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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' dx9frames config, designed to get you a large performance boost
  4. // v2.007 | 30 November 2011 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 90 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 90 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 90 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. // ----------------------------------------------------------------------------
  16. // FPS cap
  17. // ----------------------------------------------------------------------------
  18. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  19. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  20. // desirable than a variable but sometimes high framerate. A common
  21. // misconception is that if any more frames are generated than your monitor can
  22. // display, they are useless. This is wrong -- frames are used for much more
  23. // than mere display, and affect the way the game feels well past your
  24. // refresh rate.
  25. //
  26. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  27. // any case, or the discrepancy between clientside frame generation and frames
  28. // to be sent to the server will no doubt cause you many a headache, especially
  29. // when it comes down to hit registration. Other than that, I recommend
  30. // for everyone to use the value `132' (2*66), as long as you can generally
  31. // keep that value stable without regular drops.
  32. // ----------------------------------------------------------------------------
  33. cl_showfps 1 // Show unsmoothed FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 0
  36.  
  37. // ----------------------------------------------------------------------------
  38. // Net settings
  39. // ----------------------------------------------------------------------------
  40. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  41. // are a fact of life in competitive TF2, and as such, they are included here.
  42. //
  43. // A common question I am asked -- what defines whether a good connection is
  44. // good or bad? Mostly personal preference. If you're not willing to make the
  45. // choice, try both and see which is better for you.
  46. //
  47. // Generally, meeting both of the following conditions would classify it as a
  48. // good connection:
  49. //
  50. // - Ping of <80 to the average server you join
  51. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  52. //
  53. // There's some pretty good documentation on this here:
  54. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  55. //
  56. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  57. // ----------------------------------------------------------------------------
  58.  
  59. cl_cmdrate "67"
  60.  
  61. cl_interp_ratio "1"
  62. cl_interpolate "1"
  63. cl_interp_threadmodeticks "0"
  64. cl_lagcompensation "1"
  65. cl_lagcomp_errorcheck "1"
  66. cl_pred_optimize "2"
  67. cl_smooth "0"
  68. cl_smoothtime "0.01"
  69.  
  70.  
  71. cl_autoreload "1"
  72.  
  73. rate 30000
  74. cl_updaterate 66
  75. cl_cmdrate 66
  76.  
  77. cl_interp 0.000016
  78.  
  79. // LAN
  80. //cl_cmdrate 66
  81. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  82. // the minimum available.
  83. //cl_interp_ratio 0
  84. //cl_lagcompensation 0
  85. //cl_pred_optimize 2
  86. //cl_smooth 0
  87. //cl_smoothtime 0.01
  88. //cl_updaterate 66
  89. //rate 60000
  90.  
  91. // Good connection
  92. //cl_cmdrate 66
  93. //cl_interp 0
  94. //cl_interp_ratio 1
  95. //cl_lagcompensation 1
  96. //cl_pred_optimize 2
  97. //cl_smooth 0
  98. //cl_smoothtime 0.01
  99. //cl_updaterate 66
  100. //rate 60000
  101.  
  102. // Bad connection
  103. //cl_cmdrate 40
  104. //cl_interp 0
  105. //cl_interp_ratio 2
  106. //cl_lagcompensation 1
  107. //cl_pred_optimize 2
  108. //cl_smooth 0
  109. //cl_smoothtime 0.01
  110. //cl_updaterate 40
  111. //rate 35000
  112.  
  113. // ----------------------------------------------------------------------------
  114. // Sprays
  115. // ----------------------------------------------------------------------------
  116. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  117. // anyway, so if you play competitive TF2, this won't help you.
  118. // ----------------------------------------------------------------------------
  119.  
  120. // Disable sprays
  121. cl_playerspraydisable 1
  122. r_spray_lifetime 0
  123.  
  124. // Enable sprays -- uncomment this section if you want these settings
  125. //cl_playerspraydisable 0
  126. //r_spray_lifetime 2
  127.  
