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TF2 Autoexec

Mar 29th, 2015
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' maxframes config, designed to get you a large performance boost
  4. // v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 81 -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 1 // Show unsmoothed FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 0
  36. net_graph
  37.  
  38. // ----------------------------------------------------------------------------
  39. // Net settings
  40. // ----------------------------------------------------------------------------
  41. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  42. // are a fact of life in competitive TF2, and as such, they are included here.
  43. //
  44. // A common question I am asked -- what defines whether a good connection is
  45. // good or bad? Mostly personal preference. If you're not willing to make the
  46. // choice, try both and see which is better for you.
  47. //
  48. // Generally, meeting both of the following conditions would classify it as a
  49. // good connection:
  50. //
  51. // - Ping of <80 to the average server you join
  52. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  53. //
  54. // There's some pretty good documentation on this here:
  55. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  56. //
  57. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  58. // ----------------------------------------------------------------------------
  59.  
  60. // LAN
  61. //cl_cmdrate 66
  62. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  63. // the minimum available.
  64. //cl_interp_ratio 0
  65. //cl_lagcompensation 0
  66. //cl_pred_optimize 2
  67. //cl_smooth 0
  68. //cl_smoothtime 0.01
  69. //cl_updaterate 66
  70. //rate 60000
  71.  
  72. // Good connection
  73. cl_cmdrate 66
  74. cl_interp 0
  75. cl_interp_ratio 1
  76. cl_lagcompensation 1
  77. cl_pred_optimize 2
  78. cl_smooth 0
  79. cl_smoothtime 0.01
  80. cl_updaterate 66
  81. rate 60000
  82.  
  83. // Bad connection
  84. //cl_cmdrate 40
  85. //cl_interp 0
  86. //cl_interp_ratio 2
  87. //cl_lagcompensation 1
  88. //cl_pred_optimize 2
  89. //cl_smooth 0
  90. //cl_smoothtime 0.01
  91. //cl_updaterate 40
  92. //rate 35000
  93.  
  94. // ----------------------------------------------------------------------------
  95. // Sprays
  96. // ----------------------------------------------------------------------------
  97. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  98. // anyway, so if you play competitive TF2, this won't help you.
  99. // ----------------------------------------------------------------------------
  100.  
  101. // Disable sprays
  102. //cl_playerspraydisable 1
  103. //r_spray_lifetime 0
  104.  
  105. // Enable sprays -- uncomment this section if you want these settings
  106. cl_playerspraydisable 0
  107. r_spray_lifetime 2
  108.  
  109. // ----------------------------------------------------------------------------
  110. // Shadows
  111. // ----------------------------------------------------------------------------
  112.  
  113. // Disable shadows
  114. //mat_shadowstate 0
  115. //r_shadowmaxrendered 0
  116. //r_shadowrendertotexture 0
  117. //r_shadows 0
  118.  
  119. // Enable shadows -- uncomment this section if you want these settings
  120. mat_shadowstate 1
  121. r_shadowmaxrendered 11
  122. r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  123. // competitive TF2 players to see opponents standing
  124. // near the other side of a wall. You may see some
  125. // performance loss from setting this to `1'.
  126. //r_shadows 1
  127.  
  128. // ----------------------------------------------------------------------------
  129. // Facial features
  130. // ----------------------------------------------------------------------------
  131.  
  132. // Disable facial features
  133. r_eyes 0
  134. r_flex 0
  135. r_lod 2
  136. r_rootlod 2
  137. r_teeth 0
  138.  
  139. // Enable facial features -- uncomment this section if you want these settings
  140. //r_eyes 1
  141. //r_flex 1
  142. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  143. //r_rootlod 1
  144. //r_teeth 1
  145.  
  146. // ----------------------------------------------------------------------------
  147. // Ragdolls
  148. // ----------------------------------------------------------------------------
  149. // You will have reduced performance on deaths which produce ragdolls.
  150. // ----------------------------------------------------------------------------
  151.  
  152. // Disable ragdolls
  153. cl_ragdoll_fade_time 0
  154. cl_ragdoll_forcefade 1
  155. cl_ragdoll_physics_enable 0
  156. g_ragdoll_fadespeed 0
  157. g_ragdoll_lvfadespeed 0
  158. ragdoll_sleepaftertime 0
  159.  
  160. // Enable ragdolls -- uncomment this section if you want these settings
  161. //cl_ragdoll_fade_time 15
  162. //cl_ragdoll_forcefade 0
  163. //cl_ragdoll_physics_enable 1
  164. //g_ragdoll_fadespeed 600
  165. //g_ragdoll_lvfadespeed 100
  166. //ragdoll_sleepaftertime "5.0f"
  167.  
  168. // ----------------------------------------------------------------------------
  169. // Gibs
  170. // ----------------------------------------------------------------------------
  171. // You will have reduced performance on deaths which produce gibs.
  172. // ----------------------------------------------------------------------------
  173.  
  174. // Disable gibs
  175. cl_phys_props_enable 0
  176. cl_phys_props_max 0
  177. props_break_max_pieces 0
  178. r_propsmaxdist 1
  179. violence_agibs 0
  180. violence_hgibs 0
  181.  
  182. // Enable gibs -- uncomment this section if you want these settings
  183. //cl_phys_props_enable 1
  184. //cl_phys_props_max 128
  185. //props_break_max_pieces -1
  186. //r_propsmaxdist 1000
  187. //violence_agibs 1
  188. //violence_hgibs 1
  189.  
  190. // ----------------------------------------------------------------------------
  191. // Graphical
  192. // ----------------------------------------------------------------------------
  193. // Now we come to the main brunt of the config. You probably don't want to mess
  194. // with this.
  195. // ----------------------------------------------------------------------------
  196. cl_detaildist 0
  197. cl_detailfade 0
  198. cl_drawmonitors 0
  199. cl_ejectbrass 0
  200. cl_new_impact_effects 0
  201. cl_show_splashes 0
  202. func_break_max_pieces 0
  203. glow_outline_effect_enable 1 // Cart glow effect.
  204. lod_transitiondist 0
  205. mat_antialias 0
  206. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  207. // a strange `shine' effect to appear on all players.
  208. mat_colcorrection_disableentities 1
  209. mat_colorcorrection 0
  210. mat_disable_bloom 1
  211. mat_disable_fancy_blending 1
  212. mat_disable_lightwarp 1
  213. mat_envmapsize 8
  214. mat_envmaptgasize 8
  215. mat_filterlightmaps 0
  216. mat_filtertextures 0
  217. mat_forceaniso 1
  218. mat_hdr_level 0
  219. mat_max_worldmesh_vertices 512
  220. mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
  221. // to get it darker. Only works in fullscreen.
  222. mat_motion_blur_enabled 0
  223. mat_parallaxmap 0
  224. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  225. // at a range from -1 to 2, -1 being the best quality, 2 being the
  226. // worst.
  227. mat_reducefillrate 1
  228. mat_reduceparticles 1
  229. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  230. // non-shiny, and will remove some specular effects from in-game
  231. // entities which support it. Setting this to 1 on dx8 will
  232. // result in some strange `fire' textures replacing their
  233. // appropriate counterparts, especially on medals, and certain
  234. // hats.
  235. mat_trilinear 0
  236. mat_wateroverlaysize 1
  237. mp_decals 9 // `9' is a good value to still see the spread pattern from a
  238. // scattergun without any real performance loss.
