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Mar 12th, 2012
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' maxframes config, designed to get you a large performance boost
  4. // v2.005 | 14 November 2011 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  10. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  11. // Remove -dxlevel 81 from the launch options after the first launch!
  12. // ----------------------------------------------------------------------------
  13.  
  14. // ----------------------------------------------------------------------------
  15. // FPS cap
  16. // ----------------------------------------------------------------------------
  17. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  18. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  19. // desirable than a variable but sometimes high framerate. A common
  20. // misconception is that if any more frames are generated than your monitor can
  21. // display, they are useless. This is wrong -- frames are used for much more
  22. // than mere display, and affect the way the game feels well past your
  23. // refresh rate.
  24. //
  25. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  26. // any case, or the discrepancy between clientside frame generation and frames
  27. // to be sent to the server will no doubt cause you many a headache, especially
  28. // when it comes down to hit registration. Other than that, I recommend
  29. // for everyone to use the value `132' (2*66), as long as you can generally
  30. // keep that value stable without regular drops.
  31. // ----------------------------------------------------------------------------
  32.  
  33. fps_max 60
  34. cl_showfps 1 // Show unsmoothed FPS meter
  35.  
  36. // ----------------------------------------------------------------------------
  37. // Net settings
  38. // ----------------------------------------------------------------------------
  39. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  40. // are a fact of life in competitive TF2, and as such, they are included here.
  41. //
  42. // A common question I am asked -- what defines whether a good connection is
  43. // good or bad? Mostly personal preference. If you're not willing to make the
  44. // choice, try both and see which is better for you.
  45. //
  46. // Generally, meeting both of the following conditions would classify it as a
  47. // good connection:
  48. //
  49. // - Ping of <80 to the average server you join
  50. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  51. //
  52. // There's some pretty good documentation on this here:
  53. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  54. //
  55. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  56. // ----------------------------------------------------------------------------
  57.  
  58. // Good connection
  59. cl_cmdrate 66
  60. cl_interp 0.0152
  61. cl_interp_ratio 1
  62. cl_lagcompensation 1
  63. cl_pred_optimize 2
  64. cl_smooth 0
  65. cl_smoothtime 0.01
  66. cl_updaterate 66
  67. rate 60000
  68.  
  69. // Bad connection
  70. //cl_cmdrate 40
  71. //cl_interp 0.025
  72. //cl_interp_ratio 1
  73. //cl_lagcompensation 1
  74. //cl_pred_optimize 2
  75. //cl_smooth 0
  76. //cl_smoothtime 0.01
  77. //cl_updaterate 40
  78. //rate 35000
  79.  
  80. // ----------------------------------------------------------------------------
  81. // Sprays
  82. // ----------------------------------------------------------------------------
  83. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  84. // anyway, so if you play competitive TF2, this won't help you.
  85. // ----------------------------------------------------------------------------
  86.  
  87. // Disable sprays
  88. //cl_playerspraydisable 1
  89. //r_spray_lifetime 0
  90.  
  91. // Enable sprays -- uncomment this section if you want these settings
  92. cl_playerspraydisable 0
  93. r_spray_lifetime 2
  94.  
  95. // ----------------------------------------------------------------------------
  96. // Shadows
  97. // ----------------------------------------------------------------------------
  98.  
  99. // Disable shadows
  100. mat_shadowstate 0
  101. r_shadowmaxrendered 0
  102. r_shadowrendertotexture 0
  103. r_shadows 0
  104.  
  105. // Enable shadows -- uncomment this section if you want these settings
  106. //mat_shadowstate 1
  107. //r_shadowmaxrendered 11
  108. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  109. // competitive TF2 players to see opponents standing
  110. // near the other side of a wall. You may see some
  111. // performance loss from setting this to `1'.
  112. //r_shadows 1
  113.  
  114. // ----------------------------------------------------------------------------
  115. // Facial features
  116. // ----------------------------------------------------------------------------
  117.  
  118. // Disable facial features
  119. r_eyes 0
  120. r_flex 0
  121. r_lod 2
  122. r_rootlod 2
  123. r_teeth 0
  124.  
  125. // Enable facial features -- uncomment this section if you want these settings
  126. //r_eyes 1
  127. //r_flex 1
  128. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  129. //r_rootlod 1
  130. //r_teeth 1
  131.  
  132. // ----------------------------------------------------------------------------
  133. // Ragdolls
  134. // ----------------------------------------------------------------------------
  135. // You will have reduced performance on deaths which produce ragdolls.
  136. // ----------------------------------------------------------------------------
  137.  
  138. // Disable ragdolls
  139. cl_ragdoll_fade_time 0
  140. cl_ragdoll_forcefade 1
  141. cl_ragdoll_physics_enable 0
  142. g_ragdoll_fadespeed 0
  143. g_ragdoll_lvfadespeed 0
  144. ragdoll_sleepaftertime 0
  145.  
  146. // Enable ragdolls -- uncomment this section if you want these settings
  147. //cl_ragdoll_fade_time 15
  148. //cl_ragdoll_forcefade 0
  149. //cl_ragdoll_physics_enable 1
  150. //g_ragdoll_fadespeed 600
  151. //g_ragdoll_lvfadespeed 100
  152. //ragdoll_sleepaftertime "5.0f"
  153.  
  154. // ----------------------------------------------------------------------------
  155. // Gibs
  156. // ----------------------------------------------------------------------------
  157. // You will have reduced performance on deaths which produce gibs.
  158. // ----------------------------------------------------------------------------
  159.  
  160. // Disable gibs
  161. cl_phys_props_enable 0
  162. cl_phys_props_max 0
  163. props_break_max_pieces 0
  164. r_propsmaxdist 1
  165. violence_agibs 0
  166. violence_hgibs 0
  167.  
  168. // Enable gibs -- uncomment this section if you want these settings
  169. //cl_phys_props_enable 1
  170. //cl_phys_props_max 128
  171. //props_break_max_pieces -1
  172. //r_propsmaxdist 1000
  173. //violence_agibs 1
  174. //violence_hgibs 1
  175.  
  176. // ----------------------------------------------------------------------------
  177. // Graphical
  178. // ----------------------------------------------------------------------------
  179. // Now we come to the main brunt of the config. You probably don't want to mess
  180. // with this.
  181. // ----------------------------------------------------------------------------
  182. cl_detaildist 0
  183. cl_detailfade 0
  184. cl_drawmonitors 0
  185. cl_ejectbrass 0
  186. cl_new_impact_effects 0
  187. cl_show_splashes 0
  188. func_break_max_pieces 0
  189. glow_outline_effect_enable 1 // Cart glow effect.
  190. lod_transitiondist 0
  191. mat_antialias 1 // 1 = off, I get too many questions about this :)
  192. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  193. // a strange `shine' effect to appear on all players.
  194. mat_colorcorrection 0
  195. mat_disable_bloom 1
  196. mat_disable_fancy_blending 1
  197. mat_disable_lightwarp 1
  198. mat_envmapsize 32
  199. mat_envmaptgasize 16
  200. mat_filterlightmaps 0
  201. mat_filtertextures 0
  202. mat_forceaniso 1 // See my comment on `mat_antialias'.
  203. mat_hdr_level 0
  204. mat_max_worldmesh_vertices 1024
  205. mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
  206. // to get it darker. Only works in fullscreen.
  207. mat_motion_blur_enabled 0
  208. mat_parallaxmap 0
  209. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  210. // at a range from -1 to 2, -1 being the best quality, 2 being the
  211. // worst.
  212. mat_reducefillrate 1
  213. mat_reduceparticles 1
  214. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  215. // non-shiny, and will remove some specular effects from in-game
  216. // entities which support it. Setting this to 1 on dx8 will
  217. // result in some strange `fire' textures replacing their
  218. // appropriate counterparts, especially on medals, and certain
  219. // hats.
  220. mat_trilinear 0
  221. mat_wateroverlaysize 1
  222. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  223. // scattergun without any real performance loss.
  224. r_3dsky 0
  225. r_ambientboost 0
  226. r_ambientfactor 0
  227. r_ambientmin 0
  228. r_avglight 0
  229. r_cheapwaterend 1
  230. r_cheapwaterstart 1
  231. r_decals 1
  232. r_decalstaticprops 0
  233. r_decal_cullsize 15
  234. r_dynamic 0
  235. r_flashlightdepthtexture 0
  236. r_lightaverage 0
  237. r_maxdlights 1 // Specifies the maximum number of dynamic lights visible.
