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- // Unexplained crashes? Try changing mat_queue_mode to `-1'.
- // ----------------------------------------------------------------------------
- // Chris' maxframes config, designed to get you a large performance boost
- // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
- // ----------------------------------------------------------------------------
- // Problems or questions? Contact me at #christf2 on QuakeNet.
- // ----------------------------------------------------------------------------
- // Launch options:
- // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
- //
- // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
- // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
- // ----------------------------------------------------------------------------
- // ----------------------------------------------------------------------------
- // FPS cap
- // ----------------------------------------------------------------------------
- // The primary benefit of an FPS cap is to make the FPS more stable, other than
- // that, it doesn't do a lot. A moderate, consistent framerate is much more
- // desirable than a variable but sometimes high framerate. A common
- // misconception is that if any more frames are generated than your monitor can
- // display, they are useless. This is wrong -- frames are used for much more
- // than mere display, and affect the way the game feels well past your
- // refresh rate.
- //
- // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
- // any case, or the discrepancy between clientside frame generation and frames
- // to be sent to the server will no doubt cause you many a headache, especially
- // when it comes down to hit registration. Other than that, I recommend
- // for everyone to use the value `132' (2*66), as long as you can generally
- // keep that value stable without regular drops.
- // ----------------------------------------------------------------------------
- cl_showfps 1 // Show unsmoothed FPS meter
- //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
- fps_max 0
- // ----------------------------------------------------------------------------
- // Net settings
- // ----------------------------------------------------------------------------
- // Whilst net settings perhaps aren't an integral part of an FPS config, they
- // are a fact of life in competitive TF2, and as such, they are included here.
- //
- // A common question I am asked -- what defines whether a good connection is
- // good or bad? Mostly personal preference. If you're not willing to make the
- // choice, try both and see which is better for you.
- //
- // Generally, meeting both of the following conditions would classify it as a
- // good connection:
- //
- // - Ping of <80 to the average server you join
- // - Generally no/negligible choke/loss (can be checked with `net_graph')
- //
- // There's some pretty good documentation on this here:
- // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
- //
- // Uncomment (remove the `//' from) one of the groups if you want to use them.
- // ----------------------------------------------------------------------------
- // LAN
- //cl_cmdrate 66
- //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
- // the minimum available.
- //cl_interp_ratio 0
- //cl_lagcompensation 0
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 66
- //rate 60000
- // Good connection
- //cl_cmdrate 66
- //cl_interp 0
- //cl_interp_ratio 1
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 66
- //rate 60000
- // Bad connection
- cl_cmdrate 40
- cl_interp 0
- cl_interp_ratio 2
- cl_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- cl_updaterate 40
- rate 35000
- // ----------------------------------------------------------------------------
- // Sprays
- // ----------------------------------------------------------------------------
- // Bear in mind that these are disabled on war servers due to `sv_pure 2'
- // anyway, so if you play competitive TF2, this won't help you.
- // ----------------------------------------------------------------------------
- // Disable sprays
- //cl_playerspraydisable 1
- //r_spray_lifetime 0
- // Enable sprays -- uncomment this section if you want these settings
- cl_playerspraydisable 0
- r_spray_lifetime 2
- // ----------------------------------------------------------------------------
- // Shadows
- // ----------------------------------------------------------------------------
- // Disable shadows
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- // Enable shadows -- uncomment this section if you want these settings
- //mat_shadowstate 1
- //r_shadowmaxrendered 11
- //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
- // competitive TF2 players to see opponents standing
- // near the other side of a wall. You may see some
- // performance loss from setting this to `1'.
- //r_shadows 1
- // ----------------------------------------------------------------------------
- // Facial features
- // ----------------------------------------------------------------------------
- // Disable facial features
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- // Enable facial features -- uncomment this section if you want these settings
- //r_eyes 1
- //r_flex 1
- //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
- //r_rootlod 1
- //r_teeth 1
- // ----------------------------------------------------------------------------
- // Ragdolls
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce ragdolls.
- // ----------------------------------------------------------------------------
- // Disable ragdolls
- cl_ragdoll_fade_time 0
- cl_ragdoll_forcefade 1
- cl_ragdoll_physics_enable 0
- g_ragdoll_fadespeed 0
- g_ragdoll_lvfadespeed 0
- ragdoll_sleepaftertime 0
- // Enable ragdolls -- uncomment this section if you want these settings
- //cl_ragdoll_fade_time 15
- //cl_ragdoll_forcefade 0
- //cl_ragdoll_physics_enable 1
- //g_ragdoll_fadespeed 600
- //g_ragdoll_lvfadespeed 100
- //ragdoll_sleepaftertime "5.0f"
- // ----------------------------------------------------------------------------
- // Gibs
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce gibs.
- // ----------------------------------------------------------------------------
- // Disable gibs
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // Enable gibs -- uncomment this section if you want these settings
- //cl_phys_props_enable 1
- //cl_phys_props_max 128
- //props_break_max_pieces -1
- //r_propsmaxdist 1000
- //violence_agibs 1
- //violence_hgibs 1
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Now we come to the main brunt of the config. You probably don't want to mess
- // with this.
- // ----------------------------------------------------------------------------
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_new_impact_effects 0
- cl_show_splashes 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0 // Cart glow effect.
- lod_transitiondist 0
- mat_antialias 0
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players.
