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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. // v2.009 | 19 May 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 240
  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. // LAN
  60. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  61. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  62. // the minimum available.
  63. //cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  64. //cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events.
  65. //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  66. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  67. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  68. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  69. //rate 60000 // Max bytes/sec the host can receive data.
  70.  
  71. // Good connection
  72. cl_cmdrate 66 // Number of command pakets sent to the server per second.
  73. cl_interp 0.000001 // Interpolate x seconds from game (0.02 = 20ms)
  74. cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  75. cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  76. cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  77. cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  78. cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  79. cl_updaterate 66 // Number of packets per second you are requesting from the server.
  80. rate 60000 // Max bytes/sec the host can receive data.
  81.  
  82.  
  83. // ----------------------------------------------------------------------------
  84. // Sprays
  85. // ----------------------------------------------------------------------------
  86. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  87. // anyway, so if you play competitive TF2, this won't help you.
  88. // ----------------------------------------------------------------------------
  89.  
  90. // Disable sprays
  91. //cl_playerspraydisable 1
  92. //r_spray_lifetime 0
  93.  
  94. // Enable sprays -- uncomment this section if you want these settings
  95. cl_playerspraydisable 0
  96. r_spray_lifetime 2
  97.  
  98. // ----------------------------------------------------------------------------
  99. // Shadows
  100. // ----------------------------------------------------------------------------
  101.  
  102. // Disable shadows
  103. //mat_shadowstate 0
  104. //r_shadowmaxrendered 0
  105. //r_shadowrendertotexture 0
  106. //r_shadows 0
  107.  
  108. // Enable shadows -- uncomment this section if you want these settings
  109. mat_shadowstate 1
  110. r_shadowmaxrendered 11
  111. r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  112. // competitive TF2 players to see opponents standing
  113. // near the other side of a wall. You may see some
  114. // performance loss from setting this to `1'.
  115. r_shadows 1
  116.  
  117. // ----------------------------------------------------------------------------
  118. // Facial features
  119. // ----------------------------------------------------------------------------
  120.  
  121. // Disable facial features
  122. //r_eyes 0
  123. //r_flex 0
  124. //r_lod 2
  125. //r_rootlod 2
  126. //r_teeth 0
  127.  
  128. // Enable facial features -- uncomment this section if you want these settings
  129. r_eyes 1
  130. r_flex 1
  131. r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  132. r_rootlod 1
  133. r_teeth 1
  134.  
  135. // ----------------------------------------------------------------------------
  136. // Ragdolls
  137. // ----------------------------------------------------------------------------
  138. // You will have reduced performance on deaths which produce ragdolls.
  139. // ----------------------------------------------------------------------------
  140.  
  141. // Disable ragdolls
  142. cl_ragdoll_fade_time 0
  143. cl_ragdoll_forcefade 1
  144. cl_ragdoll_physics_enable 0
  145. g_ragdoll_fadespeed 0
  146. g_ragdoll_lvfadespeed 0
  147. ragdoll_sleepaftertime 0
  148.  
  149. // Enable ragdolls -- uncomment this section if you want these settings
  150. //cl_ragdoll_fade_time 15
  151. //cl_ragdoll_forcefade 0
  152. //cl_ragdoll_physics_enable 1
  153. //g_ragdoll_fadespeed 600
  154. //g_ragdoll_lvfadespeed 100
  155. //ragdoll_sleepaftertime "5.0f"
  156.  
  157. // ----------------------------------------------------------------------------
  158. // Gibs
  159. // ----------------------------------------------------------------------------
  160. // You will have reduced performance on deaths which produce gibs.
  161. // ----------------------------------------------------------------------------
  162.  
  163. // Disable gibs
  164. cl_phys_props_enable 0
  165. cl_phys_props_max 0
  166. props_break_max_pieces 0
  167. r_propsmaxdist 1
  168. violence_agibs 0
  169. violence_hgibs 0
  170.  
  171. // Enable gibs -- uncomment this section if you want these settings
  172. //cl_phys_props_enable 1
  173. //cl_phys_props_max 128
  174. //props_break_max_pieces -1
  175. //r_propsmaxdist 1000
  176. //violence_agibs 1
  177. //violence_hgibs 1
  178.  
  179. // ----------------------------------------------------------------------------
  180. // Graphical
  181. // ----------------------------------------------------------------------------
  182. // Now we come to the main brunt of the config. You probably don't want to mess
  183. // with this.
  184. // ----------------------------------------------------------------------------
  185. cl_detaildist 0
  186. cl_detailfade 0
  187. cl_drawmonitors 0
  188. cl_ejectbrass 0
  189. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  190. cl_new_impact_effects 0
  191. cl_show_splashes 0
  192. func_break_max_pieces 3 //line 434
  193. glow_outline_effect_enable 0 // Cart glow effect.
  194. lod_transitiondist 0
  195. mat_antialias 0
  196. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  197. // a strange `shine' effect to appear on all players.
  198. mat_colcorrection_disableentities 1
  199. mat_colorcorrection 0
  200. mat_disable_bloom 1
  201. mat_disable_fancy_blending 1
  202. mat_disable_lightwarp 1
  203. mat_envmapsize 8
  204. mat_envmaptgasize 0
  205. mat_filterlightmaps 0
  206. mat_filtertextures 1
  207. mat_forceaniso 0
  208. mat_hdr_level 0
  209. mat_max_worldmesh_vertices 512
  210. mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 430
  211. // to get it darker. Only works in fullscreen.
  212. mat_motion_blur_enabled 0
  213. mat_parallaxmap 0
  214. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  215. // at a range from -1 to 2, -1 being the best quality, 2 being the
  216. // worst.
  217. mat_reducefillrate 1
  218. mat_reduceparticles 1
  219. mat_specular 0// Controls specularity. Setting this to 0 will make ubers
  220. // non-shiny, and will remove some specular effects from in-game
  221. // entities which support it. Setting this to 1 on dx8 will
  222. // result in some strange `fire' textures replacing their
  223. // appropriate counterparts, especially on medals, and certain
  224. // hats.
  225. mat_phong 0
  226. mat_trilinear 0
  227. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  228. mat_viewportupscale 1
  229. mat_wateroverlaysize 1
  230. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  231. // scattergun without any real performance loss.
  232. r_3dsky 0
  233. r_ambientboost 0
  234. r_ambientfactor 0
  235. r_ambientmin 0
  236. r_avglight 0
  237. r_cheapwaterend 1
  238. r_cheapwaterstart 1
  239. r_decals 1
  240. r_decalstaticprops 0
  241. r_decal_cullsize 15
  242. r_drawdetailprops 0
  243. r_drawmodeldecals 0
  244. r_drawflecks 0
  245. r_dynamic 0
  246. r_flashlightdepthtexture 0
  247. r_forcewaterleaf 1
  248. r_lightaverage 0
  249. r_maxnewsamples 2
  250. r_maxsampledist 1
  251. r_propsmaxdist 0
  252. r_renderoverlayfragment 0
  253. r_staticprop_lod 4
  254. r_waterdrawreflection 0
  255. r_waterdrawrefraction 0
  256. r_waterforceexpensive 0
  257. r_waterforcereflectentities 0
  258. rope_averagelight 0
  259. rope_collide 0
  260. rope_rendersolid 0
  261. rope_shake 0
  262. rope_smooth 0
  263. rope_subdiv 0
  264. rope_wind_dist 0
  265. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  266. // it, for example, setting this to `1'
  267. // disables rain effects on *_sawmill.
  268. tracer_extra 0
  269. violence_ablood 1
  270. violence_hblood 1
  271.  
  272. // ----------------------------------------------------------------------------
  273. // Misc
  274. // ----------------------------------------------------------------------------
  275. in_usekeyboardsampletime 0
  276. mat_clipz 1 // FX card users should set this to 0
  277. mat_forcehardwaresync 0
  278. mat_levelflush 1
  279. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  280. // silly incompatibility with the Xfire overlay. You should use
  281. // it if you can!
  282. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  283. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  284. // performed on the GPU (as opposed to on the CPU). The
  285. // value `-1' autodetects hardware support for this
  286. // feature, which is safer than forcing it.
  287.  
  288. // ----------------------------------------------------------------------------
  289. // Sound
  290. // ----------------------------------------------------------------------------
  291. // I'd be hesitant to say that you would see a great deal of performance
  292. // improvement from lowering the sound quality, but in my experience as a
  293. // competitive TF2 player, lowering the sound quality makes determination of
  294. // directionality and distance that much easier. You may see a small FPS gain
  295. // with these settings, or you may not, either way will likely have a
  296. // negligible effect on performance.
