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  1. // LAN
  2. //cl_cmdrate 66
  3. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  4. // the minimum available.
  5. //cl_interp_ratio 0
  6. //cl_lagcompensation 0
  7. //cl_pred_optimize 2
  8. //cl_smooth 0
  9. //cl_smoothtime 0.01
  10. //cl_updaterate 66
  11. //rate 60000
  12.  
  13. // Good connection
  14. cl_cmdrate 66
  15. cl_interp 0
  16. cl_interp_ratio 0
  17. cl_lagcompensation 1
  18. cl_pred_optimize 2
  19. cl_smooth 0
  20. cl_smoothtime 0.01
  21. cl_updaterate 66
  22. rate 60000
  23.  
  24. // Bad connection
  25. //cl_cmdrate 40
  26. //cl_interp 0
  27. //cl_interp_ratio 2
  28. //cl_lagcompensation 1
  29. //cl_pred_optimize 2
  30. //cl_smooth 0
  31. //cl_smoothtime 0.01
  32. //cl_updaterate 40
  33. //rate 35000
  34.  
  35. // ----------------------------------------------------------------------------
  36. // Sprays
  37. // ----------------------------------------------------------------------------
  38. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  39. // anyway, so if you play competitive TF2, this won't help you.
  40. // ----------------------------------------------------------------------------
  41.  
  42. // Disable sprays
  43. cl_playerspraydisable 1
  44. r_spray_lifetime 0
  45.  
  46. // Enable sprays -- uncomment this section if you want these settings
  47. //cl_playerspraydisable 0
  48. //r_spray_lifetime 2
  49.  
  50. // ----------------------------------------------------------------------------
  51. // Shadows
  52. // ----------------------------------------------------------------------------
  53.  
  54. // Disable shadows
  55. mat_shadowstate 0
  56. r_shadowmaxrendered 0
  57. r_shadowrendertotexture 0
  58. r_shadows 0
  59.  
  60. // Enable shadows -- uncomment this section if you want these settings
  61. //mat_shadowstate 1
  62. //r_shadowmaxrendered 11
  63. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  64. // competitive TF2 players to see opponents standing
  65. // near the other side of a wall. You may see some
  66. // performance loss from setting this to `1'.
  67. //r_shadows 1
  68.  
  69. // ----------------------------------------------------------------------------
  70. // Facial features
  71. // ----------------------------------------------------------------------------
  72.  
  73. // Disable facial features
  74. r_eyes 0
  75. r_flex 0
  76. r_lod 2
  77. r_rootlod 2
  78. r_teeth 0
  79.  
  80. // Enable facial features -- uncomment this section if you want these settings
  81. //r_eyes 1
  82. //r_flex 1
  83. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  84. //r_rootlod 1
  85. //r_teeth 1
  86.  
  87. // ----------------------------------------------------------------------------
  88. // Ragdolls
  89. // ----------------------------------------------------------------------------
  90. // You will have reduced performance on deaths which produce ragdolls.
  91. // ----------------------------------------------------------------------------
  92.  
  93. // Disable ragdolls
  94. cl_ragdoll_fade_time 0
  95. cl_ragdoll_forcefade 1
  96. cl_ragdoll_physics_enable 0
  97. g_ragdoll_fadespeed 0
  98. g_ragdoll_lvfadespeed 0
  99. ragdoll_sleepaftertime 0
  100.  
  101. // Enable ragdolls -- uncomment this section if you want these settings
  102. //cl_ragdoll_fade_time 15
  103. //cl_ragdoll_forcefade 0
  104. //cl_ragdoll_physics_enable 1
  105. //g_ragdoll_fadespeed 600
  106. //g_ragdoll_lvfadespeed 100
  107. //ragdoll_sleepaftertime "5.0f"
  108.  
  109. // ----------------------------------------------------------------------------
  110. // Gibs
  111. // ----------------------------------------------------------------------------
  112. // You will have reduced performance on deaths which produce gibs.
  113. // ----------------------------------------------------------------------------
  114.  
  115. // Disable gibs
  116. cl_phys_props_enable 0
  117. cl_phys_props_max 0
  118. props_break_max_pieces 0
  119. r_propsmaxdist 1
  120. violence_agibs 0
  121. violence_hgibs 0
  122.  
  123. // Enable gibs -- uncomment this section if you want these settings
  124. //cl_phys_props_enable 1
  125. //cl_phys_props_max 128
  126. //props_break_max_pieces -1
  127. //r_propsmaxdist 1000
  128. //violence_agibs 1
  129. //violence_hgibs 1
  130.  
  131. // ----------------------------------------------------------------------------
  132. // Graphical
  133. // ----------------------------------------------------------------------------
  134. // Now we come to the main brunt of the config. You probably don't want to mess
  135. // with this.
  136. // ----------------------------------------------------------------------------
  137. cl_detaildist 0
  138. cl_detailfade 0
  139. cl_drawmonitors 0
  140. cl_ejectbrass 0
  141. cl_new_impact_effects 0
  142. cl_show_splashes 0
  143. func_break_max_pieces 0
  144. glow_outline_effect_enable 0 // Cart glow effect.
  145. lod_transitiondist 0
  146. mat_antialias 0
  147. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  148. // a strange `shine' effect to appear on all players.
