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  1. // Lil Jon config
  2.  
  3. // Before using, go to steam, right click on Team Fortress 2, click properties.
  4. // Click on local files then browse local files, click on the tf folder then delete the cfg folder.
  5. // Now go back to the steam client and click 'Verify integrity of game cache' and wait.
  6. // After that's done, click updates, then uncheck 'Enable Steam Cloud synchronization for Team Fortress 2'.
  7. // -> You are only required to do this if you've used previous configurations of mine, or someone elses. <-
  8.  
  9. // Be sure to customize the settings through options and advanced options, with personal preferences in mind.
  10.  
  11.  
  12. //====================//
  13. // OPTIMIZATION //
  14. //====================//
  15.  
  16.  
  17. sv_cheats 1
  18.  
  19.  
  20. // ----------------------------------------------------------------------------
  21. // RAGDOLLS
  22. // ----------------------------------------------------------------------------
  23. cl_ragdoll_fade_time 0
  24. cl_ragdoll_forcefade 1
  25. cl_ragdoll_physics_enable 0
  26. ragdoll_sleepaftertime 0
  27.  
  28. // --------------------------------------------------
  29. // SHADOWS
  30. // --------------------------------------------------
  31.  
  32. // Disable shadows
  33. mat_shadowstate 0
  34. r_shadowmaxrendered 0
  35. r_shadowrendertotexture 0
  36. r_shadows 0
  37. mat_reducefillrate 1
  38.  
  39. // ----------------------------------------------------------------------------
  40. // DISABLED FACIAL FEATURES
  41. // ----------------------------------------------------------------------------
  42. r_eyes 0
  43. r_eyegloss 0
  44. r_eyemove 0
  45. r_eyeshift_x 0
  46. r_eyeshift_y 0
  47. r_eyeshift_z 0
  48. r_eyes 0
  49. r_eyesize 0
  50. r_flex 0
  51. r_lod 2
  52. r_rootlod 2
  53. r_teeth 0
  54.  
  55. // ----------------------------------------------------------------------------
  56. // GIBS
  57. // ----------------------------------------------------------------------------
  58. cl_phys_props_enable 0
  59. cl_phys_props_max 0
  60. props_break_max_pieces 0
  61. r_propsmaxdist 1
  62. violence_agibs 0
  63. violence_hgibs 0
  64.  
  65. // ----------------------------------------------------------------------------
  66. // DECALS
  67. // ----------------------------------------------------------------------------
  68. r_decalstaticprops 1 // Someone else had a crashing issue with this at 0.
  69. r_drawmodeldecals 0
  70. r_queued_decals 0
  71.  
  72. // - Miscellaneous - //
  73.  
  74. cl_threaded_bone_setup -1
  75. engine_no_focus_sleep 0
  76. gl_clear 0 // If using a GPU with tile-based rendering, set this to 1 for higher performance. (Nvidia GTX 700 series or newer.)
  77. // If using a GPU without tile-based rendering, set this to 0 for higher performance. (AMD, Intel, Nvidia GPUs older than GTX 700 series.)
  78. r_3dsky 0 // Makes a worlds difference in terms of visuals on some maps, such as upward. Set to 0 if performance is important.
  79. r_drawflecks 0
  80. r_occlusion 0 // Gives a performance increase at 0 if the graphics card isn't throttling TF2, be sure to test out 1.
  81. // When you benchmark, run it twice, and then record results after those two runs, for it to be accurate.
  82. fps_max 70 // If you don't cap the framerate of the engine, there could be memory leak issues (which I have experienced myself).
  83.  
  84. in_usekeyboardsampletime 0
  85. mat_clipz 1 // FX card users should set this to 0
  86. mat_forcehardwaresync 0
  87. mat_levelflush 1
  88. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  89. // silly incompatibility with the Xfire overlay. You should use
  90. // it if you can! - WHO USES XFIRE ANYMORE?
  91. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  92. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  93. // performed on the GPU (as opposed to on the CPU). The
  94. // value `-1' autodetects hardware support for this
  95. // feature, which is safer than forcing it.
  96.  
  97. ai_expression_optimization 1
  98. fast_fogvolume 1
  99. host_thread_mode 0 // Not exactly stable
  100. mod_load_anims_async 1
  101. mod_load_mesh_async 1
  102. mod_load_vcollide_async 1
  103. con_enable 1
  104. con_filter_enable 1
  105. con_filter_text_out particle
  106. datacachesize 256
  107.  
  108.  
  109. // ----------------------------------------------------------------------------
  110. // THREADING
  111. // ----------------------------------------------------------------------------
  112. mat_queue_mode -1 // mat_queue mode is another frequently asked about cvar, it
  113. // defines the threading method to be used by the material
  114. // system. It has been unstable to use in the past, but
  115. // nowadays it's generally okay.
  116. //
  117. // Here are the possible values:
  118. // -2 legacy default
  119. // -1 default
  120. // 0 synchronous single thread
  121. // 1 queued single thread
  122. // 2 queued multithreaded
  123. //
  124. // If you have problems with the value `2', try setting it to
  125. // `-1'.
  126. //
  127. // As an aside, there are quite a few bugs in the demo system
  128. // that occur when mat_queue_mode is set to a value that is
  129. // not `-1'. If you intend to do work with the demo system,
  130. // maybe you should change this.
  131. //
  132. //After immense testing I've found that default works perfectly
  133. //fine with setting your Thread usage. It automatically set me
  134. //to 2 every time. I'd say it's safer and likely less buggy to
  135. //leave this at -1 than it is at 2.
  136. //
  137. //As a side not I've noticed micro stutters with mat_queue_mode 2
  138. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  139.  
  140.  
  141. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  142. r_queued_decals 0 // lessens the impact of higher decal limits.
  143. r_queued_ropes 1
  144. 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
  145. r_threaded_client_shadow_manager 1
  146. r_threaded_particles 1
  147. r_threaded_renderables 1
  148.  
  149. // ----------------------------------------------------------------------------
  150. // GRAHICAL PREFERENCES
  151. // ----------------------------------------------------------------------------
  152. con_enable 1
  153. fov_desired 90
  154. hud_fastswitch 1
  155. in_usekeyboardsampletime 0
  156. m_rawinput 1
  157. tf_medigun_autoheal 1
  158. prop_active_gib_limit 0
  159. props_break_max_pieces_perframe 0
  160. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  161. cl_muzzleflash_dlight_1st 0
  162. cl_detaildist 0
  163. cl_detailfade 0
  164. cl_drawmonitors 0
  165. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  166. cl_new_impact_effects 0
  167. cl_show_splashes 0
  168. cl_rumblescale 0
  169. cl_showhelp 0
  170. cl_showpluginmessages 0
  171. cl_debugrumble 0
  172. func_break_max_pieces 0
  173. glow_outline_effect_enable 0 // Cart glow effect.
  174. lod_transitiondist 0
  175. mat_antialias 0 // apparently having this in config can break the mumble overlay for some users
  176. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  177. // a strange `shine' effect to appear on all players. - Chris
  178. // In the past I wasn't able to prove that disabling this was significant,
  179. // it effects fps by about 1% after several checks - Comanglia
  180. mat_colcorrection_disableentities 1
  181. mat_colorcorrection 0
  182. mat_disable_bloom 1
  183. mat_disable_fancy_blending 1
  184. mat_disable_lightwarp 1
  185. mat_envmapsize 8
  186. mat_envmaptgasize 8
  187. mat_filterlightmaps 1
  188. mat_filtertextures 1
  189. mat_forceaniso 1
  190. mat_hdr_level 0
  191. mat_autoexposure_max 0
  192. mat_autoexposure_min 0
  193. mat_bloomscale 0
  194. mat_bloom_scalefactor_scalar 0
  195. mat_debug_postprocessing_effects 0
  196. mat_debugdepth 0
  197. mat_disable_bloom 1
  198. mat_postprocessing_combine 0
  199. mat_non_hdr_bloom_scalefactor 0
  200. mat_bufferprimitives 1
  201. mat_compressedtextures 1
  202. mat_forcemanagedtextureintohardware 0
  203. mat_framebuffercopyoverlaysize 0
  204. mat_hdr_enabled 0
  205. mat_hdr_manual_tonemap_rate 0
  206. mat_mipmaptextures 0 // ***
  207. mat_non_hdr_bloom_scalefactor 0
  208. mat_showlightmappage -1
  209. mat_softwarelighting 0
  210. mat_software_aa_blur_one_pixel_lines 0
  211. mat_software_aa_edge_threshold 9
  212. mat_software_aa_quality 0// was 9
  213. mat_software_aa_strength 0
  214. mat_software_aa_strength_vgui 0
  215. mat_software_aa_tap_offset 0
  216. mat_software_aa_quality 0
  217. mat_texture_limit -1
  218. mat_use_compressed_hdr_textures 0
  219. mem_max_heapsize 2048
  220. mod_forcedata 1
  221. mod_forcetouchdata 1
  222. mat_max_worldmesh_vertices 512
  223. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  224. // to get it darker. Only works in fullscreen.
