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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. // v2.016 | 25 January 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 0
  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. cl_cmdrate 66
  60. cl_interp 0
  61. cl_interp_ratio 1
  62. cl_lagcompensation 1
  63. cl_pred_optimize 2
  64. cl_smooth 0
  65. cl_smoothtime 0.01
  66. cl_updaterate 66
  67. rate 60000
  68.  
  69. // ----------------------------------------------------------------------------
  70. // Sprays
  71. // ----------------------------------------------------------------------------
  72. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  73. // anyway, so if you play competitive TF2, this won't help you.
  74. // ----------------------------------------------------------------------------
  75.  
  76. // Disable sprays
  77. cl_playerspraydisable 1
  78. r_spray_lifetime 0
  79.  
  80. // Enable sprays -- uncomment this section if you want these settings
  81. //cl_playerspraydisable 0
  82. //r_spray_lifetime 2
  83.  
  84. // ----------------------------------------------------------------------------
  85. // Shadows
  86. // ----------------------------------------------------------------------------
  87.  
  88. // Disable shadows
  89. mat_shadowstate 0
  90. r_shadowmaxrendered 0
  91. r_shadowrendertotexture 0
  92. r_shadows 0
  93.  
  94. // Enable shadows -- uncomment this section if you want these settings
  95. //mat_shadowstate 1
  96. //r_shadowmaxrendered 11
  97. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  98. // competitive TF2 players to see opponents standing
  99. // near the other side of a wall. You may see some
  100. // performance loss from setting this to `1'.
  101. //r_shadows 1
  102.  
  103. // ----------------------------------------------------------------------------
  104. // Facial features
  105. // ----------------------------------------------------------------------------
  106.  
  107. // Disable facial features
  108. r_eyes 0
  109. r_flex 0
  110. r_lod 2
  111. r_rootlod 2
  112. r_teeth 0
  113.  
  114. // Enable facial features -- uncomment this section if you want these settings
  115. //r_eyes 1
  116. //r_flex 1
  117. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  118. //r_rootlod 1
  119. //r_teeth 1
  120.  
  121. // ----------------------------------------------------------------------------
  122. // Ragdolls
  123. // ----------------------------------------------------------------------------
  124. // You will have reduced performance on deaths which produce ragdolls.
  125. // ----------------------------------------------------------------------------
  126.  
  127. // Disable ragdolls
  128.  
  129. cl_ragdoll_fade_time 0
  130.  
  131. cl_ragdoll_forcefade 1
  132.  
  133. cl_ragdoll_physics_enable 0
  134.  
  135. g_ragdoll_fadespeed 0
  136.  
  137. g_ragdoll_lvfadespeed 0
  138.  
  139. ragdoll_sleepaftertime 0
  140.  
  141.  
  142.  
  143. // ----------------------------------------------------------------------------
  144. // Gibs
  145. // ----------------------------------------------------------------------------
  146. // You will have reduced performance on deaths which produce gibs.
  147. // ----------------------------------------------------------------------------
  148.  
  149. // Disable gibs
  150. cl_phys_props_enable 0
  151. cl_phys_props_max 0
  152. props_break_max_pieces 0
  153. r_propsmaxdist 1
  154. violence_agibs 0
  155. violence_hgibs 0
  156.  
  157. // Enable gibs -- uncomment this section if you want these settings
  158. //cl_phys_props_enable 1
  159. //cl_phys_props_max 128
  160. //props_break_max_pieces -1
  161. //r_propsmaxdist 1000
  162. //violence_agibs 1
  163. //violence_hgibs 1
  164.  
  165. // ----------------------------------------------------------------------------
  166. // Graphical
  167. // ----------------------------------------------------------------------------
  168. // Now we come to the main brunt of the config. You probably don't want to mess
  169. // with this.
  170. // ----------------------------------------------------------------------------
  171. cl_detaildist 0
  172. cl_detailfade 0
  173. cl_drawmonitors 0
  174. cl_ejectbrass 0
  175. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  176. cl_new_impact_effects 0
  177. cl_show_splashes 0
  178. func_break_max_pieces 0
  179. glow_outline_effect_enable 0 // Cart glow effect.
  180. lod_transitiondist 0
  181. mat_antialias 0
  182. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  183. // a strange `shine' effect to appear on all players.
  184. mat_colcorrection_disableentities 1
  185. mat_colorcorrection 0
  186. mat_disable_bloom 1
  187. mat_disable_fancy_blending 1
  188. mat_disable_lightwarp 1
  189. mat_envmapsize 8
  190. mat_envmaptgasize 8
  191. mat_filterlightmaps 0
  192. mat_filtertextures 0
  193. mat_forceaniso 1
  194. mat_hdr_level 0
  195. mat_max_worldmesh_vertices 512
  196. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  197. // to get it darker. Only works in fullscreen.
  198. mat_motion_blur_enabled 0
  199. mat_parallaxmap 0
  200. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  201. // at a range from -1 to 2, -1 being the best quality, 2 being the
  202. // worst.
  203. mat_reducefillrate 1
  204. mat_reduceparticles 1
  205. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  206. // non-shiny, and will remove some specular effects from in-game
  207. // entities which support it. Setting this to 1 on dx8 will
  208. // result in some strange `fire' textures replacing their
  209. // appropriate counterparts, especially on medals, and certain
  210. // hats.
  211. mat_trilinear 0
  212. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  213. mat_viewportupscale 1
  214. mat_wateroverlaysize 1
  215. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  216. // scattergun without any real performance loss.
  217. r_3dsky 0
  218. r_ambientboost 0
  219. r_ambientfactor 0
  220. r_ambientmin 0
  221. r_avglight 0
  222. r_cheapwaterend 1
  223. r_cheapwaterstart 1
  224. r_decals 1
  225. r_decalstaticprops 0
  226. r_decal_cullsize 15
  227. r_drawdetailprops 0
  228. r_drawmodeldecals 0
  229. r_drawflecks 0
  230. r_dynamic 0
  231. r_flashlightdepthtexture 0
  232. r_forcewaterleaf 1
  233. r_lightaverage 0
  234. r_maxnewsamples 2
  235. r_maxsampledist 1
  236. r_propsmaxdist 0
  237. r_renderoverlayfragment 0
  238. r_staticprop_lod 4
  239. r_waterdrawreflection 0
  240. r_waterdrawrefraction 1
  241. r_waterforceexpensive 0
  242. r_waterforcereflectentities 0
  243. rope_averagelight 0
  244. rope_collide 0
  245. rope_rendersolid 0
  246. rope_shake 0
  247. rope_smooth 0
  248. rope_subdiv 0
  249. rope_wind_dist 0
  250. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  251. // it, for example, setting this to `1'
  252. // disables rain effects on *_sawmill.
  253. tracer_extra 0
  254. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  255. violence_hblood 1
  256.  
  257. // ----------------------------------------------------------------------------
  258. // Misc
  259. // ----------------------------------------------------------------------------
  260. in_usekeyboardsampletime 0
  261. mat_clipz 1 // FX card users should set this to 0
  262. mat_forcehardwaresync 0
  263. mat_levelflush 1
  264. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  265. // silly incompatibility with the Xfire overlay. You should use
  266. // it if you can!
  267. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  268. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  269. // performed on the GPU (as opposed to on the CPU). The
  270. // value `-1' autodetects hardware support for this
  271. // feature, which is safer than forcing it.
  272.  
  273. // ----------------------------------------------------------------------------
  274. // Sound
  275. // ----------------------------------------------------------------------------
  276. // I'd be hesitant to say that you would see a great deal of performance
  277. // improvement from lowering the sound quality, but in my experience as a
  278. // competitive TF2 player, lowering the sound quality makes determination of
  279. // directionality and distance that much easier. You may see a small FPS gain
  280. // with these settings, or you may not, either way will likely have a
  281. // negligible effect on performance.
  282. // ----------------------------------------------------------------------------
  283. dsp_enhance_stereo 0
  284. dsp_slow_cpu 1
  285. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  286. // helpful in the past, as it seems to (for whatever
  287. // reason) reduce the number of TDRs experienced during
  288. // gameplay. There's some pretty good information on
  289. // TDRs (nerds only) here:
  290. // http://forums.nvidia.com/index.php?showtopic=65161
  291. snd_pitchquality 0
  292. snd_spatialize_roundrobin 1
  293.  
  294. // ----------------------------------------------------------------------------
  295. // Threading
  296. // ----------------------------------------------------------------------------
  297. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  298. // defines the threading method to be used by the material
  299. // system. It has been unstable to use in the past, but
  300. // nowadays it's generally okay.
  301. //
  302. // Here are the possible values:
  303. // -2 legacy default
  304. // -1 default
  305. // 0 synchronous single thread
  306. // 1 queued single thread
  307. // 2 queued multithreaded
  308. //
  309. // If you have problems with the value `2', try setting it to
  310. // `-1'.
  311. //
  312. // As an aside, there are quite a few bugs in the demo system
  313. // that occur when mat_queue_mode is set to a value that is
  314. // not `-1'. If you intend to do work with the demo system,
  315. // maybe you should change this.
  316.  
  317. cl_threaded_bone_setup 0
  318. cl_threaded_client_leaf_system 0
  319. r_queued_decals 0
  320. r_queued_ropes 1
  321. r_queued_post_processing 0
  322. r_threaded_client_shadow_manager 1
  323. r_threaded_particles 1
  324. r_threaded_renderables 1
  325.  
  326. // ----------------------------------------------------------------------------
  327. // Misc
  328. // ----------------------------------------------------------------------------
  329. cl_forcepreload 1 // Force preloading
  330.  
  331. // ----------------------------------------------------------------------------
  332. // Print to console
  333. // ----------------------------------------------------------------------------
  334. echo "-------------------------------------------------------"
  335. echo " Chris' maxframes config loaded. "
  336. echo "-------------------------------------------------------"
  337. echo "Please direct all comments/queries/whatnot to"
  338. echo "#pootis is tf2 on QuakeNet."
  339.  
  340.  
  341. tf_dingalingaling 1
  342. tf_dingaling_pitchmaxdmg 30
  343. tf_dingaling_pitchmindmg 140
  344. tf_dingaling_volume 0.7
  345. wait 10
  346.  
  347. cl_crosshair_file crosshair7;cl_crosshair_blue 0;cl_crosshair_green 255;cl_crosshair_red 0;cl_crosshair_scale 25
  348.  
  349. cl_hud_playerclass_playermodel_lod 0
  350.  
  351. cl_hud_playerclass_use_playermodel 0
  352.  
  353. sensitivity 3.330000
  354.  
  355. HUD_CombatText_Batching 1
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