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 0
- mat_filtertextures 0
- mat_forceaniso 1
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_motion_blur_enabled 0
- mat_parallaxmap 0
- mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst.
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. Setting this to 1 on dx8 will
- // result in some strange `fire' textures replacing their
- // appropriate counterparts, especially on medals, and certain
- // hats.
- mat_trilinear 0
- mat_wateroverlaysize 1
- mp_decals 1 // `9' is a good value to still see the spread pattern from a
- // scattergun without any real performance loss.
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 1
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 2
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 0
- violence_hblood 0
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
- // silly incompatibility with the Xfire overlay. You should use
- // it if you can!
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
- // performed on the GPU (as opposed to on the CPU). The
- // value `-1' autodetects hardware support for this
- // feature, which is safer than forcing it.
- // ----------------------------------------------------------------------------
- // Sound
- // ----------------------------------------------------------------------------
- // I'd be hesitant to say that you would see a great deal of performance
- // improvement from lowering the sound quality, but in my experience as a
- // competitive TF2 player, lowering the sound quality makes determination of
- // directionality and distance that much easier. You may see a small FPS gain
- // with these settings, or you may not, either way will likely have a
- // negligible effect on performance.
- // ----------------------------------------------------------------------------
- dsp_enhance_stereo 0
- dsp_slow_cpu 1
- snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
- // helpful in the past, as it seems to (for whatever
- // reason) reduce the number of TDRs experienced during
- // gameplay. There's some pretty good information on
- // TDRs (nerds only) here:
- // http://forums.nvidia.com/index.php?showtopic=65161
- snd_pitchquality 0
- snd_spatialize_roundrobin 1
- // ----------------------------------------------------------------------------
- // Threading
- // ----------------------------------------------------------------------------
- mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- cl_threaded_bone_setup 0
- cl_threaded_client_leaf_system 0
- r_queued_decals 0
- r_queued_ropes 1
- r_queued_post_processing 0
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- cl_forcepreload 1 // Force preloading
- // ----------------------------------------------------------------------------
- // Print to console
- // ----------------------------------------------------------------------------
- echo "-------------------------------------------------------"
- echo " Chris' maxframes config loaded. "
- echo "-------------------------------------------------------"
- echo "Please direct all comments/queries/whatnot to"
- echo "#christf2 on QuakeNet."
- ///////////////////////
- //|||m0re's config|||//
- ///////////////////////
- //_____
- //|MAT_|
- //----
- mat_mipmaptextures "1" //lowers graphic quality at longer distance
- mat_bufferprimitives "1"
- mat_compressedtextures "1"
- mat_debugdepthval "0"
- mat_debugdepthvalmax "0"
- mat_hdr_enabled "0"
- mat_use_compressed_hdr_textures "1"
- mat_aaquality "0"
- mat_softwarelighting "0"
- mat_autoexposure_max "0"
- mat_autoexposure_min "0"
- mat_bloom_scalefactor_scalar "0"
- mat_bloomscale "0"
- mat_disable_ps_patch "1"
- mat_fastnobump "0"
- mat_fastspecular "1"
- mat_forcemanagedtextureintohardware "0"
- mat_framebuffercopyoverlaysize "0"
- mat_diffuse "1"
- mat_software_aa_blur_one_pixel_lines "0"
- mat_software_aa_strength "0"
- mat_software_aa_strength_vgui "0"
- mat_software_aa_tap_offset "0"
- mat_alphacoverage "0"
- mat_non_hdr_bloom_scalefactor "0"
- mat_maxframelatency "0"
- //_______
- //|SOUND|
- //-------
- snd_mixahead "0.01"
- dsp_volume "1"
- dsp_spatial "40"
- dsp_speaker "50
- dsp_water "14"
- soundscape_flush "1"
- //____
- //|R_|
- //----
- r_unloadlightmaps "0"
- r_dopixelvisibility "0"
- r_PhysPropStaticLighting "0"
- r_occlusion "1"
- r_worldlights "0"
- r_3dnow "1"
- r_sse2 "1"
- r_ropetranslucent "0"
- r_drawbatchdecals "0"
- r_hunkalloclightmaps "0"
- r_maxdlights "0"
- r_maxmodeldecal "0"
- r_minnewsamples "0"
- r_bloomtintg "0"
- r_bloomtintb "0"
- r_bloomtintexponent "0"
- r_bloomtintr "0"
- r_lightcache_zbuffercache "0"
- //_____
- //|CL_|
- //-----
- cl_muzzleflash_dlight_1st "0"
- cl_predictweapons "1"
- cl_predict "1"
- tf_playergib "0"
- cl_showhelp "0"
- cl_showpluginmessages "0"
- cl_rumblescale "0"
- cl_debugrumble "0"
- cl_ragdoll_collide "0"
- rope_smooth_enlarge "0"
- //_____
- //|MISC|
- //-----
- sv_forcepreload "1"
- jpeg_quality "100"
- budget_show_history "0"
- flex_smooth "1"
- prop_active_gib_limit "0"
- showhitlocation "1"
- gl_clear "0"
- muzzleflash_light "0"
- overview_mode "0"
- adsp_debug "0"
- mp_usehwmmodels "0"
- mp_usehwmvcds "0"
- clear
- echo
- echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
- echo "|m0rehighfps : http://m0re.nocrits.com/ |"
- echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
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