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  1. // ----------------------------------------------------------------------------
  2. // Sprays
  3. // ----------------------------------------------------------------------------
  4. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  5. // anyway, so if you play competitive TF2, this won't help you.
  6. // ----------------------------------------------------------------------------
  7.  
  8. // Disable sprays
  9. cl_playerspraydisable 1
  10. r_spray_lifetime 0
  11.  
  12. // Enable sprays -- uncomment this section if you want these settings
  13. //cl_playerspraydisable 0
  14. //r_spray_lifetime 2
  15.  
  16. // ----------------------------------------------------------------------------
  17. // Shadows
  18. // ----------------------------------------------------------------------------
  19.  
  20. // Disable shadows
  21. mat_shadowstate 0
  22. r_shadowmaxrendered 0
  23. r_shadowrendertotexture 0
  24. r_shadows 0
  25.  
  26. // Enable shadows -- uncomment this section if you want these settings
  27. //mat_shadowstate 1
  28. //r_shadowmaxrendered 11
  29. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  30. // competitive TF2 players to see opponents standing
  31. // near the other side of a wall. You may see some
  32. // performance loss from setting this to `1'.
  33. //r_shadows 1
  34.  
  35. // ----------------------------------------------------------------------------
  36. // Facial features
  37. // ----------------------------------------------------------------------------
  38.  
  39. // Disable facial features
  40. r_eyes 0
  41. r_flex 0
  42. r_lod 2
  43. r_rootlod 2
  44. r_teeth 0
  45.  
  46. // Enable facial features -- uncomment this section if you want these settings
  47. //r_eyes 1
  48. //r_flex 1
  49. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  50. //r_rootlod 1
  51. //r_teeth 1
  52.  
  53. // ----------------------------------------------------------------------------
  54. // Ragdolls
  55. // ----------------------------------------------------------------------------
  56. // You will have reduced performance on deaths which produce ragdolls.
  57. // ----------------------------------------------------------------------------
  58.  
  59. // Disable ragdolls
  60. cl_ragdoll_fade_time 0
  61. cl_ragdoll_forcefade 1
  62. cl_ragdoll_physics_enable 0
  63. g_ragdoll_fadespeed 0
  64. g_ragdoll_lvfadespeed 0
  65. ragdoll_sleepaftertime 0
  66.  
  67. // Enable ragdolls -- uncomment this section if you want these settings
  68. //cl_ragdoll_fade_time 15
  69. //cl_ragdoll_forcefade 0
  70. //cl_ragdoll_physics_enable 1
  71. //g_ragdoll_fadespeed 600
  72. //g_ragdoll_lvfadespeed 100
  73. //ragdoll_sleepaftertime "5.0f"
  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. // Enable gibs -- uncomment this section if you want these settings
  90. //cl_phys_props_enable 1
  91. //cl_phys_props_max 128
  92. //props_break_max_pieces -1
  93. //r_propsmaxdist 1000
  94. //violence_agibs 1
  95. //violence_hgibs 1
  96.  
  97. // ----------------------------------------------------------------------------
  98. // Graphical
  99. // ----------------------------------------------------------------------------
  100. // Now we come to the main brunt of the config. You probably don't want to mess
  101. // with this.
  102. // ----------------------------------------------------------------------------
  103. cl_detaildist 0
  104. cl_detailfade 0
  105. cl_drawmonitors 0
  106. cl_ejectbrass 0
  107. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  108. cl_new_impact_effects 0
  109. cl_show_splashes 0
  110. func_break_max_pieces 0
  111. glow_outline_effect_enable 0 // Cart glow effect.
  112. lod_transitiondist 0
  113. mat_antialias 0
  114. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  115. // a strange `shine' effect to appear on all players.
  116. mat_colcorrection_disableentities 1
  117. mat_colorcorrection 0
  118. mat_disable_bloom 1
  119. mat_disable_fancy_blending 1
  120. mat_disable_lightwarp 1
  121. mat_envmapsize 8
  122. mat_envmaptgasize 8
  123. mat_filterlightmaps 1
  124. mat_filtertextures 1
  125. mat_forceaniso 1
  126. mat_hdr_level 0
  127. mat_max_worldmesh_vertices 512
  128. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  129. // to get it darker. Only works in fullscreen.
  130. mat_motion_blur_enabled 0
  131. mat_parallaxmap 0
  132. mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  133. // at a range from -1 to 2, -1 being the best quality, 2 being the
  134. // worst.
