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brink fps cfg - OFFICIAL LINK (updated June 7, 2011, 7:45PM)

May 20th, 2011
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  1. // Brink FPS CFG, by syncore in #brink on irc.gamesurge.net (steam: triqedout)
  2. // Constantly updated & available at: http:///www.syncore.org/brink_fps_cfg.zip
  3. // Official PasteBin URL: http://pastebin.com/WiNJxYqe
  4. // *LAST UPDATED* on 06/07/2011, 07:45 PM EST
  5.  
  6. // com_
  7. // ----------------------
  8.  
  9. seta com_allowConsole "1" // allow toggling console with the tilde key
  10. seta com_machineSpec "0" // hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
  11. seta com_showFPS "1" // show frames rendered per second
  12. seta com_useFastVidRestart "1" // allow use of fast vid restarts
  13. seta con_speed "0" // speed at which the console moves up and down
  14. seta com_skipWarnings "1" // skip all warnings
  15.  
  16.  
  17. // g_
  18. // ----------------------
  19.  
  20. seta g_antiLagHistory "250" // time in milliseconds to keep anti lag sets (default: 500)
  21. seta g_buddyColor "0 1 1 1" // color of buddies
  22. seta g_chatDefaultColor "1.00 1.00 0.00 1" // default color of public chat text (yellow)
  23. seta g_chatFireTeamColor "0.20 1.00 0.20 1" // color of squad chat text (green)
  24. seta g_chatLineTimeout "7" // number of seconds that each chat line stays in the history (default: 10)
  25. seta g_chatTeamColor "0 0.3 1 1" // color of team chat text (blue)
  26. seta g_cheapDecalsMaxDistance "0" // max distance decals are created (default: 16384)
  27. seta g_damageIndicatorAlphaScale "1" // alpha of the damage indicators
  28. seta g_damageIndicatorFadeTime "3" // number of seconds that a damage indicator stays visible (default: 2)
  29. seta g_damageIndicatorSize "225" // size of damage indicator (default: 550)
  30. seta g_decals "0" //show decals such as bullet holes
  31. seta g_enemyTintEnabled "1" // enables/disables enemy color tinting, client side.
  32. seta g_enemycolor "1 0.2 0.2 1" // color of enemy units
  33. seta g_enemytextcolor "0 1 0 1" // default color of enemy chat text
  34. seta g_enemyweapontintcolor "0 1 0 1" // weapon tint color of enemy units
  35. seta g_fireteamColor "0.20 1.00 0.20 1" // RGBA color value for fire team chat prints
  36. seta g_fireteamLeaderColor "1.00 0.40 1.00 1" // color of fire team leader
  37. seta g_friendlyTextColor "0 1 0 .2" // color of text for friendly units
  38. seta g_friendlycolor "0 1 0 .25" // color of friendly units (green)
  39. seta g_friendlyweapontintcolor "0.3 0.4 0.7 0.85" // weapon tint color of friendly units
  40. seta g_ironSightAutoZoomAngle "2" // angle from crosshair to target at which ironsights auto-zooming starts
  41. seta g_loadScreenWait "0" // 0 = finish early. 1 = wait for all composites loaded. 2 = wait for user input or sound finished. 3 = always wait for user input. 4 = wait for user input or sound finished
  42. seta g_neutralColor "1 1 1 1" // color of neutral units (white)
  43. seta g_neutralTextColor "1 1 1 1" // color of neutral text--i.e. bots, etc. (white)
  44. seta g_showPlayerShadow "0" // enables shadow of player model
  45.  
  46.  
  47. // image_
  48. // ----------------------
  49.  
  50. seta image_lodbias "1" // change lod bias on mipmapped images
  51. seta image_anisotropy "0" // set the maximum texture anisotropy if available
  52. seta image_filter "GL_NEAREST" // changes texture filtering on mipmapped images (GL_NEAREST = ugliest & fastest) -- slower examples below:
  53.  
