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TF2: Chris' Maxframes FPS config + m0re's FPS config

May 19th, 2013
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' maxframes config, designed to get you a large performance boost
  4. // v2.009 | 19 May 2013 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. // ----------------------------------------------------------------------------
  16. // FPS cap
  17. // ----------------------------------------------------------------------------
  18. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  19. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  20. // desirable than a variable but sometimes high framerate. A common
  21. // misconception is that if any more frames are generated than your monitor can
  22. // display, they are useless. This is wrong -- frames are used for much more
  23. // than mere display, and affect the way the game feels well past your
  24. // refresh rate.
  25. //
  26. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  27. // any case, or the discrepancy between clientside frame generation and frames
  28. // to be sent to the server will no doubt cause you many a headache, especially
  29. // when it comes down to hit registration. Other than that, I recommend
  30. // for everyone to use the value `132' (2*66), as long as you can generally
  31. // keep that value stable without regular drops.
  32. // ----------------------------------------------------------------------------
  33. //cl_showfps 1 // Show unsmoothed FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 45
  36.  
  37. // ----------------------------------------------------------------------------
  38. // Net settings
  39. // ----------------------------------------------------------------------------
  40. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  41. // are a fact of life in competitive TF2, and as such, they are included here.
  42. //
  43. // A common question I am asked -- what defines whether a good connection is
  44. // good or bad? Mostly personal preference. If you're not willing to make the
  45. // choice, try both and see which is better for you.
  46. //
  47. // Generally, meeting both of the following conditions would classify it as a
  48. // good connection:
  49. //
  50. // - Ping of <80 to the average server you join
  51. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  52. //
  53. // There's some pretty good documentation on this here:
  54. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  55. //
  56. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  57. // ----------------------------------------------------------------------------
  58.  
  59. // LAN
  60. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  61. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  62. // the minimum available.
  63. //cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  64. //cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events.
  65. //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)
  66. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  67. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  68. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  69. //rate 60000 // Max bytes/sec the host can receive data.
  70.  
  71. // Good connection
  72. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  73. //cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  74. //cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  75. //cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  76. //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)
  77. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  78. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  79. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  80. //rate 60000 // Max bytes/sec the host can receive data.
  81.  
  82. // Bad connection
  83. cl_cmdrate 66 // Number of command pakets sent to the server per second.
  84. cl_interp 0.01 // Interpolate x seconds from game (0.02 = 20ms)
  85. cl_interp_ratio 2 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  86. cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  87. 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)
  88. cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  89. cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  90. cl_updaterate 40 // Number of packets per second you are requesting from the server.
  91. rate 60000 // Max bytes/sec the host can receive data.
  92.  
  93. // ----------------------------------------------------------------------------
  94. // Sprays
  95. // ----------------------------------------------------------------------------
  96. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  97. // anyway, so if you play competitive TF2, this won't help you.
  98. // ----------------------------------------------------------------------------
  99.  
  100. // Disable sprays
  101. cl_playerspraydisable 1
  102. r_spray_lifetime 0
  103.  
  104. // Enable sprays -- uncomment this section if you want these settings
  105. //cl_playerspraydisable 0
  106. //r_spray_lifetime 2
  107.  
  108. // ----------------------------------------------------------------------------
  109. // Shadows
  110. // ----------------------------------------------------------------------------
  111.  
  112. // Disable shadows
  113. mat_shadowstate 0
  114. r_shadowmaxrendered 0
  115. r_shadowrendertotexture 0
  116. r_shadows 0
  117.  
  118. // Enable shadows -- uncomment this section if you want these settings
  119. //mat_shadowstate 1
  120. //r_shadowmaxrendered 11
  121. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  122. // competitive TF2 players to see opponents standing
  123. // near the other side of a wall. You may see some
  124. // performance loss from setting this to `1'.
  125. //r_shadows 1
  126.  
  127. // ----------------------------------------------------------------------------
  128. // Facial features
  129. // ----------------------------------------------------------------------------
  130.  
  131. // Disable facial features
  132. r_eyes 0
  133. r_flex 0
  134. r_lod 2
  135. r_rootlod 2
  136. r_teeth 0
  137.  
