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  1. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 5.1.3 | November 17 2017
  5. // ---------------------------------
  6. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  7.  
  8. // =================
  9. // '--- Network ---'
  10. // =================
  11. // ---------------
  12. // '-- General --'
  13. // ---------------
  14. // Sets rates and interp for better networking
  15.  
  16. cl_cmdrate 66 // Send to server at this many times per second
  17. cl_updaterate 66 // Get from server at this many times per seconds
  18. cl_interp_ratio 1 // Reduce entity interpolation times to minimum
  19. //cl_interp_ratio 2 // Fix lag when experiencing packet loss, 3 or 4 for lots of packet loss
  20. cl_interp 0 // Use cl_interp_ratio for a more accurate value
  21. net_queued_packet_thread 1 // Work around bad Windows networking
  22. //net_queued_packet_thread 0 // Send packets without a delay at the end of each frame (slightly more CPU load).
  23. // Use with -NoQueuedPacketThread
  24. net_compresspackets 1 // Compress packets to prevent split packets
  25. //net_compresspackets 0 // Remove CPU load from network packet compression
  26. net_maxroutable 1200 // Slightly lower the splitpacket threshold for greater reliability
  27. net_compresspackets_minsize 1201 // Only compress packets if we would send a splitpacket
  28. rate 162096 // High rate to reduce choke and scale to packet rate
  29. // Might want to lower rate if you have <1.4Mbps stable upload
  30. net_maxcleartime 4 // Use rate to control packet delay
  31. //net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
  32. //net_maxcleartime 0.001 // Override rate for minimum network delay
  33. net_maxpacketdrop 1000 // Use faster packet drop threshold
  34. //net_maxpacketdrop 5000 // Use default packet drop threshold
  35. net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  36. //net_splitrate 2 // Split 2 packets per frame, reduces choke
  37. //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
  38. net_splitpacket_maxrate 162096 // Scale splitpacket to rate
  39. // Might want to lower rate if you have <1.4Mbps stable upload
  40. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  41. cl_pred_optimize 2 // Skip repredicting if we do not need to do it
  42. cl_lagcompensation 1 // Ensure lag compensation is turned on
  43. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  44. cl_smooth 1 // Smooth out prediction errors
  45. cl_smoothtime 0.1 // Smooth out view for 0.1 seconds
  46. // '-- Files --'
  47. // Controls networked file handling
  48.  
  49. net_maxfilesize 64 // Max out file upload size for extra content
  50. //cl_downloadfilter all // Allow all server custom files
  51. //cl_allowdownload 1 // Download other player custom files
  52. cl_allowdownload 0 // Block downloads of other player custom files
  53. //cl_downloadfilter nosounds // Do not download sound files a server
  54. cl_downloadfilter mapsonly // Only downloads maps from server custom files
  55. //cl_downloadfilter none // Do not download any files from a server
  56. // Fixes possible crash on Linux due to library segfaulting
  57. // -------------------
  58. // '-- Matchmaking --'
  59. // -------------------
  60. // Adjusts casual/competitive matchmaking settings
  61.  
  62. //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  63. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  64. tf_mm_debug_level 0 // Remove matchmaking debug output
  65. tf_mm_partyclient_debug 0 // Remove party debug output
  66. //tf_party_ignore_invites 1 // Ignore party invites
  67. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
  68. tf_party_force_update // Force an update to the party system on launch
  69. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
  70.  
  71. // ===================
  72. // '--- Rendering ---'
  73. // ===================
  74. // -----------------
  75. // '-- Threading --'
  76. // -----------------
  77. // These settings will take advantage of your CPU cores
  78.  
  79. cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  80. // renderables
  81. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with 1 core
  82. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  83. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  84. r_threaded_particles 1 // Process particle systems in parallel
  85. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  86. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  87. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  88. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  89. //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with 1 core
  90. studio_queue_mode 1 // Use queue calls for studio renders
  91. //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
  92. host_thread_mode 1 // Use the threaded frame behavior
  93.  
  94. // -----------------------------
  95. // '-- Material System Queue --'
  96. // -----------------------------
  97. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  98.  
  99. r_queued_decals 0 // Disabled by default due to crashes
  100. //r_queued_decals 1 // Offload decal draws to the material system
  101. // Beneficial when decal count is above 256 or you have 4 or more CPU cores
  102. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  103. // effects in time for the frame render
  104. //r_queued_post_processing 1 // Offloads post processing to the material system
  105. // Performance improvement if your driver/GPU works with it
  106. r_queued_ropes 1 // Queue some rope rendering using the material system
  107. //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
  108.  
  109. // -----------
  110. // '-- LOD --'
  111. // -----------
  112. // Controls the quality of objects based on distance
  113.  
  114. //r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  115. // believe. Set to 1 for the best balance between model quality and performance.
  116. r_rootlod 2 // Maximum performance for models
  117. //r_rootlod 0 // Maximum quality for models
  118. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  119. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
  120. // performance
  121. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  122. // still increasing performance
  123. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  124. // performance but least pop in
  125. r_lod -1 // Use r_rootlod to properly fade through LODs.
  126. //r_lod 63 // Use the lowest LOD possible all the time (will override r_rootlod)
  127. //r_lod 0 // Always use the highest LOD possible
  128. //mat_max_worldmesh_vertices 65536 // Use all mesh vertices
  129. mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  130.  
  131. // ----------------
  132. // '-- Lighting --'
  133. // ----------------
  134. // Lights projected onto characters and other dynamic models
  135.  
  136. //r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  137. r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  138. //r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  139. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  140. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  141. //r_ambientmin 1.1 // Ambient boost every time
  142. r_ambientmin 0 // Ambient boost never
  143. //r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  144. r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  145. //mat_phong 1 // Use a phong shader for shading/reflection
  146. mat_phong 0 // Disable phong for flatter shading
  147. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  148. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  149. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  150. //r_dynamic 1 // Enable dynamic lighting
  151. r_maxdlights 0 // Do not allow any dynamic lights
  152. //r_maxdlights 9 // Reduce maximum dynamic lights
  153. //r_maxdlights 32 // Use the maximum number of dynamic lights
  154. r_worldlightmin 0.004 // Do not render insignificant world lighting
  155. //r_worldlightmin 1.1 // Reject all world lighting
  156. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  157. r_worldlights 0 // Disable world lights
  158. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  159. //r_worldlights 4 // Use the maximum amount of world lights
  160. mat_disable_fancy_blending 1 // Disable fancy blending
  161. //mat_disable_fancy_blending 0 // Enable fancy blending
  162. mat_disable_lightwarp 1 // Disable light warps
  163. //mat_disable_lightwarp 0 // Enable light warps
  164.  
  165. // ---------------
  166. // '-- Shadows --'
  167. // ---------------
  168. // Shadows cast from characters
  169.  
  170. r_shadows 0 // Disable shadows for a big FPS increase
  171. //r_shadows 1 // Enable shadows
  172. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  173. //r_shadowrendertotexture 1 // Prettier shadows
  174. cl_blobbyshadows 1 // Render a blob for shadows
  175. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  176. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  177. // on
  178. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  179. // higher quality
  180. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  181. //r_flashlightdepthtexture 1 // Even prettier shadows
  182. r_flashlightrender 0 // Disable flashlights
  183. //r_flashlightrender 1 // Enable flashlights
  184. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  185. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  186. //nb_shadow_dist 200 // Do not render shadows from far away (NextBot system)
  187. nb_shadow_dist 0 // Disable shadow distance
  188. r_shadowmaxrendered 17 // Do not render more shadows than needed
  189. //r_shadowmaxrendered 11 // for 6s
  190. //r_shadowmaxrendered 32 // Render all shadows
  191.  
  192. // ---------------
  193. // '-- Effects --'
  194. // ---------------
  195. // Weapon and other light effects
  196.  
  197. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  198. //cl_ejectbrass 1 // Enable shell ejection
  199. muzzleflash_light 0 // Disable muzzle flash lights
  200. //muzzleflash_light 1 // Enable muzzle flash lights
  201. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  202. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  203. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  204. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  205. r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  206. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  207. cl_show_splashes 1 // Enable water splashes
  208. //cl_show_splashes 0 // Disable water splashes
  209. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  210. // and some other effects
  211.  
  212. // -------------
  213. // '-- Water --'
  214. // -------------
  215. // Water reflections
  216.  
  217. r_cheapwaterstart 400 // The distance at which transitionary cheap water starts, less reflective water
  218. //r_cheapwaterstart 0 // Use cheap water as much as possible
  219. //r_cheapwaterstart 3000 // Do not use cheap water
  220. r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  221. // it is solid
  222. //r_cheapwaterend 0.1 // Use cheap water as much as possible
  223. //r_cheapwaterend 5000 // Do not use cheap water
  224. r_waterforceexpensive 0 // Do not force expensive water
  225. //r_waterforceexpensive 1 /// Force higher quality water
  226. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  227. //r_WaterDrawReflection 1 // Enable water reflections
  228. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  229. //r_waterforcereflectentities 1 // Enable entity water reflections
  230. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  231. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  232. r_ForceWaterLeaf 1 // Draw half of the leaf for water to optimize culls
  233.  
  234. // -----------------
  235. // '-- Particles --'
  236. // -----------------
  237. // Particle effects
  238.  
  239. cl_particle_batch_mode 1 // Use default particle batch mode due to buggy tracers on mode 2
  240. //cl_particle_batch_mode 2 // Batch particles with optimized mode, is a bit buggy
  241. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  242. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  243. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  244. // performance impact comes from creating particle systems
  245. //mat_reduceparticles 0 // Use the full number of particles
  246. cl_new_impact_effects 0 // Use the old particle system which is lighter
  247. //cl_new_impact_effects 1 // Use the new particle system which is heavier
  248. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  249. // distractions
  250. //r_drawflecks 1 // Draw flecks from impacts
  251. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  252.  
  253. // -----------------------
  254. // '-- Post Processing --'
  255. // -----------------------
  256. // Extra visual effects
  257.  
  258. mat_postprocessing_combine 1 // Combine post processing effects
  259. mat_hdr_level 0 // LDR
  260. //mat_hdr_level 1 // LDR and bloom
  261. //mat_hdr_level 2 // HDR and bloom
  262. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  263. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  264. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  265. building_cubemaps 1 // Disables various post processing effects
  266. //building_cubemaps 0 // Allow for post processing effects
  267. mat_colorcorrection 0 // Disable color correction
  268. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  269. mat_colcorrection_disableentities 1 // Disable entity color correction
  270. //mat_colcorrection_disableentities 0 // Enable entity color correction
  271. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  272. pyro_vignette 0 // Disable vignette for pyrovision
  273. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  274. pyro_max_intensity 0 // Disable more pyrovision visual effects
  275. pyro_max_rate 0 // ^
  276. pyro_max_side_length 0 // ^
  277. pyro_max_side_width 0 // ^
  278. pyro_min_intensity 0 // ^
  279. pyro_min_rate 0 // ^
  280. pyro_min_side_length 0 // ^
  281. pyro_min_side_width 0 // ^
  282.  
  283. // -------------------
  284. // '-- Motion Blur --'
  285. // -------------------
  286. // These settings will adjust the blurring effect from rotation and movement
  287.  
  288. mat_motion_blur_enabled 0 // Disable motion blur
  289. //mat_motion_blur_forward_enabled 0 // Disable forward motion blur
  290. //mat_motion_blur_strength 1 // Adjust overall blur strength
  291. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  292.  
  293. // ------------------------------
  294. // '-- Antialiasing/Filtering --'
  295. // ------------------------------
  296. // These settings will adjust the smoothing of jagged edges and textures
  297.  
  298. //mat_antialias 0 // Do not do antialiasing (commented due to HUD and overlay glitches, set it once and then comment it out)
  299. mat_aaquality 0 // Disable CSAA
  300. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  301. mat_software_aa_strength 0 // Do not do software AA
  302. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  303. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  304. mat_forceaniso 0 // Disable higher levels of anisotropic filtering
  305.  
  306. // ------------------
  307. // '-- Characters --'
  308. // ------------------
  309. // These settings will adjust the characters in the game
  310.  
  311. //r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  312. r_flex 0 // Disable facial animations
  313. //flex_rules 1 // Enable facial animations
  314. flex_rules 0 // Disable facial animations
  315. //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  316. r_eyes 0 // Disable eyes
  317. anim_3wayblend 0 // Disable 3-way animation blending
  318. //anim_3wayblend 1 // Enable 3-way animation blending
  319. ai_expression_optimization 1 // Do an extra visibility check for flex animations if we are above the target FPS,
  320. // otherwise, disable flex anims
  321. //ai_expression_optimization 0 // Disable expression optimization
  322. //ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
  323. ai_expression_frametime 0 // Disable expressions entirely
  324. //r_teeth 1 // Render teeth
  325. r_teeth 0 // Do not render teeth, small FPS boost
  326. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  327. //cl_SetupAllBones 1 // Set up animation components that were mistakedly skipped
  328. flex_smooth 0 // Do not smooth facial animations
  329. //flex_smooth 1 // Smooth facial animations
  330. mp_usehwmmodels -1 // Do not use or load high quality characters
  331. //mp_usehwmmodels 0 // Use high quality characters if supported
  332. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  333. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  334. r_glint_procedural 0 // Use the default eye glinting method
  335. //r_glint_procedural 1 // Use CPU eye glinting, for fast CPUs and slow GPUs
  336. blink_duration 0.2 // Duration of an eye blink. Do not set to 0. Does not affect performance.
  337. r_eyemove 1 // Control if character eyes should move, does not really affect performance
  338. //tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
  339. // performance
  340. tf_clientsideeye_lookats 0 // Disable eye lookats
  341.  
  342. // --------------
  343. // '-- Decals --'
  344. // --------------
  345. // Overlay textures on models
  346.  
  347. r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  348. //r_decals 0 // Disable decals
  349. //r_decals 96 // Optimized high decal count
  350. //r_decals 2048 // Maximum decal count
  351. mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  352. //mp_decals 0 // Disable decals
  353. //mp_decals 96 // Optimized high decal count
  354. //mp_decals 2048 // Maximum decal count
  355. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  356. //r_drawbatchdecals 1 // Batch decals with decal count >18
  357. //r_spray_lifetime 2 // Keep sprays for 2 rounds
  358. r_spray_lifetime 0 // Clear sprays immediately
  359. //cl_playerspraydisable 0 // Enable player sprays
  360. cl_playerspraydisable 1 // Disable player sprays
  361. //r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  362. r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  363. // without decal rendering elsewhere.
