Advertisement
Guest User

Max Frames

a guest
Oct 8th, 2016
4,024
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.49 KB | None | 0 0
  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 0 // Show unsmoothed FPS meter
  34. //fps_max 0 // 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. // Good connection
  60. //cl_cmdrate 66
  61. //cl_interp 0
  62. //cl_interp_ratio 1
  63. //cl_lagcompensation 1
  64. //cl_pred_optimize 2
  65. //cl_smooth 0
  66. //cl_smoothtime 0.01
  67. //cl_updaterate 66
  68. //rate 60000
  69.  
  70. // Bad connection
  71. //cl_cmdrate 40
  72. //cl_interp 0
  73. //cl_interp_ratio 2
  74. //cl_lagcompensation 1
  75. //cl_pred_optimize 2
  76. //cl_smooth 0
  77. //cl_smoothtime 0.01
  78. //cl_updaterate 40
  79. //rate 35000
  80.  
  81. // ----------------------------------------------------------------------------
  82. // Sprays
  83. // ----------------------------------------------------------------------------
  84. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  85. // anyway, so if you play competitive TF2, this won't help you.
  86. // ----------------------------------------------------------------------------
  87.  
  88. // Disable sprays
  89. cl_playerspraydisable 0
  90. r_spray_lifetime 2// Enable sprays -- uncomment this section if you want these settings
  91. //cl_playerspraydisable 0
  92. //r_spray_lifetime 2
  93.  
  94. // ----------------------------------------------------------------------------
  95. // Shadows
  96. // ----------------------------------------------------------------------------
  97.  
  98. //r_shadowmaxrendered 0
  99. r_shadowrendertotexture 0
  100. r_shadows 0
  101.  
  102. // Enable shadows -- uncomment this section if you want these settings
  103. //r_shadowmaxrendered 11
  104. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  105. // competitive TF2 players to see opponents standing
  106. // near the other side of a wall. You may see some
  107. // performance loss from setting this to `1'.
  108. //r_shadows 1
  109.  
  110. // ----------------------------------------------------------------------------
  111. // Facial features
  112. // ----------------------------------------------------------------------------
  113.  
  114. // Disable facial features
  115. r_eyes 0
  116. r_flex 0
  117. r_lod 2
  118. r_rootlod 2
  119. r_teeth 0
  120.  
  121. // Enable facial features -- uncomment this section if you want these settings
  122. //r_eyes 1
  123. //r_flex 1
  124. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  125. //r_rootlod 1
  126. //r_teeth 1
  127.  
  128. // ----------------------------------------------------------------------------
  129. // Ragdolls
  130. // ----------------------------------------------------------------------------
  131. // You will have reduced performance on deaths which produce ragdolls.
  132. // ----------------------------------------------------------------------------
  133.  
  134. // Disable ragdolls
  135. cl_ragdoll_fade_time 0
  136. cl_ragdoll_forcefade 1
  137. cl_ragdoll_physics_enable 0
  138. g_ragdoll_fadespeed 0
  139. g_ragdoll_lvfadespeed 0
  140. ragdoll_sleepaftertime 0
  141.  
  142. // Enable ragdolls -- uncomment this section if you want these settings
  143. //cl_ragdoll_fade_time 15
  144. //cl_ragdoll_forcefade 0
  145. //cl_ragdoll_physics_enable 1
  146. //g_ragdoll_fadespeed 600
  147. //g_ragdoll_lvfadespeed 100
  148. //ragdoll_sleepaftertime "5.0f"
  149.  
  150. // ----------------------------------------------------------------------------
  151. // Gibs
  152. // ----------------------------------------------------------------------------
  153. // You will have reduced performance on deaths which produce gibs.
  154. // ----------------------------------------------------------------------------
  155.  
  156. // Disable gibs
  157. cl_phys_props_enable 0
  158. cl_phys_props_max 0
  159. props_break_max_pieces 0
  160. r_propsmaxdist 1
  161. violence_agibs 0
  162. violence_hgibs 0
  163.  
  164. // Enable gibs -- uncomment this section if you want these settings
  165. //cl_phys_props_enable 1
  166. //cl_phys_props_max 128
  167. //props_break_max_pieces -1
  168. //r_propsmaxdist 1000
  169. //violence_agibs 1
  170. //violence_hgibs 1
  171.  
  172. // ----------------------------------------------------------------------------
  173. // Graphical
  174. // ----------------------------------------------------------------------------
  175. // Now we come to the main brunt of the config. You probably don't want to mess
  176. // with this.
  177. // ----------------------------------------------------------------------------
  178. cl_detaildist 0
  179. cl_detailfade 0
  180. cl_drawmonitors 0
  181. cl_ejectbrass 0
  182. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  183. cl_new_impact_effects 0
  184. cl_show_splashes 0
  185. func_break_max_pieces 0
  186. glow_outline_effect_enable 1 // Cart glow effect.
  187. lod_transitiondist 0
  188. mat_antialias 0
  189. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  190. // a strange `shine' effect to appear on all players.
  191. mat_colcorrection_disableentities 1
  192. mat_colorcorrection 0
  193. mat_disable_bloom 1
  194. mat_disable_fancy_blending 1
  195. mat_disable_lightwarp 1
  196. mat_envmapsize 8
  197. mat_envmaptgasize 8
  198. mat_filterlightmaps 0
  199. mat_filtertextures 0
  200. mat_forceaniso 1
  201. mat_hdr_level 0
  202. mat_max_worldmesh_vertices 512
  203. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  204. // to get it darker. Only works in fullscreen.
  205. mat_motion_blur_enabled 0
  206. mat_parallaxmap 0
  207. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  208. // at a range from -1 to 2, -1 being the best quality, 2 being the
  209. // worst.
  210. mat_reducefillrate 1
  211. mat_reduceparticles 1
  212. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  213. // non-shiny, and will remove some specular effects from in-game
  214. // entities which support it. Setting this to 1 on dx8 will
  215. // result in some strange `fire' textures replacing their
  216. // appropriate counterparts, especially on medals, and certain
  217. // hats.
  218. mat_trilinear 0
  219. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  220. mat_viewportupscale 1
  221. mat_wateroverlaysize 1
  222. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  223. // scattergun without any real performance loss.
  224. r_3dsky 0
  225. r_ambientboost 0
  226. r_ambientfactor 0
  227. r_ambientmin 0
  228. r_cheapwaterend 1
  229. r_cheapwaterstart 1
  230. r_decals 1
  231. r_decalstaticprops 0
  232. r_decal_cullsize 15
  233. r_drawdetailprops 0
  234. r_drawmodeldecals 0
  235. r_drawflecks 0
  236. r_dynamic 0
  237. r_flashlightdepthtexture 0
  238. r_forcewaterleaf 1
  239. r_lightaverage 0
  240. r_maxnewsamples 2
  241. r_maxsampledist 1
  242. r_propsmaxdist 0
  243. r_renderoverlayfragment 0
  244. r_staticprop_lod 4
  245. r_waterdrawreflection 0
  246. r_waterdrawrefraction 1
  247. r_waterforceexpensive 0
  248. r_waterforcereflectentities 0
  249. rope_averagelight 0
  250. rope_collide 0
  251. rope_rendersolid 1
  252. rope_shake 0
  253. rope_smooth 0
  254. rope_subdiv 0
  255. rope_wind_dist 0
  256. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  257. // it, for example, setting this to `1'
  258. // disables rain effects on *_sawmill.
  259. tracer_extra 0
  260. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  261. violence_hblood 1
  262.  
  263. // ----------------------------------------------------------------------------
  264. // Misc
  265. // ----------------------------------------------------------------------------
  266. in_usekeyboardsampletime 0
  267. mat_clipz 1 // FX card users should set this to 0
  268. mat_forcehardwaresync 0
  269. mat_levelflush 1
  270. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  271. // silly incompatibility with the Xfire overlay. You should use
  272. // it if you can!
  273. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  274. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  275. // performed on the GPU (as opposed to on the CPU). The
  276. // value `-1' autodetects hardware support for this
  277. // feature, which is safer than forcing it.
  278.  
  279. // ----------------------------------------------------------------------------
  280. // Sound
  281. // ----------------------------------------------------------------------------
  282. // I'd be hesitant to say that you would see a great deal of performance
  283. // improvement from lowering the sound quality, but in my experience as a
  284. // competitive TF2 player, lowering the sound quality makes determination of
  285. // directionality and distance that much easier. You may see a small FPS gain
  286. // with these settings, or you may not, either way will likely have a
  287. // negligible effect on performance.
  288. // ----------------------------------------------------------------------------
  289. dsp_enhance_stereo 0
  290. dsp_slow_cpu 1
  291. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  292. // helpful in the past, as it seems to (for whatever
  293. // reason) reduce the number of TDRs experienced during
  294. // gameplay. There's some pretty good information on
  295. // TDRs (nerds only) here:
  296. // http://forums.nvidia.com/index.php?showtopic=65161
  297. snd_pitchquality 0
  298. snd_spatialize_roundrobin 1
  299.  
  300. // ----------------------------------------------------------------------------
  301. // Threading
  302. // ----------------------------------------------------------------------------
  303. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  304. // defines the threading method to be used by the material
  305. // system. It has been unstable to use in the past, but
  306. // nowadays it's generally okay.
  307. //
  308. // Here are the possible values:
  309. // -2 legacy default
  310. // -1 default
  311. // 0 synchronous single thread
  312. // 1 queued single thread
  313. // 2 queued multithreaded
  314. //
  315. // If you have problems with the value `2', try setting it to
  316. // `-1'.
  317. //
  318. // As an aside, there are quite a few bugs in the demo system
  319. // that occur when mat_queue_mode is set to a value that is
  320. // not `-1'. If you intend to do work with the demo system,
  321. // maybe you should change this.
  322.  
  323. cl_threaded_bone_setup 0
  324. cl_threaded_client_leaf_system 0
  325. r_queued_decals 0
  326. r_queued_ropes 1
  327. r_queued_post_processing 0
  328. r_threaded_client_shadow_manager 1
  329. r_threaded_particles 1
  330. r_threaded_renderables 1
  331.  
  332. // ----------------------------------------------------------------------------
  333. // Misc
  334. // ----------------------------------------------------------------------------
  335. sv_forcepreload 1 // Force preloading
  336. mat_phong 0
  337. cl_muzzleflash_dlight_1st 0
  338. r_drawtracers_firstperson 0
  339. r_pixelfog 1
  340. r_occlusion 1
  341. r_3dsky 0
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement