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  1. // ~~~~ mastercomfig TF2 config ~~~~
  2. // Version: 4.4.8 | October 11 2017
  3. // ----------------------------------
  4. // You can find preset info at the bottom of the
  5. // file for things like maximum performance, high
  6. // quality and more!
  7.  
  8. // Launch Options:
  9. // -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -snoforceformat -swapcores
  10. //
  11. // -novid : disables Valve startup logo
  12. // -nojoy : stops Joystick system from starting up
  13. // -nosteamcontroller : disable Steam controller system
  14. // -noff : disables rumble system
  15. // -nohltv : disables SourceTV
  16. // -softparticlesdefaultoff : disable depth blending for particles and sprites, more FPS
  17. // -reuse : allow network sockets to be reused when busy (sets SO_REUSEADDR), better network performance
  18. // -primarysound : always use a direct hardware sound buffer
  19. // -snoforceformat : do not set the hardware sound format
  20. // -swapcores : sets the material system thread to use the 2nd thread and server thread to use the 1st
  21.  
  22. // Extra Launch Options:
  23. // -threads X : how many worker threads are allowed, set X to CPU logical core count minus two if you have 6 or more cores
  24. // -noforcemaccel -noforcemparms -noforcemspd : uses Windows mouse settings, does not work with raw input
  25. // -console : displays console on startup
  26. // -high : runs TF2 with High priority, which runs tasks ASAP, but not before OS level tasks, more FPS and
  27. // responsiveness depending on your CPU
  28. // -limitvsconst : limits the hardware vertex shader constants to 256, FPS boost on weak GPUs
  29. // -nouserclip : uses software fast clipping instead of hardware user clip planes, FPS depends on your driver
  30. // -r_emulate_gl : emulates OpenGL, FPS boost on certain cards/drivers for Windows, probably NVidia cards
  31. // -NoQueuedPacketThread : disable the net queued packet thread, use with net_queued_packet_thread 0
  32.  
  33. // Niche Launch Options:
  34. // -nosrgb : disables SRGB (limits variety of colors), brighter lighting, flatter colors, FPS boost
  35. // -nops2b : uses pixel shaders 2.0 instead of 2.0b, more frames on really old/bad GPUs
  36. // -nostartupsound : disable game music on main menu
  37. // -nosound : disables sound, no performance boost unless your drivers are slow
  38. // -mat_softwaretl : forces software vertex processing, might be good for bad GPUs, will decrease FPS
  39. // otherwise
  40. // -small : allow for resolutions smaller than 640x480
  41. // -nogammaramp : override in-game gamma with your desktop settings, useful if you have an .icc
  42. // calibration profile
  43.  
  44. // Experimental Launch Options:
  45. // None at this time.
  46.  
  47. // '--- Init ---'
  48. mat_dxlevel 95 // Set custom dxlevel presets and then override
  49.  
  50. // '--- Network ---'
  51. cl_cmdrate 66 // Send to server at this many times per second
  52. cl_updaterate 66 // Get from server at this many times per seconds
  53. cl_interp_ratio 1 // Reduce entity interpolation times to minimum
  54. //cl_interp_ratio 2 // Fix lag when experiencing packet loss, 3 or 4 for lots of packet loss
  55. net_queued_packet_thread 1 // Work around bad Windows networking
  56. //net_queued_packet_thread 0 // Send packets without a delay at the end of each frame (slightly more CPU load).
  57. // Use with -NoQueuedPacketThread
  58. cl_interp 0 // Use cl_interp_ratio for a more accurate value
  59. //net_compresspackets 1 // Compress packets to prevent split packets
  60. net_compresspackets 0 // Remove CPU load from network packet compression
  61. net_compresspackets_minsize 1260 // Only compress packets if we would send a splitpacket
  62. rate 170016 // High rate to reduce choke and scale to packet rate
  63. // Might want to lower rate if you have <1.4Mbps stable upload
  64. net_maxcleartime 0.015 // Balance between reducing network delay and choke
  65. //net_maxcleartime 0.001 // Minimum network delay
  66. //net_maxcleartime 5 // Use rate to control packet delay
  67. net_maxpacketdrop 5000 // Use default packet drop threshold
  68. net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  69. //net_splitrate 2 // Split 2 packets per frame, reduces choke
  70. //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
  71. net_splitpacket_maxrate 170016 // Scale splitpacket to rate
  72. // Might want to lower rate if you have <1.4Mbps stable upload
  73. net_maxfilesize 64 // Max out file upload size for extra content
  74. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  75. cl_pred_optimize 2 // Skip repredicting if we do not need to do it
  76. cl_smooth 1 // Smooth out prediction errors
  77. cl_smoothtime 0.1 // Smooth out view for 0.1 seconds
  78.  