  238. // High values may cause significant performance loss in combat.
  239. r_propsmaxdist 0
  240. r_renderoverlayfragment 0
  241. r_staticprop_lod 4
  242. r_waterdrawreflection 0
  243. r_waterdrawrefraction 1
  244. r_waterforceexpensive 0
  245. r_waterforcereflectentities 0
  246. r_worldlights 0
  247. rope_averagelight 0
  248. rope_collide 0
  249. rope_rendersolid 0
  250. rope_shake 0
  251. rope_smooth 0
  252. rope_subdiv 0
  253. rope_wind_dist 0
  254. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  255. // it, for example, setting this to `1'
  256. // disables rain effects on *_sawmill.
  257. violence_ablood 0
  258. violence_hblood 0
  259.  
  260. // ----------------------------------------------------------------------------
  261. // Misc
  262. // ----------------------------------------------------------------------------
  263. cl_disablehtmlmotd 1
  264. mat_clipz 1 // FX card users should set this to 0
  265. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  266. // silly incompatibility with the Xfire overlay. You should use
  267. // it if you can!
  268. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  269. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  270. // performed on the GPU (as opposed to on the CPU). The
  271. // value `-1' autodetects hardware support for this
  272. // feature, which is safer than forcing it.
  273.  
  274. // ----------------------------------------------------------------------------
  275. // Sound
  276. // ----------------------------------------------------------------------------
  277. // I'd be hesitant to say that you would see a great deal of performance
  278. // improvement from lowering the sound quality, but in my experience as a
  279. // competitive TF2 player, lowering the sound quality makes determination of
  280. // directionality and distance that much easier. You may see a small FPS gain
  281. // with these settings, or you may not, either way will likely have a
  282. // negligible effect on performance.
  283. // ----------------------------------------------------------------------------
  284. dsp_enhance_stereo 0
  285. dsp_slow_cpu 1
  286. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  287. // helpful in the past, as it seems to (for whatever
  288. // reason) reduce the number of TDRs experienced during
  289. // gameplay. There's some pretty good information on
  290. // TDRs (nerds only) here:
  291. // http://forums.nvidia.com/index.php?showtopic=65161
  292. snd_pitchquality 0
  293. snd_spatialize_roundrobin 1
  294.  
  295. // ----------------------------------------------------------------------------
  296. // Threading
  297. // ----------------------------------------------------------------------------
  298. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  299. // defines the threading method to be used by the material
  300. // system. It has been unstable to use in the past, but
  301. // nowadays it's generally okay.
  302. //
  303. // Here are the possible values:
  304. // -2 legacy default
  305. // -1 default
  306. // 0 synchronous single thread
  307. // 1 queued single thread
  308. // 2 queued multithreaded
  309. //
  310. // If you have problems with the value `2', try setting it to
  311. // `-1'.
  312. //
  313. // As an aside, there are quite a few bugs in the demo system
  314. // that occur when mat_queue_mode is set to a value that is
  315. // not `-1'. If you intend to do work with the demo system,
  316. // maybe you should change this.
  317. //
  318. // In previous FPS configs I explicitly stated some threading
  319. // settings. If there has been one thing I have learned, it's
  320. // best just to leave them well alone. What works for most
  321. // often leads to completely unreproducable errors being
  322. // reported.
  323.  
  324. // ----------------------------------------------------------------------------
  325. // Misc
  326. // ----------------------------------------------------------------------------
  327. cl_forcepreload 1 // Force preloading
  328.  
  329. // ----------------------------------------------------------------------------
  330. // Print to console
  331. // ----------------------------------------------------------------------------
  332. clear
  333. echo "-------------------------------------------------------"
  334. echo " Chris' maxframes config loaded. "
  335. echo "-------------------------------------------------------"
  336. echo "Please direct all comments/queries/whatnot to"
  337. echo "#christf2 on QuakeNet."
  338. echo ""
  339. echo "-------------------------------------------------------"
  340. echo " Memory stats "
  341. echo "-------------------------------------------------------"
  342. memory
  343. echo ""
  344. echo "-------------------------------------------------------"
  345. echo " Code support "
  346. echo "-------------------------------------------------------"
  347. r_3dnow
  348. r_sse2
  349. echo "-------------------------------------------------------"
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