Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- exec ding.cfg
- mat_reducefillrate "1" // Reduces fill rate used.
- mat_queue_mode "2" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
- mat_mipmaptextures "1" // texture quality decreases with distance
- mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
- mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
- mat_bufferprimitives "1"
- mat_clipz "1"
- mat_colorcorrection "0"
- mat_compressedtextures "1"
- mat_compressedtextures "1"
- mat_disable_bloom "1"
- mat_debugdepthval "0"
- mat_debugdepthvalmax "0"
- mat_forceaniso "0" // change to 0 if you notice lower fps
- mat_forcehardwaresync "0"
- mat_hdr_enabled "0" // Report if HDR is enabled for debugging
- mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
- mat_parallaxmap "0"
- mat_shadowstate "0"
- mat_use_compressed_hdr_textures "1"
- mat_trilinear "0" // Disables the use of Trilinear mipmapping.
- mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.
- mat_aaquality "0" //
- mat_softwarelighting "0"
- mat_autoexposure_max "0"
- mat_autoexposure_min "0"
- mat_bloomscale "0"
- mat_bloom_scalefactor_scalar "0"
- mat_disable_fancy_blending "1"
- mat_disable_lightwarp "1"
- mat_disable_ps_patch "1"
- mat_envmapsize "0"
- mat_envmaptgasize "0"
- mat_fastspecular "1"
- mat_fastnobump "0"
- mat_forcemanagedtextureintohardware "0"
- mat_framebuffercopyoverlaysize "0"
- mat_parallaxmap "0"
- mat_diffuse "1"
- mat_software_aa_blur_one_pixel_lines "0"
- mat_software_aa_strength "0"
- mat_software_aa_strength_vgui "0"
- mat_software_aa_tap_offset "0"
- mat_alphacoverage "0"
- mat_non_hdr_bloom_scalefactor "0"
- mat_maxframelatency "0"
- mat_max_worldmesh_vertices "0"
- mat_filterlightmaps "0"
- mat_filtertextures "0"
- mat_specular "1"
- mat_motion_blur_enabled "0"
- rate "20000" // Max bytes/sec the host can receive data.
- cl_cmdrate "100" // Number of command pakets sent to the server per second.
- cl_interp "0.01" // Interpolate x seconds from game (0.02 = 20ms)
- cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
- cl_updaterate "100" // Number of packets per second you are requesting from the server.
- cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
- cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
- cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
- cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
- cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- fps_max "300"
- violence_agibs "0" // Show alien gib entities
- violence_hgibs "0" // Show human gib entities
- violence_hblood "0" // Draw human blood
- violence_ablood "0" // Draw alien blood
- snd_mixahead "0.1"
- dsp_enhance_stereo "0"
- dsp_volume "1"
- dsp_slow_cpu "1"
- dsp_spatial "40"
- dsp_speaker "50"
- dsp_water "14"
- soundscape_flush "1" // Flushes the server & client side soundscapes
- r_lightaverage "0"
- r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
- r_drawflecks "0"
- r_decals "2"
- r_dynamic "0"
- r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
- r_decal_cullsize "15" // Decals under this size in pixels are culled // _lower texture quality at distance_
- r_drawmodeldecals "0"
- r_decalstaticprops "0" // Decal static props test
- r_dopixelvisibility "0"
- r_eyes "0"
- r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
- r_lod "2" // _adjusts model quality--set between -5 and 5_
- r_PhysPropStaticLighting "0"
- r_occlusion "1" // Activate/deactivate the occlusion system.
- r_rootlod "2" // Root LOD
- r_renderoverlayfragment "0"
- r_spray_lifetime "0" // Number of rounds player sprays are visible
- r_teeth "0"
- r_worldlights "0" // number of world lights to use per vertex
- r_shadowmaxrendered "32" // Max shadows the game will render.
- r_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model.
- r_3dnow "1" // Enable/disable 3DNow code
- r_3dsky "0" // Enable the rendering of 3d sky boxes
- r_sse2 "1" // Enable/disable SSE2 code
- r_ambientboost "0"
- r_ambientmin "0"
- r_ambientfactor "0"
- r_ropetranslucent "0"
- r_drawdetailprops "0"
- r_threaded_client_shadow_manager "0"
- r_threaded_particles "0"
- r_threaded_renderables "0"
- r_queued_decals "0"
- r_queued_post_processing "1"
- r_drawbatchdecals "0"
- r_hunkalloclightmaps "0"
- r_maxdlights "0"
- r_maxmodeldecal "0"
- r_maxnewsamples "0"
- r_maxsampledist "0"
- r_minnewsamples "0"
- r_bloomtintg "0"
- r_bloomtintb "0"
- r_bloomtintexponent "0"
- r_bloomtintr "0"
- r_shadows "1"
- r_lightcache_zbuffercache "0"
- r_flex "0"
- r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
- r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
- r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
- r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
- r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
- r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
- r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
- cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
- cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
- cl_detailfade "0"
- cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
- cl_ejectbrass "0" // Disables brass ejection
- cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
- cl_muzzleflash_dlight_1st "0"
- cl_phys_props_enable "0"
- cl_phys_props_max "0" // Maximum amount of physics props allowed.
- cl_predictweapons "1" // perform client side prediction of weapon effects.
- cl_predict "1" // Perform client side prediction.
- tf_playergib "0"
- cl_showhelp "0" // Set to 0 to not show on-screen help
- cl_showpluginmessages "0" // Allow plugins to display messages to you
- cl_show_splashes "0"
- cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
- cl_debugrumble "0" // Turn on rumble debugging spew
- cl_playerspraydisable "1"
- cl_threaded_bone_setup "0"
- cl_threaded_client_leaf_system "0"
- cl_ragdoll_collide "0"
- cl_ragdoll_fade_time "0"
- cl_ragdoll_physics_enable "0"
- cl_ragdoll_forcefade "1"
- rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
- rope_collide "0" // Collide rope with the world
- rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
- rope_smooth "0" // Do an antialiasing effect on ropes
- rope_subdiv "0" // Rope subdivision amount
- rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
- sv_forcepreload "1" // forces preload to help increase performance
- jpeg_quality "100" // jpeg screenshot quality.
- mat_monitorgamma "1.6" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- commentary "0" // Desired commentary mode state.
- budget_show_history "0" // turn history graph off and on. . good to turn off on low end
- flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
- props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
- r_propsmaxdist "1"
- prop_active_gib_limit "0"
- func_break_max_pieces "3"
- showhitlocation "1"
- mp_decals "1" // How many player sprays will be shown.
- gl_clear "0"
- muzzleflash_light "0"
- lod_transitiondist "0"
- overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
- adsp_debug "0"
- mp_usehwmmodels "0"
- mp_usehwmvcds "0"
- tf_particles_disable_weather "1"
- snd_mix_async 1
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement