Guest User

Untitled

a guest
May 28th, 2016
224
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 20.38 KB | None | 0 0
  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Comanglia' frames config inspired by chris, designed to get you a large performance boost
  4. // v1.8beta | 18 December 2015 | https://dl.dropboxusercontent.com/u/92187841/gfx.cfg
  5. // ----------------------------------------------------------------------------
  6. // Launch options:
  7. // You don't have to remove -dxlevel from the launch options after the first launch!
  8. //
  9. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid
  10. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid
  11. // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
  12. //
  13. // DX Levels
  14. // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
  15. // if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect
  16. // (some series of outdated nvidia drivers remove this affect)
  17. // ----------------------------------------------------------------------------
  18.  
  19. //viewmodel stuff
  20. alias "primary" "slot1; r_drawviewmodel 0"; viewmodel_fov 80
  21. alias "secondary" "slot2; r_drawviewmodel 0"; viewmodel_fov 80
  22. alias "melee" "slot3; r_drawviewmodel 1"; viewmodel_fov 80
  23.  
  24. bind "1" "primary"
  25. bind "2" "secondary"
  26. bind "3" "melee"
  27.  
  28. //scripts
  29. exec ping
  30.  
  31.  
  32. //block textures stuff
  33. mat_filtertextures 0
  34.  
  35.  
  36. //more block textures stuff
  37. //mat_filterlightmaps 0
  38. mat_filterlightmaps 1
  39. bind w "+forward;mat_filterlightmaps 0"
  40. bind a "+moveleft;mat_filterlightmaps 0"
  41. bind s "+back;mat_filterlightmaps 0"
  42. bind d "+moveright;mat_filterlightmaps 0"
  43.  
  44.  
  45. // s h i t t a l k
  46. exec shittalk
  47.  
  48. // ----------------------------------------------------------------------------
  49. // FPS cap
  50. // ----------------------------------------------------------------------------
  51. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  52. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  53. // desirable than a variable but sometimes high framerate. A common
  54. // misconception is that if any more frames are generated than your monitor can
  55. // display, they are useless. This is wrong -- frames are used for much more
  56. // than mere display, and affect the way the game feels well past your
  57. // refresh rate.
  58. // ----------------------------------------------------------------------------
  59. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  60. fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  61. //fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
  62. sv_cheats 1
  63. sv_allow_point_servercommand always
  64. // ----------------------------------------------------------------------------
  65. // Net settings
  66. // ----------------------------------------------------------------------------
  67. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  68. // are a fact of life in competitive TF2, and as such, they are included here.
  69. //
  70. // A common question I am asked -- what defines whether a good connection is
  71. // good or bad? Mostly personal preference. If you're not willing to make the
  72. // choice, try both and see which is better for you.
  73. //
  74. // Generally, meeting both of the following conditions would classify it as a
  75. // good connection:
  76. //
  77. // - Ping of <80 to the average server you join
  78. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  79. //
  80. // There's some pretty good documentation on this here:
  81. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  82. //
  83. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  84. // ----------------------------------------------------------------------------
  85.  
  86. // Good connection
  87. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  88. cl_interp .0152// change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  89. cl_interp_ratio 1
  90. cl_lagcompensation 1
  91. cl_pred_optimize 2
  92. cl_smooth 0
  93. cl_smoothtime 0.01
  94. cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  95. rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  96.  
  97. // Competitive connection // Very few servers will have these settings
  98. //cl_cmdrate 128
  99. //cl_interp .007 // this will likely have to be user defined .007 should be roughly the lowest interp, hit scan might do well at .0152 for this
  100. //cl_interp_ratio 1
  101. //cl_lagcompensation 1
  102. //cl_pred_optimize 2
  103. //cl_smooth 0
  104. //cl_smoothtime 0.01
  105. //cl_updaterate 128
  106. //rate 90000 // With higher tick rates you have more bandwidth being used
  107.  
  108. // Bad connection
  109. //cl_cmdrate 40
  110. //cl_interp 0
  111. //cl_interp_ratio 2
  112. //cl_lagcompensation 1
  113. //cl_pred_optimize 2
  114. //cl_smooth 0
  115. //cl_smoothtime 0.01
  116. //cl_updaterate 40
  117. //rate 35000
  118.  
  119. // ----------------------------------------------------------------------------
  120. // Sprays
  121. // ----------------------------------------------------------------------------
  122. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  123. // anyway, so if you play competitive TF2, this won't help you.
  124. // ----------------------------------------------------------------------------
  125.  
  126. // Disable sprays
  127. cl_playerspraydisable 1
  128. r_spray_lifetime 0
  129.  
  130. // Enable sprays -- uncomment this section if you want these settings
  131. //cl_playerspraydisable 0
  132. //r_spray_lifetime 2
  133.  
  134. // ----------------------------------------------------------------------------
  135. // Shadows
  136. // ----------------------------------------------------------------------------
  137.  
  138. // Disable shadows
  139. r_shadowmaxrendered 0
  140. r_shadowrendertotexture 0
  141. r_shadows 0
  142. nb_shadow_dist 0
  143.  
  144. // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
  145. //mat_shadowstate 1
  146. //r_shadowmaxrendered 11
  147. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  148. // competitive TF2 players to see opponents standing
  149. // near the other side of a wall. You may see some
  150. // performance loss from setting this to `1'.
  151. //r_shadows 1
  152. //nb_shadow_dist 400
  153.  
  154. // ----------------------------------------------------------------------------
  155. // Facial features
  156. // ----------------------------------------------------------------------------
  157.  
  158. // Disable facial features
  159. r_eyes 0
  160. r_flex 0
  161. r_lod 2
  162. r_rootlod 2
  163. r_teeth 0
  164. r_eyemove 0
  165. r_eyeshift_x 0
  166. r_eyeshift_y 0
  167. r_eyeshift_z 0
  168. r_eyesize 0
  169. blink_duration 0
  170.  
  171. // Enable facial features -- turning them on lowers framerate by 5ish%
  172. //r_eyes 1
  173. //r_flex 1
  174. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  175. //r_rootlod 1
  176. //r_teeth 1
  177.  
  178. // ----------------------------------------------------------------------------
  179. // Ragdolls
  180. // ----------------------------------------------------------------------------
  181. // You will have reduced performance on deaths which produce ragdolls.
  182. // ----------------------------------------------------------------------------
  183.  
  184. // Disable ragdolls
  185. cl_ragdoll_fade_time 0
  186. cl_ragdoll_forcefade 1
  187. cl_ragdoll_physics_enable 0
  188. g_ragdoll_fadespeed 0
  189. g_ragdoll_lvfadespeed 0
  190. ragdoll_sleepaftertime 0
  191.  
  192. // Enable ragdolls -- lowers by 10ish%
  193. //cl_ragdoll_fade_time 15
  194. //cl_ragdoll_forcefade 0
  195. //cl_ragdoll_physics_enable 1
  196. //g_ragdoll_fadespeed 600
  197. //g_ragdoll_lvfadespeed 100
  198. //ragdoll_sleepaftertime "5.0f"
  199.  
  200. // ----------------------------------------------------------------------------
  201. // Gibs
  202. // ----------------------------------------------------------------------------
  203. // You will have reduced performance on deaths which produce gibs.
  204. // ----------------------------------------------------------------------------
  205.  
  206. // Disable gibs
  207. cl_phys_props_enable 0
  208. cl_phys_props_max 0
  209. props_break_max_pieces 0
  210. r_propsmaxdist 1
  211. violence_agibs 0
  212. violence_hgibs 0
  213.  
  214. // Enable gibs -- 6-7% less framerate
  215. //cl_phys_props_enable 1
  216. //cl_phys_props_max 128
  217. //props_break_max_pieces -1
  218. //r_propsmaxdist 1000
  219. //violence_agibs 1
  220. //violence_hgibs 1
  221.  
  222. // ----------------------------------------------------------------------------
  223. // Graphical
  224. // ----------------------------------------------------------------------------
  225. // Now we come to the main brunt of the config. You probably don't want to mess
  226. // with this.
  227. // ----------------------------------------------------------------------------
  228. prop_active_gib_limit 0
  229. props_break_max_pieces_perframe 0
  230. fov_desired 90
  231. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  232. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  233. cl_muzzleflash_dlight_1st 0
  234. cl_detaildist 0
  235. cl_detailfade 0
  236. cl_drawmonitors 0
  237. cl_ejectbrass 0
  238. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  239. cl_new_impact_effects 0
  240. cl_show_splashes 0
  241. cl_rumblescale 0
  242. cl_showhelp 0
  243. cl_showpluginmessages 0
  244. cl_debugrumble 0
  245. func_break_max_pieces 0
  246. glow_outline_effect_enable 0 // Cart glow effect.
  247. lod_transitiondist 0
  248. //mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
  249. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  250. // a strange `shine' effect to appear on all players. - Chris
  251. // In the past I wasn't able to prove that disabling this was significant,
  252. // it effects fps by about 1% after several checks - Comanglia
  253. mat_colcorrection_disableentities 1
  254. mat_colorcorrection 0
  255. mat_disable_bloom 1
  256. mat_disable_fancy_blending 1
  257. mat_disable_lightwarp 1
  258. mat_envmapsize 8
  259. mat_envmaptgasize 8
  260. mat_filterlightmaps 1
  261. mat_filtertextures 1
  262. mat_forceaniso 1
  263. mat_hdr_level 0
  264. mat_autoexposure_max 0
  265. mat_autoexposure_min 0
  266. mat_bloomscale 0
  267. mat_bloom_scalefactor_scalar 0
  268. mat_debug_postprocessing_effects 0
  269. mat_debugdepth 0
  270. mat_disable_bloom 1
  271. mat_postprocessing_combine 0
  272. mat_non_hdr_bloom_scalefactor 0
  273. mat_bufferprimitives 1
  274. mat_compressedtextures 1
  275. mat_forcemanagedtextureintohardware 0
  276. mat_framebuffercopyoverlaysize 0
  277. mat_hdr_enabled 0
  278. mat_hdr_manual_tonemap_rate 0
  279. mat_mipmaptextures 1 // ***
  280. mat_non_hdr_bloom_scalefactor 0
  281. mat_showlightmappage -1
  282. mat_softwarelighting 0
  283. mat_software_aa_blur_one_pixel_lines 0
  284. mat_software_aa_edge_threshold 9
  285. mat_software_aa_quality 0// was 9
  286. mat_software_aa_strength 0
  287. mat_software_aa_strength_vgui 0
  288. mat_software_aa_tap_offset 0
  289. mat_software_aa_quality 0
  290. mat_texture_limit -1
  291. mat_use_compressed_hdr_textures 0
  292. mem_max_heapsize 2048
  293. mod_forcedata 1
  294. mod_forcetouchdata 1
  295. mat_max_worldmesh_vertices 512
  296. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  297. // to get it darker. Only works in fullscreen.
  298. mat_parallaxmap 0
  299. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  300. // at a range from -1 to 2, -1 being the best quality, 2 being the
  301. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  302. mat_reducefillrate 1
  303. mat_reduceparticles 1
  304. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  305. // non-shiny, and will remove some specular effects from in-game
  306. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  307. mat_trilinear 1
  308. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  309. mat_viewportupscale 1
  310. mat_wateroverlaysize 1
  311. mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
  312. r_3dsky 0
  313. r_ambientboost 0
  314. r_ambientfactor 0
  315. r_ambientmin 0
  316. r_cheapwaterend 1
  317. r_cheapwaterstart 1
  318. r_decals 9
  319. r_maxmodeldecal 9
  320. r_decalstaticprops 0
  321. r_decal_cullsize 15
  322. r_drawdetailprops 0
  323. r_drawmodeldecals 0
  324. r_drawflecks 0
  325. r_dynamic 0
  326. r_flashlightdepthtexture 0
  327. r_forcewaterleaf 1
  328. r_lightaverage 0
  329. r_maxnewsamples 0
  330. r_maxsampledist 1
  331. r_bloomtintb 0
  332. r_bloomtintexponent 0
  333. r_bloomtintg 0
  334. r_bloomtintr 0
  335. r_occlusion 1
  336. r_pixelfog 1
  337. r_propsmaxdist 0
  338. r_renderoverlayfragment 0
  339. r_staticprop_lod 4
  340. r_waterdrawreflection 0
  341. r_waterdrawrefraction 1
  342. r_waterforceexpensive 0
  343. r_waterforcereflectentities 0
  344. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  345. r_dopixelvisibility 0
  346. r_drawbatchdecals 0
  347. r_hunkalloclightmaps 0
  348. r_lightcache_zbuffercache 0
  349. r_PhysPropStaticLighting 0
  350. rope_averagelight 0
  351. rope_collide 0
  352. rope_rendersolid 0
  353. rope_shake 0
  354. rope_smooth 0
  355. rope_subdiv 0
  356. rope_wind_dist 0
  357. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  358. // it, for example, setting this to `1'
  359. // disables rain effects on *_sawmill.
  360. tracer_extra 0
  361. violence_ablood 1 // framerates on -most- pcs are higher with these on
  362. violence_hblood 1
  363. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  364. mat_motion_blur_forward_enabled 0
  365. mat_motion_blur_strength 0
  366. r_worldlightmin 0.0001
  367. r_worldlights 0
  368. mp_usehwmmodels -1
  369. mp_usehwmvcds -1
  370.  
  371. // ----------------------------------------------------------------------------
  372. // Misc
  373. // ----------------------------------------------------------------------------
  374. in_usekeyboardsampletime 0
  375. mat_clipz 1 // FX card users should set this to 0
  376. mat_forcehardwaresync 0
  377. mat_levelflush 1
  378. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  379. // silly incompatibility with the Xfire overlay. You should use
  380. // it if you can! - WHO USES XFIRE ANYMORE?
  381. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  382. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  383. // performed on the GPU (as opposed to on the CPU). The
  384. // value `-1' autodetects hardware support for this
  385. // feature, which is safer than forcing it.