  54. //GL_NEAREST_MIPMAP_NEAREST: No interpolation at all. Very ugly, very fast. (2nd fastest)
  55. //GL_LINEAR_MIPMAP_NEAREST: Bilinear interpolation. Makes the textures looks smoother. Best compromise for speed and visuals. (3rd fastest)
  56. //GL_LINEAR_MIPMAP_LINEAR: Trilinear interpolation (i.e. it interpolates into the 3rd dimension, too). Less flicker on the screen. (slowest)
  57.  
  58.  
  59.  
  60. // in_
  61. // ----------------------
  62.  
  63. seta in_toggleSprint "1" // pressing _sprint button toggles run on/off
  64.  
  65.  
  66. // m_
  67. // ----------------------
  68.  
  69. seta m_rawInput "1" // use Raw Input API for mouse input
  70. seta m_smooth "1" // number of samples blended for mouse viewing
  71.  
  72.  
  73. // net_
  74. // ----------------------
  75.  
  76. seta net_clientMaxRate "35000" // maximum rate requested by client from server in bytes/sec
  77. seta net_clientPrediction "30" // additional client side prediction in milliseconds
  78. seta net_serverListMaxResults "1200" // number of results returned to the server browser -- lower this if you lag out
  79. seta net_serverVoipEnabled "0" // enable/disable VoIP
  80. seta net_serverVoipQuality "6" // voIP quality level, from 1 to 10
  81.  
  82.  
  83. // pm_
  84. // ----------------------
  85.  
  86. seta pm_bobFixation "0" // turn on/off fixation compensation for eye bob (may fix some motion sickness)
  87. seta pm_bobSkip "1" // disable all bobbing
  88.  
  89.  
  90. // r_
  91. // ----------------------
  92.  
  93. seta r_brightness ".8" // changes gamma tables, from 0.5 to 2
  94. seta r_ccfAllowLATCCompression "1" // enables/disables LATC support for ccf images
  95. seta r_debugArrowStep "1" // step size of arrow cone line rotation in degrees
  96. seta r_debugLineDepthTest "0" // perform depth test on debug lines
  97. seta r_debugLineWidth "1" // width of debug lines
  98. seta r_fullscreen "1" // fullscreen mode (1) or windowed mode (0)
  99. seta r_gamma "1.3" // changes gamma tables, from 0.1 to 1.9
  100. seta r_inhibitEXTGPP "0" // disable the GPU program params extension
  101. seta r_multiSamples "0" // number of anti-aliasing samples
  102. seta r_normalizeNormalMaps "1" // Normalize normalmaps after lookup.
  103. seta r_offsetfactor "1" // polygon offset parameter
  104. seta r_offsetunits "-400" // polygon offset parameter, from -2000 to 2000
  105. seta r_renderProgramLodDistance "-1" // sets global render program lod distance, from -1 to 1000
  106. seta r_renderProgramLodFade "30" // sets global render program fade distance, from 1 to 2000
  107. seta r_shaderPreferALU "1" // Use ALU instructions instead of textures in shaders.
  108. seta r_shaderSkipSpecCubeMaps "1" // Use specular cube maps.
  109. seta r_shadowPolygonFactor "0.3" // scale value for stencil shadow drawing
  110. seta r_shadowPolygonFactorMT "0" // scale value for stencil shadow drawing (megadraw method 3)
  111. seta r_shadowPolygonOffset "-5" // bias value added to depth test for stencil shadow drawing
  112. seta r_shadowPolygonOffsetMT "-1" // bias value added to depth test for stencil shadow drawing (megadraw method 3)
  113. seta r_shadows "0" // enable/disable shadows. large performance boost with shadows disabled
  114. seta r_shadowsHighQuality "0" // enable high-quality shadows
  115. seta r_skipAtmosInteractions "1" // skip all light/surface interaction drawing
  116. seta r_skipPrePass "1" // skip pre-pass (and all the effects that depends on it, such as depth of field)
  117. seta r_softParticles "0" // enable soft particles
  118. seta r_swapInterval "0" // vertical sync -- lock fps to r_displayrefresh. 0=disabled, 1=enabled
  119. seta r_trisColor "1.0 1.0 1.0 1.0" // sets color of wireframe rendering in RGBA float format or in 0xRRGGBBAA hex format
  120. seta r_useAlphaToCoverage "0" // Use alpha to coverage.