  128.  
  129. r_eyes 1
  130. r_flex 1
  131. r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  132. r_rootlod 1
  133. r_teeth 1
  134.  
  135.  
  136.  
  137. // ----------------------------------------------------------------------------
  138. // Shadows
  139. // ----------------------------------------------------------------------------
  140.  
  141. // Disable shadows
  142. mat_shadowstate 0
  143. r_shadowmaxrendered 0
  144. r_shadowrendertotexture 0
  145. r_shadows 0
  146.  
  147. // Enable shadows -- uncomment this section if you want these settings
  148. //mat_shadowstate 1
  149. //r_shadowmaxrendered 11
  150. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  151. // competitive TF2 players to see opponents standing
  152. // near the other side of a wall. You may see some
  153. // performance loss from setting this to `1'.
  154. //r_shadows 1
  155.  
  156.  
  157.  
  158. // ----------------------------------------------------------------------------
  159. // Graphical
  160. // ----------------------------------------------------------------------------
  161. // Now we come to the main brunt of the config. You probably don't want to mess
  162. // with this.
  163. // ----------------------------------------------------------------------------
  164. cl_detaildist 0
  165. cl_detailfade 0
  166. cl_drawmonitors 0
  167. cl_ejectbrass 0
  168. cl_new_impact_effects 0
  169. cl_show_splashes 0
  170. func_break_max_pieces 0
  171. glow_outline_effect_enable 0 // Cart glow effect.
  172. lod_transitiondist 0
  173. //mat_antialias 1 // 1 = off, I get too many questions about this :)
  174. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  175. // a strange `shine' effect to appear on all players.
  176. mat_colcorrection_disableentities 1
  177. mat_colorcorrection 0
  178. mat_disable_bloom 1
  179. mat_disable_fancy_blending 1
  180. mat_disable_lightwarp 1
  181. mat_envmapsize 8
  182. mat_envmaptgasize 8
  183. mat_filterlightmaps 1
  184. mat_filtertextures 1
  185. mat_forceaniso 1 // See my comment on `mat_antialias'.
  186. mat_hdr_level 0
  187. mat_max_worldmesh_vertices 512
  188. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  189. // to get it darker. Only works in fullscreen.
  190. mat_motion_blur_enabled 0
  191. mat_parallaxmap 0
  192. mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  193. // at a range from -1 to 2, -1 being the best quality, 2 being the
  194. // worst.
  195. mat_reducefillrate 1
  196. mat_reduceparticles 1
  197. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  198. // non-shiny, and will remove some specular effects from in-game
  199. // entities which support it. Setting this to 1 on dx8 will
  200. // result in some strange `fire' textures replacing their
  201. // appropriate counterparts, especially on medals, and certain
  202. // hats.
  203. mat_trilinear 1
  204. mat_wateroverlaysize 1
  205. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  206. // scattergun without any real performance loss.
  207. r_3dsky 0
  208. r_ambientboost 0
  209. r_ambientfactor 0
  210. r_ambientmin 0
  211. r_avglight 0
  212. r_cheapwaterend 1
  213. r_cheapwaterstart 1
  214. r_decals 9
  215. r_decalstaticprops 0
  216. r_decal_cullsize 15
  217. r_drawdetailprops 0
  218. r_drawmodeldecals 0
  219. r_drawflecks 0
  220. r_dynamic 0
  221. r_flashlightdepthtexture 0
  222. r_forcewaterleaf 1
  223. r_lightaverage 0
  224. r_maxnewsamples 2
  225. r_maxsampledist 1
  226. r_propsmaxdist 0
  227. r_renderoverlayfragment 0
  228. r_staticprop_lod 4
  229. r_waterdrawreflection 0
  230. r_waterdrawrefraction 1
  231. r_waterforceexpensive 0
  232. r_waterforcereflectentities 0
  233. rope_averagelight 0
  234. rope_collide 0
  235. rope_rendersolid 0
  236. rope_shake 0
  237. rope_smooth 0
  238. rope_subdiv 0
  239. rope_wind_dist 0
  240. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  241. // it, for example, setting this to `1'
  242. // disables rain effects on *_sawmill.