  149. mat_colcorrection_disableentities 1
  150. mat_colorcorrection 0
  151. mat_disable_bloom 1
  152. mat_disable_fancy_blending 1
  153. mat_disable_lightwarp 1
  154. mat_envmapsize 8
  155. mat_envmaptgasize 8
  156. mat_filterlightmaps 0
  157. mat_filtertextures 0
  158. mat_forceaniso 1
  159. mat_hdr_level 0
  160. mat_max_worldmesh_vertices 512
  161. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  162. // to get it darker. Only works in fullscreen.
  163. mat_motion_blur_enabled 0
  164. mat_parallaxmap 0
  165. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  166. // at a range from -1 to 2, -1 being the best quality, 2 being the
  167. // worst.
  168. mat_reducefillrate 1
  169. mat_reduceparticles 1
  170. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  171. // non-shiny, and will remove some specular effects from in-game
  172. // entities which support it. Setting this to 1 on dx8 will
  173. // result in some strange `fire' textures replacing their
  174. // appropriate counterparts, especially on medals, and certain
  175. // hats.
  176. mat_trilinear 0
  177. mat_wateroverlaysize 1
  178. mp_decals 1 // `9' is a good value to still see the spread pattern from a
  179. // scattergun without any real performance loss.
  180. r_3dsky 0
  181. r_ambientboost 0
  182. r_ambientfactor 0
  183. r_ambientmin 0
  184. r_avglight 0
  185. r_cheapwaterend 1
  186. r_cheapwaterstart 1
  187. r_decals 1
  188. r_decalstaticprops 0
  189. r_decal_cullsize 15
  190. r_drawdetailprops 0
  191. r_drawmodeldecals 0
  192. r_drawflecks 0
  193. r_dynamic 0
  194. r_flashlightdepthtexture 0
  195. r_forcewaterleaf 1
  196. r_lightaverage 0
  197. r_maxnewsamples 2
  198. r_maxsampledist 1
  199. r_propsmaxdist 0
  200. r_renderoverlayfragment 0
  201. r_staticprop_lod 4
  202. r_waterdrawreflection 0
  203. r_waterdrawrefraction 1
  204. r_waterforceexpensive 0
  205. r_waterforcereflectentities 0
  206. rope_averagelight 0
  207. rope_collide 0
  208. rope_rendersolid 0
  209. rope_shake 0
  210. rope_smooth 0
  211. rope_subdiv 0
  212. rope_wind_dist 0
  213. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  214. // it, for example, setting this to `1'
  215. // disables rain effects on *_sawmill.
  216. tracer_extra 0
  217. violence_ablood 0
  218. violence_hblood 0
  219.  
  220. // ----------------------------------------------------------------------------
  221. // Misc
  222. // ----------------------------------------------------------------------------
  223. in_usekeyboardsampletime 0
  224. mat_clipz 1 // FX card users should set this to 0
  225. mat_forcehardwaresync 0
  226. mat_levelflush 1
  227. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  228. // silly incompatibility with the Xfire overlay. You should use
  229. // it if you can!
  230. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  231. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  232. // performed on the GPU (as opposed to on the CPU). The
  233. // value `-1' autodetects hardware support for this
  234. // feature, which is safer than forcing it.
  235.  
  236. // ----------------------------------------------------------------------------
  237. // Sound
  238. // ----------------------------------------------------------------------------
  239. // I'd be hesitant to say that you would see a great deal of performance
  240. // improvement from lowering the sound quality, but in my experience as a
  241. // competitive TF2 player, lowering the sound quality makes determination of
  242. // directionality and distance that much easier. You may see a small FPS gain
  243. // with these settings, or you may not, either way will likely have a
  244. // negligible effect on performance.
  245. // ----------------------------------------------------------------------------
  246. dsp_enhance_stereo 0
  247. dsp_slow_cpu 1
  248. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  249. // helpful in the past, as it seems to (for whatever
  250. // reason) reduce the number of TDRs experienced during
  251. // gameplay. There's some pretty good information on
  252. // TDRs (nerds only) here:
  253. // http://forums.nvidia.com/index.php?showtopic=65161
  254. snd_pitchquality 0
  255. snd_spatialize_roundrobin 1
  256.  
  257. // ----------------------------------------------------------------------------
  258. // Threading
  259. // ----------------------------------------------------------------------------
  260. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  261. // defines the threading method to be used by the material
  262. // system. It has been unstable to use in the past, but
  263. // nowadays it's generally okay.
  264. //
  265. // Here are the possible values:
  266. // -2 legacy default
  267. // -1 default
  268. // 0 synchronous single thread
  269. // 1 queued single thread
  270. // 2 queued multithreaded
  271. //
  272. // If you have problems with the value `2', try setting it to
  273. // `-1'.
  274. //
  275. // As an aside, there are quite a few bugs in the demo system
  276. // that occur when mat_queue_mode is set to a value that is
  277. // not `-1'. If you intend to do work with the demo system,
  278. // maybe you should change this.
  279.  
  280. cl_threaded_bone_setup 0
  281. cl_threaded_client_leaf_system 0
  282. r_queued_decals 0
  283. r_queued_ropes 1
  284. r_queued_post_processing 0
  285. r_threaded_client_shadow_manager 1
  286. r_threaded_particles 1
  287. r_threaded_renderables 1
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