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dota 2 console commands config tweak plaintext

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Nov 15th, 2014
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  1. //hi.
  2. //this config file uses only secure tweaks to make the game feel and run better. enjoy.
  3. //2014.
  4. con_enable 1 //Enables console per config command.
  5. cl_interp 0.0333 //Sets the interpolation time to calculate game data on the client to an optimal value. Formula: cl_interp_ratio / cl_updaterate = cl_interp
  6. cl_interp_ratio 1 //Reduces the ammount of interpolation frame data to the lowest possible value, client uses 2 instead of 3 packets for interpolation. Should be fine with high quality internet connections.
  7. cl_forcepreload 1 //Forces the engine to preload game data. Reduces stuttering and loading times.
  8. cl_cmdrate 25 //Sets the ammount of packets the client send to the server per second. Is clamped to 25 in Dota 2.
  9. cl_updaterate 30 //Sets the ammount of packets the client requests from the server per second. Is clamped to 30 in Dota 2.
  10. cl_pred_optimize 2 //Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
  11. rate 128000 //Sets the ammount of data in bytes for the communication between client and server.
  12. net_compressvoice 1 //Uses a compressing algorithm for ingame voice transmission.
  13. mat_compressedtextures 1 //If set to 1, uses compressed textures for optimal performance.
  14. fps_max 128 //Limits the frame rate to an optimal value to reduce lag spiking.
  15. r_fastzreject 1 //If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance.
  16. cl_smooth 0 //If set to 1 attempts to smooth the view after prediction errors, however this can increase stuttering, so if you want to reduce stutters set this to 0.
  17. cl_smoothtime 0.01 //Determines the ammount of time cl_smooth is applied for. Disabling it should make the game feel more direct.
  18. ai_expression_optimization 1 //If set to 1, disables NPC expressions when you can't see them, potentially improving performance.
  19. r_threaded_particles 1 //Determines whether the particle system is multi-threaded. This should be set to 1 on systems with multi-core CPUs.
  20. // r_threaded_renderables 1 //Obsolete.
  21. r_threaded_shadow_clip 1 //Optimizes the shadow clip algorithm for multi-core CPUs.
  22. snd_mix_async 1 //If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer, which can improve performance and reduce stuttering.
  23. mat_queue_mode 2 //This setting determines the threading mode the material system uses. A value of 2 uses multi-threaded mode. Many users report performance increases on multi-core systems when setting this variable to a value of 2.
  24. mat_clipz 1 //If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.
  25. dsp_enhance_stereo 1 //If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit.
  26. net_maxcleartime 2 //Time the client waits in seconds before sending new data to the server based on the rate setting. Default: 4.
  27. cl_threaded_bone_setup 1 //Enable parallel processing of C_BaseAnimating::SetupBones. Set to 1 for multithreaded optimization.
  28. cl_threaded_init 1 //Uses a multi-core optimization for initialize game data.
  29. r_queued_decals 1 //Enables multi-core optimized algorithm for decal display.
  30. r_queued_post_processing 1 //Enables multi-core optimization for post processing functions.
  31. mat_vsync 0 //Disables Vsync.
  32. mp_usehwmvcds 0 //Enable the use of hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
  33. mp_usehwmmodels 0 //Enable the use of hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
  34. echo loaded
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