  225. mat_parallaxmap 0
  226. mat_picmip 0 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  227. // at a range from -1 to 2, -1 being the best quality, 2 being the
  228. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  229. mat_reduceparticles 1
  230. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  231. // non-shiny, and will remove some specular effects from in-game
  232. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  233. mat_trilinear 0
  234. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  235. mat_viewportupscale 1
  236. mat_wateroverlaysize 1
  237. 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
  238. r_3dsky 0
  239. r_ambientboost 0
  240. r_ambientfactor 0
  241. r_ambientmin 0
  242. r_cheapwaterend 1
  243. r_cheapwaterstart 1
  244. r_decals 9
  245. r_maxmodeldecal 9
  246. r_decalstaticprops 0
  247. r_decal_cullsize 15
  248. r_drawdetailprops 0
  249. r_drawmodeldecals 0
  250. r_drawflecks 0
  251. r_dynamic 0
  252. r_flashlightdepthtexture 0
  253. r_forcewaterleaf 1
  254. r_lightaverage 0
  255. r_maxnewsamples 0
  256. r_maxsampledist 1
  257. r_bloomtintb 0
  258. r_bloomtintexponent 0
  259. r_bloomtintg 0
  260. r_bloomtintr 0
  261. r_occlusion 1
  262. r_pixelfog 1
  263. r_propsmaxdist 0
  264. r_renderoverlayfragment 0
  265. r_staticprop_lod 4
  266. r_waterdrawreflection 0
  267. r_waterdrawrefraction 1
  268. r_waterforceexpensive 0
  269. r_waterforcereflectentities 0
  270. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  271. r_dopixelvisibility 0
  272. r_drawbatchdecals 0
  273. r_hunkalloclightmaps 0
  274. r_lightcache_zbuffercache 0
  275. r_PhysPropStaticLighting 0
  276. rope_averagelight 0
  277. rope_collide 0
  278. rope_rendersolid 0
  279. rope_shake 0
  280. rope_smooth 0
  281. rope_subdiv 0
  282. rope_wind_dist 0
  283. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  284. // it, for example, setting this to `1'
  285. // disables rain effects on *_sawmill.
  286. tracer_extra 0
  287. violence_ablood 0 // framerates on -most- pcs are higher with these on
  288. violence_hblood 0
  289. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  290. mat_motion_blur_forward_enabled 0
  291. mat_motion_blur_strength 0
  292. r_worldlightmin 0.0001
  293. r_worldlights 0
  294. mp_usehwmmodels -1
  295. mp_usehwmvcds -1
  296.  
  297. // - HUD - //
  298.  
  299. cl_hud_playerclass_use_playermodel 0
  300. cl_vote_ui_active_after_voting 1
  301. sv_motd_unload_on_dismissal 1
  302. tf_scoreboard_ping_as_text 1
  303. hud_saytext_time 6 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  304. voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  305. hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
  306. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  307. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  308. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  309.  
  310.  