  79. // '--- Rendering ---'
  80. // '-- Threading --'
  81. // These settings will take advantage of your CPU cores
  82.  
  83. cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  84. // renderables
  85. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with 1 core
  86. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  87. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  88. r_threaded_particles 1 // Process particle systems in parallel
  89. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  90. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  91. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  92. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  93. //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with 1 core
  94. studio_queue_mode 1 // Use queue calls for studio renders
  95. //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
  96. //host_thread_mode 0 // Use the default behavior, since threaded is broken on local servers
  97. host_thread_mode 1 // Use the threaded frame behavior
  98.  
  99. // '-- Material System Queue --'
  100. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  101.  
  102. r_queued_decals 0 // Disabled by default due to crashes
  103. //r_queued_decals 1 // Offload decal draws to the material system
  104. // Beneficial when decal count is above 256 or you have 4 or more CPU cores
  105. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  106. // effects in time for the frame render
  107. //r_queued_post_processing 1 // Offloads post processing to the material system
  108. // Performance improvement if your driver/GPU works with it
  109. r_queued_ropes 1 // Queue some rope rendering using the material system
  110. //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
  111.  
  112. // '-- LOD --'
  113. // Controls the quality of objects based on distance
  114.  
  115. r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  116. // believe. Set to 1 for the best balance between model quality and performance.
  117. //r_rootlod 2 // Maximum performance for models
  118. //r_rootlod 0 // Maximum quality for models
  119. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  120. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
  121. // performance
  122. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  123. // still increasing performance
  124. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  125. // performance but least pop in
  126. r_lod -1 // Use r_rootlod to properly fade through LODs.
  127. //r_lod 63 // Use the lowest LOD possible all the time (will override r_rootlod)
  128. //r_lod 0 // Always use the highest LOD possible
  129. mat_max_worldmesh_vertices 65536 // Use all mesh vertices
  130. //mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  131.  
  132. // '-- Lighting --'
  133. r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  134. //r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  135. r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  136. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  137. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  138. //r_ambientmin 1.1 // Ambient boost every time
  139. r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  140. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  141. mat_phong 1 // Use a phong shader for shading/reflection
  142. //mat_phong 0 // Disable phong for flatter shading
  143. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  144. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  145. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  146. //r_dynamic 1 // Enable dynamic lighting
  147. r_maxdlights 0 // Do not allow any dynamic lights
  148. //r_maxdlights 9 // Reduce maximum dynamic lights
  149. //r_maxdlights 32 // Use the maximum number of dynamic lights
  150. r_worldlightmin 0.004 // Do not render insignificant world lighting
  151. //r_worldlightmin 1.1 // Reject all world lighting
  152. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  153. r_worldlights 0 // Disable world lights
  154. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  155. //r_worldlights 4 // Use the maximum amount of world lights
  156. mat_disable_fancy_blending 1 // Disable fancy blending
  157. //mat_disable_fancy_blending 0 // Enable fancy blending
  158. mat_disable_lightwarp 1 // Disable light warps
  159. //mat_disable_lightwarp 0 // Enable light warps
  160.  
  161. // '-- Shadows --'
  162. r_shadows 0 // Disable shadows for a big FPS increase
  163. //r_shadows 1 // Enable shadows
  164. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  165. //r_shadowrendertotexture 1 // Prettier shadows
  166. //cl_blobbyshadows 1 // Render a blob for shadows
  167. cl_blobbyshadows 0 // Get sharper model shape based shadows
  168. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  169. // on
  170. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  171. // higher quality
  172. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  173. //r_flashlightdepthtexture 1 // Even prettier shadows
  174. r_flashlightrender 0 // Disable flashlights
  175. //r_flashlightrender 1 // Enable flashlights
  176. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  177. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  178. nb_shadow_dist 200 // Do not render shadows from far away (NextBot system)
  179. //nb_shadow_dist 0 // Disable shadow distance
  180. r_shadowmaxrendered 17 // Do not render more shadows than needed
  181. //r_shadowmaxrendered 11 // for 6s
  182. //r_shadowmaxrendered 32 // Render all shadows
  183.  
  184. // '-- Effects --'
  185. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  186. //cl_ejectbrass 1 // Enable shell ejection
  187. muzzleflash_light 0 // Disable muzzle flash lights
  188. //muzzleflash_light 1 // Enable muzzle flash lights
  189. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  190. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  191. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  192. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  193. r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  194. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  195. cl_show_splashes 1 // Enable water splashes
  196. //cl_show_splashes 0 // Disable water splashes
  197. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  198. // and some other effects
  199. //glow_outline_effect_enable 1 // Enable ally and objective x-ray effect
  200. glow_outline_effect_enable 0 // Disable to save frames
  201. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  202. pyro_vignette 0 // Disable vignette for pyrovision
  203.  
  204. // '-- Water --'
  205. //r_cheapwaterstart 400 // The distance at which transitionary cheap water starts, less reflective water
  206. r_cheapwaterstart 0 // Use cheap water as much as possible
  207. //r_cheapwaterstart 3000 // Do not use cheap water
  208. //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  209. // it is solid
  210. r_cheapwaterend 0.1 // Use cheap water as much as possible
  211. //r_cheapwaterend 5000 // Do not use cheap water
  212. r_waterforceexpensive 0 // Do not force expensive water
  213. //r_waterforceexpensive 1 /// Force higher quality water
  214. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  215. //r_WaterDrawReflection 1 // Enable water reflections
  216. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  217. //r_waterforcereflectentities 1 // Enable entity water reflections
  218. //r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  219. r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  220. r_ForceWaterLeaf 1 // Draw half of the leaf for water to optimize culls
  221.  
  222. // '-- Particles --'
  223. cl_particle_batch_mode 1 // Use default particle batch mode due to buggy tracers on mode 2
  224. //cl_particle_batch_mode 2 // Batch particles with optimized mode
  225. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  226. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  227. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  228. // performance impact comes from creating particle systems
  229. //mat_reduceparticles 0 // Use the full number of particles
  230. cl_new_impact_effects 0 // Use the old particle system which is lighter
  231. //cl_new_impact_effects 1 // Use the new particle system which is heavier
  232. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  233. // distractions
  234. //r_drawflecks 1 // Draw flecks from impacts
  235. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  236.  
  237. // '-- Post Processing --'
  238. mat_postprocessing_combine 1 // Combine post processing effects
  239. mat_hdr_level 0 // LDR
  240. //mat_hdr_level 1 // LDR and bloom
  241. //mat_hdr_level 2 // HDR and bloom
  242. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  243. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  244. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  245. building_cubemaps 1 // Disables various post processing effects
  246. //building_cubemaps 0 // Allow for post processing effects
  247. mat_colorcorrection 0 // Disable color correction
  248. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  249. mat_colcorrection_disableentities 1 // Disable entity color correction
  250. //mat_colcorrection_disableentities 0 // Enable entity color correction
  251.  
  252. // '-- Motion Blur --'
  253. // These settings will adjust the blurring effect from rotation and movement
  254.  
  255. mat_motion_blur_enabled 0 // Disable motion blur
  256. //mat_motion_blur_forward_enabled 0 // Disable forward motion blur
  257. //mat_motion_blur_strength 1 // Adjust overall blur strength
  258. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  259.  
  260. // '-- Antialiasing --'
  261. // These settings will adjust the smoothing of jagged edges
  262.  
  263. mat_antialias 0 // Do not do antialiasing (commented due to HUD and overlay glitches, set it once and then comment it out)
  264. mat_aaquality 0 // Disable CSAA
  265. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  266. mat_software_aa_strength 0 // Do not do software AA
  267. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  268. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  269. mat_forceaniso 0 // Disable higher levels of anisotropic filtering
  270.  
  271. // '-- Characters --'
  272. // These settings will adjust the characters in the game
  273. //r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  274. r_flex 0 // Disable facial animations
  275. //flex_rules 1 // Enable facial animations
  276. flex_rules 0 // Disable facial animations
  277. //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  278. r_eyes 0 // Disable eyes
  279. //r_teeth 1 // Render teeth
  280. r_teeth 0 // Do not render teeth, small FPS boost
  281. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  282. //cl_SetupAllBones 1 // Set up animation components that were mistakedly skipped
  283. flex_smooth 0 // Do not smooth facial animations
  284. //flex_smooth 1 // Smooth facial animations
  285. mp_usehwmmodels -1 // Do not use or load high quality characters
  286. //mp_usehwmmodels 0 // Use high quality characters if supported
  287. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  288. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  289. r_glint_procedural 0 // Use the default eye glinting method
  290. //r_glint_procedural 1 // Use CPU eye glinting, for fast CPUs and slow GPUs
  291. blink_duration 0.2 // Duration of an eye blink. Do not set to 0. Does not affect performance.
