complys

gameinfo.gi

Feb 5th, 2026
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  1. "GameInfo"
  2. {
  3. game "citadel"
  4. title "Citadel"
  5. type multiplayer_only
  6. nomodels 1
  7. nohimodel 1
  8. nocrosshair 0
  9. hidden_maps
  10. {
  11. "test_speakers" 1
  12. "test_hardware" 1
  13. }
  14. nodegraph 0
  15. perfwizard 0
  16. tonemapping 0
  17. GameData "citadel.fgd"
  18.  
  19. Localize
  20. {
  21. DuplicateTokensAssert 1
  22. }
  23. FileSystem
  24. {
  25. //
  26. // The code that loads this file automatically does a few things here:
  27. //
  28. // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  29. // 2. For each "Game" search path, it adds another "Game" path in front of it with _<language> at the end.
  30. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  31. // 3. If no "Mod" key, for the first "Game" search path, it adds a search path called "MOD".
  32. // 4. If no "Write" key, for the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  33. //
  34.  
  35. //
  36. // Search paths are relative to the exe directory\..\
  37. //
  38. SearchPaths
  39. {
  40. // These are optional language paths. They must be mounted first, which is why there are first in the list.
  41. // *LANGUAGE* will be replaced with the actual language name. If not running a specific language, these paths will not be mounted
  42. Game_Language citadel_*LANGUAGE*
  43.  
  44. // These are optional low-violence paths. They will only get mounted if you're in a low-violence mode.
  45. Game_LowViolence citadel_lv
  46.  
  47. Game citadel
  48. Game core
  49. }
  50. }
  51.  
  52. MaterialSystem2
  53. {
  54. RenderModes
  55. {
  56. game Default
  57. game Forward
  58. game Deferred
  59. game Outline
  60. game Depth
  61. game FrontDepth
  62.  
  63. dev ToolsVis // Visualization modes for all shaders (lighting only, normal maps only, etc.)
  64. dev ToolsWireframe // This should use the ToolsVis mode above instead of being its own mode\
  65.  
  66. tools ToolsUtil // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid
  67. }
  68. }
  69.  
  70. MaterialEditor
  71. {
  72. "DefaultShader" "environment_texture_set"
  73. }
  74.  
  75. NetworkSystem
  76. {
  77. BetaUniverse
  78. {
  79. FakeLag 40
  80. FakeLoss .1
  81. //FakeReorderPct 0.05
  82. //FakeReorderDelay 10
  83. //FakeJitter "low"
  84. // Turning off fake jitter for now while I work on making the CQ totally solid
  85. FakeReorderPct 0
  86. FakeReorderDelay 0
  87. FakeJitter "off"
  88. }
  89.  
  90. "SkipRedundantChangeCallbacks" "1"
  91. }
  92.  
  93. RenderSystem
  94. {
  95. IndexBufferPoolSizeMB 32
  96. UseReverseDepth 1
  97. Use32BitDepthBuffer 0
  98. Use32BitDepthBufferWithoutStencil 0
  99. SwapChainSampleableDepth 1
  100. VulkanMutableSwapchain 1
  101. "LowLatency" "1"
  102. "VulkanOnly" "1" [ $LINUX || $OSX ] // No OpenGL or D3D9/11 fallback on Linux or OSX, only Vulkan is supported.
  103. "VulkanRequireSubgroupWaveOpSupport" "1" [ !$OSX ]
  104. "VulkanRequireDescriptorIndexing" "1" [ !$OSX ]
  105. "VulkanSteamShaderCache" "1"
  106. "VulkanSteamAppShaderCache" "1"
  107. "VulkanSteamDownloadedShaderCache" "1"
  108. "VulkanAdditionalShaderCache" "vulkan_shader_cache.foz"
  109. "VulkanStagingPMBSizeLimitMB" "384"
  110. "GraphicsPipelineLibrary" "1"
  111. "VulkanOnlyTestProbability" "0"
  112. "VulkanDefrag" "1"
  113. "MinStreamingPoolSizeMB" "1024"
  114. "MinStreamingPoolSizeMBTools" "2048"
  115. }
  116.  
  117. NVNGX
  118. {
  119. AppID 103371621
  120. SupportsDLSS 1
  121. }
  122.  
  123. Engine2
  124. {
  125. HasModAppSystems 1
  126. Capable64Bit 1
  127. URLName citadel
  128. RenderingPipeline
  129. {
  130. SupportsMSAA 0
  131. DistanceField 1
  132. }
  133. PauseSinglePlayerOnGameOverlay 1
  134. DefensiveConCommands 1
  135. DisableLoadingPlaque 1
  136. }
  137.  
  138. ContentBuilder
  139. {
  140. ResourceCompilerDirectXUsesWARP "0"
  141. }
  142.  
  143. SoundSystem
  144. {
  145. SteamAudioEnabled "1"
  146. WaveDataCacheSizeMB "256"
  147. "UsePlatTime" "1"
  148. }
  149. Sounds
  150. {
  151. HierarchicalEncodingFiles "1"
  152. }
  153.  
  154. ToolsEnvironment
  155. {
  156. "Engine" "Source 2"
  157. "ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
  158. }
  159.  
  160. pulse
  161. {
  162. "pulse_enabled" "1"
  163. }
  164.  
  165. Hammer
  166. {
  167. "fgd" "citadel.fgd" // NOTE: This is relative to the 'game' path.
  168. "GameFeatureSet" "Citadel"
  169. "DefaultSolidEntity" "trigger_multiple"
  170. "DefaultPointEntity" "info_player_start"
  171. "NavMarkupEntity" "func_nav_markup"
  172. "OverlayBoxSize" "8"
  173. "TileMeshesEnabled" "1"
  174. "RenderMode" "ToolsVis"
  175. "CreateRenderClusters" "1"
  176. "DefaultMinDrawVolumeSize" "2048"
  177. "DefaultMinTrianglesPerCluster" "16384"
  178. "TileGridSupportsBlendHeight" "1"
  179. "TileGridBlendDefaultColor" "0 255 0"
  180. "LoadScriptEntities" "0"
  181. "UsesBakedLighting" "1"
  182. "UseAnalyticGrid" "0"
  183. "SupportsDisplacementMapping" "0"
  184. "SteamAudioEnabled" "1"
  185. "LatticeDeformerEnabled" "1"
  186. "ShadowAtlasWidth" "16384"
  187. "ShadowAtlasHeight" "16384"
  188. "TimeSlicedShadowMapRendering" "1"
  189. }
  190.  
  191. SoundTool
  192. {
  193. "DefaultSoundEventType" "src1_3d"
  194.  
  195. SoundEventBaseOptions
  196. {
  197. "Base.Announcer.VO.2d" ""
  198. "Base.World.VO.Emitter.3d" ""
  199. "Base.Hero.VO.Ping.2d" ""
  200. "Base.Hero.VO.2d" ""
  201. "Base.Hero.VO.3d" ""
  202. "Base.Hero.VO.Ability.3d" ""
  203. "Base.Hero.VO.Ultimate.3d" ""
  204. "Base.Hero.VO.Dash.3d" ""
  205. "Base.Hero.VO.Effort.3d" ""
  206. "Base.Hero.VO.Pain.3d" ""
  207. "Base.Hero.VO.Melee.3d" ""
  208. "Base.Hero.VO.Death.3d" ""
  209. }
  210. }
  211.  
  212. RenderPipelineAliases
  213. {
  214. }
  215.  
  216. ResourceCompiler
  217. {
  218. // Overrides of the default builders as specified in code, this controls which map builder steps
  219. // will be run when resource compiler is run for a map without specifiying any specific map builder
  220. // steps. Additionally this controls which builders are displayed in the hammer build dialog.
  221. DefaultMapBuilders
  222. {
  223. "bakedlighting" "1" // Enable lightmapping during compile time
  224. "envmap" "0" // turned off since it currently causes an assert and doesn't work due to some build issue
  225. "nav" "1" // Generate nav mesh data
  226. }
  227.  
  228. MeshCompiler
  229. {
  230. OptimizeForMeshlets 1
  231. TrianglesPerMeshlet 64 // Maximum valid value currently is 126
  232. UseMikkTSpace 1
  233. EncodeVertexBuffer 1
  234. EncodeVertexBufferVersion 1
  235. EncodeVertexBufferLevel 3
  236. EncodeIndexBuffer 1
  237. SplitDepthStream 1
  238. }
  239.  
  240. WorldRendererBuilder
  241. {
  242. VisibilityGuidedMeshClustering "1"
  243. MinimumTrianglesPerClusteredMesh "8192"
  244. MinimumVerticesPerClusteredMesh "8192"
  245. MinimumVolumePerClusteredMesh "8192" // ~20x20x20 cube
  246. MaxPrecomputedVisClusterMembership "96"
  247. MaxCullingBoundsGroups "128"
  248. UseAggregateInstances "1"
  249. AggregateInstancingMeshlets "1"
  250. BakePropsWithExtraVertexStreams "1"
  251. }
  252.  
  253. BakedLighting
  254. {
  255. Version 4
  256. ImportanceVolumeTransitionRegion 512 // distance we transition from high to low resolution charts
  257. LightmapChannels
  258. {
  259. direct_light_shadows 1
  260. debug_chart_color 1
  261. directional_irradiance_sh2_dc 1
  262.  
  263. directional_irradiance_sh2_r
  264. {
  265. CompressedFormat DXT1
  266. }
  267.  
  268. directional_irradiance_sh2_g
  269. {
  270. CompressedFormat DXT1
  271. }
  272.  
  273. directional_irradiance_sh2_b
  274. {
  275. CompressedFormat DXT1
  276. }
  277. }
  278. LightmapGutterSize 2 // For bicubic filtering
  279. UseStaticLightProbes 0
  280. LPVAtlas 1
  281. BC6HHueShiftFixup 0 // Causes more artifacts than it solves atm
  282. Repack2 1
  283. }
  284.  
  285. SteamAudio
  286. {
  287. ReverbDefaults
  288. {
  289. GridSpacing "3.0"
  290. HeightAboveFloor "1.5"
  291. RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
  292. NumRays "32768"
  293. NumBounces "64"
  294. IRDuration "1.0"
  295. AmbisonicsOrder "1"
  296. }
  297. PathingDefaults
  298. {
  299. GridSpacing "3.0"
  300. HeightAboveFloor "1.5"
  301. RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
  302. NumVisSamples "1"
  303. ProbeVisRadius "0"
  304. ProbeVisThreshold "0.1"
  305. ProbeVisPathRange "1000.0"
  306. }
  307. }
  308. SoundStackScripts
  309. {
  310. CompileStacksStrict "1"
  311. }
  312. VisBuilder
  313. {
  314. MaxVisClusters "4096"
  315. PreMergeOpenSpaceDistanceThreshold "128.0"
  316. PreMergeOpenSpaceMaxDimension "2048.0"
  317. PreMergeOpenSpaceMaxRatio "8.0"
  318. PreMergeSmallRegionsSizeThreshold "20.0"
  319. }
  320.  
  321. VDataLocalization
  322. {
  323. GameOutputPath "resource/localization/citadel_vdata"
  324. TokenPrefix "Citadel_VData_"
  325. }
  326. }
  327.  
  328. Source1Import
  329. {
  330. // this is just copied from the left4dead3 gameinfo.gi
  331. "forcevtxfileupconvert" 1
  332. }
  333.  
  334. WorldRenderer
  335. {
  336. EnvironmentMaps 1
  337. EnvironmentMapFaceSize 256
  338. EnvironmentMapRenderSize 1024
  339. EnvironmentMapFormat BC6H
  340. EnvironmentMapPreviewFormat BC6H
  341. EnvironmentMapColorSpace linear
  342. EnvironmentMapMipProcessor GGXCubeMapBlur
  343. // Build cubemaps into a cube array instead of individual cubemaps.
  344. "EnvironmentMapUseCubeArray" 1
  345. "EnvironmentMapCacheSizeTools" 300
  346. BindlessSceneObjectDesc CitadelBindlessDesc
  347. GrassCastsShadows 1
  348. }
  349.  
  350. SceneSystem
  351. {
  352. GpuLightBinner 1
  353. FogCachedShadowAtlasWidth 2048
  354. FogCachedShadowAtlasHeight 2048
  355. FogCachedShadowTileSize 128
  356. GpuLightBinnerSunLightFastPath 1
  357. CSMCascadeResolution 2048
  358. SunLightManagerCount 0
  359. SunLightManagerCountTools 0
  360. DefaultShadowTextureWidth 6144
  361. DefaultShadowTextureHeight 6144
  362. DynamicShadowResolution 1
  363.  
  364. TransformTextureRowCount 1024
  365. TransformTextureRowCountToolsMode 6144
  366. SunLightMaxCascadeSize 4
  367. SunLightShadowRenderMode Depth
  368. LayerBatchThresholdFullsort 20
  369. NonTexturedGradientFog 1
  370. // Temp till I can add support in citadel shaders
  371. DisableLateAllocatedTransformBuffer 1
  372. MinimumLateAllocatedVertexCacheBufferSizeMB 64
  373. CubemapFog 1
  374. VolumetricFog 1
  375. FrameBufferCopyFormat R11G11B10F
  376. Tonemapping 0
  377.  
  378. WellKnownLightCookies
  379. {
  380. "blank" "materials/effects/lightcookies/blank.vtex"
  381. "flashlight" "materials/effects/lightcookies/flashlight.vtex"
  382. }
  383.  
  384. ComputeShaderSkinning 1
  385. }
  386.  
  387. NavSystem
  388. {
  389. "NavTileSize" "128.0"
  390. "NavCellSize" "1.5"
  391. "NavCellHeight" "2.0"
  392.  
  393. // Hull definitions live in scripts/nav_hulls.vdata
  394. // Preset definitions live in scripts/nav_hulls_presets.vdata
  395. "NavHullsPreset" "default"
  396.  
  397. "NavRegionMinSize" "8"
  398. "NavRegionMergeSize" "20"
  399. "NavEdgeMaxLen" "1200"
  400. "NavEdgeMaxError" "51.0"
  401. "NavVertsPerPoly" "4"
  402. "NavDetailSampleDistance" "120.0"
  403. "NavDetailSampleMaxError" "2.0"
  404. "NavSmallAreaOnEdgeRemovalSize" "81.0"
  405. }
  406.  
  407. AnimationSystem
  408. {
  409. "DisableServerInterpCompensation" "1"
  410. "DisableAnimationScript" "1"
  411. "ServerPoseRecipeHistorySize" "60"
  412. "ClientPoseRecipeHistorySize" "60"
  413.  
  414. }
  415.  
  416. ModelDoc
  417. {
  418. "models_gamedata" "models_gamedata.fgd"
  419. "features" "animgraph;modelconfig;gamepreview;wireframe_backfaces;distancefield"
  420. }
  421.  
