;If true, and if running on a Unix/Linux platform, multiple packets will be retrieved from the socket with one syscall, improving performance and also allowing retrieval of timestamp information.
net.UseRecvMulti=1
;When RecvMulti is enabled, this is the number of packets it is allocated to handle per call - bigger is better, but keep an eye on memory cost.
net.RecvMultiCapacity=8192
;Support for the IP net driver to optionally use a separate thread to receive packets.This is a useful optimization for platforms where the socket system calls can take a while.
;These, in theory, can reduce the CPU consumption of the servers
net.IpNetDriverUseReceiveThread=1
;IP connections to optionally make the socket send call on a background thread. It helps platforms where the socket send system calls can take a while
;These, in theory, can reduce the CPU consumption of the servers
net.IpConnectionUseSendTasks=1
;If net.IpNetDriverUseReceiveThread is true, the maximum number of packets that can be waiting in the queue. Additional packets received will be dropped.
net.IpNetDriverReceiveThreadQueueMaxPackets=8192
;Maximum allowed size for strings sent/received by the netcode (in bytes).
net.MaxNetStringSize=67108864
;Maximum number of RPCs allowed per net update
net.MaxRPCPerNetUpdate=8
;If true, ticks are dispatched in a task thread.
tick.AllowAsyncTickDispatch=1
;If true, ticks are cleaned up in a task thread.
tick.AllowAsyncTickCleanup=1
;End of frame updates now optionally can do the gamethread updates while we are doing parallel updates.
;The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates.