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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 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
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
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 0
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
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
63+
//cl_interp_ratio 0  // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
64-
//cl_lagcompensation 0
64+
//cl_lagcompensation 0  // Perform server side lag compensation of weapon firing events.
65-
//cl_pred_optimize 2
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
66+
//cl_smooth 0  // If set to 1 attempts to smooth the view after prediction errors.
67-
//cl_smoothtime 0.01
67+
//cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
68-
//cl_updaterate 66
68+
//cl_updaterate 66 // Number of packets per second you are requesting from the server.
69-
//rate 60000
69+
//rate 60000 // Max bytes/sec the host can receive data.
70
71
// Good connection
72-
//cl_cmdrate 66
72+
//cl_cmdrate 66 // Number of command pakets sent to the server per second.
73-
//cl_interp 0
73+
//cl_interp 0  // Interpolate x seconds from game (0.02 = 20ms)
74-
//cl_interp_ratio 1
74+
//cl_interp_ratio 1  // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
75-
//cl_lagcompensation 1
75+
//cl_lagcompensation 1  // Perform server side lag compensation of weapon firing events.
76-
//cl_pred_optimize 2
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
77+
//cl_smooth 0  // If set to 1 attempts to smooth the view after prediction errors.
78-
//cl_smoothtime 0.01
78+
//cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
79-
//cl_updaterate 66
79+
//cl_updaterate 66 // Number of packets per second you are requesting from the server.
80-
//rate 60000
80+
//rate 60000 // Max bytes/sec the host can receive data.
81
82
// Bad connection
83-
cl_cmdrate 40
83+
cl_cmdrate 66 // Number of command pakets sent to the server per second.
84-
cl_interp 0
84+
cl_interp 0.01 // Interpolate x seconds from game (0.02 = 20ms)
85-
cl_interp_ratio 2
85+
cl_interp_ratio 2  // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
86-
cl_lagcompensation 1
86+
cl_lagcompensation 1  // Perform server side lag compensation of weapon firing events.
87-
cl_pred_optimize 2
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
88+
cl_smooth 0  // If set to 1 attempts to smooth the view after prediction errors.
89-
cl_smoothtime 0.01
89+
cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
90-
cl_updaterate 40
90+
cl_updaterate 40 // Number of packets per second you are requesting from the server.
91-
rate 35000
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
101+
cl_playerspraydisable 1
102-
//r_spray_lifetime 0
102+
r_spray_lifetime 0
103
104
// Enable sprays -- uncomment this section if you want these settings
105-
cl_playerspraydisable 0
105+
//cl_playerspraydisable 0
106-
r_spray_lifetime 2
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-
func_break_max_pieces 0
201+
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_envmaptgasize 8
213+
214
mat_envmaptgasize 0
215
mat_filterlightmaps 0
216-
mat_forceaniso 1
216+
217
mat_forceaniso 0
218
mat_hdr_level 0
219-
mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
219+
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_waterdrawrefraction 1
261+
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-
violence_ablood 0
275+
276-
violence_hblood 0
276+
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_post_processing 0
344+
345-
r_threaded_client_shadow_manager 1
345+
r_queued_post_processing 1
346-
r_threaded_particles 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-
echo "            Chris' maxframes config loaded.            "
358+
mat_mipmaptextures "1" // texture quality decreases with distance
359
mat_bufferprimitives "1"
360-
echo "Please direct all comments/queries/whatnot to"
360+
361-
echo "#christf2 on QuakeNet."
361+
362
mat_debugdepthvalmax "0"
363-
///////////////////////
363+
//mat_forceaniso "1" // Line 217
364-
//|||m0re's config|||//
364+
365-
///////////////////////
365+
366
mat_aaquality "0"
367-
//_____
367+
368-
//|MAT_|
368+
369-
//----
369+
370
mat_bloomscale "0"
371-
mat_mipmaptextures "1" //lowers graphic quality at longer distance
371+
372-
mat_bufferprimitives "1" 
372+
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-
//_______
398+
r_sse2 "1" // Enable/disable SSE2 code 
399-
//|SOUND|
399+
400-
//-------
400+
//r_threaded_client_shadow_manager "1" // Line 346
401
//r_threaded_particles "1" // Line 347
402-
snd_mixahead "0.01"
402+
//r_threaded_renderables "0" // Line 345
403
//r_queued_post_processing "0" // Line 345
404
r_drawbatchdecals "0"
405-
dsp_speaker "50
405+
r_hunkalloclightmaps "0" 
406-
dsp_water "14"
406+
407-
soundscape_flush "1"
407+
408
//r_maxnewsamples "2" //Line 258
409-
//____
409+
//r_maxsampledist "1" //Line 259
410-
//|R_|
410+
411-
//----
411+
412
r_bloomtintb "0"
413-
r_unloadlightmaps "0"
413+
414
r_bloomtintr "0"
415
r_lightcache_zbuffercache "0"
416-
r_occlusion "1"
416+
//r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water) //Line 246
417-
r_worldlights "0"
417+
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
418-
r_3dnow "1"
418+
419-
r_sse2 "1"
419+
420
cl_predict "1"
421
tf_playergib "0"
422-
r_hunkalloclightmaps "0"
422+
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-
//_____
432+
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
433-
//|CL_|
433+
434-
//-----
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-
cl_showpluginmessages "0"
441+
442-
cl_rumblescale "0"
442+
443-
cl_debugrumble "0"
443+
444
// ----------------------------------------------------------------------------
445-
rope_smooth_enlarge "0"
445+
446
// ----------------------------------------------------------------------------
447-
//_____
447+
448-
//|MISC|
448+
449-
//-----
449+
echo "                  Cal's Mixture of                     "    
450
echo "              Chris' maxframes config                  "
451-
sv_forcepreload "1"
451+
echo "                        and                            "
452-
jpeg_quality "100"
452+
echo "                 M0re's FPS config                     "
453-
budget_show_history "0"
453+
echo "                       loaded                          "
454-
flex_smooth "1"
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"