  243. tracer_extra 0
  244. v
  245. // ----------------------------------------------------------------------------
  246. // Misc
  247. // ----------------------------------------------------------------------------
  248. cl_disablehtmlmotd 0
  249. in_usekeyboardsampletime 0
  250. mat_clipz 1 // FX card users should set this to 0
  251. mat_forcehardwaresync 0
  252. mat_levelflush 1
  253. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  254. // silly incompatibility with the Xfire overlay. You should use
  255. // it if you can!
  256. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  257. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  258. // performed on the GPU (as opposed to on the CPU). The
  259. // value `-1' autodetects hardware support for this
  260. // feature, which is safer than forcing it.
  261.  
  262. // ----------------------------------------------------------------------------
  263. // Sound
  264. // ----------------------------------------------------------------------------
  265. // I'd be hesitant to say that you would see a great deal of performance
  266. // improvement from lowering the sound quality, but in my experience as a
  267. // competitive TF2 player, lowering the sound quality makes determination of
  268. // directionality and distance that much easier. You may see a small FPS gain
  269. // with these settings, or you may not, either way will likely have a
  270. // negligible effect on performance.
  271. // ----------------------------------------------------------------------------
  272. dsp_enhance_stereo 0
  273. dsp_slow_cpu 1
  274. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  275. // helpful in the past, as it seems to (for whatever
  276. // reason) reduce the number of TDRs experienced during
  277. // gameplay. There's some pretty good information on
  278. // TDRs (nerds only) here:
  279. // http://forums.nvidia.com/index.php?showtopic=65161
  280. snd_pitchquality 0
  281. snd_spatialize_roundrobin 1
  282.  
  283. // ----------------------------------------------------------------------------
  284. // Threading
  285. // ----------------------------------------------------------------------------
  286. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  287. // defines the threading method to be used by the material
  288. // system. It has been unstable to use in the past, but
  289. // nowadays it's generally okay.
  290. //
  291. // Here are the possible values:
  292. // -2 legacy default
  293. // -1 default
  294. // 0 synchronous single thread
  295. // 1 queued single thread
  296. // 2 queued multithreaded
  297. //
  298. // If you have problems with the value `2', try setting it to
  299. // `-1'.
  300. //
  301. // As an aside, there are quite a few bugs in the demo system
  302. // that occur when mat_queue_mode is set to a value that is
  303. // not `-1'. If you intend to do work with the demo system,
  304. // maybe you should change this.
  305.  
  306. cl_threaded_bone_setup 0
  307. cl_threaded_client_leaf_system 0
  308. r_queued_decals 0
  309. r_queued_ropes 1
  310. r_queued_post_processing 0
  311. r_threaded_client_shadow_manager 1
  312. r_threaded_particles 1
  313. r_threaded_renderables 1
  314.  
  315. // ----------------------------------------------------------------------------
  316. // Misc
  317. // ----------------------------------------------------------------------------
  318. cl_forcepreload 1 // Force preloading
  319.  
  320. // ----------------------------------------------------------------------------
  321. // Print to console
  322. // ----------------------------------------------------------------------------
  323. clear
  324. echo "-------------------------------------------------------"
  325. echo " Chris' dx9frames config loaded. "
  326. echo "-------------------------------------------------------"
  327. echo "Please direct all comments/queries/whatnot to"
  328. echo "#christf2 on QuakeNet."
  329. echo ""
  330. echo "-------------------------------------------------------"
  331. echo " Memory stats "
  332. echo "-------------------------------------------------------"
  333. memory
  334. echo ""
  335. echo "-------------------------------------------------------"
  336. echo " Code support "
  337. echo "-------------------------------------------------------"
  338. r_3dnow
  339. r_sse2
  340. echo "-------------------------------------------------------"
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