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- ////# v1.3: revised graphics presets, added BLING=highest quality; revised game end tweaks; added some settings
- ////# missing from GUI; added health per vertical marker toggle
- ////# v1.2: fixed visual glitch (green lines over model) with Additive Light disabled; added right-click deny toggle
- ////# relayout for easier snip - aliases and binds are in the same place
- ////# v1.1: qc_toggle reverted to normal/quickcast but added qc-smart as an option; added camera lock settings
- echo ""; con_filter_enable 0; clear // Please don't remove the banner below
- echo " _______ ______ ______ ________ __ ___ ___ __ ________ _______ ______ "
- echo " | \ / __ \ | _ \ | | | | | \/ | | | | / | ____| | _ \ "
- echo " | .--. | _______ | | | | | |_) | '--| |--' | | | \ / | | | '---/ / | |__ | |_) | "
- echo " | | | | |AveYo's| | | | | | ___/ | | | | | |\/| | | | / / | __| | / "
- echo " | '--' | ````````` | '--' | | | | | | | | | | | | | / /---. | |____ | |\ \ "
- echo " |_______/ \______/ |__| |__| |__| |__| |__| |__| /_______| |_______| |__| \__\ "
- echo ""
- echo " Version 1.3 "
- echo ""
- echo " Extended commands: EE - Reload autoexec.cfg ' BG - Bots Game (LOCAL) ' HG - Host Game (LAN) "
- echo " FF - ForFeit (disconnect) ' JR - Join Radiant (LAN) ' JD - Join Dire (LAN) "
- echo " NG - Net Graph presets {DEL} ' AA - Auto Attack {CAPS} ' QC - QuickCast {INS} "
- echo " NQ - Network quality Low/High ' DN - Right-click Deny ' HP - HP bar marker {H} "
- echo " CW - Chatwheel presets {ENTER} ' Camera presets {KP_1-9} ' Chat moved to {KP_DEL} "
- echo ""
- echo " Abilities {QWEDF-R} set to NormalCast. Press {INS} to toggle QuickCast ALL,NOT:Q,NOT:W,NOT:E,SMART,NONE "
- echo " Items {1}{2} set to QuickCast(nodelay), Items {3}{4} set to SmartCast, Items {5}{6} set to NormalCast "
- echo " Remember to set the above keys to ALT+KEY in the GUI so that the script can override them! "
- echo ""
- echo " Default Graphics preset: TWEAKED Available Graphics presets: BLING TWEAKED NOSHADOWS POTATO "
- echo ""
- echo " Press {\} to toggle Console";echo "";showconsole
- ////# NOTE THAT THE CHOSEN GRAPHICS PRESET WILL OVERRIDE VARIOUS ADVANCED VIDEO SETTINGS AND PERFORMANCE TWEAKS.
- ////# TO PREVENT IT, EITHER EDIT THE PRESET DIRECTLY, ADD YOUR OWN OR SIMPLY DON'T ACTIVATE ANY BY COMMENTING LAST SCRIPT LINE WITH //
- ////#####################
- ////# DOTA GUI SETTINGS #
- ////#####################
- ////# GAME
- dota_player_units_auto_attack "0" // [0] Auto Attack
- dota_player_units_auto_attack_after_spell "1" //-[1] Auto Attack After Spell
- dota_player_auto_purchase_items "0" // [0] Auto Purchase Items
- dota_player_add_summoned_to_selection "1" //+[0] Auto Select Summoned Units
- dota_ability_quick_cast "1" //+[0] Double Tap Ability to Self Cast
- dota_player_multipler_orders "1" //+[0] Unified Unit Orders
- dota_player_teleport_requires_halt "1" //+[0] Teleport Requires Stop
- dota_show_hero_finder "1" //-[1] Holding ALT Highlights Hero
- dota_always_show_player_names "0" // [0] Show Player Names Over Health bar
- dota_hud_healthbar_number "1" // [1] Show Hit points Over Player Health bar
- dota_shop_force_hotkeys "0" // [0] Shop Always Uses Hot keys
- dota_spectator_use_broadcaster_stats_panel "1" // [1] Use Broadcaster Stats
- dota_hud_colorblind "0" // [0] Color Blind Mode
- dota_hud_reduced_flash "0" // [0] Reduced Flash
- dota_fight_recap_pause "0" // [0] Pause During Fight Recap
- dota_fight_recap_terse "1" //+[0] Terse Fight Recap
- ////# MINIMAP
- dota_minimap_simple_colors "0" // [0] Use Simple Colors in Minimap
- dota_minimap_hide_background "0" // [0] Hide Minimap Background
- dota_minimap_show_hero_icon "0" // [1] Draw Hero Icons in Minimap
- dota_minimap_always_draw_hero_icons "1" //+[0] Names/Icons Always in Minimap
- dota_hud_flip "0" // [0] Draw Minimap on Right
- ////# CAMERA
- dota_camera_accelerate "50" //+[49] Camera Deceleration
- dota_camera_speed "6000" //-[3000] Camera Speed [AveYo: Closer to Dota1 feeling, also makes the game feel less choppy on low fps]
- dota_camera_reverse "0" // [0] Reverse Camera Grip
- dota_camera_edgemove "1" // [1] Edge Pan
- dota_screen_shake "0" //-[1] Enable Screen Shake
- dota_reset_camera_on_spawn "0" //-[1] Move Camera on Respawn
- dota_camera_dotatv_smooth_drag "1" //+[0] Smooth drag Camera when Spectating
- dota_camera_deatheffect "0" //-[1] Camera Color-shift when Dead (forced by Valve)
- ////# SETTINGS MISSING FROM GUI
- cl_dota_speech_spec_ancientattack "1" // [1] Hearing 'your ancient is under attack'
- cl_dota_speech_spec_barracksattack "1" // [1] Hearing 'your rax is under attack'
- cl_dota_speech_spec_barracksfalls "1" // [1] Hearing 'your rax has fallen'
- cl_dota_speech_spec_enemybasefalls "1" // [1] Hearing 'enemy's tower/rax has fallen'
- cl_dota_speech_spec_idles "1" // [1] Hearing announcer random quotes breaking idle silence
- cl_dota_speech_spec_towerattack "1" // [1] Hearing 'your tower is under attack'
- cl_dota_speech_spec_towerfalls "1" // [1] Hearing 'your tower has fallen'
- dota_camera_lock "0" // [0] Camera Lock
- dota_camera_disable_zoom "0" // [0] Disable mousewheel zoom
- dota_camera_hold_select_to_follow "0" // [0] Single click to select, hold to follow - if 1 breaks freelock camera
- dota_disable_range_finder "0" //-[1] Disable Range finder - disable=1 enable=0
- dota_disable_unit_ring "1" //+[0] Disable Unit Ring - if enabled, gives an annoying visual glitch (green lines over model) with Additive Light disabled
- dota_force_right_click_attack "1" //+[0] Right click deny
- dota_hud_healthbars "3" //+[1] Advanced health bars for all units (3) or just for allies (2) or simple (1)
- dota_hud_healthbar_number_danger "40" // [40] Percentage of health left before hitpoint number turns orange
- dota_hud_healthbar_number_critical "20" // [20] Percentage of health left before hitpoint number turns red
- dota_health_per_vertical_marker "250" // [250] How much health between each vertical line in the health bars
- dota_health_marker_major_alpha "255" // [255] Opacity level for vertical lines in the health bars
- dota_health_marker_minor_alpha "255" //+[128] Opacity level for health bars
- dota_health_hurt_decay_time_max "0.2" //-[0.8] Health bars fade over max time once receiving a hit
- dota_health_hurt_decay_time_min "0.075" //-[0.3] Health bars fade over min time once receiving a hit
- dota_health_hurt_delay "0.025" //-[0.1] Health bars delay once receiving a hit
- dota_health_hurt_threshold "99999" //-[0.01] Health bars threshold once receiving a hit - high number to directly show final damage
- dota_pain_decay "0.2" //-[0.8] Health bars fade time for damage over time
- dota_pain_factor "0.75" //-[3.0] Health bars factor for damage over time
- dota_pain_fade_rate "0.75" //-[3.0] Health bars fade rate for damage over time
- dota_pain_multiplier "0.2" //-[0.8] Health bars multiplier for damage over time
- dota_minimap_hero_size "800" //+[600] Hero icons size on minimap [AveYo: use 800 for slightly bigger]
- dota_minimap_creep_scale "1.5" //+[1.0] Creeps dots size on minimap [AveYo: use 1.5 for slightly bigger]
- dota_minimap_misclick_time "0" //-[0.2] Minimap miss click detection [AveYo: use 0 so that every click on the minimap counts]
- dota_enemy_color_b "0.0" // [0.0] Enemy color: blue component
- dota_enemy_color_g "0.0" // [0.0] Enemy color: green component
- dota_enemy_color_r "1.0" // [1.0] Enemy color: red component
- dota_friendly_color_b "0.0" // [1.0] Friendly color: blue component
- dota_friendly_color_g "1.0" // [1.0] Friendly color: green component
- dota_friendly_color_r "0.0" // [0.0] Friendly color: red component
- dota_neutral_color_b "1.0" // [1.0] Neutral color: blue component (spectator only)
- dota_neutral_color_g "1.0" // [1.0] Neutral color: green component (spectator only)
- dota_neutral_color_r "1.0" // [1.0] Neutral color: red component (spectator only)
- dota_unit_allow_moveto_direction "1" //+[0] New command to disable pathfinding
- dota_unit_use_player_color "1" //+[0] Decorate units with player color
- ////# AUDIO_SETTINGS
- speaker_config "1" //-[-1] Speakers [AveYo: 1=headphones, 2=stereo, 4=4 surround, 5=5.1 surround, 7=7.1 surround]
- volume "0.9" //-[1.0] Master Volume
- snd_gamevolume "0.5" //-[1.0] Game Volume
- snd_musicvolume "0.25" //-[1.0] Music Volume
- snd_voipvolume "0.75" //-[1.0] Voice Volume
- snd_gamevoicevolume "0.35" //-[1.0] Unit Speech Volume
- voice_vox "0" // [0] Enable Open Mic [AveYo: Always on vox-style mic]
- closecaption "0" // [0] Use Captions
- snd_mute_losefocus "0" // [0] Play Sound in Desktop
- chat_sound "0" // [0] Chat Message Sound
- dota_mute_cobroadcasters "0" // [0] Mute Co-Broadcasters
- dota_speech_level "2" // [2] Unit Speech [AveYo: 0=Off 1=Events 2=All]
- snd_pitchquality "0" //-[1] Sound Quality A [AveYo: Low A=0 B=1 Med A=0 B=0 High A=1 B=0]
- dsp_slow_cpu "1" //+[0] Sound Quality B [AveYo: Low A=0 B=1 Med A=0 B=0 High A=1 B=0]
- ////# ADVANCED_VIDEO_SETTINGS [Default] Bling Tweaked Noshadows Potato AveYo's notes:
- //mat_monitorgamma "1.9" //-[2.2] Brightness - - - - Fullscreen mode only, 1.9 equals 130 in GUI
- r_screenspace_aa "0" //-[1] Anti-aliasing 0 0 0 0 OFF - VERY HIGH FPS IMPACT
- r_deferred_specular "1" // [1] Specular 1 1 1 1 AON - KEEP ALWAYS ON AT ALL COSTS - terrain looks flat without it and you also loose overall brightness
- r_deferred_specular_bloom "0" //-[1] Specular bloom 1 0 0 0 OFF - HIGH FPS IMPACT - you should prefer shadows=high over this
- dota_cheap_water "1" //+[0] Low Quality Water 0 1 1 1 OFF - VERY HIGH FPS IMPACT - you should prefer shadows=high over this - RETARD CVAR/GUI NAME INVERSION
- r_deferred_height_fog "0" //-[1] Atmospheric Fog 0 0 0 0 OFF - HIGH FPS IMPACT FOR ONBOARD GPUs - you wont even notice it missing
- dota_portrait_animate "1" // [1] Animate portrait 1 1 1 0 ON - It's just a flash animation, but since scaleform is so broken it does impact fps
- r_deferred_additive_pass "0" //-[1] Additive light pass 1 0 0 0 OFF - HIGH FPS IMPACT- you should prefer shadows=high over this
- r_deferred_simple_light "0" //-[1] World lighting 1 0 0 0 OFF - Only affects tree lights - you should prefer shadows=high over this
- r_ssao "0" //-[1] Ambient occlusion 1 0 0 0 OFF - VERY HIGH FPS IMPACT
- dota_ambient_creatures "0" // [1] Ambient creatures 1 0 0 0 OFF - Worth having them for the atmosphere but can be distracting - you should prefer shadows=high over this
- mat_vsync "0" //-[1] Vertical Sync 0 0 0 0 OFF - Fullscreen mode only, not recommended because of current engine unfixable and drastic fps drops
- mat_triplebuffered "0" // [0] Triple buffering 0 0 0 0 OFF - Fullscreen mode only, set the same as Vertical Sync
- mat_viewportscale "0.800000" //-[1] Render Quality 1.0 0.95 0.9 0.8 0.8+ Anything less it's too blurry - from 0.4=40 to 1.0=100
- cl_globallight_shadow_mode "0" // [0] Shadows 2 2 0 0 HIGH - it's demanding, but without shadows the game looks worst than warcraft3, 0=Low 1=Med 2=High
- mat_picmip "1" // [1] Textures 0 0 0 1 HIGH - don't sacrifice crisp details for less memory footprint 2=Low 1=Med 0=High
- ////#####################################################################
- ////# AVEYO'S PERFORMANCE TWEAKS BELOW #
- ////# Reset by commenting lines in this script, then delete config.cfg #
- ////# Many cvars do nothing - not implemented in current Dota2 engine #
- ////#####################################################################
- ////# CPU TWEAKS - SOLID FPS GAINS BUT CRASHES MAY OCCUR ON SOME OLDER/MOBILE SYSTEMS - dare to write threadpool_run_tests in console and watch your computer die - Valve, that should never happen!
- ////# Queueing
- mat_queue_mode "2" //+[-1] Queued loading of materials 0=disabled (if it gives you crashes on map load) 1=enabled 2=enabled+multi-threaded for SOLID fps gains
- studio_queue_mode "1" // [1] Queued playback NEEDS TO BE 1 or else mat_queue_mode other than 0 renders with missing buildings - bug?!
- r_queued_ropes "1" // [1] Queued ropes loading for SLIGHT fps gain, enabled by default
- r_queued_post_processing "0" // [0] Queued post processing effects might cause crashes or graphical glitches for LITLE to NONE fps gain!
- r_queued_decals "0" // [0] Queued decorations loading might cause crashes or graphical glitches for LITLE to NONE fps gain!
- ////# Multi-threading AveYo's notes:
- snd_mix_async "1" //+[0] Separate thread for the sound engine Fix stuttering while pressing buttons in the main menu
- host_threaded_sound "1" //+[0] Separate thread for sounds when hosting Might cause local server or demo playback crashes
- vphysics_threadmode "1" // [1] Parallel physics computations Nvidia only ?!
- cl_threaded_bone_setup "1" //+[0] Parallel skeleton animations computations NOTICEABLE fps gain but might cause crashes or graphical glitches!
- r_threaded_particles "1" // [1] Parallel particles computations NOTICEABLE fps gain
- r_threadeddetailprops "1" // [1] Parallel detail props drawing LITLE to NONE fps gain
- r_threaded_shadow_clip "0" // [0] Parallel shadows computations LITLE to NONE fps gain
- g_ai_threadedgraphbuild "0" // [0] Experimental threaded node graph building LITLE to NONE fps gain
- cl_threaded_init "1" //+[0] Parallel client launch Might speed up loading or cause crashes on map load
- sv_threaded_init "1" //+[0] Parallel server launch Might speed up loading or cause crashes on map load
- ////# TEXTURES TWEAKS
- cl_detaildist "600" //-[1200] HQ Details range limit
- cl_detailfade "200" //-[400] HQ Details fade limit
- mat_bumpmap "0" //-[1] Realistic terrain - linked to phong and specular
- mat_colcorrection_disableentities "1" //+[0] Color-correction for entities ?!
- mat_envmapsize "128" // [128] Environment map size limit
- mat_envmaptgasize "32" // [32] Environment map size limit for tga image export
- mat_forceaniso "1" // [1] Anisotropic texture filtering (negligible on recent GPUs)
- mat_phong "0" //-[1] Phong reflections - linked to specular and bump map
- mat_specular "0" //-[1] Chrome shine - linked to phong and bump map
- r_rootlod "0" // [0] General detail - don't change while a map is loaded or you get artifacts
- r_lod "0" // [-1] Model detail
- r_decals "1024" //-[2048] General limit for decorations
- r_decal_overlap_count "2" //-[3] Overlapping limit for decorations
- r_drawmodeldecals "0" //-[1] Enable decorations over models
- r_maxmodeldecal "50" // [50] Models decorations limit
- r_DrawDetailProps "0" //-[1] Enable static props
- r_propsmaxdist "600" //-[1200] Range limit for static props
- r_renderoverlayfragment "0" //-[1] Enable decorations over terrain
- ////# RENDER TWEAKS
- mat_monitorgamma_tv_enabled "0" //-[1] PC=0 or TV=1 levels - Fullscreen mode only
- mat_disable_bloom "1" //-[0] HDR-like lighting
- mat_bloomscale "0" //-[1] Progressive/superexposed HDR?!
- mat_disable_fancy_blending "0" // [0] Realistic alpha blending
- mat_disable_lightwarp "0" // [0] Realistic brightness with color tint
- mat_clipz "1" // [1] Clip out-of-view parts of textures, might cause artifacts on old GPUs, used to be 0 as default before 2015 first patches
- r_fastzreject "1" //+[0] Hardware optimized z-setting algorithm
- r_occlusion "1" // [1] Don't render obscured objects, used to be 0 as default before 2015 first patches
- r_frustumcullworld "1" // [1] Should be the same as r_occlusion, but only for current viewport
- r_dynamic "1" // [1] Dynamic lighting
- r_maxdlights "16" //-[32] Maximum number of dynamic lights
- r_worldlights "2" //-[3] World lights per vertex used
- r_globallight_singlepass "1" // [1] Global light is drawn as a single pass
- r_lightaverage "0" //-[1] Activates/deactivate light averaging
- r_RainParticleDensity "0.05" //-[1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped
- r_twopasspaint "0" //-[1] Two pass shader processing
- r_dopixelvisibility "0" //-[1] Per-pixel light visibility - only seems to affect world lights
- r_3dsky "0" //-[1] Does nothing since dota heroes are like pigs and can't look up to the sky?!
- r_flashlightrender "0" //-[1] Enable post-processing render
- r_flashlightnodraw "1" //+[0] Disable post-processing drawing
- r_flashlightmodels "0" //-[1] Post-processing for models
- r_FlashlightDetailProps "0" //-[1] Post-processing for detail props
- ////# SHADOWS TWEAKS - active only if cl_globallight_shadow_mode=2
- mat_shadowstate "1" // [1] Undocumented
- nb_shadow_dist "200" // [400] Shadows range limit
- r_shadowfromworldlights "0" //-[1] Render shadows from tree lights
- r_shadowmaxrendered "16" //+[32] Not the same thing as actual number of shadows visible on screen!
- r_shadowrendertotexture "0" // [0] Wasteful plot shadows on textures directly
- r_shadows "1" // [1] Shadows rendering - needs to be 1 or else you get glitches
- r_shadows_on_renderables_enable "0" // [0] Wasteful shadows onto other renderable's
- r_shadow_deferred_downsample "1" //+[0] Lower-res deferred shadow rendering
- r_shadow_deferred_simd "1" //+[0] Use CPU optimizations for computing shadows
- r_shadow_half_update_rate "1" //+[0] Half update rate shadow rendering
- ////# WATER TWEAKS - active only if dota_cheap_water=1
- cl_disable_water_render_targets "1" //+[0] Don't render extra effects for objects while in water
- mat_wateroverlaysize "32" //-[128] Water overlay limit
- r_forcewaterleaf "1" // [1] Optimization to water - considers view in leaf under water for purposes of culling
- r_WaterDrawRefraction "0" //-[1] Wasteful river realistic refractions
- r_waterforceexpensive "0" // [0] Wasteful river renderer
- r_waterforcereflectentities "0" // [0] Wasteful river reflections for entities
- //////# OTHER ENGINE_TWEAKS
- engine_no_focus_sleep "50" //+[20] FPS limiter while alt-tab 0=disable and waste power but might be needed when streaming; I've been using 50 with no issues
- mat_forcehardwaresync "1" // [1] Only set to 0 if you get crashes on load with your old Intel or Nvidia GPU
- mat_reducefillrate "1" //+[0] Fill rate optimization Should provide improved memory usage, but I rather keep on wasting memory
- mat_reduceparticles "1" //+[0] Particles optimization Definitely needed with all the arcana's and cosmetic gems mixing havoc, but not much fps impact at the moment
- fast_fogvolume "1" //+[0] Fog optimization Fog has always been very demanding and any tweak is welcomed, , but not much fps impact at the moment
- cl_particle_fallback_base "4" //+[0] A Cheaper particle effects under high load GPU dependent, uncomment then delete video.txt to reset
- cl_particle_fallback_multiplier "0" // [0] V Cheaper particle effects limit GPU dependent, uncomment then delete video.txt to reset
- cl_phys_maxticks "3" //+[2] E Physics priority GPU dependent, uncomment then delete video.txt to reset
- dota_ambient_creatures_pop "1" //+[0] Y Pop into view?! GPU dependent, uncomment then delete video.txt to reset
- mat_motion_blur_enabled "0" // [0] O Motion blur GPU dependent, uncomment then delete video.txt to reset
- mp_usehwmmodels "-1" //-[0] Use realistic models GPU dependent=0 always=1 never=-1 (not used in dota?)
- mp_usehwmvcds "-1" //-[0] Use realistic expressions GPU dependent=0 always=1 never=-1 (not used in dota?)
- cl_jiggle_bone_sanity "0" //-[1] Reinitiate jiggle bones setup in case of numerical instability
- cl_simdbones "1" //+[0] Use CPU optimizations for bone setup
- cl_use_simd_bones "1" // [1] Use CPU optimized bones or scalar bones
- r_jiggle_bones "1" // [1] Render jiggle bones
- ai_expression_optimization "1" //+[0] Ignore out-of-view NPC expressions
- ragdoll_sleepaftertime "3" //-[5] Idle timeout for rag dolls
- r_drawflecks "0" //-[1] Bullet impacts - not used by Dota?
- flex_smooth "0" //-[1] Applies smoothing/decay curve to flex animation controller changes
- r_flex "1" // [1] Facial animations
- r_ropetranslucent "0" //-[1] Translucent ropes
- ////# WARNING! GAME BREAKING CVARS
- mat_force_low_quality_shadows "0" // [0] 1=WILL FORCE LOW QUALITY SHADOWS, ONLY USE IT FOR POTATO PC's
- mat_lowqualityshaders "0" // [0] 1=WILL FORCE LOW QUALITY SHADERS, ONLY USE IT FOR POTATO PC's
- r_flashlightdepthtexture "1" // [1] 0=WILL FORCE ALL SHADOWS OFF, ONLY USE IT FOR POTATO PC's
- r_WaterDrawReflection "1" // [1] 0=WILL BREAK HIGH QUALITY WATER, ONLY USE IT FOR POTATO PC's
- ////mat_managedtextures "1" // [1] If set, allows Direct3D to manage texture uploading at the cost of extra system memory
- ////mat_filtertextures "1" // [1] Without anisotropic filtering for textures, you get quake1-like blocky textures
- ////mat_filterlightmaps "1" // [1] Without anisotropic filtering for lightmaps, you get quake1-like blocky lightmaps
- ////datacachesize "32" // [32] CHANGING THIS CAN CAUSE CRASHES ON MAP RELOAD
- ////mem_max_heapsize "256" // [256] CHANGING THIS CAN CAUSE CRASHES ON MAP RELOAD
- ////mem_min_heapsize "128" // [128] CHANGING THIS CAN CAUSE CRASHES ON MAP RELOAD
- ////mod_load_mesh_async "0" // [0] 1=WILL DEFINITELY CAUSE CRASH ON EVERY MAP LOAD!
- ////mod_load_anims_async "0" // [0] 1=MIGHT SPEED UP LOADING OR CAUSE CRASHES ON MAP LOAD
- ////mod_load_vcollide_async "0" // [0] 1=MIGHT SPEED UP LOADING OR CAUSE CRASHES ON MAP LOAD
- ////# AUDIO TWEAKS
- dsp_enhance_stereo "0" // [0] Headphones enhancements
- snd_async_fullyasync "1" // [1] All playback is fully async (sound doesn't play until data arrives)
- snd_dvar_dist_max "1800" //+[1320] Play full 'far' sound at this distance
- snd_dvar_dist_min "700" //+[240] Play full 'near' sound at this distance
- snd_mixahead "0.2" //-[0.1] Sound engine buffer - Increase for fixing crackling, but can lead to delayed sounds
- snd_noextraupdate "1" //+[0] Undocumented
- ////# NET CODE TWEAKS
- //clientport "27005" // [27005] Host game client port
- //clientportany "1" // [1] If set use system allocated port
- cl_allowdownload "0" //-[1] Not used in dota since there is no custom players logo to download ?!
- cl_allowupload "0" //-[1] Not used in dota since there is no personal player logo to upload ?!
- cl_cmdrate "30" // [30] Server clamped to 30 no point in going above, Network Quality Low is anything below 16
- cl_disable_steam_p2p "1" //+[0] Steam Peer2Peer - historically abused for DDOS
- cl_forcepreload "1" //+[0] Should help client fps stability but increases map load time
- cl_interp "0.033333" //-[0.05] limited by server tick rate to 0.033333
- cl_interp_ratio "2" // [2] Set to 3-4 if constant packet loss
- cl_interp_threadmodeticks "1" //+[0] Additional interpolation ticks with threaded engine
- cl_lagcompensation "1" // [1] Required do not disable!
- cl_lagcomp_errorcheck "0" // [0] It should do less jumping around when packet loss but generates additional network load so not sure if worth it
- cl_predictweapons "1" // [1] Guess not used in dota ?!
- cl_pred_optimize "2" // [2] Prediction reuses previous data if no error
- cl_resend "15" //-[6] Delay in seconds before the client will resend the 'connect' attempt
- cl_singleplayernetworkbackdoor "0" // [0] Single player network optimizations - if 1, can fix crashing after second local lobby creation http://dev.dota2.com/showthread.php?t=147736
- cl_smooth "0" //-[1] Smooth view/eye origin after prediction errors - keep it on
- cl_smoothtime "0.066666" //-[0.1] Smooth client's view after prediction error over this many seconds
- cl_timeout "15" //-[30] After this many seconds without receiving a packet from the server, the client will disconnect
- cl_updaterate "30" // [30] Server clamped to 30 no point in going above, Network Quality Low is anything below 16
- instant_replay_enable "0" //-[1] Enable instant replay recording
- dota_keybindings_cloud_disable "1" //-[0] Don't save key binding in the cloud
- net_max_network_processing_frame_time_ms "20" // [20] Undocumented, I would adventure using 16 or 33
- net_queued_packet_thread "1" // [1] Use a high priority thread to send queued packets out instead of sending them each frame.
- net_splitrate "2" //+[1] Number of fragments for a splitpacket that can be sent per frame - helps with client choke
- net_threaded_socket_burst_cap "256" // [256] Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
- net_threaded_socket_recovery_rate "6400" // [6400] Number of packets per second that threaded socket pump algorithm allows from client.
- net_threaded_socket_recovery_time "60" // [60] Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
- rate "80000" // [80000] The maximum receiving rate advertised, actual usage will be a lot less because of tick rate so no point in changing it
- workshop_concurrent_fileinfo_requests "2" //-[5] Limits bandwidth trashing in case of numerous guides, custom games subscriptions
- ////# MISC TWEAKS [Default]
- cl_showfps "0" // [0] FPS visual indicator Try 2-show realtime + average over 1000 frames or 4-show average fps with logging and extra color warning
- fps_max "0" //-[120] FPS limiter If vsync=on, set it to display Hz-2 to lower input lag, else to display Hz
- dota_embers "0" //-[1] Animated menu background Fix stuttering/crashes caused by scaleform
- dota_courier_morph_on_deliver "0" // [0] Courier morph on deliver Seems to be disabled by Valve in online game
- dota_sf_hud_killcam_local_player_items "1" //-[0] Show your items under killcam window Does help a little network and fps - wise
- dota_full_ui "1" //+[0] Unlock the full UI for new users
- voice_chat_bubble_show_volume "0" //-[1] Volume indicator on chat bubble A bit less (0.x) fps loss when using voice
- in_lock_mouse_to_window "1" // [1] Lock Mouse inside game window 1=lock 0=free, but you might need edge pan also off
- dota_mouse_spectator_window_lock "0" // [0] If enabled mouse will be locked to the window when in game and spectating in a mode that doesn't give camera control
- dota_mouse_window_lock "1" // [1] If enabled mouse will be locked to the window when ingame
- jpeg_quality "99" //+[90] Screenshot quality
- guidepanel_promptforrating "0" //-[1] Annoying prompt for rating in the top left corner, command seems to be disabled by Valve
- gameinstructor_enable "0" //-[1] Display in game lessons that teach new players
- cl_showhelp "0" //-[1] Hint popups
- dota_sf_hero_selection_seen "1" //+[0] New hero picker hint
- cloth_update "0" //-[1] Undocumented
- dota_quit_immediate "1" //+[0] If enabled, Dota will quit immediately rather than prompting to confirm
- tracer_extra "0" //-[0] Does extra calculations to make CFXDiscreetLine more visible over distance
- sys_minidumpspewlines "100" //-[500] Console history size in crash dumps
- developer "0" // [0] Developer message level
- con_enable "1" //+[0] Enable console
- ////# AVEYO'S OPTIMIZED ALL-PICK LOADOUT - MORE HEROES TO CHOSE FROM (UP TO 14 FROM THE FIRST CLICK) WITH NO ANIMATED PORTRETS
- sf_fulldeck_intro_curve "0" //-[0.5]
- sf_fulldeck_intro_time "0" // [0]
- sf_fulldeck_raise_speed "0" //-[10]
- sf_loadout_tutorial_enable "0" //-[1]
- sf_turntable_curve_16x10 "0.44" //-[0.69]
- sf_turntable_curve_16x9 "0.41" //-[0.65]
- sf_turntable_curve_4x3 "0.51" //-[0.76]
- sf_turntable_curve_5x4 "0.51" //-[0.76]
- sf_turntable_end "0" //-[1]
- sf_turntable_indent "0.02" //-[0.05]
- sf_turntable_moviecards_fromcenter "0" //-[3]
- sf_turntable_scale_max_ingame "80" //-[150]
- sf_turntable_scale_min "80" //-[80]
- sf_turntable_tint_curve "1.0" //+[0.9]
- ////# GAME END TWEAKS - prevent some stuttering
- game_end_item_anim_delay "0.1" //-[2.0]
- game_end_speech_delay "0.1" //-[1.0]
- game_end_xmas_intro_delay "0.1" //-[2.0]
- game_end_xp_anim_delay "0.1" //-[1.0]
- game_end_xp_anim_duration "0.1" //-[1.0]
- dota_sf_game_end_delay "0.1" //-[10]
- dota_endgame_cinematic_disable "1" //+[0]
- dota_sf_victory_message_duration "1.0" //-[4.0f]
- dota_postgame_finish_replay_time "3" //-[15]
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