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shad0wtheobese

autoexec (comangila)

Jul 17th, 2017
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  1. map_background background01 // I use this to load custom animations so that they work on any server
  2. r_worldlight 0
  3. bind w +mfwd
  4. bind s +mback
  5. bind a +mleft
  6. bind d +mright
  7. alias +mfwd "-back;+forward;alias checkfwd +forward"
  8. alias +mback "-forward;+back;alias checkback +back"
  9. alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
  10. alias +mright "-moveleft;+moveright;alias checkright +moveright"
  11. alias -mfwd "-forward;checkback;alias checkfwd none"
  12. alias -mback "-back;checkfwd;alias checkback none"
  13. alias -mleft "-moveleft;checkright;alias checkleft none"
  14. alias -mright "-moveright;checkleft;alias checkright none"
  15. alias checkfwd none
  16. alias checkback none
  17. alias checkleft none
  18. alias checkright none
  19. alias none ""
  20. sv_allow_point_servercommand always
  21. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  22. // ----------------------------------------------------------------------------
  23. // Comanglia' frames config inspired by chris, designed to get you a large performance boost
  24. // v1.1 | 18 December 2015 |
  25. // ----------------------------------------------------------------------------
  26. // Launch options:
  27. // You should remove -dxlevel xx from the launch options for superior stability with
  28. // ALT+Tabbing
  29. //
  30. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid
  31. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid
  32. // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
  33. //
  34. // DX Levels
  35. // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
  36. // if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect (some series of outdated nvidia drivers remove this affect)
  37. // ----------------------------------------------------------------------------
  38.  
  39. // ----------------------------------------------------------------------------
  40. // FPS cap
  41. // ----------------------------------------------------------------------------
  42. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  43. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  44. // desirable than a variable but sometimes high framerate. A common
  45. // misconception is that if any more frames are generated than your monitor can
  46. // display, they are useless. This is wrong -- frames are used for much more
  47. // than mere display, and affect the way the game feels well past your
  48. // refresh rate.
  49. // ----------------------------------------------------------------------------
  50. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  51. fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  52. //fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
  53. sv_cheats 0
  54.  
  55. // ----------------------------------------------------------------------------
  56. // Net settings
  57. // ----------------------------------------------------------------------------
  58. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  59. // are a fact of life in competitive TF2, and as such, they are included here.
  60. //
  61. // A common question I am asked -- what defines whether a good connection is
  62. // good or bad? Mostly personal preference. If you're not willing to make the
  63. // choice, try both and see which is better for you.
  64. //
  65. // Generally, meeting both of the following conditions would classify it as a
  66. // good connection:
  67. //
  68. // - Ping of <80 to the average server you join
  69. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  70. //
  71. // There's some pretty good documentation on this here:
  72. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  73. //
  74. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  75. // ----------------------------------------------------------------------------
  76.  
  77. // Good connection
  78. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  79. cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
  80. cl_interp_ratio 1
  81. cl_lagcompensation 1
  82. cl_pred_optimize 2
  83. cl_smooth 0
  84. cl_smoothtime 0.01
  85. cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  86. rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
  87.  
  88. // ----------------------------------------------------------------------------
  89. // Shadows
  90. // ----------------------------------------------------------------------------
  91.  
  92. // Disable shadows
  93. r_shadowmaxrendered 0
  94. r_shadowrendertotexture 0
  95. r_shadows 0
  96. nb_shadow_dist 0
  97.  
  98. // ----------------------------------------------------------------------------
  99. // Facial features
  100. // ----------------------------------------------------------------------------
  101.  
  102. // ----------------------------------------------------------------------------
  103. // Ragdolls
  104. // ----------------------------------------------------------------------------
  105. // You will have reduced performance on deaths which produce ragdolls.
  106. // ----------------------------------------------------------------------------
  107.  
  108. // ----------------------------------------------------------------------------
  109. // Gibs
  110. // ----------------------------------------------------------------------------
  111. // You will have reduced performance on deaths which produce gibs.
  112. // ----------------------------------------------------------------------------
  113.  
  114. // Disable gibs
  115. cl_phys_props_enable 0
  116. cl_phys_props_max 0
  117. props_break_max_pieces 0
  118. r_propsmaxdist 1
  119. violence_agibs 0
  120. violence_hgibs 0
  121.  
