Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Lil Jon config
- // Before using, go to steam, right click on Team Fortress 2, click properties.
- // Click on local files then browse local files, click on the tf folder then delete the cfg folder.
- // Now go back to the steam client and click 'Verify integrity of game cache' and wait.
- // After that's done, click updates, then uncheck 'Enable Steam Cloud synchronization for Team Fortress 2'.
- // -> You are only required to do this if you've used previous configurations of mine, or someone elses. <-
- // Be sure to customize the settings through options and advanced options, with personal preferences in mind.
- //====================//
- // OPTIMIZATION //
- //====================//
- sv_cheats 1
- // ----------------------------------------------------------------------------
- // RAGDOLLS
- // ----------------------------------------------------------------------------
- cl_ragdoll_fade_time 0
- cl_ragdoll_forcefade 1
- cl_ragdoll_physics_enable 0
- ragdoll_sleepaftertime 0
- // --------------------------------------------------
- // SHADOWS
- // --------------------------------------------------
- // Disable shadows
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- mat_reducefillrate 1
- // ----------------------------------------------------------------------------
- // DISABLED FACIAL FEATURES
- // ----------------------------------------------------------------------------
- r_eyes 0
- r_eyegloss 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyes 0
- r_eyesize 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- // ----------------------------------------------------------------------------
- // GIBS
- // ----------------------------------------------------------------------------
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // ----------------------------------------------------------------------------
- // DECALS
- // ----------------------------------------------------------------------------
- r_decalstaticprops 1 // Someone else had a crashing issue with this at 0.
- r_drawmodeldecals 0
- r_queued_decals 0
- // - Miscellaneous - //
- cl_threaded_bone_setup -1
- engine_no_focus_sleep 0
- gl_clear 0 // If using a GPU with tile-based rendering, set this to 1 for higher performance. (Nvidia GTX 700 series or newer.)
- // If using a GPU without tile-based rendering, set this to 0 for higher performance. (AMD, Intel, Nvidia GPUs older than GTX 700 series.)
- r_3dsky 0 // Makes a worlds difference in terms of visuals on some maps, such as upward. Set to 0 if performance is important.
- r_drawflecks 0
- r_occlusion 0 // Gives a performance increase at 0 if the graphics card isn't throttling TF2, be sure to test out 1.
- // When you benchmark, run it twice, and then record results after those two runs, for it to be accurate.
- fps_max 70 // If you don't cap the framerate of the engine, there could be memory leak issues (which I have experienced myself).
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
- // silly incompatibility with the Xfire overlay. You should use
- // it if you can! - WHO USES XFIRE ANYMORE?
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
- // performed on the GPU (as opposed to on the CPU). The
- // value `-1' autodetects hardware support for this
- // feature, which is safer than forcing it.
- 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 particle
- datacachesize 256
- // ----------------------------------------------------------------------------
- // THREADING
- // ----------------------------------------------------------------------------
- mat_queue_mode -1 // 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_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
- r_queued_decals 0 // lessens the impact of higher decal limits.
- r_queued_ropes 1
- r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- // ----------------------------------------------------------------------------
- // GRAHICAL PREFERENCES
- // ----------------------------------------------------------------------------
- con_enable 1
- fov_desired 90
- hud_fastswitch 1
- in_usekeyboardsampletime 0
- m_rawinput 1
- tf_medigun_autoheal 1
- prop_active_gib_limit 0
- props_break_max_pieces_perframe 0
- mat_phong 0 // some people don't like this on I prefer it on for sniper though
- cl_muzzleflash_dlight_1st 0
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
- 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 // Cart glow effect.