  297. // ----------------------------------------------------------------------------
  298. dsp_enhance_stereo 0
  299. dsp_slow_cpu 1
  300. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  301. // helpful in the past, as it seems to (for whatever
  302. // reason) reduce the number of TDRs experienced during
  303. // gameplay. There's some pretty good information on
  304. // TDRs (nerds only) here:
  305. // http://forums.nvidia.com/index.php?showtopic=65161
  306. snd_pitchquality 0
  307. snd_spatialize_roundrobin 1
  308.  
  309. // ----------------------------------------------------------------------------
  310. // Threading
  311. // ----------------------------------------------------------------------------
  312. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  313. // defines the threading method to be used by the material
  314. // system. It has been unstable to use in the past, but
  315. // nowadays it's generally okay.
  316. //
  317. // Here are the possible values:
  318. // -2 legacy default
  319. // -1 default
  320. // 0 synchronous single thread
  321. // 1 queued single thread
  322. // 2 queued multithreaded
  323. //
  324. // If you have problems with the value `2', try setting it to
  325. // `-1'.
  326. //
  327. // As an aside, there are quite a few bugs in the demo system
  328. // that occur when mat_queue_mode is set to a value that is
  329. // not `-1'. If you intend to do work with the demo system,
  330. // maybe you should change this.
  331.  
  332. cl_threaded_bone_setup 0
  333. cl_threaded_client_leaf_system 0
  334. r_queued_decals 0
  335. r_queued_ropes 1
  336. r_queued_post_processing 1
  337. r_threaded_client_shadow_manager 0
  338. r_threaded_particles 0
  339. r_threaded_renderables 1
  340.  
  341. // ----------------------------------------------------------------------------
  342. // Misc
  343. // ----------------------------------------------------------------------------
  344. cl_forcepreload 1 // Force preloading
  345.  
  346. // ----------------------------------------------------------------------------
  347. // M0re's FPS Config
  348. // ----------------------------------------------------------------------------
  349. mat_mipmaptextures "1" // texture quality decreases with distance
  350. mat_bufferprimitives "1"
  351. mat_compressedtextures "1"
  352. mat_debugdepthval "0"
  353. mat_debugdepthvalmax "0"
  354. //mat_forceaniso "1" // Line 217
  355. mat_hdr_enabled "0"
  356. mat_use_compressed_hdr_textures "1"
  357. mat_aaquality "0"
  358. mat_softwarelighting "0"
  359. mat_autoexposure_max "0"
  360. mat_autoexposure_min "0"
  361. mat_bloomscale "0"
  362. mat_bloom_scalefactor_scalar "0"
  363. mat_disable_ps_patch "1"
  364. //mat_envmaptgasize "8" // Line 214
  365. mat_fastspecular "1"
  366. mat_fastnobump "0"
  367. mat_forcemanagedtextureintohardware "0"
  368. mat_framebuffercopyoverlaysize "0"
  369. mat_diffuse "1"
  370. mat_software_aa_blur_one_pixel_lines "0"
  371. mat_software_aa_strength "0"
  372. mat_software_aa_strength_vgui "0"
  373. mat_software_aa_tap_offset "0"
  374. mat_alphacoverage "0"
  375. mat_non_hdr_bloom_scalefactor "0"
  376. mat_maxframelatency "0"
  377. snd_mixahead "0.1"
  378. dsp_volume "1"
  379. dsp_spatial "40"
  380. dsp_speaker "50"
  381. dsp_water "14
  382. soundscape_flush "1" // Flushes the server & client side soundscapes
  383. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  384. r_dopixelvisibility "0"
  385. r_PhysPropStaticLighting "0"
  386. r_occlusion "1" // Activate/deactivate the occlusion system.
  387. r_worldlights "0" // number of world lights to use per vertex
  388. r_3dnow "0" // Enable/disable 3DNow code
  389. r_sse2 "1" // Enable/disable SSE2 code
  390. r_ropetranslucent "0"
  391. //r_threaded_client_shadow_manager "1" // Line 346
  392. //r_threaded_particles "1" // Line 347
  393. //r_threaded_renderables "0" // Line 345
  394. //r_queued_post_processing "0" // Line 345
  395. r_drawbatchdecals "0"
  396. r_hunkalloclightmaps "0"
  397. r_maxdlights "0"
  398. r_maxmodeldecal "0"
  399. //r_maxnewsamples "2" //Line 258
  400. //r_maxsampledist "1" //Line 259
  401. r_minnewsamples "0"
  402. r_bloomtintg "0"
  403. r_bloomtintb "0"
  404. r_bloomtintexponent "0"
  405. r_bloomtintr "0"
  406. r_lightcache_zbuffercache "0"
  407. //r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water) //Line 246
  408. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  409. cl_muzzleflash_dlight_1st "0"
  410. cl_predictweapons "1"
  411. cl_predict "1"
  412. tf_playergib "0"
  413. cl_showhelp "0"
  414. cl_showpluginmessages "0" // Allow plugins to display messages to you
  415. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  416. cl_debugrumble "0" // Turn on rumble debugging spew
  417. cl_ragdoll_collide "0"
  418. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  419. sv_forcepreload "1" // forces preload to help increase performance
  420. jpeg_quality "100" // jpeg screenshot quality.
  421. //mat_monitorgamma "2.0" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD) //line 220
  422. commentary "0" // desired commentary mode state
  423. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  424. prop_active_gib_limit "0"
  425. //func_break_max_pieces "0" //line 202
  426. showhitlocation "1"
  427. gl_clear "0"
  428. muzzleflash_light "0"
  429. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  430. adsp_debug "0"
  431. mp_usehwmmodels "0"
  432. mp_usehwmvcds "0"
  433.  
  434.  
  435. // ----------------------------------------------------------------------------
  436. // Print to console
  437. // ----------------------------------------------------------------------------
  438. clear
  439. echo "-------------------------------------------------------"
  440. echo " Cal's Mixture of "
  441. echo " Chris' maxframes config "
  442. echo " and "
  443. echo " M0re's FPS config "
  444. echo " loaded "
  445. echo " SUCCESSFULLY! "
  446. echo "-------------------------------------------------------"
  447. echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/"
  448. echo "M0re's FPS Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464"
  449. echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024" // Indicates if we're on battery power or plugged in. Not useful if you're not using a laptop.
  450. cl_mvm_wave_status_visible_during_wave 1 // Extremely useful convar to show bots remaining without having to view scoreboard
  451. cl_use_tournament_specgui 1 // Shows your teammate's health in tournament mode and in MvM when you're dead.
  452. cl_ask_blacklist_opt_out 1 // Disables the game annoyingly asking you if you want to blacklist a server that you spend a low amount of time on.
  453. cl_ask_favorite_opt_out 1 // Disables the game annoyingly asking you if you want to favorite a server that you spend a long amount of time on.
  454. hud_combattext_batching 1 // Batches together damage text. Useful for Pyro, Heavy, and the Engineer's Sentry in particular.
  455.  
  456. hud_combattext_batching_window 2
  457. closecaption 0
  458. sv_restrict_aspect_ratio_fov 0
  459. sv_cheats 1
  460. dsp_slow_cpu 1
  461. dsp_enhance_stereo 0
  462. alias "+scoreboard" "+showscores; net_graph 1"
  463. alias "-scoreboard" "-showscores; net_graph 0"
  464. bind "tab" "+scoreboard"
  465. bind mouse5 +use_Action_slot_item
  466. bind mwheeldown +jump
  467. snd_mixahead 0.04
  468. hud_fastswitch "1" //fast weapon switch
  469. hud_combattext "1" //damage text
  470. cl_use_tournament_specgui "1" //enabled SpecHUD
  471. cl_spec_carrieditems "0" //hides itempanel while spectating
  472. tf_hud_show_servertimelimit "1" //full time panel
  473. //Target ID requirements for takyahud-classic
  474. tf_hud_target_id_alpha 255
  475. tf_hud_target_id_disable_floating_health 1
  476. m_rawinput "1"
  477. mat_vsync "0"
  478. m_filter "0"
  479. m_customaccel "0"
  480. m_mouseaccel1 "0"
  481. m_mouseaccel2 "0"
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