  364. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  365. //r_decal_cover_count 4 // Allow for more decals covering each other
  366. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  367. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  368. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  369. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  370. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  371. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  372. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  373. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  374. r_maxmodeldecal 9 // Optimize maximum model decal count
  375. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  376. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  377. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  378.  
  379. // ------------
  380. // '-- Gibs --'
  381. // ------------
  382. // Body parts created on violent deaths
  383.  
  384. cl_burninggibs 0 // Disable burning gibs, performance impact
  385. //cl_burninggibs 1 // Enable burning gibs for realism
  386. //props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  387. props_break_max_pieces 0 // Disables gibs and prop breaking
  388. violence_hgibs 1 // Disabling any of these CVars enables silly gibs, which result in lower performance
  389. violence_agibs 1 // ^
  390. violence_hblood 1 // ^
  391. violence_ablood 1 // ^
  392.  
  393. // -------------
  394. // '-- Props --'
  395. // -------------
  396. // Various small objects
  397.  
  398. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  399. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  400. cl_phys_props_enable 0 // Disable client side physics props
  401. //cl_phys_props_enable 1 // Enable client side physics props
  402. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  403. //cl_phys_props_max 300 // Allow all physics props
  404. cl_phys_props_respawndist 900 // Do not spawn props until we can see them
  405. //cl_phys_props_respawndist 3500 // Respawn physics props at a high distance
  406. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  407. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  408. //r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  409. //r_propsmaxdist 3000 // Always render client side physics props
  410. r_propsmaxdist 1 // Lowest range for props
  411. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  412. //r_drawdetailprops 1 // Enable sprites, grass etc
  413. //r_drawdetailprops 2 // Draw detail props with wireframe
  414. //cl_detaildist 900 // Draw detail props up to this distance
  415. //cl_detaildist 3000 // Always draw detail props
  416. cl_detaildist 0 // No detail props
  417. cl_detailfade 0 // Do not fade in detail props
  418. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  419. //cl_detailfade 400 // Fade in detail props to reduce pop in
  420. //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  421. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  422. r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  423. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  424.  
  425. // ----------------
  426. // '-- Ragdolls --'
  427. // ----------------
  428. // Full bodies with adjustable physics simulation and fading on death
  429.  
  430. cl_ragdoll_collide 0 // Disable ragdoll collisions
  431. cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
  432. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  433. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  434. //cl_ragdoll_forcefade 0 // Enable ragdolls
  435. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  436. // from
  437. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  438. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  439. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  440. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  441. //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  442.  
  443. // ---------------
  444. // '-- General --'
  445. // ---------------
  446. // General/overall graphics settings
  447.  
  448. mat_reducefillrate 1 // Simplify material shading
  449. //mat_reducefillrate 0 // Increase shading quality
  450. mat_bumpmap 1 // Enable bumpmaps
  451. //mat_bumpmap 0 // Disable bumpmap materials
  452. mat_specular 1 // Enable specular
  453. //mat_specular 0 // Disable specular materials
  454. 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
  455. // useful for if your GPU struggles to render a lot of pixels
  456. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  457. //r_3dsky 1 // Enable 3D sky
  458. r_3dsky 0 // Disable 3D sky
  459. r_dopixelvisibility 0 // Do not do CPU intensive pixelvis (disabled anyway by building_cubemaps 1)
  460. //r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  461. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  462. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  463. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  464. cl_drawmonitors 0 // Do not draw monitors
  465. //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  466. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  467. //mat_picmip 1 // Use less memory in a 32-bit process
  468. mat_picmip 2 // Use lowest quality textures
  469. //mat_picmip -1 // Use highest quality textures
  470.  
  471. // -------------
  472. // '-- Ropes --'
  473. // -------------
  474. // Ropes in Mannpower and as decoration in maps
  475.  
  476. //rope_rendersolid 1 // Render solid part of ropes
  477. rope_rendersolid 0 // Skip rendering solid part of ropes
  478. r_ropetranslucent 0 // Skip simulating ropes
  479. //r_ropetranslucent 1 // Simulate ropes
  480. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  481. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  482. //rope_solid_minalpha 0.2 // Enable solid alpha
  483. //rope_solid_minwidth 0 // Always render non-solid ropes
  484. rope_smooth 0 // Skip a long smoothing operation for ropes
  485. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  486. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  487. //rope_subdiv 2 // Subdivide ropes
  488. //rope_subdiv 7 // Max rope subdivides
  489. rope_collide 0 // Skip CPU heavy world collisions for ropes
  490. //rope_collide 1 // Enable rope collisions
  491. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  492. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  493. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  494. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  495.  
  496. // --------------------
  497. // '-- Optimization --'
  498. // --------------------
  499. // These settings will optimize TF2 without having any very noticeable effects to the user
  500.  