  138. // Enable facial features -- uncomment this section if you want these settings
  139. //r_eyes 1
  140. //r_flex 1
  141. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  142. //r_rootlod 1
  143. //r_teeth 1
  144.  
  145. // ----------------------------------------------------------------------------
  146. // Ragdolls
  147. // ----------------------------------------------------------------------------
  148. // You will have reduced performance on deaths which produce ragdolls.
  149. // ----------------------------------------------------------------------------
  150.  
  151. // Disable ragdolls
  152. cl_ragdoll_fade_time 0
  153. cl_ragdoll_forcefade 1
  154. cl_ragdoll_physics_enable 0
  155. g_ragdoll_fadespeed 0
  156. g_ragdoll_lvfadespeed 0
  157. ragdoll_sleepaftertime 0
  158.  
  159. // Enable ragdolls -- uncomment this section if you want these settings
  160. //cl_ragdoll_fade_time 15
  161. //cl_ragdoll_forcefade 0
  162. //cl_ragdoll_physics_enable 1
  163. //g_ragdoll_fadespeed 600
  164. //g_ragdoll_lvfadespeed 100
  165. //ragdoll_sleepaftertime "5.0f"
  166.  
  167. // ----------------------------------------------------------------------------
  168. // Gibs
  169. // ----------------------------------------------------------------------------
  170. // You will have reduced performance on deaths which produce gibs.
  171. // ----------------------------------------------------------------------------
  172.  
  173. // Disable gibs
  174. cl_phys_props_enable 0
  175. cl_phys_props_max 0
  176. props_break_max_pieces 0
  177. r_propsmaxdist 1
  178. violence_agibs 0
  179. violence_hgibs 0
  180.  
  181. // Enable gibs -- uncomment this section if you want these settings
  182. //cl_phys_props_enable 1
  183. //cl_phys_props_max 128
  184. //props_break_max_pieces -1
  185. //r_propsmaxdist 1000
  186. //violence_agibs 1
  187. //violence_hgibs 1
  188.  
  189. // ----------------------------------------------------------------------------
  190. // Graphical
  191. // ----------------------------------------------------------------------------
  192. // Now we come to the main brunt of the config. You probably don't want to mess
  193. // with this.
  194. // ----------------------------------------------------------------------------
  195. cl_detaildist 0
  196. cl_detailfade 0
  197. cl_drawmonitors 0
  198. cl_ejectbrass 0
  199. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  200. cl_new_impact_effects 0
  201. cl_show_splashes 0
  202. func_break_max_pieces 3 //line 434
  203. glow_outline_effect_enable 0 // Cart glow effect.
  204. lod_transitiondist 0
  205. mat_antialias 0
  206. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  207. // a strange `shine' effect to appear on all players.
  208. mat_colcorrection_disableentities 1
  209. mat_colorcorrection 0
  210. mat_disable_bloom 1
  211. mat_disable_fancy_blending 1
  212. mat_disable_lightwarp 1
  213. mat_envmapsize 8
  214. mat_envmaptgasize 0
  215. mat_filterlightmaps 0
  216. mat_filtertextures 0
  217. mat_forceaniso 0
  218. mat_hdr_level 0
  219. mat_max_worldmesh_vertices 512
  220. mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 430
  221. // to get it darker. Only works in fullscreen.
  222. mat_motion_blur_enabled 0
  223. mat_parallaxmap 0
  224. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  225. // at a range from -1 to 2, -1 being the best quality, 2 being the
  226. // worst.
  227. mat_reducefillrate 1
  228. mat_reduceparticles 1
  229. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  230. // non-shiny, and will remove some specular effects from in-game
  231. // entities which support it. Setting this to 1 on dx8 will
  232. // result in some strange `fire' textures replacing their
  233. // appropriate counterparts, especially on medals, and certain
  234. // hats.
  235. mat_trilinear 0
  236. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  237. mat_viewportupscale 1
  238. mat_wateroverlaysize 1
  239. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  240. // scattergun without any real performance loss.
  241. r_3dsky 0
  242. r_ambientboost 0
  243. r_ambientfactor 0
  244. r_ambientmin 0
  245. r_avglight 0
  246. r_cheapwaterend 1
  247. r_cheapwaterstart 1
  248. r_decals 1
  249. r_decalstaticprops 0
  250. r_decal_cullsize 15
  251. r_drawdetailprops 0
  252. r_drawmodeldecals 0
  253. r_drawflecks 0
  254. r_dynamic 0
  255. r_flashlightdepthtexture 0
  256. r_forcewaterleaf 1
  257. r_lightaverage 0
  258. r_maxnewsamples 2
  259. r_maxsampledist 1
  260. r_propsmaxdist 0
  261. r_renderoverlayfragment 0
  262. r_staticprop_lod 4
  263. r_waterdrawreflection 0
  264. r_waterdrawrefraction 0
  265. r_waterforceexpensive 0
  266. r_waterforcereflectentities 0
  267. rope_averagelight 0
  268. rope_collide 0
  269. rope_rendersolid 0
  270. rope_shake 0
  271. rope_smooth 0
  272. rope_subdiv 0
  273. rope_wind_dist 0
  274. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  275. // it, for example, setting this to `1'
  276. // disables rain effects on *_sawmill.
  277. tracer_extra 0
  278. violence_ablood 1
  279. violence_hblood 1
  280.  
  281. // ----------------------------------------------------------------------------
  282. // Misc
  283. // ----------------------------------------------------------------------------
  284. in_usekeyboardsampletime 0
  285. mat_clipz 1 // FX card users should set this to 0
  286. mat_forcehardwaresync 0
  287. mat_levelflush 1
  288. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  289. // silly incompatibility with the Xfire overlay. You should use
  290. // it if you can!
  291. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  292. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  293. // performed on the GPU (as opposed to on the CPU). The
  294. // value `-1' autodetects hardware support for this
  295. // feature, which is safer than forcing it.
  296.  
  297. // ----------------------------------------------------------------------------
  298. // Sound
  299. // ----------------------------------------------------------------------------
  300. // I'd be hesitant to say that you would see a great deal of performance
  301. // improvement from lowering the sound quality, but in my experience as a
  302. // competitive TF2 player, lowering the sound quality makes determination of
  303. // directionality and distance that much easier. You may see a small FPS gain
  304. // with these settings, or you may not, either way will likely have a
  305. // negligible effect on performance.
  306. // ----------------------------------------------------------------------------
  307. dsp_enhance_stereo 0
  308. dsp_slow_cpu 1
  309. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  310. // helpful in the past, as it seems to (for whatever
  311. // reason) reduce the number of TDRs experienced during
  312. // gameplay. There's some pretty good information on
  313. // TDRs (nerds only) here:
  314. // http://forums.nvidia.com/index.php?showtopic=65161
  315. snd_pitchquality 0
  316. snd_spatialize_roundrobin 1
  317.  
  318. // ----------------------------------------------------------------------------
  319. // Threading
  320. // ----------------------------------------------------------------------------
  321. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  322. // defines the threading method to be used by the material
  323. // system. It has been unstable to use in the past, but
  324. // nowadays it's generally okay.
  325. //
  326. // Here are the possible values:
  327. // -2 legacy default
  328. // -1 default
  329. // 0 synchronous single thread
  330. // 1 queued single thread
  331. // 2 queued multithreaded
  332. //
  333. // If you have problems with the value `2', try setting it to
  334. // `-1'.
  335. //
  336. // As an aside, there are quite a few bugs in the demo system
  337. // that occur when mat_queue_mode is set to a value that is
  338. // not `-1'. If you intend to do work with the demo system,
  339. // maybe you should change this.
  340.  
  341. cl_threaded_bone_setup 0
  342. cl_threaded_client_leaf_system 0
  343. r_queued_decals 0
  344. r_queued_ropes 1
  345. r_queued_post_processing 1
  346. r_threaded_client_shadow_manager 0
  347. r_threaded_particles 0
  348. r_threaded_renderables 1
  349.  
  350. // ----------------------------------------------------------------------------
  351. // Misc
  352. // ----------------------------------------------------------------------------
  353. cl_forcepreload 1 // Force preloading
  354.  
