real gameplay performance or latency in controlled testing. If a tweak doesn't change your FPS, it doesn't change your latency.

Registry tweaks — Win32PrioritySeparation, hidden power plan settings, GPU/CPU power-saving registry keys — none produced a measurable difference during actual gameplay.

Interrupt affinity tuning — manually assigning your mouse or GPU to specific CPU cores for interrupt handling. Changes are visible in interrupt analysis tools but do not translate to any real-world FPS or latency difference.

ISR / DPC optimization — manually tuning interrupt service routines and deferred procedure calls. Measurable at the kernel level, invisible in gameplay.

Custom Windows ISOs — pre-tweaked Windows images from unknown sources. High security risk for negligible gains compared to manually removing bloatware through Task Manager and Services.

Dedicated USB cards for mouse — PCIe XHCI controller cards for isolating mouse polling. Theoretically sound, but no measurable difference was found between CPU-connected USB, motherboard USB, or a dedicated PCIe USB card.

The principle: Unless you can see your FPS change, your latency has not changed. Focus your time on the things in this guide that produce visible, testable results.