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  1. // Unexplained crashes? Try changing "mat_queue_mode" to -1
  2. // Car Windows are not Transparent? Try typing "mat_dxlevel 90" on the In-Game Console.
  3.  
  4.  
  5. // ----------------------------------------------------------------------------
  6. // LazP' maxframes config, designed to get you a performance boost
  7. // v2.017 | 24 December 2014 |
  8. // ----------------------------------------------------------------------------
  9.  
  10. // ----------------------------------------------------------------------------
  11. // FPS Cap - Info
  12. // ----------------------------------------------------------------------------
  13. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  14. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  15. // desirable than a variable but sometimes high framerate. A common
  16. // misconception is that if any more frames are generated than your monitor can
  17. // display, they are useless. This is wrong -- frames are used for much more
  18. // than mere display, and affect the way the game feels well past your
  19. // refresh rate.
  20. //
  21. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  22. // any case, or the discrepancy between clientside frame generation and frames
  23. // to be sent to the server will no doubt cause you many a headache, especially
  24. // when it comes down to hit registration. Other than that, I recommend
  25. // for everyone to use the value `132' (2*66), as long as you can generally
  26. // keep that value stable without regular drops.
  27. // ----------------------------------------------------------------------------
  28. //fps_max "0"
  29.  
  30.  
  31. // ----------------------------------------------------------------------------
  32. // Disable Sprays
  33. // ----------------------------------------------------------------------------
  34. // Bear in mind that these can be disabled on some servers.
  35. // ----------------------------------------------------------------------------
  36. cl_playerspraydisable "1"
  37. r_spray_lifetime "0"
  38.  
  39.  
  40. // ----------------------------------------------------------------------------
  41. // Shadows
  42. // ----------------------------------------------------------------------------
  43. mat_shadowstate "0"
  44. r_shadowmaxrendered "0"
  45. r_shadowrendertotexture "0"
  46. r_shadows "0"
  47.  
  48.  
  49. // ----------------------------------------------------------------------------
  50. // Disable Gibs
  51. // ----------------------------------------------------------------------------
  52. // You will have reduced performance on deaths which produce gibs.
  53. // ----------------------------------------------------------------------------
  54. cl_phys_props_enable "0"
  55. cl_phys_props_max "0"
  56. props_break_max_pieces "0"
  57. r_propsmaxdist "1"
  58. violence_agibs "0"
  59. violence_hgibs "0"
  60.  
  61.  
  62. // ----------------------------------------------------------------------------
  63. // Graphical
  64. // ----------------------------------------------------------------------------
  65. // Now we come to the main brunt of the config. You probably don't want to mess
  66. // with this.
  67. // ----------------------------------------------------------------------------
  68. cl_detaildist "0"
  69. cl_detailfade "0"
  70. cl_drawmonitors "1"
  71. cl_ejectbrass "0"
  72. cl_jiggle_bone_framerate_cutoff "0" // Turns off jigglebones
  73. cl_new_impact_effects "0"
  74. cl_show_splashes "0"
  75. func_break_max_pieces "0"
  76. glow_outline_effect_enable "0" // Cart glow effect.
  77. lod_transitiondist "0"
  78. mat_antialias "0"
  79. mat_bumpmap "0" // Controls bumpmapping. Setting this to 0 on dx9 will cause
  80. // a strange `shine' effect to appear on all players.
  81. mat_colcorrection_disableentities "1"
  82. mat_colorcorrection "0"
  83. mat_disable_bloom "1"
  84. mat_disable_fancy_blending "1"
  85. mat_disable_lightwarp "1"
  86. mat_envmapsize "8"
  87. mat_envmaptgasize "8"
  88. mat_filterlightmaps "0"
  89. mat_filtertextures "0"
  90. mat_forceaniso "1"
  91. mat_hdr_level "0"
  92. mat_max_worldmesh_vertices "512"
  93. mat_monitorgamma "2.0" // Controls brightness, try 1.8 to make it brighter or 2.2
  94. // to get it darker. Only works in fullscreen.
  95. mat_motion_blur_enabled "0"
  96. mat_parallaxmap "0"
  97. mat_picmip "2" // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  98. // at a range from -1 to 2, -1 being the best quality, 2 being the
  99. // worst.
  100. mat_reducefillrate "1"
  101. mat_reduceparticles "1"
  102. mat_specular "0" // Controls specularity. Setting this to 0 will make ubers
  103. // non-shiny, and will remove some specular effects from in-game
  104. // entities which support it. Setting this to 1 on dx8 will
  105. // result in some strange `fire' textures replacing their
  106. // appropriate counterparts, especially on medals, and certain
  107. // hats.
  108. mat_trilinear "0"
  109. mat_viewportscale "1" // Almost no performance gain from viewport upscaling.
  110. mat_viewportupscale "1"
  111. mat_wateroverlaysize "1"
  112. mp_decals "1" // `9' is a good value to still see the spread pattern from a
  113. // scattergun without any real performance loss.
  114. r_3dsky "0"
  115. r_ambientboost "0"
  116. r_ambientfactor "0"
  117. r_ambientmin "0"
  118. r_avglight "0"
  119. r_cheapwaterend "1"
  120. r_cheapwaterstart "1"
  121. r_decals "1"
  122. r_decalstaticprops "0"
  123. r_decal_cullsize "15"
  124. r_drawdetailprops "0"
  125. r_drawmodeldecals "0"
  126. r_drawflecks "0"
  127. r_dynamic "0"
  128. r_flashlightdepthtexture "0"
  129. r_forcewaterleaf "1"
  130. r_lightaverage "0"
  131. r_maxnewsamples "2"
  132. r_maxsampledist "1"
  133. r_propsmaxdist "0"
  134. r_renderoverlayfragment "0"
  135. r_staticprop_lod "4"
  136. r_waterdrawreflection "0"
  137. r_waterdrawrefraction "1"
  138. r_waterforceexpensive "0"
  139. r_waterforcereflectentities "0"
  140. rope_averagelight "0"
  141. rope_collide "0"
  142. rope_rendersolid "0"
  143. rope_shake "0"
  144. rope_smooth "0"
  145. rope_subdiv "0"
  146. rope_wind_dist "0"
  147. tf_particles_disable_weather "1" // Disable weather effects on maps supporting
  148. // it, for example, setting this to `1'
  149. // disables rain effects on *_sawmill.
  150. tracer_extra "0"
  151. violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually
  152. violence_hblood "1"
  153.  
  154. // ----------------------------------------------------------------------------
  155. // Misc
  156. // ----------------------------------------------------------------------------
  157. in_usekeyboardsampletime "0"
  158. mat_clipz "1" // FX card users should set this to 0
  159. mat_forcehardwaresync "0"
  160. mat_levelflush "1"
  161. //m_rawinput "1" // Turn on raw mouse input. Commented out by default due to
  162. // silly incompatibility with the Xfire overlay. You should use
  163. // it if you can!
  164. mat_vsync "0" // Turn off vsync to avoid nasty I/O latency.
  165. r_fastzreject "-1" // Values >1 enable a fast Z rejection algorithm, to be
  166. // performed on the GPU (as opposed to on the CPU). The
  167. // value `-1' autodetects hardware support for this
  168. // feature, which is safer than forcing it.
  169.  
  170. // ----------------------------------------------------------------------------
  171. // Sound
  172. // ----------------------------------------------------------------------------
  173. // I'd be hesitant to say that you would see a great deal of performance
  174. // improvement from lowering the sound quality, but in my experience as a
  175. // competitive TF2 player, lowering the sound quality makes determination of
  176. // directionality and distance that much easier. You may see a small FPS gain
  177. // with these settings, or you may not, either way will likely have a
  178. // negligible effect on performance.
  179. // ----------------------------------------------------------------------------
  180. dsp_enhance_stereo "0"
  181. dsp_slow_cpu "1"
  182. snd_async_fullyasync "1" // Having the sound run fully asynchronous has been
  183. // helpful in the past, as it seems to (for whatever
  184. // reason) reduce the number of TDRs experienced during
  185. // gameplay. There's some pretty good information on
  186. // TDRs (nerds only) here:
  187. // http://forums.nvidia.com/index.php?showtopic=65161
  188. snd_pitchquality "0"
  189. snd_spatialize_roundrobin "1"
  190.  
  191. // ----------------------------------------------------------------------------
  192. // Threading
  193. // ----------------------------------------------------------------------------
  194. mat_queue_mode "2" // mat_queue mode is another frequently asked about cvar, it
  195. // defines the threading method to be used by the material
  196. // system. It has been unstable to use in the past, but
  197. // nowadays it's generally okay.
  198. //
  199. // Here are the possible values:
  200. // -2 legacy default
  201. // -1 default
  202. // 0 synchronous single thread
  203. // 1 queued single thread
  204. // 2 queued multithreaded
  205. //
  206. // If you have problems with the value `2', try setting it to
  207. // `-1'.
  208. //
  209. // As an aside, there are quite a few bugs in the demo system
  210. // that occur when mat_queue_mode is set to a value that is
  211. // not `-1'. If you intend to do work with the demo system,
  212. // maybe you should change this.
  213.  
  214. cl_threaded_bone_setup "0"
  215. cl_threaded_client_leaf_system "0"
  216. r_queued_decals "0"
  217. r_queued_ropes "1"
  218. r_queued_post_processing "0"
  219. r_threaded_client_shadow_manager "1"
  220. r_threaded_particles "1"
  221. r_threaded_renderables "1"
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