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- // Unexplained crashes? Try changing mat_queue_mode to `-1'. Put back to 2 if still crashing.
- // Launch options:
- // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid
- // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid (Decreased fps in some cases.)
- // DX Levels List:
- // -dxlevel 80/81/90/91/95/98
- // -dxlevel 81 is the most stable and consistent.
- cl_showfps 0
- fps_max 0
- //fps_max 132 // For those running on laptops or experiencing weird stuttering.
- sv_cheats 1
- // Good connection (For those who want to play all classes.)
- cl_cmdrate 67
- cl_interp .033 // projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
- cl_interp_ratio 1
- cl_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- cl_updaterate 67
- // Competitive connection // Not advised if you're not at a lan.
- //cl_cmdrate 128
- //cl_interp .007 // this will likely have to be user defined .007 should be roughly the lowest interp, hit scan might do well at .0152 for this
- //cl_interp_ratio 1
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 128
- //rate 90000 // With higher tick rates you have more bandwidth being used
- // Bad connection (Optional, in some cases can make hitscan easier.
- //cl_cmdrate 40
- //cl_interp 0
- //cl_interp_ratio 2
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 40
- //rate 35000
- // If you like sprays you can uncheck, but if you want the most fps I would recommend off, this can speed it up a little depending on how many sprays.
- // Disable sprays
- cl_playerspraydisable 1
- r_spray_lifetime 0
- // Enable sprays -- uncomment this section if you want these settings
- //cl_playerspraydisable 0
- //r_spray_lifetime 2
- // Shadows
- // Shadows= very cpu hungry, turn off for a large increase in fps.
- // Disable shadows
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- nb_shadow_dist 0
- // Enable shadows
- //mat_shadowstate 1
- //r_shadowmaxrendered 11
- //r_shadowrendertotexture 1
- //r_shadows 1
- // ----------------------------------------------------------------------------
- // Facial features
- // Do not enable, this is pointless to most people.
- // Disable facial features
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyesize 0
- blink_duration 0
- // Enable facial features
- //r_eyes 1
- //r_flex 1
- //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
- //r_rootlod 1
- //r_teeth 1
- // ----------------------------------------------------------------------------
- // Ragdolls
- // ----------------------------------------------------------------------------
- // Devours about 1/2 the amount shadows takes up in cpu. I highly recommend to turn off.
- // ----------------------------------------------------------------------------
- // Disable ragdolls
- cl_ragdoll_fade_time 0
- cl_ragdoll_forcefade 1
- cl_ragdoll_physics_enable 0
- g_ragdoll_fadespeed 0
- g_ragdoll_lvfadespeed 0
- ragdoll_sleepaftertime 0
- // Enable ragdolls
- //cl_ragdoll_fade_time 15
- //cl_ragdoll_forcefade 0
- //cl_ragdoll_physics_enable 1
- //g_ragdoll_fadespeed 600
- //g_ragdoll_lvfadespeed 100
- //ragdoll_sleepaftertime "5.0f"
- // ----------------------------------------------------------------------------
- // Gibs
- // ----------------------------------------------------------------------------
- // A little less than ragdolls, still takes up a bit.
- // ----------------------------------------------------------------------------
- // Disable gibs
- cl_phys_props_enable 0
- cl_phys_props_max 0
- cl_phys_timescale 1.0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // Enable gibs -- 6-7% less framerate
- //cl_phys_props_enable 1
- //cl_phys_props_max 128
- //props_break_max_pieces -1
- //r_propsmaxdist 1000
- //violence_agibs 1
- //violence_hgibs 1
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Please don't mess with this unless you know what you're doing :)
- // ----------------------------------------------------------------------------
- prop_active_gib_limit 0
- props_break_max_pieces_perframe 0
- fov_desired 90
- cl_hud_playerclass_use_playermodel 0
- mat_phong 0
- cl_muzzleflash_dlight_1st 0
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0
- cl_new_impact_effects 0
- cl_show_splashes 0
- cl_rumblescale 0
- cl_showhelp 0
- cl_showpluginmessages 0
- cl_debugrumble 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0
- lod_transitiondist 0
- mat_antialias 0
- mat_bumpmap 0
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 1
- mat_filtertextures 1
- mat_forceaniso 0
- mat_hdr_level 0
- mat_autoexposure_max 0
- mat_autoexposure_min 0
- mat_bloomscale 0
- mat_bloom_scalefactor_scalar 0
- mat_bloomamount_rate 0
- mat_debug_bloom 0
- mat_debug_postprocessing_effects 0
- mat_debug_process_halfscreen 0
- mat_debugalttab 0
- mat_debugdepth 0
- mat_debugdepthmode 0
- mat_disable_bloom 1
- mat_force_bloom 0
- mat_postprocessing_combine 0
- mat_non_hdr_bloom_scalefactor 0
- mat_bufferprimitives 1
- mat_compressedtextures 1
- mat_debugdepthval 0