  135. mat_reducefillrate 1
  136. mat_reduceparticles 1
  137. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  138. // non-shiny, and will remove some specular effects from in-game
  139. // entities which support it. Setting this to 1 on dx8 will
  140. // result in some strange `fire' textures replacing their
  141. // appropriate counterparts, especially on medals, and certain
  142. // hats.
  143. mat_trilinear 1
  144. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  145. mat_viewportupscale 1
  146. mat_wateroverlaysize 1
  147. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  148. // scattergun without any real performance loss.
  149. r_3dsky 0
  150. r_ambientboost 0
  151. r_ambientfactor 0
  152. r_ambientmin 0
  153. r_avglight 0
  154. r_cheapwaterend 1
  155. r_cheapwaterstart 1
  156. r_decals 9
  157. r_decalstaticprops 0
  158. r_decal_cullsize 15
  159. r_drawdetailprops 0
  160. r_drawmodeldecals 0
  161. r_drawflecks 0
  162. r_dynamic 0
  163. r_flashlightdepthtexture 0
  164. r_forcewaterleaf 1
  165. r_lightaverage 0
  166. r_maxnewsamples 2
  167. r_maxsampledist 1
  168. r_propsmaxdist 0
  169. r_renderoverlayfragment 0
  170. r_staticprop_lod 4
  171. r_waterdrawreflection 0
  172. r_waterdrawrefraction 1
  173. r_waterforceexpensive 0
  174. r_waterforcereflectentities 0
  175. rope_averagelight 0
  176. rope_collide 0
  177. rope_rendersolid 0
  178. rope_shake 0
  179. rope_smooth 0
  180. rope_subdiv 0
  181. rope_wind_dist 0
  182. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  183. // it, for example, setting this to `1'
  184. // disables rain effects on *_sawmill.
  185. tracer_extra 0
  186. violence_ablood 0
  187. violence_hblood 0
  188.  
  189. // ----------------------------------------------------------------------------
  190. // Misc
  191. // ----------------------------------------------------------------------------
  192. in_usekeyboardsampletime 0
  193. mat_clipz 1 // FX card users should set this to 0
  194. mat_forcehardwaresync 0
  195. mat_levelflush 1
  196. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  197. // silly incompatibility with the Xfire overlay. You should use
  198. // it if you can!
  199. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  200. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  201. // performed on the GPU (as opposed to on the CPU). The
  202. // value `-1' autodetects hardware support for this
  203. // feature, which is safer than forcing it.
  204.  
  205. // ----------------------------------------------------------------------------
  206. // Sound
  207. // ----------------------------------------------------------------------------
  208. // I'd be hesitant to say that you would see a great deal of performance
  209. // improvement from lowering the sound quality, but in my experience as a
  210. // competitive TF2 player, lowering the sound quality makes determination of
  211. // directionality and distance that much easier. You may see a small FPS gain
  212. // with these settings, or you may not, either way will likely have a
  213. // negligible effect on performance.
  214. // ----------------------------------------------------------------------------
  215. dsp_enhance_stereo 0
  216. dsp_slow_cpu 1
  217. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  218. // helpful in the past, as it seems to (for whatever
  219. // reason) reduce the number of TDRs experienced during
  220. // gameplay. There's some pretty good information on
  221. // TDRs (nerds only) here:
  222. // http://forums.nvidia.com/index.php?showtopic=65161
  223. snd_pitchquality 0
  224. snd_spatialize_roundrobin 1
  225.  
  226. // ----------------------------------------------------------------------------
  227. // Threading
  228. // ----------------------------------------------------------------------------
  229. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  230. // defines the threading method to be used by the material
  231. // system. It has been unstable to use in the past, but
  232. // nowadays it's generally okay.
  233. //
  234. // Here are the possible values:
  235. // -2 legacy default
  236. // -1 default
  237. // 0 synchronous single thread
  238. // 1 queued single thread
  239. // 2 queued multithreaded
  240. //
  241. // If you have problems with the value `2', try setting it to
  242. // `-1'.
  243. //
  244. // As an aside, there are quite a few bugs in the demo system
  245. // that occur when mat_queue_mode is set to a value that is
  246. // not `-1'. If you intend to do work with the demo system,
  247. // maybe you should change this.
  248.  
  249. cl_threaded_bone_setup 0
  250. cl_threaded_client_leaf_system 0
  251. r_queued_decals 0
  252. r_queued_ropes 1
  253. r_queued_post_processing 0
  254. r_threaded_client_shadow_manager 1
  255. r_threaded_particles 1
  256. r_threaded_renderables 1
  257.  
  258. // ----------------------------------------------------------------------------
  259. // Misc
  260. // ----------------------------------------------------------------------------
  261. cl_forcepreload 1 // Force preloading
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