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Jan 14th, 2016
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  1. exec ding.cfg
  2.  
  3. mat_reducefillrate "1" // Reduces fill rate used.
  4.  
  5. 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
  6. mat_mipmaptextures "1" // texture quality decreases with distance
  7. mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
  8.  
  9. 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.
  10. mat_bufferprimitives "1"
  11. mat_clipz "1"
  12. mat_colorcorrection "0"
  13. mat_compressedtextures "1"
  14.  
  15. mat_compressedtextures "1"
  16. mat_disable_bloom "1"
  17. mat_debugdepthval "0"
  18. mat_debugdepthvalmax "0"
  19. mat_forceaniso "0" // change to 0 if you notice lower fps
  20. mat_forcehardwaresync "0"
  21. mat_hdr_enabled "0" // Report if HDR is enabled for debugging
  22. 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.
  23. mat_parallaxmap "0"
  24. mat_shadowstate "0"
  25. mat_use_compressed_hdr_textures "1"
  26. mat_trilinear "0" // Disables the use of Trilinear mipmapping.
  27. mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.
  28.  
  29. mat_aaquality "0" //
  30. mat_softwarelighting "0"
  31. mat_autoexposure_max "0"
  32. mat_autoexposure_min "0"
  33. mat_bloomscale "0"
  34. mat_bloom_scalefactor_scalar "0"
  35. mat_disable_fancy_blending "1"
  36. mat_disable_lightwarp "1"
  37. mat_disable_ps_patch "1"
  38. mat_envmapsize "0"
  39. mat_envmaptgasize "0"
  40. mat_fastspecular "1"
  41. mat_fastnobump "0"
  42. mat_forcemanagedtextureintohardware "0"
  43. mat_framebuffercopyoverlaysize "0"
  44. mat_parallaxmap "0"
  45. mat_diffuse "1"
  46. mat_software_aa_blur_one_pixel_lines "0"
  47. mat_software_aa_strength "0"
  48. mat_software_aa_strength_vgui "0"
  49. mat_software_aa_tap_offset "0"
  50. mat_alphacoverage "0"
  51. mat_non_hdr_bloom_scalefactor "0"
  52. mat_maxframelatency "0"
  53. mat_max_worldmesh_vertices "0"
  54. mat_filterlightmaps "0"
  55. mat_filtertextures "0"
  56. mat_specular "1"
  57. mat_motion_blur_enabled "0"
  58.  
  59. rate "20000" // Max bytes/sec the host can receive data.
  60. cl_cmdrate "100" // Number of command pakets sent to the server per second.
  61. cl_interp "0.01" // Interpolate x seconds from game (0.02 = 20ms)
  62. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
  63. cl_updaterate "100" // Number of packets per second you are requesting from the server.
  64. cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
  65. cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  66. cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
  67. 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)
  68. cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  69. fps_max "300"
  70.  
  71. violence_agibs "0" // Show alien gib entities
  72. violence_hgibs "0" // Show human gib entities
  73. violence_hblood "0" // Draw human blood
  74. violence_ablood "0" // Draw alien blood
  75.  
  76. snd_mixahead "0.1"
  77. dsp_enhance_stereo "0"
  78. dsp_volume "1"
  79. dsp_slow_cpu "1"
  80. dsp_spatial "40"
  81. dsp_speaker "50"
  82. dsp_water "14"
  83. soundscape_flush "1" // Flushes the server & client side soundscapes
  84.  
  85. r_lightaverage "0"
  86. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  87. r_drawflecks "0"
  88. r_decals "2"
  89. r_dynamic "0"
  90. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  91. r_decal_cullsize "15" // Decals under this size in pixels are culled // _lower texture quality at distance_
  92. r_drawmodeldecals "0"
  93. r_decalstaticprops "0" // Decal static props test
  94. r_dopixelvisibility "0"
  95. r_eyes "0"
  96. 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
  97. r_lod "2" // _adjusts model quality--set between -5 and 5_
  98. r_PhysPropStaticLighting "0"
  99. r_occlusion "1" // Activate/deactivate the occlusion system.
