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- EDIT: Here is the .cfg
- cl_hud_minmode 0
- fps_max 0
- exec protect.cfg
- tf_hud_target_id_disable_floating_health 1
- // NETWORK SETTINGS
- cl_updaterate 66.666666
- cl_cmdrate 66.666666
- cl_interp_ratio 1.000000
- cl_interp 0.152 // "0.33" for scout/heavy/engineer/sniper "0.152" for soldier/pyro/demo/medic/spy in class cfg's.
- rate 100000.000000
- cl_smooth 0
- cl_smoothtime 0.01
- cl_pred_optimize "2"
- cl_showerror 0
- cl_showfps 1
- net_graph 1
- net_graphtext 1
- // Time text chat displays for
- hud_saytext_time 2
- // Damage number batching settings
- hud_combattext_batching 1
- hud_combattext_batching_window 2.0
- // MULTICORE RENDERING--SOME VALUES ONLY STABLE ON QUAD CORE AND/OR WITH INTEL!
- mat_queue_mode "2" // -1 = auto 0 = off 1 = Dual Core 2 = Multi
- host_thread_mode "1" // set to "0" during single player, set to "2" for a possible bump in FPS if on quadcore
- cl_threaded_bone_setup "1"
- cl_threaded_client_leaf_system "0"
- r_threaded_client_shadow_manager "1" // QUAD ONLY
- r_threaded_particles "1"
- r_threaded_renderables "1"
- r_queued_decals "0"
- r_queued_post_processing "1" // QUAD ONLY
- studio_queue_mode 1
- mp_usehwmmodels "-1"
- mp_usehwmvcds "-1"
- alias stabby "connect 66.150.188.38:27015" // example of how to connect to a favorite server using an alias. This connects you to my server by entering "stabby" in the console.
- // Advanced Scoreboard (shows scoreboard, toggles filterlightmaps off, toggles "net_graph 4" on)
- bind tab "+scoreboard"
- alias +scoreboard "+showscores;net_graph 4;developer 1;cl_showerror 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1"
- alias -scoreboard "-showscores;net_graph 0;developer 0;cl_showerror 0;mat_filterlightmaps 0;mat_filtertextures 0"
- // SOUND
- soundinfo
- volume "" // set to preference
- snd_legacy_surround 0
- snd_surround_speakers 0 // 0 = headphones 2= speakers 5 = surround sound (use with Razer Surround)
- dsp_enhance_stereo 0
- snd_disable_mixer_duck 0
- snd_pitchquality 1
- dsp_slow_cpu 1
- /// SOUND MULTICORE
- snd_mix_async "1"
- snd_mixahead .07 // sets delay before a sound is played. Lower until sounds start to get cut off.
- snd_async_fullyasync 1
- snd_async_spew_blocking 1
- soundinfo
- // toggle mute script
- bind "" "togglemute"
- alias togglemute "togglemuteb"
- alias togglemuteb "volume 0.0;alias togglemute togglemuter"
- alias togglemuter "volume 0.5;alias togglemute togglemuteb"
- // HIT CONFIRMATION SOUND
- play "hitsound.wav" //name of the file you want to use. This pre-caches the sound.
- tf_dingalingaling "1"
- tf_dingaling_wav_override "hitsound.wav"
- tf_dingaling_pitchmaxdmg "150" //higher pitch for high damage
- tf_dingaling_pitchmindmg "30" //lower pitch for less damage
- // SHADOWS
- r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
- r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low
- r_shadowmaxrendered "9" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
- "r_flashlightupdatedepth" = "0"
- r_flashlightrenderworld 0
- r_flashlightscissor 0
- r_flashlightdepthres 1
- nb_shadow_dist = "200"
- // RAGDOLLS
- cl_ragdoll_collide "1" // def. "0" # Collision between corpses on(1)/off(0)
- cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
- cl_ragdoll_fade_time "15" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
- r_ragdoll_pronecheck_distance
- g_ragdoll_fadespeed 600
- g_ragdoll_lvfadespeed 100
- ragdoll_sleepaftertime "5.0f"
- // MOUSE
- sensitivity 1.000000
- m_yaw 0.022000
- m_pitch 0.022000
- m_customaccel_exponent 0
- m_customaccel_max 0
- m_customaccel_scale 0
- m_filter 0
- m_forward 1
- m_mouseaccel1 0
- m_mouseaccel2 0
- m_mousespeed 1
- m_customaccel 0
- m_rawinput 1 // set to "0" if using RInput.
- // FOV
- viewmodel_fov 75
- fov_desired 90
- // PREC
- bind kp_5 prec_mark
- // 3D Character Viewmodel
- cl_hud_playerclass_playermodel_showed_confirm_dialog "1"
- cl_autoreload 1
- // mat_viewportupscale 1 and mat_viewportscale 0.5 // For EXTREMELY weak GPU's only!!
- tf_hud_show_servertimelimit 1
- // PERFORMANCE ETC
- mat_phong 0
- cl_jiggle_bone_framerate_cutoff 0
- r_drawflecks 0
- r_maxnewsamples 2
- r_maxsampledist 1
- tracer_extra 0
- mat_levelflush 1
- cl_software_cursor 0
- mat_vsync 0
- tracer_extra 0
- in_usekeyboardsampletime 0
- mat_levelflush 1
- net_graphtext 1
- mat_alpha_coverage 0
- mat_disable_d3d9ex 1
- mat_disable_ps_patch 1
- dsp_water 0
- hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
- hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
- hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
- r_pixelfog 1 // Supposedly increases FPS via fog, but it doesn't seem like it. Feel free to play with it to test. I'll run benchmarks later.
- fast_fogvolume 1 // Undocumented but I didn't experience any FPS loss with it enabled, will run benchmarks later.
- filesystem_native 0 // I think there's an FPS gain with this, anyway.
- mod_load_anims_async 1 // Loads model animations async
- mod_load_mesh_async 1 // Load model mesh async
- mod_load_vcollide_async 1 // Load model vcollide async
- net_queue_trace 1
- mat_alphacoverage 0
- cl_localnetworkbackdoor 0
- cl_cloud_settings 0
- cl_notifications_show_ingame 0
- sys_minidumpspewlines 100
- cl_loadondemand_default 0
- cl_ask_blacklist_opt_out "1"
- cl_ask_favorite_opt_out "1"
- sb_dontshow_maxplayer_warning "1"
- tf_explanations_backpackpanel "1"
- tf_explanations_charinfo_armory_panel "1"
- tf_explanations_charinfopanel "1"
- tf_explanations_craftingpanel "1"
- tf_explanations_discardpanel "1"
- tf_explanations_store "1"
- tf_training_has_prompted_for_forums "1"
- tf_training_has_prompted_for_loadout "1"
- tf_training_has_prompted_for_offline_practice "1"
- tf_training_has_prompted_for_options "1"
- tf_training_has_prompted_for_training "1"
- snd_restart
- hud_combattext_batching 0
- hud_combattext_batching_window .2
- mat_filterlightmaps 0
- r_staticprop_lod 3
- dsp_water 0
- mem_compact
- con_filter_enable 1
- con_filter_text_out Compact freed
- cl_loadondemand_default 0
- r_hunkalloclightmaps "0"
- r_lightcache_zbuffercache "0"
- r_lod 2
- r_rootlod 2
- mat_picmip 2
- mat_mipmaptextures 0
- r_flex 0
- r_eyegloss 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyes 0
- r_eyesize 0
- blink_duration 0
- r_teeth 0
- violence_agibs 1
- violence_hgibs 1
- cl_show_splashes 1
- mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
- mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
- mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
- mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
- mat_aaquality 0 // low 0
- cl_ejectbrass 0
- muzzleflash_light 0
- cl_muzzleflash_dlight_1st 0
- cl_new_impact_effects 0
- cl_rumblescale 0
- cl_debugrumble 0
- mat_reduceparticles 1
- cl_detailfade "0" // def. "400" # Distance across which detail props fade in
- cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
- r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
- cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0)
- cl_phys_props_max "5" // def. "300" # Count of physical Props
- props_break_max_pieces "0" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
- r_propsmaxdist "1" // def. "1200" # Behind this distance they are not rendered
- mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
- tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
- lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
- mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
- r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
- r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
- r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
- r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
- mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
- mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
- mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
- mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
- mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1)
- mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0)
- mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
- mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0)
- mat_filterlightmaps "1" // def. "1" # Filtering ligthmaps on(1)/off(0)
- mat_specular "0" // def. "1" # Specular highlight on(1)/off(0)
- r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
- r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
- r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
- r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
- r_occlusion "1" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
- r_worldlights "0" // def. "4" # Number of world lights to use per vertex
- mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
- mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
- mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
- mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
- r_avglight 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- // r_renderoverlayfragment 0 // test
- mat_max_worldmesh_vertices 512
- r_lod 2
- r_rootlod 2
- mat_picmip 2
- mat_mipmaptextures 0
- r_flex 0
- r_eyegloss 0
- r_eyemove 0
- r_eyeshift_x 0
- r_eyeshift_y 0
- r_eyeshift_z 0
- r_eyes 0
- r_eyesize 0
- blink_duration 0
- r_teeth 0
- cl_show_splashes 1
- mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0)
- mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0)
- mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0)
- mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
- mat_aaquality 0 // low 0
- mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
- cl_ejectbrass 0
- muzzleflash_light 0
- cl_muzzleflash_dlight_1st 0
- cl_new_impact_effects 0
- cl_rumblescale 0
- cl_debugrumble 0
- mat_reduceparticles 1
- r_3dnow 0
- r_3dsky 0
- mat_forcemanagedtextureintohardware 0
- cl_forcepreload 1
- rope_shake 0
- rope_smooth 0
- rope_wind_dist 0
- rope_collide 0
- rope_subdiv 0
- rope_smooth_enlarge 0
- rope_smooth_maxalpha 0
- rope_smooth_maxalphawidth 0
- rope_smooth_minalpha 0
- rope_smooth_minwidth 0
- rope_averagelight 0
- r_ropetranslucent 0
- cc_subtitles 1
- cl_downloadfilter "nosounds"
- cl_allowdownload 0
- cl_allowupload 1
- commentary 0
- overview_mode 0
- adsp_debug 0
- cl_clearhinthistory 1
- cl_showhelp 0
- cl_debugrumble "0"
- cl_rumblescale "0"
- r_waterforceexpensive 0
- mat_wateroverlaysize 1
- r_WaterDrawRefraction 0
- r_cheapwaterend 200
- r_cheapwaterstart 300
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
- cl_new_impact_effects 0
- cl_show_splashes 1
- func_break_max_pieces 0
- glow_outline_effect_enable 1 // Cart glow effect.
- lod_transitiondist 0
- mat_antialias 0
- mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players.
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filtertextures 0
- mat_forceaniso 1
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_motion_blur_enabled 0
- mat_parallaxmap 0
- mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst.
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. Setting this to 1 on dx8 will
- // result in some strange `fire' textures replacing their
- // appropriate counterparts, especially on medals, and certain
- // hats.
- mat_trilinear 0
- mat_wateroverlaysize 1
- mp_decals 1 // `9' is a good value to still see the spread pattern from a
- // scattergun without any real performance loss.
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 1
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 2
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
- violence_hblood 1
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
- // performed on the GPU (as opposed to on the CPU). The
- // value `-1' autodetects hardware support for this
- // feature, which is safer than forcing it.
- mat_motion_blur_enabled 0
- mat_motion_blur_strength 0
- mat_disable_bloom 1
- mat_hdr_level 0
- mat_antialias 0
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- // for TRANSPARENT VIEWMODELS COMPATIBILITY
- // mat_motion_blur_enabled 1 //afaik the only sure-fire way to keep refract masking on
- // mat_motion_blur_strength 0 //effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
- // mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
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