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GMod: MaxFrames FPS Config

Dec 24th, 2014
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Cal's Garry's Mod maxframes config, designed to get you a large performance boost
  4. // v1.000 | 24 December 2014
  5. // ----------------------------------------------------------------------------
  6. // Launch options:
  7. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  8. //
  9. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  10. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  11. // ----------------------------------------------------------------------------
  12.  
  13. // ----------------------------------------------------------------------------
  14. // FPS cap
  15. // ----------------------------------------------------------------------------
  16. //fps_max 132 // Commented due to jittering when fps is capped for some
  17. fps_max 0
  18.  
  19. // ----------------------------------------------------------------------------
  20. // Net settings
  21. // ----------------------------------------------------------------------------
  22.  
  23. // LAN
  24. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  25. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  26. // the minimum available.
  27. //cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  28. //cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events.
  29. //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)
  30. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  31. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  32. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  33. //rate 60000 // Max bytes/sec the host can receive data.
  34.  
  35. // Good connection
  36. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  37. //cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  38. //cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  39. //cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  40. //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)
  41. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  42. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  43. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  44. //rate 60000 // Max bytes/sec the host can receive data.
  45.  
  46. // Bad connection
  47. // cl_cmdrate 66 // Number of command pakets sent to the server per second.
  48. // cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  49. // cl_interp_ratio 2 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  50. cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  51. 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)
  52. cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  53. cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  54. // cl_updaterate 40 // Number of packets per second you are requesting from the server.
  55. // rate 60000 // Max bytes/sec the host can receive data.
  56.  
  57. // Spy settings
  58. cl_updaterate 67 // Number of packets per second you are requesting from the server.
  59. cl_cmdrate 67 // Number of command pakets sent to the server per second.
  60. cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  61. cl_interp .015 // Interpolate x seconds from game (0.02 = 20ms)
  62. rate 100000 // Max bytes/sec the host can receive data.
  63.  
  64. // ----------------------------------------------------------------------------
  65. // Sprays
  66. // ----------------------------------------------------------------------------
  67.  
  68. // Disable sprays
  69. cl_playerspraydisable 1
  70. r_spray_lifetime 0
  71.  
  72. // Enable sprays -- uncomment this section if you want these settings
  73. //cl_playerspraydisable 0
  74. //r_spray_lifetime 2
  75.  
  76. // ----------------------------------------------------------------------------
  77. // Shadows
  78. // ----------------------------------------------------------------------------
  79.  
  80. // Disable shadows
  81. mat_shadowstate 0
  82. r_shadowmaxrendered 0
  83. r_shadowrendertotexture 0
  84. r_shadows 0
  85.  
  86. // Enable shadows -- uncomment this section if you want these settings
  87. //mat_shadowstate 1
  88. //r_shadowmaxrendered 11
  89. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  90. // competitive TF2 players to see opponents standing
  91. // near the other side of a wall. You may see some
  92. // performance loss from setting this to `1'.
  93. //r_shadows 1
  94.  
  95. // ----------------------------------------------------------------------------
  96. // Facial features
  97. // ----------------------------------------------------------------------------
  98.  
  99. // Disable facial features
  100. r_eyes 0
  101. r_flex 0
  102. r_lod 2
  103. r_rootlod 2
  104. r_teeth 0
  105.  
  106. // Enable facial features -- uncomment this section if you want these settings
  107. //r_eyes 1
  108. //r_flex 1
  109. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  110. //r_rootlod 1
  111. //r_teeth 1
  112.  
  113. // ----------------------------------------------------------------------------
  114. // Graphical
  115. // ----------------------------------------------------------------------------
  116. // Now we come to the main brunt of the config. You probably don't want to mess
  117. // with this.
  118. // ----------------------------------------------------------------------------
  119. cl_detaildist 0
  120. cl_detailfade 0
  121. cl_drawmonitors 0
  122. cl_ejectbrass 0
  123. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  124. cl_new_impact_effects 0
  125. cl_show_splashes 0
  126. //func_break_max_pieces 3
  127. glow_outline_effect_enable 0 // Cart glow effect.
  128. lod_transitiondist 0
  129. mat_antialias 0
  130. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  131. // a strange `shine' effect to appear on all players.
  132. mat_colcorrection_disableentities 1
  133. mat_colorcorrection 0
  134. mat_disable_bloom 1
  135. mat_disable_fancy_blending 1
  136. mat_disable_lightwarp 1
  137. mat_envmapsize 8
  138. //mat_envmaptgasize 0
  139. mat_filterlightmaps 0
  140. mat_filtertextures 0
  141. mat_forceaniso 0
  142. mat_hdr_level 0
  143. mat_max_worldmesh_vertices 512
  144. //mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 426
  145. // to get it darker. Only works in fullscreen.
  146. mat_motion_blur_enabled 0
  147. mat_parallaxmap 0
  148. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  149. // at a range from -1 to 2, -1 being the best quality, 2 being the
  150. // worst.
  151. mat_reducefillrate 1
  152. mat_reduceparticles 1
  153. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  154. // non-shiny, and will remove some specular effects from in-game
  155. // entities which support it. Setting this to 1 on dx8 will
  156. // result in some strange `fire' textures replacing their
  157. // appropriate counterparts, especially on medals, and certain
  158. // hats.
  159. mat_trilinear 0
  160. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  161. mat_viewportupscale 1
  162. mat_wateroverlaysize 1
  163. //mp_decals 1 // `9' is a good value to still see the spread pattern from a
  164. // scattergun without any real performance loss.
  165. r_3dsky 0
  166. r_ambientboost 0
  167. r_ambientfactor 0
  168. r_ambientmin 0
  169. r_avglight 0
  170. //r_cheapwaterend 1
  171. r_cheapwaterstart 1
  172. r_decals 1
  173. r_decalstaticprops 0
  174. //r_decal_cullsize 15
  175. r_drawdetailprops 0
  176. r_drawmodeldecals 0
  177. r_drawflecks 0
  178. r_dynamic 0
  179. r_flashlightdepthtexture 0
  180. r_forcewaterleaf 1
  181. r_lightaverage 0
  182. //r_maxnewsamples 2
  183. //r_maxsampledist 1
  184. //r_propsmaxdist 0
  185. r_renderoverlayfragment 0
  186. r_staticprop_lod 4
  187. r_waterdrawreflection 0
  188. r_waterdrawrefraction 0
  189. r_waterforceexpensive 0
  190. r_waterforcereflectentities 0
  191. rope_averagelight 0
  192. rope_collide 0
  193. rope_rendersolid 0
  194. rope_shake 0
  195. rope_smooth 0
  196. rope_subdiv 0
  197. rope_wind_dist 0
  198. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  199. // it, for example, setting this to `1'
  200. // disables rain effects on *_sawmill.
  201. tracer_extra 0
  202. violence_ablood 1
  203. violence_hblood 1
  204.  
  205. // ----------------------------------------------------------------------------
  206. // Misc
  207. // ----------------------------------------------------------------------------
  208. in_usekeyboardsampletime 0
  209. mat_clipz 1 // FX card users should set this to 0
  210. mat_forcehardwaresync 0
  211. mat_levelflush 1
  212. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  213. // silly incompatibility with the Xfire overlay. You should use
  214. // it if you can!
  215. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  216. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  217. // performed on the GPU (as opposed to on the CPU). The
  218. // value `-1' autodetects hardware support for this
  219. // feature, which is safer than forcing it.
  220.  
  221. // ----------------------------------------------------------------------------
  222. // Sound
  223. // ----------------------------------------------------------------------------
  224. // I'd be hesitant to say that you would see a great deal of performance
  225. // improvement from lowering the sound quality, but in my experience as a
  226. // competitive TF2 player, lowering the sound quality makes determination of
  227. // directionality and distance that much easier. You may see a small FPS gain
  228. // with these settings, or you may not, either way will likely have a
  229. // negligible effect on performance.
  230. // ----------------------------------------------------------------------------
  231. dsp_enhance_stereo 0
  232. dsp_slow_cpu 1
  233. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  234. // helpful in the past, as it seems to (for whatever
  235. // reason) reduce the number of TDRs experienced during
  236. // gameplay. There's some pretty good information on
  237. // TDRs (nerds only) here:
  238. // http://forums.nvidia.com/index.php?showtopic=65161
  239. snd_pitchquality 0
  240. snd_spatialize_roundrobin 1
  241.  