  122. // ----------------------------------------------------------------------------
  123. // Graphical
  124. // ----------------------------------------------------------------------------
  125. // Now we come to the main brunt of the config. You probably don't want to mess
  126. // with this.
  127. // ----------------------------------------------------------------------------
  128. prop_active_gib_limit 0
  129. props_break_max_pieces_perframe 0
  130. fov_desired 120
  131. viewmodel_fov 76
  132. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  133. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  134. cl_muzzleflash_dlight_1st 0
  135. cl_detaildist 0
  136. cl_detailfade 0
  137. cl_drawmonitors 0
  138. cl_ejectbrass 0
  139. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  140. cl_new_impact_effects 0
  141. cl_show_splashes 0
  142. cl_rumblescale 0
  143. cl_showhelp 0
  144. cl_showpluginmessages 0
  145. cl_debugrumble 0
  146. bind "v" "noview"
  147. func_break_max_pieces 0
  148. glow_outline_effect_enable 0 // Cart glow effect.
  149. lod_transitiondist 0
  150. //mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
  151. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  152. // a strange `shine' effect to appear on all players. - Chris
  153. // In the past I wasn't able to prove that disabling this was significant,
  154. // it effects fps by about 1% after several checks - Comanglia
  155. mat_colcorrection_disableentities 1
  156. mat_colorcorrection 0
  157. mat_disable_bloom 1
  158. mat_envmapsize 8
  159. mat_envmaptgasize 8
  160. mat_disable_fancy_blending 1
  161. mat_disable_lightwarp 1
  162. mat_filterlightmaps 0
  163. mat_filtertextures 0
  164. mat_forceaniso 1
  165. mat_hdr_level 0
  166. mat_autoexposure_max 0
  167. mat_autoexposure_min 0
  168. mat_bloomscale 0
  169. mat_bloom_scalefactor_scalar 0
  170. mat_debug_postprocessing_effects 0
  171. mat_debugdepth 0
  172. mat_disable_bloom 1
  173. mat_postprocessing_combine 0
  174. mat_non_hdr_bloom_scalefactor 0
  175. mat_bufferprimitives 1
  176. mat_compressedtextures 1
  177. mat_forcemanagedtextureintohardware 0
  178. mat_framebuffercopyoverlaysize 0
  179. mat_hdr_enabled 0
  180. mat_hdr_manual_tonemap_rate 0
  181. mat_mipmaptextures 1
  182. mat_non_hdr_bloom_scalefactor 0
  183. mat_showlightmappage -1
  184. mat_softwarelighting 0
  185. mat_software_aa_blur_one_pixel_lines 0
  186. mat_software_aa_edge_threshold 0
  187. mat_software_aa_quality 0// was 9
  188. mat_software_aa_strength 0
  189. mat_software_aa_strength_vgui 0
  190. mat_software_aa_tap_offset 0
  191. mat_software_aa_quality 0
  192. mat_texture_limit -1
  193. mat_use_compressed_hdr_textures 0
  194. mem_max_heapsize 2048
  195. mod_forcedata 1
  196. mod_forcetouchdata 1
  197. mat_max_worldmesh_vertices 512
  198. mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
  199. // to get it darker. Only works in fullscreen.
  200. mat_parallaxmap 0
  201. mat_picmip -4 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  202. // at a range from -1 to 2, -1 being the best quality, 2 being the
  203. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  204. mat_reducefillrate 1
  205. mat_reduceparticles 1
  206. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  207. // non-shiny, and will remove some specular effects from in-game
  208. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  209. mat_trilinear 0
  210. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  211. mat_viewportupscale 1
  212. mat_wateroverlaysize 1
  213. mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
  214. r_3dsky 0
  215. r_ambientboost 0
  216. r_ambientfactor 0
  217. r_ambientmin 0
  218. r_cheapwaterend 1
  219. r_cheapwaterstart 1
  220. r_decals 9
  221. r_maxmodeldecal 9
  222. r_decalstaticprops 0
  223. r_decal_cullsize 15
  224. r_drawdetailprops 0
  225. r_drawmodeldecals 0
  226. r_drawflecks 0
  227. r_dynamic 0
  228. r_flashlightdepthtexture 0
  229. r_forcewaterleaf 1
  230. r_lightaverage 0
  231. r_maxnewsamples 0
  232. r_maxsampledist 1
  233. r_bloomtintb 0
  234. r_bloomtintexponent 0
  235. r_bloomtintg 0
  236. r_bloomtintr 0
  237. r_occlusion 1
  238. r_pixelfog 1
  239. r_propsmaxdist 0
  240. r_drawviewmodel 1
  241. r_renderoverlayfragment 1
  242. r_staticprop_lod 4
  243. r_waterdrawreflection 0
  244. r_waterdrawrefraction 1
  245. r_waterforceexpensive 0
  246. r_waterforcereflectentities 0
  247. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  248. r_dopixelvisibility 0
  249. r_drawbatchdecals 0
  250. r_hunkalloclightmaps 0
  251. r_lightcache_zbuffercache 0
  252. r_PhysPropStaticLighting 0
  253. rope_averagelight 0
  254. rope_collide 0
  255. rope_rendersolid 0
  256. rope_shake 0
  257. rope_smooth 0
  258. rope_subdiv 0
  259. rope_wind_dist 0
  260. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  261. // it, for example, setting this to `1'
  262. // disables rain effects on *_sawmill.
  263. tracer_extra 0
  264. violence_ablood 1 // framerates on -most- pcs are higher with these on
  265. violence_hblood 1
  266. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  267. mat_motion_blur_forward_enabled 0
  268. mat_motion_blur_strength 0
  269. r_worldlightmin 0.0001
  270. r_worldlights 0
  271.  
  272. // ----------------------------------------------------------------------------
  273. // Misc
  274. // ----------------------------------------------------------------------------
  275. in_usekeyboardsampletime 0
  276. mat_clipz 1 // FX card users should set this to 0
  277. mat_forcehardwaresync 0
  278. mat_levelflush 1
  279. //m_rawinput 0 // Turn on raw mouse input. Commented out by default due to
  280. // silly incompatibility with the Xfire overlay. You should use
  281. // it if you can! - WHO USES XFIRE ANYMORE?
  282. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  283. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  284. // performed on the GPU (as opposed to on the CPU). The
  285. // value `-1' autodetects hardware support for this
  286. // feature, which is safer than forcing it.
  287.  
  288. ai_expression_optimization 1
  289. fast_fogvolume 1
  290. host_thread_mode 0 // Not exactly stable
  291. con_enable 1
  292. con_filter_enable 1
  293. con_filter_text_out particle
  294. datacachesize 256
  295.  
  296. // ----------------------------------------------------------------------------
  297. // Threading
  298. // ----------------------------------------------------------------------------
  299. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  300. // defines the threading method to be used by the material
  301. // system. It has been unstable to use in the past, but
  302. // nowadays it's generally okay.
  303. //
  304. // Here are the possible values:
  305. // -2 legacy default
  306. // -1 default
  307. // 0 synchronous single thread
  308. // 1 queued single thread
  309. // 2 queued multithreaded
  310. //
  311. // If you have problems with the value `2', try setting it to
  312. // `-1'.
  313. //
  314. // As an aside, there are quite a few bugs in the demo system
  315. // that occur when mat_queue_mode is set to a value that is
  316. // not `-1'. If you intend to do work with the demo system,
  317. // maybe you should change this.
  318. //
  319. //After immense testing I've found that default works perfectly
  320. //fine with setting your Thread usage. It automatically set me
  321. //to 2 every time. I'd say it's safer and likely less buggy to
  322. //leave this at -1 than it is at 2.
  323. //
  324. //As a side not I've noticed micro stutters with mat_queue_mode 2
  325. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  326.  
  327. cl_threaded_bone_setup 1 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON
  328. cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
  329. r_queued_decals 0 // lessens the impact of higher decal limits.
  330. r_queued_ropes 1
  331. r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
  332. r_threaded_client_shadow_manager 1
  333. r_threaded_particles 1
  334. r_threaded_renderables 1
  335.  
  336. // ----------------------------------------------------------------------------
  337. // Print to console
  338. // ----------------------------------------------------------------------------
  339. echo "---------------------------------------------------------"
  340. echo "Comanglia' stability config loaded. Inspired by Chris config"
  341. echo "---------------------------------------------------------"
  342. // ----------------------------------------------------------------------------
  343. // Print to console
  344. // ----------------------------------------------------------------------------
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