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  1.  
  2. exec settings
  3.  
  4. //Chris's config!
  5.  
  6.  
  7. // These configs were generated by the tf2mate configuration file generator by compton.
  8. // Create your own tailored configs at: http://clugu.com/tf2mate/
  9.  
  10. // Credit for graphics configurations to their respective authors.
  11.  
  12. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  13. // ----------------------------------------------------------------------------
  14. // Chris' maxframes config, designed to get you a large performance boost
  15. // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
  16. // ----------------------------------------------------------------------------
  17. // Problems or questions? Contact me at #christf2 on QuakeNet.
  18. // ----------------------------------------------------------------------------
  19. // Launch options:
  20. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  21. //
  22. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  23. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  24. // ----------------------------------------------------------------------------
  25.  
  26. // ----------------------------------------------------------------------------
  27. // FPS cap
  28. // ----------------------------------------------------------------------------
  29. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  30. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  31. // desirable than a variable but sometimes high framerate. A common
  32. // misconception is that if any more frames are generated than your monitor can
  33. // display, they are useless. This is wrong -- frames are used for much more
  34. // than mere display, and affect the way the game feels well past your
  35. // refresh rate.
  36. //
  37. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  38. // any case, or the discrepancy between clientside frame generation and frames
  39. // to be sent to the server will no doubt cause you many a headache, especially
  40. // when it comes down to hit registration. Other than that, I recommend
  41. // for everyone to use the value `132' (2*66), as long as you can generally
  42. // keep that value stable without regular drops.
  43. // ----------------------------------------------------------------------------
  44. cl_showfps 1 // Show unsmoothed FPS meter
  45. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  46. fps_max 0
  47.  
  48. // ----------------------------------------------------------------------------
  49. // Net settings
  50. // ----------------------------------------------------------------------------
  51. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  52. // are a fact of life in competitive TF2, and as such, they are included here.
  53. //
  54. // A common question I am asked -- what defines whether a good connection is
  55. // good or bad? Mostly personal preference. If you're not willing to make the
  56. // choice, try both and see which is better for you.
  57. //
  58. // Generally, meeting both of the following conditions would classify it as a
  59. // good connection:
  60. //
  61. // - Ping of <80 to the average server you join
  62. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  63. //
  64. // There's some pretty good documentation on this here:
  65. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  66. //
  67. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  68. // ----------------------------------------------------------------------------
  69.  
  70. // LAN
  71. //cl_cmdrate 66
  72. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  73. // the minimum available.
  74. //cl_interp_ratio 0
  75. //cl_lagcompensation 0
  76. //cl_pred_optimize 2
  77. //cl_smooth 0
  78. //cl_smoothtime 0.01
  79. //cl_updaterate 66
  80. //rate 60000
  81.  
  82. // Good connection
  83. cl_cmdrate 66
  84. cl_interp 0
  85. cl_interp_ratio 1
  86. cl_lagcompensation 1
  87. cl_pred_optimize 2
  88. cl_smooth 0
  89. cl_smoothtime 0.01
  90. cl_updaterate 66
  91. rate 60000
  92.  
  93. // Bad connection
  94. //cl_cmdrate 40
  95. //cl_interp 0
  96. //cl_interp_ratio 2
  97. //cl_lagcompensation 1
  98. //cl_pred_optimize 2
  99. //cl_smooth 0
  100. //cl_smoothtime 0.01
  101. //cl_updaterate 40
  102. //rate 35000
  103.  
  104. // ----------------------------------------------------------------------------
  105. // Sprays
  106. // ----------------------------------------------------------------------------
  107. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  108. // anyway, so if you play competitive TF2, this won't help you.
  109. // ----------------------------------------------------------------------------
  110.  
  111. // Disable sprays
  112. cl_playerspraydisable 1
  113. r_spray_lifetime 0
  114.  
  115. // Enable sprays -- uncomment this section if you want these settings
  116. //cl_playerspraydisable 0
  117. //r_spray_lifetime 2
  118.  
  119. // ----------------------------------------------------------------------------
  120. // Shadows
  121. // ----------------------------------------------------------------------------
  122.  
  123. // Disable shadows
  124. mat_shadowstate 0
  125. r_shadowmaxrendered 0
  126. r_shadowrendertotexture 0
  127. r_shadows 0
  128.  
  129. // Enable shadows -- uncomment this section if you want these settings
  130. //mat_shadowstate 1
  131. //r_shadowmaxrendered 11
  132. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  133. // competitive TF2 players to see opponents standing
  134. // near the other side of a wall. You may see some
  135. // performance loss from setting this to `1'.