  422. Particles
  423. {
  424. "EnableParticleShaderFeatureBranching" "1"
  425. "Float16HDRBackBuffer" "1"
  426. "PET_SupportFadingOpaqueModels" "1"
  427. "Features" "non_homogenous_forward_layer_only"
  428. }
  429.  
  430. ConVars
  431. {
  432.  
  433. //--------------GAMEINFO CONFIG — DYSON EDITION 2026 -------------
  434. // ------------------- Updated: 27.01.2026 --------------------
  435.  
  436. // ================ SYSTEM & THREADING (СИСТЕМА И ПОТОКИ) ================
  437. // Настройки потоков вынесены вверх для приоритета
  438. host_thread_mode "1"
  439. r_threaded_particles "1"
  440. r_threaded_renderables "1"
  441. r_threaded_shadow_clip "1"
  442. cl_threaded_bone_setup "1"
  443. cl_threaded_client_leaf_system "1"
  444. cl_threaded_bvs "1"
  445. sc_layer_batch_threshold_fullsort "80"
  446. sc_cache_envmap_lpv_lookup "1"
  447. r_queued_post_processing "1"
  448. engine_no_focus_sleep "0"
  449. fps_max "0"
  450.  
  451. // ================ NETWORK (СЕТЬ) ================
  452. cl_updaterate "128"
  453. cl_cmdrate "128"
  454. cl_interp "0.03125"
  455. cl_interp_ratio "2"
  456. cl_maxpackets "256"
  457. r_buffer_size "131072"
  458. cl_predict "1"
  459. cl_predictweapons "1"
  460. cl_lagcompensation "1"
  461. cl_smooth "1"
  462. cl_smoothtime "0.01"
  463. cl_smooth_draw_debug "0"
  464. cl_resend "2"
  465. cl_resendtimeout "2"
  466. cl_resendinterval "2"
  467. net_maxcleartime "0.005"
  468. net_maxroutable "1200"
  469. net_splitpacket_maxrate "30000"
  470. cl_clock_buffer_ticks "1" // Сглаживание потери пакетов
  471.  
  472. // ================ GRAPHICS CORE (ГРАФИКА: ОСНОВА) ================
  473. gpu_level "0"
  474. cpu_level "0"
  475. mat_set_shader_quality "0"
  476. mat_queue_mode "2"
  477. r_aspectratio "1.95" // 1.75 = 80 fov | 2.15 = 90fov
  478. r_fastzreject "1"
  479. r_norefresh "1"
  480. r_dynamic "0"
  481.  
  482. // ================ SHADOWS & LIGHTING (ТЕНИ И СВЕТ) ================
  483. r_shadows "0"
  484. r_dynamic_shadows "0"
  485. r_shadow_half_resolution "1"
  486. r_shadowrendertotexture "0"
  487. r_shadowmaxrendered "0"
  488. r_shadowlod "0"
  489. r_rendersun "0"
  490. r_citadel_shadow_quality "0"
  491. r_citadel_sun_shadow_slope_scale_depth_bias "1.0"
  492. r_citadel_gpu_culling_shadows "1"
  493. cl_retire_low_priority_lights "1"
  494. r_cull_duplicate_shadows "1"
  495. r_cull_shadowcasters_using_bounds "1"
  496. csm_max_shadow_dist_override "0"
  497. r_size_cull_threshold_shadow "45"
  498. lb_enable_shadow_casting "0"
  499. lb_csm_draw_alpha_tested "0"
  500. lb_csm_draw_translucent "0"
  501. lb_barnlight_shadowmap_scale "0.5"
  502. lb_csm_cascade_size_override "1"
  503. lb_dynamic_shadow_resolution_quantization "64"
  504. lb_csm_override_staticgeo_cascades_value "0"
  505. lb_csm_receiver_plane_depth_bias "0.00002"
  506. lb_csm_receiver_plane_depth_bias_transmissive_backface "0.0002"
  507. lb_sun_csm_size_cull_threshold_texels "30"
  508. lb_dynamic_shadow_resolution_base "256"
  509. sparseshadowtree_enable_rendering "1"
  510.  
  511. // Освещение (Lighting)
  512. r_directlighting "0"
  513. r_ssao "0"
  514. r_ssao_strength "0"
  515. r_citadel_ssao_bent_normals "false"
  516. r_citadel_ssao_denoise_passes "0"
  517. r_citadel_ssao_quality "0"
  518. r_citadel_ssao_radius "0"
  519. r_citadel_ssao_thin_occluder_compensation "0"
  520. r_occlusion "1"
  521. r_occlusion_culling "1"
  522. r_light_static "0"
  523. r_lightaverage "0"
  524. r_worldlights "0"
  525. r_worldlightmin "0.0001"
  526. r_maxdlights "0"
  527. r_hunkalloclightmaps "0"
  528. r_lightmap_size_directional_irradiance "4"
  529. mat_disable_lightwarp "1"
  530. mat_disable_phong "1"
  531. mat_disable_rimlight "1"
  532.  
  533. // ================ PARTICLES(ЧАСТИЦЫ: МЫЛО) ================
  534.  
  535. r_drawparticles "1" // Обязательно ВКЛ, иначе не видно скиллов
  536.  
  537. // --- 1. ЛИМИТЫ (Чтоб консоль не орала) ---
  538. // Ставим минимум, при котором движок не захлебывается ошибками
  539. cl_particle_max_count "1500" // 64 было слишком мало. 1500 хватит на замес 6x6.
  540. cl_particle_budget "0" // 0 = Динамический бюджет (убирает ошибки переполнения)
  541. cl_particle_batch_mode "1" // Группировка частиц для снижения вызовов отрисовки
  542.  
  543. // --- 2. КАЧЕСТВО (Убиваем графику в ноль) ---
  544. r_particle_low_res_render "1" // Рендерить частицы в низком разрешении (будут квадратными)
  545. r_particle_lighting_enable "0" // Отключить освещение частиц (плоский вид)
  546. r_particle_shadows "0" // Никаких теней от дыма/огня
  547. r_particle_cables_cast_shadows "0"
  548. r_particle_max_detail_level "0" // Минимальная детализация
  549. cl_particle_fallback_base "0" // Использовать базовые (дешевые) версии эффектов
  550. cl_particle_sim_fallback_threshold_ms "5"
  551. cl_particle_fallback_multiplier "0" // Не размножать частицы
  552.  
  553. // --- 3. ОПТИМИЗАЦИЯ ВИДИМОСТИ ---
  554. // Убираем то, что далеко или слишком мелкое
  555. r_particle_max_size_cull "0" // 0 = НЕ удалять большие частицы (чтобы видеть ульты!)
  556. r_particle_radius_cull "1" // Удалять мелкий мусор
  557.  
  558. // --- 4. УБИРАЕМ СПАМ КОНСОЛИ (СИНХРОНИЗАЦИЯ) ---
  559. // Эти команды вызывали ошибки предсказания, ставим дефолт или безопасные значения
  560. r_particle_skip_update "0" // ВАЖНО: 0, иначе рассинхрон и лаги анимаций
  561. r_particle_update_rate "0" // 0 = обновлять каждый тик (стабильно)
  562. r_particle_timescale "1"
  563. r_particle_sim_spike_threshold_ms "5" // Повысили порог, чтобы не спамило варнингами
  564.  
  565. // --- 5. МУСОР ---
  566. r_RainParticleDensity "0" // Дождь выкл
  567. particle_cluster_nodraw "1"
  568. mat_reduceparticles "1" // Глобальная команда движка "уменьшить кол-во частиц"
  569.  
  570.  
  571. // ================ MODELS, LOD & CULLING (МОДЕЛИ И ДАЛЬНОСТЬ) ================
  572. r_rootlod "3" // Максимальное снижение качества моделей
  573. r_lod "3"
  574. r_size_cull_threshold "1.6"
  575. r_entity_cull_distance_multiplier "0.35"
  576. r_cullforperformance "1"
  577. r_gpu_cull "1"
  578. r_gpu_cull_models "1"
  579. r_gpu_cull_models_range "1200"
  580. r_draw_batches "0"
  581. r_model_lighting_simplified "1"
  582. cl_fasttempentcollision "20"
  583. skeleton_instance_lod_optimization "1"
  584. enable_boneflex "false"
  585. r_flex "0"
  586. r_eyes "0"
  587. r_teeth "0"
  588. r_eyegloss "0"
  589. r_eyemove "0"
  590. r_hair_ao "0"
  591. cl_disable_ragdolls "1"
  592. cl_ragdoll_limit "0" // Полное отключение рэгдоллов
  593. cl_ragdoll_fade_time "0"
  594. cl_jiggle_bone_framerate_cutoff "0" // Отключить физику костей
  595.  
  596. // ================ TEXTURES & STREAMING (ТЕКСТУРЫ) ================
  597. r_texture_streaming "1"
  598. r_texture_stream_pool_budget "256"
  599. r_texture_stream_lowres_drop_rate "6"
  600. r_texture_stream_mip_skip "1"
  601. r_texture_stream_use_only_streamable "1"
  602. r_texture_filter_textures "0"
  603. r_texturefilteringquality "0"
  604. r_texture_anisotropic "0" // Оставлено 0
  605. mat_picmip "4" // Максимально мыльные текстуры для FPS
  606. mat_mip_linear "0"
  607. mat_trilinear "0"
  608. mat_forceaniso "0"
  609. mat_reducefillrate "1"
  610. mat_enable_uber_shaders "0"
  611. mat_disable_fancy_blending "1"
  612. r_render_view_scale "0.25" // Внимательно: это рендер в 25% разрешения (очень мыльно, но много FPS)
  613.  
  614. // ================ PHYSICS, ROPES & DECALS (ФИЗИКА И МУСОР) ================
  615. cl_phys_timescale "1" // Отключить физику
  616. cl_phys_sleep_enable "true"
  617. cl_phys_props_max "0"
  618. cl_phys_props_enable "0"
  619. r_drawdecals "1"
  620. r_decals "1"
  621. r_queued_decals "0"
  622. r_drawmodeldecals "0"
  623. r_character_decal_resolution "1"
  624. r_maxmodeldecal "0"
  625. r_drawropes "0"
  626. rope_collide "0"
  627. rope_subdiv "0"
  628. rope_wind_dist "0"
  629. rope_smooth_enlarge "0"
  630. rope_smooth_maxalpha "0"
  631. rope_smooth_maxalphawidth "0"
  632. rope_smooth_minalpha "0"
  633. rope_smooth_minwidth "0"
  634. r_ropetranslucent "0"
  635. cloth_update "1"
  636. cloth_sim_on_tick "0"
  637.  
  638. // ================ ATMOSPHERE & WATER (ВОДА И НЕБО) ================
  639. r_drawskybox "0"
  640. r_draw3dskybox "0"
  641. r_monitor_3dskybox "0"
  642. r_fog_enable "0"
  643. r_enable_volume_fog "0"
  644. r_enable_gradient_fog "0"
  645. r_enable_cubemap_fog "0"
  646. r_citadel_fog_quality "0"
  647. r_waterforceexpensive "0"
  648. r_drawwater "0"
  649. r_cheapwaterstart "0"
  650. r_cheapwaterend "1"
  651. mat_disable_water "1"
  652.  
  653. // ================ POST-PROCESS & MISC (ПОСТОБРАБОТКА) ================
  654. mat_postprocess_enable "0"
  655. mat_hdr_level "0"
  656. mat_tonemapping_occlusion_use_stencil "0"
  657. mat_dynamic_tonemapping "0"
  658. mat_auto_reduce_quality "1"
  659. mat_auto_reduce_materials "1"
  660. mat_disable_bloom "1"
  661. mat_disable_bands "1"
  662. mat_disable_software_led "1"
  663. mat_disable_distortion "1"
  664. mat_disable_fancy_alpha "1"
  665. mat_force_bloom "0"
  666. mat_force_tonemap "0"
  667. mat_colcorrection_disableentities "0"
  668. mat_motion_blur_enabled "0"
  669. r_citadel_motion_blur "0"
  670. r_depth_of_field "0"
  671. r_lensflare "0"
  672. r_effects_bloom "0"
  673. r_post_bloom "0"
  674. r_screenoverlay "0"
  675. r_filmgrain "0"
  676. r_distancefield_enable "1"
  677.  
  678. // ================ ОТКЛЮЧЕНИЕ СВЕЧЕНИЯ КРИПОВ (TROOPERS) ================
  679. citadel_trooper_glow_disabled
  680. citadel_trooper_friendly_glow_disabled
  681. citadel_trooper_glow_disabled "1" // 1 = Отключить свечение вражеских крипов
  682. citadel_trooper_friendly_glow_disabled "1" // 1 = Отключить свечение своих крипов
  683. r_citadel_outlines "1" // Важно для геймплея (обводка врагов)
  684. // Дополнительно: убрать обводку через стены (X-Ray эффект)
  685. citadel_enemy_glow_enabled "0"
  686.  
  687.  
  688. // ================ GAMEPLAY & UI (ГЕЙМПЛЕЙ И ИНТЕРФЕЙС) ================
  689. r_drawtracers "1" // Трассеры включены (как просил в конце конфига)
  690. r_drawtracers_firstperson "1"
  691. cl_show_bloodspray "0"
  692. cl_show_splashes "0"
  693. cl_ejectbrass "0"
  694. cl_playerspraydisable "1"
  695. violence_hblood "0"
  696. violence_ablood "0"
  697. cl_burninggibs "0"
  698. violence_hgibs "0"
  699. violence_agibs "0"
  700. citadel_damage_indicator "0"
  701. citadel_damage_overlay "0"
  702. citadel_damage_screen_effects "0"
  703. citadel_post_damage_vignette "0"
  704. citadel_show_new_damage_feedback_numbers "0"
  705. citadel_hud_objective_health_enabled "2" // 0=Off, 1=Shrines, 2=T1/T2, 3=Barracks 0 = выключено, 1 = святилища, 2 = T1/T2, 3 = казармы
  706. citadel_boss_glow_disabled "1"
  707. citadel_hideout_ball_show_juggle_count "1"
  708. citadel_hideout_ball_show_juggle_fx "1"
  709. "citadel_unit_status_use_new" "true" // Чтобы вернуть старую полоску HP, поменяйте последнее слово true на false
  710. citadel_use_vertical_healthbars "0"
  711. panorama_disable_box_shadow "1"
  712. panorama_disable_blur "1"
  713. panorama_disable_parallax "1"
  714. panorama_disable_text_shadow "1"
  715. panorama_disable_animations "1"
  716. r_dashboard_render_quality "1"
  717.  