  501. fps_max 0 // Some systems are experiencing FPS caps well below the limit when FPS is limited as a result of a recent bug
  502. //fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because some systems in
  503. // Source assume an FPS limit of 300
  504. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because the focus detection
  505. // can be buggy on some systems or while streaming and may limit your FPS,
  506. // without you knowing
  507. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  508. r_fastzreject 0 // Modern GPUs (hardware feature level d3d10) do not need the help
  509. //r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU
  510. // quickly render the scene in a second pass, with the visible parts of the scene already
  511. // calculated
  512. r_entityclips 0 // Skip clipping entities, saves CPU time
  513. //r_entityclips 1 // Clip entities when the CPU cost is worth saving GPU work
  514. disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
  515. r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
  516. //r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  517. r_frustumcullworld 1 // Cull on world draw
  518. r_worldlistcache 1 // Cache some world rendering
  519. mat_clipz 1 // Clips what is drawn for a performance improvement
  520. r_occludermincount 0 // Do not force using any occluders
  521. //r_occludermincount 1 // Force using at least 1 occluder for performance balance between open scenes and
  522. // cluttered ones
  523. r_lightcache_zbuffercache 1 // Load z cache data with the map
  524. r_drawopaquestaticpropslast 1 // Ensure that the modern and currently preferred rendering method is used
  525. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  526. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs
  527. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  528. r_norefresh 1 // Do not store a useless and unused frame time variable
  529. fast_fogvolume 1 // Use optimized fog rendering
  530. r_pixelfog 1 // Use a pixel shader for fog if possible
  531. mat_bufferprimitives 1 // Buffer primitives
  532. mat_compressedtextures 1 // Allow for compressed textures
  533. mat_filterlightmaps 1 // Filter lightmaps
  534. mat_filtertextures 1 // Filter textures
  535. mat_mipmaptextures 1 // Mipmap textures
  536. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  537. r_occlusion 0 // Use less CPU at the cost of a bit more GPU usage
  538. //r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  539.  
  540. // --------------
  541. // '-- OpenGL --'
  542. // --------------
  543. // Optimizations for OpenGL platforms (Linux and macOS)
  544.  
  545. echo "OpenGL commands running. If you see unknown command errors on Windows, you can safely ignore them."
  546. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  547. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  548. gl_batch_tex_creates 1 // Batch texture creation and removal to reduce calls
  549. gl_batch_tex_destroys 1 // ^
  550. gl_minimize_rt_tex 1 // Cut mipmaps for RTs if they were not requested
  551. gl_nullqueries 1 // Skip queries
  552. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  553. gl_debug_output 0 // Disable debug messages
  554. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  555. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  556. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  557. echo "OpenGL commands finished running."
  558.  
  559. // =============
  560. // '--- HUD ---'
  561. // =============
  562. // ---------------
  563. // '-- General --'
  564. // ---------------
  565. // General/misc HUD settings
  566.  
  567. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  568. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  569. //cl_hud_minmode 1 // HUD min mode
  570. //hud_fastswitch 1 // Weapon switch behavior
  571. // 0 - PC Buckets
  572. // select weapons from the side of your screen, fire to confirm
  573. // 1 - PC Fast Switch
  574. // fast switch for PC buckets (no fire to confirm)
  575. // 2 - Buckets Plus:
  576. // fast switch
  577. // weapon selection window comes up at the middle of your screen
  578. // can select weapons without ammo (but not switch to them)
  579. // 3 - Carousel scroll:
  580. // fast switch
  581. // slot 1 = last weapon, slot 2 = next weapon,
  582. // slot 3 = swap weapon, slot 4 = previous weapon
  583. tf_mm_dashboard_slide_panel_step 10 // Change the speed of the matchmaking panel
  584. //tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  585. tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  586. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  587. //tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  588. tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  589. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  590. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  591. //tf_simple_disguise_menu 0 // Concise disguise menu
  592. //tf_colorblindassist 1 // Colorblind mode
  593. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  594. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  595. //hud_classautokill 0 // No suicide on class change
  596. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  597. tf_healthicon_height_offset 10 // Offset of heath icon
  598. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  599. tf_hud_num_building_alert_beeps 3 // Numbers of beeps when an alert pops up on an engie building
  600. tf_hud_show_servertimelimit 1 // Show server map time
  601. tf_hud_target_id_alpha 100 // Transparency of target ID
  602. tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  603. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  604. tf_hud_target_id_offset 0 // Vertical offset of target ID
  605. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  606. hud_freezecamhide 0 // Show the HUD during freeze-cam
  607. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  608. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  609. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  610.  
  611. // ------------
  612. // '-- Chat --'
  613. // ------------
  614. // Text chat
  615.  
