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FPS Boost GMOD CFG

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Oct 18th, 2015
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // LazP' maxframes config, designed to get you a performance boost
  4. // v2.017 | 24 December 2014 |
  5. // ----------------------------------------------------------------------------
  6.  
  7. // ----------------------------------------------------------------------------
  8. // FPS cap
  9. // ----------------------------------------------------------------------------
  10. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  11. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  12. // desirable than a variable but sometimes high framerate. A common
  13. // misconception is that if any more frames are generated than your monitor can
  14. // display, they are useless. This is wrong -- frames are used for much more
  15. // than mere display, and affect the way the game feels well past your
  16. // refresh rate.
  17. //
  18. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  19. // any case, or the discrepancy between clientside frame generation and frames
  20. // to be sent to the server will no doubt cause you many a headache, especially
  21. // when it comes down to hit registration. Other than that, I recommend
  22. // for everyone to use the value `132' (2*66), as long as you can generally
  23. // keep that value stable without regular drops.
  24. // ----------------------------------------------------------------------------
  25. //fps_max "0"
  26.  
  27.  
  28. // ----------------------------------------------------------------------------
  29. // Sprays
  30. // ----------------------------------------------------------------------------
  31. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  32. // anyway, so if you play competitive TF2, this won't help you.
  33. // ----------------------------------------------------------------------------
  34. // Disable sprays
  35. cl_playerspraydisable "1"
  36. r_spray_lifetime "0"
  37.  
  38.  
  39. // ----------------------------------------------------------------------------
  40. // Shadows
  41. // ----------------------------------------------------------------------------
  42. // Disable shadows
  43. mat_shadowstate "0"
  44. r_shadowmaxrendered "0"
  45. r_shadowrendertotexture "0"
  46. r_shadows "0"
  47.  
  48.  
  49. // ----------------------------------------------------------------------------
  50. // Facial features
  51. // ----------------------------------------------------------------------------
  52. // Disable facial features
  53. r_eyes "0"
  54. r_flex "0"
  55. r_lod "2"
  56. r_rootlod "2"
  57. r_teeth "0"
  58.  
  59.  
  60. // ----------------------------------------------------------------------------
  61. // Ragdolls
  62. // ----------------------------------------------------------------------------
  63. // You will have reduced performance on deaths which produce ragdolls.
  64. // ----------------------------------------------------------------------------
  65.  
  66. // Disable ragdolls
  67. cl_ragdoll_fade_time "0"
  68. cl_ragdoll_forcefade 1
  69. cl_ragdoll_physics_enable "0"
  70. g_ragdoll_fadespeed "0"
  71. g_ragdoll_lvfadespeed "0"
  72. ragdoll_sleepaftertime "0"
  73.  
  74.  
  75. // ----------------------------------------------------------------------------
  76. // Gibs
  77. // ----------------------------------------------------------------------------
  78. // You will have reduced performance on deaths which produce gibs.
  79. // ----------------------------------------------------------------------------
  80.  
  81. // Disable gibs
  82. cl_phys_props_enable "0"
  83. cl_phys_props_max "0"
  84. props_break_max_pieces "0"
  85. r_propsmaxdist "1"
  86. violence_agibs "0"
  87. violence_hgibs "0"
  88.  
  89.  
  90. // ----------------------------------------------------------------------------
  91. // Graphical
  92. // ----------------------------------------------------------------------------
  93. // Now we come to the main brunt of the config. You probably don't want to mess
  94. // with this.
  95. // ----------------------------------------------------------------------------
  96. cl_detaildist "0"
  97. cl_detailfade "0"
  98. cl_drawmonitors "0"
  99. cl_ejectbrass "0"
  100. cl_jiggle_bone_framerate_cutoff "0" // Turns off jigglebones
  101. cl_new_impact_effects "0"
  102. cl_show_splashes "0"
  103. func_break_max_pieces "0"
  104. glow_outline_effect_enable "0" // Cart glow effect.
  105. lod_transitiondist "0"
  106. mat_antialias "0"
  107. mat_bumpmap "0" // Controls bumpmapping. Setting this to 0 on dx9 will cause
  108. // a strange `shine' effect to appear on all players.
  109. mat_colcorrection_disableentities "1"
  110. mat_colorcorrection "0"
  111. mat_disable_bloom "1"
  112. mat_disable_fancy_blending "1"
  113. mat_disable_lightwarp "1"
  114. mat_envmapsize "8"
  115. mat_envmaptgasize "8"
  116. mat_filterlightmaps "0"
  117. mat_filtertextures "0"
  118. mat_forceaniso "1"
  119. mat_hdr_level "0"
  120. mat_max_worldmesh_vertices 512
  121. mat_monitorgamma "2.0" // Controls brightness, try 1.8 to make it brighter or 2.2
  122. // to get it darker. Only works in fullscreen.
  123. mat_motion_blur_enabled "0"
  124. mat_parallaxmap "0"
  125. mat_picmip "2" // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  126. // at a range from -1 to 2, -1 being the best quality, 2 being the
  127. // worst.
  128. mat_reducefillrate "1"
  129. mat_reduceparticles "1"
  130. mat_specular "0" // Controls specularity. Setting this to 0 will make ubers
  131. // non-shiny, and will remove some specular effects from in-game
  132. // entities which support it. Setting this to 1 on dx8 will
  133. // result in some strange `fire' textures replacing their
  134. // appropriate counterparts, especially on medals, and certain
  135. // hats.
  136. mat_trilinear "0"
  137. mat_viewportscale "1" // Almost no performance gain from viewport upscaling.
  138. mat_viewportupscale "1"
  139. mat_wateroverlaysize "1"
  140. mp_decals "1" // `9' is a good value to still see the spread pattern from a
  141. // scattergun without any real performance loss.
  142. r_3dsky "0"
  143. r_ambientboost "0"
  144. r_ambientfactor "0"
  145. r_ambientmin "0"
  146. r_avglight "0"
  147. r_cheapwaterend "1"
  148. r_cheapwaterstart "1"
  149. r_decals "1"
  150. r_decalstaticprops "0"
  151. r_decal_cullsize "15"
  152. r_drawdetailprops "0"
  153. r_drawmodeldecals "0"
  154. r_drawflecks "0"
  155. r_dynamic "0"
  156. r_flashlightdepthtexture "0"
  157. r_forcewaterleaf "1"
  158. r_lightaverage "0"
  159. r_maxnewsamples 2
  160. r_maxsampledist "1"
  161. r_propsmaxdist "0"
  162. r_renderoverlayfragment "0"
  163. r_staticprop_lod "4"
  164. r_waterdrawreflection "0"
  165. r_waterdrawrefraction "1"
  166. r_waterforceexpensive "0"
  167. r_waterforcereflectentities "0"
  168. rope_averagelight "0"
  169. rope_collide "0"
  170. rope_rendersolid "0"
  171. rope_shake "0"
  172. rope_smooth "0"
  173. rope_subdiv "0"
  174. rope_wind_dist "0"
  175. tf_particles_disable_weather "1" // Disable weather effects on maps supporting
  176. // it, for example, setting this to `1'
  177. // disables rain effects on *_sawmill.
  178. tracer_extra "0"
  179. violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually
  180. violence_hblood "1"
  181.  
  182. // ----------------------------------------------------------------------------
  183. // Misc
  184. // ----------------------------------------------------------------------------
  185. in_usekeyboardsampletime "0"
  186. mat_clipz "1" // FX card users should set this to 0
  187. mat_forcehardwaresync "0"
  188. mat_levelflush "1"
  189. //m_rawinput "1" // Turn on raw mouse input. Commented out by default due to
  190. // silly incompatibility with the Xfire overlay. You should use
  191. // it if you can!
  192. mat_vsync "0" // Turn off vsync to avoid nasty I/O latency.
  193. r_fastzreject "-1" // Values >1 enable a fast Z rejection algorithm, to be
  194. // performed on the GPU (as opposed to on the CPU). The
  195. // value `-1' autodetects hardware support for this
  196. // feature, which is safer than forcing it.
  197.  
  198. // ----------------------------------------------------------------------------
  199. // Sound
  200. // ----------------------------------------------------------------------------
  201. // I'd be hesitant to say that you would see a great deal of performance
  202. // improvement from lowering the sound quality, but in my experience as a
  203. // competitive TF2 player, lowering the sound quality makes determination of
  204. // directionality and distance that much easier. You may see a small FPS gain
  205. // with these settings, or you may not, either way will likely have a
  206. // negligible effect on performance.
  207. // ----------------------------------------------------------------------------
  208. dsp_enhance_stereo "0"
  209. dsp_slow_cpu "1"
  210. snd_async_fullyasync "1" // Having the sound run fully asynchronous has been
  211. // helpful in the past, as it seems to (for whatever
  212. // reason) reduce the number of TDRs experienced during
  213. // gameplay. There's some pretty good information on
  214. // TDRs (nerds only) here:
  215. // http://forums.nvidia.com/index.php?showtopic=65161
  216. snd_pitchquality "0"
  217. snd_spatialize_roundrobin "1"
  218.  
  219. // ----------------------------------------------------------------------------
  220. // Threading
  221. // ----------------------------------------------------------------------------
  222. mat_queue_mode "2" // mat_queue mode is another frequently asked about cvar, it
  223. // defines the threading method to be used by the material
  224. // system. It has been unstable to use in the past, but
  225. // nowadays it's generally okay.
  226. //
  227. // Here are the possible values:
  228. // -2 legacy default
  229. // -1 default
  230. // 0 synchronous single thread
  231. // 1 queued single thread
  232. // 2 queued multithreaded
  233. //
  234. // If you have problems with the value `2', try setting it to
  235. // `-1'.
  236. //
  237. // As an aside, there are quite a few bugs in the demo system
  238. // that occur when mat_queue_mode is set to a value that is
  239. // not `-1'. If you intend to do work with the demo system,
  240. // maybe you should change this.
  241.  
  242. cl_threaded_bone_setup "0"
  243. cl_threaded_client_leaf_system "0"
  244. r_queued_decals "0"
  245. r_queued_ropes "1"
  246. r_queued_post_processing "0"
  247. r_threaded_client_shadow_manager "1"
  248. r_threaded_particles "1"
  249. r_threaded_renderables "1"
  250.  
  251. // ----------------------------------------------------------------------------
  252. // Misc
  253. // ----------------------------------------------------------------------------
  254. cl_forcepreload "1" // Force preloading
  255.  
  256. // ----------------------------------------------------------------------------
  257. // Print to console
  258. // ----------------------------------------------------------------------------
  259. clear
  260. echo "-------------------------------------------------------"
  261. echo " LazP' maxframes Config loaded. "
  262. echo "-------------------------------------------------------"
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