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2016 - GMod FPS Cfg

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  1. // Unexplained crashes? Try changing "mat_queue_mode" to -1
  2. // Car Windows are not Transparent? Try typing "mat_dxlevel 90" on the In-Game Console.
  3.  
  4.  
  5. // ----------------------------------------------------------------------------
  6. // LazP' maxframes config, designed to get you a performance boost
  7. // v2.019 | 05 April 2016 |
  8. // ----------------------------------------------------------------------------
  9.  
  10. // ----------------------------------------------------------------------------
  11. // FPS Cap - Info
  12. // ----------------------------------------------------------------------------
  13. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  14. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  15. // desirable than a variable but sometimes high framerate. A common
  16. // misconception is that if any more frames are generated than your monitor can
  17. // display, they are useless. This is wrong -- frames are used for much more
  18. // than mere display, and affect the way the game feels well past your
  19. // refresh rate.
  20. //
  21. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  22. // any case, or the discrepancy between clientside frame generation and frames
  23. // to be sent to the server will no doubt cause you many a headache, especially
  24. // when it comes down to hit registration. Other than that, I recommend
  25. // for everyone to use the value `132' (2*66), as long as you can generally
  26. // keep that value stable without regular drops.
  27. // ----------------------------------------------------------------------------
  28. //fps_max "0"
  29.  
  30.  
  31. // ----------------------------------------------------------------------------
  32. // Disable Sprays
  33. // ----------------------------------------------------------------------------
  34. // Bear in mind that these can be disabled on some servers.
  35. // ----------------------------------------------------------------------------
  36. cl_playerspraydisable "1"
  37. r_spray_lifetime "0"
  38.  
  39.  
  40. // ----------------------------------------------------------------------------
  41. // Shadows
  42. // ----------------------------------------------------------------------------
  43. mat_shadowstate "0"
  44. r_shadowmaxrendered "0"
  45. r_shadowrendertotexture "0"
  46. r_shadows "0"
  47.  
  48.  
  49. // ----------------------------------------------------------------------------
  50. // Disable Facial features
  51. // ----------------------------------------------------------------------------
  52. r_eyes "0"
  53. r_flex "0"
  54. r_lod "2"
  55. r_rootlod "2"
  56. r_teeth "0"
  57.  
  58.  
  59. // ----------------------------------------------------------------------------
  60. // Disable Ragdolls
  61. // ----------------------------------------------------------------------------
  62. // You will have reduced performance on deaths which produce ragdolls.
  63. // ----------------------------------------------------------------------------
  64. cl_ragdoll_fade_time "0"
  65. cl_ragdoll_forcefade 1
  66. cl_ragdoll_physics_enable "0"
  67. g_ragdoll_fadespeed "0"
  68. g_ragdoll_lvfadespeed "0"
  69. ragdoll_sleepaftertime "0"
  70.  
  71.  
  72. // ----------------------------------------------------------------------------
  73. // Disable Gibs
  74. // ----------------------------------------------------------------------------
  75. // You will have reduced performance on deaths which produce gibs.
  76. // ----------------------------------------------------------------------------
  77. cl_phys_props_enable "0"
  78. cl_phys_props_max "0"
  79. props_break_max_pieces "0"
  80. r_propsmaxdist "1"
  81. violence_agibs "0"
  82. violence_hgibs "0"
  83.  
  84.  
  85. // ----------------------------------------------------------------------------
  86. // Graphical
  87. // ----------------------------------------------------------------------------
  88. // Now we come to the main brunt of the config. You probably don't want to mess
  89. // with this.
  90. // ----------------------------------------------------------------------------
  91. cl_detaildist "0"
  92. cl_detailfade "0"
  93. cl_drawmonitors "0"
  94. cl_ejectbrass "0"
  95. cl_jiggle_bone_framerate_cutoff "0" // Turns off jigglebones
  96. cl_new_impact_effects "0"
  97. cl_show_splashes "0"
  98. func_break_max_pieces "0"
  99. glow_outline_effect_enable "0" // Cart glow effect.
  100. lod_transitiondist "0"
  101. mat_antialias "0"
  102. mat_bumpmap "0" // Controls bumpmapping. Setting this to 0 on dx9 will cause
  103. // a strange `shine' effect to appear on all players.
  104. mat_colcorrection_disableentities "1"
  105. mat_colorcorrection "0"
  106. mat_disable_bloom "1"
  107. mat_disable_fancy_blending "1"
  108. mat_disable_lightwarp "1"
  109. mat_envmapsize "8"
  110. mat_envmaptgasize "8"
  111. mat_filterlightmaps "0"
  112. mat_filtertextures "0"
  113. mat_forceaniso "1"
  114. mat_hdr_level "0"
  115. mat_max_worldmesh_vertices "512"
  116. mat_monitorgamma "2.0" // Controls brightness, try 1.8 to make it brighter or 2.2
  117. // to get it darker. Only works in fullscreen.
  118. mat_motion_blur_enabled "0"
  119. mat_parallaxmap "0"
  120. mat_picmip "2" // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  121. // at a range from -1 to 2, -1 being the best quality, 2 being the
  122. // worst.
  123. mat_reducefillrate "1"
  124. mat_reduceparticles "1"
  125. mat_specular "0" // Controls specularity. Setting this to 0 will make ubers
  126. // non-shiny, and will remove some specular effects from in-game
  127. // entities which support it. Setting this to 1 on dx8 will
  128. // result in some strange `fire' textures replacing their
  129. // appropriate counterparts, especially on medals, and certain
  130. // hats.
  131. mat_trilinear "0"
  132. mat_viewportscale "1" // Almost no performance gain from viewport upscaling.
  133. mat_viewportupscale "1"
  134. mat_wateroverlaysize "1"
  135. mp_decals "1" // `9' is a good value to still see the spread pattern from a
  136. // scattergun without any real performance loss.
  137. r_3dsky "0"
  138. r_ambientboost "0"
  139. r_ambientfactor "0"
  140. r_ambientmin "0"
  141. r_avglight "0"
  142. r_cheapwaterend "1"
  143. r_cheapwaterstart "1"
  144. r_decals "1"
  145. r_decalstaticprops "0"
  146. r_decal_cullsize "15"
  147. r_drawdetailprops "0"
  148. r_drawmodeldecals "0"
  149. r_drawflecks "0"
  150. r_dynamic "0"
  151. r_flashlightdepthtexture "0"
  152. r_forcewaterleaf "1"
  153. r_lightaverage "0"
  154. r_maxnewsamples "2"
  155. r_maxsampledist "1"
  156. r_propsmaxdist "0"
  157. r_renderoverlayfragment "0"
  158. r_staticprop_lod "4"
  159. r_waterdrawreflection "0"
  160. r_waterdrawrefraction "1"
  161. r_waterforceexpensive "0"
  162. r_waterforcereflectentities "0"
  163. rope_averagelight "0"
  164. rope_collide "0"
  165. rope_rendersolid "0"
  166. rope_shake "0"
  167. rope_smooth "0"
  168. rope_subdiv "0"
  169. rope_wind_dist "0"
  170. tf_particles_disable_weather "1" // Disable weather effects on maps supporting
  171. // it, for example, setting this to `1'
  172. // disables rain effects on *_sawmill.
  173. tracer_extra "0"
  174. violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually
  175. violence_hblood "1"
  176.  
  177. // ----------------------------------------------------------------------------
  178. // Misc
  179. // ----------------------------------------------------------------------------
  180. in_usekeyboardsampletime "0"
  181. mat_clipz "1" // FX card users should set this to 0
  182. mat_forcehardwaresync "0"
  183. mat_levelflush "1"
  184. //m_rawinput "1" // Turn on raw mouse input. Commented out by default due to
  185. // silly incompatibility with the Xfire overlay. You should use
  186. // it if you can!
  187. mat_vsync "0" // Turn off vsync to avoid nasty I/O latency.
  188. r_fastzreject "-1" // Values >1 enable a fast Z rejection algorithm, to be
  189. // performed on the GPU (as opposed to on the CPU). The
  190. // value `-1' autodetects hardware support for this
  191. // feature, which is safer than forcing it.
  192.  
  193. // ----------------------------------------------------------------------------
  194. // Sound
  195. // ----------------------------------------------------------------------------
  196. // I'd be hesitant to say that you would see a great deal of performance
  197. // improvement from lowering the sound quality, but in my experience as a
  198. // competitive TF2 player, lowering the sound quality makes determination of
  199. // directionality and distance that much easier. You may see a small FPS gain
  200. // with these settings, or you may not, either way will likely have a
  201. // negligible effect on performance.
  202. // ----------------------------------------------------------------------------
  203. dsp_enhance_stereo "0"
  204. dsp_slow_cpu "1"
  205. snd_async_fullyasync "1" // Having the sound run fully asynchronous has been
  206. // helpful in the past, as it seems to (for whatever
  207. // reason) reduce the number of TDRs experienced during
  208. // gameplay. There's some pretty good information on
  209. // TDRs (nerds only) here:
  210. // http://forums.nvidia.com/index.php?showtopic=65161
  211. snd_pitchquality "0"
  212. snd_spatialize_roundrobin "1"
  213.  
  214. // ----------------------------------------------------------------------------
  215. // Threading
  216. // ----------------------------------------------------------------------------
  217. mat_queue_mode "2" // mat_queue mode is another frequently asked about cvar, it
  218. // defines the threading method to be used by the material
  219. // system. It has been unstable to use in the past, but
  220. // nowadays it's generally okay.
  221. //
  222. // Here are the possible values:
  223. // -2 legacy default
  224. // -1 default
  225. // 0 synchronous single thread
  226. // 1 queued single thread
  227. // 2 queued multithreaded
  228. //
  229. // If you have problems with the value `2', try setting it to
  230. // `-1'.
  231. //
  232. // As an aside, there are quite a few bugs in the demo system
  233. // that occur when mat_queue_mode is set to a value that is
  234. // not `-1'. If you intend to do work with the demo system,
  235. // maybe you should change this.
  236.  
  237. cl_threaded_bone_setup "0"
  238. cl_threaded_client_leaf_system "0"
  239. r_queued_decals "0"
  240. r_queued_ropes "1"
  241. r_queued_post_processing "0"
  242. r_threaded_client_shadow_manager "1"
  243. r_threaded_particles "1"
  244. r_threaded_renderables "1"
  245.  
  246. // ----------------------------------------------------------------------------
  247. // Misc
  248. // ----------------------------------------------------------------------------
  249. cl_forcepreload "1" // Preloads content
  250.  
  251. // ----------------------------------------------------------------------------
  252. // Print to console (Confirming that the CFG ran)
  253. // ----------------------------------------------------------------------------
  254. clear
  255. echo "-------------------------------------------------------"
  256. echo " LazP' maxframes Config loaded. "
  257. echo "-------------------------------------------------------"
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