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Stabby's Competitive FPS Config

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Aug 3rd, 2013
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  1. echo "TF2>Properties>launch options: -dxlevel 90 OR -dxlevel 80 [Remove after launching TF2 once] -nod3d9ex [disables Steam Overlay] -64bit (-32bit for 32bit OS's) +mat_forcehardwaresync 0 -refresh 60 (set to monitor hz) -window -noborder +cl_cloud_settings 0 *resolution* -w 1920 -h 1080 *resolution* -toconsole -novid +cl_showfps 1 -nocrashdialog -nojoy -noipx -nocdaudio
  2. echo "To revert all settings to default put "-autoconfig" in Launch Options once"
  3.  
  4. //------------------------------------------------
  5. // TF2 Anti-Virus by Casual v1.0
  6. //------------------------------------------------
  7.  
  8. // Protection against server_can_execute bypass
  9. // Make your cfg/config.cfg read-only for extra protection
  10. cl_allowupload 0
  11. alias cl_allowupload "echo Blocked cl_allowupload!"
  12. alias clear "echo Blocked clear!"
  13. alias unbindall "echo Blocked unbindall!"
  14.  
  15. // Adblock for motd, extra protection:
  16. // > Create an empty file in your tf directory named textwindow_temp.html and make it read-only (this prevents the motd from being saved & loaded)
  17. // > Add '127.0.0.1 motd.pinion.gg' to your hosts file. This prevents a well known motd advertising network to load
  18. cl_disablehtmlmotd 1
  19. alias closed_htmlpage "echo Blocked pinion!"
  20.  
  21. // Gets rid of servers playing annoying sound files
  22. alias play "echo Blocked play!"
  23. alias sndplaydelay "echo Blocked sndplaydelay!"
  24. alias playgamesound "echo Blocked playgamesound!"
  25. alias soundfade "echo Blocked soundfade!"
  26.  
  27. // Servers don't need this
  28. alias cl_spec_mode
  29. alias rpt_connect
  30. alias r_screenoverlay
  31.  
  32.  
  33. //------------------------------------------------
  34.  
  35. mat_phong 0
  36. cl_jiggle_bone_framerate_cutoff 0
  37. r_drawflecks 0
  38. r_maxnewsamples 2
  39. r_maxsampledist 1
  40. tracer_extra 0
  41. mat_levelflush 1
  42. mat_disablephong 1
  43.  
  44. // mat_viewportupscale 1 and mat_viewportscale 0.5 // for terrible GPU's only
  45.  
  46.  
  47. cl_software_cursor 1 // fixes Windows cursor appearing on screen bug
  48. mat_vsync 0
  49. fps_max 0
  50.  
  51.  
  52. // optional ideal mouse settings for no accel
  53.  
  54. m_rawinput 1
  55. m_customaccel_exponent 0
  56. m_customaccel_max 0
  57. m_customaccel_scale 0
  58. m_filter 0
  59. m_forward 1
  60. m_mouseaccel1 0
  61. m_mouseaccel2 0
  62. m_mousespeed 1
  63. m_customaccel 0
  64.  
  65. // Sound
  66. volume .5 // set to whatever for volume level
  67. developer 1
  68. soundinfo
  69. snd_legacy_surround 0
  70. snd_surround_speakers 0 // "0" for software headphone surround, "1" for stereo speakers, "5" for surround sound (headphone or speaker)
  71. dsp_enhance_stereo 1 // "0" for speakers or hardware surround
  72. snd_disable_mixer_duck 1
  73. snd_pitchquality 1 // may be set to "0" for small FPS but dramatic decrease in sound quality
  74. dsp_slow_cpu 1
  75.  
  76. /// test these
  77. snd_mix_async "1" // set to "0" if audio stuttering occurs
  78. snd_mixahead .1 // increase if beginning of sounds are cut off
  79. snd_async_fullyasync 1 // "0" if audio stuttering occurs
  80. snd_async_spew_blocking 1
  81.  
  82. soundinfo
  83. developer 0
  84.  
  85. // Network settings
  86. cl_updaterate 67
  87. cl_cmdrate 67.000000
  88. cl_interp_ratio 1.000000
  89. cl_interp .015 // Increase if too choppy
  90. rate 100000.000000
  91.  
  92. cl_smooth 1
  93. cl_smoothtime .034
  94. cl_pred_optimize "2"
  95.  
  96.  
  97. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  98. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  99. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  100. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  101. r_ragdoll_pronecheck_distance
  102.  
  103.  
  104. cl_ejectbrass 0
  105. muzzleflash_light 0
  106. cl_muzzleflash_dlight_1st 0
  107. cl_new_impact_effects 0
  108. cl_rumblescale 0
  109. cl_debugrumble 0
  110.  
  111. mat_reduceparticles 1
  112.  