  355. // ----------------------------------------------------------------------------
  356. // M0re's FPS Config
  357. // ----------------------------------------------------------------------------
  358. mat_mipmaptextures "1" // texture quality decreases with distance
  359. mat_bufferprimitives "1"
  360. mat_compressedtextures "1"
  361. mat_debugdepthval "0"
  362. mat_debugdepthvalmax "0"
  363. //mat_forceaniso "1" // Line 217
  364. mat_hdr_enabled "0"
  365. mat_use_compressed_hdr_textures "1"
  366. mat_aaquality "0"
  367. mat_softwarelighting "0"
  368. mat_autoexposure_max "0"
  369. mat_autoexposure_min "0"
  370. mat_bloomscale "0"
  371. mat_bloom_scalefactor_scalar "0"
  372. mat_disable_ps_patch "1"
  373. //mat_envmaptgasize "8" // Line 214
  374. mat_fastspecular "1"
  375. mat_fastnobump "0"
  376. mat_forcemanagedtextureintohardware "0"
  377. mat_framebuffercopyoverlaysize "0"
  378. mat_diffuse "1"
  379. mat_software_aa_blur_one_pixel_lines "0"
  380. mat_software_aa_strength "0"
  381. mat_software_aa_strength_vgui "0"
  382. mat_software_aa_tap_offset "0"
  383. mat_alphacoverage "0"
  384. mat_non_hdr_bloom_scalefactor "0"
  385. mat_maxframelatency "0"
  386. snd_mixahead "0.1"
  387. dsp_volume "1"
  388. dsp_spatial "40"
  389. dsp_speaker "50"
  390. dsp_water "14
  391. soundscape_flush "1" // Flushes the server & client side soundscapes
  392. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  393. r_dopixelvisibility "0"
  394. r_PhysPropStaticLighting "0"
  395. r_occlusion "1" // Activate/deactivate the occlusion system.
  396. r_worldlights "0" // number of world lights to use per vertex
  397. r_3dnow "0" // Enable/disable 3DNow code
  398. r_sse2 "1" // Enable/disable SSE2 code
  399. r_ropetranslucent "0"
  400. //r_threaded_client_shadow_manager "1" // Line 346
  401. //r_threaded_particles "1" // Line 347
  402. //r_threaded_renderables "0" // Line 345
  403. //r_queued_post_processing "0" // Line 345
  404. r_drawbatchdecals "0"
  405. r_hunkalloclightmaps "0"
  406. r_maxdlights "0"
  407. r_maxmodeldecal "0"
  408. //r_maxnewsamples "2" //Line 258
  409. //r_maxsampledist "1" //Line 259
  410. r_minnewsamples "0"
  411. r_bloomtintg "0"
  412. r_bloomtintb "0"
  413. r_bloomtintexponent "0"
  414. r_bloomtintr "0"
  415. r_lightcache_zbuffercache "0"
  416. //r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water) //Line 246
  417. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  418. cl_muzzleflash_dlight_1st "0"
  419. cl_predictweapons "1"
  420. cl_predict "1"
  421. tf_playergib "0"
  422. cl_showhelp "0"
  423. cl_showpluginmessages "0" // Allow plugins to display messages to you
  424. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  425. cl_debugrumble "0" // Turn on rumble debugging spew
  426. cl_ragdoll_collide "0"
  427. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  428. sv_forcepreload "1" // forces preload to help increase performance
  429. jpeg_quality "100" // jpeg screenshot quality.
  430. //mat_monitorgamma "2.0" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD) //line 220
  431. commentary "0" // desired commentary mode state
  432. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  433. prop_active_gib_limit "0"
  434. //func_break_max_pieces "0" //line 202
  435. showhitlocation "1"
  436. gl_clear "0"
  437. muzzleflash_light "0"
  438. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  439. adsp_debug "0"
  440. mp_usehwmmodels "0"
  441. mp_usehwmvcds "0"
  442.  
  443.  
  444. // ----------------------------------------------------------------------------
  445. // Print to console
  446. // ----------------------------------------------------------------------------
  447. clear
  448. echo "-------------------------------------------------------"
  449. echo " Cal's Mixture of "
  450. echo " Chris' maxframes config "
  451. echo " and "
  452. echo " M0re's FPS config "
  453. echo " loaded "
  454. echo " SUCCESSFULLY! "
  455. echo "-------------------------------------------------------"
  456. echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/"
  457. echo "M0re's FPS Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464"
  458. echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024"
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