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  1.  
  2. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  3.  
  4. cl_showfps 1 // Show unsmoothed FPS meter
  5. fps_max 0
  6.  
  7. // Good connection
  8. //cl_cmdrate 66
  9. //cl_interp 0
  10. //cl_interp_ratio 1
  11. //cl_lagcompensation 1
  12. //cl_pred_optimize 2
  13. //cl_smooth 0
  14. //cl_smoothtime 0.01
  15. //cl_updaterate 66
  16. //rate 60000
  17.  
  18. // Bad connection
  19. //cl_cmdrate 40
  20. //cl_interp 0
  21. //cl_interp_ratio 2
  22. //cl_lagcompensation 1
  23. //cl_pred_optimize 2
  24. //cl_smooth 0
  25. //cl_smoothtime 0.01
  26. //cl_updaterate 40
  27. //rate 35000
  28.  
  29. // ----------------------------------------------------------------------------
  30. // Shadows
  31. // ----------------------------------------------------------------------------
  32.  
  33. // Disable shadows
  34. mat_shadowstate 0
  35. r_shadowmaxrendered 0
  36. r_shadowrendertotexture 0
  37. r_shadows 0
  38.  
  39. // ----------------------------------------------------------------------------
  40. // Ragdolls
  41. // ----------------------------------------------------------------------------
  42. // You will have reduced performance on deaths which produce ragdolls.
  43. // ----------------------------------------------------------------------------
  44.  
  45. // Disable ragdolls
  46. ragdoll_sleepaftertime 2
  47.  
  48. // ----------------------------------------------------------------------------
  49. // Gibs
  50. // ----------------------------------------------------------------------------
  51. // You will have reduced performance on deaths which produce gibs.
  52. // ----------------------------------------------------------------------------
  53.  
  54. // Disable gibs
  55. cl_phys_props_enable 0
  56. cl_phys_props_max 0
  57. props_break_max_pieces 0
  58. r_propsmaxdist 1
  59. violence_agibs 0
  60. violence_hgibs 0
  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 0
  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 1
  89. mat_filtertextures 1
  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 1 // 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 1 // 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 1
  109. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  110. mat_viewportupscale 1
  111. mat_wateroverlaysize 1
  112. mp_decals 9 // `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_cheapwaterend 1
  119. r_cheapwaterstart 1
  120. r_decals 9
  121. r_decalstaticprops 0
  122. r_decal_cullsize 15
  123. r_drawdetailprops 0
  124. r_drawmodeldecals 0
  125. r_drawflecks 0
  126. r_dynamic 0
  127. r_flashlightdepthtexture 0
  128. r_forcewaterleaf 1
  129. r_lightaverage 0
  130. r_maxnewsamples 2
  131. r_maxsampledist 1
  132. r_propsmaxdist 0
  133. r_renderoverlayfragment 0
  134. r_staticprop_lod 4
  135. r_waterdrawreflection 0
  136. r_waterdrawrefraction 1
  137. r_waterforceexpensive 0
  138. r_waterforcereflectentities 0
  139. rope_averagelight 0
  140. rope_collide 0
  141. rope_rendersolid 0
  142. rope_shake 0
  143. rope_smooth 0
  144. rope_subdiv 0
  145. rope_wind_dist 0
  146.  
  147. tracer_extra 0
  148. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  149. violence_hblood 1
  150.  
  151. // ----------------------------------------------------------------------------
  152. // Misc
  153. // ----------------------------------------------------------------------------
  154. in_usekeyboardsampletime 0
  155. mat_clipz 1 // FX card users should set this to 0
  156. mat_forcehardwaresync 0
  157. mat_levelflush 1
  158. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  159. // silly incompatibility with the Xfire overlay. You should use
  160. // it if you can!
  161. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  162. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  163. // performed on the GPU (as opposed to on the CPU). The
  164. // value `-1' autodetects hardware support for this
  165. // feature, which is safer than forcing it.
  166.  
  167. // ----------------------------------------------------------------------------
  168. // Sound
  169. // ----------------------------------------------------------------------------
  170. // I'd be hesitant to say that you would see a great deal of performance
  171. // improvement from lowering the sound quality, but in my experience as a
  172. // competitive TF2 player, lowering the sound quality makes determination of
  173. // directionality and distance that much easier. You may see a small FPS gain
  174. // with these settings, or you may not, either way will likely have a
  175. // negligible effect on performance.
  176. // ----------------------------------------------------------------------------
  177. dsp_enhance_stereo 0
  178. dsp_slow_cpu 1
  179. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  180. // helpful in the past, as it seems to (for whatever
  181. // reason) reduce the number of TDRs experienced during
  182. // gameplay. There's some pretty good information on
  183. // TDRs (nerds only) here:
  184. // http://forums.nvidia.com/index.php?showtopic=65161
  185. snd_pitchquality 0
  186. snd_spatialize_roundrobin 1
  187.  
  188. // ----------------------------------------------------------------------------
  189. // Threading
  190. // ----------------------------------------------------------------------------
  191. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  192. // defines the threading method to be used by the material
  193. // system. It has been unstable to use in the past, but
  194. // nowadays it's generally okay.
  195. //
  196. // Here are the possible values:
  197. // -2 legacy default
  198. // -1 default
  199. // 0 synchronous single thread
  200. // 1 queued single thread
  201. // 2 queued multithreaded
  202. //
  203. // If you have problems with the value `2', try setting it to
  204. // `-1'.
  205. //
  206. // As an aside, there are quite a few bugs in the demo system
  207. // that occur when mat_queue_mode is set to a value that is
  208. // not `-1'. If you intend to do work with the demo system,
  209. // maybe you should change this.
  210.  
  211. cl_threaded_bone_setup 0
  212. cl_threaded_client_leaf_system 0
  213. r_queued_decals 0
  214. r_queued_ropes 1
  215. r_queued_post_processing 0
  216. r_threaded_client_shadow_manager 1
  217. r_threaded_particles 1
  218. r_threaded_renderables 1
  219.  
  220. // ----------------------------------------------------------------------------
  221. // Misc
  222. // ----------------------------------------------------------------------------
  223. cl_forcepreload 1 // Force preloading
  224.  
  225. // -----------------------------------------------------------------------------
  226. // FOF SPECIFIC
  227. // -----------------------------------------------------------------------------
  228.  
  229. fof_smoke 2
  230. fof_firequality 0
  231.  
  232. // uncomment to disable self body awareness, kicking also will get disabled!!
  233. //fof_bodyawareness 0
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