  136. //r_shadows 1
  137.  
  138. // ----------------------------------------------------------------------------
  139. // Facial features
  140. // ----------------------------------------------------------------------------
  141.  
  142. // Disable facial features
  143. r_eyes 0
  144. r_flex 0
  145. r_lod 2
  146. r_rootlod 2
  147. r_teeth 0
  148.  
  149. // Enable facial features -- uncomment this section if you want these settings
  150. //r_eyes 1
  151. //r_flex 1
  152. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  153. //r_rootlod 1
  154. //r_teeth 1
  155.  
  156. // ----------------------------------------------------------------------------
  157. // Ragdolls
  158. // ----------------------------------------------------------------------------
  159. // You will have reduced performance on deaths which produce ragdolls.
  160. // ----------------------------------------------------------------------------
  161.  
  162. // Disable ragdolls
  163. cl_ragdoll_fade_time 0
  164. cl_ragdoll_forcefade 1
  165. cl_ragdoll_physics_enable 0
  166. g_ragdoll_fadespeed 0
  167. g_ragdoll_lvfadespeed 0
  168. ragdoll_sleepaftertime 0
  169.  
  170. // Enable ragdolls -- uncomment this section if you want these settings
  171. //cl_ragdoll_fade_time 15
  172. //cl_ragdoll_forcefade 0
  173. //cl_ragdoll_physics_enable 1
  174. //g_ragdoll_fadespeed 600
  175. //g_ragdoll_lvfadespeed 100
  176. //ragdoll_sleepaftertime "5.0f"
  177.  
  178. // ----------------------------------------------------------------------------
  179. // Gibs
  180. // ----------------------------------------------------------------------------
  181. // You will have reduced performance on deaths which produce gibs.
  182. // ----------------------------------------------------------------------------
  183.  
  184. // Disable gibs
  185. cl_phys_props_enable 0
  186. cl_phys_props_max 0
  187. props_break_max_pieces 0
  188. r_propsmaxdist 1
  189. violence_agibs 0
  190. violence_hgibs 0
  191.  
  192. // Enable gibs -- uncomment this section if you want these settings
  193. //cl_phys_props_enable 1
  194. //cl_phys_props_max 128
  195. //props_break_max_pieces -1
  196. //r_propsmaxdist 1000
  197. //violence_agibs 1
  198. //violence_hgibs 1
  199.  
  200. // ----------------------------------------------------------------------------
  201. // Graphical
  202. // ----------------------------------------------------------------------------
  203. // Now we come to the main brunt of the config. You probably don't want to mess
  204. // with this.
  205. // ----------------------------------------------------------------------------
  206. cl_detaildist 0
  207. cl_detailfade 0
  208. cl_drawmonitors 0
  209. cl_ejectbrass 0
  210. cl_new_impact_effects 0
  211. cl_show_splashes 0
  212. func_break_max_pieces 0
  213. glow_outline_effect_enable 0 // Cart glow effect.
  214. lod_transitiondist 0
  215. mat_antialias 0
  216. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  217. // a strange `shine' effect to appear on all players.
  218. mat_colcorrection_disableentities 1
  219. mat_colorcorrection 0
  220. mat_disable_bloom 1
  221. mat_disable_fancy_blending 1
  222. mat_disable_lightwarp 1
  223. mat_envmapsize 8
  224. mat_envmaptgasize 8
  225. mat_filterlightmaps 0
  226. mat_filtertextures 0
  227. mat_forceaniso 1
  228. mat_hdr_level 0
  229. mat_max_worldmesh_vertices 512
  230. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  231. // to get it darker. Only works in fullscreen.
  232. mat_motion_blur_enabled 0
  233. mat_parallaxmap 0
  234. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  235. // at a range from -1 to 2, -1 being the best quality, 2 being the
  236. // worst.
  237. mat_reducefillrate 1
  238. mat_reduceparticles 1
  239. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  240. // non-shiny, and will remove some specular effects from in-game
  241. // entities which support it. Setting this to 1 on dx8 will
  242. // result in some strange `fire' textures replacing their
  243. // appropriate counterparts, especially on medals, and certain
  244. // hats.
  245. mat_trilinear 0
  246. mat_wateroverlaysize 1
  247. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  248. // scattergun without any real performance loss.