  239. r_3dsky 0
  240. r_ambientboost 0
  241. r_ambientfactor 0
  242. r_ambientmin 0
  243. r_avglight 0
  244. r_cheapwaterend 1
  245. r_cheapwaterstart 1
  246. r_decals 1
  247. r_decalstaticprops 0
  248. r_decal_cullsize 15
  249. r_drawdetailprops 0
  250. r_drawmodeldecals 0
  251. r_drawflecks 0
  252. r_dynamic 0
  253. r_flashlightdepthtexture 0
  254. r_forcewaterleaf 1
  255. r_lightaverage 0
  256. r_maxnewsamples 2
  257. r_maxsampledist 1
  258. r_propsmaxdist 0
  259. r_renderoverlayfragment 0
  260. r_staticprop_lod 4
  261. r_waterdrawreflection 0
  262. r_waterdrawrefraction 1
  263. r_waterforceexpensive 0
  264. r_waterforcereflectentities 0
  265. rope_averagelight 0
  266. rope_collide 0
  267. rope_rendersolid 0
  268. rope_shake 0
  269. rope_smooth 0
  270. rope_subdiv 0
  271. rope_wind_dist 0
  272. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  273. // it, for example, setting this to `1'
  274. // disables rain effects on *_sawmill.
  275. tracer_extra 0
  276. violence_ablood 0
  277. violence_hblood 0
  278.  
  279. // ----------------------------------------------------------------------------
  280. // Misc
  281. // ----------------------------------------------------------------------------
  282. in_usekeyboardsampletime 0
  283. mat_clipz 1 // FX card users should set this to 0
  284. mat_forcehardwaresync 0
  285. mat_levelflush 1
  286. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  287. // silly incompatibility with the Xfire overlay. You should use
  288. // it if you can!
  289. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  290. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  291. // performed on the GPU (as opposed to on the CPU). The
  292. // value `-1' autodetects hardware support for this
  293. // feature, which is safer than forcing it.
  294.  
  295. // ----------------------------------------------------------------------------
  296. // Sound
  297. // ----------------------------------------------------------------------------
  298. // I'd be hesitant to say that you would see a great deal of performance
  299. // improvement from lowering the sound quality, but in my experience as a
  300. // competitive TF2 player, lowering the sound quality makes determination of
  301. // directionality and distance that much easier. You may see a small FPS gain
  302. // with these settings, or you may not, either way will likely have a
  303. // negligible effect on performance.
  304. // ----------------------------------------------------------------------------
  305. dsp_enhance_stereo 0
  306. dsp_slow_cpu 1
  307. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  308. // helpful in the past, as it seems to (for whatever
  309. // reason) reduce the number of TDRs experienced during
  310. // gameplay. There's some pretty good information on
  311. // TDRs (nerds only) here:
  312. // http://forums.nvidia.com/index.php?showtopic=65161
  313. snd_pitchquality 0
  314. snd_spatialize_roundrobin 1
  315.  
  316. // ----------------------------------------------------------------------------
  317. // Threading
  318. // ----------------------------------------------------------------------------
  319. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  320. // defines the threading method to be used by the material
  321. // system. It has been unstable to use in the past, but
  322. // nowadays it's generally okay.
  323. //
  324. // Here are the possible values:
  325. // -2 legacy default
  326. // -1 default
  327. // 0 synchronous single thread
  328. // 1 queued single thread
  329. // 2 queued multithreaded
  330. //
  331. // If you have problems with the value `2', try setting it to
  332. // `-1'.
  333. //
  334. // As an aside, there are quite a few bugs in the demo system
  335. // that occur when mat_queue_mode is set to a value that is
  336. // not `-1'. If you intend to do work with the demo system,
  337. // maybe you should change this.
  338.  
  339. cl_threaded_bone_setup 0
  340. cl_threaded_client_leaf_system 0
  341. r_queued_decals 0
  342. r_queued_ropes 1
  343. r_queued_post_processing 0
  344. r_threaded_client_shadow_manager 1
  345. r_threaded_particles 1
  346. r_threaded_renderables 1
  347.  
  348. // ----------------------------------------------------------------------------
  349. // Misc
  350. // ----------------------------------------------------------------------------
  351. cl_forcepreload 1 // Force preloading
  352.  
  353. // ----------------------------------------------------------------------------
  354. // Print to console
  355. // ----------------------------------------------------------------------------
  356. echo "-------------------------------------------------------"
  357. echo " Chris' maxframes config loaded. "
  358. echo "-------------------------------------------------------"
  359. echo "Please direct all comments/queries/whatnot to"
  360. echo "#christf2 on QuakeNet."
  361.  
  362.  
  363. fov_desired 90
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