  311. // ----------------------------------------------------------------------------
  312. // Disable Help
  313. // ----------------------------------------------------------------------------
  314. cl_ask_bigpicture_controller_opt_out 1
  315. cl_ask_blacklist_opt_out 1
  316. cl_ask_favorite_opt_out 1
  317. cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  318. cl_showhelp 0
  319. hud_achievement_count 0
  320. hud_achievement_count_engineer 0
  321. hud_achievement_description 0
  322. hud_achievement_glowtime 0
  323. hud_achievement_tracker 0
  324. replay_quitmsg_dontaskagain 1
  325. sb_dontshow_maxplayer_warning 1
  326. tf_casual_welcome_hide_forever 1
  327. tf_coach_request_nevershowagain 1
  328. tf_comp_welcome_hide_forever 1
  329. tf_explanations_backpackpanel 1
  330. tf_explanations_charinfo_armory_panel 1
  331. tf_explanations_charinfopanel 1
  332. tf_explanations_craftingpanel 1
  333. tf_explanations_discardpanel 1
  334. tf_explanations_store 1
  335. tf_quickplay_beta_ask_percentage 0
  336. tf_show_preset_explanation_in_class_loadout 0
  337. tf_show_taunt_explanation_in_class_loadout 0
  338. tf_taunt_always_show_hint 0
  339. tf_training_has_prompted_for_forums 1
  340. tf_training_has_prompted_for_loadout 1
  341. tf_training_has_prompted_for_offline_practice 1
  342. tf_training_has_prompted_for_options 1
  343. tf_training_has_prompted_for_training 1
  344.  
  345.  
  346. // ----------------------------------------------------------------------------
  347. // NETWORK
  348. // ----------------------------------------------------------------------------
  349. //
  350. // Other connection settings
  351. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  352. cl_interp .0152 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  353. cl_interp_ratio 1
  354. cl_lagcompensation 1
  355. cl_pred_optimize 2
  356. cl_smooth 0
  357. cl_smoothtime 0.01
  358. cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  359. rate 62000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  360.  
  361.  
  362. //cl_cmdrate 67
  363. //cl_interp 0.152 // Set linear interpolation to 20ms, better than 15.2 ms, as it gives more headroom for corrections.
  364. //cl_interp_ratio 1 // 0 is the best value for accuracy, however, valve restricts it to 1 by default.
  365. //cl_pred_optimize 1
  366. //cl_lagcompensation 1
  367. //cl_SetupAllBones 1 // Fix for bones not setting up correctly, causes hit registration issues at 0.
  368. //cl_smooth 0 // Prediction error smoothing, do not turn this off, like many others have in the past.
  369. //cl_smoothtime 0.01 // Do not change this value.
  370. //cl_timeout 86400
  371. //cl_updaterate 67
  372. //net_compresspackets 1
  373. //net_compresspackets_minsize 1024
  374. //net_maxcleartime 0.01
  375. //net_splitpacket_maxrate 62000
  376. //net_splitrate 3
  377. //rate 62000
  378.  
  379. // ----------------------------------------------------------------------------
  380. // Sound
  381. // ----------------------------------------------------------------------------
  382. // I'd be hesitant to say that you would see a great deal of performance
  383. // improvement from lowering the sound quality, but in my experience as a
  384. // competitive TF2 player, lowering the sound quality makes determination of
  385. // directionality and distance that much easier. You may see a small FPS gain
  386. // with these settings, or you may not, either way will likely have a
  387. // negligible effect on performance.
  388. // ----------------------------------------------------------------------------
  389. dsp_enhance_stereo 0
  390. dsp_slow_cpu 0
  391. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  392. // helpful in the past, as it seems to (for whatever
  393. // reason) reduce the number of TDRs experienced during
  394. // gameplay. There's some pretty good information on
  395. // TDRs (nerds only) here:
  396. // http://forums.nvidia.com/index.php?showtopic=65161
  397. snd_pitchquality 0
  398. snd_spatialize_roundrobin 1
  399. snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
  400.  
  401. // dsp_slow_cpu and snd_pitchquality determine what your audio quality is set to in the Options menu.
  402. // High: snd_pitchquality 1; dsp_slow_cpu 0
  403. // Medium: snd_pitchquality 0; dsp_slow_cpu 0
  404. // Low: snd_pitchqualiy 0; dsp_slow_cpu 1
  405. // 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.
  406.  
  407. // ----------------------------------------------------------------------------
  408. // Printed to console
  409. // ----------------------------------------------------------------------------
  410. echo "---------------------------------------------------------------"
  411. echo "Jon's frames config loch n' loaded. Inspired by Comanglia config"
  412. echo "---------------------------------------------------------------"
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