Advertisement
Guest User

Untitled

a guest
Nov 1st, 2015
728
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.18 KB | None | 0 0
  1. m0re's high FPS config:
  2. // computer specs : intel core duo e6400 @ 2.4GHz : nvidia 9500GT 1024mb : 2GB ddr2 800MHz @ windows xp sp3 :
  3. // m0re @ qnet : http://m0re.nocrits.com/ :
  4. // date ;; september 2009
  5. // _______________
  6. // | READ THIS |
  7. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  8. // x:\Steam\steamapps\<user name>\team fortress 2\tf\cfg
  9. // clear config.cfg ;; dont clear bind commands
  10. // right click tf2 > properties > launch options
  11. // -dxlevel 81 -w 1280 -h 800 -full -console -novid -heapsize 1572864 -freq 75 -nojoy -noipx -noforcemparms -noforcemaccel -noforcemspd
  12. // -dxlevel x -w x -h x -full/window -console -novid -heapsize x -freq x -nojoy -noipx -noforcemparms -noforcemaccel -noforcemspd
  13. // ____________________
  14. // | LAUNCH OPTIONS |
  15. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  16. // -heapsize ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) = 1048576]
  17. // -nojoy ;; Disables joystick to reduce memory usage.
  18. // -noipx ;; Don't load IPX Connections, save ram.
  19. // -noforcemspd ;; Use desktop mouse speed settings.
  20. // -noforcemparms ;; Use desktop mouse buttons settings.
  21. // -noforcemaccel ;; Use desktop mouse acceleration settings.
  22. // -window ;; This enables tf2 to start in a window mode, instead of fullscreen.
  23. // -full ;; This runs tf2 in full screen mode.
  24. // -freq ;; Set the Refresh Rate
  25. // -nocrashdialog ;; Suppresses some memory could not be read unhandled errors.
  26. // -32bit ;; Forces the engine to start in 32-bit mode. Only useful on 64-bit Operating Systems.
  27. // -dev ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit.
  28. //
  29. // -autoconfig ;; Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed.
  30. // _________________________________________________
  31. // | DONT TOUCH UNLESS YOU KNOW WHAT YOURE DOING |
  32. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  33. // _______________
  34. // | MAT |
  35. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  36. mat_queue_mode "2" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
  37. mat_mipmaptextures "1" // texture quality decreases with distance
  38. mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
  39. mat_reducefillrate "1" // Reduces fill rate used.
  40. mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0)
  41. mat_bumpmap "1" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
  42. mat_bufferprimitives "1"
  43. mat_clipz "1"
  44. mat_colorcorrection "0"
  45. mat_compressedtextures "1"
  46. mat_disable_bloom "1"
  47. mat_debugdepthval "0"
  48. mat_debugdepthvalmax "0"
  49. mat_forceaniso "0" // change to 0 if you notice lower fps
  50. mat_forcehardwaresync "0"
  51. mat_hdr_enabled "0" // Report if HDR is enabled for debugging
  52. mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  53. mat_parallaxmap "0"
  54. mat_shadowstate "0"
  55. mat_use_compressed_hdr_textures "1"
  56. mat_trilinear "0" // Disables the use of Trilinear mipmapping.
  57. mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.
  58. mat_aaquality "0" //
  59. mat_softwarelighting "0"
  60. mat_autoexposure_max "0"
  61. mat_autoexposure_min "0"
  62. mat_bloomscale "0"
  63. mat_bloom_scalefactor_scalar "0"
  64. mat_disable_fancy_blending "1"
  65. mat_disable_lightwarp "1"
  66. mat_disable_ps_patch "1"
  67. mat_envmapsize "0"
  68. mat_envmaptgasize "0"
  69. mat_fastspecular "1"
  70. mat_fastnobump "0"
  71. mat_forcemanagedtextureintohardware "0"
  72. mat_framebuffercopyoverlaysize "0"
  73. mat_parallaxmap "0"
  74. mat_diffuse "1"
  75. mat_software_aa_blur_one_pixel_lines "0"
  76. mat_software_aa_strength "0"
  77. mat_software_aa_strength_vgui "0"
  78. mat_software_aa_tap_offset "0"
  79. mat_alphacoverage "0"
  80. mat_non_hdr_bloom_scalefactor "0"
  81. mat_maxframelatency "0"
  82. mat_max_worldmesh_vertices "0"
  83. mat_filterlightmaps "0"
  84. mat_filtertextures "0"
  85. mat_specular "0"
  86. // _______________
  87. // | SOUND |
  88. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  89. snd_mixahead "0.1"
  90. dsp_enhance_stereo "0"
  91. dsp_volume "1"
  92. dsp_slow_cpu "1"
  93. dsp_spatial "40"
  94. dsp_speaker "50"
  95. dsp_water "14"
  96. soundscape_flush "1" // Flushes the server & client side soundscapes
  97. // _______________
  98. // | GIBS |
  99. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  100. violence_agibs "0" // Show alien gib entities
  101. violence_hgibs "0" // Show human gib entities
  102. violence_hblood "0" // Draw human blood
  103. violence_ablood "0" // Draw alien blood
  104. // _______________
  105. // | R_ |
  106. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  107. r_lightaverage "0"
  108. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  109. r_drawflecks "0"
  110. r_decals "2"
  111. r_dynamic "0"
  112. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  113. r_decal_cullsize "15" // Decals under this size in pixels are culled // _lower texture quality at distance_
  114. r_drawmodeldecals "0"
  115. r_decalstaticprops "0" // Decal static props test
  116. r_dopixelvisibility "0"
  117. r_eyes "0"
  118. r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
  119. r_lod "5" // _adjusts model quality--set between -5 and 5_
  120. r_PhysPropStaticLighting "0"
  121. r_occlusion "1" // Activate/deactivate the occlusion system.
  122. r_rootlod "2" // Root LOD
  123. r_renderoverlayfragment "0"
  124. r_spray_lifetime "0" // Number of rounds player sprays are visible
  125. r_teeth "0"
  126. r_worldlights "0" // number of world lights to use per vertex
  127. r_shadowmaxrendered "0" // Max shadows the game will render.
  128. r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model.
  129. r_3dnow "1" // Enable/disable 3DNow code
  130. r_3dsky "0" // Enable the rendering of 3d sky boxes
  131. r_sse2 "1" // Enable/disable SSE2 code
  132. r_ambientboost "0"
  133. r_ambientmin "0"
  134. r_ambientfactor "0"
  135. r_ropetranslucent "0"
  136. r_drawdetailprops "0"
  137. r_threaded_client_shadow_manager "0"
  138. r_threaded_particles "0"
  139. r_threaded_renderables "0"
  140. r_queued_decals "0"
  141. r_queued_post_processing "1"
  142. r_drawbatchdecals "0"
  143. r_hunkalloclightmaps "0"
  144. r_maxdlights "0"
  145. r_maxmodeldecal "0"
  146. r_maxnewsamples "0"
  147. r_maxsampledist "0"
  148. r_minnewsamples "0"
  149. r_bloomtintg "0"
  150. r_bloomtintb "0"
  151. r_bloomtintexponent "0"
  152. r_bloomtintr "0"
  153. r_shadows "0"
  154. r_lightcache_zbuffercache "0"
  155. r_flex "0"
  156. r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
  157. r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
  158. r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  159. r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
  160. r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
  161. r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
  162. r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
  163. // _______________
  164. // | CL_ |
  165. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  166. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  167. cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
  168. cl_detailfade "0"
  169. cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
  170. cl_ejectbrass "0" // Disables brass ejection
  171. cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
  172. cl_muzzleflash_dlight_1st "0"
  173. cl_phys_props_enable "0"
  174. cl_phys_props_max "0" // Maximum amount of physics props allowed.
  175. cl_predictweapons "1" // perform client side prediction of weapon effects.
  176. cl_predict "1" // Perform client side prediction.
  177. tf_playergib "0"
  178. cl_showhelp "0" // Set to 0 to not show on-screen help
  179. cl_showpluginmessages "0" // Allow plugins to display messages to you
  180. cl_show_splashes "0"
  181. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  182. cl_debugrumble "0" // Turn on rumble debugging spew
  183. cl_playerspraydisable "1"
  184. cl_threaded_bone_setup "0"
  185. cl_threaded_client_leaf_system "0"
  186. cl_ragdoll_collide "0"
  187. cl_ragdoll_fade_time "0"
  188. cl_ragdoll_physics_enable "0"
  189. cl_ragdoll_forcefade "1"
  190. // _______________
  191. // | ROPES |
  192. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  193. rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
  194. rope_collide "0" // Collide rope with the world
  195. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  196. rope_smooth "0" // Do an antialiasing effect on ropes
  197. rope_subdiv "0" // Rope subdivision amount
  198. rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
  199. // _______________
  200. // | MISC |
  201. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  202. sv_forcepreload "1" // forces preload to help increase performance
  203. jpeg_quality "100" // jpeg screenshot quality.
  204. mat_monitorgamma "1.7" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  205. commentary "0" // Desired commentary mode state.
  206. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
  207. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  208. props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
  209. r_propsmaxdist "1"
  210. prop_active_gib_limit "0"
  211. func_break_max_pieces "3"
  212. showhitlocation "1"
  213. mp_decals "1" // How many player sprays will be shown.
  214. gl_clear "0"
  215. mat_phong "0" // Turns off phong
  216. muzzleflash_light "0"
  217. lod_transitiondist "0"
  218. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  219. adsp_debug "0"
  220. mp_usehwmmodels "0"
  221. mp_usehwmvcds "0"
  222. tf_particles_disable_weather "1"
  223. exec binds
  224.  
  225. clear
  226. echo
  227. echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
  228. echo "|m0rehighfps : http://m0re.nocrits.com/ |"
  229. echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement