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- // '~~~ mastercomfig TF2 config ~~~'
- // ---------------------------------
- // Version: 6.7.0 | April 27 2018
- // ---------------------------------
- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- sv_cheats 1 // Prevent fog cvar spew in console on startup
- con_filter_enable 1 // Filter unknown errors in console log
- con_filter_text_out "unknown" // ^
- // =================
- // '--- Network ---'
- // =================
- // ---------------
- // '-- General --'
- // ---------------
- // Optimizes for better networking
- net_queued_packet_thread 1 // Queue split packets
- net_maxpacketdrop 1000 // Use faster packet drop threshold
- //net_maxpacketdrop 5000 // Use default packet drop threshold
- net_splitrate 2 // Split 2 packets per frame, reduces choke with a bit of CPU
- // usage
- //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU
- // intensive
- //net_splitrate 1 // Do not split multiple packets for bad CPUs that cannot
- // handle the extra load
- cl_timeout 70 // Wait the maximum time before automatically timing out on client
- cl_pred_optimize 1 // Reuse prediction data if the server did not respond to
- // client data (case 1)
- //cl_pred_optimize 2 // Reuse prediction data in case 1, as well as if the
- // the server said our prediction data was within
- // reasonable limits of its own data (case 2)
- cl_lagcompensation 1 // Ensure lag compensation is turned on
- cl_predictweapons 1 // Ensure weapon firing prediction is turned on
- cl_smooth 1 // Smooth out prediction errors
- //cl_smooth 0 // Skip view smoothing operation
- cl_smoothtime 0.1 // Smooth out view for 100ms
- hud_escort_interp 0.1 // Smooth out networked HUD updates over slightly less time
- // -----------------
- // '-- Snapshots --'
- // -----------------
- // Tuning client-server communication and interpolation
- alias interp_congestion_unreliable "cl_interp 0.1"
- alias interp_congestion_safe "cl_interp 0.0666666"
- alias interp_congestion_balanced "cl_interp 0.0478260"
- alias interp_congestion_lan "cl_interp 0.0333333"
- alias interp_standard_unreliable "cl_interp 0.0454545"
- alias interp_standard_safe "cl_interp 0.0303030"
- alias interp_standard_balanced "cl_interp 0.0217391"
- alias interp_standard_lan "cl_interp 0.015151"
- alias interp_high_unreliable "cl_interp 0.0225563"
- alias interp_high_safe "cl_interp 0.0150375"
- alias interp_high_balanced "cl_interp 0.0107878"
- alias interp_high_lan "cl_interp 0.0075187"
- //cl_cmdrate 66 // Send to server at this many times per second
- //cl_updaterate 66 // Get from server at this many times per second
- alias packet_rate_congestion_aliases "alias interp_unreliable interp_congestion_unreliable; alias interp_safe interp_congestion_safe; alias interp_balanced interp_congestion_balanced; alias interp_lan interp_congestion_lan"
- alias packet_rate_standard_aliases "alias interp_unreliable interp_standard_unreliable; alias interp_safe interp_standard_safe; alias interp_balanced interp_standard_balanced; alias interp_lan interp_standard_lan"
- alias packet_rate_high_aliases "alias interp_unreliable interp_high_unreliable; alias interp_safe interp_high_safe; alias interp_balanced interp_high_balanced; alias interp_lan interp_high_lan"
- alias packet_rate_congestion "cl_cmdrate 30; cl_updaterate 30;packet_rate_congestion_aliases;setinfo packet_rate congestion"
- alias packet_rate_standard "cl_cmdrate 66; cl_updaterate 66;packet_rate_standard_aliases;setinfo packet_rate standard"
- alias packet_rate_high "cl_cmdrate 133; cl_updaterate 133;packet_rate_high_aliases;setinfo packet_rate high"
- setinfo packet_rate_congestion ""
- setinfo packet_rate_standard ""
- setinfo packet_rate_high ""
- alias packet_rate packet_rate_standard
- //cl_interp 0.0217391;cl_interp_ratio 1.4347827 // Use an interp timing that
- // accounts for occasional
- // snapshot interval drops
- //cl_interp 0.030303;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid
- // issues where one snapshot is dropped
- // once in a while. Safest option for
- // most users.
- //cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a
- // minimum. Recommended only on LAN
- //cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss,
- // increase further for more protection.
- // For users with an unstable connection
- alias snapshots_unreliable "interp_unreliable;cl_interp_ratio 3;setinfo snapshots unreliable"
- alias snapshots_safe "interp_safe;cl_interp_ratio 2;setinfo snapshots safe"
- alias snapshots_balanced "interp_balanced;cl_interp_ratio 1.4347827;setinfo snapshots balanced"
- alias snapshots_lan "interp_lan;cl_interp_ratio 1;setinfo snapshots lan"
- setinfo snapshots_unreliable ""
- setinfo snapshots_safe ""
- setinfo snapshots_balanced ""
- setinfo snapshots_lan ""
- alias snapshots snapshots_balanced
- // -------------------
- // '-- Packet Size --'
- // -------------------
- // How big packets are and how they are split up/compressed
- //net_compresspackets 1 // Compress packets to reduce network latency on fast
- // CPUs
- //net_compresspackets 0 // Disable packet compression on slow CPUs or very fast
- // networks (~100Mbps up or higher)
- //net_compresspackets_minsize 957 // Compress packets above max reliable packet
- // size
- //net_compresspackets_minsize 576 // Always compress packets to reduce network
- // usage. Compression further than this may
- // increase packet size
- //net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and
- // avoiding split packets
- //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for
- // routers that have trouble with
- // larger sizes
- //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to
- // avoid split packets more in
- // order to save CPU time and
- // packet overhead
- alias packet_size_conservative "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 956;net_maxfragments 956;setinfo packet_size conservative"
- alias packet_size_lowend "net_compresspackets 1;net_compresspackets_minsize 1261;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size lowend"
- alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 577;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size minimal"
- alias packet_size_balanced "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 1200;net_maxfragments 1200;setinfo packet_size balanced"
- alias packet_size_large "net_compresspackets 0;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size large"
- setinfo packet_size_conservative ""
- setinfo packet_size_lowend ""
- setinfo packet_size_minimal ""
- setinfo packet_size_balanced ""
- setinfo packet_size_large ""
- alias packet_size packet_size_balanced
- // -------------------
- // '-- Upload Rate --'
- // -------------------
- // Speed of packet sending, rate limited to prevent packet overflow
- // Rate should be 80% of your stable upload speed in bytes per second
- // In order to calculate your net_maxcleartime if you have an upload rate higher
- // than the max rate, divide 1288 by your upload rate.
- rate 196608 // 1.57 Mbps default rate from CS:GO
- net_splitpacket_maxrate 98304
- net_maxcleartime 4
- // -------------
- // '-- Files --'
- // -------------
- // Controls networked file handling
- net_maxfilesize 64 // Max out file upload size for extra content
- cl_downloadfilter all // Allow all server custom files
- //cl_downloadfilter nosounds // Do not download sound files a server
- //cl_downloadfilter mapsonly // Only downloads maps from server custom files
- //cl_downloadfilter none // Do not download any files from a server
- tf_steam_workshop_query_timeout 5 // Shorter timeout for workshop
- alias download_all "cl_downloadfilter all;setinfo download all"
- alias download_nosounds "cl_downloadfilter nosounds;setinfo download nosounds"
- alias download_mapsonly "cl_downloadfilter mapsonly;setinfo download mapsonly"
- alias download_none "cl_downloadfilter none;setinfo download none"
- setinfo download_all ""
- setinfo download_nosounds ""
- setinfo download_mapsonly ""
- setinfo download_none ""
- alias download download_all
- // -------------------
- // '-- Matchmaking --'
- // -------------------
- // Adjusts casual/competitive matchmaking settings
- //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
- //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
- tf_mm_debug_level 0 // Remove matchmaking debug output
- //tf_mm_partyclient_debug 1 // Enable party debug output
- //tf_party_ignore_invites 1 // Ignore party invites
- tf_party_join_request_mode 1 // Mode for party join requests:
- // 0 - open join
- // 1 - request join
- // 2 - invite join
- //tf_party_force_update // Force an update to the party system
- //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team
- //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
- //tf_datacenter_ping_dump // Dump server routing debug info
- //tf_mm_dump_match_invites // Show current match invites
- // ---------------------
- // '-- Local Servers --'
- // ---------------------
- // Optimizes local server networking
- cl_localnetworkbackdoor 1 // Network optimizations for local servers
- net_usesocketsforloopback 0 // Skip using network sockets for local servers
- sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel
- // ===================
- // '--- Rendering ---'
- // ===================
- // -----------------
- // '-- Threading --'
- // -----------------
- // These settings will take advantage of CPU multi-threading
- cl_threaded_client_leaf_system 1 // Asynchronously loop renderables for leafs
- //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with
- // less than 4 threads
- r_threaded_renderables 1 // Asynchronously set up bones on animated entities
- //r_threaded_renderables 0 // Use traditional behavior for CPUs with 2 threads or less
- r_threaded_particles 1 // Process particle systems in parallel
- r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
- //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with
- // less than 4 threads
- mat_queue_mode 2 // Force multithreaded mode for the material system queue
- //mat_queue_mode 1 // Force queued single threaded mode for CPUs with less than
- // 4 threads
- studio_queue_mode 1 // Use queue calls for studio renders
- host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to force)
- // -----------------------------
- // '-- Material System Queue --'
- // -----------------------------
- // These settings will take advantage of the material system, depending on how mat_queue_mode is set
- r_queued_decals 0 // Disabled by default due to crashes
- //r_queued_decals 1 // Offload decal draws to the material system
- r_queued_post_processing 0 // Disabled by default because it usually fails to
- // render the post processing effects in time for the
- // frame render, resulting in a missing texture
- //r_queued_post_processing 1 // Offloads post processing to the material system
- // Performance improvement if your driver/GPU works
- // with it
- r_queued_ropes 1 // Queue some rope rendering using the material system
- // -----------
- // '-- LOD --'
- // -----------
- // Controls the quality of objects based on distance
- //r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
- // believe. Set to 1 for the best balance between model quality and performance.
- r_rootlod 2 // Maximum performance for models
- //r_rootlod 0 // Maximum quality for models
- //r_lod -1 // Use r_rootlod to properly fade through LODs
- //r_lod 0 // Always use the highest LOD possible
- lod_TransitionDist -5000 // Fade map objects over a long distance to reduce
- // pop in and clutter while still increasing
- // performance
- //lod_TransitionDist -1 // Do not fade in map objects for maximum performance
- //lod_TransitionDist -5001 // Fade map objects across a shorter distance to
- // slightly reduce pop in while still increasing
- // performance
- //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
- // performance but has the least pop in
- //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh
- // count
- mat_max_worldmesh_vertices 1024 // Reduce invididual mesh complexity for weak
- // GPUs
- alias lod_very_low "r_rootlod 2; r_lod -1; lod_TransitionDist -1;setinfo lod very_low"
- alias lod_low "r_rootlod 2; r_lod -1; lod_TransitionDist -5001;setinfo lod low"
- alias lod_medium "r_rootlod 2; r_lod -1; lod_TransitionDist -5000;setinfo lod medium"
- alias lod_medium_high "r_rootlod 1; r_lod -1; lod_TransitionDist -5000;setinfo lod medium_high"
- alias lod_high "r_rootlod 0; r_lod -1; lod_TransitionDist 800; setinfo lod high"
- alias lod_ultra "r_rootlod 0; r_lod 0; lod_TransitionDist 800;setinfo lod ultra"
- setinfo lod_very_low ""
- setinfo lod_low ""
- setinfo lod_medium ""
- setinfo lod_medium_high ""
- setinfo lod_high ""
- setinfo lod_ultra ""
- // ----------------
- // '-- Lighting --'
- // ----------------
- // Lights projected onto characters and other dynamic models
- r_ambientboost 1 // Boosts reflected light, gives you vision advantage,
- // especially in darker environments
- //r_ambientboost 0 // Disable to save the small amount of CPU this uses
- //r_ambientmin 0.5 // Allow for ambient boosting even in brighter light levels, makes characters stand out
- //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
- //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
- //r_ambientmin 1.1 // Ambient boost every time
- r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
- //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
- mat_phong 1 // Use a phong shader for shading/reflection
- //mat_phong 0 // Disable phong for flatter shading
- r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
- //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
- r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
- //r_dynamic 1 // Enable dynamic lighting
- r_maxdlights 0 // Do not allow any dynamic lights
- //r_maxdlights 9 // Reduce maximum dynamic lights
- //r_maxdlights 32 // Use the maximum number of dynamic lights
- //r_worldlightmin 0.004 // Do not render insignificant world lighting
- //r_worldlightmin 10 // Reject all world lighting
- r_worldlightmin 0.1 // Reject a lot of minor world lighting
- //r_worldlightmin 0.0002 // Render practically all world lighting
- //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
- r_worldlights 0 // Disable world lights
- //r_worldlights 2 // Reduce maximum lights applied to a vertex
- //r_worldlights 4 // Use the maximum amount of world lights
- mat_disable_lightwarp 1 // Disable light warps
- //mat_disable_lightwarp 0 // Enable light warps
- //mat_filterlightmaps 1 // Filter lightmaps
- //mat_filterlightmaps 0 // Blocky lightmaps
- alias lighting_very_low "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; mat_phong 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 10; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 1; mat_filterlightmaps 0;setinfo lighting very_low"
- alias lighting_low "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; mat_phong 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.1; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 1; mat_filterlightmaps 0;setinfo lighting low"
- alias lighting_medium "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; mat_phong 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.004; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting medium"
- alias lighting_medium_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.0002; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting medium_high"
- alias lighting_high "r_ambientboost 1; r_ambientmin 0.5; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 1; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting high"
- alias lighting_very_high "r_ambientboost 1; r_ambientmin 0.5; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 0; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting very_high"
- alias lighting_ultra "r_ambientboost 1; r_ambientmin 1.1; r_rimlight 1; mat_phong 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 32; r_worldlightmin 0; r_worldlights 4; mat_disable_lightwarp 0; mat_filterlightmaps 0; mat_filterlightmaps 1;setinfo lighting ultra"
- setinfo lighting_very_low ""
- setinfo lighting_low ""
- setinfo lighting_medium ""
- setinfo lighting_medium_high ""
- setinfo lighting_high ""
- setinfo lighting_very_high ""
- setinfo lighting_ultra ""
- // ---------------
- // '-- Shadows --'
- // ---------------
- // Shadows cast from characters
- r_shadows 0 // Disable shadows for a big FPS increase
- //r_shadows 1 // Enable shadows
- r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
- //r_shadowrendertotexture 1 // Prettier shadows
- cl_blobbyshadows 1 // Render a blob for shadows
- //cl_blobbyshadows 0 // Get sharper model shape based shadows
- r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
- //r_flashlightdepthtexture 1 // Even prettier shadows
- r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
- // on
- //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
- // higher quality
- r_flashlightrender 0 // Disable flashlight shadow
- //r_flashlightrender 1 // Enable flashlight shadow
- r_flashlightmodels 0 // Disable lighting models
- //r_flashlightmodels 1 // Enable lighting models
- r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
- //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
- r_shadowmaxrendered 0 // no shadows
- //r_shadowmaxrendered 18 // Do not render more shadows than needed
- //r_shadowmaxrendered 12 // for 6s
- //r_shadowmaxrendered 32 // Render more shadows
- alias shadows_off "r_shadows 0; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 0;setinfo shadows off"
- alias shadows_very_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 12;setinfo shadows very_low"
- alias shadows_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows low"
- alias shadows_medium "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows medium"
- alias shadows_high "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 512; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows high"
- alias shadows_ultra "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 1024; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 0; r_shadowmaxrendered 32;setinfo shadows ultra"
- setinfo shadows_off ""
- setinfo shadows_very_low ""
- setinfo shadows_low ""
- setinfo shadows_medium ""
- setinfo shadows_high ""
- setinfo shadows_ultra ""
- // ---------------
- // '-- Effects --'
- // ---------------
- // Controls weapon and other miscellaneous effects
- cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
- //cl_ejectbrass 1 // Enable shell ejection
- muzzleflash_light 0 // Disable muzzle flash lights
- //muzzleflash_light 1 // Enable muzzle flash lights
- cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
- //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
- tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
- //tracer_extra 1 // Make bullet lines more visible, low performance impact
- //r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
- r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
- //cl_show_splashes 1 // Enable water splashes
- cl_show_splashes 0 // Disable water splashes
- cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
- // and some other effects
- //cl_fasttempentcollision 5 // Check collisions every 5 frames
- //cl_fasttempentcollision 10000 // Skip collision checking
- //cl_fasttempentcollision 1 // Check collisions every frame
- alias effects_very_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 0; cl_show_splashes 0; cl_fasttempentcollision 10000;setinfo effects very_low"
- alias effects_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 0; cl_fasttempentcollision 20;setinfo effects low"
- alias effects_medium "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium"
- alias effects_medium_high "cl_ejectbrass 0; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium_high"
- alias effects_high "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 5;setinfo effects high"
- alias effects_ultra "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 1;setinfo effects ultra"
- setinfo effects_very_low ""
- setinfo effects_low ""
- setinfo effects_medium ""
- setinfo effects_medium_high ""
- setinfo effects_high ""
- setinfo effects_ultra ""
- // -------------
- // '-- Water --'
- // -------------
- // Water reflections
- //r_cheapwaterstart 600 // The distance at which transitionary cheap water starts. Has less reflectivity.
- r_cheapwaterstart 0 // Use cheap water as much as possible
- //r_cheapwaterstart 3000 // Do not use cheap water
- //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
- // it is solid
- r_cheapwaterend 0.1 // Use cheap water as much as possible
- //r_cheapwaterend 5000 // Do not use cheap water
- r_WaterDrawReflection 0 // Water reflections disabled for more performance
- //r_WaterDrawReflection 1 // Enable water reflections
- r_waterforceexpensive 0 // Do not force expensive water
- //r_waterforceexpensive 1 /// Force higher quality water
- r_waterforcereflectentities 0 // Do not force entity water reflections
- //r_waterforcereflectentities 1 // Enable entity water reflections
- r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
- //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
- r_ForceWaterLeaf 0 // Use the true viewpoint for visibility testing
- alias cheap_water_full "r_cheapwaterstart 0; r_cheapwaterend 0.1"
- alias cheap_water_medium "r_cheapwaterstart 500; r_cheapwaterend 900"
- alias cheap_water_none "r_cheapwaterstart 3000; r_cheapwaterend 5000"
- alias water_very_low "cheap_water_full; alias cheap_water_override cheap_water_full; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water very_low"
- alias water_low "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water low"
- alias water_medium "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium"
- alias water_medium_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium_high"
- alias water_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water high"
- alias water_very_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water very_high"
- alias water_ultra "cheap_water_none; alias cheap_water_override cheap_water_none; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water ultra"
- setinfo water_very_low ""
- setinfo water_low ""
- setinfo water_medium ""
- setinfo water_medium_high ""
- setinfo water_high ""
- setinfo water_very_high ""
- setinfo water_ultra ""
- // -----------------
- // '-- Particles --'
- // -----------------
- // Particle effects
- cl_particle_batch_mode 1 // Use default particle batch mode
- //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles
- tf_particles_disable_weather 1 // Disable rain, snow and ash particles
- //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
- mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
- // performance impact comes from creating particle systems
- //mat_reduceparticles 0 // Use the full number of particles
- cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
- //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
- r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
- // distractions
- //r_drawflecks 1 // Draw flecks from impacts
- r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
- alias particles_very_low "cl_particle_batch_mode 2; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles very_low"
- alias particles_low "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles low"
- alias particles_medium "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles medium"
- alias particles_high "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles high"
- alias particles_ultra "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 1; r_drawflecks 1;setinfo particles ultra"
- setinfo particles_very_low ""
- setinfo particles_low ""
- setinfo particles_medium ""
- setinfo particles_high ""
- setinfo particles_ultra ""
- // -----------------------
- // '-- Post Processing --'
- // -----------------------
- // Extra visual effects
- // -------------
- // '- General -'
- // -------------
- // Standard post processing effects
- //mat_postprocessing_combine 1 // Combine post processing effects
- mat_postprocessing_combine 0 // Individually checked passes for post processing
- mat_hdr_level 0 // LDR
- //mat_hdr_level 1 // LDR and bloom
- //mat_hdr_level 2 // HDR and bloom
- mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
- //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
- //r_bloomtintexponent 2.2 // Intensity of bloom effect
- //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
- building_cubemaps 0 // Allow for post processing and pixel visibility testing
- //mat_colorcorrection 0 // Disable color correction to quickly skip post
- // processing rendering pathway
- mat_colorcorrection 1 // Enable color correction, pretty much free effect
- mat_colcorrection_disableentities 1 // Disable entity color correction
- //mat_colcorrection_disableentities 0 // Enable entity color correction
- mat_postprocess_x 4 // Tessellate post processing slightly more
- mat_postprocess_y 4 // ^
- alias post_processing_off "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 0; mat_colcorrection_disableentities 1; mat_postprocessing_combine 0;setinfo post_processing off"
- alias post_processing_low "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 1; mat_postprocessing_combine 1;setinfo post_processing low"
- alias post_processing_medium "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium"
- alias post_processing_medium_high "mat_hdr_level 1; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium_high"
- alias post_processing_high "mat_hdr_level 2; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing high"
- setinfo post_processing_off ""
- setinfo post_processing_low ""
- setinfo post_processing_medium ""
- setinfo post_processing_medium_high ""
- setinfo post_processing_high ""
- // ----------------
- // '- Pyrovision -'
- // ----------------
- // Pyrovision visual effects
- pyro_dof 0 // Skip a SSAO depth pass for pyrovision
- //pyro_dof 1 // Enable pyrovision dof
- pyro_vignette 0 // Disable vignette for pyrovision
- //pyro_vignette 1 // Static pyrovision vignette
- //pyro_vignette 2 // Dynamic pyrovision vignette
- pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
- //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
- //pyro_max_intensity 0 // Disable more pyrovision visual effects
- //pyro_max_rate 0 // ^
- //pyro_max_side_length 0 // ^
- //pyro_max_side_width 0 // ^
- //pyro_min_intensity 0 // ^
- //pyro_min_rate 0 // ^
- //pyro_min_side_length 0 // ^
- //pyro_min_side_width 0 // ^
- //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
- //pyro_max_rate 0.5 // ^
- //pyro_max_side_length 1 // ^
- //pyro_max_side_width 1 // ^
- //pyro_min_intensity 0.2 // ^
- //pyro_min_rate 0.05 // ^
- //pyro_min_side_length 0.65 // ^
- //pyro_min_side_width 0.65 // ^
- alias pyrovision_low "pyro_dof 0; pyro_vignette 0; setinfo pyrovision low"
- alias pyrovision_medium "pyro_dof 0; pyro_vignette 1; pyro_vignette_distortion 0; setinfo pyrovision medium"
- alias pyrovision_high "pyro_dof 1; pyro_vignette 2; pyro_vignette_distortion 1; pyro_max_intensity 0.5; pyro_max_rate 0.5; pyro_max_side_length 1; pyro_max_side_width 1; pyro_min_intensity 0.2; pyro_min_rate 0.05; pyro_min_side_length 0.65; pyro_min_side_width 0.65;setinfo pyrovision high"
- setinfo pyrovision_low ""
- setinfo pyrovision_medium ""
- setinfo pyrovision_high ""
- // -------------------
- // '-- Motion Blur --'
- // -------------------
- // These settings will adjust the blurring effect from rotation and movement
- //mat_motion_blur_enabled 0 // Disable motion blur
- mat_motion_blur_enabled 1 // Enable motion blur
- //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
- //mat_motion_blur_falling_max 15 // Maximum blur from falling
- //mat_motion_blur_falling_min 5 // Minimum blur from falling
- //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
- //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
- //mat_motion_blur_rotation_intensity 0.05 // Adjust blur caused by rotational motion
- //mat_motion_blur_strength 1 // Adjust overall blur strength
- mat_motion_blur_strength 0 //effectively disables motion blur
- mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark rectangle over light materials
- alias motion_blur_off "mat_motion_blur_enabled 0;setinfo motion_blur off"
- alias motion_blur_low "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 0; mat_motion_blur_forward_enabled 0; mat_motion_blur_percent_of_screen_max 1; mat_motion_blur_rotation_intensity 0.05; mat_motion_blur_strength 1;setinfo motion_blur low"
- alias motion_blur_high "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 1; mat_motion_blur_falling_max 15; mat_motion_blur_falling_min 5; mat_motion_blur_forward_enabled 1; mat_motion_blur_percent_of_screen_max 4; mat_motion_blur_rotation_intensity 0.1; mat_motion_blur_strength 1;setinfo motion_blur high"
- setinfo motion_blur_off ""
- setinfo motion_blur_low ""
- setinfo motion_blur_high ""
- // --------------------
- // '-- Antialiasing --'
- // --------------------
- // These settings will adjust the smoothing of jagged edges
- mat_alphacoverage 0 // Disable alpha-to-coverage
- //mat_alphacoverage 1 // Enable alpha-to-coverage,which improves AA on thin
- // overlapping surfaces
- mat_software_aa_strength 0 // Do not do software AA
- //mat_software_aa_strength 1 // Enable software AA
- mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
- //mat_software_aa_strength_vgui 1 // Enable VGUI software AA
- //mat_software_aa_quality 0 // Lower quality software AA
- //mat_software_aa_quality 1 // High quality software AA
- //mat_software_aa_edge_threshold 0.5 // Balance between soft and sharp edges
- //mat_software_aa_blur_one_pixel_lines 0.5 // Balance between softness and
- // sharpness on thin stuff, like
- // cables
- alias aa_off "mat_alphacoverage 0; mat_software_aa_strength 0; mat_software_aa_strength_vgui 0;setinfo aa off"
- alias aa_medium "mat_alphacoverage 1; mat_software_aa_strength 0; mat_software_aa_strength_vgui 1; mat_software_aa_quality 0; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa medium"
- alias aa_high "mat_alphacoverage 1; mat_software_aa_strength 1; mat_software_aa_strength_vgui 1; mat_software_aa_quality 1; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa high"
- setinfo aa_off ""
- setinfo aa_medium ""
- setinfo aa_high ""
- //mat_antialias 1 // Do not do antialiasing
- //mat_antialias 8 // Max MSAA (8x)
- //mat_aaquality 0 // Disable CSAA
- //mat_aaquality 4 // Max CSAA (4x)
- //mat_disable_ps_patch 0 // Enable shader patching for MSAA
- alias aa_msaa_off "mat_antialias 1; mat_aaquality 0; setinfo aa_msaa off"
- alias aa_msaa_2x "mat_antialias 2; mat_aaquality 0; setinfo aa_msaa 2x"
- alias aa_msaa_4x "mat_antialias 4; mat_aaquality 0; setinfo aa_msaa 4x"
- alias aa_msaa_6x "mat_antialias 6; mat_aaquality 0; setinfo aa_msaa 6x"
- alias aa_msaa_8x_csaa "mat_antialias 4; mat_aaquality 2; setinfo aa_msaa 8x_csaa"
- alias aa_msaa_16x_csaa "mat_antialias 4; mat_aaquality 4; setinfo aa_msaa 16x_csaa"
- alias aa_msaa_8x "mat_antialias 8; mat_aaquality 0; setinfo aa_msaa 8x"
- alias aa_msaa_16xq_csaa "mat_antialias 8; mat_aaquality 2; setinfo aa_msaa 16xq_csaa"
- setinfo aa_msaa_off ""
- setinfo aa_msaa_2x ""
- setinfo aa_msaa_4x ""
- setinfo aa_msaa_6x ""
- setinfo aa_msaa_8x_csaa ""
- setinfo aa_msaa_16x_csaa ""
- setinfo aa_msaa_8x ""
- setinfo aa_msaa_16xq_csaa ""
- // -------------------------
- // '-- Texture Filtering --'
- // -------------------------
- // These settings will adjust the texture smoothing/filtering
- //mat_trilinear 1 // Use trilinear as it improves texture filtering for little
- mat_trilinear 0 // Use bilinear to squeeze out every last bit of performance
- mat_forceaniso 1 // Disable anisotropic filtering
- //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
- alias texture_filter_bilinear "mat_trilinear 0; mat_forceaniso 1;setinfo texture_filter bilinear"
- alias texture_filter_trilinear "mat_trilinear 1; mat_forceaniso 1;setinfo texture_filter trilinear"
- alias texture_filter_aniso2x "mat_trilinear 1; mat_forceaniso 2;setinfo texture_filter aniso2x"
- alias texture_filter_aniso4x "mat_trilinear 1; mat_forceaniso 4;setinfo texture_filter aniso4x"
- alias texture_filter_aniso8x "mat_trilinear 1; mat_forceaniso 8;setinfo texture_filter aniso8x"
- alias texture_filter_aniso16x "mat_trilinear 1; mat_forceaniso 16;setinfo texture_filter aniso16x"
- setinfo texture_filter_bilinear ""
- setinfo texture_filter_trilinear ""
- setinfo texture_filter_aniso2x ""
- setinfo texture_filter_aniso4x ""
- setinfo texture_filter_aniso8x ""
- setinfo texture_filter_aniso16x ""
- // ------------------
- // '-- Characters --'
- // ------------------
- // These settings will adjust the characters in the game
- //r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
- r_flex 0 // Disable facial animations
- //flex_rules 1 // Enable facial animations
- flex_rules 0 // Disable facial animations
- anim_3wayblend 0 // Disable 3-way animation blending
- //anim_3wayblend 1 // Enable 3-way animation blending
- ai_expression_optimization 1 // Do an extra visibility check for flex
- // animations if we are above the target FPS,
- // otherwise disable flex anims
- //ai_expression_optimization 0 // Disable expression optimization
- //ai_expression_frametime 0.0151 // Disable expressions if we are below ideal
- // FPS
- ai_expression_frametime 0 // Disable expressions entirely
- r_teeth 1 // Render teeth
- //r_teeth 0 // Do not render teeth, small FPS boost
- cl_SetupAllBones 0 // Do not force every animation component of a model to be
- // set up
- flex_smooth 0 // Do not smooth facial animations
- //flex_smooth 1 // Smooth facial animations
- mp_usehwmmodels -1 // Do not use or load high quality characters
- //mp_usehwmmodels 0 // Use high quality characters if supported
- mp_usehwmvcds -1 // Do not use or load high quality character facial
- // expressions
- //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
- r_glint_procedural 0 // Use the default eye glinting method
- r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
- r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
- //r_eyes 0 // Disable eyes
- //r_eyemove 1 // Control if character eyes should move, does not really affect
- // performance
- r_eyemove 0 // Disable eye movement
- tf_clientsideeye_lookats 1 // Control if character eyes should look at you,
- // does not really affect performance
- //tf_clientsideeye_lookats 0 // Disable eye lookats
- //blink_duration 0.2 // Duration of an eye blink
- blink_duration 0 // Disable blinking
- phonemefilter 0.01 // Do not box filter lip sync
- //phonemefilter 0.1 // Box filter lip sync for slightly longer
- phonemesnap 0 // Do not crossfade a second lip sync on any LOD
- //phonemesnap 7 // Crossfade a second lip sync on every LOD
- alias characters_very_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 0; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters very_low"
- alias characters_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters low"
- alias characters_medium "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters medium"
- alias characters_medium_high "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.1; phonemesnap 1;setinfo characters medium_high"
- alias characters_high "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.1; phonemesnap 2;setinfo characters high"
- alias characters_ultra "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels 0; mp_usehwmvcds 0; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.1; phonemesnap 7;setinfo characters ultra"
- setinfo characters_very_low ""
- setinfo characters_low ""
- setinfo characters_medium ""
- setinfo characters_medium_high ""
- setinfo characters_high ""
- setinfo characters_ultra ""
- // --------------
- // '-- Decals --'
- // --------------
- // Overlay textures on models
- // -------------
- // '- General -'
- // -------------
- // Bullet holes and overall decal support
- //r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
- r_decals 0 // Disable decals
- //r_decals 96 // Optimized high decal count
- //r_decals 2048 // Maximum decal count
- //mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
- mp_decals 0 // Disable decals
- //mp_decals 96 // Optimized high decal count
- //mp_decals 2048 // Maximum decal count
- r_drawbatchdecals 1 // Always batch decals to reduce calls
- //r_decal_cullsize 256 // Hide decals unless they are relatively big
- //r_decal_cullsize 20 // Optimized decal cullsize if you want to still see
- // decals from far away
- //r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close
- // to completely covering it
- //r_decal_cover_count 4 // Allow for more decals covering each other
- //r_decal_overlap_area 0.4 // Remove decal when there is another decal barely
- // covering it
- //r_decal_overlap_area 0.8 // Allow for decals to overlap each other more
- //r_decal_overlap_count 0 // Do not allow decals to overlap each other
- //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
- alias decals_off "r_decals 0; mp_decals 0;setinfo decals off"
- alias decals_low "r_decals 9; mp_decals 9; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;setinfo decals low"
- alias decals_medium "r_decals 96; mp_decals 96; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;setinfo decals medium"
- alias decals_high "r_decals 96; mp_decals 96; r_decal_cullsize 20; r_decal_cover_count 4; r_decal_overlap_area 0.8; r_decal_overlap_count 3;setinfo decals high"
- alias decals_ultra "r_decals 2048; mp_decals 2048; r_decal_cullsize 0; r_decal_cover_count 8; r_decal_overlap_area 1.0; r_decal_overlap_count 8;setinfo decals ultra"
- setinfo decals_off ""
- setinfo decals_low ""
- setinfo decals_medium ""
- setinfo decals_high ""
- setinfo decals_ultra ""
- // ------------------
- // '- Model Decals -'
- // ------------------
- // Blood on hurt players and some bullet decals on props
- r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new
- // objects to be created that decals apply onto. This also
- // causes a bug with red bullet decals on some wood models
- //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt
- // someone is.
- //r_maxmodeldecal 9 // Optimize maximum model decal count
- alias decals_models_off "r_drawmodeldecals 0;setinfo decals_models off"
- alias decals_models_low "r_drawmodeldecals 1; r_maxmodeldecal 9;setinfo decals_models low"
- alias decals_models_high "r_drawmodeldecals 1; r_maxmodeldecal 32;setinfo decals_models high"
- setinfo decals_models_off ""
- setinfo decals_models_low ""
- setinfo decals_models_high ""
- // ----------------
- // '- Map Decals -'
- // ----------------
- // Decals placed by the map author
- //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and
- // posters on walls
- r_renderoverlayfragment 0 // Disable overlays, small performance increase
- r_overlayfadeenable 0 // Fading overlays can cause small performance issues
- r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
- r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
- alias decals_art_off "r_renderoverlayfragment 0;setinfo decals_art off"
- alias decals_art_on "r_renderoverlayfragment 1;setinfo decals_art on"
- setinfo decals_art_off ""
- setinfo decals_art_on ""
- // ------------
- // '- Sprays -'
- // ------------
- // Decals sprayed by players
- //cl_allowdownload 1 // Download other player custom files
- cl_allowdownload 0 // Block downloads of other player custom files (sprays)
- //cl_allowupload 1 // Upload your player custom files
- cl_allowupload 0 // Disable uploading your player custom files (sprays)
- //r_spray_lifetime 2 // Keep sprays for 2 rounds
- r_spray_lifetime 0 // Clear sprays immediately
- //cl_playerspraydisable 0 // Enable player sprays
- cl_playerspraydisable 1 // Disable player sprays
- alias sprays_off "cl_allowdownload 0; cl_allowupload 0; r_spray_lifetime 0; cl_playerspraydisable 1;setinfo sprays off"
- alias sprays_on "cl_allowdownload 1; cl_allowupload 1; r_spray_lifetime 2; cl_playerspraydisable 0;setinfo sprays on"
- setinfo sprays_off ""
- setinfo sprays_on ""
- // ------------
- // '-- Gibs --'
- // ------------
- // Body parts created on violent deaths
- cl_burninggibs 0 // Disable burning gibs as they have a performance impact
- //cl_burninggibs 1 // Enable burning gibs for realism
- //props_break_max_pieces -1 // Break gibs and some props into the pieces they
- // were designed to break into
- //props_break_max_pieces 2 // Break into a max of 2 pieces
- props_break_max_pieces 0 // Disables gibs and prop breaking
- //violence_hgibs 1 // Enable normal gibs
- //violence_hgibs 0 // Enable silly gibs/blood (less performance)
- //violence_hblood 1 // Enable normal blood
- //violence_hblood 0 // Enable silly gibs/blood (less performance)
- alias gibs_off "cl_burninggibs 0; props_break_max_pieces 0;setinfo gibs off"
- alias gibs_low "cl_burninggibs 0; props_break_max_pieces 2;setinfo gibs low"
- alias gibs_medium "cl_burninggibs 0; props_break_max_pieces -1;setinfo gibs medium"
- alias gibs_high "cl_burninggibs 1; props_break_max_pieces -1;setinfo gibs high"
- setinfo gibs_off ""
- setinfo gibs_low ""
- setinfo gibs_medium ""
- setinfo gibs_high ""
- alias sillygibs_off "violence_hgibs 1; violence_hblood 1;setinfo sillygibs off"
- alias sillygibs_on "violence_hgibs 0; violence_hblood 0;setinfo sillygibs on"
- setinfo sillygibs_off ""
- setinfo sillygibs_on ""
- alias sillygibs sillygibs_off
- // -------------
- // '-- Props --'
- // -------------
- // Various small objects
- r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
- //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
- cl_phys_props_enable 0 // Disable client side physics props
- //cl_phys_props_enable 1 // Enable client side physics props
- //cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
- //cl_phys_props_max 300 // Allow all physics props
- //cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
- //cl_phys_props_respawndist 3000 // Skip respawning physics props for a high distance
- //cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
- //cl_phys_props_respawnrate 60 // Respawn physics props faster
- //r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
- //r_propsmaxdist 3000 // Always render client side physics props
- r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
- //r_drawdetailprops 1 // Enable sprites, grass etc
- //r_drawdetailprops 2 // Draw detail props with wireframe
- //cl_detaildist 900 // Draw detail props up to this distance
- //cl_detaildist 3000 // Always draw detail props
- //cl_detailfade 0 // Do not fade in detail props
- //cl_detailfade 900 // Set to cl_detaildist to always be fading
- //cl_detailfade 100 // Fade a small distance
- //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
- //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
- r_staticprop_lod 7 // Force lowest LOD (lowest quality)
- r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
- alias detail_props_none ""
- alias detail_props_medium "cl_detaildist 900; cl_detailfade 0"
- alias detail_props_full "cl_detaildist 3000; cl_detailfade 100"
- alias props_low "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod 7; alias detail_props_override detail_props_none;setinfo props low"
- alias props_medium "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod -1; alias detail_props_override detail_props_none;setinfo props medium"
- alias props_high "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 20; cl_phys_props_respawndist 3000; cl_phys_props_respawnrate 120; r_propsmaxdist 900; r_drawdetailprops 1; detail_props_medium; alias detail_props_override detail_props_medium; r_staticprop_lod -1;setinfo props high"
- alias props_ultra "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 300; cl_phys_props_respawndist 1500; cl_phys_props_respawnrate 60; r_propsmaxdist 3000; r_drawdetailprops 1; detail_props_full; alias detail_props_override detail_props_full; r_staticprop_lod 0;setinfo props ultra"
- setinfo props_low ""
- setinfo props_medium ""
- setinfo props_high ""
- setinfo props_ultra ""
- // ----------------
- // '-- Ragdolls --'
- // ----------------
- // Bodies that spawn on death with adjustable physics simulation and fading
- cl_ragdoll_collide 0 // Disable ragdoll collisions
- cl_ragdoll_fade_time -3 // Remove ragdoll fade out delay
- //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
- cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
- //cl_ragdoll_forcefade 0 // Enable ragdolls
- cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
- // from
- //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
- g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
- g_ragdoll_lvfadespeed 10000 // ^ but in low violence
- ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
- //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
- alias ragdolls_off "cl_ragdoll_collide 0; cl_ragdoll_fade_time -3; cl_ragdoll_forcefade 1; cl_ragdoll_physics_enable 0; ragdoll_sleepaftertime 0; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls off"
- alias ragdolls_medium "cl_ragdoll_collide 0; cl_ragdoll_fade_time 15; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 1; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls medium"
- alias ragdolls_high "cl_ragdoll_collide 1; cl_ragdoll_fade_time 30; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 15; g_ragdoll_fadespeed 600; g_ragdoll_lvfadespeed 600;setinfo ragdolls high"
- setinfo ragdolls_off ""
- setinfo ragdolls_medium ""
- setinfo ragdolls_high ""
- // ---------------
- // '-- General --'
- // ---------------
- // General/overall graphics settings
- mat_reducefillrate 0 // Increase shading quality
- //mat_reducefillrate 1 // Simplify material shading and use some DX8 features
- mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05). This is
- // useful for if your GPU struggles to render a lot of pixels
- mat_viewportupscale 1 // Upscale when using mat_viewportscale
- //r_3dsky 1 // Enable 3D sky
- r_3dsky 0 // Disable 3D sky
- r_dopixelvisibility 1 // Enable visibility testing for glows, halos and pretty lights
- r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
- r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
- //r_pixelvisibility_partial 1 // Use partial visibility algorithm
- cl_drawmonitors 0 // Do not draw monitors
- //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
- //cl_jiggle_bone_framerate_cutoff 1 // Never disable jigglebones
- cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
- alias 3dsky_off "r_3dsky 0;setinfo 3dsky off"
- alias 3dsky_on "r_3dsky 1;setinfo 3dsky on"
- setinfo 3dsky_off ""
- setinfo 3dsky_on ""
- alias jigglebones_off "cl_jiggle_bone_framerate_cutoff 0;setinfo jigglebones off"
- alias jigglebones_on "cl_jiggle_bone_framerate_cutoff 67;setinfo jigglebones on"
- alias jigglebones_force_on "cl_jiggle_bone_framerate_cutoff 1;setinfo jigglebones force_on"
- setinfo jigglebones_off ""
- setinfo jigglebones_on ""
- setinfo jigglebones_force_on ""
- // --------------
- // '- Textures -'
- // --------------
- //mat_picmip 1 // Use less memory in a 32-bit process
- mat_picmip 2 // Use lowest quality textures
- //mat_picmip -1 // Use highest quality textures
- //mat_texture_limit 64000 // Limit texture size in KB per frame
- mat_filtertextures 1 // Filter textures
- //mat_filtertextures 0 // Blocky textures
- alias textures_very_low "mat_picmip 2; mat_filtertextures 1; mat_filtertextures 0;setinfo textures very_low"
- alias textures_low "mat_picmip 2; mat_filtertextures 0; mat_filtertextures 1;setinfo textures low"
- alias textures_medium "mat_picmip 1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures medium"
- alias textures_high "mat_picmip 0; mat_filtertextures 0; mat_filtertextures 1;setinfo textures high"
- alias textures_very_high "mat_picmip -1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures very_high"
- setinfo textures_very_low ""
- setinfo textures_low ""
- setinfo textures_medium ""
- setinfo textures_high ""
- setinfo textures_very_high ""
- mat_disable_fancy_blending 1 // Disable fancy blending of textures
- //mat_disable_fancy_blending 0 // Enable fancy blending of textures
- alias texture_blending_off "mat_disable_fancy_blending 1;setinfo texture_blending off"
- alias texture_blending_on "mat_disable_fancy_blending 0;setinfo texture_blending on"
- setinfo texture_blending_off ""
- setinfo texture_blending_on ""
- //mat_bumpmap 1 // Enable bumpmaps
- mat_bumpmap 0 // Disable bumpmap materials
- alias bumpmap_off "mat_bumpmap 0;setinfo bumpmap off"
- alias bumpmap_on "mat_bumpmap 1;setinfo bumpmap on"
- setinfo bumpmap_off ""
- setinfo bumpmap_on ""
- //mat_specular 1 // Enable specular
- mat_specular 0 // Disable specular materials
- alias specular_off "mat_specular 0; setinfo specular off"
- alias specular_on "mat_specular 1; setinfo specular on"
- setinfo specular_off ""
- setinfo specular_on ""
- // -------------
- // '-- Ropes --'
- // -------------
- // Ropes for Mannpower grappling hook and as decoration in maps
- rope_rendersolid 1 // Render solid part of ropes
- //rope_rendersolid 0 // Skip rendering solid part of ropes
- r_ropetranslucent 0 // Skip simulating ropes
- //r_ropetranslucent 1 // Simulate ropes
- rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
- rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
- //rope_solid_minalpha 0.2 // Enable solid alpha
- //rope_solid_minwidth 0 // Always render non-solid ropes
- rope_smooth 0 // Skip a long smoothing operation for ropes
- //rope_smooth 1 // Smooth ropes with a fake transparent rope
- //rope_subdiv 0 // Skip heavy loops for rope subdivisions
- rope_subdiv 2 // Subdivide ropes
- //rope_subdiv 7 // Max rope subdivides
- rope_collide 0 // Skip CPU heavy world collisions for ropes
- //rope_collide 1 // Enable rope collisions
- rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
- //rope_wind_dist 1000 // Apply wind to ropes until this distance
- rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
- //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
- alias ropes_off "rope_rendersolid 0; r_ropetranslucent 0; rope_solid_minalpha 0; rope_smooth 0; rope_subdiv 0; rope_collide 0; rope_wind_dist 0;setinfo ropes off"
- alias ropes_low "rope_rendersolid 1; r_ropetranslucent 0; rope_solid_minalpha 0; rope_solid_minwidth 0.1; rope_smooth 0; rope_subdiv 1; rope_collide 0; rope_wind_dist 0;setinfo ropes low"
- alias ropes_high "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0.1; rope_smooth 1; rope_subdiv 2; rope_collide 0; rope_wind_dist 0;setinfo ropes high"
- alias ropes_ultra "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0; rope_smooth 1; rope_subdiv 7; rope_collide 1; rope_wind_dist 1000;setinfo ropes ultra"
- setinfo ropes_off ""
- setinfo ropes_low ""
- setinfo ropes_high ""
- setinfo ropes_ultra ""
- // --------------------
- // '-- Optimization --'
- // --------------------
- // These settings will optimize TF2 without having any very noticeable effects to
- // the user
- fps_max 240 // Prevent a possible memory leak with unlimited FPS using fps_max 0
- // Also, some Source systems assume the FPS will not go above 300
- // Finally, using 240 is a common multiple for monitor framerates,
- // which is recommended for smoothness
- mat_vsync 0 // Ensure VSync is disabled by default
- engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
- // the focus detection can be buggy on some systems or while
- // streaming and may limit your FPS, without you knowing
- //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
- r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and
- // then has the GPU quickly render the scene in a second pass,
- // with the visible parts of the scene already calculated
- r_entityclips 1 // Clip entities preferably using clip planes
- disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements)
- r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
- r_frustumcullworld 1 // Cull on world draw
- r_worldlistcache 1 // Cache some world rendering
- mat_clipz 1 // Clips what is drawn for a performance improvement
- mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
- r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
- r_occludeemaxarea 27 // Skip occlusion of objects that are too large to test for
- r_occluderminarea 1.5 // Skip occluders that are too small to block anything worth our time
- r_occludermincount 1 // If our occlusion settings are too strict, try out an occluder
- r_lightcache_zbuffercache 0 // Skip unused cache process
- r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
- //mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
- mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs
- host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
- r_norefresh 1 // Do not store a useless and unused frame time variable
- fast_fogvolume 1 // Use a fast path method to find the visible fog volume
- //r_pixelfog 1 // Use a pixel shader for fog if possible
- r_pixelfog 0 // Do not use a higher level pixel shader for fog on weak GPUs
- mat_compressedtextures 1 // Allow for compressed textures
- mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
- mat_mipmaptextures 1 // Mipmap textures to optimize textures
- //nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
- //nb_shadow_dist 0 // Disable shadow distance
- //nb_shadow_dist 400 // Default distance for NextBot shadows
- cl_ShowBoneSetupEnts 0 // Ensure this debug command is disabled
- sv_alternateticks 0 // Run every tick
- //sv_alternateticks 1 // Skip every other tick to reduce CPU usage
- // --------------
- // '-- OpenGL --'
- // --------------
- // Optimizations for OpenGL platforms (Linux and macOS)
- gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
- //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
- // Commented by default due to possible issues on Windows systems
- //mat_texture_reload_frame_swap_workaround 0 // Skip extra frame swaps
- gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
- gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
- gl_batch_tex_destroys 0 // ^
- gl_minimize_all_tex 1 // Minimize textures by removing mipmaps if they were not requested to keep memory usage lower
- gl_minimize_rt_tex 0 // Do not try to minimize textures for RTs
- gl_nullqueries 0 // Queries
- gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
- gl_debug_output 0 // Disable debug messages
- gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
- gl_paircache_rows_lg2 11 // Increase shader pair cache size
- gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
- //gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support
- //gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround
- // ==================
- // '--- Gameplay ---'
- // ==================
- // Adjusts how the game behaves
- /cl_autoreload 1 // Auto reload clip
- //cl_autorezoom 1 // Automatically rezoom sniper rifle
- tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged
- //tf_medigun_autoheal 1 // Keep healing allies
- //tf_remember_activeweapon 1 // Remember last held weapon
- //tf_remember_lastswitched 1 // Remember quick switch weapon
- tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes
- // =============
- // '--- HUD ---'
- // =============
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc HUD settings
- cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
- //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
- //cl_hud_minmode 1 // HUD min mode
- hud_fastswitch 1 // Weapon switch behavior
- // 0 - PC Buckets
- // select weapons from the side of your screen, fire to confirm
- // 1 - PC Fast Switch
- // fast switch for PC buckets (no fire to confirm)
- // 2 - Buckets Plus:
- // fast switch
- // weapon selection window comes up at the middle of your screen
- // can select weapons without ammo (but not switch to them)
- // 3 - Carousel scroll:
- // fast switch
- // slot 1 = last weapon, slot 2 = next weapon,
- // slot 3 = swap weapon, slot 4 = previous weapon
- cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
- tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise
- // Currently has a bug where mouse mode does not activate when spectating
- //tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open
- //tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open
- //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
- //tf_use_match_hud 1 // Show the top player bar on all servers
- tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
- tf_dashboard_slide_time 0.25 // Time in seconds for dashboard transitions
- tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
- //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
- tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
- tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
- //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
- //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
- //tf_disguise_menu_controller_mode 1 // Controller disguise menu
- //tf_simple_disguise_menu 0 // Concise disguise menu
- //tf_colorblindassist 1 // Colorblind mode
- //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
- sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
- //hud_classautokill 0 // No suicide on class change
- tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
- tf_healthicon_height_offset 10 // Offset of heath icon
- //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
- tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
- tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
- tf_hud_show_servertimelimit 1 // Show server map time
- tf_hud_target_id_alpha 100 // Transparency of target ID
- //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
- //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
- hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
- tf_hud_target_id_offset 0 // Vertical offset of target ID
- tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
- //tf_spectator_target_location 0 // 0 - center (default)
- // 1 - bottom left
- // 2 - bottom center
- // 3 - bottom right
- hud_freezecamhide 0 // Show the HUD during freeze-cam
- //hud_freezecamhide 1 // Hide the HUD during freeze-cam
- tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
- //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
- //cl_hudhint_sound 0 // Disable HUD sounds
- //cl_mainmenu_safemode 1 // Dev safe mode for main menu
- //tf_queue_spinner_color 0 // Orange queue TF logo spinner
- //tf_queue_spinner_color 1 // Blue queue TF logo spinner
- alias hud_player_model_off "cl_hud_playerclass_use_playermodel 0;setinfo hud_player_model off"
- alias hud_player_model_on "cl_hud_playerclass_use_playermodel 1;setinfo hud_player_model on"
- setinfo hud_player_model_off ""
- setinfo hud_player_model_on ""
- // -------------------
- // '-- Combat Text --'
- // -------------------
- // Damage and healing text above players
- //hud_combattext 1 // Enable damage text
- //hud_combattext_batching 1 // Collect damage into 1 number over a time interval
- //hud_combattext_batching_window 0.3 // Time in seconds to collect damage
- //hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear
- //hud_combattext_healing 1 // Show healing text
- //hud_combattext_red 255 // Red value for damage text color (0 to 255)
- //hud_combattext_green 0 // Green value for damage text color (0 to 255)
- //hud_combattext_blue 0 // Blue value for damage text color (0 to 255)
- // ----------------
- // '-- Messages --'
- // ----------------
- // Text chat and other messages
- hud_saytext_time 10 // How long in seconds chat messages stay on screen
- //hud_saytext_time 0 // Disable chat
- cl_showtextmsg 1 // Enable text messages in chat (voice lines)
- //cl_showtextmsg 0 // Disable text messages
- //cl_showpluginmessages 1 // Show messages from server plugins
- //cl_showpluginmessages 0 // Deny messages from server plugins
- cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug):
- // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
- // achievements (32)
- // Add a combination of these numbers together to enable that combination
- // for example, name change (2) + team change (16) = 18
- // 0 for everything disabled
- //cl_chatfilters 0 // Disable all chat messages
- //cl_chatfilters 59 // Disable just user chat
- cl_mute_all_comms 1 // Disable text and voice for muted players
- //cl_mute_all_comms 0 // Disable voice for muted players
- hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
- tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
- alias messages_enable "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 1; cl_chatfilters 63;setinfo messages enable"
- alias messages_disable "hud_saytext_time 0; cl_showtextmsg 0; cl_showpluginmessages 0; cl_chatfilters 0;setinfo messages disable"
- alias messages_userchat "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 0; cl_chatfilters 4;setinfo messages userchat"
- setinfo messages_enable ""
- setinfo messages_disable ""
- setinfo messages_userchat ""
- alias messages messages_enable
- alias killfeed_off "hud_deathnotice_time 0;setinfo killfeed off"
- alias killfeed_on "hud_deathnotice_time 5.5;setinfo killfeed on"
- setinfo killfeed_off ""
- setinfo killfeed_on ""
- alias killfeed killfeed_on
- // ----------------
- // '-- Backpack --'
- // ----------------
- // Inventory, economy and backpack
- tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
- cl_spec_carrieditems 1 // Show spectated player items
- //cl_spec_carrieditems 0 // Do not show spectated player items
- tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
- //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
- //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
- // -----------------
- // '-- Crosshair --'
- // -----------------
- // Aiming recticle or crosshair
- //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
- //cl_crosshairalpha 255 // Disable transparency for lowend computers
- //cl_crosshair_red 156 // Crosshair red (0 to 255)
- //cl_crosshair_green 39 // Crosshair green (0 to 255)
- //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
- //cl_crosshair_scale 64 // Size of crosshair
- //cl_crosshair_file 0 // Style of crosshair
- //cl_dynamiccrosshair 1 // Change crosshair according to weapon state (ambassador)
- //cl_observercrosshair 0 // Disable crosshair in spectator
- //crosshair 0 // Disable crosshair
- // -------------------
- // '-- Killstreaks --'
- // -------------------
- // Killstreak messages from weapons
- //cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
- cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
- cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
- cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
- //cl_hud_killstreak_display_time 0 // Disable killstreak banner
- alias killstreaks_off "cl_hud_killstreak_display_time 0;setinfo killstreaks off"
- alias killstreaks_low "cl_hud_killstreak_display_alpha 255; cl_hud_killstreak_display_time 2.25;setinfo killstreaks low"
- alias killstreaks_high "cl_hud_killstreak_display_alpha 100; cl_hud_killstreak_display_time 2.25;setinfo killstreaks high"
- setinfo killstreaks_off ""
- setinfo killstreaks_low ""
- setinfo killstreaks_high ""
- alias killstreaks killstreaks_high
- // ---------------------
- // '-- Notifications --'
- // ---------------------
- // In-game notifications for trade offers, requests, events, etc
- cl_notifications_max_num_visible 1 // Reduce number of visible notifications
- //cl_notifications_max_num_visible 3 // Default number of visible notifications
- cl_notifications_move_time 0.1 // Make notification transition shorter
- //cl_notifications_show_ingame 0 // Do not show notifications in game
- tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
- //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
- cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
- //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
- cl_vote_ui_show_notification 0 // Hide voting notifications
- //cl_vote_ui_show_notification 1 // Show voting notifications
- tf_hud_notification_duration 2 // How long notifications should display
- // -----------------
- // '-- Contracts --'
- // -----------------
- // Contracts as part of campaigns
- //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
- // 0 - never
- // 1 - all
- // 2 - active only
- //tf_contract_progress_show 1 // During all matches, contract visibility:
- // 0 - never
- // 1 - all
- // 2 - active only
- tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
- //tf_quest_notification_line_delay 1 // Default voice line delay
- // --------------------
- // '-- Achievements --'
- // --------------------
- // Achievement effects and HUD tracker
- hud_achievement_glowtime 1 // Glow achievements for a little while shorter
- hud_achievement_tracker 2 // Achievements tracked at once
- hud_achievement_count 4 // Max achievements shown on HUD
- // ------------
- // '-- Info --'
- // ------------
- // Additional HUD elements for extra info
- // Adding additional HUD elements decreases FPS by a small amount
- //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
- //cl_showpos 1 // Current position, angle and velocity
- //cl_showbattery 1 // Battery meter
- //cl_show_num_particle_systems 1 // Show number of particle systems
- cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
- alias debug_on "cl_showfps 2; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 1; developer 1;setinfo debug on"
- alias debug_off "cl_showfps 0; cl_showpos 0; cl_showbattery 0; cl_show_num_particle_systems 0; developer 0;setinfo debug off"
- alias debug_on_partial "cl_showfps 1; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 0;setinfo debug on_partial"
- alias debug debug_off
- // -----------------------
- // '-- Closed Captions --'
- // -----------------------
- // Customization of notifications of sounds and voices in closed captions
- //cc_linger_time 1 // Seconds for captions to stay on screen
- //cc_minvisibleitems 1 // Minimum captions to shown
- //cc_predisplay_time 0 // Delay between the sound and showing the caption
- //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
- //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
- // ----------------
- // '-- Netgraph --'
- // ----------------
- // Advanced HUD display of network info and FPS
- //net_graph 0 // netgraph display
- // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
- //net_graphpos 1 // the horizontal position of the netgraph
- // 0 = left, 1 = right, 2 = middle
- // anything else will set the x coordinate of the graph's left edge
- //net_graphheight 64 // height of the text part of the graph
- //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
- //net_scale 5 // the height of the graph portion
- net_graphsolid 0 // draw height ticks as single ticks (small optimization)
- //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
- //net_graphtext 1 // draw text fields
- //net_graphmsecs 400 // over how many milliseconds should the text area measure
- //net_graphshowlatency 1 // show the latency part of the graph
- //net_graphshowinterp 1 // show the interpolation part of the graph
- // ---------------
- // '-- Console --'
- // ---------------
- // Developer console customization
- con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages
- //con_nprint_bgalpha 255 // Disable transparency for lowend computers
- con_nprint_bgborder 1 // Console border for special debug messages
- //con_nprint_bgborder 0 // Disable border on lowend computers
- // ==============
- // '--- View ---'
- // ==============
- // The character view and viewmodel
- fov_desired 90 // See more of the battlefield
- //fov_desired 75 // Render less for very lowend computers
- //r_drawviewmodel 1 // Draw weapon viewmodel model
- //r_drawviewmodel 0 // Hide weapon viewmodel
- //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
- //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
- //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
- //tf_use_min_viewmodels 0 // Use default viewmodel position
- //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
- //cl_first_person_uses_world_model 0 // Draw viewmodel
- //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
- //tf_medieval_thirdperson 1 // Third person view in medieval mode
- //tf_taunt_first_person 1 // First person taunt
- glow_outline_effect_enable 1 // Enable ally and objective xrays
- //glow_outline_effect_enable 0 // Disable all xrays
- tf_enable_glows_after_respawn 1 // Enable spawn xrays
- //tf_enable_glows_after_respawn 0 // Disable spawn xrays
- tf_spec_xray_disable 0 // Enable xrays while spectating
- //tf_spec_xray_disable 1 // Disable xrays while spectating
- tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
- //tf_spectate_pyrovision 1 // Spectate in pyrovision
- //spec_autodirector 0 // Choose best view mode automatically
- //tf_romevision_opt_in 1 // Opt into Romevision
- //tf_sheen_alpha_firstperson 0 // Disable sheens
- alias xrays_off "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 0; tf_spec_xray_disable 1;setinfo xrays off"
- alias xrays_low "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays low"
- alias xrays_high "glow_outline_effect_enable 1; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays high"
- setinfo xrays_off ""
- setinfo xrays_low ""
- setinfo xrays_high ""
- // ===========================
- // '--- Demos and Replays ---'
- // ===========================
- // Adjusts the recording and playback of demos and replays
- // -------------
- // '-- Demos --'
- // -------------
- //demo_recordcommands 1 // Record console commands in your demos
- //demo_fov_override 0 // FOV override for demo playback, if non-zero
- // --------------------
- // '-- Demo Support --'
- // --------------------
- //ds_enable 0 // 0 - Manual
- // 1 - Record competitive matchmaking
- // 2 - Record everything
- // 3 - Record mp_tournament matches
- //ds_autodelete 1 // Automatically delete demos with no bookmarks or killstreaks
- //ds_dir demos // Put all recorded demos in this folder (under tf/)
- //ds_kill_delay 15 // Max time between kills to count for a killstreak
- //ds_log 1 // Log killstreaks and bookmarks to an associated text file
- //ds_mark name // Create a bookmark with a single word name
- //ds_min_streak 4 // Minimum killstreak count before logging it
- //ds_notify 0 // Output when getting a killstreak or bookmarking
- // 0 - to console
- // 1 - to console and chat
- // 2 - to console and HUD
- //ds_prefix "" // Prefix file names with this text
- //ds_record // Start recording a demo
- //ds_stop // Stop recording a demo
- //ds_screens 1 // Take a screenshot of the scoreboard when the round ends
- //ds_sound 1 // Play the filming sound effect for when demo support starts and stops recording
- // ---------------
- // '-- Replays --'
- // ---------------
- tf_replay_pyrovision 0 // Do not force use pyrovision in replays
- //tf_replay_pyrovision 1 // Watch replays in pyrovision
- //replay_cache_client_ragdolls 1 // Record client side ragdolls
- //replay_voice_during_playback 1 // Play voice chat during replay playback
- //replay_rendersetting_renderglow 1 // Render xray effect
- // ==============
- // '--- Misc ---'
- // ==============
- // Settings that do not fit into a category
- bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
- ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
- //ai_frametime_limit 50 // Do not use simpler AI
- // ================
- // '--- Memory ---'
- // ================
- // Adjustments to memory allocation
- mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems
- mem_max_heapsize 768 // Lift the cap on heap size to be slightly higher
- datacachesize 512 // Allocate max size for data cache
- lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
- cl_always_flush_models 0 // Keep models loaded in between map loads and prevent crashes from model flushing
- //cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low
- mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores
- sv_forcepreload 0 // Disable harmful force preload enabled in other configs
- mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw
- // ====================
- // '--- Filesystem ---'
- // ====================
- // -------------
- // '-- Sizes --'
- // -------------
- // Set buffer and file read sizes
- filesystem_buffer_size 8192 // Use a 8KB buffer for the filesystem
- //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
- filesystem_max_stdio_read 16 // Use standard read cap
- // ---------------
- // '-- General --'
- // ---------------
- // Set up filesystem parameters
- filesystem_native 1 // Use native filesystem calls if available
- filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
- // -------------------
- // '-- Model Cache --'
- // -------------------
- // Control loading and caching models
- mod_load_anims_async 1 // Enable async animation loading
- mod_load_mesh_async 1 // Enable async mesh loading
- mod_load_vcollide_async 1 // Enable async vcollide loading
- mod_lock_mdls_on_load 0 // Do not lock models due to some issues with them being locked
- mod_forcetouchdata 1 // Put all model data into cache on load
- mod_touchalldata 0 // Load models async (including vcollides)
- //mod_touchalldata 1 // Load submodels
- mod_forcedata 1 // Cache submodel data
- // ===============
- // '--- Sound ---'
- // ===============
- // -----------------
- // '-- Hitsounds --'
- // -----------------
- // Damage sound played on hit and on kill
- //tf_dingalingaling_lasthit 1 // Play killsounds
- //tf_dingaling_lasthit_pitchmaxdmg 65 // Pitch for killsound on >=150 damage
- //tf_dingaling_lasthit_pitchmindmg 127 // Pitch for killsound on <=10 damage
- //tf_dingaling_lasthit_volume 0.7 // Killsound volume
- //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
- //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
- //tf_dingalingaling 1 // Play hitsounds
- //tf_dingaling_pitchmaxdmg 65 // Pitch for hitsound on >=150 damage
- //tf_dingaling_pitchmindmg 127 // Pitch for hitsound on <=10 damage
- //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
- //tf_dingaling_volume 0.7 // Hitsound volume
- //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
- //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
- // -----------------
- // '-- Threading --'
- // -----------------
- // Threading options to take advantage of modern CPUs for the sound system
- //snd_async_fullyasync 1 // Play sounds independently of main engine work
- //snd_async_minsize 0 // Fast async check when snd_async_fullyasync is enabled
- snd_async_fullyasync 0 // Do not fail to mix early if we have some sound in cache
- snd_async_minsize 8192 // Lazy load sounds if they might block even if a bit is already in cache
- snd_mix_async 1 // Use another thread to mix sounds
- //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 threads
- phonemedelay 0 // Do not delay lip sync a lot with an async sound system
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc sound settings
- //volume 1 // Set the master volume
- //snd_musicvolume 1 // Set music volume
- snd_delay_sound_shift 0.01 // Give some time to allow for better synced
- // sounds by providing a little bit of extra room on
- // the sound processing time calculations
- //snd_delay_sound_shift 0.03 // Allow for more variance in sounds processing
- // delays on slow CPUs
- snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
- //snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
- //snd_mixahead 0.15 // Use a longer value to batch mixing loads
- //cl_soundemitter_flush // Command to clear out the loaded sounds file
- //cl_soundscape_flush // Command to clear out the loaded soundscapes file
- // ---------------
- // '-- Quality --'
- // ---------------
- // Adjust the quality of sound
- snd_pitchquality 0 // Use linear mixer for sound, performance benefit
- //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
- snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
- //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
- //snd_surround_speakers -1 // Autodetect speaker configuration from OS
- //snd_surround_speakers 0 // Force headphones
- //snd_surround_speakers 2 // Force mono/stereo
- //snd_surround_speakers 4 // Force quad
- //snd_surround_speakers 5 // Force 5.1
- //snd_surround_speakers 7 // Force 7.1
- //windows_speaker_config 4 // Windows speaker configuration
- // ----------------------
- // '-- Spatialization --'
- // ----------------------
- // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
- dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
- //dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels (for use with stereo, not surround sound)
- //dsp_slow_cpu 0 // Use enhanced positional effects
- dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
- snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
- //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
- // Pretty reasonable performance benefit, but delay in spatialization.
- //snd_spatialize_roundrobin 0 // Spatialize every frame
- dsp_room 0 // Disable automatic DSP
- //dsp_room 1 // Enable automatic DSP, adjusts DSP according to the room type/size you are in
- dsp_facingaway 0 // Disable the facing away DSP effect
- //dsp_facingaway 30 // Use a low pass filter for sounds you are facing away from
- //dsp_facingaway 31 // Use a low pass filter + 80ms delay for sounds you are facing away from
- dsp_speaker 50 // Administrator effect (can be 50 to 59)
- //dsp_speaker 0 // Disable administrator effect
- //dsp_water 14 // Water muffling effect (small delay)
- //dsp_water 15 // Water muffling effect (medium delay)
- //dsp_water 16 // Water muffling effect (large delay)
- dsp_water 0 // Disable water muffling effect
- dsp_spatial 40 // Spatial delay effect for positional audio
- //dsp_spatial 0 // Disable spatial effect
- // --------------------
- // '-- Optimization --'
- // --------------------
- // Optimizations with no noticeable effect on the listener
- snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
- snd_cull_duplicates 0 // Do not skip playing duplicate sounds
- //snd_cull_duplicates 1 // Only play one of each sound at a time
- voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
- voice_buffer_ms 200 // Buffer voice stream for better quality, at a slight delay
- snd_noextraupdate 1 // Do not update sound twice
- snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
- //snd_defer_trace 0 // Immediately trace on the first frame
- snd_async_spew_blocking 0 // Disable async spew
- alias sound_low "snd_disable_mixer_duck 1; snd_pitchquality 0; dsp_enhance_stereo 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 3; dsp_room 0; dsp_facingaway 0; dsp_speaker 0; dsp_water 0; dsp_spatial 0; snd_defer_trace 1; snd_noextraupdate 1;setinfo sound low"
- alias sound_medium "snd_disable_mixer_duck 0; snd_pitchquality 0; dsp_enhance_stereo 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 0; dsp_speaker 50; dsp_water 0; dsp_spatial 40; snd_defer_trace 1; snd_noextraupdate 1;setinfo sound medium"
- alias sound_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_enhance_stereo 0; dsp_slow_cpu 0; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; snd_defer_trace 1; snd_noextraupdate 1;setinfo sound high"
- alias sound_very_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_enhance_stereo 0; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; snd_defer_trace 0; snd_noextraupdate 1;setinfo sound very_high"
- alias sound_ultra "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_enhance_stereo 0; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 1; dsp_facingaway 31; dsp_speaker 59; dsp_water 16; dsp_spatial 40; snd_defer_trace 0; snd_noextraupdate 0;setinfo sound ultra"
- setinfo sound_low ""
- setinfo sound_medium ""
- setinfo sound_high ""
- setinfo sound_very_high ""
- setinfo sound_ultra ""
- // ===============
- // '--- Input ---'
- // ===============
- // ----------------
- // '-- Keyboard --'
- // ----------------
- // Keyboard adjustments
- //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
- //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
- //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
- // -------------
- // '-- Mouse --'
- // -------------
- // Mouse movement and aiming
- //m_pitch 0.022 // Pitch factor
- //m_yaw 0.022 // Yaw factor
- sensitivity 3 // Mouse sensitivity
- m_limitedcapture_workaround 1 // Workaround for mouse capture issues
- m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
- //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
- m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
- //m_mouseaccel1 0 // ^ (-noforcemaccel)
- //m_mouseaccel2 0 // ^ (-noforcemaccel)
- m_rawinput 1 // Use raw input from mouse
- m_customaccel 0 // custom mouse acceleration
- // 0 - no custom acceleration
- // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
- // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
- // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
- //m_customaccel_scale 0.04 // ^
- //m_customaccel_max 0 // ^
- //m_customaccel_exponent 1 // ^
- zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped
- cl_idealpitchscale 1.3 // When changing pitch, use this rate
- // ------------------------
- // '-- Steam Controller --'
- // ------------------------
- // Controls Steam Controller/Steam Input
- //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
- //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
- //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
- //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
- //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
- //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
- //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
- //sc_show_binding_panel // Launch Steam Controller binding UI
- //sc_status // Show Steam Controller status
- // -------------------
- // '-- Bumper Cars --'
- // -------------------
- // Input during bumper cars
- //tf_halloween_kart_pitch 10 // Pitch value for the camera
- //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
- //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow
- echo " "
- echo " "
- echo " "
- echo " "
- echo " *************************** "
- echo " *************************** "
- echo " ** mastercomfig 6.7.0 loaded ** "
- echo " ** April 27 2018 ** "
- echo " *************************** "
- echo " *************************** "
- echo " "
- echo " "
- echo " "
- echo " "
- mem_compact // Slightly organize memory on startup
- con_filter_text_out "particle" // filter out unknown particle errors
- alias game_override "cheap_water_override; detail_props_override" // Set game override alias
- // ---------------------------------
- // '-- User-Overrideable Aliases --'
- // ---------------------------------
- alias class_config_scout "exec scout_c"
- alias class_config_soldier "exec soldier_c"
- alias class_config_pyro "exec pyro_c"
- alias class_config_demoman "exec demoman_c"
- alias class_config_heavyweapons "exec heavyweapons_c"
- alias class_config_engineer "exec engineer_c"
- alias class_config_medic "exec medic_c"
- alias class_config_sniper "exec sniper_c"
- alias class_config_spy "exec spy_c"
- alias game_overrides_c "exec game_overrides_c"
- alias listenserver_c "exec listenserver_c"
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