Advertisement
Guest User

Untitled

a guest
Oct 23rd, 2014
122
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.65 KB | None | 0 0
  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' maxframes config, designed to get you a large performance boost
  4. // v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. // ----------------------------------------------------------------------------
  16. // FPS cap
  17. // ----------------------------------------------------------------------------
  18. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  19. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  20. // desirable than a variable but sometimes high framerate. A common
  21. // misconception is that if any more frames are generated than your monitor can
  22. // display, they are useless. This is wrong -- frames are used for much more
  23. // than mere display, and affect the way the game feels well past your
  24. // refresh rate.
  25. //
  26. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  27. // any case, or the discrepancy between clientside frame generation and frames
  28. // to be sent to the server will no doubt cause you many a headache, especially
  29. // when it comes down to hit registration. Other than that, I recommend
  30. // for everyone to use the value `132' (2*66), as long as you can generally
  31. // keep that value stable without regular drops.
  32. // ----------------------------------------------------------------------------
  33. cl_showfps 1 // Show unsmoothed FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 0
  36.  
  37. // ----------------------------------------------------------------------------
  38. // Net settings
  39. // ----------------------------------------------------------------------------
  40. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  41. // are a fact of life in competitive TF2, and as such, they are included here.
  42. //
  43. // A common question I am asked -- what defines whether a good connection is
  44. // good or bad? Mostly personal preference. If you're not willing to make the
  45. // choice, try both and see which is better for you.
  46. //
  47. // Generally, meeting both of the following conditions would classify it as a
  48. // good connection:
  49. //
  50. // - Ping of <80 to the average server you join
  51. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  52. //
  53. // There's some pretty good documentation on this here:
  54. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  55. //
  56. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  57. // ----------------------------------------------------------------------------
  58.  
  59. // Good connection
  60. //cl_cmdrate 66
  61. //cl_interp 0
  62. //cl_interp_ratio 1
  63. //cl_lagcompensation 1
  64. //cl_pred_optimize 2
  65. //cl_smooth 0
  66. //cl_smoothtime 0.01
  67. //cl_updaterate 66
  68. //rate 60000
  69.  
  70. // Bad connection
  71. //cl_cmdrate 40
  72. //cl_interp 0
  73. //cl_interp_ratio 2
  74. //cl_lagcompensation 1
  75. //cl_pred_optimize 2
  76. //cl_smooth 0
  77. //cl_smoothtime 0.01
  78. //cl_updaterate 40
  79. //rate 35000
  80.  
  81. // ----------------------------------------------------------------------------
  82. // Sprays
  83. // ----------------------------------------------------------------------------
  84. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  85. // anyway, so if you play competitive TF2, this won't help you.
  86. // ----------------------------------------------------------------------------
  87.  
  88. // Disable sprays
  89. cl_playerspraydisable 1
  90. r_spray_lifetime 0
  91.  
  92. // Enable sprays -- uncomment this section if you want these settings
  93. //cl_playerspraydisable 0
  94. //r_spray_lifetime 2
  95.  
  96. // ----------------------------------------------------------------------------
  97. // Shadows
  98. // ----------------------------------------------------------------------------
  99.  
  100. // Disable shadows
  101. mat_shadowstate 0
  102. r_shadowmaxrendered 0
  103. r_shadowrendertotexture 0
  104. r_shadows 0
  105.  
  106. // Enable shadows -- uncomment this section if you want these settings
  107. //mat_shadowstate 1
  108. //r_shadowmaxrendered 11
  109. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  110. // competitive TF2 players to see opponents standing
  111. // near the other side of a wall. You may see some
  112. // performance loss from setting this to `1'.
  113. //r_shadows 1
  114.  
  115. // ----------------------------------------------------------------------------
  116. // Facial features
  117. // ----------------------------------------------------------------------------
  118.  
  119. // Disable facial features
  120. r_eyes 0
  121. r_flex 0
  122. r_lod 2
  123. r_rootlod 2
  124. r_teeth 0
  125.  
  126. // ----------------------------------------------------------------------------
  127. // Ragdolls
  128. // ----------------------------------------------------------------------------
  129. // You will have reduced performance on deaths which produce ragdolls.
  130. // ----------------------------------------------------------------------------
  131.  
  132. // Disable ragdolls
  133. cl_ragdoll_fade_time 0
  134. cl_ragdoll_forcefade 1
  135. cl_ragdoll_physics_enable 0
  136. g_ragdoll_fadespeed 0
  137. g_ragdoll_lvfadespeed 0
  138. ragdoll_sleepaftertime 0
  139.  