  242. // ----------------------------------------------------------------------------
  243. // Threading
  244. // ----------------------------------------------------------------------------
  245. //mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  246. // defines the threading method to be used by the material
  247. // system. It has been unstable to use in the past, but
  248. // nowadays it's generally okay.
  249. //
  250. // Here are the possible values:
  251. // -2 legacy default
  252. // -1 default
  253. // 0 synchronous single thread
  254. // 1 queued single thread
  255. // 2 queued multithreaded
  256. //
  257. // If you have problems with the value `2', try setting it to
  258. // `-1'.
  259. //
  260. // As an aside, there are quite a few bugs in the demo system
  261. // that occur when mat_queue_mode is set to a value that is
  262. // not `-1'. If you intend to do work with the demo system,
  263. // maybe you should change this.
  264.  
  265. cl_threaded_bone_setup 0
  266. cl_threaded_client_leaf_system 0
  267. r_queued_decals 0
  268. //r_queued_ropes 1
  269. //r_queued_post_processing 1
  270. //r_threaded_client_shadow_manager 0
  271. //r_threaded_particles 0
  272. //r_threaded_renderables 1
  273.  
  274. // ----------------------------------------------------------------------------
  275. // Misc
  276. // ----------------------------------------------------------------------------
  277. cl_forcepreload 1 // Force preloading
  278.  
  279. // ----------------------------------------------------------------------------
  280. // M0re's FPS Config
  281. // ----------------------------------------------------------------------------
  282. mat_mipmaptextures "1" // texture quality decreases with distance
  283. mat_bufferprimitives "1"
  284. mat_compressedtextures "1"
  285. mat_debugdepthval "0"
  286. mat_debugdepthvalmax "0"
  287. mat_hdr_enabled "0"
  288. mat_use_compressed_hdr_textures "1"
  289. mat_aaquality "0"
  290. mat_softwarelighting "0"
  291. mat_autoexposure_max "0"
  292. mat_autoexposure_min "0"
  293. mat_bloomscale "0"
  294. mat_bloom_scalefactor_scalar "0"
  295. mat_disable_ps_patch "1"
  296. mat_fastspecular "1"
  297. mat_fastnobump "0"
  298. mat_forcemanagedtextureintohardware "0"
  299. mat_framebuffercopyoverlaysize "0"
  300. mat_diffuse "1"
  301. mat_software_aa_blur_one_pixel_lines "0"
  302. mat_software_aa_strength "0"
  303. mat_software_aa_strength_vgui "0"
  304. mat_software_aa_tap_offset "0"
  305. mat_alphacoverage "0"
  306. mat_non_hdr_bloom_scalefactor "0"
  307. mat_maxframelatency "0"
  308. snd_mixahead "0.1"
  309. dsp_volume "1"
  310. dsp_spatial "40"
  311. dsp_speaker "50"
  312. dsp_water "14
  313. soundscape_flush "1" // Flushes the server & client side soundscapes
  314. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  315. r_dopixelvisibility "0"
  316. r_PhysPropStaticLighting "0"
  317. r_occlusion "1" // Activate/deactivate the occlusion system.
  318. r_worldlights "0" // number of world lights to use per vertex
  319. r_3dnow "0" // Enable/disable 3DNow code
  320. r_sse2 "1" // Enable/disable SSE2 code
  321. r_ropetranslucent "0"
  322. r_drawbatchdecals "0"
  323. r_hunkalloclightmaps "0"
  324. r_maxdlights "0"
  325. r_maxmodeldecal "0"
  326. r_minnewsamples "0"
  327. r_bloomtintg "0"
  328. r_bloomtintb "0"
  329. r_bloomtintexponent "0"
  330. r_bloomtintr "0"
  331. r_lightcache_zbuffercache "0"
  332. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  333. cl_muzzleflash_dlight_1st "0"
  334. cl_predictweapons "1"
  335. cl_predict "1"
  336. tf_playergib "0"
  337. cl_showhelp "0"
  338. cl_showpluginmessages "0" // Allow plugins to display messages to you
  339. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  340. cl_debugrumble "0" // Turn on rumble debugging spew
  341. cl_ragdoll_collide "0"
  342. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  343. sv_forcepreload "1" // forces preload to help increase performance
  344. jpeg_quality "100" // jpeg screenshot quality.
  345. commentary "0" // desired commentary mode state
  346. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  347. prop_active_gib_limit "0"
  348. showhitlocation "1"
  349. gl_clear "0"
  350. muzzleflash_light "0"
  351. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  352. adsp_debug "0"
  353. //mp_usehwmmodels "0"
  354. //mp_usehwmvcds "0"
  355.  
  356. // -----------------
  357. // Stabby's commands
  358. // -----------------
  359.  
  360. mat_disablephong "1"
  361. cl_software_cursor "1"
  362. m_customaccel_exponent "0"
  363. m_customaccel_max "0"
  364. m_customaccel_scale "0"
  365. m_forward "1"
  366. m_mousespeed "1"
  367. nb_shadow_dist "0"
  368. r_eyegloss "0"
  369. r_eyemove "0"
  370. r_eyeshift_x "0"
  371. r_eyeshift_y "0"
  372. r_eyeshift_z "0"
  373. r_eyesize "0"
  374. blink_duration "0"
  375. r_ragdoll_pronecheck_distance
  376. mat_software_aa_quality "0"
  377. mat_software_aa_edge_threshold "9"
  378. host_thread_mode "1"
  379. studio_queue_mode "1"
  380. rope_smooth_maxalpha "0"
  381. rope_smooth_maxalphawidth "0"
  382. rope_smooth_minalpha "0"
  383. rope_smooth_minwidth "0"
  384.  
  385. // ---------------
  386. // Cal's commands
  387. // ---------------
  388.  
  389. mat_phong 0
  390. m_filter "0"
  391. m_customaccel "0"
  392. m_mouseaccel1 "0"
  393. m_mouseaccel2 "0"
  394. ai_expression_optimization "0"
  395. mat_softwarelighting "1"
  396. mat_showlowresimage 1
  397.  
  398.  
  399. // -------------------------------------------------------------------
  400. // Optional variations (uncomment these and comment the other option found above)
  401. // -------------------------------------------------------------------
  402.  
  403. func_break_max_pieces "0"
  404. mat_envmaptgasize "8"
  405. //mat_forceaniso "1"
  406. mat_monitorgamma "2.0" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  407. r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
  408. r_maxnewsamples "2"
  409. r_maxsampledist "1"
  410. r_queued_post_processing "0"
  411. r_threaded_client_shadow_manager "1"
  412. r_threaded_particles "1"
  413. r_threaded_renderables "0"
  414. mp_decals "200"
  415. r_decal_cullsize "5"
  416. mat_queue_mode "2"
  417. mp_usehwmvcds "-1"
  418. mp_usehwmmodels "-1
  419. r_queued_ropes "0"
  420.  
  421. // ----------------------------------------------------------------------------
  422. // Print to console
  423. // ----------------------------------------------------------------------------
  424. clear
  425. echo "-------------------------------------------------------"
  426. echo " Cal's Mixture of "
  427. echo " Chris' Maxframes Config, "
  428. echo " M0re's Highframes Config, "
  429. echo " Stabby's FPS Config, "
  430. echo " StrYke_0ut's mini Garry's Mod Config "
  431. echo " Streak's FPS Config "
  432. echo " loaded "
  433. echo " SUCCESSFULLY! "
  434. echo "-------------------------------------------------------"
  435. echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/"
  436. echo "M0re's Highframes Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464"
  437. echo "Stabby's FPS Config: http://pastebin.com/GWqDFVtE"
  438. echo "StrYke_0ut's mini Garry's Mod FPS config: http://www.gamerconfig.eu/config/garrys-mod/my+gmod+fps+config,1229/"
  439. echo "Streak's FPS Config: http://hellsgamers.com/topic/85234-perp-higher-fps-configlaunch-options/"
  440. echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024"
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