  616. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  617. //hud_saytext_time 0 // Disable chat
  618. cl_showtextmsg 1 // Enable text messages (console, chat, messages)
  619. //cl_showtextmsg 0 // Disable text messages
  620. cl_chatfilters 63 // Chat Filter - enable parts of chat:
  621. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  622. // achievements (32)
  623. // Add a combination of these numbers together to enable that combination
  624. // for example, name change (2) + team change (16) = 18
  625. // 0 for everything disabled
  626. //cl_chatfilters 0 // Disable all chat messages
  627. //cl_chatfilters 59 // Disable just user chat
  628. cl_mute_all_comms 1 // Disable text and voice for muted players
  629. //cl_mute_all_comms 0 // Disable voice for muted players
  630. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  631. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  632.  
  633. // ----------------
  634. // '-- Backpack --'
  635. // ----------------
  636. // Inventory, economy and backpack
  637.  
  638. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  639. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  640. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  641.  
  642. // -----------------
  643. // '-- Crosshair --'
  644. // -----------------
  645. // Aiming recticle or crosshair
  646.  
  647. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  648. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  649. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  650. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  651. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  652. //cl_crosshair_scale 64 // Size of crosshair
  653. //cl_observercrosshair 0 // Disable crosshair in spectator
  654. //crosshair 0 // Disable crosshair
  655.  
  656. // -------------------
  657. // '-- Killstreaks --'
  658. // -------------------
  659. // Killstreak messages from weapons
  660.  
  661. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  662. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  663. cl_hud_killstreak_display_fontsize 1 // Killstreak font size (0 to 2)
  664. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  665. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  666.  
  667. // ---------------------
  668. // '-- Notifications --'
  669. // ---------------------
  670. // In-game notifications for trade offers, requests, events, etc
  671.  
  672. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  673. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  674. cl_notifications_move_time 0.1 // Make notification transition shorter
  675. //cl_notifications_show_ingame 0 // Do not show notifications in game
  676. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  677. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  678. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  679. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  680. cl_vote_ui_show_notification 0 // Hide voting notifications
  681. //cl_vote_ui_show_notification 1 // Show voting notifications
  682. tf_hud_notification_duration 2 // How long notifications should display
  683.  
  684. // -----------------
  685. // '-- Contracts --'
  686. // -----------------
  687. // Contracts as part of campaigns
  688.  
  689. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  690. // 0 - never
  691. // 1 - all
  692. // 2 - active only
  693. //tf_contract_progress_show 1 // During all matches, contract visibility:
  694. // 0 - never
  695. // 1 - all
  696. // 2 - active only
  697. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  698. //tf_quest_notification_line_delay 1 // Default voice line delay
  699.  
  700. // --------------------
  701. // '-- Achievements --'
  702. // --------------------
  703. // Achievement effects and HUD tracker
  704.  
  705. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  706. hud_achievement_tracker 2 // Achievements tracked at once
  707. hud_achievement_count 4 // Max achievements shown on HUD
  708.  
  709. // ------------
  710. // '-- Info --'
  711. // ------------
  712. // Additional HUD elements for extra info
  713. // Adding additional HUD elements decreases FPS by a small amount
  714.  
  715. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  716. //cl_showpos 1 // Current position, angle and velocity
  717. //cl_showbattery 1 // Battery meter
  718. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  719. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  720.  
  721. // ----------------
  722. // '-- Netgraph --'
  723. // ----------------
  724. // Advanced HUD display of network info and FPS
  725.  
  726. //net_graph 0 // netgraph display
  727. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  728. //net_graphpos 1 // the horizontal position of the netgraph
  729. // 0 = left, 1 = right, 2 = middle
  730. // anything else will set the x coordinate of the graph's left edge
  731. //net_graphheight 64 // height of the text part of the graph
  732. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  733. //net_scale 5 // the height of the graph portion
  734. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  735. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  736. //net_graphtext 1 // draw text fields
  737. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  738. //net_graphshowlatency 1 // show the latency part of the graph
  739. //net_graphshowinterp 1 // show the interpolation part of the graph
  740.  
  741. // ----------------
  742. // '-- Tutorial --'
  743. // ----------------
  744. // Disable tutorial messages
  745.  
  746. //cl_ask_favorite_opt_out 1
  747. //cl_ask_blacklist_opt_out 1
  748. //replay_quitmsg_dontaskagain 1
  749. //cl_ask_bigpicture_controller_opt_out 1
  750. //tf_explanations_store 1
  751. //tf_explanations_discardpanel 1
  752. //tf_explanations_backpackpanel 1
  753. //tf_explanations_charinfopanel 1
  754. //tf_explanations_craftingpanel 1
  755. //tf_explanations_charinfo_armory_panel 1
  756. //tf_training_has_prompted_for_forums 1
  757. //tf_training_has_prompted_for_loadout 1
  758. //tf_training_has_prompted_for_options 1
  759. //tf_training_has_prompted_for_training 1
  760. //tf_training_has_prompted_for_offline_practice 1
  761. //cl_showhelp 0
  762. //tf_taunt_always_show_hint 0
  763. //sb_dontshow_maxplayer_warning 1
  764. //tf_coach_request_nevershowagain 1
  765. //tf_show_maps_details_explanation_count 0
  766. //tf_show_taunt_explanation_in_class_loadout 0
  767. //tf_show_preset_explanation_in_class_loadout 0
  768. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  769. //tf_find_a_match_hint_viewed 1
  770. //tf_quest_map_intro_viewed 1
  771. //tf_warpaint_explanation_viewed 1
  772.  
  773. // ---------------
  774. // '-- Console --'
  775. // ---------------
  776. // Developer console customization
  777.  
  778. con_nprint_bgalpha 100 // Console translucency (0 to 255)
  779. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  780. con_nprint_bgborder 1 // Console border
  781. //con_nprint_bgborder 0 // Disable border on lowend computers
  782.  
  783. // ==============
  784. // '--- View ---'
  785. // ==============
  786. // The character view and viewmodel
  787.  
  788. fov_desired 90 // See more of the battlefield
  789. //fov_desired 75 // Render less for very lowend computers
  790. //r_drawviewmodel 1 // Draw weapon viewmodel model
  791. //r_drawviewmodel 0 // Hide weapon viewmodel
  792. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  793. //tf_use_min_viewmodels 0 // Use default viewmodel position
  794. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  795. //cl_first_person_uses_world_model 0 // Draw viewmodel
  796. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  797. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  798. glow_outline_effect_enable 1 // Enable ally and objective xrays
  799. //glow_outline_effect_enable 0 // Disable all xrays
  800. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  801. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  802. tf_spec_xray_disable 0 // Enable xrays while spectating
  803. //tf_spec_xray_disable 1 // Disable xrays while spectating
  804. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  805. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  806.  
  807. // ==============
  808. // '--- Misc ---'
  809. // ==============
  810. // Settings that do not fit into a category
  811.  
  812. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  813. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  814. //ai_frametime_limit 50 // Do not use simpler AI
  815.  
  816. // ================
  817. // '--- Memory ---'
  818. // ================
  819. // Adjustments to memory allocation
  820.  
  821. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  822. cl_always_flush_models 0 // Keep models loaded in between map loads
  823. //cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
  824. mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
  825. //mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
  826.  
  827. // ====================
  828. // '--- Filesystem ---'
  829. // ====================
  830. // -------------
  831. // '-- Sizes --'
  832. // -------------
  833. // Set buffer and file read sizes
  834.  
  835. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  836. filesystem_max_stdio_read 256 // Read up to our buffer (256KB)
  837.  
  838. // ---------------
  839. // '-- General --'
  840. // ---------------
  841. // Set up filesystem parameters
  842.  
  843. filesystem_native 1 // Use native filesystem calls if available
  844. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  845.  
  846. // -------------
  847. // '-- Async --'
  848. // -------------
  849. // Prefers stability and performance with model info rather than faster load times
  850.  
  851. mod_load_anims_async 0 // Disable async animation loading
  852. mod_load_mesh_async 0 // Disable async mesh loading
  853. mod_load_vcollide_async 0 // Disable async vcollide loading
  854. mod_touchalldata 1 // Load more data
  855. mod_forcedata 1 // Load more data
  856. mod_forcetouchdata 1 // Enable aggressive caching/preloading
  857.  
  858. // ===============
  859. // '--- Sound ---'
  860. // ===============
  861. // -----------------
  862. // '-- Hitsounds --'
  863. // -----------------
  864. // Damage sound played on hit and on kill
  865.  
  866. //tf_dingalingaling_lasthit 1 // Play killsounds
  867. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  868. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  869. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  870. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  871. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  872. //tf_dingalingaling 1 // Play hitsounds
  873. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  874. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  875. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  876. //tf_dingaling_volume 0.7 // Hitsound volume
  877. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  878. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  879.  
  880. // -----------------
  881. // '-- Threading --'
  882. // -----------------
  883. // Threading options to take advantage of modern CPUs for the sound system
  884.  
  885. snd_async_fullyasync 1 // Play sounds independently of main engine work
  886. snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs with CPUs with 4 or more cores
  887. //snd_async_minsize 65536 // If you are having audio stutter,
  888. // wait until 64K of audio has been loaded
  889. // (usually for HDDs with CPUs with 4 or more cores
  890. // or for SSDs with CPUs with less than 4 cores)
  891. //snd_async_minsize 262144 // If you are still having audio stutter,
  892. // wait even longer
  893. // (usually for HDDs with CPUs with less than 4 cores)
  894. snd_mix_async 1 // Use another thread to mix sounds
  895. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  896. phonemedelay 0 // Do not delay phonemes with an async sound system
  897. //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
  898.  
  899. // ---------------
  900. // '-- General --'
  901. // ---------------
  902. // General/misc sound settings
  903.  
  904. //volume 1 // Set the master volume
  905. //snd_musicvolume 1 // Set music volume
  906. snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds. No performance benefit.
  907. //snd_delay_sound_shift 0 // Do not delay sounds
  908. //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs. No performance benefit.
  909. snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  910. //snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  911. //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
  912.  
  913. // ---------------
  914. // '-- Quality --'
  915. // ---------------
  916. // Adjust the quality of sound
  917.  
  918. snd_pitchquality 1 // Use interpolated mixer for sound, noticeable sound quality increase
  919. //snd_pitchquality 0 // Use linear mixer for sound, little performance benefit
  920. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  921. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  922. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  923. //snd_surround_speakers 0 // Force headphones
  924. //snd_surround_speakers 2 // Force mono/stereo
  925. //snd_surround_speakers 4 // Force quad
  926. //snd_surround_speakers 5 // Force 5.1
  927. //snd_surround_speakers 7 // Force 7.1
  928. snd_legacy_surround 0 // Disable surround sound effect
  929. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  930.  
  931. // ----------------------
  932. // '-- Spatialization --'
  933. // ----------------------
  934. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  935.  
  936. dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  937. //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  938. // systems
  939.  
  940. //dsp_slow_cpu 0 // Use enhanced positional effects
  941. dsp_slow_cpu 1 // Disable initialization of spatialization
  942. //snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  943. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  944. // Pretty reasonable performance benefit, but delay in spatialization.
  945. snd_spatialize_roundrobin 0 // Spatialize every frame
  946. dsp_room 0 // Disable automatic DSP
  947. //dsp_room 1 // Enable automatic DSP. Big performance hit
  948. //dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  949. dsp_facingaway 0 // Disable the facing away DSP effect
  950. dsp_speaker 50 // Administrator effect
  951. //dsp_speaker 0 // Disable administrator effect
  952. //dsp_water 14 // Water muffling effect
  953. dsp_water 0 // Disable water muffling effect
  954. dsp_spatial 40 // Spatial effect for positional audio
  955. //dsp_spatial 0 // Disable spatial effect
  956. dsp_db_mixdrop 0.6 // Use enhanced volume scaling
  957. dsp_db_min 80 // ^
  958. dsp_mix_min 0.24 // ^
  959. dsp_mix_max 0.78 // ^
  960. //dsp_db_mixdrop 1 // Disable volume scaling
  961. //dsp_db_min 0 // ^
  962. //dsp_mix_min 0 // ^
  963. //dsp_mix_max 0 // ^
  964.  
  965. // --------------------
  966. // '-- Optimization --'
  967. // --------------------
  968. // Optimizations with no noticeable effect on the listener
  969.  
  970. snd_cull_duplicates 0 // Do not try to find duplicate playing sounds, it is a lot of work on the CPU
  971. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  972. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  973. snd_noextraupdate 1 // Do not update sound twice
  974. snd_defer_trace 1 // Defer DSP spatialization to the next frame
  975. phonemefilter 0.01 // Do not box filter phonemes
  976. //phonemefilter 0.1 // Box filter phonemes for slightly longer
  977. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  978. //phonemesnap 63 // Crossfade a second phoneme on every LOD
  979.  
  980. // ===============
  981. // '--- Input ---'
  982. // ===============
  983. // ----------------
  984. // '-- Keyboard --'
  985. // ----------------
  986. // Keyboard adjustments
  987.  
  988. in_usekeyboardsampletime 1 // Determine key time from smoothed frametime
  989. //cl_yawspeed 210 // Yaw speed for keyboard (+left, +right)
  990. //cl_pitchspeed 225 // Pitch speed for keyboard (+lookup, +lookdown)
  991.  
  992. // -------------
  993. // '-- Mouse --'
  994. // -------------
  995. // Mouse movement and aiming
  996.  
  997. //m_pitch 0.022 // Pitch factor
  998. //m_yaw 0.022 // Yaw factor
  999. //sensitivity 3 // Mouse sensitivity
  1000. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues introduced in Windows 10 build 1703
  1001. //m_filter 0 // Do not average mouse input over two frames
  1002. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1003. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1004. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1005. //m_rawinput 1 // Use raw input from mouse
  1006. //m_customaccel 0 // custom mouse acceleration
  1007. // 0 - no custom acceleration
  1008. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1009. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1010. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1011. //m_customaccel_scale 0.04 // ^
  1012. //m_customaccel_max 0 // ^
  1013. //m_customaccel_exponent 1 // ^
  1014. //zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped
  1015. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1016.  
  1017. echo " "
  1018.  
  1019. echo " *************************** "
  1020. echo " *************************** "
  1021. echo " ** mastercomfig 5.1.3 loaded ** "
  1022. echo " *************************** "
  1023. echo " *************************** "
  1024.  
  1025. echo " "
  1026.  
  1027. echo "If you are having issues in local servers, like being unable to fire or move, set host_thread_mode 0."
  1028. echo "Remember to set host_thread_mode 1 once you are done with your local server."
  1029.  
  1030. echo "competitive preset selected"
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