- mat_debugdepthvalmax 0
- mat_diffuse 1
- mat_fastnobump 0
- mat_forcemanagedtextureintohardware 0
- mat_framebuffercopyoverlaysize 0
- mat_hdr_enabled 0
- mat_hdr_manual_tonemap_rate 0
- mat_hdr_tonemapscale 0
- mat_leafvis 0
- mat_loadtextures 1
- mat_mipmaptextures 1
- mat_norendering 0
- mat_non_hdr_bloom_scalefactor 0
- mat_show_texture_memory_usage 0
- mat_showlightmappage -1
- mat_softwarelighting 0
- mat_software_aa_blur_one_pixel_lines 0
- mat_software_aa_edge_threshold 9
- mat_software_aa_quality 0// was 9
- mat_software_aa_strength 0
- mat_software_aa_strength_vgui 0
- mat_software_aa_tap_offset 0
- mat_software_aa_quality 0
- mat_softwareskin 0
- mat_surfaceid 0
- mat_surfacemat 0
- mat_texture_limit -1
- mat_use_compressed_hdr_textures 1
- mat_use_compressed_hdr_textures 0
- mat_yuv 0
- mem_max_heapsize 2048
- mod_forcedata 1
- mod_forcetouchdata 1
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 2.2
- mat_parallaxmap 0
- mat_picmip -1
- mat_reduceparticles 1
- mat_specular 1
- mat_trilinear 1
- mat_viewportscale 1
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 9
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_ambientfraction 0.1
- r_avglightmap 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 9
- r_maxmodeldecal 9
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 0
- r_maxsampledist 1
- r_bloomtintb 0
- r_bloomtintexponent 0
- r_bloomtintg 0
- r_bloomtintr 0
- r_occlusion 1
- r_pixelfog 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- r_drawtracers_firstperson 0
- r_dopixelvisibility 0
- r_drawbatchdecals 0
- r_hunkalloclightmaps 0
- r_lightcache_numambientsamples 0
- r_lightinterp 0
- r_lightstyle -1
- r_lightcache_zbuffercache 0
- r_PhysPropStaticLighting 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1
- tracer_extra 0
- violence_ablood 1 // framerates on -most- pcs are higher with these on
- violence_hblood 1
- mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
- mat_motion_blur_forward_enabled 0
- mat_motion_blur_strength 0
- r_radiosity 4
- r_updaterefracttexture 0
- r_worldlightmin 0.0001
- r_unloadlightmaps 0
- mat_disable_d3d9ex 1
- mp_usehwmmodels -1
- mp_usehwmvcds -1
- // ----------------------------------------------------------------------------
- // EXPERIMENTAL!-----------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 1
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 0 //check if you use xfire!
- mat_vsync 0
- r_fastzreject -1
- ai_expression_optimization 1
- fast_fogvolume 1
- host_thread_mode 0 // Not exactly stable
- mod_load_anims_async 1
- mod_load_mesh_async 1
- mod_load_vcollide_async 1
- con_enable 1
- con_filter_enable 1
- con_filter_text_out Cannot update control point
- con_filter_text_out doesn't have attachment
- con_filter_text_out material
- con_filter_text_out muzzle
- con_filter_text_out particle
- cpu_frequency_monitoring 0
- datacachesize 256
- dsp_enhance_stereo 0
- dsp_slow_cpu 0
- snd_async_fullyasync 1
- snd_pitchquality 0
- snd_spatialize_roundrobin 1
- snd_mixahead .06 // Delay in sound from weapons below .05 has been known to be unstable
- mat_queue_mode -2 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- //
- //After immense testing I've found that default works perfectly
- //fine with setting your Thread usage. It automatically set me
- //to 2 every time. I'd say it's safer and likely less buggy to
- //leave this at -1 than it is at 2.
- //
- //As a side not I've noticed micro stutters with mat_queue_mode 2
- //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
- cl_threaded_bone_setup 0
- cl_threaded_client_leaf_system 0
- r_queued_decals 0
- r_queued_ropes 1
- r_queued_post_processing 0
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- net_queue_trace 0
- cl_localnetworkbackdoor 1
- cl_cloud_settings 0
- cl_notifications_show_ingame 0
- sys_minidumpspewlines 500
- cl_loadondemand_default 0
- cl_forcepreload 1
- cl_ask_blacklist_opt_out "1"
- cl_ask_favorite_opt_out "1"
- sb_dontshow_maxplayer_warning "1"
- tf_explanations_backpackpanel "1"
- tf_explanations_charinfo_armory_panel "1"
- tf_explanations_charinfopanel "1"
- tf_explanations_craftingpanel "1"
- tf_explanations_discardpanel "1"
- tf_explanations_store "1"
- tf_training_has_prompted_for_forums "1"
- tf_training_has_prompted_for_loadout "1"
- tf_training_has_prompted_for_offline_practice "1"
- tf_training_has_prompted_for_options "1"
- tf_training_has_prompted_for_training "1"
- hud_fastswitch 1
- sv_forcepreload 1
- mat_filterlightmaps 0
- mat_filtertextures 0 //OPTIONAL
- mat_specular 0
- mat_trilinear 0
- // ----------------------------------------------------------------------------
- // Print to console
- // ----------------------------------------------------------------------------
- echo "---------------------------------------------------------"
- echo "Toaster cfg Edited by borna Original by Comanglia"
- echo "---------------------------------------------------------"
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