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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Comanglia' frames config inspired by chris, designed to get you a large performance boost
  4. // v1.5a | 19 October 2014 | https://dl.dropboxusercontent.com/u/92187841/gfx.cfg
  5. // ----------------------------------------------------------------------------
  6. // Launch options:
  7. // You don't have to remove -dxlevel from the launch options after the first launch!
  8. //
  9. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid
  10. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid
  11. // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
  12. //
  13. // DX Levels
  14. // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
  15. // if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect (some series of outdated nvidia drivers remove this affect)
  16. // ----------------------------------------------------------------------------
  17.  
  18. // ----------------------------------------------------------------------------
  19. // FPS cap
  20. // ----------------------------------------------------------------------------
  21. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  22. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  23. // desirable than a variable but sometimes high framerate. A common
  24. // misconception is that if any more frames are generated than your monitor can
  25. // display, they are useless. This is wrong -- frames are used for much more
  26. // than mere display, and affect the way the game feels well past your
  27. // refresh rate.
  28. // ----------------------------------------------------------------------------
  29. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  30. fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  31. //fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
  32.  
  33. // ----------------------------------------------------------------------------
  34. // Net settings
  35. // ----------------------------------------------------------------------------
  36. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  37. // are a fact of life in competitive TF2, and as such, they are included here.
  38. //
  39. // A common question I am asked -- what defines whether a good connection is
  40. // good or bad? Mostly personal preference. If you're not willing to make the
  41. // choice, try both and see which is better for you.
  42. //
  43. // Generally, meeting both of the following conditions would classify it as a
  44. // good connection:
  45. //
  46. // - Ping of <80 to the average server you join
  47. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  48. //
  49. // There's some pretty good documentation on this here:
  50. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  51. //
  52. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  53. // ----------------------------------------------------------------------------
  54.  
  55.  
  56.  
  57.  
  58. // PROJECTILE INTERPS //
  59.  
  60. // Harshest timing oriented interp settings -- uncomment only the one appropriate for you
  61. alias interp_projectile "cl_interp 0.0152; cl_interp_ratio 1" // for updaterate 66
  62. alias interp_projectile40 "cl_interp 0.025 ; cl_interp_ratio 1" // for updaterate 40
  63. // You should use this for projectiles, the flamethrower, and feigning.
  64. // On LAN, this setting is king. I think. Someone smart give me feedback after trying it and the below "harsh2" one.
  65.  
  66. // Alternative "harsh" interp
  67. alias interp_harsh "cl_interp 0.0182; cl_interp_ratio 1.2" // for updaterate 66
  68. alias interp_harsh40 "cl_interp 0.03 ; cl_interp_ratio 1.2" // for updaterate 40
  69. // Use this instead of the above if you experience rockets "warping" through scouts, microstuttering animations, or other unpleasant jitter when using the above.
  70.  
  71.  
  72.  
  73. // HITSCAN INTERP //
  74.  
  75. // Normal settings
  76. alias interp_hitscan "cl_interp 0.033; cl_interp_ratio 2" // for updaterate 66
  77. alias interp_hitscan40 "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 40
  78. // Use this in most cases, or if you don't know what else to pick.
  79.  
  80.  
  81.  
  82. // SAFE INTERP (sniper?) //
  83.  
  84. // "Soft" settings (hitreg oriented)
  85. alias interp_soft "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 66
  86. alias interp_soft40 "cl_interp 0.055; cl_interp_ratio 2" // for updaterate 40
  87. // This is the safest "comp" setting. If you're experiencing trouble, use this. If you still have trouble, go back to defaults.
  88. // Also, use this on things that "can not" miss or are especially susceptible to "shitreg" for you, meaning sniper rifles and (for me) scout weapons.
  89.  
  90.  
  91.  
  92. // Default interp settings
  93. alias interp_default "cl_interp 0.1; cl_interp_ratio 2"
  94. alias smooth_default "cl_smooth 1; cl_smoothtime 0.1"
  95. alias smooth_normal "cl_smooth 0, cl_smoothtime 0.01"
  96.  