  121. seta r_useAntiAliasing "0" // use FXAA Anti-aliasing
  122. seta r_useDitherMask "0" // Dither out fading geometry
  123. seta r_useHBAO "0" // use HBAO drawing
  124. seta r_useHighQualityPostProcess "0" // enable high-quality post-processing
  125. seta r_useMotionBlur "0" // use motion blur
  126. seta r_useShadowFastParallel "1" // use optimized shadow rendering for parallel light sources (doesn’t make a speed difference and gives render errors)
  127. seta r_useShadowInfinite "0" // use infinite shadows
  128. seta r_useShadowMaps "0" // enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
  129. seta r_useThreadedRenderer "0" // Enabled multi-threaded renderer. (0 = off. 2 on. 1 debugging. In Brink, leave this at 0 for best performance. lolwut.)
  130. seta r_visDistMult "1.2" // Pushes detail distance back a bit, from 0.8 to 1.2
  131.  
  132. // resolution settings (remove the //'s in front of cmd to change)
  133.  
  134. seta r_displayrefresh "0" // optional display refresh rate option for vid mode
  135. //seta r_customaspectratioH "16" // horizontal custom aspect ratio (only applies if r_aspectratio is -1)
  136. //seta r_customaspectratioV "9" // vertical custom aspect ratio (only applies if r_aspectratio is -1)
  137. //seta r_aspectratio "-1" // aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV
  138. //seta r_customheight "1080" // custom screen height (only applies if r_mode is -1)
  139. //seta r_customwidth "1920" // custom screen width (only applies if r_mode is -1)
  140. //seta r_mode "-1" // video mode number (resolution). -1 is custom, as defined by r_customheight/r_customwidth. full list below:
  141.  
  142. // resolution modes: -1: (custom), 0: 320x240, 1: 400x300, 2: 512x384, 3: 640x480, 4: 800x600, 5: 1024x768, 6: 1152x864, 7: 1280x720, 8: 1280x800,
  143. // 9: 1280x1024, 10: 1440x900, 11: 1600x900, 12: 1600x1024, 13: 1600x1200, 14: 1680x1050, 15: 1920x1080, 16: 1920x1200, 17: 2560x1600,
  144. // 18: 800x500, 19: 1024x640, 20: 800x450, 21: 852x480, 22: 1024x576, 23: 1360x768, 24: 1280x960, 25: 1400x1050, 26: 2560x1440
  145.  
  146. // s_
  147. // ----------------------
  148.  
  149. seta s_forceNumberOfSpeakers "2" // forces the number of speakers, even if hardware detection says that number is unavailable
  150. seta s_globalFraction "1.0" // volume to all speakers when not spatialized
  151. seta s_maxSoundsPerShader "1" // max sounds per shader, from 0 to 32 (lower = less memory usage, but less unique sounds)
  152. seta s_numberOfSpeakers "2" // number of speakers
  153. seta s_subFraction "0.75" // volume to subwoofer in 5.1
  154. seta s_volume_VoIPActive_dB "-20.0" // if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active
  155. seta s_volume_dB "0.0" // volume in dB
  156.  
  157.  
  158.  
  159. // ui_
  160. // ----------------------
  161.  
  162. seta ui_autoreload "1" // if true, weapon is automatically reloaded when the clip is empty.
  163. seta ui_crouchtoggle "0" // if true, the player toggle between crouching and standing, otherwise the player must hold to crouch.
  164. seta ui_fov "80" // FOV: 70 is default, 110 is maximum
  165. seta ui_ironSightToggle "1" // if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.
  166. seta ui_showgun "0" // 1 = show gun model on screen, 0 = hide gun model on screen
  167. bind "5" "toggle ui_showgun; addchatline '^1toggling weapon model'" // bind to toggle weapon model
  168.  
  169.  
  170.  
  171. // vt_
  172. // ----------------------
  173.  
  174. seta vt_lodBias "4" // virtual texture bias. this is basically the picmip cmd (after 05/23/11 patch it resets to 2 in game, so see below:)
  175. bind "[" "set vt_lodbias 4; addchatline '^1lowest texture quality enabled'" // bind to manually change lodbias from 2 to 4, since it resets to 2 after 05/23/11 patch.
  176.  
  177.  
  178. // misc
  179. // ----------------------
  180.  
  181. seta win_xpos "3" // horizontal position of window
  182. seta win_ypos "22" // vertical position of window
  183. seta testLightColor "1.0 1.0 1.0" // the light color to be used for a ‘testlight’
  184.  
  185.  
  186.  
  187. // clear the caches
  188. // ----------------------
  189.  
  190. clearCCFModelCache //removes any old entries from the ccf model cache, so systems that don't use the cache can make use of them
  191. clearGlyphCache //clears the glyph cache
  192. bind "]" "clearGlyphCache" // hit this key to fix the corrupted font issue when it occurs
  193. clearLights //clears all lights
  194. clearVirtualCache //clears physical cache, requiring all pages to be reloaded
  195. //reloadModels // reloads all models
  196. vid_restart // resizes/fullscreens the game window
  197.  
  198.  
  199. // locked/protected commands
  200. // will SD enable these in the future? regardless, optimal values are below. just in case.
  201. // ----------------------
  202.  
  203. seta g_preloaddata "1" // enables/disables preloading data at startup -- *LOCKED/PROTECTED*
  204. seta g_skipvieweffects "1" // skip damage and other view effects -- *LOCKED/PROTECTED*
  205. seta r_ambientScale "2" // ambient cube mapping brightness -- *LOCKED/PROTECTED*
  206. seta r_HBAONumDir "0" // HBAO num directions -- *LOCKED/PROTECTED*
  207. seta r_HBAONumSteps "0" // HBAO num steps -- *LOCKED/PROTECTED*
  208. seta r_screenFraction "2" // used for testing fill rate, the resolution of the entire screen can be changed -- *LOCKED/PROTECTED*
  209. seta r_showAmbientLights "0" // show ambient light sources -- *LOCKED/PROTECTED*
  210. seta r_skipAmbient "1" // bypasses all non-interaction drawing -- *LOCKED/PROTECTED*
  211. seta r_skipAmbientLighting "1" // skip ambient lighting pass drawing -- * LOCKED/CHEAT PROTECTED*
  212. seta r_skipAtmosphere "1" // skips atmosphere pass -- *LOCKED/PROTECTED*
  213. seta r_skipBump "1" // uses a flat surface instead of the bump map -- *LOCKED/PROTECTED*
  214. seta r_skipDeforms "1" // leave all deform materials in their original state -- *LOCKED/PROTECTED*
  215. seta r_skipPostProcess "1" // skip post-process drawing -- *LOCKED/PROTECTED*
  216. seta r_skipTranslucent "1" // skip the translucent interaction rendering -- *LOCKED/PROTECTED*
  217. seta r_skipUpdates "1" // skip updates: 1 = don’t accept any entity or light updates, making everything static -- *LOCKED/PROTECTED*
  218. seta r_skipparticles "1" // skip all particle systems -- *LOCKED/PROTECTED*
  219. seta r_stateCache "0" // check state before upload to driver -- *LOCKED/PROTECTED*
  220. seta r_testImageScale "1" // vertical scale of the testimage (screenspace normalized) -- *LOCKED/PROTECTED*
  221. seta r_useDepthBoundsTest "0" // use depth bounds test to reduce shadow fill -- *LOCKED/PROTECTED*
  222. seta r_useFrustumFarDistance "1" // if != 0 force the view frustum far distance to this distance -- *LOCKED/PROTECTED*
  223. seta r_usePortals "0" // Use portals -- 1 = use portals to perform area culling, otherwise draw everything -- *LOCKED/PROTECTED*
  224. seta s_shakeScale "0.0" // scales the camera shake -- *LOCKED/PROTECTED*
  225. seta s_useOcclusion "0" // use sound occlusion -- *LOCKED/PROTECTED*
  226. seta vt_anisotropy "1" // virtual texture max anisotropy -- *LOCKED/PROTECTED*
  227. seta vt_lodClamp "0" // clamp newly loaded tiles to a maximum virtual level, from 0 to 15. -- *LOCKED/PROTECTED*
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