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- // --------------------
- // '-- Optimization --'
- // --------------------
- // These settings will optimize gmod without having any very noticeable effects to the user
- threadpool_affinity 0 // Disable affinity, allow the OS to schedule threads efficiently
- engine_no_focus_sleep 1 // Balance between power savings and background responsiveness
- mat_queue_mode -1 // Make sure ideal threading mode is on
- r_threaded_particles 1 // Thread particles, NOTE CAUSES OCCASIONAL CRASH ON SOME PCS
- cl_threaded_bone_setup 1 // Thread bone setup, can cause occasional errors with bones or incorrect placement
- // r_threaded_client_shadow_manager 1
- gmod_mcore_test 1 // Gmod multithread, pretty stable but can cause crashes for some, use this at your discretion
- r_queued_ropes 1 // Render queue for ropes
- //cl_crosshair_red 156 // Crosshair red (0 to 255)
- //cl_crosshair_green 39 // Crosshair green (0 to 255)
- //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
- //cl_crosshair_scale 32 // Size of crosshair
- //cl_crosshair_file "" // Style of crosshair
- //cl_observercrosshair 0 // Disable crosshair in spectator
- //crosshair 0 // Disable crosshair entirely
- cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
- con_enable 1 // Enable the developer console
- fov_desired 100 // See more of the battlefield
- //snd_async_fullyasync 1 // Skip sound cache, load all sounds async
- //snd_async_minsize 0 // ^
- snd_pitchquality 0 // Use linear mixer for sound, performance benefit
- //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
- //snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
- snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
- //snd_surround_speakers -1 // Autodetect speaker configuration from OS
- snd_surround_speakers 0 // Force headphones
- //snd_surround_speakers 2 // Force mono/stereo
- //snd_surround_speakers 4 // Force quad
- //snd_surround_speakers 5 // Force 5.1
- //windows_speaker_config -1 // Windows speaker configuration
- // ----------------------
- // '-- Spatialization --'
- // ----------------------
- // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
- dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
- //dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels
- //dsp_slow_cpu 0 // Use enhanced positional effects
- dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
- //snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit
- snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm. Pretty reasonable performance benefit, but delay in spatialization.
- //snd_spatialize_roundrobin 0 // Spatialize every frame
- dsp_room 0 // Disable automatic DSP
- //dsp_room 1 // Enable automatic DSP, adjusts DSP according to the room type/size you are in
- //dsp_speaker 50 // Administrator effect (can be 50 to 59)
- dsp_speaker 0 // Disable administrator effect
- //dsp_water 14 // Water muffling effect (small delay)
- //dsp_water 15 // Water muffling effect (medium delay)
- //dsp_water 16 // Water muffling effect (large delay)
- dsp_water 0 // Disable water muffling effect
- dsp_spatial 40 // Spatial delay effect for positional audio
- //dsp_spatial 0 // Disable spatial effect
- // -----------------
- // Networking
- // -----------------
- //net_maxpacketdrop 0 // Use all packets, helps people with spotty connections keep playing
- net_maxpacketdrop 5000 // Use default packet drop threshold, to be more strict about networking, this can help if you play on very large servers and your connection is stable
- cl_timeout 600 // Max client timeout
- //cl_smooth 1 // Do not instantly correct prediction errors, as they are predominantly small enough to be smoothed over with negligible error and has less distracting jitters in view
- // If you play something competitive I highly recommend leaving this disabled, otherwise enable it for something like darkrp
- cl_smoothtime .05 // Decrease smooth time to reject large prediction errors faster
- net_queued_packet_thread 1 // Keep thread on in case we start sending split packets
- net_queued_packet_thread 581304 // Queue all packets
- net_splitrate 1 // Number of fragments for a splitpacket that can be sent per frame
- net_udp_rcvbuf 131072 // Game does not handle overflows correctly, so no point in setting this lower
- sv_lan 1 // Protect local servers
- net_chokeloop 1 // Early check for multiplayer
- cl_localnetworkbackdoor 0 // Fast path for multiplayer to skip backdoor
- host_limitlocal 1 // Prevent excess work on local
- // --------------------
- // '-- Optimization --'
- // --------------------
- // Optimizations with no noticeable effect on the listener
- //snd_cull_duplicates 0 // Do not skip playing duplicate sounds
- snd_cull_duplicates 1 // Only play one of each sound at a time
- //voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality (does not work in autoexec)
- snd_noextraupdate 1 // Do not update sound twice
- snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
- //snd_defer_trace 0 // Immediately trace on the first frame
- snd_async_spew_blocking 0 // Disable async spew
- // -------------
- // '-- Mouse --'
- // -------------
- // Mouse movement and aiming
- m_pitch .022 // Pitch factor
- m_yaw .022 // Yaw factor
- //sensitivity 3 // Mouse sensitivity
- //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
- m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
- //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
- m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
- m_mouseaccel1 0 // ^ (-noforcemaccel)
- m_mouseaccel2 0 // ^ (-noforcemaccel)
- m_rawinput 1 // Use raw input from mouse
- m_customaccel 0 // custom mouse acceleration
- // 0 - no custom acceleration
- // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
- // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
- // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
- //m_customaccel_scale .04 // ^
- //m_customaccel_max 0 // ^
- //m_customaccel_exponent 1 // ^
- zoom_sensitivity_ratio .793471 // Use same sensitivity as when unscoped
- alias toggle_jump "switch_mode"
- alias switch_mode "space_mode"
- alias space_mode "bind space +jump; bind mwheelup invprev; bind mwheeldown invnext; alias toggle_jump mwheel_mode"
- alias mwheel_mode "bind mwheeldown +jump; bind mwheelup +jump; bind space none; alias toggle_jump space_mode"
- bind "g" "toggle_jump"
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