  386.  
  387. ai_expression_optimization 1
  388. fast_fogvolume 1
  389. host_thread_mode 0 // Not exactly stable
  390. mod_load_anims_async 1
  391. mod_load_mesh_async 1
  392. mod_load_vcollide_async 1
  393. con_enable 1
  394. con_filter_enable 1
  395. con_filter_text_out particle
  396. datacachesize 256
  397.  
  398. // ----------------------------------------------------------------------------
  399. // Sound
  400. // ----------------------------------------------------------------------------
  401. // I'd be hesitant to say that you would see a great deal of performance
  402. // improvement from lowering the sound quality, but in my experience as a
  403. // competitive TF2 player, lowering the sound quality makes determination of
  404. // directionality and distance that much easier. You may see a small FPS gain
  405. // with these settings, or you may not, either way will likely have a
  406. // negligible effect on performance.
  407. // ----------------------------------------------------------------------------
  408. dsp_enhance_stereo 0
  409. dsp_slow_cpu 1
  410. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  411. // helpful in the past, as it seems to (for whatever
  412. // reason) reduce the number of TDRs experienced during
  413. // gameplay. There's some pretty good information on
  414. // TDRs (nerds only) here:
  415. // http://forums.nvidia.com/index.php?showtopic=65161
  416. snd_pitchquality 0
  417. snd_spatialize_roundrobin 1
  418. snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
  419.  
  420. // ----------------------------------------------------------------------------
  421. // Threading
  422. // ----------------------------------------------------------------------------
  423. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  424. // defines the threading method to be used by the material
  425. // system. It has been unstable to use in the past, but
  426. // nowadays it's generally okay.
  427. //
  428. // Here are the possible values:
  429. // -2 legacy default
  430. // -1 default
  431. // 0 synchronous single thread
  432. // 1 queued single thread
  433. // 2 queued multithreaded
  434. //
  435. // If you have problems with the value `2', try setting it to
  436. // `-1'.
  437. //
  438. // As an aside, there are quite a few bugs in the demo system
  439. // that occur when mat_queue_mode is set to a value that is
  440. // not `-1'. If you intend to do work with the demo system,
  441. // maybe you should change this.
  442. //
  443. //After immense testing I've found that default works perfectly
  444. //fine with setting your Thread usage. It automatically set me
  445. //to 2 every time. I'd say it's safer and likely less buggy to
  446. //leave this at -1 than it is at 2.
  447. //
  448. //As a side not I've noticed micro stutters with mat_queue_mode 2
  449. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  450.  
  451. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  452. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  453. r_queued_decals 0 // lessens the impact of higher decal limits.
  454. r_queued_ropes 1
  455. r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
  456. r_threaded_client_shadow_manager 1
  457. r_threaded_particles 1
  458. r_threaded_renderables 1
  459.  
  460. // ----------------------------------------------------------------------------
  461. // HUD
  462. // ----------------------------------------------------------------------------
  463. hud_saytext_time 0 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  464. voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  465. hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
  466. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  467. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  468. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  469.  
  470. // ----------------------------------------------------------------------------
  471. // Test Shit
  472. // ----------------------------------------------------------------------------
  473. cl_localnetworkbackdoor 1 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
  474. cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
  475. //cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications
  476. sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
  477. tf_scoreboard_ping_as_text 1
  478.  
  479. // ----------------------------------------------------------------------------
  480. // Misc
  481. // ----------------------------------------------------------------------------
  482. cl_ask_blacklist_opt_out "1"
  483. cl_ask_favorite_opt_out "1"
  484. sb_dontshow_maxplayer_warning "1"
  485. tf_explanations_backpackpanel "1"
  486. tf_explanations_charinfo_armory_panel "1"
  487. tf_explanations_charinfopanel "1"
  488. tf_explanations_craftingpanel "1"
  489. tf_explanations_discardpanel "1"
  490. tf_explanations_store "1"
  491. tf_training_has_prompted_for_forums "1"
  492. tf_training_has_prompted_for_loadout "1"
  493. tf_training_has_prompted_for_offline_practice "1"
  494. tf_training_has_prompted_for_options "1"
  495. tf_training_has_prompted_for_training "1"
  496. //net_graph 1 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
  497. // net_graph 1,2,3,4,5
  498. hud_fastswitch 1
  499. sv_forcepreload 1
  500.  
  501. // ----------------------------------------------------------------------------
  502. // Print to console
  503. // ----------------------------------------------------------------------------
  504. echo "---------------------------------------------------------"
  505. echo "Comanglia' frames config loaded. Inspired by Chris config"
  506. echo "---------------------------------------------------------"
Advertisement
Add Comment
Please, Sign In to add comment