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- // ~~~~ mastercomfig TF2 config ~~~~
- // Version: 4.4.8 | October 11 2017
- // ----------------------------------
- // You can find preset info at the bottom of the
- // file for things like maximum performance, high
- // quality and more!
- // Launch Options:
- // -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -snoforceformat -swapcores
- //
- // -novid : disables Valve startup logo
- // -nojoy : stops Joystick system from starting up
- // -nosteamcontroller : disable Steam controller system
- // -noff : disables rumble system
- // -nohltv : disables SourceTV
- // -softparticlesdefaultoff : disable depth blending for particles and sprites, more FPS
- // -reuse : allow network sockets to be reused when busy (sets SO_REUSEADDR), better network performance
- // -primarysound : always use a direct hardware sound buffer
- // -snoforceformat : do not set the hardware sound format
- // -swapcores : sets the material system thread to use the 2nd thread and server thread to use the 1st
- // Extra Launch Options:
- // -threads X : how many worker threads are allowed, set X to CPU logical core count minus two if you have 6 or more cores
- // -noforcemaccel -noforcemparms -noforcemspd : uses Windows mouse settings, does not work with raw input
- // -console : displays console on startup
- // -high : runs TF2 with High priority, which runs tasks ASAP, but not before OS level tasks, more FPS and
- // responsiveness depending on your CPU
- // -limitvsconst : limits the hardware vertex shader constants to 256, FPS boost on weak GPUs
- // -nouserclip : uses software fast clipping instead of hardware user clip planes, FPS depends on your driver
- // -r_emulate_gl : emulates OpenGL, FPS boost on certain cards/drivers for Windows, probably NVidia cards
- // -NoQueuedPacketThread : disable the net queued packet thread, use with net_queued_packet_thread 0
- // Niche Launch Options:
- // -nosrgb : disables SRGB (limits variety of colors), brighter lighting, flatter colors, FPS boost
- // -nops2b : uses pixel shaders 2.0 instead of 2.0b, more frames on really old/bad GPUs
- // -nostartupsound : disable game music on main menu
- // -nosound : disables sound, no performance boost unless your drivers are slow
- // -mat_softwaretl : forces software vertex processing, might be good for bad GPUs, will decrease FPS
- // otherwise
- // -small : allow for resolutions smaller than 640x480
- // -nogammaramp : override in-game gamma with your desktop settings, useful if you have an .icc
- // calibration profile
- // Experimental Launch Options:
- // None at this time.
- // '--- Init ---'
- mat_dxlevel 95 // Set custom dxlevel presets and then override
- // '--- Network ---'
- cl_cmdrate 66 // Send to server at this many times per second
- cl_updaterate 66 // Get from server at this many times per seconds
- cl_interp_ratio 1 // Reduce entity interpolation times to minimum
- //cl_interp_ratio 2 // Fix lag when experiencing packet loss, 3 or 4 for lots of packet loss
- net_queued_packet_thread 1 // Work around bad Windows networking
- //net_queued_packet_thread 0 // Send packets without a delay at the end of each frame (slightly more CPU load).
- // Use with -NoQueuedPacketThread
- cl_interp 0 // Use cl_interp_ratio for a more accurate value
- //net_compresspackets 1 // Compress packets to prevent split packets
- net_compresspackets 0 // Remove CPU load from network packet compression
- net_compresspackets_minsize 1260 // Only compress packets if we would send a splitpacket
- rate 170016 // High rate to reduce choke and scale to packet rate
- // Might want to lower rate if you have <1.4Mbps stable upload
- net_maxcleartime 0.015 // Balance between reducing network delay and choke
- //net_maxcleartime 0.001 // Minimum network delay
- //net_maxcleartime 5 // Use rate to control packet delay
- net_maxpacketdrop 5000 // Use default packet drop threshold
- net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
- //net_splitrate 2 // Split 2 packets per frame, reduces choke
- //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
- net_splitpacket_maxrate 170016 // Scale splitpacket to rate
- // Might want to lower rate if you have <1.4Mbps stable upload
- net_maxfilesize 64 // Max out file upload size for extra content
- cl_timeout 70 // Wait the maximum time before automatically timing out on client
- cl_pred_optimize 2 // Skip repredicting if we do not need to do it
- cl_smooth 1 // Smooth out prediction errors
- cl_smoothtime 0.1 // Smooth out view for 0.1 seconds
- // '--- Rendering ---'
- // '-- Threading --'
- // These settings will take advantage of your CPU cores
- cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
- // renderables
- //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with 1 core
- r_threaded_renderables 1 // Asynchronously set up bones on animated entities
- //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
- r_threaded_particles 1 // Process particle systems in parallel
- //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
- 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 cores
- mat_queue_mode 2 // Force multithreaded mode for the material system queue
- //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with 1 core
- studio_queue_mode 1 // Use queue calls for studio renders
- //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
- //host_thread_mode 0 // Use the default behavior, since threaded is broken on local servers
- host_thread_mode 1 // Use the threaded frame behavior
- // '-- 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
- // Beneficial when decal count is above 256 or you have 4 or more CPU cores
- r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
- // effects in time for the frame render
- //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
- //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
- // '-- 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
- lod_TransitionDist -1 // Do not fade in map objects for maximum performance
- //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
- // 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 least pop in
- r_lod -1 // Use r_rootlod to properly fade through LODs.
- //r_lod 63 // Use the lowest LOD possible all the time (will override r_rootlod)
- //r_lod 0 // Always use the highest LOD possible
- mat_max_worldmesh_vertices 65536 // Use all mesh vertices
- //mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
- // '-- Lighting --'
- r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
- //r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
- r_ambientmin 0.6 // 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 1.1 // Reject 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_fancy_blending 1 // Disable fancy blending
- //mat_disable_fancy_blending 0 // Enable fancy blending
- mat_disable_lightwarp 1 // Disable light warps
- //mat_disable_lightwarp 0 // Enable light warps
- // '-- Shadows --'
- 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_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_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
- //r_flashlightdepthtexture 1 // Even prettier shadows
- r_flashlightrender 0 // Disable flashlights
- //r_flashlightrender 1 // Enable flashlights
- 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
- nb_shadow_dist 200 // Do not render shadows from far away (NextBot system)
- //nb_shadow_dist 0 // Disable shadow distance
- r_shadowmaxrendered 17 // Do not render more shadows than needed
- //r_shadowmaxrendered 11 // for 6s
- //r_shadowmaxrendered 32 // Render all shadows
- // '-- 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
- //glow_outline_effect_enable 1 // Enable ally and objective x-ray effect
- glow_outline_effect_enable 0 // Disable to save frames
- pyro_dof 0 // Skip a SSAO depth pass for pyrovision
- pyro_vignette 0 // Disable vignette for pyrovision
- // '-- Water --'
- //r_cheapwaterstart 400 // The distance at which transitionary cheap water starts, less reflective water
- 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_waterforceexpensive 0 // Do not force expensive water
- //r_waterforceexpensive 1 /// Force higher quality water
- r_WaterDrawReflection 0 // Water reflections disabled for more performance
- //r_WaterDrawReflection 1 // Enable water reflections
- r_waterforcereflectentities 0 // Do not forcing 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 1 // Draw half of the leaf for water to optimize culls
- // '-- Particles --'
- cl_particle_batch_mode 1 // Use default particle batch mode due to buggy tracers on mode 2
- //cl_particle_batch_mode 2 // Batch particles with optimized mode
- 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 which is lighter
- //cl_new_impact_effects 1 // Use the new particle system which is heavier
- 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
- // '-- Post Processing --'
- mat_postprocessing_combine 1 // Combine post processing effects
- 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
- //r_bloomtintexponent 2.2 // Intensity of bloom effect
- //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
- building_cubemaps 1 // Disables various post processing effects
- //building_cubemaps 0 // Allow for post processing effects
- mat_colorcorrection 0 // Disable color correction
- //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
- // '-- Motion Blur --'
- // These settings will adjust the blurring effect from rotation and movement
- mat_motion_blur_enabled 0 // Disable motion blur
- //mat_motion_blur_forward_enabled 0 // Disable forward motion blur
- //mat_motion_blur_strength 1 // Adjust overall blur strength
- //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
- // '-- Antialiasing --'
- // These settings will adjust the smoothing of jagged edges
- mat_antialias 0 // Do not do antialiasing (commented due to HUD and overlay glitches, set it once and then comment it out)
- mat_aaquality 0 // Disable CSAA
- mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
- mat_software_aa_strength 0 // Do not do software AA
- mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
- mat_trilinear 1 // Use trilinear as it improves texture filtering for little
- mat_forceaniso 0 // Disable higher levels of anisotropic filtering
- // '-- 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
- //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
- r_eyes 0 // Disable eyes
- //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
- //cl_SetupAllBones 1 // Set up animation components that were mistakedly skipped
- 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 fast CPUs and slow GPUs
- blink_duration 0.2 // Duration of an eye blink. Do not set to 0. Does not affect performance.
- r_eyemove 1 // Control if character eyes should move, does not really affect performance
- tf_clientsideeye_lookats 0 // Control if character eyes should look at you, does not really affect
- // performance
- // '-- Decals --'
- 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 0 // Do not batch decals with low max decal count
- //r_drawbatchdecals 1 // Batch decals with decal count >18
- 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
- r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
- //r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
- // without decal rendering elsewhere.
- 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 // Alow 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
- r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
- //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
- r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
- //r_renderoverlayfragment 0 // Disable overlays, small performance increase
- r_maxmodeldecal 9 // Optimize maximum model decal count
- 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
- // '-- Gibs --'
- cl_burninggibs 0 // Disable burning gibs, 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 0 // Disables gibs and prop breaking
- violence_hgibs 1 // Disabling any of these CVars enables silly gibs, which result in lower performance
- violence_agibs 1 // ^
- violence_hblood 1 // ^
- violence_ablood 1 // ^
- // '-- Props --'
- 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 900 // Do not spawn props until we can see them
- //cl_phys_props_respawndist 3500 // Respawn physics props at 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 100 // 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_detaildist 0 // No detail props
- cl_detailfade 0 // Do not fade in detail props
- //cl_detailfade 900 // Set to cl_detaildist to always be fading
- //cl_detailfade 400 // Fade in detail props to reduce pop in
- 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 63 // Force lowest LOD (lowest quality)
- r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
- // '-- Ragdolls --'
- cl_ragdoll_collide 0 // Disable ragdoll collisions
- cl_ragdoll_fade_time 0 // 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)
- g_ragdoll_lvfadespeed 10000 // The rate of ragdoll fading in low violence mode (higher is faster fading)
- ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
- // '-- General --'
- mat_reducefillrate 1 // Simplify material shading
- //mat_reducefillrate 0 // Increase shading quality
- //mat_bumpmap 1 // Enable bumpmaps
- mat_bumpmap 0 // Disable bumpmap materials
- //mat_specular 1 // Enable specular
- mat_specular 0 // Disable specular materials
- 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 // Do visibility testing for glows, halos and pretty lights
- //r_dopixelvisibility 0 // Do not do CPU intensive pixelvis
- 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 0 // Always disable jigglebones
- 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
- // '-- Ropes --'
- r_ropetranslucent 0 // Simulate ropes
- rope_rendersolid 0 // Render solid part of ropes
- rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
- rope_solid_minwidth 0 // ^
- rope_smooth 0 // Skip a long smoothing operation for ropes
- rope_subdiv 0 // Skip heavy loops for rope subdivisions
- rope_collide 0 // Skip CPU heavy world collisions for ropes
- rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
- rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
- // '-- Optimization --'
- // These settings will optimize TF2 without having any effects to the user
- fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because some systems in
- // Source assume an FPS limit of 300
- 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 0 // Modern GPUs (hardware feature level d3d10) do not need the help
- //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
- disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
- r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
- //r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
- 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
- r_occludermincount 1 // Force using at least 1 occluder for performance balance between open scenes and
- // cluttered ones
- //r_occludermincount 0 // Do not force using any occluders
- r_lightcache_zbuffercache 1 // Load z cache data with the map
- r_drawopaquestaticpropslast 1 // Ensure that the modern and currently preferred rendering method is used
- mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
- //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs
- 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 optimized fog rendering
- r_pixelfog 1 // Use a pixel shader for fog if possible
- mat_bufferprimitives 1 // Buffer primitives
- mat_compressedtextures 1 // Allow for compressed textures
- mat_filterlightmaps 1 // Filter lightmaps
- mat_filtertextures 1 // Filter textures
- mat_mipmaptextures 1 // Mipmap textures
- mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
- r_occlusion 1 // Use CPU to have the GPU skip rendering things you cannot see
- //r_occlusion 0 // Use less CPU at the cost of more GPU usage
- mat_levelflush 0 // Do not flush temp mem at the beginning of a level
- // '-- OpenGL --'
- gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
- gl_batch_tex_creates 1 // Batch texture creation and removal to reduce calls
- gl_batch_tex_destroys 1 // ^
- gl_minimize_rt_tex 1 // Minimize rectangle textures
- gl_mtglflush_at_tof 1 // Makes frames output smoother, at 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
- // '--- HUD ---'
- // '-- General --'
- 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_autoreloadscript 1 // Autoreload
- //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
- //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)
