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- mat_phong 0
- cl_jiggle_bone_framerate_cutoff 0
- r_drawflecks 0
- r_maxnewsamples 2
- r_maxsampledist 1
- tracer_extra 0
- mat_levelflush 1
- mat_disablephong 1
- mat_viewportupscale 1
- cl_smooth 1
- cl_smoothtime .034
- cl_pred_optimize "2"
- cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
- cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
- cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
- r_ragdoll_pronecheck_distance
- cl_ejectbrass 0
- muzzleflash_light 0
- cl_muzzleflash_dlight_1st 0
- cl_new_impact_effects 0
- cl_rumblescale 0
- cl_debugrumble 0
- mat_reduceparticles 1
- cl_detailfade "0" // def. "400" # Distance across which detail props fade in
- cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
- r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
- cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
- cl_phys_props_max "5" // def. "300" # Count of physical Props
- props_break_max_pieces "-1" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
- r_propsmaxdist "10" // def. "1200" # Behind this distance they are not rendered
- mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
- tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
- lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
- mp_decals "5" // def. "200" # Count of Decals used for Multiplayer
- r_decal_cullsize "15" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
- r_decals "10" // def. "2048" # Count of Decals used by the entire SourceEngine
- r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
- r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
- mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
- mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
- mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
- mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
- mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
- mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
- mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
- mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
- mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0)
- mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
- r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
- r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
- r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
- r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
- r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
- r_worldlights "1" // def. "4" # Number of world lights to use per vertex
- mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
- r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
- r_shadowrendertotexture "0" // def. "" was "2" # 1 = High, 0 = Low
- r_shadowmaxrendered "0" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
- nb_shadow_dist = "400" // distance from which shadows are visible. Tweak to your preference
- mat_envmapsize "4" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
- mat_envmaptgasize "4" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
- mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
- r_avglight 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_renderoverlayfragment 0
- mat_max_worldmesh_vertices 512
- cl_showfps 1
- r_lod 2
- r_rootlod 2
- mat_picmip 2
- mat_mipmaptextures 0
- r_flex 0
- r_eyegloss 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyes 0
- r_eyesize 0
- blink_duration 0
- r_teeth 0
- cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
- cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
- cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
- r_ragdoll_pronecheck_distance
- cl_show_splashes 1
- mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
- mat_filtertextures "1" // def. "1" // low 0 # Filter textures on(1)/off(0)
- mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
- mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
- mat_aaquality 0 // low 0
- mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
- mat_software_aa_quality 0 // was 9
- mat_software_aa_strength 0
- mat_software_aa_strength_vgui -1
- mat_software_aa_blur_one_pixel_lines 0
- mat_software_aa_edge_threshold 9
- mat_software_aa_tap_offset "1"
- cl_ejectbrass 0
- muzzleflash_light 0
- cl_muzzleflash_dlight_1st 0
- cl_new_impact_effects 0
- cl_rumblescale 0
- cl_debugrumble 0
- mat_reduceparticles 1
- r_3dnow 0
- r_3dsky 0
- mat_forcemanagedtextureintohardware 0
- mat_queue_mode "1" // "2" may give better FPS for quad-cores, "1" may give better FPS for dual-cores
- host_thread_mode "1" // set to "0" when creating a listen server (i.e. tr_walkway)
- cl_threaded_bone_setup "0"
- cl_threaded_client_leaf_system "0"
- r_threaded_client_shadow_manager "1" // maybe works
- r_threaded_particles "1"
- r_threaded_renderables "1"
- r_queued_decals "0"
- r_queued_post_processing "0"
- studio_queue_mode "1"
- mp_usehwmmodels "-1"
- mp_usehwmvcds "-1"
- rope_shake 0
- rope_smooth 0
- rope_wind_dist 0
- rope_collide 0
- rope_subdiv 0
- rope_smooth_enlarge 0
- rope_smooth_maxalpha 0
- rope_smooth_maxalphawidth 0
- rope_smooth_minalpha 0
- rope_smooth_minwidth 0
- rope_averagelight 0
- r_ropetranslucent 0
- r_queued_ropes 0
- cc_subtitles 0
- cl_downloadfilter "nosounds"
- cl_allowdownload 0
- cl_allowupload 1
- commentary 0
- overview_mode 0
- adsp_debug 0
- cl_clearhinthistory 1
- cl_showhelp 0
- cl_debugrumble "0"
- cl_rumblescale "0"
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
- cl_new_impact_effects 0
- cl_show_splashes 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0 // Cart glow effect.
- lod_transitiondist 0
- mat_antialias 0
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players.
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 0
- mat_filtertextures 0
- mat_forceaniso 1
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_motion_blur_enabled 0
- mat_parallaxmap 0
- mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst.
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. Setting this to 1 on dx8 will
- // result in some strange `fire' textures replacing their
- // appropriate counterparts, especially on medals, and certain
- // hats.
- mat_trilinear 0
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 1 // `9' is a good value to still see the spread pattern from a
- // scattergun without any real performance loss.
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 1
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 2
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
- violence_hblood 1
- r_waterforceexpensive 0
- mat_wateroverlaysize 1
- r_cheapwaterend 200
- r_cheapwaterstart 300
- mat_forcemanagedtextureintohardware 0
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