  292. r_eyemove 1 // Control if character eyes should move, does not really affect performance
  293. tf_clientsideeye_lookats 0 // Control if character eyes should look at you, does not really affect
  294. // performance
  295.  
  296. // '-- Decals --'
  297. r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  298. //r_decals 0 // Disable decals
  299. //r_decals 96 // Optimized high decal count
  300. //r_decals 2048 // Maximum decal count
  301. mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  302. //mp_decals 0 // Disable decals
  303. //mp_decals 96 // Optimized high decal count
  304. //mp_decals 2048 // Maximum decal count
  305. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  306. //r_drawbatchdecals 1 // Batch decals with decal count >18
  307. r_spray_lifetime 2 // Keep sprays for 2 rounds
  308. //r_spray_lifetime 0 // Clear sprays immediately
  309. cl_playerspraydisable 0 // Enable player sprays
  310. //cl_playerspraydisable 1 // Disable player sprays
  311. r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  312. //r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  313. // without decal rendering elsewhere.
  314. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  315. //r_decal_cover_count 4 // Allow for more decals covering each other
  316. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  317. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  318. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  319. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  320. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  321. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  322. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  323. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  324. r_maxmodeldecal 9 // Optimize maximum model decal count
  325. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  326. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  327. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  328.  
  329. // '-- Gibs --'
  330. cl_burninggibs 0 // Disable burning gibs, performance impact
  331. //cl_burninggibs 1 // Enable burning gibs for realism
  332. props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  333. //props_break_max_pieces 0 // Disables gibs and prop breaking
  334. violence_hgibs 1 // Disabling any of these CVars enables silly gibs, which result in lower performance
  335. violence_agibs 1 // ^
  336. violence_hblood 1 // ^
  337. violence_ablood 1 // ^
  338.  
  339. // '-- Props --'
  340. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  341. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  342. cl_phys_props_enable 0 // Disable client side physics props
  343. //cl_phys_props_enable 1 // Enable client side physics props
  344. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  345. //cl_phys_props_max 300 // Allow all physics props
  346. cl_phys_props_respawndist 900 // Do not spawn props until we can see them
  347. //cl_phys_props_respawndist 3500 // Respawn physics props at a high distance
  348. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  349. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  350. r_propsmaxdist 100 // Maximum distance from where client side physics props are visible
  351. //r_propsmaxdist 3000 // Always render client side physics props
  352. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  353. //r_drawdetailprops 1 // Enable sprites, grass etc
  354. //r_drawdetailprops 2 // Draw detail props with wireframe
  355. cl_detaildist 900 // Draw detail props up to this distance
  356. //cl_detaildist 3000 // Always draw detail props
  357. //cl_detaildist 0 // No detail props
  358. cl_detailfade 0 // Do not fade in detail props
  359. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  360. //cl_detailfade 400 // Fade in detail props to reduce pop in
  361. r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  362. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  363. //r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  364. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  365.  
  366. // '-- Ragdolls --'
  367. cl_ragdoll_collide 0 // Disable ragdoll collisions
  368. cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
  369. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  370. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  371. //cl_ragdoll_forcefade 0 // Enable ragdolls
  372. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  373. // from
  374. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  375. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading)
  376. g_ragdoll_lvfadespeed 10000 // The rate of ragdoll fading in low violence mode (higher is faster fading)
  377. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  378.  
  379. // '-- General --'
  380. mat_reducefillrate 1 // Simplify material shading
  381. //mat_reducefillrate 0 // Increase shading quality
  382. //mat_bumpmap 1 // Enable bumpmaps
  383. mat_bumpmap 0 // Disable bumpmap materials
  384. //mat_specular 1 // Enable specular
  385. mat_specular 0 // Disable specular materials
  386. 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
  387. // useful for if your GPU struggles to render a lot of pixels
  388. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  389. r_3dsky 1 // Enable 3D sky
  390. //r_3dsky 0 // Disable 3D sky
  391. r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  392. //r_dopixelvisibility 0 // Do not do CPU intensive pixelvis
  393. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  394. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  395. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  396. cl_drawmonitors 0 // Do not draw monitors
  397. cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  398. //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  399. mat_picmip 1 // Use less memory in a 32-bit process
  400. //mat_picmip 2 // Use lowest quality textures
  401. //mat_picmip -1 // Use highest quality textures
  402.  
  403. // '-- Ropes --'
  404. r_ropetranslucent 0 // Simulate ropes
  405. rope_rendersolid 0 // Render solid part of ropes
  406. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  407. rope_solid_minwidth 0 // ^
  408. rope_smooth 0 // Skip a long smoothing operation for ropes
  409. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  410. rope_collide 0 // Skip CPU heavy world collisions for ropes
  411. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  412. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  413.  
  414. // '-- Optimization --'
  415. // These settings will optimize TF2 without having any effects to the user
  416.  
  417. fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because some systems in
  418. // Source assume an FPS limit of 300
  419. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because the focus detection
  420. // can be buggy on some systems or while streaming and may limit your FPS,
  421. // without you knowing
  422. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  423. r_fastzreject 0 // Modern GPUs (hardware feature level d3d10) do not need the help
  424. //r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU
  425. // quickly render the scene in a second pass, with the visible parts of the scene already
  426. // calculated
  427. r_entityclips 1 // Clip entities
  428. disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
  429. r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  430. //r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
  431. r_frustumcullworld 1 // Cull on world draw
  432. r_worldlistcache 1 // Cache some world rendering
  433. mat_clipz 1 // Clips what is drawn for a performance improvement
  434. r_occludermincount 1 // Force using at least 1 occluder for performance balance between open scenes and
  435. // cluttered ones
  436. //r_occludermincount 0 // Do not force using any occluders
  437. r_lightcache_zbuffercache 1 // Load z cache data with the map
  438. r_drawopaquestaticpropslast 1 // Ensure that the modern and currently preferred rendering method is used
  439. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  440. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs
  441. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  442. r_norefresh 1 // Do not store a useless and unused frame time variable
  443. fast_fogvolume 1 // Use optimized fog rendering
  444. r_pixelfog 1 // Use a pixel shader for fog if possible
  445. mat_bufferprimitives 1 // Buffer primitives
  446. mat_compressedtextures 1 // Allow for compressed textures
  447. mat_filterlightmaps 1 // Filter lightmaps
  448. mat_filtertextures 1 // Filter textures
  449. mat_mipmaptextures 1 // Mipmap textures
  450. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  451. r_occlusion 1 // Use CPU to have the GPU skip rendering things you cannot see
  452. //r_occlusion 0 // Use less CPU at the cost of more GPU usage
  453. mat_levelflush 0 // Do not flush temp mem at the beginning of a level
  454.  
  455. // '-- OpenGL --'
  456. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  457. gl_batch_tex_creates 1 // Batch texture creation and removal to reduce calls
  458. gl_batch_tex_destroys 1 // ^
  459. gl_minimize_rt_tex 1 // Minimize rectangle textures
  460. gl_mtglflush_at_tof 1 // Makes frames output smoother, at less FPS
  461. gl_debug_output 0 // Disable debug messages
  462. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  463. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  464. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  465.  
  466. // '--- HUD ---'
  467. // '-- General --'
  468. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  469. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  470. //cl_hud_minmode 1 // HUD min mode
  471. //hud_autoreloadscript 1 // Autoreload
  472. //hud_fastswitch 1 // Weapon switch behavior
  473. // 0 - PC Buckets
  474. // select weapons from the side of your screen, fire to confirm
  475. // 1 - PC Fast Switch
  476. // fast switch for PC buckets (no fire to confirm)
  477. // 2 - Buckets Plus:
  478. // fast switch
  479. // weapon selection window comes up at the middle of your screen
  480. // can select weapons without ammo (but not switch to them)
  481. // 3 - Carousel scroll:
  482. // fast switch
  483. // slot 1 = last weapon, slot 2 = next weapon,
  484. // slot 3 = swap weapon, slot 4 = previous weapon
  485. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  486. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  487. //tf_simple_disguise_menu 0 // Concise disguise menu
  488. //tf_colorblindassist 1 // Colorblind mode
  489. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  490. //hud_classautokill 0 // No suicide on class change
  491. //tf_halloween_bonus_ducks_cooldown 20 // Delay in seconds before BONUS DUCKS sound again
  492. //tf_healthicon_height_offset 10 // Offset of heath icon
  493. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  494. //tf_hud_num_building_alert_beeps 3 // Numbers of beeps when an alert pops up on an engie building
  495. //tf_hud_show_servertimelimit 1 // Show server map time
  496. //tf_hud_target_id_alpha 120 // Transparency of target ID
  497. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  498. //tf_hud_target_id_offset 0 // Vertical offset of target ID
  499. //tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  500.  
  501. // '-- Chat --'
  502. //hud_saytext_time 10 // How long in seconds chat messages stay on screen
  503. //cl_showtextmsg 1 // Enable chat
  504. //cl_showtextmsg 0 // Disable chat
  505. //cl_chatfilters 63 // Chat Filter - enable parts of chat:
  506. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  507. // achievements (32)
  508. // Add a combination of these numbers together to enable that combination
  509. // for example, name change (2) + team change (16) = 18
  510. // 0 for everything disabled
  511. //cl_mute_all_comms 0 // Disable voice for muted players
  512. //cl_mute_all_comms 1 // Disable text and voice for muted players
  513. //hud_deathnotice_time 5 // How long in seconds a killfeed item stays on screen
  514.  
  515. // '-- Backpack --'
  516. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  517. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  518. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  519.  
  520. // '-- Crosshair --'
  521. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  522. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  523. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  524. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  525. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  526. //cl_crosshair_scale 64 // Size of crosshair
  527. //cl_observercrosshair 0 // Disable crosshair in spectator
  528. //crosshair 0 // Disable crosshair
  529.  
  530. // '-- Killstreaks --'
  531. //cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  532. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  533. //cl_hud_killstreak_display_fontsize 1 // Killstreak font size (0 to 2)
  534. //cl_hud_killstreak_display_time 3 // Killstreak display time in seconds
  535. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  536.  
  537. // '-- Notifications --'
  538. //cl_notifications_max_num_visible 1 // Reduce notification clutter
  539. //cl_notifications_move_time 0.1 // Make notification transition shorter
  540. //cl_notifications_show_ingame 0 // Do not show notifications in game
  541. //con_drawnotify 0 // Disable drawing notification area
  542. //cl_vote_ui_active_after_voting 1 // Keep the vote UI up after voting
  543. //cl_vote_ui_show_notification 0 // Hide vote UI notifications
  544. //tf_hud_notification_duration 2 // How long notifications should display
  545.  
  546. // '-- Contracts --'
  547. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  548. // 0 - never
  549. // 1 - all
  550. // 2 - active only
  551. //tf_contract_progress_show 1 // During all matches, contract visibility:
  552. // 0 - never
  553. // 1 - all
  554. // 2 - active only
  555. //tf_quest_turn_in_confirm_opt_out 1 // Do not show bonus points missing warning for contracts
  556. //tf_quest_notification_line_delay 1 // Voice line delay after contract
  557.  
  558. // '-- Achievements --'
  559. //hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  560. //hud_achievement_tracker 2 // Achievements tracked at once
  561. //hud_achievement_count 4 // Max achievements shown on HUD
  562.  
  563. // '-- Info --'
  564. // Adding additional HUD elements decreases FPS by a small amount
  565.  
  566. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  567. //cl_showpos 1 // Current position, angle and velocity
  568. //cl_showbattery 1 // Battery meter
  569. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  570. //cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  571.  
  572. // '- Netgraph -'
  573. //net_graph 0 // netgraph display
  574. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  575. //net_graphpos 1 // the horizontal position of the netgraph
  576. // 0 = left, 1 = right, 2 = middle
  577. // anything else will set the x coordinate of the graph's left edge
  578. //net_graphheight 64 // height of the text part of the graph
  579. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  580. //net_scale 5 // the height of the graph portion
  581. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  582. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  583. //net_graphtext 1 // draw text fields
  584. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  585. //net_graphshowlatency 1 // show the latency part of the graph
  586. //net_graphshowinterp 1 // show the interpolation part of the graph
  587.  
