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Apr 7th, 2019
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  1. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  2. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  3. // the minimum available.
  4. //cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  5. //cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events.
  6. //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  7. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  8. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  9. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  10. //rate 60000 // Max bytes/sec the host can receive data.
  11.  
  12. // Good connection
  13. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  14. //cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  15. //cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  16. //cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  17. //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  18. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  19. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  20. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  21. //rate 60000 // Max bytes/sec the host can receive data.
  22.  
  23. // Bad connection
  24. // cl_cmdrate 66 // Number of command pakets sent to the server per second.
  25. // cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  26. // cl_interp_ratio 2 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  27. cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  28. cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  29. cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  30. cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  31. // cl_updaterate 40 // Number of packets per second you are requesting from the server.
  32. // rate 60000 // Max bytes/sec the host can receive data.
  33.  
  34. // Spy settings
  35. cl_updaterate 67 // Number of packets per second you are requesting from the server.
  36. cl_cmdrate 67 // Number of command pakets sent to the server per second.
  37. cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  38. cl_interp .015 // Interpolate x seconds from game (0.02 = 20ms)
  39. rate 100000 // Max bytes/sec the host can receive data.
  40.  
  41. // ----------------------------------------------------------------------------
  42. // Sprays
  43. // ----------------------------------------------------------------------------
  44.  
  45. // Disable sprays
  46. cl_playerspraydisable 1
  47. r_spray_lifetime 0
  48.  
  49. // Enable sprays -- uncomment this section if you want these settings
  50. //cl_playerspraydisable 0
  51. //r_spray_lifetime 2
  52.  
  53. // ----------------------------------------------------------------------------
  54. // Shadows
  55. // ----------------------------------------------------------------------------
  56.  
  57. // Disable shadows
  58. mat_shadowstate 0
  59. r_shadowmaxrendered 0
  60. r_shadowrendertotexture 0
  61. r_shadows 0
  62.  
  63. // Enable shadows -- uncomment this section if you want these settings
  64. //mat_shadowstate 1
  65. //r_shadowmaxrendered 11
  66. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  67. // competitive TF2 players to see opponents standing
  68. // near the other side of a wall. You may see some
  69. // performance loss from setting this to `1'.
  70. //r_shadows 1
  71.  
  72. // ----------------------------------------------------------------------------
  73. // Facial features
  74. // ----------------------------------------------------------------------------
  75.  
  76. // Disable facial features
  77. r_eyes 0
  78. r_flex 0
  79. r_lod 2
  80. r_rootlod 2
  81. r_teeth 0
  82.  
  83. // Enable facial features -- uncomment this section if you want these settings
  84. //r_eyes 1
  85. //r_flex 1
  86. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  87. //r_rootlod 1
  88. //r_teeth 1
  89.  
  90. // ----------------------------------------------------------------------------
  91. // Graphical
  92. // ----------------------------------------------------------------------------
  93. // Now we come to the main brunt of the config. You probably don't want to mess
  94. // with this.
  95. // ----------------------------------------------------------------------------
  96. cl_detaildist 0
  97. cl_detailfade 0
  98. cl_drawmonitors 0
  99. cl_ejectbrass 0
  100. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  101. cl_new_impact_effects 0
  102. cl_show_splashes 0
  103. //func_break_max_pieces 3
  104. glow_outline_effect_enable 0 // Cart glow effect.
  105. lod_transitiondist 0
  106. mat_antialias 0
  107. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  108. // a strange `shine' effect to appear on all players.
  109. mat_colcorrection_disableentities 1
  110. mat_colorcorrection 0
  111. mat_disable_bloom 1
  112. mat_disable_fancy_blending 1
  113. mat_disable_lightwarp 1
  114. mat_envmapsize 8
  115. //mat_envmaptgasize 0
  116. mat_filterlightmaps 0
  117. mat_filtertextures 0
  118. mat_forceaniso 0
  119. mat_hdr_level 0
  120. mat_max_worldmesh_vertices 512
  121. //mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 426
  122. // to get it darker. Only works in fullscreen.
  123. mat_motion_blur_enabled 0
  124. mat_parallaxmap 0
  125. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  126. // at a range from -1 to 2, -1 being the best quality, 2 being the
  127. // worst.
  128. mat_reducefillrate 1
  129. mat_reduceparticles 1
  130. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  131. // non-shiny, and will remove some specular effects from in-game
  132. // entities which support it. Setting this to 1 on dx8 will
  133. // result in some strange `fire' textures replacing their
  134. // appropriate counterparts, especially on medals, and certain
  135. // hats.
  136. mat_trilinear 0
  137. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  138. mat_viewportupscale 1
  139. mat_wateroverlaysize 1
  140. //mp_decals 1 // `9' is a good value to still see the spread pattern from a
  141. // scattergun without any real performance loss.
  142. r_3dsky 0
  143. r_ambientboost 0
  144. r_ambientfactor 0
  145. r_ambientmin 0
  146. r_avglight 0
  147. //r_cheapwaterend 1
  148. r_cheapwaterstart 1
  149. r_decals 1
  150. r_decalstaticprops 0
  151. //r_decal_cullsize 15
  152. r_drawdetailprops 0
  153. r_drawmodeldecals 0
  154. r_drawflecks 0
  155. r_dynamic 0
  156. r_flashlightdepthtexture 0
  157. r_forcewaterleaf 1
  158. r_lightaverage 0
  159. //r_maxnewsamples 2
  160. //r_maxsampledist 1
  161. //r_propsmaxdist 0
  162. r_renderoverlayfragment 0
  163. r_staticprop_lod 4
  164. r_waterdrawreflection 0
  165. r_waterdrawrefraction 0
  166. r_waterforceexpensive 0
  167. r_waterforcereflectentities 0
  168. rope_averagelight 0
  169. rope_collide 0
  170. rope_rendersolid 0
  171. rope_shake 0
  172. rope_smooth 0
  173. rope_subdiv 0
  174. rope_wind_dist 0
  175. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  176. // it, for example, setting this to `1'
  177. // disables rain effects on *_sawmill.
  178. tracer_extra 0
  179. violence_ablood 1
  180. violence_hblood 1
  181.  
  182. // ----------------------------------------------------------------------------
  183. // Misc
  184. // ----------------------------------------------------------------------------
  185. in_usekeyboardsampletime 0
  186. mat_clipz 1 // FX card users should set this to 0
  187. mat_forcehardwaresync 0
  188. mat_levelflush 1
  189. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  190. // silly incompatibility with the Xfire overlay. You should use
  191. // it if you can!
  192. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  193. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  194. // performed on the GPU (as opposed to on the CPU). The
  195. // value `-1' autodetects hardware support for this
  196. // feature, which is safer than forcing it.
  197.  
  198. // ----------------------------------------------------------------------------
  199. // Sound
  200. // ----------------------------------------------------------------------------
  201. dsp_enhance_stereo 0
  202. dsp_slow_cpu 1
  203. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  204. // helpful in the past, as it seems to (for whatever
  205. // reason) reduce the number of TDRs experienced during
  206. // gameplay. There's some pretty good information on
  207. // TDRs (nerds only) here:
  208. // http://forums.nvidia.com/index.php?showtopic=65161
  209. snd_pitchquality 0
  210. snd_spatialize_roundrobin 1
  211.  
  212. // ----------------------------------------------------------------------------
  213. // Threading
  214. // ----------------------------------------------------------------------------
  215. //mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  216. // defines the threading method to be used by the material
  217. // system. It has been unstable to use in the past, but
  218. // nowadays it's generally okay.
  219. //
  220. // Here are the possible values:
  221. // -2 legacy default
  222. // -1 default
  223. // 0 synchronous single thread
  224. // 1 queued single thread
  225. // 2 queued multithreaded
  226. //
  227. // If you have problems with the value `2', try setting it to
  228. // `-1'.
  229. //
  230. // As an aside, there are quite a few bugs in the demo system
  231. // that occur when mat_queue_mode is set to a value that is
  232. // not `-1'. If you intend to do work with the demo system,
  233. // maybe you should change this.
  234.  
  235. cl_threaded_bone_setup 0
  236. cl_threaded_client_leaf_system 0
  237. r_queued_decals 0
  238. //r_queued_ropes 1
  239. //r_queued_post_processing 1
  240. //r_threaded_client_shadow_manager 0
  241. //r_threaded_particles 0
  242. //r_threaded_renderables 1
  243.  
  244. // ----------------------------------------------------------------------------
  245. // Misc
  246. // ----------------------------------------------------------------------------
  247. cl_forcepreload 1 // Force preloading
  248.  
  249. // FPS Config
  250. // ----------------------------------------------------------------------------
  251. mat_mipmaptextures "1" // texture quality decreases with distance
  252. mat_bufferprimitives "1"
  253. mat_compressedtextures "1"
  254. mat_debugdepthval "0"
  255. mat_debugdepthvalmax "0"
  256. mat_hdr_enabled "0"
  257. mat_use_compressed_hdr_textures "1"
  258. mat_aaquality "0"
  259. mat_softwarelighting "0"
  260. mat_autoexposure_max "0"
  261. mat_autoexposure_min "0"
  262. mat_bloomscale "0"
  263. mat_bloom_scalefactor_scalar "0"
  264. mat_disable_ps_patch "1"
  265. mat_fastspecular "1"
  266. mat_fastnobump "0"
  267. mat_forcemanagedtextureintohardware "0"
  268. mat_framebuffercopyoverlaysize "0"
  269. mat_diffuse "1"
  270. mat_software_aa_blur_one_pixel_lines "0"
  271. mat_software_aa_strength "0"
  272. mat_software_aa_strength_vgui "0"
  273. mat_software_aa_tap_offset "0"
  274. mat_alphacoverage "0"
  275. mat_non_hdr_bloom_scalefactor "0"
  276. mat_maxframelatency "0"
  277. snd_mixahead "0.1"
  278. dsp_volume "1"
  279. dsp_spatial "40"
  280. dsp_speaker "50"
  281. dsp_water "14
  282. soundscape_flush "1" // Flushes the server & client side soundscapes
  283. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  284. r_dopixelvisibility "0"
  285. r_PhysPropStaticLighting "0"
  286. r_occlusion "1" // Activate/deactivate the occlusion system.
  287. r_worldlights "0" // number of world lights to use per vertex
  288. r_3dnow "0" // Enable/disable 3DNow code
  289. r_sse2 "1" // Enable/disable SSE2 code
  290. r_ropetranslucent "0"
  291. r_drawbatchdecals "0"
  292. r_hunkalloclightmaps "0"
  293. r_maxdlights "0"
  294. r_maxmodeldecal "0"
  295. r_minnewsamples "0"
  296. r_bloomtintg "0"
  297. r_bloomtintb "0"
  298. r_bloomtintexponent "0"
  299. r_bloomtintr "0"
  300. r_lightcache_zbuffercache "0"
  301. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  302. cl_muzzleflash_dlight_1st "0"
  303. cl_predictweapons "1"
  304. cl_predict "1"
  305. tf_playergib "0"
  306. cl_showhelp "0"
  307. cl_showpluginmessages "0" // Allow plugins to display messages to you
  308. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  309. cl_debugrumble "0" // Turn on rumble debugging spew
  310. cl_ragdoll_collide "0"
  311. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  312. sv_forcepreload "1" // forces preload to help increase performance
  313. jpeg_quality "100" // jpeg screenshot quality.
  314. commentary "0" // desired commentary mode state
  315. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  316. prop_active_gib_limit "0"
  317. showhitlocation "1"
  318. gl_clear "0"
  319. muzzleflash_light "0"
  320. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  321. adsp_debug "0"
  322. //mp_usehwmmodels "0"
  323. //mp_usehwmvcds "0"
  324.  
  325. // -----------------
  326. // Commands
  327. // -----------------
  328.  
  329. mat_disablephong "1"
  330. cl_software_cursor "1"
  331. m_customaccel_exponent "0"
  332. m_customaccel_max "0"
  333. m_customaccel_scale "0"
  334. m_forward "1"
  335. m_mousespeed "1"
  336. nb_shadow_dist "0"
  337. r_eyegloss "0"
  338. r_eyemove "0"
  339. r_eyeshift_x "0"
  340. r_eyeshift_y "0"
  341. r_eyeshift_z "0"
  342. r_eyesize "0"
  343. blink_duration "0"
  344. r_ragdoll_pronecheck_distance
  345. mat_software_aa_quality "0"
  346. mat_software_aa_edge_threshold "9"
  347. host_thread_mode "1"
  348. studio_queue_mode "1"
  349. rope_smooth_maxalpha "0"
  350. rope_smooth_maxalphawidth "0"
  351. rope_smooth_minalpha "0"
  352. rope_smooth_minwidth "0"
  353.  
  354. // ---------------
  355.  
  356. mat_phong 0
  357. m_filter "0"
  358. m_customaccel "0"
  359. m_mouseaccel1 "0"
  360. m_mouseaccel2 "0"
  361. ai_expression_optimization "0"
  362. mat_softwarelighting "1"
  363. mat_showlowresimage 1
  364.  
  365.  
  366. // -------------------------------------------------------------------
  367. // Optional variations (uncomment these and comment the other option found above)
  368. // -------------------------------------------------------------------
  369.  
  370. func_break_max_pieces "0"
  371. mat_envmaptgasize "8"
  372. //mat_forceaniso "1"
  373. r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
  374. r_maxnewsamples "2"
  375. r_maxsampledist "1"
  376. r_queued_post_processing "0"
  377. r_threaded_client_shadow_manager "1"
  378. r_threaded_particles "1"
  379. r_threaded_renderables "0"
  380. mp_decals "200"
  381. r_decal_cullsize "5"
  382. mat_queue_mode "2"
  383. mp_usehwmvcds "-1"
  384. mp_usehwmmodels "-1
  385. r_queued_ropes "0"
  386. cl_software_cursor 0
  387. fps_max 20
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