  97. // Default smooth settings, in case you need them
  98. //cl_smooth 1
  99. //cl_smoothtime 0.1
  100.  
  101.  
  102.  
  103.  
  104. // Fundamental settings -- take care //
  105. cl_lagcompensation 1 // DO NOT EVER CHANGE THIS NO MATTER WHAT ANYONE EVER SAYS EVER
  106. cl_pred_optimize 2 // DO NOT EVER CHANGE THIS
  107. cl_smooth 0 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
  108. cl_smoothtime 0.01 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
  109.  
  110.  
  111.  
  112.  
  113.  
  114.  
  115.  
  116.  
  117. //// Current ////
  118.  
  119. // bad connection
  120.  
  121. cl_cmdrate 66
  122. cl_interp 0.033
  123. cl_interp_ratio 2
  124. cl_updaterate 66
  125. rate 60000
  126.  
  127.  
  128. //// Chris' ////
  129.  
  130. //cl_cmdrate 66
  131. //cl_interp 0.033
  132. //cl_interp_ratio 2
  133. //cl_updaterate 66
  134. //rate 60000
  135.  
  136.  
  137. //// Comanglia's ////
  138.  
  139. // Good connection
  140.  
  141. //cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  142. //cl_interp 0 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  143. //cl_interp_ratio 1
  144. //cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  145. //rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  146.  
  147. // Bad connection
  148.  
  149. //cl_cmdrate 40
  150. //cl_interp 0
  151. //cl_interp_ratio 2
  152. //cl_lagcompensation 1
  153. //cl_pred_optimize 2
  154. //cl_smooth 0
  155. //cl_smoothtime 0.01
  156. //cl_updaterate 40
  157. //rate 35000
  158.  
  159.  
  160.  
  161.  
  162.  
  163.  
  164.  
  165.  
  166.  
  167.  
  168.  
  169.  
  170.  
  171.  
  172. //////////////////////////////////
  173. // Prism Settings (for refract) //
  174. //////////////////////////////////
  175.  
  176. mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
  177. mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
  178. mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
  179.  
  180.  
  181.  
  182.  
  183. //////////////////////////////////
  184. // My Aliases //
  185. //////////////////////////////////
  186.  
  187. //settings
  188.  
  189. hud_combattext_batching 1
  190. hud_combattext_batching_window 0.5
  191. tf_hud_target_id_alpha 150
  192. tf_hud_target_id_disable_floating_health 1
  193. tf_healthicon_height_offset 0
  194. cl_autoreload 1
  195. cl_autozoom 0
  196.  
  197. alias scope_removal "sv_cheats 1; testhudanim scoperemoval"
  198.  
  199. alias primary "slot1; view_primary"
  200. alias secondary "slot2; view_secondary"
  201. alias melee "slot3; view_melee"
  202.  
  203. alias view_primary "r_drawviewmodel 0"
  204. alias view_p_toggle "view_p_on"
  205. alias view_p_on "r_drawviewmodel 1; alias view_primary "r_drawviewmodel 1"; alias view_p_toggle "view_p_off""
  206. alias view_p_off "r_drawviewmodel 0; alias view_primary "r_drawviewmodel 0"; alias view_p_toggle "view_p_on""
  207.  
  208. alias view_secondary "r_drawviewmodel 0"
  209. alias view_s_toggle "view_s_on"
  210. alias view_s_on "r_drawviewmodel 1; alias view_secondary "r_drawviewmodel 1"; alias view_s_toggle "view_s_off""
  211. alias view_s_off "r_drawviewmodel 0; alias view_secondary "r_drawviewmodel 0"; alias view_s_toggle "view_s_on""
  212.  
  213. alias view_melee "r_drawviewmodel 1"
  214. alias view_m_toggle "view_m_off"
  215. alias view_m_on "r_drawviewmodel 1; aliam view_melee "r_drawviewmodel 1"; aliam view_m_toggle "view_m_off""
  216. alias view_m_off "r_drawviewmodel 0; aliam view_melee "r_drawviewmodel 0"; aliam view_m_toggle "view_m_on""
  217.  
  218. bind - hud_reloadscheme
  219. bind mwheelup "+jump"
  220. bind mwheeldown "+jump"
  221. bind q primary
  222. bind e secondary
  223. bind r melee
  224. bind 1 primary
  225. bind 2 secondary
  226. bind 3 melee
  227.  
  228. bind \ view_p_toggle
  229. bind ] view_s_toggle
  230. bind [ view_m_toggle
  231.  
  232. bind f +duck
  233.  
  234.  
  235. alias cross_with_dot "cl_crosshair_file crosshair1"
  236. alias half_cross_with_dot "cl_crosshair_file crosshair2"
  237. alias ring "cl_crosshair_file crosshair3"
  238. alias ex "cl_crosshair_file crosshair4"
  239. alias dot "cl_crosshair_file crosshair5"
  240. alias open_cross "cl_crosshair_file crosshair6"
  241. alias cross "cl_crosshair_file crosshair7"
  242. alias default "exec default"
  243. alias wings "cl_crosshair_file default"
  244.  
  245. alias red "cl_crosshair_red 255; cl_crosshair_green 0; cl_crosshair_blue 0"
  246. alias green "cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0"
  247. alias blue "cl_crosshair_red 0; cl_crosshair_green 0; cl_crosshair_blue 255"
  248. alias yellow "cl_crosshair_red 255; cl_crosshair_green 255; cl_crosshair_blue 0"
  249. alias cyan "cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 255"
  250. alias pink "cl_crosshair_red 255; cl_crosshair_green 0; cl_crosshair_blue 255"
  251. alias turquoise "cl_crosshair_red 0; cl_crosshair_green 200; cl_crosshair_blue 128"
  252. alias orange "cl_crosshair_red 255; cl_crosshair_green 128; cl_crosshair_blue 0"
  253. alias purple "cl_crosshair_red 128; cl_crosshair_green 0; cl_crosshair_blue 255"
  254. alias mint "cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 128"
  255. alias lime "cl_crosshair_red 178; cl_crosshair_green 255; cl_crosshair_blue 0"
  256. alias skyblue "cl_crosshair_red 60; cl_crosshair_green 158; cl_crosshair_blue 255"
  257. alias black "cl_crosshair_red 0; cl_crosshair_green 0; cl_crosshair_blue 0"
  258. alias grey "cl_crosshair_red 128; cl_crosshair_green 128; cl_crosshair_blue 128"
  259. alias white "cl_crosshair_red 255; cl_crosshair_green 255; cl_crosshair_blue 255"
  260. alias gold "cl_crosshair_red 233; cl_crosshair_green 255; cl_crosshair_blue 0"
  261.  
  262. alias 60 "viewmodel_fov 60"
  263. alias 61 "viewmodel_fov 61"
  264. alias 62 "viewmodel_fov 62"
  265. alias 63 "viewmodel_fov 63"
  266. alias 64 "viewmodel_fov 64"
  267. alias 65 "viewmodel_fov 65"
  268. alias 66 "viewmodel_fov 66"
  269. alias 67 "viewmodel_fov 67"
  270. alias 68 "viewmodel_fov 68"
  271. alias 69 "viewmodel_fov 69"
  272. alias 70 "viewmodel_fov 70"
  273. alias 71 "viewmodel_fov 71"
  274. alias 72 "viewmodel_fov 72"
  275. alias 73 "viewmodel_fov 73"
  276. alias 74 "viewmodel_fov 74"
  277. alias 75 "viewmodel_fov 75"
  278. alias 76 "viewmodel_fov 76"
  279. alias 77 "viewmodel_fov 77"
  280. alias 78 "viewmodel_fov 78"
  281. alias 79 "viewmodel_fov 79"
  282. alias 80 "viewmodel_fov 80"
  283. alias 81 "viewmodel_fov 81"
  284. alias 82 "viewmodel_fov 82"
  285. alias 83 "viewmodel_fov 83"
  286. alias 84 "viewmodel_fov 84"
  287. alias 85 "viewmodel_fov 85"
  288. alias 86 "viewmodel_fov 86"
  289. alias 87 "viewmodel_fov 87"
  290. alias 88 "viewmodel_fov 88"
  291. alias 89 "viewmodel_fov 89"
  292. alias 90 "viewmodel_fov 90"
  293. alias 91 "viewmodel_fov 91"
  294. alias 92 "viewmodel_fov 92"
  295. alias 93 "viewmodel_fov 93"
  296. alias 94 "viewmodel_fov 94"
  297. alias 95 "viewmodel_fov 95"
  298. alias 96 "viewmodel_fov 96"
  299. alias 97 "viewmodel_fov 97"
  300. alias 98 "viewmodel_fov 98"
  301. alias 99 "viewmodel_fov 99"
  302. alias 100 "viewmodel_fov 100"
  303. alias 101 "viewmodel_fov 101"
  304. alias 102 "viewmodel_fov 102"
  305. alias 103 "viewmodel_fov 103"
  306. alias 105 "viewmodel_fov 105"
  307. alias 106 "viewmodel_fov 106"
  308. alias 107 "viewmodel_fov 107"
  309. alias 108 "viewmodel_fov 108"
  310. alias 109 "viewmodel_fov 109"
  311. alias 110 "viewmodel_fov 110"
  312. alias 111 "viewmodel_fov 111"
  313. alias 112 "viewmodel_fov 112"
  314. alias 113 "viewmodel_fov 113"
  315. alias 114 "viewmodel_fov 114"
  316. alias 115 "viewmodel_fov 115"
  317. alias 116 "viewmodel_fov 116"
  318. alias 117 "viewmodel_fov 117"
  319. alias 118 "viewmodel_fov 118"
  320. alias 119 "viewmodel_fov 119"
  321. alias 120 "viewmodel_fov 120"
  322. alias on "r_drawviewmodel 1"
  323. alias off "r_drawviewmodel 0"
  324.  
  325. alias x10 "cl_crosshair_scale 10"
  326. alias x11 "cl_crosshair_scale 11"
  327. alias x12 "cl_crosshair_scale 12"
  328. alias x13 "cl_crosshair_scale 13"
  329. alias x14 "cl_crosshair_scale 14"
  330. alias x15 "cl_crosshair_scale 15"
  331. alias x16 "cl_crosshair_scale 16"
  332. alias x17 "cl_crosshair_scale 17"
  333. alias x18 "cl_crosshair_scale 18"
  334. alias x19 "cl_crosshair_scale 19"
  335. alias x20 "cl_crosshair_scale 20"
  336. alias x21 "cl_crosshair_scale 21"
  337. alias x22 "cl_crosshair_scale 22"
  338. alias x23 "cl_crosshair_scale 23"
  339. alias x24 "cl_crosshair_scale 24"
  340. alias x25 "cl_crosshair_scale 25"
  341. alias x26 "cl_crosshair_scale 26"
  342. alias x27 "cl_crosshair_scale 27"
  343. alias x28 "cl_crosshair_scale 28"
  344. alias x29 "cl_crosshair_scale 29"
  345. alias x30 "cl_crosshair_scale 30"
  346. alias x31 "cl_crosshair_scale 31"
  347. alias x32 "cl_crosshair_scale 32"
  348. alias x33 "cl_crosshair_scale 33"
  349. alias x34 "cl_crosshair_scale 34"
  350. alias x35 "cl_crosshair_scale 35"
  351. alias x36 "cl_crosshair_scale 36"
  352. alias x37 "cl_crosshair_scale 37"
  353. alias x38 "cl_crosshair_scale 38"
  354. alias x39 "cl_crosshair_scale 39"
  355. alias x40 "cl_crosshair_scale 40"
  356. alias x41 "cl_crosshair_scale 41"
  357. alias x42 "cl_crosshair_scale 42"
  358. alias x43 "cl_crosshair_scale 43"
  359. alias x44 "cl_crosshair_scale 44"
  360. alias x45 "cl_crosshair_scale 45"
  361. alias x46 "cl_crosshair_scale 46"
  362. alias x47 "cl_crosshair_scale 47"
  363. alias x48 "cl_crosshair_scale 48"
  364. alias x49 "cl_crosshair_scale 49"
  365. alias x50 "cl_crosshair_scale 50"
  366.  