  140. // Enable ragdolls -- uncomment this section if you want these settings
  141. //cl_ragdoll_fade_time 15
  142. //cl_ragdoll_forcefade 0
  143. //cl_ragdoll_physics_enable 1
  144. //g_ragdoll_fadespeed 600
  145. //g_ragdoll_lvfadespeed 100
  146. //ragdoll_sleepaftertime "5.0f"
  147.  
  148. // ----------------------------------------------------------------------------
  149. // Gibs
  150. // ----------------------------------------------------------------------------
  151. // You will have reduced performance on deaths which produce gibs.
  152. // ----------------------------------------------------------------------------
  153.  
  154. // Disable gibs
  155. cl_phys_props_enable 0
  156. cl_phys_props_max 0
  157. props_break_max_pieces 0
  158. r_propsmaxdist 1
  159. violence_agibs 0
  160. violence_hgibs 0
  161.  
  162. // Enable gibs -- uncomment this section if you want these settings
  163. //cl_phys_props_enable 1
  164. //cl_phys_props_max 128
  165. //props_break_max_pieces -1
  166. //r_propsmaxdist 1000
  167. //violence_agibs 1
  168. //violence_hgibs 1
  169.  
  170. // ----------------------------------------------------------------------------
  171. // Graphical
  172. // ----------------------------------------------------------------------------
  173. // Now we come to the main brunt of the config. You probably don't want to mess
  174. // with this.
  175. // ----------------------------------------------------------------------------
  176. cl_detaildist 0
  177. cl_detailfade 0
  178. cl_drawmonitors 0
  179. cl_ejectbrass 0
  180. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  181. cl_new_impact_effects 0
  182. cl_show_splashes 0
  183. func_break_max_pieces 0
  184. glow_outline_effect_enable 0 // Cart glow effect.
  185. lod_transitiondist 0
  186. mat_antialias 0
  187. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  188. // a strange `shine' effect to appear on all players.
  189. mat_colcorrection_disableentities 1
  190. mat_colorcorrection 0
  191. mat_disable_bloom 1
  192. mat_disable_fancy_blending 1
  193. mat_disable_lightwarp 1
  194. mat_envmapsize 8
  195. mat_envmaptgasize 8
  196. mat_filterlightmaps 0
  197. mat_filtertextures 0
  198. mat_forceaniso 1
  199. mat_hdr_level 0
  200. mat_max_worldmesh_vertices 512
  201. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  202. // to get it darker. Only works in fullscreen.
  203. mat_motion_blur_enabled 0
  204. mat_parallaxmap 0
  205. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  206. // at a range from -1 to 2, -1 being the best quality, 2 being the
  207. // worst.
  208. mat_reducefillrate 1
  209. mat_reduceparticles 1
  210. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  211. // non-shiny, and will remove some specular effects from in-game
  212. // entities which support it. Setting this to 1 on dx8 will
  213. // result in some strange `fire' textures replacing their
  214. // appropriate counterparts, especially on medals, and certain
  215. // hats.
  216. mat_trilinear 0
  217. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  218. mat_viewportupscale 1
  219. mat_wateroverlaysize 1
  220. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  221. // scattergun without any real performance loss.
  222. m_rawinput 1
  223. r_3dsky 0
  224. r_ambientboost 0
  225. r_ambientfactor 0
  226. r_ambientmin 0
  227. r_avglight 0
  228. r_cheapwaterend 1
  229. r_cheapwaterstart 1
  230. r_decals 1
  231. r_decalstaticprops 0
  232. r_decal_cullsize 15
  233. r_drawdetailprops 0
  234. r_drawmodeldecals 0
  235. r_drawflecks 0
  236. r_dynamic 0
  237. r_flashlightdepthtexture 0
  238. r_forcewaterleaf 1
  239. r_lightaverage 0
  240. r_maxnewsamples 2
  241. r_maxsampledist 1
  242. r_propsmaxdist 0
  243. r_renderoverlayfragment 0
  244. r_staticprop_lod 4
  245. r_waterdrawreflection 0
  246. r_waterdrawrefraction 1
  247. r_waterforceexpensive 0
  248. r_waterforcereflectentities 0
  249. rope_averagelight 0
  250. rope_collide 0
  251. rope_rendersolid 0
  252. rope_shake 0
  253. rope_smooth 0
  254. rope_subdiv 0
  255. rope_wind_dist 0
  256. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  257. // it, for example, setting this to `1'
  258. // disables rain effects on *_sawmill.
  259. tracer_extra 0
  260. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  261. violence_hblood 1
  262.  
  263. // Null-cancelling movement script
  264. // (prevents you from pressing two opposing directions, which causes you to stop moving)
  265.  
  266. bind UPARROW +mfwd
  267. bind DOWNARROW +mback
  268. bind LEFTARROW +mleft
  269. bind RIGHTARROW +mright
  270.  
  271. alias +mfwd "-back;+forward;alias checkfwd +forward"
  272. alias +mback "-forward;+back;alias checkback +back"
  273. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  274. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  275. alias -mfwd "-forward;checkback;alias checkfwd none"
  276. alias -mback "-back;checkfwd;alias checkback none"
  277. alias -mleft "-moveleft;checkright;alias checkleft none"
  278. alias -mright "-moveright;checkleft;alias checkright none"
  279. alias checkfwd none
  280. alias checkback none
  281. alias checkleft none
  282. alias checkright none
  283. alias none ""
  284.  
  285. // Toggle viewmodels
  286. bindtoggle "r" "r_drawviewmodel"
  287.  
  288. // Reload graphics and sound to fix glitches. Bound to F7 because no one reads the abuse reports anyway.
  289. bind "s" "hud_reloadscheme"
  290.  
  291. // ----------------------------------------------------------------------------
  292. // Misc
  293. // ----------------------------------------------------------------------------
  294. in_usekeyboardsampletime 0
  295. mat_clipz 1 // FX card users should set this to 0
  296. mat_forcehardwaresync 0
  297. mat_levelflush 1
  298. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  299. // silly incompatibility with the Xfire overlay. You should use
  300. // it if you can!
  301. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  302. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  303. // performed on the GPU (as opposed to on the CPU). The
  304. // value `-1' autodetects hardware support for this
  305. // feature, which is safer than forcing it.
  306.  
  307. // ----------------------------------------------------------------------------
  308. // Sound
  309. // ----------------------------------------------------------------------------
  310. // I'd be hesitant to say that you would see a great deal of performance
  311. // improvement from lowering the sound quality, but in my experience as a
  312. // competitive TF2 player, lowering the sound quality makes determination of
  313. // directionality and distance that much easier. You may see a small FPS gain
  314. // with these settings, or you may not, either way will likely have a
  315. // negligible effect on performance.
  316. // ----------------------------------------------------------------------------
  317. dsp_enhance_stereo 0
  318. dsp_slow_cpu 1
  319. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  320. // helpful in the past, as it seems to (for whatever
  321. // reason) reduce the number of TDRs experienced during
  322. // gameplay. There's some pretty good information on
  323. // TDRs (nerds only) here:
  324. // http://forums.nvidia.com/index.php?showtopic=65161
  325. snd_pitchquality 0
  326. snd_spatialize_roundrobin 1
  327.  
  328. // ----------------------------------------------------------------------------
  329. // Threading
  330. // ----------------------------------------------------------------------------
  331. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  332. // defines the threading method to be used by the material
  333. // system. It has been unstable to use in the past, but
  334. // nowadays it's generally okay.
  335. //
  336. // Here are the possible values:
  337. // -2 legacy default
  338. // -1 default
  339. // 0 synchronous single thread
  340. // 1 queued single thread
  341. // 2 queued multithreaded
  342. //
  343. // If you have problems with the value `2', try setting it to
  344. // `-1'.
  345. //
  346. // As an aside, there are quite a few bugs in the demo system
  347. // that occur when mat_queue_mode is set to a value that is
  348. // not `-1'. If you intend to do work with the demo system,
  349. // maybe you should change this.
  350.  
  351. cl_threaded_bone_setup 0
  352. cl_threaded_client_leaf_system 0
  353. r_queued_decals 0
  354. r_queued_ropes 1
  355. r_queued_post_processing 0
  356. r_threaded_client_shadow_manager 1
  357. r_threaded_particles 1
  358. r_threaded_renderables 1
  359.  
  360. // ----------------------------------------------------------------------------
  361. // Misc
  362. // ----------------------------------------------------------------------------
  363. cl_forcepreload 1 // Force preloading
  364.  
  365. // ----------------------------------------------------------------------------
  366. // Print to console
  367. // ----------------------------------------------------------------------------
  368. echo "-------------------------------------------------------"
  369. echo " Chris' maxframes config loaded. "
  370. echo "-------------------------------------------------------"
  371. echo "Please direct all comments/queries/whatnot to"
  372. echo "#christf2 on QuakeNet."
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement