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  1. // These configs were generated by the tf2mate configuration file generator by compton.
  2. // Create your own tailored configs at: http://clugu.com/tf2mate/
  3.  
  4. // Credit for graphics configurations to their respective authors.
  5.  
  6. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  7. // ----------------------------------------------------------------------------
  8. // Chris' highframes config, designed to get you a large performance boost
  9. // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
  10. // ----------------------------------------------------------------------------
  11. // Problems or questions? Contact me at #christf2 on QuakeNet.
  12. // ----------------------------------------------------------------------------
  13. // Launch options:
  14. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  15. //
  16. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  17. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  18. // ----------------------------------------------------------------------------
  19.  
  20. // ----------------------------------------------------------------------------
  21. // FPS cap
  22. // ----------------------------------------------------------------------------
  23. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  24. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  25. // desirable than a variable but sometimes high framerate. A common
  26. // misconception is that if any more frames are generated than your monitor can
  27. // display, they are useless. This is wrong -- frames are used for much more
  28. // than mere display, and affect the way the game feels well past your
  29. // refresh rate.
  30. //
  31. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  32. // any case, or the discrepancy between clientside frame generation and frames
  33. // to be sent to the server will no doubt cause you many a headache, especially
  34. // when it comes down to hit registration. Other than that, I recommend
  35. // for everyone to use the value `132' (2*66), as long as you can generally
  36. // keep that value stable without regular drops.
  37. // ----------------------------------------------------------------------------
  38. cl_showfps 1 // Show unsmoothed FPS meter
  39. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  40. fps_max 0
  41.  
  42. // ----------------------------------------------------------------------------
  43. // Net settings
  44. // ----------------------------------------------------------------------------
  45. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  46. // are a fact of life in competitive TF2, and as such, they are included here.
  47. //
  48. // A common question I am asked -- what defines whether a good connection is
  49. // good or bad? Mostly personal preference. If you're not willing to make the
  50. // choice, try both and see which is better for you.
  51. //
  52. // Generally, meeting both of the following conditions would classify it as a
  53. // good connection:
  54. //
  55. // - Ping of <80 to the average server you join
  56. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  57. //
  58. // There's some pretty good documentation on this here:
  59. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  60. //
  61. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  62. // ----------------------------------------------------------------------------
  63.  
  64. // LAN
  65. //cl_cmdrate 66
  66. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  67. // the minimum available.
  68. //cl_interp_ratio 0
  69. //cl_lagcompensation 0
  70. //cl_pred_optimize 2
  71. //cl_smooth 0
  72. //cl_smoothtime 0.01
  73. //cl_updaterate 66
  74. //rate 60000
  75.  
  76. // Good connection
  77. //cl_cmdrate 66
  78. //cl_interp 0
  79. //cl_interp_ratio 1
  80. //cl_lagcompensation 1
  81. //cl_pred_optimize 2
  82. //cl_smooth 0
  83. //cl_smoothtime 0.01
  84. //cl_updaterate 66
  85. //rate 60000
  86.  
  87. // Bad connection
  88. //cl_cmdrate 40
  89. //cl_interp 0
  90. //cl_interp_ratio 2
  91. //cl_lagcompensation 1
  92. //cl_pred_optimize 2
  93. //cl_smooth 0
  94. //cl_smoothtime 0.01
  95. //cl_updaterate 40
  96. //rate 35000
  97.  
  98. // ----------------------------------------------------------------------------
  99. // Sprays
  100. // ----------------------------------------------------------------------------
  101. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  102. // anyway, so if you play competitive TF2, this won't help you.
  103. // ----------------------------------------------------------------------------
  104.  
  105. // Disable sprays
  106. cl_playerspraydisable 1
  107. r_spray_lifetime 0
  108.  
  109. // Enable sprays -- uncomment this section if you want these settings
  110. //cl_playerspraydisable 0
  111. //r_spray_lifetime 2
  112.  
  113. // ----------------------------------------------------------------------------
  114. // Shadows
  115. // ----------------------------------------------------------------------------
  116.  
  117. // Disable shadows
  118. mat_shadowstate 0
  119. r_shadowmaxrendered 0
  120. r_shadowrendertotexture 0
  121. r_shadows 0
  122.  
  123. // Enable shadows -- uncomment this section if you want these settings
  124. //mat_shadowstate 1
  125. //r_shadowmaxrendered 11
  126. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  127. // competitive TF2 players to see opponents standing
  128. // near the other side of a wall. You may see some
  129. // performance loss from setting this to `1'.
  130. //r_shadows 1
  131.  
  132. // ----------------------------------------------------------------------------
  133. // Facial features
  134. // ----------------------------------------------------------------------------
  135.  
  136. // Disable facial features
  137. r_eyes 0
  138. r_flex 0
  139. r_lod 2
  140. r_rootlod 2
  141. r_teeth 0
  142.  
  143. // Enable facial features -- uncomment this section if you want these settings
  144. //r_eyes 1
  145. //r_flex 1
  146. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  147. //r_rootlod 1
  148. //r_teeth 1
  149.  
  150. // ----------------------------------------------------------------------------
  151. // Ragdolls
  152. // ----------------------------------------------------------------------------
  153. // You will have reduced performance on deaths which produce ragdolls.
  154. // ----------------------------------------------------------------------------
  155.  
  156. // Disable ragdolls
  157. cl_ragdoll_fade_time 0
  158. cl_ragdoll_forcefade 1
  159. cl_ragdoll_physics_enable 0
  160. g_ragdoll_fadespeed 0
  161. g_ragdoll_lvfadespeed 0
  162. ragdoll_sleepaftertime 0
  163.  
  164. // Enable ragdolls -- uncomment this section if you want these settings
  165. //cl_ragdoll_fade_time 15
  166. //cl_ragdoll_forcefade 0
  167. //cl_ragdoll_physics_enable 1
  168. //g_ragdoll_fadespeed 600
  169. //g_ragdoll_lvfadespeed 100
  170. //ragdoll_sleepaftertime "5.0f"
  171.  
  172. // ----------------------------------------------------------------------------
  173. // Gibs
  174. // ----------------------------------------------------------------------------
  175. // You will have reduced performance on deaths which produce gibs.
  176. // ----------------------------------------------------------------------------
  177.  
  178. // Disable gibs
  179. cl_phys_props_enable 0
  180. cl_phys_props_max 0
  181. props_break_max_pieces 0
  182. r_propsmaxdist 1
  183. violence_agibs 0
  184. violence_hgibs 0
  185.  
  186. // Enable gibs -- uncomment this section if you want these settings
  187. //cl_phys_props_enable 1
  188. //cl_phys_props_max 128
  189. //props_break_max_pieces -1
  190. //r_propsmaxdist 1000
  191. //violence_agibs 1
  192. //violence_hgibs 1
  193.  
  194. // ----------------------------------------------------------------------------
  195. // Graphical
  196. // ----------------------------------------------------------------------------
  197. // Now we come to the main brunt of the config. You probably don't want to mess
  198. // with this.
  199. // ----------------------------------------------------------------------------
  200. cl_detaildist 0
  201. cl_detailfade 0
  202. cl_drawmonitors 0
  203. cl_ejectbrass 0
  204. cl_new_impact_effects 0
  205. cl_show_splashes 0
  206. func_break_max_pieces 0
  207. glow_outline_effect_enable 0 // Cart glow effect.
  208. lod_transitiondist 0
  209. mat_antialias 0
  210. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  211. // a strange `shine' effect to appear on all players.
  212. mat_colcorrection_disableentities 1
  213. mat_colorcorrection 0
  214. mat_disable_bloom 1
  215. mat_disable_fancy_blending 1
  216. mat_disable_lightwarp 1
  217. mat_envmapsize 8
  218. mat_envmaptgasize 8
  219. mat_filterlightmaps 1
  220. mat_filtertextures 1
  221. mat_forceaniso 1
  222. mat_hdr_level 0
  223. mat_max_worldmesh_vertices 512
  224. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  225. // to get it darker. Only works in fullscreen.
  226. mat_motion_blur_enabled 0
  227. mat_parallaxmap 0
  228. mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  229. // at a range from -1 to 2, -1 being the best quality, 2 being the
  230. // worst.
  231. mat_reducefillrate 1
  232. mat_reduceparticles 1
  233. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  234. // non-shiny, and will remove some specular effects from in-game
  235. // entities which support it. Setting this to 1 on dx8 will
  236. // result in some strange `fire' textures replacing their
  237. // appropriate counterparts, especially on medals, and certain
  238. // hats.
  239. mat_trilinear 1
  240. mat_wateroverlaysize 1
  241. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  242. // scattergun without any real performance loss.
  243. r_3dsky 0
  244. r_ambientboost 0
  245. r_ambientfactor 0
  246. r_ambientmin 0
  247. r_avglight 0
  248. r_cheapwaterend 1
  249. r_cheapwaterstart 1
  250. r_decals 9
  251. r_decalstaticprops 0
  252. r_decal_cullsize 15
  253. r_drawdetailprops 0
  254. r_drawmodeldecals 0
  255. r_drawflecks 0
  256. r_dynamic 0
  257. r_flashlightdepthtexture 0
  258. r_forcewaterleaf 1
  259. r_lightaverage 0
  260. r_maxnewsamples 2
  261. r_maxsampledist 1
  262. r_propsmaxdist 0
  263. r_renderoverlayfragment 0
  264. r_staticprop_lod 4
  265. r_waterdrawreflection 0
  266. r_waterdrawrefraction 1
  267. r_waterforceexpensive 0
  268. r_waterforcereflectentities 0
  269. rope_averagelight 0
  270. rope_collide 0
  271. rope_rendersolid 0
  272. rope_shake 0
  273. rope_smooth 0
  274. rope_subdiv 0
  275. rope_wind_dist 0
  276. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  277. // it, for example, setting this to `1'
  278. // disables rain effects on *_sawmill.
  279. tracer_extra 0
  280. violence_ablood 0
  281. violence_hblood 0
  282.  
  283. // ----------------------------------------------------------------------------
  284. // Misc
  285. // ----------------------------------------------------------------------------
  286. in_usekeyboardsampletime 0
  287. mat_clipz 1 // FX card users should set this to 0
  288. mat_forcehardwaresync 0
  289. mat_levelflush 1
  290. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  291. // silly incompatibility with the Xfire overlay. You should use
  292. // it if you can!
  293. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  294. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  295. // performed on the GPU (as opposed to on the CPU). The
  296. // value `-1' autodetects hardware support for this
  297. // feature, which is safer than forcing it.
  298.  
  299. // ----------------------------------------------------------------------------
  300. // Sound
  301. // ----------------------------------------------------------------------------
  302. // I'd be hesitant to say that you would see a great deal of performance
  303. // improvement from lowering the sound quality, but in my experience as a
  304. // competitive TF2 player, lowering the sound quality makes determination of
  305. // directionality and distance that much easier. You may see a small FPS gain
  306. // with these settings, or you may not, either way will likely have a
  307. // negligible effect on performance.
  308. // ----------------------------------------------------------------------------
  309. dsp_enhance_stereo 0
  310. dsp_slow_cpu 1
  311. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  312. // helpful in the past, as it seems to (for whatever
  313. // reason) reduce the number of TDRs experienced during
  314. // gameplay. There's some pretty good information on
  315. // TDRs (nerds only) here:
  316. // http://forums.nvidia.com/index.php?showtopic=65161
  317. snd_pitchquality 0
  318. snd_spatialize_roundrobin 1
  319.  
  320. // ----------------------------------------------------------------------------
  321. // Threading
  322. // ----------------------------------------------------------------------------
  323. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  324. // defines the threading method to be used by the material
  325. // system. It has been unstable to use in the past, but
  326. // nowadays it's generally okay.
  327. //
  328. // Here are the possible values:
  329. // -2 legacy default
  330. // -1 default
  331. // 0 synchronous single thread
  332. // 1 queued single thread
  333. // 2 queued multithreaded
  334. //
  335. // If you have problems with the value `2', try setting it to
  336. // `-1'.
  337. //
  338. // As an aside, there are quite a few bugs in the demo system
  339. // that occur when mat_queue_mode is set to a value that is
  340. // not `-1'. If you intend to do work with the demo system,
  341. // maybe you should change this.
  342.  
  343. cl_threaded_bone_setup 0
  344. cl_threaded_client_leaf_system 0
  345. r_queued_decals 0
  346. r_queued_ropes 1
  347. r_queued_post_processing 0
  348. r_threaded_client_shadow_manager 1
  349. r_threaded_particles 1
  350. r_threaded_renderables 1
  351.  
  352. // ----------------------------------------------------------------------------
  353. // Misc
  354. // ----------------------------------------------------------------------------
  355. cl_forcepreload 1 // Force preloading
  356.  
  357. // ----------------------------------------------------------------------------
  358. // Print to console
  359. // ----------------------------------------------------------------------------
  360. echo "-------------------------------------------------------"
  361. echo " Chris' highframes config loaded. "
  362. echo "-------------------------------------------------------"
  363. echo "Please direct all comments/queries/whatnot to"
  364. echo "#christf2 on QuakeNet."
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