- //hud_classautokill 0 // No suicide on class change
- //tf_halloween_bonus_ducks_cooldown 20 // 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 3 // Numbers of beeps when an alert pops up on an engie building
- //tf_hud_show_servertimelimit 1 // Show server map time
- //tf_hud_target_id_alpha 120 // Transparency of target ID
- //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
- //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
- // '-- Chat --'
- //hud_saytext_time 10 // How long in seconds chat messages stay on screen
- //cl_showtextmsg 1 // Enable chat
- //cl_showtextmsg 0 // Disable chat
- //cl_chatfilters 63 // Chat Filter - enable parts of chat:
- // 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_mute_all_comms 0 // Disable voice for muted players
- //cl_mute_all_comms 1 // Disable text and voice for muted players
- //hud_deathnotice_time 5 // How long in seconds a killfeed item stays on screen
- // '-- Backpack --'
- tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
- tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
- //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
- // '-- 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_observercrosshair 0 // Disable crosshair in spectator
- //crosshair 0 // Disable crosshair
- // '-- Killstreaks --'
- //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 1 // Killstreak font size (0 to 2)
- //cl_hud_killstreak_display_time 3 // Killstreak display time in seconds
- //cl_hud_killstreak_display_time 0 // Disable killstreak banner
- // '-- Notifications --'
- //cl_notifications_max_num_visible 1 // Reduce notification clutter
- //cl_notifications_move_time 0.1 // Make notification transition shorter
- //cl_notifications_show_ingame 0 // Do not show notifications in game
- //con_drawnotify 0 // Disable drawing notification area
- //cl_vote_ui_active_after_voting 1 // Keep the vote UI up after voting
- //cl_vote_ui_show_notification 0 // Hide vote UI notifications
- //tf_hud_notification_duration 2 // How long notifications should display
- // '-- Contracts --'
- //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_turn_in_confirm_opt_out 1 // Do not show bonus points missing warning for contracts
- //tf_quest_notification_line_delay 1 // Voice line delay after contract
- // '-- Achievements --'
- //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 --'
- // 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_showblocking 1 // Show blocking disk operations on FPS panel
- //cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
- // '- Netgraph -'
- //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
- // '-- Tutorial --'
- tf_comp_welcome_hide_forever 1
- tf_casual_welcome_hide_forever 1
- //cl_ask_favorite_opt_out 1
- //cl_ask_blacklist_opt_out 1
- //replay_quitmsg_dontaskagain 1
- //cl_ask_bigpicture_controller_opt_out 1
- //tf_explanations_store 1
- //tf_explanations_discardpanel 1
- //tf_explanations_backpackpanel 1
- //tf_explanations_charinfopanel 1
- //tf_explanations_craftingpanel 1
- //tf_explanations_charinfo_armory_panel 1
- //tf_training_has_prompted_for_forums 1
- //tf_training_has_prompted_for_loadout 1
- //tf_training_has_prompted_for_options 1
- //tf_training_has_prompted_for_training 1
- //tf_training_has_prompted_for_offline_practice 1
- //cl_showhelp 0
- //tf_taunt_always_show_hint 0
- //sb_dontshow_maxplayer_warning 1
- //tf_coach_request_nevershowagain 1
- //tf_show_maps_details_explanation_count 0
- //tf_show_taunt_explanation_in_class_loadout 0
- //tf_show_preset_explanation_in_class_loadout 0
- //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
- // '-- Console --'
- con_nprint_bgalpha 100 // Console translucency (0 to 255)
- //con_nprint_bgalpha 255 // Disable transparency for lowend computers
- con_nprint_bgborder 1 // Console border
- //con_nprint_bgborder 0 // Disable border on lowend computers
- // '--- View --'
- 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
- //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
- // '--- Misc ---'
- bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
- // '--- Memory ---'
- lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
- // '--- Filesystem ---'
- // '-- Sizes --'
- filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
- filesystem_max_stdio_read 256 // Read up to our buffer (256KB)
- // '-- General --'
- filesystem_native 1 // Use native filesystem calls if available
- filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate
- // '-- Async --'
- 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_touchalldata 0 // Ensure async loading
- mod_forcedata 0 // Ensure async loading
- mod_forcetouchdata 1 // Enable aggressive caching/preloading
- // '--- Sound ---'
- // '-- Hitsounds --'
- //tf_dingalingaling_lasthit 1 // Play killsounds
- //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
- //tf_dingaling_lasthit_pitchmindmg 65 // 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 127 // Pitch for hitsound on >=150 damage
- //tf_dingaling_pitchmindmg 65 // 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 --'
- snd_async_fullyasync 1 // Play sounds independently of main engine work
- snd_async_minsize 0 // Do not wait for audio file loading for SSDs
- //snd_async_minsize 65536 // Wait until 64K of audio has been loaded for HDDs
- //snd_async_minsize 262144 // Wait longer for CPUs with less than 4 cores
- snd_mix_async 1 // Use another thread to mix sounds
- //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
- phonemedelay 0 // Do not delay phonemes with an async sound system
- //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
- // '-- General --'
- //volume 1 // Set the master volume
- //snd_musicvolume 1 // Set music volume
- snd_delay_sound_shift 0 // Do not delay sounds
- //snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds. No performance benefit.
- //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs. No performance benefit.
- snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
- //snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
- //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
- // '-- Quality --'
- snd_pitchquality 1 // Use interpolated mixer for sound, noticeable sound quality increase
- //snd_pitchquality 0 // Use linear mixer for sound, little performance benefit
- 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
- snd_legacy_surround 0 // Disable surround sound effect
- //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
- // '-- Spatialization --'
- dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
- //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
- // systems
- dsp_slow_cpu 0 // Use enhanced positional effects
- //dsp_slow_cpu 1 // Disable initialization of 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. Big performance hit
- dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
- //dsp_facingaway 0 // Disable the facing away DSP effect
- dsp_speaker 50 // Administrator effect
- //dsp_speaker 0 // Disable administrator effect
- dsp_water 14 // Water muffling effect
- //dsp_water 0 // Disable water muffling effect
- dsp_spatial 40 // Spatial effect for positional audio
- //dsp_spatial 0 // Disable spatial effect
- dsp_db_mixdrop 0.6 // Use enhanced volume scaling
- dsp_db_min 80 // ^
- dsp_mix_min 0.24 // ^
- dsp_mix_max 0.78 // ^
- //dsp_db_mixdrop 1 // Disable volume scaling
- //dsp_db_min 0 // ^
- //dsp_mix_min 0 // ^
- //dsp_mix_max 0 // ^
- // '-- Optimization --'
- snd_cull_duplicates 0 // Do not try to find duplicate playing sounds, it is a lot of work on the CPU
- voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
- voice_buffer_ms 100 // 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 to the next frame
- phonemefilter 0.01 // Do not box filter phonemes
- phonemesnap 0 // Do not crossfade a second phoneme on any LOD
- // '--- Input ---'
- in_usekeyboardsampletime 1 // Determine key time from smoothed frametime
- // '-- Mouse --'
- //m_pitch 0.022 // Pitch factor
- //m_yaw 0.022 // Yaw factor
- //sensitivity 3 // Mouse sensitivity
- //m_filter 0 // Do not average mouse input over two frames
- //m_mousespeed 0 // Disable Windows mouse acceleration
- //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 accelartion = 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 0.793471 // Use same sensitivity as when unscoped
- cl_idealpitchscale 1.3 // When changing pitch, use this rate
- echo " *************************** "
- echo " *************************** "
- echo " ** mastercomfig 4.4.8 loaded ** "
- echo " *************************** "
- echo " *************************** "
- // '--- Presets ---'
- // Presets are overrides that set alternative values for easy customization.
- // You can uncomment (remove the // before exec) to make a preset default and applied on load.
- // Or, you can run "exec presetname" (without the quotes) to customize the config in-game.
- // It's recommended to use "exec" in console on the main menu, as changing settings while in a match
- // may cause stability and performance issues.
- // You should only be using one preset at a time, except for igpu and custom. Those two can be used
- // with any other preset. You technically can use multiple presets but it wouldn't make a lot of sense,
- // as they have conflicting goals, like maxquality and maxperformance together won't really change much.
- //exec maxquality // Maximum quality preset - Maximum quality without caring about FPS too much
- // Rename dxsupport_override.cfg in the mastercomfig folder to dxsupport_override0.cfg
- exec comp // Competitive performance preset - Max FPS without visibility issues or bugs
- //exec compquality // Competitive quality preset - Maximizes advantage through enabling visual effects
- //exec maxperformance // Maximum performance preset - Max FPS without caring about visibility or possible bugs
- // Rename dxsupport_override.cfg in the mastercomfig folder to dxsupport_override0.cfg
- // Then rename dxsupport_override_maxfps.cfg to dxsupport_override.cfg
- //exec igpu // iGPU preset - Optimizations for Intel integrated graphics chips or weak/old GPUs
- // maxperformance or comp preset recommended
- //exec custom // Personal extra preset - For changing values in config without update pains
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