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Eliott_Bryant

UnicycleGuy's Linux Friendly Fps config!

Aug 29th, 2013
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  1. // ----------------------------------------------------------------------------
  2. // UnicycleGuy's Modified Chris's max fps
  3. // http://steamcommunity.com/id/UnicycleGuy/
  4. // ----------------------------------------------------------------------------
  5. // Problems or questions? Contact [email protected]
  6. // ----------------------------------------------------------------------------
  7. // Launch options:
  8. //
  9. // Fullscreen:-full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  10. // Windowed: -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  11. // ----------------------------------------------------------------------------
  12. //
  13. // RANDOM CRASHING?! Try changing mat_queue_mode to -1 ~!
  14. //
  15. // Disabling steam overlay is EXTREMELY important.
  16. //
  17. // ----------------------------------------------------------------------------
  18. // FPS cap
  19. // ----------------------------------------------------------------------------
  20. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  21. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  22. // desirable than a variable but sometimes high framerate. A common
  23. // misconception is that if any more frames are generated than your monitor can
  24. // display, they are useless. This is wrong -- frames are used for much more
  25. // than mere display, and affect the way the game feels well past your
  26. // refresh rate.
  27. //
  28. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  29. // any case, or the discrepancy between clientside frame generation and frames
  30. // to be sent to the server will no doubt cause you many a headache, especially
  31. // when it comes down to hit registration. Other than that, I recommend
  32. // for everyone to use the value `132' (2*66), as long as you can generally
  33. // keep that value stable without regular drops.
  34. // ----------------------------------------------------------------------------
  35. cl_showfps 1 // Show unsmoothed FPS meter
  36. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for ALMOST ALWAYS
  37. fps_max 0
  38.  
  39. // ----------------------------------------------------------------------------
  40. // Net settings
  41. // ----------------------------------------------------------------------------
  42. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  43. // are a fact of life in competitive TF2, and as such, they are included here.
  44. //
  45. // A common question I am asked -- what defines whether a good connection is
  46. // good or bad? Mostly personal preference. If you're not willing to make the
  47. // choice, try both and see which is better for you.
  48. //
  49. // Generally, meeting both of the following conditions would classify it as a
  50. // good connection:
  51. //
  52. // - Ping of <80 to the average server you join
  53. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  54. //
  55. // There's some pretty good documentation on this here:
  56. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  57. //
  58. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  59. // ----------------------------------------------------------------------------
  60.  
  61. // Good connection
  62. //cl_cmdrate 66
  63. //cl_interp 0
  64. //cl_interp_ratio 1
  65. //cl_lagcompensation 1
  66. //cl_pred_optimize 2
  67. //cl_smooth 0
  68. //cl_smoothtime 0.01
  69. //cl_updaterate 66
  70. //rate 60000
  71.  
  72. // Bad connection
  73. //cl_cmdrate 40
  74. //cl_interp 0
  75. //cl_interp_ratio 2
  76. //cl_lagcompensation 1
  77. //cl_pred_optimize 2
  78. //cl_smooth 0
  79. //cl_smoothtime 0.01
  80. //cl_updaterate 40
  81. //rate 35000
  82.  
  83. // ----------------------------------------------------------------------------
  84. // Sprays
  85. // ----------------------------------------------------------------------------
  86. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  87. // anyway, so if you play competitive TF2, this won't help you.
  88. // ----------------------------------------------------------------------------
  89.  
  90. // Disable sprays -- uncomment this section if you want these settings
  91. //l_playerspraydisable 1
  92. //r_spray_lifetime 0
  93.  
  94. // Enable sprays -- Don't forget to comment this if you do~!
  95. cl_playerspraydisable 0
  96. r_spray_lifetime 2
  97.  
  98. // ----------------------------------------------------------------------------
  99. // Shadows
  100. // ----------------------------------------------------------------------------
  101.  
  102. // Disable shadows
  103. mat_shadowstate 0
  104. r_shadowmaxrendered 0
  105. r_shadowrendertotexture 0
  106. r_shadows 0
  107.  
  108. // Enable shadows -- uncomment this section if you want these settings
  109. //mat_shadowstate 1
  110. //r_shadowmaxrendered 11
  111. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  112. // competitive TF2 players to see opponents standing
  113. // near the other side of a wall. You may see some
  114. // performance loss from setting this to `1'.
  115. //r_shadows 1
  116.  
  117. // ----------------------------------------------------------------------------
  118. // Facial features
  119. // ----------------------------------------------------------------------------
  120.  
  121. // Disable facial features
  122. r_eyes 0
  123. r_flex 0
  124. r_lod 2
  125. r_rootlod 2
  126. r_teeth 0
  127.  
  128. // Enable facial features -- uncomment this section if you want these settings
  129. //r_eyes 1
  130. //r_flex 1
  131. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  132. //r_rootlod 1
  133. //r_teeth 1
  134.  
  135. // ----------------------------------------------------------------------------
  136. // Ragdolls
  137. // ----------------------------------------------------------------------------
  138. // You will have reduced performance on deaths which produce ragdolls.
  139. // ----------------------------------------------------------------------------
  140.  
  141. // Disable ragdolls
  142. cl_ragdoll_fade_time 0
  143. cl_ragdoll_forcefade 1
  144. cl_ragdoll_physics_enable 0
  145. g_ragdoll_fadespeed 0
  146. g_ragdoll_lvfadespeed 0
  147. ragdoll_sleepaftertime 0
  148.  
  149. // Enable ragdolls -- uncomment this section if you want these settings
  150. //cl_ragdoll_fade_time 15
  151. //cl_ragdoll_forcefade 0
  152. //cl_ragdoll_physics_enable 1
  153. //g_ragdoll_fadespeed 600
  154. //g_ragdoll_lvfadespeed 100
  155. //ragdoll_sleepaftertime "5.0f"
  156.  
  157. // ----------------------------------------------------------------------------
  158. // Gibs
  159. // ----------------------------------------------------------------------------
  160. // You will have reduced performance on deaths which produce gibs.
  161. // ----------------------------------------------------------------------------
  162.  
  163. // Disable gibs
  164. cl_phys_props_enable 0
  165. cl_phys_props_max 0
  166. props_break_max_pieces 0
  167. r_propsmaxdist 1
  168. violence_agibs 0
  169. violence_hgibs 0
  170.  
  171. // Enable gibs -- uncomment this section if you want these settings
  172. //cl_phys_props_enable 1
  173. //cl_phys_props_max 128
  174. //props_break_max_pieces -1
  175. //r_propsmaxdist 1000
  176. //violence_agibs 1
  177. //violence_hgibs 1
  178.  
  179. // ----------------------------------------------------------------------------
  180. // Graphical
  181. // ----------------------------------------------------------------------------
  182. // Now we come to the main brunt of the config. You probably don't want to mess
  183. // with this.
  184. // ----------------------------------------------------------------------------
  185. cl_detaildist 0
  186. cl_detailfade 0
  187. cl_drawmonitors 0
  188. cl_ejectbrass 0
  189. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  190. cl_new_impact_effects 0
  191. cl_show_splashes 0
  192. func_break_max_pieces 0
  193. glow_outline_effect_enable 0 // Cart glow effect.
  194. lod_transitiondist 0
  195. mat_antialias 0
  196. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  197. // a strange `shine' effect to appear on all players.
  198. mat_colcorrection_disableentities 1
  199. mat_colorcorrection 0
  200. mat_disable_bloom 1
  201. mat_disable_fancy_blending 1
  202. mat_disable_lightwarp 1
  203. mat_envmapsize 8
  204. mat_envmaptgasize 8
  205. mat_filterlightmaps 0
  206. mat_filtertextures 0
  207. mat_forceaniso 1
  208. mat_hdr_level 0
  209. mat_max_worldmesh_vertices 512
  210. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  211. // to get it darker. Only works in fullscreen.
  212. mat_motion_blur_enabled 0
  213. mat_parallaxmap 0
  214. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  215. // at a range from -1 to 2, -1 being the best quality, 2 being the
  216. // worst.
  217. mat_reducefillrate 1
  218. mat_reduceparticles 1
  219. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  220. // non-shiny, and will remove some specular effects from in-game
  221. // entities which support it. Setting this to 1 on dx8 will
  222. // result in some strange `fire' textures replacing their
  223. // appropriate counterparts, especially on medals, and certain
  224. // hats.
  225. mat_trilinear 0
  226. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  227. mat_viewportupscale 1
  228. mat_wateroverlaysize 1
  229. mp_decals 13 // `9' is a good value to still see the spread pattern from a
  230. // scattergun without any real performance loss.
  231. r_3dsky 0
  232. r_ambientboost 0
  233. r_ambientfactor 0
  234. r_ambientmin 0
  235. r_avglight 0
  236. r_cheapwaterend 1
  237. r_cheapwaterstart 1
  238. r_decals 1
  239. r_decalstaticprops 0
  240. r_decal_cullsize 15
  241. r_drawdetailprops 0
  242. r_drawmodeldecals 0
  243. r_drawflecks 0
  244. r_dynamic 0
  245. r_flashlightdepthtexture 0
  246. r_forcewaterleaf 1
  247. r_lightaverage 0
  248. r_maxnewsamples 2
  249. r_maxsampledist 1
  250. r_propsmaxdist 0
  251. r_renderoverlayfragment 0
  252. r_staticprop_lod 4
  253. r_waterdrawreflection 0
  254. r_waterdrawrefraction 1
  255. r_waterforceexpensive 0
  256. r_waterforcereflectentities 0
  257. rope_averagelight 0
  258. rope_collide 0
  259. rope_rendersolid 0
  260. rope_shake 0
  261. rope_smooth 0
  262. rope_subdiv 0
  263. rope_wind_dist 0
  264. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  265. // it, for example, setting this to `1'
  266. // disables rain effects on *_sawmill.
  267. tracer_extra 0
  268. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  269. violence_hblood 1
  270.  
  271. // ----------------------------------------------------------------------------
  272. // Misc
  273. // ----------------------------------------------------------------------------
  274. in_usekeyboardsampletime 0
  275. mat_clipz 1 // FX card users should set this to 0
  276. mat_forcehardwaresync 0
  277. mat_levelflush 1
  278. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  279. // silly incompatibility with the Xfire overlay. You should use
  280. // it if you can!
  281. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  282. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  283. // performed on the GPU (as opposed to on the CPU). The
  284. // value `-1' autodetects hardware support for this
  285. // feature, which is safer than forcing it.
  286.  
  287. // ----------------------------------------------------------------------------
  288. // Sound
  289. // ----------------------------------------------------------------------------
  290. // I'd be hesitant to say that you would see a great deal of performance
  291. // improvement from lowering the sound quality, but in my experience as a
  292. // competitive TF2 player, lowering the sound quality makes determination of
  293. // directionality and distance that much easier. You may see a small FPS gain
  294. // with these settings, or you may not, either way will likely have a
  295. // negligible effect on performance.
  296. // ----------------------------------------------------------------------------
  297. dsp_enhance_stereo 0
  298. dsp_slow_cpu 1
  299. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  300. // helpful in the past, as it seems to (for whatever
  301. // reason) reduce the number of TDRs experienced during
  302. // gameplay. There's some pretty good information on
  303. // TDRs (nerds only) here:
  304. // http://forums.nvidia.com/index.php?showtopic=65161
  305. snd_pitchquality 0
  306. snd_spatialize_roundrobin 1
  307.  
  308. // ----------------------------------------------------------------------------
  309. // Threading
  310. // ----------------------------------------------------------------------------
  311. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  312. // defines the threading method to be used by the material
  313. // system. It has been unstable to use in the past, but
  314. // nowadays it's generally okay.
  315. //
  316. // Here are the possible values:
  317. // -2 legacy default
  318. // -1 default
  319. // 0 synchronous single thread
  320. // 1 queued single thread
  321. // 2 queued multithreaded
  322. //
  323. // If you have problems with the value `2', try setting it to
  324. // `-1'.
  325. //
  326. // As an aside, there are quite a few bugs in the demo system
  327. // that occur when mat_queue_mode is set to a value that is
  328. // not `-1'. If you intend to do work with the demo system,
  329. // maybe you should change this.
  330.  
  331. cl_threaded_bone_setup 0
  332. cl_threaded_client_leaf_system 0
  333. r_queued_decals 0
  334. r_queued_ropes 1
  335. r_queued_post_processing 0
  336. r_threaded_client_shadow_manager 1
  337. r_threaded_particles 1
  338. r_threaded_renderables 1
  339.  
  340. // ----------------------------------------------------------------------------
  341. // Misc
  342. // ----------------------------------------------------------------------------
  343. cl_forcepreload 1 // Force preloading
  344.  
  345.  
  346. // ----------------------------------------------------------------------------
  347. // UnicycleGuy's Custom Commands
  348. // ----------------------------------------------------------------------------
  349.  
  350. hud_fastswitch "1" //fast weapon switch
  351. hud_combattext "1" //damage text
  352. "tf_hud_show_servertimelimit 1" //full time panel
  353.  
  354. // ----------------------------------------------------------------------------
  355. // Print to console
  356. // ----------------------------------------------------------------------------
  357. echo "-------------------------------------------------------"
  358. echo " Unicycle Guy's linux frames "
  359. echo "-------------------------------------------------------"
  360. echo "Pls no queries I'm bad, no warrenty, etc."
  361. echo "Chris, was responsable for the original script"
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