  249. r_3dsky 0
  250. r_ambientboost 0
  251. r_ambientfactor 0
  252. r_ambientmin 0
  253. r_avglight 0
  254. r_cheapwaterend 1
  255. r_cheapwaterstart 1
  256. r_decals 1
  257. r_decalstaticprops 0
  258. r_decal_cullsize 15
  259. r_drawdetailprops 0
  260. r_drawmodeldecals 0
  261. r_drawflecks 0
  262. r_dynamic 0
  263. r_flashlightdepthtexture 0
  264. r_forcewaterleaf 1
  265. r_lightaverage 0
  266. r_maxnewsamples 2
  267. r_maxsampledist 1
  268. r_propsmaxdist 0
  269. r_renderoverlayfragment 0
  270. r_staticprop_lod 4
  271. r_waterdrawreflection 0
  272. r_waterdrawrefraction 1
  273. r_waterforceexpensive 0
  274. r_waterforcereflectentities 0
  275. rope_averagelight 0
  276. rope_collide 0
  277. rope_rendersolid 0
  278. rope_shake 0
  279. rope_smooth 0
  280. rope_subdiv 0
  281. rope_wind_dist 0
  282. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  283. // it, for example, setting this to `1'
  284. // disables rain effects on *_sawmill.
  285. tracer_extra 0
  286. violence_ablood 0
  287. violence_hblood 0
  288.  
  289. // ----------------------------------------------------------------------------
  290. // Misc
  291. // ----------------------------------------------------------------------------
  292. in_usekeyboardsampletime 0
  293. mat_clipz 1 // FX card users should set this to 0
  294. mat_forcehardwaresync 0
  295. mat_levelflush 1
  296. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  297. // silly incompatibility with the Xfire overlay. You should use
  298. // it if you can!
  299. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  300. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  301. // performed on the GPU (as opposed to on the CPU). The
  302. // value `-1' autodetects hardware support for this
  303. // feature, which is safer than forcing it.
  304.  
  305. // ----------------------------------------------------------------------------
  306. // Sound
  307. // ----------------------------------------------------------------------------
  308. // I'd be hesitant to say that you would see a great deal of performance
  309. // improvement from lowering the sound quality, but in my experience as a
  310. // competitive TF2 player, lowering the sound quality makes determination of
  311. // directionality and distance that much easier. You may see a small FPS gain
  312. // with these settings, or you may not, either way will likely have a
  313. // negligible effect on performance.
  314. // ----------------------------------------------------------------------------
  315. dsp_enhance_stereo 0
  316. dsp_slow_cpu 1
  317. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  318. // helpful in the past, as it seems to (for whatever
  319. // reason) reduce the number of TDRs experienced during
  320. // gameplay. There's some pretty good information on
  321. // TDRs (nerds only) here:
  322. // http://forums.nvidia.com/index.php?showtopic=65161
  323. snd_pitchquality 0
  324. snd_spatialize_roundrobin 1
  325.  
  326. // ----------------------------------------------------------------------------
  327. // Threading
  328. // ----------------------------------------------------------------------------
  329. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  330. // defines the threading method to be used by the material
  331. // system. It has been unstable to use in the past, but
  332. // nowadays it's generally okay.
  333. //
  334. // Here are the possible values:
  335. // -2 legacy default
  336. // -1 default
  337. // 0 synchronous single thread
  338. // 1 queued single thread
  339. // 2 queued multithreaded
  340. //
  341. // If you have problems with the value `2', try setting it to
  342. // `-1'.
  343. //
  344. // As an aside, there are quite a few bugs in the demo system
  345. // that occur when mat_queue_mode is set to a value that is
  346. // not `-1'. If you intend to do work with the demo system,
  347. // maybe you should change this.
  348.  
  349. cl_threaded_bone_setup 0
  350. cl_threaded_client_leaf_system 0
  351. r_queued_decals 0
  352. r_queued_ropes 1
  353. r_queued_post_processing 0
  354. r_threaded_client_shadow_manager 1
  355. r_threaded_particles 1
  356. r_threaded_renderables 1
  357.  
  358. // ----------------------------------------------------------------------------
  359. // Misc
  360. // ----------------------------------------------------------------------------
  361. cl_forcepreload 1 // Force preloading
  362.  
  363. // ----------------------------------------------------------------------------
  364. // Print to console
  365. // ----------------------------------------------------------------------------
  366. echo "-------------------------------------------------------"
  367. echo " Chris' maxframes config loaded. "
  368. echo "-------------------------------------------------------"
  369. echo "Please direct all comments/queries/whatnot to"
  370. echo "#christf2 on QuakeNet."
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