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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' highquality config, designed to get you excellent quality
  4. // v2.007 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 98 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 98 -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 0 // Don't show FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 0
  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. // Good connection
  60. //cl_cmdrate 66
  61. //cl_interp 0.0152
  62. //cl_interp_ratio 1
  63. //cl_lagcompensation 1
  64. //cl_pred_optimize 2
  65. //cl_smooth 0
  66. //cl_smoothtime 0.01
  67. //cl_updaterate 66
  68. //rate 60000
  69.  
  70. // Bad connection
  71. //cl_cmdrate 40
  72. //cl_interp 0.0152
  73. //cl_interp_ratio 2
  74. //cl_lagcompensation 1
  75. //cl_pred_optimize 2
  76. //cl_smooth 0
  77. //cl_smoothtime 0.01
  78. //cl_updaterate 40
  79. //rate 35000
  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. cl_burninggibs 1
  88. cl_detaildist 2048
  89. cl_detailfade 0
  90. cl_maxrenderable_dist 4096
  91. cl_new_impact_effects 1
  92. cl_phys_props_max 1024
  93. cl_ragdoll_collide 1
  94. lod_transitiondist 6400
  95. mat_aaquality 0
  96. mat_antialias 4
  97. mat_bumpmap 1
  98. mat_compressedtextures 1
  99. mat_envmapsize 512
  100. mat_envmaptgasize 512
  101. mat_forceaniso 16
  102. mat_hdr_level 2
  103. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  104. // to get it darker. Only works in fullscreen.
  105. mat_motion_blur_enabled 0 // Disabled by default in v2.005 onwards
  106. mat_motion_blur_forward_enabled 0
  107. mat_motion_blur_strength 0
  108. mat_parallaxmap 1
  109. mat_picmip -1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  110. // at a range from -1 to 2, -1 being the best quality, 2 being the
  111. // worst.
  112. mat_postprocess_x 8
  113. mat_postprocess_y 8
  114. mat_reducefillrate 0
  115. mat_software_aa_blur_one_pixel_lines 0.5
  116. mat_software_aa_edge_threshold 0.8
  117. mat_software_aa_quality 2
  118. mat_software_aa_strength 2
  119. mat_software_aa_strength_vgui 2
  120. mat_specular 1
  121. mat_wateroverlaysize 128
  122. mp_decals 512
  123. mp_usehwmmodels 1
  124. mp_usehwmvcds 1
  125. r_avglight 3
  126. r_decals 512
  127. r_eyeglintlodpixels 8
  128. r_lod 0
  129. r_maxmodeldecal 512
  130. r_radiosity 1
  131. r_rainradius 2250
  132. r_rainsplashpercentage 100
  133. r_rootlod 0
  134. r_shadowmaxrendered 1024
  135. r_shadowrendertotexture 1
  136. r_shadows 1
  137. r_waterdrawreflection 1
  138. r_waterdrawrefraction 1
  139. r_waterforceexpensive 1
  140. r_waterforcereflectentities 1
  141.  
  142. // ----------------------------------------------------------------------------
  143. // Misc
  144. // ----------------------------------------------------------------------------
  145. in_usekeyboardsampletime 0
  146. mat_clipz 1 // FX card users should set this to 0
  147. mat_forcehardwaresync 0
  148. mat_levelflush 1
  149. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  150. // silly incompatibility with the Xfire overlay. You should use
  151. // it if you can!
  152. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  153. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  154. // performed on the GPU (as opposed to on the CPU). The
  155. // value `-1' autodetects hardware support for this
  156. // feature.
  157.  
  158. // ----------------------------------------------------------------------------
  159. // Sound
  160. // ----------------------------------------------------------------------------
  161. // I'd be hesitant to say that you would see a great deal of performance
  162. // improvement from lowering the sound quality, but in my experience as a
  163. // competitive TF2 player, lowering the sound quality makes determination of
  164. // directionality and distance that much easier. You may see a small FPS gain
  165. // with these settings, or you may not, either way will likely have a
  166. // negligible effect on performance.
  167. // ----------------------------------------------------------------------------
  168. dsp_enhance_stereo 1
  169. dsp_slow_cpu 0
  170. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  171. // helpful in the past, as it seems to (for whatever
  172. // reason) reduce the number of TDRs experienced during
  173. // gameplay. There's some pretty good information on
  174. // TDRs (nerds only) here:
  175. // http://forums.nvidia.com/index.php?showtopic=65161
  176. snd_pitchquality 1
  177. snd_spatialize_roundrobin 0
  178.  
  179. // ----------------------------------------------------------------------------
  180. // Threading
  181. // ----------------------------------------------------------------------------
  182. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  183. // defines the threading method to be used by the material
  184. // system. It has been unstable to use in the past, but
  185. // nowadays it's generally okay.
  186. //
  187. // Here are the possible values:
  188. // -2 legacy default
  189. // -1 default
  190. // 0 synchronous single thread
  191. // 1 queued single thread
  192. // 2 queued multithreaded
  193. //
  194. // If you have problems with the value `2', try setting it to
  195. // `-1'.
  196. //
  197. // As an aside, there are quite a few bugs in the demo system
  198. // that occur when mat_queue_mode is set to a value that is
  199. // not `-1'. If you intend to do work with the demo system,
  200. // maybe you should change this.
  201.  
  202. cl_threaded_bone_setup 0
  203. cl_threaded_client_leaf_system 0
  204. r_queued_decals 0
  205. r_queued_ropes 1
  206. r_queued_post_processing 0
  207. r_threaded_client_shadow_manager 1
  208. r_threaded_particles 1
  209. r_threaded_renderables 1
  210.  
  211. // ----------------------------------------------------------------------------
  212. // Misc
  213. // ----------------------------------------------------------------------------
  214. cl_forcepreload 1 // Force preloading
  215.  
  216. // ----------------------------------------------------------------------------
  217. // Print to console
  218. // ----------------------------------------------------------------------------
  219. echo "-------------------------------------------------------"
  220. echo " Chris' highquality config loaded. "
  221. echo "-------------------------------------------------------"
  222. echo "Please direct all comments/queries/whatnot to"
  223. echo "#christf2 on QuakeNet."
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