- lod_transitiondist 0
- mat_antialias 0 // apparently having this in config can break the mumble overlay for some users
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players. - Chris
- // In the past I wasn't able to prove that disabling this was significant,
- // it effects fps by about 1% after several checks - Comanglia
- mat_colcorrection_disableentities 1
- 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 1
- mat_hdr_level 0
- mat_autoexposure_max 0
- mat_autoexposure_min 0
- mat_bloomscale 0
- mat_bloom_scalefactor_scalar 0
- mat_debug_postprocessing_effects 0
- mat_debugdepth 0
- mat_disable_bloom 1
- mat_postprocessing_combine 0
- mat_non_hdr_bloom_scalefactor 0
- mat_bufferprimitives 1
- mat_compressedtextures 1
- mat_forcemanagedtextureintohardware 0
- mat_framebuffercopyoverlaysize 0
- mat_hdr_enabled 0
- mat_hdr_manual_tonemap_rate 0
- mat_mipmaptextures 0 // ***
- mat_non_hdr_bloom_scalefactor 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_texture_limit -1
- mat_use_compressed_hdr_textures 0
- mem_max_heapsize 2048
- mod_forcedata 1
- mod_forcetouchdata 1
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_parallaxmap 0
- mat_picmip 0 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst. - Doesn't really matter much what you set this too if you're cpu bound
- mat_reduceparticles 1
- mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
- mat_trilinear 0
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 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 // should give a small fps boost in 1st person
- r_dopixelvisibility 0
- r_drawbatchdecals 0
- r_hunkalloclightmaps 0
- 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 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 0 // framerates on -most- pcs are higher with these on
- violence_hblood 0
- 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_worldlightmin 0.0001
- r_worldlights 0
- mp_usehwmmodels -1
- mp_usehwmvcds -1
- // - HUD - //
- cl_hud_playerclass_use_playermodel 0
- cl_vote_ui_active_after_voting 1
- sv_motd_unload_on_dismissal 1
- tf_scoreboard_ping_as_text 1
- hud_saytext_time 6 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
- voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
- hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
- hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
- hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
- hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
- // ----------------------------------------------------------------------------
- // Disable Help
- // ----------------------------------------------------------------------------
- cl_ask_bigpicture_controller_opt_out 1
- cl_ask_blacklist_opt_out 1
- cl_ask_favorite_opt_out 1
- cl_hud_playerclass_playermodel_showed_confirm_dialog 1
- cl_showhelp 0
- hud_achievement_count 0
- hud_achievement_count_engineer 0
- hud_achievement_description 0
- hud_achievement_glowtime 0
- hud_achievement_tracker 0
- replay_quitmsg_dontaskagain 1
- sb_dontshow_maxplayer_warning 1
- tf_casual_welcome_hide_forever 1
- tf_coach_request_nevershowagain 1
- tf_comp_welcome_hide_forever 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_quickplay_beta_ask_percentage 0
- tf_show_preset_explanation_in_class_loadout 0
- tf_show_taunt_explanation_in_class_loadout 0
- tf_taunt_always_show_hint 0
- 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
- // ----------------------------------------------------------------------------
- // NETWORK
- // ----------------------------------------------------------------------------
- //
- // Other connection settings
- cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- cl_interp .0152 // change to whatever you like for certain classes 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 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
- rate 62000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
- //cl_cmdrate 67
- //cl_interp 0.152 // Set linear interpolation to 20ms, better than 15.2 ms, as it gives more headroom for corrections.
- //cl_interp_ratio 1 // 0 is the best value for accuracy, however, valve restricts it to 1 by default.
- //cl_pred_optimize 1
- //cl_lagcompensation 1
- //cl_SetupAllBones 1 // Fix for bones not setting up correctly, causes hit registration issues at 0.
- //cl_smooth 0 // Prediction error smoothing, do not turn this off, like many others have in the past.
- //cl_smoothtime 0.01 // Do not change this value.
- //cl_timeout 86400
- //cl_updaterate 67
- //net_compresspackets 1
- //net_compresspackets_minsize 1024
- //net_maxcleartime 0.01
- //net_splitpacket_maxrate 62000
- //net_splitrate 3
- //rate 62000
- // ----------------------------------------------------------------------------
- // Sound
- // ----------------------------------------------------------------------------
- // I'd be hesitant to say that you would see a great deal of performance
- // improvement from lowering the sound quality, but in my experience as a
- // competitive TF2 player, lowering the sound quality makes determination of
- // directionality and distance that much easier. You may see a small FPS gain
- // with these settings, or you may not, either way will likely have a
- // negligible effect on performance.
- // ----------------------------------------------------------------------------
- dsp_enhance_stereo 0
- dsp_slow_cpu 0
- snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
- // helpful in the past, as it seems to (for whatever
- // reason) reduce the number of TDRs experienced during
- // gameplay. There's some pretty good information on
- // TDRs (nerds only) here:
- // http://forums.nvidia.com/index.php?showtopic=65161
- snd_pitchquality 0
- snd_spatialize_roundrobin 1
- snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
- // dsp_slow_cpu and snd_pitchquality determine what your audio quality is set to in the Options menu.
- // High: snd_pitchquality 1; dsp_slow_cpu 0
- // Medium: snd_pitchquality 0; dsp_slow_cpu 0
- // Low: snd_pitchqualiy 0; dsp_slow_cpu 1
- // Note: for snd_pitchqualiy 1; dsp_slow_cpu 1 options menu still displays "Low". I'm not sure if this actually makes the sound quality even lower.
- // ----------------------------------------------------------------------------
- // Printed to console
- // ----------------------------------------------------------------------------
- echo "---------------------------------------------------------------"
- echo "Jon's frames config loch n' loaded. Inspired by Comanglia config"
- echo "---------------------------------------------------------------"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement