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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' dx9frames config, designed to get you a large performance boost
  4. // v2.015 | 1 November 2012 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 95 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 95 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 95 -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 // Show unsmoothed FPS meter
  34. //fps_max 61
  35. //fps_max 0 // ^Commented due to 2011-09-02 update causing jittering when fps is capped for some
  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. // Startup: -full -w 1920 -h 1080 -console -novid -useforcedmparms -noforcemaccel -noforcemspd -noipx
  61. cl_disablehtmlmotd 1
  62. mat_forcemanagedtextureintohardware 1
  63. cl_loadondemand_default 0
  64. prec_mode 2
  65. hud_combattext_batching 1
  66. viewmodel_fov 84
  67. fps_max 132
  68. bind p kill
  69. bind o explode
  70. bind i hud_reloadscheme
  71. bind \ "toggle r_drawviewmodel 0 1"
  72. cl_cmdrate 66
  73. cl_interp 0.0152
  74. cl_interp_ratio 2
  75. cl_lagcompensation 1
  76. cl_pred_optimize 2
  77. cl_smooth 0
  78. cl_smoothtime 0.01
  79. cl_updaterate 66
  80. rate 60000
  81. zoom_sensitivity_ratio 0.53
  82. m_rawinput "1"
  83. mat_vsync "0"
  84. m_filter "0"
  85. m_customaccel "0"
  86. m_mouseaccel1 "0"
  87. m_mouseaccel2 "0"
  88.  
  89. // Bad connection
  90. //cl_cmdrate 40
  91. //cl_interp 0
  92. //cl_interp_ratio 2
  93. //cl_lagcompensation 1
  94. //cl_pred_optimize 2
  95. //cl_smooth 0
  96. //cl_smoothtime 0.01
  97. //cl_updaterate 40
  98. //rate 35000
  99.  
  100. // ----------------------------------------------------------------------------
  101. // Sprays
  102. // ----------------------------------------------------------------------------
  103. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  104. // anyway, so if you play competitive TF2, this won't help you.
  105. // ----------------------------------------------------------------------------
  106.  
  107. // Disable sprays
  108. //cl_playerspraydisable 1
  109. //r_spray_lifetime 0
  110.  
  111. // Enable sprays -- uncomment this section if you want these settings
  112. cl_playerspraydisable 0
  113. r_spray_lifetime 2
  114.  
  115. // ----------------------------------------------------------------------------
  116. // Shadows
  117. // ----------------------------------------------------------------------------
  118.  
  119. // Disable shadows
  120. mat_shadowstate 0
  121. //r_shadowmaxrendered 0
  122. //r_shadowrendertotexture 0
  123. //r_shadows 0
  124.  
  125. // Enable shadows -- uncomment this section if you want these settings
  126. mat_shadowstate 1
  127. r_shadowmaxrendered 11
  128. r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  129. // competitive TF2 players to see opponents standing
  130. // near the other side of a wall. You may see some
  131. // performance loss from setting this to `1'.
  132. //r_shadows 1
  133.  
  134. // ----------------------------------------------------------------------------
  135. // Facial features
  136. // ----------------------------------------------------------------------------
  137.  
  138. // Disable facial features
  139. //r_eyes 0
  140. //r_flex 0
  141. //r_lod 2
  142. //r_rootlod 2
  143. //r_teeth 0
  144.  
  145. // Enable facial features -- uncomment this section if you want these settings
  146. r_eyes 1
  147. r_flex 1
  148. r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  149. r_rootlod 1
  150. r_teeth 1
  151.  
  152. // ----------------------------------------------------------------------------
  153. // Ragdolls
  154. // ----------------------------------------------------------------------------
  155. // You will have reduced performance on deaths which produce ragdolls.
  156. // ----------------------------------------------------------------------------
  157.  
  158. // Disable ragdolls
  159. //cl_ragdoll_fade_time 0
  160. //cl_ragdoll_forcefade 1
  161. //cl_ragdoll_physics_enable 0
  162. //g_ragdoll_fadespeed 0
  163. //g_ragdoll_lvfadespeed 0
  164. //ragdoll_sleepaftertime 0
  165.  
  166. // Enable ragdolls -- uncomment this section if you want these settings
  167. cl_ragdoll_fade_time 15
  168. cl_ragdoll_forcefade 0
  169. cl_ragdoll_physics_enable 1
  170. g_ragdoll_fadespeed 600
  171. g_ragdoll_lvfadespeed 100
  172. ragdoll_sleepaftertime "5.0f"
  173.  
  174. // ----------------------------------------------------------------------------
  175. // Gibs
  176. // ----------------------------------------------------------------------------
  177. // You will have reduced performance on deaths which produce gibs.
  178. // ----------------------------------------------------------------------------
  179.  
  180. // Disable gibs
  181. //cl_phys_props_enable 0
  182. //cl_phys_props_max 0
  183. //props_break_max_pieces 0
  184. //r_propsmaxdist 1
  185. //violence_agibs 0
  186. //violence_hgibs 0
  187.  
  188. // Enable gibs -- uncomment this section if you want these settings
  189. cl_phys_props_enable 1
  190. cl_phys_props_max 128
  191. props_break_max_pieces -1
  192. r_propsmaxdist 1000
  193. violence_agibs 1
  194. violence_hgibs 1
  195.  
  196. // ----------------------------------------------------------------------------
  197. // Graphical
  198. // ----------------------------------------------------------------------------
  199. // Now we come to the main brunt of the config. You probably don't want to mess
  200. // with this.
  201. // ----------------------------------------------------------------------------
  202. cl_detaildist 0
  203. cl_detailfade 0
  204. cl_drawmonitors 0
  205. cl_ejectbrass 0
  206. cl_jiggle_bone_framerate_cutoff 1 // Turns off jigglebones
  207. cl_new_impact_effects 0
  208. cl_show_splashes 0
  209. func_break_max_pieces 0
  210. glow_outline_effect_enable 0 // Cart glow effect.
  211. lod_transitiondist 0
  212. //mat_antialias 0
  213. mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  214. // a strange `shine' effect to appear on all players.
  215. mat_colcorrection_disableentities 1
  216. mat_colorcorrection 0
  217. mat_disable_bloom 1
  218. mat_disable_fancy_blending 1
  219. mat_disable_lightwarp 1
  220. mat_envmapsize 8
  221. mat_envmaptgasize 8
  222. mat_filterlightmaps 1
  223. mat_filtertextures 1
  224. mat_forceaniso 1
  225. mat_hdr_level 0
  226. mat_max_worldmesh_vertices 512
  227. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  228. // to get it darker. Only works in fullscreen.
  229. mat_motion_blur_enabled 0
  230. mat_parallaxmap 0
  231. mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  232. // at a range from -1 to 2, -1 being the best quality, 2 being the
  233. // worst.
  234. mat_reducefillrate 1
  235. mat_reduceparticles 1
  236. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  237. // non-shiny, and will remove some specular effects from in-game
  238. // entities which support it. Setting this to 1 on dx8 will
  239. // result in some strange `fire' textures replacing their
  240. // appropriate counterparts, especially on medals, and certain
  241. // hats.
  242. mat_trilinear 1
  243. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  244. mat_viewportupscale 1
  245. mat_wateroverlaysize 1
  246. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  247. // scattergun without any real performance loss.
  248. r_3dsky 0
  249. r_ambientboost 0
  250. r_ambientfactor 0
  251. r_ambientmin 0
  252. r_avglight 0
  253. r_cheapwaterend 1
  254. r_cheapwaterstart 1
  255. r_decals 9
  256. r_decalstaticprops 0
  257. r_decal_cullsize 15
  258. r_drawdetailprops 0
  259. r_drawmodeldecals 0
  260. r_drawflecks 0
  261. r_dynamic 0
  262. r_flashlightdepthtexture 0
  263. r_forcewaterleaf 1
  264. r_lightaverage 0
  265. r_maxnewsamples 2
  266. r_maxsampledist 1
  267. r_propsmaxdist 0
  268. r_renderoverlayfragment 0
  269. r_staticprop_lod 4
  270. r_waterdrawreflection 0
  271. r_waterdrawrefraction 1
  272. r_waterforceexpensive 0
  273. r_waterforcereflectentities 0
  274. rope_averagelight 0
  275. rope_collide 0
  276. rope_rendersolid 0
  277. rope_shake 0
  278. rope_smooth 0
  279. rope_subdiv 0
  280. rope_wind_dist 0
  281. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  282. // it, for example, setting this to `1'
  283. // disables rain effects on *_sawmill.
  284. tracer_extra 0
  285. violence_ablood 1
  286. violence_hblood 1
  287.  
  288. // ----------------------------------------------------------------------------
  289. // Misc
  290. // ----------------------------------------------------------------------------
  291. in_usekeyboardsampletime 0
  292. mat_clipz 1 // FX card users should set this to 0
  293. mat_forcehardwaresync 0
  294. mat_levelflush 1
  295. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  296. // silly incompatibility with the Xfire overlay. You should use
  297. // it if you can!
  298. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  299. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  300. // performed on the GPU (as opposed to on the CPU). The
  301. // value `-1' autodetects hardware support for this
  302. // feature, which is safer than forcing it.
  303.  
  304. // ----------------------------------------------------------------------------
  305. // Sound
  306. // ----------------------------------------------------------------------------
  307. // I'd be hesitant to say that you would see a great deal of performance
  308. // improvement from lowering the sound quality, but in my experience as a
  309. // competitive TF2 player, lowering the sound quality makes determination of
  310. // directionality and distance that much easier. You may see a small FPS gain
  311. // with these settings, or you may not, either way will likely have a
  312. // negligible effect on performance.
  313. // ----------------------------------------------------------------------------
  314. dsp_enhance_stereo 0
  315. dsp_slow_cpu 1
  316. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  317. // helpful in the past, as it seems to (for whatever
  318. // reason) reduce the number of TDRs experienced during
  319. // gameplay. There's some pretty good information on
  320. // TDRs (nerds only) here:
  321. // http://forums.nvidia.com/index.php?showtopic=65161
  322. snd_pitchquality 0
  323. snd_spatialize_roundrobin 1
  324.  
  325. // ----------------------------------------------------------------------------
  326. // Threading
  327. // ----------------------------------------------------------------------------
  328. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  329. // defines the threading method to be used by the material
  330. // system. It has been unstable to use in the past, but
  331. // nowadays it's generally okay.
  332. //
  333. // Here are the possible values:
  334. // -2 legacy default
  335. // -1 default
  336. // 0 synchronous single thread
  337. // 1 queued single thread
  338. // 2 queued multithreaded
  339. //
  340. // If you have problems with the value `2', try setting it to
  341. // `-1'.
  342. //
  343. // As an aside, there are quite a few bugs in the demo system
  344. // that occur when mat_queue_mode is set to a value that is
  345. // not `-1'. If you intend to do work with the demo system,
  346. // maybe you should change this.
  347.  
  348. cl_threaded_bone_setup 0
  349. cl_threaded_client_leaf_system 0
  350. r_queued_decals 0
  351. r_queued_ropes 1
  352. r_queued_post_processing 0
  353. r_threaded_client_shadow_manager 1
  354. r_threaded_particles 1
  355. r_threaded_renderables 1
  356.  
  357. // ----------------------------------------------------------------------------
  358. // Misc
  359. // ----------------------------------------------------------------------------
  360. cl_forcepreload 1 // Force preloading
  361.  
  362. // ----------------------------------------------------------------------------
  363. // Print to console
  364. // ----------------------------------------------------------------------------
  365. echo "-------------------------------------------------------"
  366. echo " Chris' dx9frames config loaded. "
  367. echo "-------------------------------------------------------"
  368. echo "Please direct all comments/queries/whatnot to"
  369. echo "#christf2 on QuakeNet."
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