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m0rehighfps graphic cfg

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Jul 30th, 2015
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  1. // m0reoe @ qnet : http://m0re.nocrits.com/
  2. // _______________
  3. // | READ THIS |
  4. //
  5. // move autoexec.cfg -> x:\Steam\steamapps\<user name>\team fortress 2\tf\cfg
  6. // clear config.cfg, dont clear bind commands
  7. // ____________________
  8. // | LAUNCH OPTIONS |
  9. //
  10. // -heapsize ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) = 1048576]
  11. // -noforcemspd ;; Use desktop mouse speed settings.
  12. // -noforcemaccel ;; Use desktop mouse acceleration settings.
  13. // -window ;; This enables tf2 to start in a window mode, instead of fullscreen.
  14. // -full ;; This runs tf2 in full screen mode.
  15. // -freq ;; Set the Refresh Rate
  16. // -nocrashdialog ;; Suppresses some memory could not be read unhandled errors.
  17. // -dev ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit.
  18. // _______________
  19. // | MAT |
  20. //
  21. mat_queue_mode "-1" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
  22. mat_aaquality "0"
  23. mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0)
  24. mat_autoexposure_max "0"
  25. mat_autoexposure_min "0"
  26. mat_alphacoverage "0"
  27. mat_bumpmap "1" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
  28. mat_bloomscale "0"
  29. mat_bloom_scalefactor_scalar "0"
  30. mat_bufferprimitives "1"
  31. mat_clipz "1"
  32. mat_colorcorrection "0"
  33. mat_compressedtextures "1"
  34. mat_disable_bloom "1"
  35. mat_disable_fancy_blending "1"
  36. mat_disable_lightwarp "1"
  37. mat_disable_ps_patch "1"
  38. mat_debugdepthval "0"
  39. mat_debugdepthvalmax "0"
  40. mat_diffuse "1"
  41. mat_envmapsize "0"
  42. mat_envmaptgasize "0"
  43. mat_fastspecular "1"
  44. mat_fastnobump "0"
  45. mat_filterlightmaps "0"
  46. mat_filtertextures "0"
  47. mat_forceaniso "0" // change to 0 if you notice lower fps
  48. mat_forcehardwaresync "0"
  49. mat_forcemanagedtextureintohardware "0"
  50. mat_framebuffercopyoverlaysize "0"
  51. mat_hdr_enabled "0" // Report if HDR is enabled for debugging
  52. mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  53. mat_maxframelatency "0"
  54. mat_max_worldmesh_vertices "0"
  55. mat_mipmaptextures "1" // texture quality decreases with distance
  56. mat_non_hdr_bloom_scalefactor "0"
  57. mat_parallaxmap "1"
  58. mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
  59. mat_reducefillrate "1" // Reduces fill rate used.
  60. mat_shadowstate "0"
  61. mat_software_aa_blur_one_pixel_lines "0"
  62. mat_software_aa_strength "0"
  63. mat_software_aa_strength_vgui "0"
  64. mat_software_aa_tap_offset "0"
  65. mat_softwarelighting "0"
  66. mat_specular "0"
  67. mat_trilinear "0" // Disables the use of Trilinear mipmapping.
  68. mat_use_compressed_hdr_textures "0"
  69. mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8.
  70. // _______________
  71. // | SOUND |
  72. //
  73. // snd_mixahead "0.1"
  74. // dsp_enhance_stereo "0"
  75. // dsp_volume "1"
  76. // dsp_slow_cpu "1"
  77. // dsp_spatial "40"
  78. // dsp_speaker "50"
  79. // dsp_water "14"
  80. // soundscape_flush "1" // Flushes the server & client side soundscapes
  81. // _______________
  82. // | GIBS |
  83. //
  84. violence_agibs "0" // Show alien gib entities
  85. violence_hgibs "0" // Show human gib entities
  86. violence_hblood "0" // Draw human blood
  87. violence_ablood "0" // Draw alien blood
  88. // _______________
  89. // | R_ |
  90. //
  91. r_ambientboost "0"
  92. r_ambientmin "0"
  93. r_ambientfactor "0"
  94. r_bloomtintg "0"
  95. r_bloomtintb "0"
  96. r_bloomtintexponent "0"
  97. r_bloomtintr "0"
  98. r_cheapwaterend "1" // End of the CheapWater rendering (all behind this range is black water)
  99. r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
  100. r_drawflecks "0"
  101. r_decals "0"
  102. r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
  103. r_decalstaticprops "0" // Decal static props test
  104. r_dopixelvisibility "0"
  105. r_drawbatchdecals "0"
  106. r_drawmodeldecals "0"
  107. r_dynamic "0"
  108. r_eyes "0"
  109. r_flex "0"
  110. r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  111. r_hunkalloclightmaps "0"
  112. r_lightcache_zbuffercache "0"
  113. r_lightaverage "0"
  114. r_lod "2" // _adjusts model quality--set between -5 and 5_
  115. r_maxdlights "0"
  116. r_maxmodeldecal "0"
  117. r_maxnewsamples "0"
  118. r_maxsampledist "0"
  119. r_minnewsamples "0"
  120. r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
  121. r_occlusion "1" // Activate/deactivate the occlusion system.
  122. r_PhysPropStaticLighting "0"
  123. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  124. r_queued_post_processing "1"
  125. r_renderoverlayfragment "0"
  126. r_rootlod "2" // Root LOD
  127. r_ropetranslucent "0"
  128. r_drawdetailprops "0"
  129. r_spray_lifetime "0" // Number of rounds player sprays are visible
  130. r_shadowmaxrendered "0" // Max shadows the game will render.
  131. r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model.
  132. r_3dnow "1" // Enable/disable 3DNow code
  133. r_3dsky "0" // Enable the rendering of 3d sky boxes
  134. r_sse2 "1" // Enable/disable SSE2 code
  135. r_shadows "0"
  136. r_teeth "0"
  137. r_threaded_client_shadow_manager "1"
  138. r_threaded_particles "1"
  139. r_threaded_renderables "1"
  140. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  141. r_worldlights "0" // number of world lights to use per vertex
  142. r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
  143. r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
  144. r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
  145. r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
  146. // _______________
  147. // | CL_ |
  148. //
  149. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  150. cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
  151. cl_detailfade "0"
  152. cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
  153. cl_ejectbrass "0" // Disables brass ejection
  154. cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
  155. cl_muzzleflash_dlight_1st "0"
  156. cl_phys_props_enable "0"
  157. cl_phys_props_max "0" // Maximum amount of physics props allowed.
  158. cl_predictweapons "1" // perform client side prediction of weapon effects.
  159. cl_predict "1" // Perform client side prediction.
  160. tf_playergib "0"
  161. cl_showhelp "0" // Set to 0 to not show on-screen help
  162. cl_showpluginmessages "0" // Allow plugins to display messages to you
  163. cl_show_splashes "0"
  164. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  165. cl_debugrumble "0" // Turn on rumble debugging spew
  166. cl_playerspraydisable "1"
  167. cl_threaded_bone_setup "0"
  168. cl_threaded_client_leaf_system "0"
  169. cl_ragdoll_collide "0"
  170. cl_ragdoll_fade_time "0"
  171. cl_ragdoll_physics_enable "0"
  172. cl_ragdoll_forcefade "1"
  173. // _______________
  174. // | ROPES |
  175. //
  176. rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
  177. rope_collide "0" // Collide rope with the world
  178. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  179. rope_smooth "0" // Do an antialiasing effect on ropes
  180. rope_subdiv "0" // Rope subdivision amount
  181. rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
  182. // _______________
  183. // | MISC |
  184. //
  185. sv_forcepreload "1" // forces preload to help increase performance
  186. jpeg_quality "100" // jpeg screenshot quality.
  187. mat_monitorgamma "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  188. commentary "0" // Desired commentary mode state.
  189. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
  190. g_ragdoll_fadespeed "0"
  191. g_ragdoll_lvfadespeed "0"
  192. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  193. props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default)
  194. r_propsmaxdist "1"
  195. prop_active_gib_limit "0"
  196. func_break_max_pieces "3"
  197. showhitlocation "1"
  198. mp_decals "0" // How many player sprays will be shown.
  199. gl_clear "0"
  200. muzzleflash_light "0"
  201. lod_transitiondist "0"
  202. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  203. adsp_debug "0"
  204. mp_usehwmmodels "0"
  205. mp_usehwmvcds "0"
  206. tf_particles_disable_weather "1"
  207.  
  208. clear
  209. echo
  210. echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
  211. echo "|m0rehighfps : http://m0re.nocrits.com/ RWZY CFG|"
  212. echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
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