  718. // ================ AI & ENGINE (ИИ И ДВИЖОК) ================
  719. ai_disabled "0" // Отключает AI (работает только в локальных режимах)
  720. ai_expression_optimization "1" // Оптимизация вычислений выражений AI
  721. learning_rate "0.1" // Параметр обучения и адаптации AI
  722. think_limit "10" // Ограничение количества AI-think за тик
  723. engine_low_latency_sleep_after_client_tick "1" // Задержка после клиентского тика для снижения нагрузки
  724. engine_low_latency_sleep_after_render_tick "1" // Задержка после рендер-типа
  725. battery_saver "0" // Режим энергосбережения
  726. ik_final_fixup_enable "0" // Финальная коррекция IK костей
  727. ik_fabrik_align_chain "0" // FABRIK-выравнивание цепочек IK
  728. phys_multithreading_enabled "1" // Многопоточная обработка физики
  729. phys_show_stats "0" // Отображение статистики физики
  730. phys_visualize_traces "0" // Визуализация физических трасс
  731. phys_log_updaters "0" // Логирование обновлений физики
  732. phys_dynamic_scaling "1" // Динамическое масштабирование физики
  733. snd_occlusion_debug "0" // Отладка звуковой окклюзии
  734. snd_event_cone_debug "0" // Отладка направленности звука
  735. snd_sound_areas_debug "0" // Отладка звуковых зон
  736. soundscape_radius_debug "0" // Отладка радиусов soundscape
  737. imgui_enable "0" // Включение ImGui
  738. imgui_temp_enable "0" // Временное включение ImGui
  739. imgui_debug_draw_dashboard_window "0" // Отрисовка ImGui дашборда
  740. imgui_enable_input "0" // Ввод ImGui
  741. r_citadel_npr_outlines "0" // Контуры персонажей
  742. r_drawdevvisualizers "0" // Dev-визуализаторы рендера
  743. r_debug_precipitation "0" // Отладка осадков
  744. r_citadel_gpu_debug_draw "0" // GPU debug-отрисовка
  745. r_flashlightvisualizetrace "0" // Визуализация трасс фонаря
  746. r_flashlightlockposition "0" // Фиксация позиции фонаря
  747. show_visibility_boxes "0" // Visibility-боксы
  748. g_debug_ragdoll_visualize "0" // Визуализация ragdoll
  749. modifier_aura_debug "0" // Отладка аур и модификаторов
  750. g_ragdoll_maxcount "0" // Максимальное количество ragdoll
  751. g_ragdoll_important_maxcount "0" // Максимум важных ragdoll
  752. ragdoll_parallel_pose_control "1" // Параллельное управление позой ragdoll
  753. ragdoll_lru_debug_removal "0" // Отладка удаления ragdoll
  754. phys_powered_ragdoll_debug "0" // Отладка powered ragdoll
  755. zipline_use_new_latch "0" // Использование новой механики зиплайна
  756. animgraph_enable "1" // Система анимаций персонажей
  757. animgraph_draw_traces "0" // Трассы AnimGraph
  758. animgraph_record_all "0" // Запись данных AnimGraph
  759. citadel_bullet_tracer_recycling_enabled "1" // Повторное использование трассеров пуль
  760. citadel_bullet_log_entities_hit "0" // Лог попаданий пуль
  761. citadel_damage_report_enable "0" // Отчёт о нанесённом уроне
  762. citadel_damage_text_show_effectiveness "0" // Текст эффективности урона
  763. citadel_per_weapon_per_surface_impact_effects "0" // Эффекты попаданий по поверхностям
  764. citadel_minimap_draw_fow "0" // Туман войны на миникарте
  765. citadel_minimap_show_hitboxes "0" // Хитбоксы на миникарте
  766. citadel_minimap_use_effects "0" // Эффекты миникарты
  767. citadel_minimap_use_canvas_for_neutrals "0" // Canvas нейтралов на миникарте
  768. citadel_minimap_use_canvas_for_shop "0" // Canvas магазинов на миникарте
  769. audio_relevance_debug_enabled "0" // Audio relevance debug
  770. citadel_movement_debugdraw "0" // Отладка движения
  771. citadel_player_anim_debug "0" // Отладка анимаций игрока
  772. citadel_player_debug_animgraph_movement "0" // Отладка движения AnimGraph
  773. citadel_player_glow_disabled "1" // Подсветка игроков
  774. citadel_boss_glow_disabled "1" // Подсветка боссов
  775. animgraph_enable_parallel_update "1" // Параллельное обновление AnimGraph
  776. animgraph_enable_parallel_preupdate "1" // Параллельный pre-update AnimGraph
  777. animgraph_enable_parallel_op_evaluation "1" // Параллельная обработка операций AnimGraph
  778. citadel_ag2_controller_parallel_update_enabled "1" // Параллельное обновление AG2 контроллера
  779. g_ragdoll_fadespeed "999" // Скорость исчезновения ragdoll
  780. g_ragdoll_lifetime "0" // Время жизни ragdoll
  781.  
  782. // ================ INPUT (ВВОД) ================
  783. m_rawinput "1"
  784. cl_input_enable_raw_keyboard "1"
  785. m_filter "0"
  786. input_virtualization_block_mouse "1"
  787.  
  788. // Очистка памяти
  789. r_pipeline_stats_present_flush "0"
  790. r_pipeline_stats_command_flush "0"
  791.  
  792. // --------------- END OF CONFIG — DYSON EDITION 2026 ---------------
  793.  
  794.  
  795.  
  796.  
  797. "rate"
  798. {
  799. "min" "98304"
  800. "default" "786432"
  801. "max" "1000000"
  802. }
  803. "sv_minrate" "98304"
  804. "sv_maxunlag" "0.500"
  805. "sv_maxunlag_player" "0.200"
  806. "sv_lagcomp_filterbyviewangle" "false"
  807.  
  808. // Spew warning when adding/removing classes to/from the top of the hierarchy
  809. "panorama_classes_perf_warning_threshold_ms" "0.75"
  810.  
  811. // Panorama - enable minidumps on JS exceptions
  812. "panorama_js_minidumps" "1"
  813. // Enable the render target cache optimization.
  814. "panorama_disable_render_target_cache" "0"
  815.  
  816. // Enable the composition layer optimization
  817. "panorama_skip_composition_layer_content_paint" "1"
  818.  
  819. // too expensive (500MB+) to load this
  820. "snd_steamaudio_load_reverb_data" "0"
  821. "snd_steamaudio_load_pathing_data" "0"
  822.  
  823. // Steam Audio project specific convars
  824. "snd_steamaudio_enable_custom_hrtf" "0"
  825. "snd_steamaudio_active_hrtf" "0"
  826. "snd_steamaudio_reverb_update_rate" "10.0"
  827. "snd_steamaudio_ir_duration" "1.0"
  828. "snd_steamaudio_enable_pathing" "0"
  829. "snd_steamaudio_invalid_path_length" "0.0"
  830. "cl_disconnect_soundevent" "citadel.convar.stop_all_game_layer_soundevents"
  831. "snd_event_browser_default_stack" "citadel_default_3d"
  832.  
  833. // voip
  834. "voice_in_process" "1"
  835.  
  836. // Sound debugging
  837. "snd_report_audio_nan" "1"
  838.  
  839. // Audio system settings
  840. "snd_sos_max_event_base_depth" "10"
  841. "sos_use_guid_filter" "1"
  842.  
  843. "voice_always_sample_mic"
  844. {
  845. "version" "2"
  846. "default" "0"
  847. }
  848.  
  849. "reset_voice_on_input_stallout" "0"
  850. "voice_input_stallout" "0.5"
  851. "cl_usesocketsforloopback" "1"
  852. "cl_poll_network_early" "0"
  853.  
  854. // For perf reasons, since we don't use source-based DSP:
  855. "disable_source_soundscape_trace" "1"
  856.  
  857. // Networking - Induced latency (pred offset)
  858. "cl_tickpacket_recvmargin_desired" "5" // 5 ms base, min. floor for protecting against thrashing the queue
  859. "cl_tickpacket_desired_queuelength" "0" // 0 = attempt to always reach the queue's min floor
  860. "cl_async_usercmd_send_disabled_recvmargin_min" "0.5" // Additional frame since we do not use the async usercmd send (potentially unneccessary)
  861. "cl_clock_buffer_ticks" "1"
  862. "cl_interp_ratio" "0"
  863. "cl_async_usercmd_send" "false"
  864.  
  865. "fps_max" "400"
  866. "fps_max_ui" "120"
  867.  
  868. "in_button_double_press_window" "0.3"
  869.  
  870. // Convars that control spatialization of UI audio.
  871. "snd_ui_positional" "1"
  872. "snd_ui_spatialization_spread" "2.4"
  873.  
  874. // sound volume rate change limiting
  875. "snd_envelope_rate" "100.0"
  876. "snd_soundmixer_update_maximum_frame_rate" "0"
  877.  
  878. //don't let people mess with speaker config settings.
  879. "speaker_config"
  880. {
  881. "min" "0"
  882. "default" "0"
  883. "max" "2"
  884. }
  885.  
  886. "cq_buffer_bloat_msecs_max" "120"
  887.  
  888. "snd_soundmixer" "Default_Mix"
  889. "cloth_filter_transform_stateless" "0"
  890.  
  891. "cl_joystick_enabled" "0"
  892. "panorama_joystick_enabled" "0"
  893.  
  894. "snd_event_browser_focus_events" "true"
  895.  
  896. "cl_max_particle_pvs_aabb_edge_length" "100"
  897.  
  898. // Allow aggregation of particles (for perf)
  899. "cl_aggregate_particles" "true"
  900.  
  901. "citadel_enable_vdata_sound_preload" "true"
  902. }
  903.  
  904. Memory
  905. {
  906. "EstimatedMaxCPUMemUsageMB" "1"
  907. "EstimatedMinGPUMemUsageMB" "1"
  908.  
  909. "ShowInsufficientPageFileMessageBox" "1"
  910. "ShowLowAvailableVirtualMemoryMessageBox" "1"
  911. }
  912. }
  913.  
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