  100. r_rootlod "2" // Root LOD
  101. r_renderoverlayfragment "0"
  102. r_spray_lifetime "0" // Number of rounds player sprays are visible
  103. r_teeth "0"
  104. r_worldlights "0" // number of world lights to use per vertex
  105. r_shadowmaxrendered "32" // Max shadows the game will render.
  106. r_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model.
  107. r_3dnow "1" // Enable/disable 3DNow code
  108. r_3dsky "0" // Enable the rendering of 3d sky boxes
  109. r_sse2 "1" // Enable/disable SSE2 code
  110. r_ambientboost "0"
  111. r_ambientmin "0"
  112. r_ambientfactor "0"
  113. r_ropetranslucent "0"
  114. r_drawdetailprops "0"
  115. r_threaded_client_shadow_manager "0"
  116. r_threaded_particles "0"
  117. r_threaded_renderables "0"
  118. r_queued_decals "0"
  119. r_queued_post_processing "1"
  120. r_drawbatchdecals "0"
  121. r_hunkalloclightmaps "0"
  122. r_maxdlights "0"
  123. r_maxmodeldecal "0"
  124. r_maxnewsamples "0"
  125. r_maxsampledist "0"
  126. r_minnewsamples "0"
  127. r_bloomtintg "0"
  128. r_bloomtintb "0"
  129. r_bloomtintexponent "0"
  130. r_bloomtintr "0"
  131. r_shadows "1"
  132. r_lightcache_zbuffercache "0"
  133. r_flex "0"
  134. r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
  135. r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
  136. r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  137. 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.
  138. 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.
  139. r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
  140. r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
  141.  
  142. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  143. cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
  144. cl_detailfade "0"
  145. cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
  146. cl_ejectbrass "0" // Disables brass ejection
  147. cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
  148. cl_muzzleflash_dlight_1st "0"
  149. cl_phys_props_enable "0"
  150. cl_phys_props_max "0" // Maximum amount of physics props allowed.
  151. cl_predictweapons "1" // perform client side prediction of weapon effects.
  152. cl_predict "1" // Perform client side prediction.
  153. tf_playergib "0"
  154. cl_showhelp "0" // Set to 0 to not show on-screen help
  155. cl_showpluginmessages "0" // Allow plugins to display messages to you
  156. cl_show_splashes "0"
  157. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  158. cl_debugrumble "0" // Turn on rumble debugging spew
  159. cl_playerspraydisable "1"
  160. cl_threaded_bone_setup "0"
  161. cl_threaded_client_leaf_system "0"
  162. cl_ragdoll_collide "0"
  163. cl_ragdoll_fade_time "0"
  164. cl_ragdoll_physics_enable "0"
  165. cl_ragdoll_forcefade "1"
  166.  
  167. rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
  168. rope_collide "0" // Collide rope with the world
  169. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  170. rope_smooth "0" // Do an antialiasing effect on ropes
  171. rope_subdiv "0" // Rope subdivision amount
  172. rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
  173.  
  174. sv_forcepreload "1" // forces preload to help increase performance
  175. jpeg_quality "100" // jpeg screenshot quality.
  176. mat_monitorgamma "1.6" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  177. commentary "0" // Desired commentary mode state.
  178. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
  179. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  180. props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
  181. r_propsmaxdist "1"
  182. prop_active_gib_limit "0"
  183. func_break_max_pieces "3"
  184. showhitlocation "1"
  185. mp_decals "1" // How many player sprays will be shown.
  186. gl_clear "0"
  187. muzzleflash_light "0"
  188. lod_transitiondist "0"
  189. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  190. adsp_debug "0"
  191. mp_usehwmmodels "0"
  192. mp_usehwmvcds "0"
  193. tf_particles_disable_weather "1"
  194. snd_mix_async 1
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