  588. // '-- Tutorial --'
  589. tf_comp_welcome_hide_forever 1
  590. tf_casual_welcome_hide_forever 1
  591. //cl_ask_favorite_opt_out 1
  592. //cl_ask_blacklist_opt_out 1
  593. //replay_quitmsg_dontaskagain 1
  594. //cl_ask_bigpicture_controller_opt_out 1
  595. //tf_explanations_store 1
  596. //tf_explanations_discardpanel 1
  597. //tf_explanations_backpackpanel 1
  598. //tf_explanations_charinfopanel 1
  599. //tf_explanations_craftingpanel 1
  600. //tf_explanations_charinfo_armory_panel 1
  601. //tf_training_has_prompted_for_forums 1
  602. //tf_training_has_prompted_for_loadout 1
  603. //tf_training_has_prompted_for_options 1
  604. //tf_training_has_prompted_for_training 1
  605. //tf_training_has_prompted_for_offline_practice 1
  606. //cl_showhelp 0
  607. //tf_taunt_always_show_hint 0
  608. //sb_dontshow_maxplayer_warning 1
  609. //tf_coach_request_nevershowagain 1
  610. //tf_show_maps_details_explanation_count 0
  611. //tf_show_taunt_explanation_in_class_loadout 0
  612. //tf_show_preset_explanation_in_class_loadout 0
  613. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  614.  
  615. // '-- Console --'
  616. con_nprint_bgalpha 100 // Console translucency (0 to 255)
  617. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  618. con_nprint_bgborder 1 // Console border
  619. //con_nprint_bgborder 0 // Disable border on lowend computers
  620.  
  621. // '--- View --'
  622. fov_desired 90 // See more of the battlefield
  623. //fov_desired 75 // Render less for very lowend computers
  624. //r_drawviewmodel 1 // Draw weapon viewmodel model
  625. //r_drawviewmodel 0 // Hide weapon viewmodel
  626. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  627. //tf_use_min_viewmodels 0 // Use default viewmodel position
  628. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  629. //cl_first_person_uses_world_model 0 // Draw viewmodel
  630. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  631. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  632.  
  633. // '--- Misc ---'
  634. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  635.  
  636. // '--- Memory ---'
  637. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  638.  
  639. // '--- Filesystem ---'
  640. // '-- Sizes --'
  641. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  642. filesystem_max_stdio_read 256 // Read up to our buffer (256KB)
  643.  
  644. // '-- General --'
  645. filesystem_native 1 // Use native filesystem calls if available
  646. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate
  647.  
  648. // '-- Async --'
  649. mod_load_anims_async 1 // Enable async animation loading
  650. mod_load_mesh_async 1 // Enable async mesh loading
  651. mod_load_vcollide_async 1 // Enable async vcollide loading
  652. mod_touchalldata 0 // Ensure async loading
  653. mod_forcedata 0 // Ensure async loading
  654. mod_forcetouchdata 1 // Enable aggressive caching/preloading
  655.  
  656. // '--- Sound ---'
  657. // '-- Hitsounds --'
  658. //tf_dingalingaling_lasthit 1 // Play killsounds
  659. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  660. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  661. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  662. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  663. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  664. //tf_dingalingaling 1 // Play hitsounds
  665. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  666. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  667. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  668. //tf_dingaling_volume 0.7 // Hitsound volume
  669. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  670. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  671.  
  672. // '-- Threading --'
  673. snd_async_fullyasync 1 // Play sounds independently of main engine work
  674. snd_async_minsize 0 // Do not wait for audio file loading for SSDs
  675. //snd_async_minsize 65536 // Wait until 64K of audio has been loaded for HDDs
  676. //snd_async_minsize 262144 // Wait longer for CPUs with less than 4 cores
  677. snd_mix_async 1 // Use another thread to mix sounds
  678. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  679. phonemedelay 0 // Do not delay phonemes with an async sound system
  680. //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
  681.  
  682. // '-- General --'
  683. //volume 1 // Set the master volume
  684. //snd_musicvolume 1 // Set music volume
  685. snd_delay_sound_shift 0 // Do not delay sounds
  686. //snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds. No performance benefit.
  687. //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs. No performance benefit.
  688. snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  689. //snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  690. //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
  691.  
  692. // '-- Quality --'
  693. snd_pitchquality 1 // Use interpolated mixer for sound, noticeable sound quality increase
  694. //snd_pitchquality 0 // Use linear mixer for sound, little performance benefit
  695. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  696. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  697. snd_surround_speakers -1 // Autodetect speaker configuration from OS
  698. //snd_surround_speakers 0 // Force headphones
  699. //snd_surround_speakers 2 // Force mono/stereo
  700. //snd_surround_speakers 4 // Force quad
  701. //snd_surround_speakers 5 // Force 5.1
  702. //snd_surround_speakers 7 // Force 7.1
  703. snd_legacy_surround 0 // Disable surround sound effect
  704. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  705.  
  706. // '-- Spatialization --'
  707. dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  708. //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  709. // systems
  710.  
  711. dsp_slow_cpu 0 // Use enhanced positional effects
  712. //dsp_slow_cpu 1 // Disable initialization of spatialization
  713. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  714. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  715. // Pretty reasonable performance benefit, but delay in spatialization.
  716. //snd_spatialize_roundrobin 0 // Spatialize every frame
  717. dsp_room 0 // Disable automatic DSP
  718. //dsp_room 1 // Enable automatic DSP. Big performance hit
  719. dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  720. //dsp_facingaway 0 // Disable the facing away DSP effect
  721. dsp_speaker 50 // Administrator effect
  722. //dsp_speaker 0 // Disable administrator effect
  723. dsp_water 14 // Water muffling effect
  724. //dsp_water 0 // Disable water muffling effect
  725. dsp_spatial 40 // Spatial effect for positional audio
  726. //dsp_spatial 0 // Disable spatial effect
  727. dsp_db_mixdrop 0.6 // Use enhanced volume scaling
  728. dsp_db_min 80 // ^
  729. dsp_mix_min 0.24 // ^
  730. dsp_mix_max 0.78 // ^
  731. //dsp_db_mixdrop 1 // Disable volume scaling
  732. //dsp_db_min 0 // ^
  733. //dsp_mix_min 0 // ^
  734. //dsp_mix_max 0 // ^
  735.  
  736. // '-- Optimization --'
  737. snd_cull_duplicates 0 // Do not try to find duplicate playing sounds, it is a lot of work on the CPU
  738. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  739. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  740. snd_noextraupdate 1 // Do not update sound twice
  741. snd_defer_trace 1 // Defer DSP spatialization to the next frame
  742. phonemefilter 0.01 // Do not box filter phonemes
  743. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  744.  
  745. // '--- Input ---'
  746. in_usekeyboardsampletime 1 // Determine key time from smoothed frametime
  747. // '-- Mouse --'
  748. //m_pitch 0.022 // Pitch factor
  749. //m_yaw 0.022 // Yaw factor
  750. //sensitivity 3 // Mouse sensitivity
  751. //m_filter 0 // Do not average mouse input over two frames
  752. //m_mousespeed 0 // Disable Windows mouse acceleration
  753. //m_rawinput 1 // Use raw input from mouse
  754. //m_customaccel 0 // custom mouse acceleration
  755. // 0 - no custom acceleration
  756. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  757. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  758. // 3 - mouse accelartion = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  759. //m_customaccel_scale 0.04 // ^
  760. //m_customaccel_max 0 // ^
  761. //m_customaccel_exponent 1 // ^
  762. //zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped
  763. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  764.  
  765. echo " *************************** "
  766. echo " *************************** "
  767. echo " ** mastercomfig 4.4.8 loaded ** "
  768. echo " *************************** "
  769. echo " *************************** "
  770.  
  771. // '--- Presets ---'
  772. // Presets are overrides that set alternative values for easy customization.
  773. // You can uncomment (remove the // before exec) to make a preset default and applied on load.
  774. // Or, you can run "exec presetname" (without the quotes) to customize the config in-game.
  775. // It's recommended to use "exec" in console on the main menu, as changing settings while in a match
  776. // may cause stability and performance issues.
  777.  
  778. // You should only be using one preset at a time, except for igpu and custom. Those two can be used
  779. // with any other preset. You technically can use multiple presets but it wouldn't make a lot of sense,
  780. // as they have conflicting goals, like maxquality and maxperformance together won't really change much.
  781.  
  782. //exec maxquality // Maximum quality preset - Maximum quality without caring about FPS too much
  783. // Rename dxsupport_override.cfg in the mastercomfig folder to dxsupport_override0.cfg
  784. exec comp // Competitive performance preset - Max FPS without visibility issues or bugs
  785. //exec compquality // Competitive quality preset - Maximizes advantage through enabling visual effects
  786. //exec maxperformance // Maximum performance preset - Max FPS without caring about visibility or possible bugs
  787. // Rename dxsupport_override.cfg in the mastercomfig folder to dxsupport_override0.cfg
  788. // Then rename dxsupport_override_maxfps.cfg to dxsupport_override.cfg
  789. //exec igpu // iGPU preset - Optimizations for Intel integrated graphics chips or weak/old GPUs
  790. // maxperformance or comp preset recommended
  791. //exec custom // Personal extra preset - For changing values in config without update pains
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