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  1. exec binds
  2.  
  3. engine_no_focus_sleep 0
  4.  
  5. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  6. fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  7.  
  8.  
  9.  
  10. // Good connection
  11. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  12. cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  13. cl_interp_ratio 1
  14. cl_lagcompensation 1
  15. cl_pred_optimize 2
  16. cl_smooth 0
  17. cl_smoothtime 0.01
  18. cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  19. rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  20.  
  21. cl_first_person_uses_world_model 0
  22.  
  23.  
  24. // ----------------------------------------------------------------------------
  25. // Shadows
  26. // ----------------------------------------------------------------------------
  27.  
  28. // Disable shadows
  29. mat_shadowstate 0
  30. r_shadowmaxrendered 0
  31. r_shadowrendertotexture 0
  32. r_shadows 0
  33. nb_shadow_dist 0
  34.  
  35. // ----------------------------------------------------------------------------
  36. // Facial features
  37. // ----------------------------------------------------------------------------
  38.  
  39. // Disable facial features
  40. r_eyes 0
  41. r_flex 0
  42. r_lod 2
  43. r_rootlod 2
  44. r_teeth 0
  45. r_eyemove 0
  46. r_eyeshift_x 0
  47. r_eyeshift_y 0
  48. r_eyeshift_z 0
  49. r_eyesize 0
  50. blink_duration 0
  51.  
  52. // ----------------------------------------------------------------------------
  53. // Ragdolls
  54. // ----------------------------------------------------------------------------
  55. // You will have reduced performance on deaths which produce ragdolls.
  56. // ----------------------------------------------------------------------------
  57.  
  58. // Disable ragdolls
  59. cl_ragdoll_fade_time 0
  60. cl_ragdoll_forcefade 1
  61. cl_ragdoll_physics_enable 0
  62. g_ragdoll_fadespeed 0
  63. g_ragdoll_lvfadespeed 0
  64. ragdoll_sleepaftertime 0
  65.  
  66. // ----------------------------------------------------------------------------
  67. // Gibs
  68. // ----------------------------------------------------------------------------
  69. // You will have reduced performance on deaths which produce gibs.
  70. // ----------------------------------------------------------------------------
  71.  
  72. // Disable gibs
  73. cl_phys_props_enable 0
  74. cl_phys_props_max 0
  75. cl_phys_timescale 1.0
  76. props_break_max_pieces 0
  77. r_propsmaxdist 1
  78. violence_agibs 0
  79. violence_hgibs 0
  80.  
  81. // ----------------------------------------------------------------------------
  82. // Graphical
  83. // ----------------------------------------------------------------------------
  84. // Now we come to the main brunt of the config. You probably don't want to mess
  85. // with this.
  86. // ----------------------------------------------------------------------------
  87. prop_active_gib_limit 0
  88. props_break_max_pieces_perframe 0
  89. fov_desired 90
  90. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  91. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  92. cl_muzzleflash_dlight_1st 0
  93. cl_detaildist 0
  94. cl_detailfade 0
  95. cl_drawmonitors 0
  96. cl_ejectbrass 0
  97. cl_jiggle_bone_framerate_cutoff 45 // Turns off jigglebones
  98. cl_new_impact_effects 0
  99. cl_show_splashes 0
  100. cl_rumblescale 0
  101. cl_showhelp 0
  102. cl_showpluginmessages 0
  103. cl_debugrumble 0
  104. func_break_max_pieces 0
  105. glow_outline_effect_enable 0 // Cart glow effect.
  106. lod_transitiondist 0
  107. mat_antialias 1
  108. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  109. // a strange `shine' effect to appear on all players. - Chris
  110. // In the past I wasn't able to prove that disabling this was significant,
  111. // it effects fps by about 1% after several checks - Comanglia
  112. mat_colcorrection_disableentities 1
  113. mat_colorcorrection 0
  114. mat_disable_bloom 1
  115. mat_disable_fancy_blending 1
  116. mat_disable_lightwarp 1
  117. mat_envmapsize 8
  118. mat_envmaptgasize 8
  119. mat_filterlightmaps 1
  120. mat_filtertextures 1
  121. mat_forceaniso 1
  122. mat_hdr_level 0
  123. mat_autoexposure_max 0
  124. mat_autoexposure_min 0
  125. mat_bloomscale 0
  126. mat_bloom_scalefactor_scalar 0
  127. mat_bloomamount_rate 0
  128. mat_debug_bloom 0
  129. mat_debug_postprocessing_effects 0
  130. mat_debug_process_halfscreen 0
  131. mat_debugalttab 0
  132. mat_debugdepth 0
  133. mat_debugdepthmode 0
  134. mat_disable_bloom 1
  135. mat_force_bloom 0
  136. mat_postprocessing_combine 0
  137. mat_non_hdr_bloom_scalefactor 0
  138. mat_bufferprimitives 1
  139. mat_compressedtextures 1
  140. mat_debugdepthval 0
  141. mat_debugdepthvalmax 0
  142. mat_diffuse 1
  143. mat_fastnobump 0
  144. mat_forcemanagedtextureintohardware 0
  145. mat_framebuffercopyoverlaysize 0
  146. mat_hdr_enabled 0
  147. mat_hdr_manual_tonemap_rate 0
  148. mat_hdr_tonemapscale 0
  149. mat_leafvis 0
  150. mat_loadtextures 1
  151. mat_mipmaptextures 1 // ***
  152. mat_norendering 0
  153. mat_non_hdr_bloom_scalefactor 0
  154. mat_show_texture_memory_usage 0
  155. mat_showlightmappage -1
  156. mat_softwarelighting 0
  157. mat_software_aa_blur_one_pixel_lines 0
  158. mat_software_aa_edge_threshold 9
  159. mat_software_aa_quality 0// was 9
  160. mat_software_aa_strength 0
  161. mat_software_aa_strength_vgui 0
  162. mat_software_aa_tap_offset 0
  163. mat_software_aa_quality 0
  164. mat_softwareskin 0
  165. mat_surfaceid 0
  166. mat_surfacemat 0
  167. mat_texture_limit -1
  168. mat_use_compressed_hdr_textures 0
  169. mat_yuv 0
  170. mem_max_heapsize 2048
  171. mod_forcedata 1
  172. mod_forcetouchdata 1
  173. mat_max_worldmesh_vertices 512
  174. mat_monitorgamma 1.8 // Controls brightness, try 1.8 to make it brighter or 2.2
  175. // to get it darker. Only works in fullscreen.
  176. mat_parallaxmap 0
  177. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  178. // at a range from -1 to 2, -1 being the best quality, 2 being the
  179. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  180. mat_reducefillrate 1
  181. mat_reduceparticles 1
  182. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  183. // non-shiny, and will remove some specular effects from in-game
  184. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  185. mat_trilinear 1
  186. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  187. mat_viewportupscale 1
  188. mat_wateroverlaysize 1
  189. mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
  190. r_3dsky 0
  191. r_ambientboost 0
  192. r_ambientfactor 0
  193. r_ambientmin 0
  194. r_avglight 1
  195. r_ambientfraction 0
  196. r_avglightmap 0
  197. r_cheapwaterend 1
  198. r_cheapwaterstart 1
  199. r_decals 9
  200. r_maxmodeldecal 9
  201. r_decalstaticprops 0
  202. r_decal_cullsize 15
  203. r_drawdetailprops 0
  204. r_drawmodeldecals 0
  205. r_drawflecks 0
  206. r_dynamic 0
  207. r_flashlightdepthtexture 0
  208. r_forcewaterleaf 1
  209. r_lightaverage 0
  210. r_maxnewsamples 0
  211. r_maxsampledist 1
  212. r_bloomtintb 0
  213. r_bloomtintexponent 0
  214. r_bloomtintg 0
  215. r_bloomtintr 0
  216. r_occlusion 1
  217. r_pixelfog 1
  218. r_propsmaxdist 0
  219. r_renderoverlayfragment 0
  220. r_staticprop_lod 4
  221. r_waterdrawreflection 0
  222. r_waterdrawrefraction 1
  223. r_waterforceexpensive 0
  224. r_waterforcereflectentities 0
  225. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  226. r_dopixelvisibility 0
  227. r_drawbatchdecals 0
  228. r_hunkalloclightmaps 0
  229. r_lightcache_numambientsamples 0
  230. r_lightinterp 0
  231. r_lightstyle -1
  232. r_lightcache_zbuffercache 0
  233. r_PhysPropStaticLighting 0
  234. rope_averagelight 0
  235. rope_collide 0
  236. rope_rendersolid 0
  237. rope_shake 0
  238. rope_smooth 0
  239. rope_subdiv 0
  240. rope_wind_dist 0
  241. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  242. // it, for example, setting this to `1'
  243. // disables rain effects on *_sawmill.
  244. tracer_extra 0
  245. violence_ablood 1 // framerates on -most- pcs are higher with these on
  246. violence_hblood 1
  247. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  248. mat_motion_blur_forward_enabled 0
  249. mat_motion_blur_strength 0
  250. r_radiosity 4
  251. r_updaterefracttexture 0
  252. r_worldlightmin 0.0001
  253. r_worldlights 0
  254. r_unloadlightmaps 0
  255. mat_disable_d3d9ex 1
  256. mp_usehwmmodels -1
  257. mp_usehwmvcds -1
  258. tf_use_min_viewmodels 1
  259.  
  260.  
  261. // ----------------------------------------------------------------------------
  262. // Threading
  263. // ----------------------------------------------------------------------------
  264. mat_queue_mode 0 // mat_queue mode is another frequently asked about cvar, it
  265. // defines the threading method to be used by the material
  266. // system. It has been unstable to use in the past, but
  267. // nowadays it's generally okay.
  268. //
  269. // Here are the possible values:
  270. // -2 legacy default
  271. // -1 default
  272. // 0 synchronous single thread
  273. // 1 queued single thread
  274. // 2 queued multithreaded
  275. //
  276. // If you have problems with the value `2', try setting it to
  277. // `-1'.
  278. //
  279. // As an aside, there are quite a few bugs in the demo system
  280. // that occur when mat_queue_mode is set to a value that is
  281. // not `-1'. If you intend to do work with the demo system,
  282. // maybe you should change this.
  283. //
  284. //After immense testing I've found that default works perfectly
  285. //fine with setting your Thread usage. It automatically set me
  286. //to 2 every time. I'd say it's safer and likely less buggy to
  287. //leave this at -1 than it is at 2.
  288. //
  289. //As a side not I've noticed micro stutters with mat_queue_mode 2
  290. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  291.  
  292. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  293. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  294. r_queued_decals 0 // lessens the impact of higher decal limits.
  295. r_queued_ropes 1
  296. r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
  297. r_threaded_client_shadow_manager 1
  298. r_threaded_particles 1
  299. r_threaded_renderables 1
  300. net_queue_trace 0
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