  113. cl_detailfade "0" // def. "400" # Distance across which detail props fade in
  114. cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
  115. r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
  116. cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
  117. cl_phys_props_max "5" // def. "300" # Count of physical Props
  118. props_break_max_pieces "-1" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
  119. r_propsmaxdist "10" // def. "1200" # Behind this distance they are not rendered
  120.  
  121.  
  122. mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
  123. tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
  124.  
  125. lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  126.  
  127. mp_decals "200" // def. "200" # Count of Decals used for Multiplayer
  128. r_decal_cullsize "5" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
  129. r_decals "2048" // def. "2048" # Count of Decals used by the entire SourceEngine
  130. r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
  131. r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
  132.  
  133.  
  134.  
  135. mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  136. mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
  137. mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
  138. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
  139. mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
  140. mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
  141. mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
  142. mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
  143. mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
  144. mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
  145. r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
  146. r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
  147. r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
  148. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
  149. r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
  150. r_worldlights "1" // def. "4" # Number of world lights to use per vertex
  151. mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
  152. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
  153. r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
  154. r_shadowmaxrendered "12" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
  155.  
  156.  
  157.  
  158. nb_shadow_dist = "400" // distance from which shadows are visible. Tweak to your preference
  159.  
  160.  
  161. mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
  162. mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
  163. mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
  164.  
  165. r_avglight 0
  166. r_ambientboost 0
  167. r_ambientfactor 0
  168. r_ambientmin 0
  169.  
  170.  
  171. r_renderoverlayfragment 0
  172. mat_max_worldmesh_vertices 512
  173.  
  174.  
  175. cl_showfps 1
  176.  
  177.  
  178. r_lod 2
  179. r_rootlod 2
  180. mat_picmip 2
  181. mat_mipmaptextures 0
  182. r_flex 0
  183.  
  184. r_eyegloss 0
  185. r_eyemove 0
  186. r_eyeshift_x 0
  187. r_eyeshift_y 0
  188. r_eyeshift_z 0
  189. r_eyes 0
  190. r_eyesize 0
  191. blink_duration 0
  192. r_teeth 0
  193.  
  194. cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
  195. cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
  196. cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  197. cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
  198. r_ragdoll_pronecheck_distance
  199.  
  200. cl_show_splashes 1
  201.  
  202. mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
  203. mat_filtertextures "1" // def. "1" // low 0 # Filter textures on(1)/off(0)
  204. mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
  205. mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
  206. mat_aaquality 0 // low 0
  207. mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
  208.  
  209. mat_software_aa_quality 0 // was 9
  210. mat_software_aa_strength 0
  211. mat_software_aa_strength_vgui -1
  212. mat_software_aa_blur_one_pixel_lines 0
  213. mat_software_aa_edge_threshold 9
  214. mat_software_aa_tap_offset "1"
  215.  
  216. cl_ejectbrass 0
  217. muzzleflash_light 0
  218. cl_muzzleflash_dlight_1st 0
  219. cl_new_impact_effects 0
  220. cl_rumblescale 0
  221. cl_debugrumble 0
  222.  
  223. mat_reduceparticles 1
  224.  
  225. r_3dnow 0
  226. r_3dsky 0
  227.  
  228.  
  229. mat_forcemanagedtextureintohardware 0
  230.  
  231.  
  232. mat_queue_mode "-1" // "2" may give better FPS for quad-cores, "1" may give better FPS for dual-cores
  233.  
  234. host_thread_mode "1" // set to "0" when creating a listen server (i.e. tr_walkway)
  235.  
  236. cl_threaded_bone_setup "0"
  237. cl_threaded_client_leaf_system "0"
  238. r_threaded_client_shadow_manager "1" // maybe works
  239. r_threaded_particles "1"
  240. r_threaded_renderables "1"
  241. r_queued_decals "0"
  242. r_queued_post_processing "0"
  243. studio_queue_mode "1"
  244. mp_usehwmmodels "-1"
  245. mp_usehwmvcds "-1"
  246.  
  247.  
  248. rope_shake 0
  249. rope_smooth 0
  250. rope_wind_dist 0
  251. rope_collide 0
  252. rope_subdiv 0
  253. rope_smooth_enlarge 0
  254. rope_smooth_maxalpha 0
  255. rope_smooth_maxalphawidth 0
  256. rope_smooth_minalpha 0
  257. rope_smooth_minwidth 0
  258. rope_averagelight 0
  259. r_ropetranslucent 0
  260. r_queued_ropes 0
  261.  
  262.  
  263. cc_subtitles 0
  264. cl_downloadfilter "nosounds"
  265. cl_allowdownload 0
  266. cl_allowupload 1
  267. commentary 0
  268. overview_mode 0
  269. adsp_debug 0
  270. cl_clearhinthistory 1
  271. cl_showhelp 0
  272. cl_debugrumble "0"
  273. cl_rumblescale "0"
  274.  
  275.  
  276. r_waterforceexpensive 0
  277. mat_wateroverlaysize 1
  278. r_cheapwaterend 200
  279. r_cheapwaterstart 300
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