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- // Disable shadows
- r_shadowmaxrendered 11
- r_shadowrendertotexture 1
- r_shadows 1
- cl_blobbyshadows 0
- // Disable facial features
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- // Disable ragdolls
- cl_ragdoll_fade_time 0
- cl_ragdoll_forcefade 1
- cl_ragdoll_physics_enable 0
- g_ragdoll_fadespeed 0
- g_ragdoll_lvfadespeed 0
- ragdoll_sleepaftertime 0
- // Disable gibs
- cl_phys_props_enable 0
- cl_phys_props_max 0
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // Graphical
- r_worldlights 0
- cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
- fov_desired 90 // seriously everyone should use this.
- mat_phong 0 // some people don't like this on I prefer it on for sniper though
- cl_muzzleflash_dlight_1st 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 1 // 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. - Chris
- // In the past I wasn't able to prove that disabling this was significant,
- // it effects fps by about 1% after several checks - Comanglia
- mat_colcorrection_disableentities 0
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 1
- mat_filtertextures 1
- mat_forceaniso 1
- mat_hdr_level 0
- mat_max_worldmesh_vertices 65535
- mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_parallaxmap 0
- mat_picmip -1 // 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. - Doesn't really matter much what you set this too if you're cpu bound
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 1 // 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 0 while trilinear is off lowers framerate for reasons I don't understand
- mat_trilinear 1
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 9
- r_maxmodeldecal 9
- 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 0
- r_maxsampledist 1
- r_occlusion 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- r_drawtracers_firstperson 1 // should give a small fps boost in 1st person
- 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 1
- violence_ablood 1 // framerates on -most- pcs are higher with these on
- violence_hblood 1
- mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
- mat_motion_blur_forward_enabled 0
- mat_motion_blur_strength 0
- // Misc
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
- // silly incompatibility with the Xfire overlay. You should use
- // it if you can! - WHO USES XFIRE ANYMORE?
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
- // performed on the GPU (as opposed to on the CPU). The
- // value `-1' autodetects hardware support for this
- // feature, which is safer than forcing it.
- ai_expression_optimization 1
- mod_load_anims_async 1
- mod_load_mesh_async 1
- mod_load_vcollide_async 1
- cl_localnetworkbackdoor 1 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
- cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
- //cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications
- sys_minidumpspewlines 50 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
- cl_loadondemand_default 0
- cl_forcepreload 1 // Force preloading
- cl_ask_blacklist_opt_out "1"
- cl_ask_favorite_opt_out "1"
- sb_dontshow_maxplayer_warning "1"
- tf_explanations_backpackpanel "1"
- tf_explanations_charinfo_armory_panel "1"
- tf_explanations_charinfopanel "1"
- tf_explanations_craftingpanel "1"
- tf_explanations_discardpanel "1"
- tf_explanations_store "1"
- tf_training_has_prompted_for_forums "1"
- tf_training_has_prompted_for_loadout "1"
- tf_training_has_prompted_for_offline_practice "1"
- tf_training_has_prompted_for_options "1"
- tf_training_has_prompted_for_training "1"
- hud_fastswitch 1
- // Threading
- mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- //
- //After immense testing I've found that default works perfectly
- //fine with setting your Thread usage. It automatically set me
- //to 2 every time. I'd say it's safer and likely less buggy to
- //leave this at -1 than it is at 2.
- //
- //As a side not I've noticed micro stutters with mat_queue_mode 2
- //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
- cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
- cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
- r_queued_decals 0 // lessens the impact of higher decal limits.
- r_queued_ropes 1
- r_queued_post_processing 1 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- net_queue_trace 0
- r_threaded_particles 1
- r_threaded_renderables 1
- host_thread_mode 0
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