  367. x35
  368. scoperemoval
  369.  
  370.  
  371.  
  372.  
  373. // ----------------------------------------------------------------------------
  374. // Sprays
  375. // ----------------------------------------------------------------------------
  376. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  377. // anyway, so if you play competitive TF2, this won't help you.
  378. // ----------------------------------------------------------------------------
  379.  
  380. // Disable sprays
  381. cl_playerspraydisable 1
  382. r_spray_lifetime 0
  383.  
  384. // Enable sprays -- uncomment this section if you want these settings
  385. //cl_playerspraydisable 0
  386. //r_spray_lifetime 2
  387.  
  388. // ----------------------------------------------------------------------------
  389. // Shadows
  390. // ----------------------------------------------------------------------------
  391.  
  392. // Disable shadows
  393. mat_shadowstate 0
  394. r_shadowmaxrendered 0
  395. r_shadowrendertotexture 0
  396. r_shadows 0
  397.  
  398. // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
  399. //mat_shadowstate 1
  400. //r_shadowmaxrendered 11
  401. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  402. // competitive TF2 players to see opponents standing
  403. // near the other side of a wall. You may see some
  404. // performance loss from setting this to `1'.
  405. //r_shadows 1
  406.  
  407. // ----------------------------------------------------------------------------
  408. // Facial features
  409. // ----------------------------------------------------------------------------
  410.  
  411. // Disable facial features
  412. r_eyes 0
  413. r_flex 0
  414. r_lod 2
  415. r_rootlod 2
  416. r_teeth 0
  417.  
  418. // Enable facial features -- turning them on lowers framerate by 5ish%
  419. //r_eyes 1
  420. //r_flex 1
  421. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  422. //r_rootlod 1
  423. //r_teeth 1
  424.  
  425. // ----------------------------------------------------------------------------
  426. // Ragdolls
  427. // ----------------------------------------------------------------------------
  428. // You will have reduced performance on deaths which produce ragdolls.
  429. // ----------------------------------------------------------------------------
  430.  
  431. // Disable ragdolls
  432. cl_ragdoll_fade_time 0
  433. cl_ragdoll_forcefade 1
  434. cl_ragdoll_physics_enable 0
  435. g_ragdoll_fadespeed 0
  436. g_ragdoll_lvfadespeed 0
  437. ragdoll_sleepaftertime 0
  438.  
  439. // Enable ragdolls -- lowers by 10ish%
  440. //cl_ragdoll_fade_time 15
  441. //cl_ragdoll_forcefade 0
  442. //cl_ragdoll_physics_enable 1
  443. //g_ragdoll_fadespeed 600
  444. //g_ragdoll_lvfadespeed 100
  445. //ragdoll_sleepaftertime "5.0f"
  446.  
  447. // ----------------------------------------------------------------------------
  448. // Gibs
  449. // ----------------------------------------------------------------------------
  450. // You will have reduced performance on deaths which produce gibs.
  451. // ----------------------------------------------------------------------------
  452.  
  453. // Disable gibs
  454. cl_phys_props_enable 0
  455. cl_phys_props_max 0
  456. props_break_max_pieces 0
  457. r_propsmaxdist 1
  458. violence_agibs 0
  459. violence_hgibs 0
  460.  
  461. // Enable gibs -- 6-7% less framerate
  462. //cl_phys_props_enable 1
  463. //cl_phys_props_max 128
  464. //props_break_max_pieces -1
  465. //r_propsmaxdist 1000
  466. //violence_agibs 1
  467. //violence_hgibs 1
  468.  
  469. // ----------------------------------------------------------------------------
  470. // Graphical
  471. // ----------------------------------------------------------------------------
  472. // Now we come to the main brunt of the config. You probably don't want to mess
  473. // with this.
  474. // ----------------------------------------------------------------------------
  475. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  476. mat_phong 1 // some people don't like this on I prefer it on for sniper though
  477. cl_detaildist 0
  478. cl_detailfade 0
  479. cl_drawmonitors 0
  480. cl_ejectbrass 0
  481. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  482. cl_new_impact_effects 0
  483. cl_show_splashes 0
  484. func_break_max_pieces 0
  485. glow_outline_effect_enable 0 // Cart glow effect.
  486. lod_transitiondist 0
  487. mat_antialias 0
  488. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  489. // a strange `shine' effect to appear on all players. - Chris
  490. // In the past I wasn't able to prove that disabling this was significant,
  491. // it effects fps by about 1% after several checks - Comanglia
  492. mat_colcorrection_disableentities 0
  493. mat_colorcorrection 0
  494. mat_disable_fancy_blending 1
  495. mat_disable_lightwarp 1
  496. mat_envmapsize 8
  497. mat_envmaptgasize 8
  498. mat_filterlightmaps 1
  499. mat_filtertextures 1
  500. mat_forceaniso 0
  501. mat_hdr_level 0
  502. mat_max_worldmesh_vertices 512
  503. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  504. // to get it darker. Only works in fullscreen.
  505. mat_parallaxmap 0
  506. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  507. // at a range from -1 to 2, -1 being the best quality, 2 being the
  508. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  509. mat_reducefillrate 1
  510. mat_reduceparticles 1
  511. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  512. // non-shiny, and will remove some specular effects from in-game
  513. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  514. mat_trilinear 0
  515. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  516. mat_viewportupscale 1
  517. mat_wateroverlaysize 1
  518. 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
  519. r_3dsky 0
  520. r_ambientboost 0
  521. r_ambientfactor 0
  522. r_ambientmin 0
  523. r_avglight 0
  524. r_cheapwaterend 1
  525. r_cheapwaterstart 1
  526. r_decals 9
  527. r_maxmodeldecal 9
  528. r_decalstaticprops 0
  529. r_decal_cullsize 15
  530. r_drawdetailprops 0
  531. r_drawmodeldecals 0
  532. r_drawflecks 0
  533. r_dynamic 0
  534. r_flashlightdepthtexture 0
  535. r_forcewaterleaf 1
  536. r_lightaverage 0
  537. r_maxnewsamples 0
  538. r_maxsampledist 1
  539. r_occlusion 0 // disables ambient occlusion. 2% FPS boost
  540. r_propsmaxdist 0
  541. r_renderoverlayfragment 0
  542. r_staticprop_lod 4
  543. r_waterdrawreflection 0
  544. r_waterdrawrefraction 1
  545. r_waterforceexpensive 0
  546. r_waterforcereflectentities 0
  547. rope_averagelight 0
  548. rope_collide 0
  549. rope_rendersolid 0
  550. rope_shake 0
  551. rope_smooth 0
  552. rope_subdiv 0
  553. rope_wind_dist 0
  554. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  555. // it, for example, setting this to `1'
  556. // disables rain effects on *_sawmill.
  557. tracer_extra 0
  558. violence_ablood 1 // framerates on -most- pcs are higher with these on
  559. violence_hblood 1
  560.  
  561. // ----------------------------------------------------------------------------
  562. // Misc
  563. // ----------------------------------------------------------------------------
  564. in_usekeyboardsampletime 0
  565. mat_clipz 1 // FX card users should set this to 0
  566. mat_forcehardwaresync 0
  567. mat_levelflush 1
  568. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  569. // silly incompatibility with the Xfire overlay. You should use
  570. // it if you can! - WHO USES XFIRE ANYMORE?
  571. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  572. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  573. // performed on the GPU (as opposed to on the CPU). The
  574. // value `-1' autodetects hardware support for this
  575. // feature, which is safer than forcing it.
  576.  
  577. // ----------------------------------------------------------------------------
  578. // Sound
  579. // ----------------------------------------------------------------------------
  580. // I'd be hesitant to say that you would see a great deal of performance
  581. // improvement from lowering the sound quality, but in my experience as a
  582. // competitive TF2 player, lowering the sound quality makes determination of
  583. // directionality and distance that much easier. You may see a small FPS gain
  584. // with these settings, or you may not, either way will likely have a
  585. // negligible effect on performance.
  586. // ----------------------------------------------------------------------------
  587. dsp_enhance_stereo 0
  588. dsp_slow_cpu 1
  589. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  590. // helpful in the past, as it seems to (for whatever
  591. // reason) reduce the number of TDRs experienced during
  592. // gameplay. There's some pretty good information on
  593. // TDRs (nerds only) here:
  594. // http://forums.nvidia.com/index.php?showtopic=65161
  595. snd_pitchquality 0
  596. snd_spatialize_roundrobin 1
  597. snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
  598.  
  599. // ----------------------------------------------------------------------------
  600. // Threading
  601. // ----------------------------------------------------------------------------
  602. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  603. // defines the threading method to be used by the material
  604. // system. It has been unstable to use in the past, but
  605. // nowadays it's generally okay.
  606. //
  607. // Here are the possible values:
  608. // -2 legacy default
  609. // -1 default
  610. // 0 synchronous single thread
  611. // 1 queued single thread
  612. // 2 queued multithreaded
  613. //
  614. // If you have problems with the value `2', try setting it to
  615. // `-1'.
  616. //
  617. // As an aside, there are quite a few bugs in the demo system
  618. // that occur when mat_queue_mode is set to a value that is
  619. // not `-1'. If you intend to do work with the demo system,
  620. // maybe you should change this.
  621. //
  622. //After immense testing I've found that default works perfectly
  623. //fine with setting your Thread usage. It automatically set me
  624. //to 2 every time. I'd say it's safer and likely less buggy to
  625. //leave this at -1 than it is at 2.
  626. //
  627. //As a side not I've noticed micro stutters with mat_queue_mode 2
  628. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  629.  
  630. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  631. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  632. r_queued_decals 0 // lessens the impact of higher decal limits.
  633. r_queued_ropes 1
  634. r_queued_post_processing 1 // 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
  635. r_threaded_client_shadow_manager 1
  636. r_threaded_particles 1
  637. r_threaded_renderables 1
  638. net_queue_trace 0
  639.  
  640. // ----------------------------------------------------------------------------
  641. // HUD
  642. // ----------------------------------------------------------------------------
  643. hud_saytext_time 0 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  644. voice_enable 0 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  645. hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
  646. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  647. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  648. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  649.  
  650. // ----------------------------------------------------------------------------
  651. // Test Shit
  652. // ----------------------------------------------------------------------------
  653. cl_localnetworkbackdoor 1 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
  654. cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
  655. //cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications
  656. sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
  657. cl_loadondemand_default 0
  658.  
  659. // ----------------------------------------------------------------------------
  660. // Misc
  661. // ----------------------------------------------------------------------------
  662. cl_forcepreload 1 // Force preloading
  663. cl_ask_blacklist_opt_out "1"
  664. cl_ask_favorite_opt_out "1"
  665. sb_dontshow_maxplayer_warning "1"
  666. tf_explanations_backpackpanel "1"
  667. tf_explanations_charinfo_armory_panel "1"
  668. tf_explanations_charinfopanel "1"
  669. tf_explanations_craftingpanel "1"
  670. tf_explanations_discardpanel "1"
  671. tf_explanations_store "1"
  672. tf_training_has_prompted_for_forums "1"
  673. tf_training_has_prompted_for_loadout "1"
  674. tf_training_has_prompted_for_offline_practice "1"
  675. tf_training_has_prompted_for_options "1"
  676. tf_training_has_prompted_for_training "1"
  677. //net_graph 1 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
  678. // net_graph 1,2,3,4,5
  679.  
  680. // ----------------------------------------------------------------------------
  681. // Print to console
  682. // ----------------------------------------------------------------------------
  683. echo "---------------------------------------------------------"
  684. echo "Comanglia' frames config loaded. Inspired by Chris config"
  685. echo "---------------------------------------------------------"
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