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  1. // '--- mastercomfig---'
  2. // ---------------------------------
  3. // Version: 8.3.9 | February 23 2020
  4. // ---------------------------------
  5.  
  6. // =================
  7. // '--- Network ---'
  8. // =================
  9. // ---------------
  10. // '-- General --'
  11. // ---------------
  12. // Optimizes for better networking
  13.  
  14. net_maxpacketdrop 0 // Use all packets
  15. cl_timeout 60 // Max client timeout
  16. hud_escort_interp 0.2 // Smooth out payload cart progress over slightly less time
  17. cl_pred_optimize 2 // Optimize for not copying data if did not receive a network update and also for not repredicting if there were no errors
  18.  
  19. // -----------------
  20. // '-- Snapshots --'
  21. // -----------------
  22. // Tuning client-server communication and interpolation
  23.  
  24. cl_interp_ratio 1 // Interpolate over 2 snapshots to avoid issues where one snapshot is dropped once in a while. Safest option for most users.
  25. cl_interp 0.0303030303 // Fallback value
  26. cl_smoothtime 0.0151515152 // Sync view interp with entity interp
  27.  
  28. cl_cmdrate 66 // Send to server at this many times per second
  29. cl_updaterate 66 // Get from server at this many times per second
  30.  
  31. // -------------------
  32. // '-- Packet Size --'
  33. // -------------------
  34. // How big packets are and how they are split up/compressed
  35.  
  36. net_compresspackets 1
  37. net_compresspackets_minsize 128
  38. net_maxroutable 1260
  39. net_maxfragments 1260
  40.  
  41. // -----------------------
  42. // '-- Game Bandwidth --'
  43. // -----------------------
  44. // Speed of packet sending, rate limited to prevent packet overflow
  45. // Rate should be 80% of your stable internet speed in bytes per second
  46. // (upload or download, whichever is slowest)
  47.  
  48. rate 1048576 // Rate used for server communication, delays packets based on this value and packet size
  49. net_maxcleartime 0.015 // Maximum time in seconds packets can be held for
  50.  
  51. // -------------
  52. // '-- Files --'
  53. // -------------
  54. // Controls networked file handling
  55.  
  56. net_maxfilesize 64 // Max out file upload size for extra content
  57. cl_downloadfilter all // Download all server custom files
  58.  
  59. // -------------------
  60. // '-- Matchmaking --'
  61. // -------------------
  62. // Adjusts casual/competitive matchmaking settings
  63.  
  64. tf_mm_debug_level 0 // Remove matchmaking debug output
  65. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join.
  66. tf_party_keep_on_same_team 1 // Enforce parties being on the same team
  67.  
  68. // ===================
  69. // '--- Rendering ---'
  70. // ===================
  71. // -----------
  72. // '-- LOD --'
  73. // -----------
  74. // Controls the quality of objects based on distance
  75.  
  76. r_rootlod 2 // Maximum performance for models
  77. r_lod -1 // Use r_rootlod to properly fade through LODs
  78. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  79. mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh count
  80.  
  81. // ----------------
  82. // '-- Lighting --'
  83. // ----------------
  84. // Lights projected onto characters and other dynamic models
  85.  
  86. r_ambientboost 0 // Disable to save the small amount of CPU this uses
  87. r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  88. mat_phong 0 // Disable phong for flatter shading
  89. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  90. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  91. r_maxdlights 0 // Do not allow any dynamic lights
  92. r_worldlightmin .0004 // Do not render insignificant world lighting
  93. r_worldlights 0 // Disable world lights
  94. mat_disable_lightwarp 1 // Disable light warps
  95. mat_filterlightmaps 1 // Filter lightmaps
  96. mat_reducefillrate 1 // Simplify material shading and use some DirectX 8 features
  97. r_dopixelvisibility 0 // Enable visibility testing for glows, halos and pretty lights
  98. mat_bumpmap 0 // Enable bumpmap materials
  99. mat_specular 0 // Enable specular materials
  100. mat_parallaxmap 0 // Disable possible dead parallax mapping shader path
  101.  
  102. // ---------------
  103. // '-- Shadows --'
  104. // ---------------
  105. // Shadows cast from characters
  106.  
  107. r_shadows 0 // Disable shadows for a big FPS increase
  108. r_shadowmaxrendered 0 // ^
  109. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  110. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  111. r_flashlightrender 0 // Disable extra flashlight stuff
  112. r_flashlightmodels 0 // Disable flashlight effect on models
  113. r_flashlightculldepth 0 // Skip more flashlight processes which are ultimately unused
  114. r_flashlightscissor 0 // ^
  115.  
  116. // ---------------
  117. // '-- Effects --'
  118. // ---------------
  119. // Controls weapon and other miscellaneous effects
  120.  
  121. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  122. r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  123. cl_show_splashes 0 // Disable water splashes
  124. cl_fasttempentcollision 0 // Check this many frames for collisions on syringes, shell ejection, blood, and some other effects
  125. cl_ejectbrass 0 // Bullet ejection on shots
  126. cl_muzzleflash_dlight_1st 0 // Disable dynamic light from muzzle flash in DoD and possibly other mods
  127. cl_drawmonitors 0 // Draw monitors in HL2 and CS
  128. muzzleflash_light 0 // Muzzle flash lights
  129.  
  130. // -------------
  131. // '-- Water --'
  132. // -------------
  133. // Water reflections
  134.  
  135. r_WaterDrawReflection 0 // Disable water reflections
  136. r_waterforceexpensive 0 // Do not force expensive water
  137. r_waterforcereflectentities 0 // Do not force entity water reflections
  138. r_WaterDrawRefraction 0 // Disable water refraction
  139.  
  140. // -----------------
  141. // '-- Particles --'
  142. // -----------------
  143. // Particle effects
  144.  
  145. cl_particle_batch_mode 1 // Use default particle batch mode
  146. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  147. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real performance impact comes from creating particle systems
  148. cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
  149. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces distractions
  150. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  151. tf_impactwatertimeenable 1 // Limit water splash particle to every second
  152. fx_drawimpactdebris 0 // Disable bullet surface debris effect
  153. fx_drawimpactdust 0 // Disable bullet surface dust effect
  154. fx_drawmetalspark 0 // Disable bullet surface spark effect
  155. cl_particle_retire_cost 0.1 // Remove particles larger than this fraction of 1000 screen area
  156.  
  157. // -----------------------
  158. // '-- Post Processing --'
  159. // -----------------------
  160. // Extra visual effects
  161.  
  162. // -------------
  163. // '- General -'
  164. // -------------
  165. // Standard post processing effects
  166.  
  167. mat_postprocessing_combine 0 // Individually checked passes for post processing
  168. mat_hdr_level 0 // LDR
  169. mat_colorcorrection 0 // Disable color correction to quickly skip post processing rendering pathway
  170. mat_colcorrection_disableentities 1 // Skip most of the client think for color correction map entities
  171. mat_autoexposure_max 0 // Max autoexposure value
  172. mat_autoexposure_min 0 // Min autoexposure value
  173.  
  174. // ----------------
  175. // '- Pyrovision -'
  176. // ----------------
  177. // Pyrovision visual effects
  178.  
  179. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  180. pyro_vignette 0 // Disable vignette for pyrovision
  181.  
  182. // -------------------
  183. // '-- Motion Blur --'
  184. // -------------------
  185. // These settings will adjust the blurring effect from rotation and movement
  186.  
  187. mat_motion_blur_enabled 0 // Disable motion blur
  188.  
  189. // --------------------
  190. // '-- Antialiasing --'
  191. // --------------------
  192. // These settings will adjust the smoothing of jagged edges
  193.  
  194. mat_software_aa_strength 0 // Skip software AA which ultimately disables itself
  195. mat_software_aa_strength_vgui 0 // ^
  196.  
  197. mat_alphacoverage 0 // Disable alpha-to-coverage
  198.  
  199. mat_antialias 1 // Do not do antialiasing
  200.  
  201. // -------------------------
  202. // '-- Texture Filtering --'
  203. // -------------------------
  204. // These settings will adjust the texture smoothing/filtering
  205.  
  206. mat_trilinear 1 // Force trilinear as it improves texture filtering for little
  207. mat_forceaniso 1 // Disable anisotropic filtering
  208.  
  209. // ------------------
  210. // '-- Characters --'
  211. // ------------------
  212. // These settings will adjust the characters in the game
  213.  
  214. r_flex 0 // Disable facial animations
  215. flex_rules 0 // ^
  216. anim_3wayblend 0 // Disable 3-way animation blending
  217. r_teeth 0 // Do not render teeth, small FPS boost
  218. flex_smooth 0 // Do not smooth facial animations
  219. r_glint_procedural 1 // Use the glint texture that is cached per frame anyway
  220. r_eyes 0 // Do not draw character eyes
  221. r_eyemove 0 // Disable eye movement
  222. tf_clientsideeye_lookats 0 // Disable eye lookats
  223. blink_duration 0 // Disable blinking
  224. phonemefilter .00001 // Do not box filter lip sync
  225. phonemesnap 0 // Do not crossfade a second lip sync on any LOD
  226.  
  227. // --------------
  228. // '-- Decals --'
  229. // --------------
  230. // Overlay textures on models
  231.  
  232. // -------------
  233. // '- General -'
  234. // -------------
  235. // Bullet holes and overall decal support
  236.  
  237. r_decals 9 // Allow to check bullet spread
  238. mp_decals 9 // ^
  239. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  240. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  241.  
  242. // ------------------
  243. // '- Model Decals -'
  244. // ------------------
  245. // Blood on hurt players and some bullet decals on props
  246.  
  247. r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is that decals apply onto. This also causes a bug with red bullet decals on some wood models.
  248. r_maxmodeldecal 9 // Optimize maximum model decal count
  249.  
  250. // ----------------
  251. // '- Map Decals -'
  252. // ----------------
  253. // Decals placed by the map author
  254.  
  255. r_renderoverlayfragment 0 // Disable overlays, small performance increase
  256. r_overlayfadeenable 0 // Fade map decals based on globally set distance
  257.  
  258. // ------------
  259. // '- Sprays -'
  260. // ------------
  261. // Decals sprayed by players
  262.  
  263. cl_allowdownload 0 // Block downloads of other player custom files (sprays)
  264. cl_allowupload 0 // Disable uploading your player custom files (sprays)
  265. r_spray_lifetime 0 // Clear sprays immediately
  266. cl_playerspraydisable 1 // Disable player sprays
  267.  
  268. // ------------
  269. // '-- Gibs --'
  270. // ------------
  271. // Body parts created on violent deaths
  272.  
  273. cl_burninggibs 0 // Disable burning gibs as they have a performance impact
  274. props_break_max_pieces 0 // Disables gibs and prop breaking
  275. violence_hgibs 1 // Enable normal gibs
  276. violence_agibs 1 // ^
  277. violence_hblood 1 // Enable normal blood
  278. violence_ablood 1 // ^
  279. tf_playergib 0 // Control gibbing on local servers: 0: never, 1: default, 2: always.
  280.  
  281. // -------------
  282. // '-- Props --'
  283. // -------------
  284. // Various small objects
  285.  
  286. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  287. cl_phys_props_enable 0 // Disable client side physics props
  288. r_propsmaxdist 0 // ^
  289. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  290. r_staticprop_lod 7 // Force lowest LOD (lowest quality). Makes some railings invisible. certain distance)
  291. r_PhysPropStaticLighting 0 // Do not use lighting on props
  292.  
  293. // ----------------
  294. // '-- Ragdolls --'
  295. // ----------------
  296. // Bodies that spawn on death with adjustable physics simulation and fading
  297.  
  298. cl_ragdoll_fade_time 0 // Fade out ragdolls instantly
  299. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  300. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
  301. cl_ragdoll_collide 0 // Disable ragdoll collisions
  302. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  303.  
  304. // ---------------
  305. // '-- General --'
  306. // ---------------
  307. // General/overall graphics settings
  308. mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to .1 in increments of .1 or .05). This is useful for if your GPU struggles to render a lot of pixels.
  309. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  310.  
  311. r_3dsky 0 // Disable 3D sky
  312. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  313. tf_sheen_framerate 15 // Killstreak viewmodel frame rate
  314. tf_sheen_alpha_firstperson 0.1 // Intensity of tint
  315.  
  316. // --------------
  317. // '- Textures -'
  318. // --------------
  319.  
  320. mat_picmip 2 // Very High quality textures
  321. mat_filtertextures 1 // Filter textures
  322. mat_disable_fancy_blending 1 // Disable fancy blending of textures
  323.  
  324. // -------------
  325. // '-- Ropes --'
  326. // -------------
  327. // Ropes for Mannpower grappling hook and as decoration in maps
  328.  
  329. r_drawropes 0 // Turn off ropes entirely
  330. rope_rendersolid 0 // Skip rendering solid part of ropes
  331. r_ropetranslucent 0 // Skip simulating ropes
  332. rope_smooth 0 // Skip a long smoothing operation for ropes
  333. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  334. rope_collide 0 // Skip CPU heavy world collisions for ropes
  335. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  336.  
  337. // --------------------
  338. // '-- Optimization --'
  339. // --------------------
  340. // These settings will optimize TF2 without having any very noticeable effects to the user
  341.  
  342. mat_vsync 0 // Ensure VSync is disabled
  343. mat_powersavingsmode 0 // Ensure power savings mode is disabled
  344. engine_no_focus_sleep 0 // Linux machines suffer from this bug where notifications and window switching can unfocus the game
  345. r_ForceWaterLeaf 1 // Optimization to visleafs
  346. r_fastzreject 0 // Renders first pass of a scene with a z-buffer on the CPU and
  347. // then has the GPU quickly render the scene in a second pass,
  348. // with the visible parts of the scene already calculated.
  349. // For the scene rendering, the savings are not much on dGPUs
  350. // in exchange for the CPU cost.
  351. r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  352. r_occludeemaxarea 7.5 // Skip occlusion of objects that are too large to test for
  353. r_occluderminarea 15 // Skip occluders that are too small to block anything worth our time
  354. r_occludermincount 1 // Just in case we filter one out
  355. mat_tonemapping_occlusion_use_stencil 0 // Force disable stencil buffer for tonemapping
  356. r_norefresh 1 // Do not store a useless and unused frame time variable
  357. fast_fogvolume 1 // Fast path for one leaf water data
  358. r_pixelfog 1 // Use a pixel shader for fog if possible
  359. sv_alternateticks 0 // Run every tick
  360. mod_offline_hdr_switch 1 // Skip outdated Source engine pathways
  361. mat_forcemanagedtextureintohardware 0 // Do not do tricks to render textures into hardware
  362. r_hunkalloclightmaps 1 // Fix a few NULL light data bugs with this off, it also caches data
  363. jpeg_quality 90 // JPEG quality percentage
  364. mat_requires_rt_alloc_first 0 // Force disable, since new GPUs do not need to do this. Improves load times.
  365. sys_minidumpspewlines 0 // Do not save any console output to a memory buffer in case of a crash
  366. cl_localnetworkbackdoor 0 // Fast path to skip backdoor
  367. mp_usehwmmodels -1 // Fast path skip HW morph models
  368. fps_max 0 // Reaching the cap within a certain timing causes CPU instrinsic pauses
  369.  
  370. // =============
  371. // '--- HUD ---'
  372. // =============
  373. // ---------------
  374. // '-- General --'
  375. // ---------------
  376. // General/misc HUD settings
  377.  
  378. cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  379. hud_fastswitch 1 // Weapon switch behavior:
  380. // 0 - PC Buckets
  381. // Select weapons from the side of your screen, fire to confirm.
  382. // 1 - PC Fast Switch
  383. // Fast switch for PC buckets (no fire to confirm).
  384. // 2 - Buckets Plus:
  385. // Fast Switch
  386. // weapon selection window comes up at the middle of your screen,
  387. // can select weapons without ammo (but not switch to them).
  388. // 3 - Carousel scroll:
  389. // Fast Switch
  390. // slot 1 = last weapon, slot 2 = next weapon,
  391. // slot 3 = swap weapon, slot 4 = previous weapon.
  392. tf_scoreboard_mouse_mode 0 // Use mouse on scoreboard. 0 - disabled, 1 - always, 2 - on click (MOUSE2).
  393. tf_use_match_hud 1 // Show the top player bar on all servers
  394. tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
  395. tf_dashboard_slide_time 0.1 // Time in seconds for dashboard transitions
  396. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  397. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  398. tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  399. tf_colorblindassist 1 // Add extra icon for jarate (colorblind mode)
  400. cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  401. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  402. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  403. tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
  404. tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
  405. tf_hud_show_servertimelimit 1 // Show server map time
  406. tf_hud_target_id_alpha 255 // Transparency of target ID
  407. tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  408. hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
  409. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - from everyone, 2 - from friends.
  410. tf_spectator_target_location 0 // 0 - center (default)
  411. // 1 - bottom left
  412. // 2 - bottom center
  413. // 3 - bottom right
  414. hud_freezecamhide 1 // Hide the HUD during freeze-cam
  415. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  416. tf_stats_nogameplaycheck 1 // Skip checking for gamemodes when recording stats
  417.  
  418. // ----------------
  419. // '-- Messages --'
  420. // ----------------
  421. // Text chat and other messages
  422.  
  423. hud_saytext_time 5 // How long in seconds chat messages stay on screen
  424. cl_showtextmsg 1 // Enable text messages
  425. cl_showpluginmessages 1 // Show messages from server plugins
  426. cl_chatfilters 63 // Chat Filter - enable parts of chat:
  427. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  428. // achievements (32)
  429. // Add a combination of these numbers together to enable that combination
  430. // for example, name change (2) + team change (16) = 18
  431. // 0 for everything disabled
  432. cl_mute_all_comms 1 // Disable text and voice for muted players
  433. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  434. tf_chat_popup_hold_time 2.5 // How long party messages appear on the main menu
  435.  
  436. // ----------------
  437. // '-- Backpack --'
  438. // ----------------
  439. // Inventory, economy and backpack
  440.  
  441. tf_time_loading_item_panels .0004 // Decrease time spent per frame loading item panels
  442. cl_spec_carrieditems 0 // Show spectated player items
  443. tf_backpack_page_button_delay .25 // Decrease button delay for moving items
  444. cl_showbackpackrarities 1 // Show item rarity color borders in backpack
  445. cl_show_market_data_on_items 1 // Show market data in backpack: 0 - never, 1 - when showing borders, 2 - always.
  446.  
  447. // -------------------
  448. // '-- Killstreaks --'
  449. // -------------------
  450. // Killstreak messages from weapons
  451.  
  452. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  453. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  454.  
  455. // ---------------------
  456. // '-- Notifications --'
  457. // ---------------------
  458. // In-game notifications for trade offers, requests, events, etc
  459.  
  460. cl_notifications_move_time 0.1 // Make notification transition shorter
  461. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  462. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  463. cl_vote_ui_show_notification 0 // Instantly show the vote UI when a vote is called
  464.  
  465. // -----------------
  466. // '-- Contracts --'
  467. // -----------------
  468. // Contracts as part of campaigns
  469.  
  470. tf_contract_competitive_show 0 // During competitive matches, contract visibility:
  471. // 0 - never
  472. // 1 - all
  473. // 2 - active only
  474. tf_contract_progress_show 0 // During all matches, contract visibility:
  475. // 0 - never
  476. // 1 - all
  477. // 2 - active only
  478. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  479.  
  480. // ------------
  481. // '-- Info --'
  482. // ------------
  483. // Additional HUD elements for extra info
  484. // Adding additional HUD elements decreases FPS by a small amount
  485.  
  486. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  487.  
  488. // ---------------
  489. // '-- Console --'
  490. // ---------------
  491. // Developer console customization
  492.  
  493. con_enable 1 // Enable console
  494. con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages (nprint)
  495. con_filter_enable 1 // Enable console text filter
  496. con_filter_text_out "particle" // ^
  497.  
  498. // ==============
  499. // '--- View ---'
  500. // ==============
  501. // The character view and viewmodel
  502.  
  503. fov_desired 90 // See more of the battlefield
  504. viewmodel_fov 90 // FOV for your viewmodel, recommend to adjust from 54 to 70
  505. glow_outline_effect_enable 0 // Disable all outlines
  506. tf_enable_glows_after_respawn 1 // Enable spawn nametags
  507. tf_spec_xray_disable 0 // Enable nametags while spectating
  508. tf_spectate_pyrovision 0 // Do not force pyrovision in spectator mode
  509. cl_use_tournament_specgui 1 // Use advanced tournament UI in spectator tournament mode
  510. tf_romevision_opt_in 1 // Opt into Romevision
  511.  
  512. // ==============
  513. // '--- Misc ---'
  514. // ==============
  515. // Settings that do not fit into a category
  516.  
  517. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  518. ai_frametime_limit 0.015 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  519.  
  520. // ================
  521. // '--- Memory ---'
  522. // ================
  523. // Adjustments to memory allocation
  524.  
  525. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  526. cl_always_flush_models 0 // Keep models loaded in between map loads and keep preloading
  527. mat_levelflush 0 // Clear temporary memory to prevent overloading memory stores
  528. mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw
  529.  
  530. // ====================
  531. // '--- Filesystem ---'
  532. // ====================
  533. // -------------
  534. // '-- Sizes --'
  535. // -------------
  536. // Set buffer and file read sizes
  537.  
  538. filesystem_buffer_size 32768 // 32KB for better block size optimization
  539. filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
  540.  
  541. // -------------------
  542. // '-- Model Cache --'
  543. // -------------------
  544. // Control loading and caching models
  545.  
  546. mod_load_anims_async 0 // Async animation loading
  547. mod_load_mesh_async 0 // Async mesh loading
  548. mod_load_vcollide_async 0 // Async vcollide loading
  549. mod_forcetouchdata 1 // Put all model data into cache on load
  550. mod_touchalldata 1 // Load vcollide sync, load all peer data
  551. mod_forcedata 1 // Load submodel data
  552.  
  553. // ===============
  554. // '--- Sound ---'
  555. // ===============
  556.  
  557. // -----------------
  558. // '-- Threading --'
  559. // -----------------
  560. // Threading options to take advantage of modern CPUs for the sound system
  561.  
  562. snd_async_fullyasync 0 // Do not start up async loads when we do not need to
  563. snd_async_minsize 131072 // Have a good threshold for loading async sounds
  564. snd_mix_async 1 // Use another thread to mix sounds
  565.  
  566. // ---------------
  567. // '-- General --'
  568. // ---------------
  569. // General/misc sound settings
  570.  
  571. snd_mixahead 0.066 // Balance between sound delay and less demand on the CPU. Synced with sound clock.
  572.  
  573. // ---------------
  574. // '-- Quality --'
  575. // ---------------
  576. // Adjust the quality of sound
  577.  
  578. snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
  579. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  580.  
  581. // ----------------------
  582. // '-- Spatialization --'
  583. // ----------------------
  584. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  585.  
  586. dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
  587. dsp_slow_cpu 0 // Use enhanced positional effects
  588. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  589. dsp_room 0 // Disable automatic DSP
  590. dsp_water 0 // Disable water muffling effect
  591.  
  592. // --------------------
  593. // '-- Optimization --'
  594. // --------------------
  595. // Optimizations with no noticeable effect on the listener
  596.  
  597. snd_cull_duplicates 0 // Do not skip playing duplicate sounds
  598. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  599. snd_noextraupdate 1 // Do not update sound twice
  600. snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
  601. snd_async_spew_blocking 0 // Disable async spew
  602.  
  603. // ===============
  604. // '--- No Tutorials ---'
  605. // ===============
  606.  
  607. cl_showhelp 0
  608. cl_mainmenu_updateglow 0
  609. cl_ask_bigpicture_controller_opt_out 1
  610. cl_ask_blacklist_opt_out 1
  611. cl_ask_favorite_opt_out 1
  612. sb_dontshow_maxplayer_warning 1
  613. replay_quitmsg_dontaskagain 1
  614. replay_movie_reveal_warning 0
  615. replay_renderqueue_first_add 1
  616. replay_perftip_count_enter 1
  617. replay_perftip_count_exit 1
  618. replay_perftip_count_freecam_enter 1
  619. replay_perftip_count_freecam_exit 1
  620. replay_perftip_count_freecam_exit2 1
  621. replay_replayeditor_rewindmsgcounter 1
  622. cl_promotional_codes_button_show 0
  623. tf_casual_welcome_hide 1
  624. tf_comp_welcome_hide 1
  625. tf_find_a_match_hint_viewed 1
  626. tf_coach_request_nevershowagain 1
  627. tf_explanations_backpackpanel 1
  628. tf_explanations_charinfo_armory_panel 1
  629. tf_explanations_charinfopanel 1
  630. tf_explanations_craftingpanel 1
  631. tf_explanations_discardpanel 1
  632. tf_explanations_store 1
  633. tf_warpaint_explanation_viewed 1
  634. cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  635. tf_weapon_select_demo_time 0
  636. tf_hud_notification_duration 0
  637. tf_hud_notification_show_count_ghost_controls 3
  638. tf_hud_notification_show_count_ghost_controls_no_respawn 3
  639. tf_hud_notification_show_count_kart_controls 3
  640. tf_inspect_hint_count 11
  641. tf_quest_map_intro_viewed 1
  642. tf_show_maps_details_explanation_count 0
  643. tf_show_preset_explanation_in_class_loadout 0
  644. tf_show_taunt_explanation_in_class_loadout 0
  645. tf_taunt_always_show_hint 0
  646. tf_training_has_prompted_for_forums 1
  647. tf_training_has_prompted_for_loadout 1
  648. tf_training_has_prompted_for_offline_practice 1
  649. tf_training_has_prompted_for_options 1
  650. tf_training_has_prompted_for_training 1
  651. cl_training_class_unlock_all
  652. cl_training_completed_with_classes 511
  653. tf_romevision_skip_prompt 1
  654. tf_mvm_tabs_discovered 1
  655.  
  656. echo ""
  657. echo ""
  658. echo " ********************************"
  659. echo " ********************************"
  660. echo " ** mastercomfig 8.3.8 loaded **"
  661. echo " ** February 12 2020 **"
  662. echo " ********************************"
  663. echo " ********************************"
  664. echo ""
  665. echo ""
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