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Full Config — Networking ​

The complete configs/shared/net.lua for Smash Down: Los Santos — input delay and resync limits.

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See the setup guide for explanations and examples. Download this file as a reference, and merge changes with the config shipped in your installed version.

Download shared/net.lua

lua
-- Online play. Every client in a match runs the full simulation; the server only relays inputs
-- between them (rollback netcode over the server relay). These knobs are shared because both the
-- client that sends a packet and the server that forwards it need to agree on them.
return {
    -- Frames of input delay (0-6). Each frame of delay hides one frame of network latency before
    -- a rollback is needed, at the cost of a slightly heavier feel. 2 is a good default for most
    -- servers; raise to 3 if players are far from the server.
    InputDelay = 2,

    -- A desync repair ships the whole match state as JSON. Packets bigger than this many
    -- characters travel as LATENT events (streamed in the background) so one resync never
    -- stalls everyone's input traffic behind it.
    LatentThreshold = 8000,

    -- Bandwidth cap (bytes per second) for those latent resyncs, each way.
    LatentBps = 128000,
}