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  1. // _______________________________________________________
  2. // | Nique ceux qui disent mon hud est moche ! salut ! |
  3. // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  4.  
  5. // More than 3 cores? Try changing mat_queue_mode to `2'.
  6. // ----------------------------------------------------------------------------
  7. // Comanglia' frames config inspired by chris, updated by mastercoms
  8. // December 2017 https://gist.github.com/mastercoms/f54f6476e0f2e4bdcf860ef902f1f93f
  9. // ----------------------------------------------------------------------------
  10. // Launch options:
  11. // You don't have to remove -dxlevel from the launch options after the first launch!
  12. //
  13. // Fullscreen: -full -w WIDTH -h HEIGHT -console -novid
  14. // Windowed: -sw -w WIDTH -h HEIGHT -console -noborder -novid
  15. // -nojoy -nosteamcontroller -noff -nohltv // disabling these modules can give up to 2% FPS boost
  16. //
  17. // GRAPHICAL
  18. // -softparticlesdefaultoff : disable depth blending for particles and sprites, more FPS
  19. // -disable_d3d9_hacks : disables some Source engine workarounds for dx9, small FPS boost
  20. // -nops2b : uses pixel shaders 2.0 instead of 2.0b, results in thicker fog and FPS boost
  21. // -small : allow for resolutions smaller than 640x480
  22. // -nogammaramp : override in-game gamma with your desktop's settings. If you have an .icc calibration profile for you monitor you'll want this.
  23. //
  24. // NETWORK
  25. // -reuse : allow network sockets to be reused when busy (sets SO_REUSEADDR), better network performance
  26. // -usetcp : allow usage of TCP where it would be more optimal than UDP, better network performance
  27. //
  28. // SOUND
  29. // -primarysound : Don't use a secondary sound buffer, small FPS boost/more reliable sound
  30. // -snoforceformat : Skips force setting of sound buffer format, small FPS boost/more reliable sound
  31. // -nostartupsound : disable game music on main menu
  32. // -nosound : disables sound, no performance boost unless your drivers are slow
  33. //
  34. // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore
  35. //
  36. // DX Levels
  37. // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98
  38. // Do not use dxlevel 80 or 81, it is outdated and buggy and dx9 uses your GPU more effectively, is more optimized and has many performance improvements done that were not ported to dx8
  39. // AMD and nvidia have dropped dx8 support in drivers, removing many effects such as rocket trails
  40. // if you still want to use directx 8, use -dxlevel 81 your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect
  41. // (some series of outdated nvidia drivers remove this affect)
  42. // ----------------------------------------------------------------------------
  43.  
  44. // ----------------------------------------------------------------------------
  45. // FPS cap
  46. // ----------------------------------------------------------------------------
  47. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  48. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  49. // desirable than a variable but sometimes high framerate. A common
  50. // misconception is that if any more frames are generated than your monitor can
  51. // display, they are useless. This is wrong -- frames are used for much more
  52. // than mere display, and affect the way the game feels well past your
  53. // refresh rate.
  54. // ----------------------------------------------------------------------------
  55. cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
  56. fps_max 0 // There is currently a bug on some systems which caps FPS to a much lower value with fps_max 300
  57. //fps_max 300 // Input lag does not happen with an FPS cap as far as I can tell, and Source is better off with a frame cap of 300 due to some systems assuming FPS will not be higher than 300
  58. // You might want a lower cap if you have overheating issues, mainly in laptops.
  59. sv_cheats 0
  60.  
  61. // ----------------------------------------------------------------------------
  62. // Net settings
  63. // ----------------------------------------------------------------------------
  64. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  65. // are a fact of life in competitive TF2, and as such, they are included here.
  66. //
  67. // A common question I am asked -- what defines whether a good connection is
  68. // good or bad? Mostly personal preference. If you're not willing to make the
  69. // choice, try both and see which is better for you.
  70. //
  71. // Generally, meeting both of the following conditions would classify it as a
  72. // good connection:
  73. //
  74. // - Ping of <80 to the average server you join
  75. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  76. //
  77. // There's some pretty good documentation on this here:
  78. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  79. //
  80. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  81. // ----------------------------------------------------------------------------
  82.  
  83. // Good connection
  84. cl_cmdrate 132 // Your framerate should always be higher than your cmdrate.
  85. //cl_cmdrate 30 // Use if you can't keep over 66 fps. Default TF2 value.
  86. cl_updaterate 132 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
  87. //cl_updaterate 20 // Use if you can't keep over 66 fps. Default TF2 value.
  88. cl_interp 0 // By setting this higher than cl_interp_ratio / cl_updaterate, you are slightly increasing your interp for no reason. Also, interp is mostly preference at lower values and depends on how stable your connection is.
  89. cl_interp_ratio 1
  90. cl_lagcompensation 1 // Ensure lag compensation is turned on
  91. cl_pred_optimize 2 // Skip repredicting if we do not need to do it
  92. cl_smooth 1 // This only smooths your view to prevent it jumping around, it is personal preference, but most people will like it to be on
  93. cl_smoothtime 0.1 // No reason to change this when cl_smooth is 0, and it is best at 0.1 when enabled
  94. rate 132000 // Affects how many packets you can send out (ici la cfg, je l'ai adapté pour du 133 tickrate, mais t'inquiètes, ca te prend pas plus de fps sur les serveurs normaux)
  95. net_compresspackets 1 // Compress packets to prevent split packets
  96. net_splitrate 4 // Split 4 packets per frame, reduces choke
  97.  
  98. // Bad connection
  99. //cl_cmdrate 40
  100. //cl_updaterate 40
  101. //cl_interp 0
  102. //cl_interp_ratio 2 // Fix lag when experiencing packet loss, 3 or 4 for lots of packet loss
  103. //cl_lagcompensation 1
  104. //cl_pred_optimize 2
  105. //cl_smooth 1
  106. //cl_smoothtime 0.1
  107. //rate 84480
  108. //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  109.  
  110. // ----------------------------------------------------------------------------
  111. // Sprays
  112. // ----------------------------------------------------------------------------
  113. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  114. // anyway, so if you play competitive TF2, this won't help you.
  115. // ----------------------------------------------------------------------------
  116.  
  117. // Disable sprays
  118. cl_playerspraydisable 1
  119. r_spray_lifetime 0
  120.  
  121. // Enable sprays -- uncomment this section if you want these settings
  122. //cl_playerspraydisable 0
  123. //r_spray_lifetime 2
  124.  
  125. // ----------------------------------------------------------------------------
  126. // Shadows
  127. // ----------------------------------------------------------------------------
  128.  
  129. // Disable shadows
  130. r_shadowmaxrendered 0
  131. r_shadowrendertotexture 0
  132. r_shadows 0
  133. nb_shadow_dist 0
  134.  
  135. // Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
  136. //mat_shadowstate 1 // Command does not exist anymore
  137. //r_shadowmaxrendered 11
  138. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  139. // competitive TF2 players to see opponents standing
  140. // near the other side of a wall. You may see some
  141. // performance loss from setting this to `1'.
  142. //r_shadows 1
  143. //nb_shadow_dist 400
  144.  
  145. // ----------------------------------------------------------------------------
  146. // Facial features
  147. // ----------------------------------------------------------------------------
  148.  
  149. // Disable facial features
  150. r_eyes 0
  151. r_flex 0
  152. //r_lod 2 // Setting r_lod 2 will cause all models to be at their second LOD level and will not let them go down to their third or lower quality LOD levels when they are small enough to do so
  153. r_lod -1 // -1 will use r_rootlod to determine how much LOD should be offset by, so that models can properly decrease quality even more.
  154. r_rootlod 2
  155. r_teeth 0
  156. r_eyemove 0
  157. r_eyeshift_x 0
  158. r_eyeshift_y 0
  159. r_eyeshift_z 0
  160. r_eyesize 0
  161. blink_duration 0.2 // 0 causes a divide by zero exception, besides, this setting doesn't affect performance
  162.  
  163.  
  164. // Enable facial features -- turning them on lowers framerate by 5ish%
  165. //r_eyes 1
  166. //r_flex 1
  167. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  168. //r_rootlod 1
  169. //r_teeth 1
  170.  
  171. // ----------------------------------------------------------------------------
  172. // Ragdolls
  173. // ----------------------------------------------------------------------------
  174. // You will have reduced performance on deaths which produce ragdolls.
  175. // ----------------------------------------------------------------------------
  176.  
  177. // Disable ragdolls
  178. cl_ragdoll_fade_time 0
  179. cl_ragdoll_forcefade 1
  180. cl_ragdoll_physics_enable 0
  181. //g_ragdoll_fadespeed 0
  182. g_ragdoll_fadespeed 10000 // This is the rate at which ragdolls fade, setting it to 0 means that it will fade by 0 every frame and thus causes a memory leak
  183. //g_ragdoll_lvfadespeed 0
  184. g_ragdoll_lvfadespeed 10000 // Same thing as g_ragdoll_fadespeed, but this is when low violence mode is enabled
  185. ragdoll_sleepaftertime 0
  186.  
  187. // Enable ragdolls -- lowers by 10ish%
  188. //cl_ragdoll_fade_time 15
  189. //cl_ragdoll_forcefade 0
  190. //cl_ragdoll_physics_enable 1
  191. //g_ragdoll_fadespeed 600
  192. //g_ragdoll_lvfadespeed 100
  193. //ragdoll_sleepaftertime "5.0f"
  194.  
  195. // ----------------------------------------------------------------------------
  196. // Gibs
  197. // ----------------------------------------------------------------------------
  198. // You will have reduced performance on deaths which produce gibs.
  199. // ----------------------------------------------------------------------------
  200.  
  201. // Disable gibs
  202. cl_phys_props_enable 0
  203. cl_phys_props_max 0
  204. props_break_max_pieces 0
  205. r_propsmaxdist 1
  206. //violence_agibs 0
  207. //violence_hgibs 0
  208. violence_agibs 1 // Do not set any of the violence CVars to 0, or else low violence mode will be enabled! Low violence mode reduces FPS
  209. violence_hgibs 1 // Do not set any of the violence CVars to 0, or else low violence mode will be enabled! Low violence mode reduces FPS
  210.  
  211. // Enable gibs -- 6-7% less framerate
  212. //cl_phys_props_enable 1
  213. //cl_phys_props_max 128
  214. //props_break_max_pieces -1
  215. //r_propsmaxdist 1000
  216. //violence_agibs 1
  217. //violence_hgibs 1
  218.  
  219. // ----------------------------------------------------------------------------
  220. // Graphical
  221. // ----------------------------------------------------------------------------
  222. // Now we come to the main brunt of the config. You probably don't want to mess
  223. // with this.
  224. // ----------------------------------------------------------------------------
  225. prop_active_gib_limit 0
  226. props_break_max_pieces_perframe 0
  227. fov_desired 90
  228. cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
  229. r_rimlight 0 // Disable light around character edges, small FPS increase. Rimlight uses GPU only
  230. mat_phong 0 // some people don't like this on I prefer it on for sniper though
  231. cl_muzzleflash_dlight_1st 0
  232. cl_detaildist 0
  233. cl_detailfade 0
  234. cl_drawmonitors 0
  235. cl_ejectbrass 0
  236. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  237. cl_new_impact_effects 0 // Use the old particle system which is lighter
  238. cl_show_splashes 0 // Disable water splashes
  239. cl_rumblescale 0
  240. cl_showhelp 0
  241. cl_showpluginmessages 0
  242. cl_debugrumble 0
  243. func_break_max_pieces 0
  244. glow_outline_effect_enable 0 // Disable xray outlines to save frames
  245. //lod_transitiondist 0
  246. lod_transitiondist -1 // 0 causes fade LODs to fade across 0 units, which causes an error. It is best to set this to -1, which lowers the distance fade LODs can be seen and also fades them across 1 unit
  247. //mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
  248. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  249. // a strange `shine' effect to appear on all players. - Chris
  250. // In the past I wasn't able to prove that disabling this was significant,
  251. // it effects fps by about 1% after several checks - Comanglia
  252. mat_colcorrection_disableentities 1
  253. mat_colorcorrection 0
  254. mat_disable_bloom 1
  255. mat_disable_fancy_blending 1
  256. mat_disable_lightwarp 1
  257. mat_envmapsize 8
  258. mat_envmaptgasize 8
  259. mat_filterlightmaps 0 ////toggle this on/off while in a server to get "minecraft" textures
  260. mat_filtertextures 0
  261. mat_forceaniso 0 // Disable higher levels of anisotropic filtering
  262. mat_hdr_level 0
  263. mat_autoexposure_max 0
  264. mat_autoexposure_min 0
  265. mat_bloomscale 0
  266. mat_bloom_scalefactor_scalar 0
  267. mat_debug_postprocessing_effects 0
  268. mat_debugdepth 0
  269. mat_postprocessing_combine 0
  270. mat_non_hdr_bloom_scalefactor 0
  271. mat_bufferprimitives 1
  272. mat_compressedtextures 1
  273. //mat_forcemanagedtextureintohardware 0 // There's no need to set this in the config. TF2 will determine if it is appropriate to use it or not.
  274. mat_framebuffercopyoverlaysize 0
  275. mat_hdr_enabled 0
  276. mat_hdr_manual_tonemap_rate 0
  277. //mat_mipmaptextures 0 // ***
  278. mat_mipmaptextures 1 // Don't disable mipmapping on textures, it is a performance decrease for all textures in a scene, especially ones further away
  279. mat_showlightmappage -1
  280. mat_softwarelighting 0
  281. mat_software_aa_blur_one_pixel_lines 0
  282. mat_software_aa_edge_threshold 9
  283. mat_software_aa_quality 0// was 9
  284. mat_software_aa_strength 0
  285. mat_software_aa_strength_vgui 0
  286. mat_software_aa_tap_offset 0
  287. mat_software_aa_quality 0
  288. mat_texture_limit -1
  289. //mat_use_compressed_hdr_textures 0
  290. mat_use_compressed_hdr_textures 1 // Don't disable compressed HDR textures, they help you when HDR is on and don't do anything if it's off
  291. mem_max_heapsize 2048
  292. //mod_forcedata 1
  293. mod_forcedata 0 // Enabling this causes models to not be loaded async
  294. mod_forcetouchdata 1
  295. //mat_max_worldmesh_vertices 512
  296. mat_max_worldmesh_vertices 1024 // The lowest Source will do is 1024
  297. mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
  298. // to get it darker. Only works in fullscreen.
  299. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  300. // at a range from -1 to 2, -1 being the best quality, 2 being the
  301. // worst. - Doesn't really matter much what you set this too if you're cpu bound
  302. mat_reducefillrate 1
  303. mat_reduceparticles 1
  304. mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
  305. // non-shiny, and will remove some specular effects from in-game
  306. // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
  307. mat_trilinear 1
  308. mat_viewportscale 0.75 // Almost no performance gain from viewport upscaling.
  309. mat_viewportupscale 1
  310. mat_wateroverlaysize 1
  311. 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
  312. r_3dsky 0
  313. r_ambientboost 0
  314. r_ambientfactor 0
  315. r_ambientmin 0
  316. r_cheapwaterstart 0 // Use cheap water as much as possible
  317. r_cheapwaterend 0.1 // Use cheap water as much as possible
  318. r_decals 9
  319. r_maxmodeldecal 9
  320. r_decalstaticprops 0
  321. //r_decal_cullsize 15
  322. r_decal_cullsize 20 // You can increase the cullsize even more
  323. r_drawdetailprops 0
  324. r_drawmodeldecals 0
  325. r_drawflecks 0
  326. r_dynamic 0
  327. r_flashlightdepthtexture 0
  328. r_forcewaterleaf 1
  329. r_lightaverage 0
  330. r_maxnewsamples 0
  331. r_maxsampledist 1
  332. r_bloomtintb 0
  333. r_bloomtintexponent 0
  334. r_bloomtintg 0
  335. r_bloomtintr 0
  336. r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  337. r_pixelfog 1
  338. r_propsmaxdist 0
  339. r_renderoverlayfragment 0
  340. r_staticprop_lod 1
  341. //r_staticprop_lod 63 // You can decrease the LOD even more
  342. r_waterdrawreflection 0
  343. r_waterdrawrefraction 1
  344. r_waterforceexpensive 0
  345. r_waterforcereflectentities 0
  346. r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
  347. r_dopixelvisibility 0
  348. r_drawbatchdecals 0
  349. //r_hunkalloclightmaps 0
  350. r_hunkalloclightmaps 1 // Use a proper memory store for lightmaps
  351. //r_lightcache_zbuffercache 0
  352. r_lightcache_zbuffercache 1 // Use zcache from map data
  353. //r_PhysPropStaticLighting 0
  354. r_PhysPropStaticLighting 1 // Use static lighting for props instead of baking lighting data for them on the fly
  355. //rope_averagelight 0
  356. rope_averagelight 1 // When 0, this will do an extra calculation on top of the already done lighting computations to get the max intensity of the lighting
  357. rope_collide 0
  358. rope_rendersolid 0
  359. rope_shake 0
  360. rope_smooth 0
  361. rope_subdiv 0
  362. rope_wind_dist 0
  363. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  364. // it, for example, setting this to `1'
  365. // disables rain effects on *_sawmill.
  366. tracer_extra 0
  367. violence_ablood 1 // framerates on -most- pcs are higher with these on
  368. violence_hblood 1
  369. mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
  370. mat_motion_blur_forward_enabled 0
  371. mat_motion_blur_strength 0
  372. //r_worldlightmin 0.0001
  373. r_worldlightmin 0.0002 // Decreasing this value makes you render more insignificant lighting! 0.0002 is the default, why lower it to 0.0001 to do more lighting work?
  374. r_worldlights 0
  375. mp_usehwmmodels -1
  376. mp_usehwmvcds -1
  377.  
  378. // ----------------------------------------------------------------------------
  379. // Misc
  380. // ----------------------------------------------------------------------------
  381. //in_usekeyboardsampletime 0
  382. in_usekeyboardsampletime 1 // This does not delay keyboard input at all, only makes keyboard movement input more reliable
  383. mat_clipz 1 // FX card users should set this to 0
  384. mat_forcehardwaresync 0
  385. mat_levelflush 1
  386. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  387. // silly incompatibility with the Xfire overlay. You should use
  388. // it if you can! - WHO USES XFIRE ANYMORE?
  389. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  390. //r_fastzreject -1
  391. r_fastzreject 0 // Auto detect with -1 is broken and just uses 1. This setting does extra stuff on the CPU for less work on the GPU. Not worth it for any good GPU.
  392.  
  393.  
  394. ai_expression_optimization 1
  395. fast_fogvolume 1
  396. host_thread_mode 1 // Turn this to 0 if you want to create a local server
  397. mod_load_anims_async 1
  398. mod_load_mesh_async 1
  399. mod_load_vcollide_async 1
  400. con_enable 1
  401. con_filter_enable 1
  402. con_filter_text_out particle
  403.  
  404. // ----------------------------------------------------------------------------
  405. // Sound
  406. // ----------------------------------------------------------------------------
  407. // I'd be hesitant to say that you would see a great deal of performance
  408. // improvement from lowering the sound quality, but in my experience as a
  409. // competitive TF2 player, lowering the sound quality makes determination of
  410. // directionality and distance that much easier. You may see a small FPS gain
  411. // with these settings, or you may not, either way will likely have a
  412. // negligible effect on performance.
  413. // ----------------------------------------------------------------------------
  414. dsp_enhance_stereo 0
  415. dsp_slow_cpu 1
  416. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  417. // helpful in the past, as it seems to (for whatever
  418. // reason) reduce the number of TDRs experienced during
  419. // gameplay. There's some pretty good information on
  420. // TDRs (nerds only) here:
  421. // http://forums.nvidia.com/index.php?showtopic=65161
  422. //snd_pitchquality 0 // Use this if desperate for FPS using a very weak CPU
  423. snd_pitchquality 1 // The difference in quality is very noticeable and the FPS loss is negligible, if any
  424. //snd_spatialize_roundrobin 1
  425. snd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players
  426. snd_mixahead .08 // Delay in sound from weapons below .05 has been known to be unstable
  427.  
  428. // ----------------------------------------------------------------------------
  429. // Threading
  430. // ----------------------------------------------------------------------------
  431. mat_queue_mode -1 // mat_queue mode is another frequently asked about cvar, it
  432. // defines the threading method to be used by the material
  433. // system. It has been unstable to use in the past, but
  434. // nowadays it's generally okay.
  435. //
  436. // Here are the possible values:
  437. // -2 legacy default
  438. // -1 default
  439. // 0 synchronous single thread
  440. // 1 queued single thread
  441. // 2 queued multithreaded
  442. //
  443. // If you have problems with the value `2', try setting it to
  444. // `-1'.
  445. //
  446. // As an aside, there are quite a few bugs in the demo system
  447. // that occur when mat_queue_mode is set to a value that is
  448. // not `-1'. If you intend to do work with the demo system,
  449. // maybe you should change this.
  450. //
  451. //After immense testing I've found that default works perfectly
  452. //fine with setting your Thread usage. It automatically set me
  453. //to 2 every time. I'd say it's safer and likely less buggy to
  454. //leave this at -1 than it is at 2.
  455. //
  456. //As a side not I've noticed micro stutters with mat_queue_mode 2
  457. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  458.  
  459. // cl_threaded_bone_setup 1 // command seems to have been removed around January 2017
  460. //cl_threaded_client_leaf_system 0 // "DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014"
  461. cl_threaded_client_leaf_system 1 // It's fine to enable this
  462. r_queued_decals 0 // lessens the impact of higher decal limits.
  463. r_queued_ropes 1
  464. 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
  465. r_threaded_client_shadow_manager 1
  466. r_threaded_particles 1
  467. r_threaded_renderables 1
  468. cl_setupallbones 0 // seems to have been added around January 2017 default is 0 and 0 gives better fps than 1 in my testing
  469.  
  470. // ----------------------------------------------------------------------------
  471. // HUD
  472. // ----------------------------------------------------------------------------
  473. hud_saytext_time 0 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
  474. voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
  475. hud_deathnotice_time 6 // Default is 6, This the the death notices that usually appear at the top right of the screen
  476. hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  477. hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
  478. hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
  479.  
  480. // ----------------------------------------------------------------------------
  481. // Test Shit
  482. // ----------------------------------------------------------------------------
  483. cl_localnetworkbackdoor 0 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
  484. cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
  485. cl_notifications_show_ingame 1 // Pretty sure this disables Trade/Duel Notifications
  486.  
  487. //sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
  488. sys_minidumpspewlines 500 // You're setting it to the default value of 500. It doesn't affect FPS or FPS variance anyway, it does not become a factor in normal play as it only is used when TF2 crashes.
  489.  
  490. // ----------------------------------------------------------------------------
  491. // Misc
  492. // ----------------------------------------------------------------------------
  493. cl_ask_blacklist_opt_out "1"
  494. cl_ask_favorite_opt_out "1"
  495. sb_dontshow_maxplayer_warning "1"
  496. tf_explanations_backpackpanel "1"
  497. tf_explanations_charinfo_armory_panel "1"
  498. tf_explanations_charinfopanel "1"
  499. tf_explanations_craftingpanel "1"
  500. tf_explanations_discardpanel "1"
  501. tf_explanations_store "1"
  502. tf_training_has_prompted_for_forums "1"
  503. tf_training_has_prompted_for_loadout "1"
  504. tf_training_has_prompted_for_offline_practice "1"
  505. tf_training_has_prompted_for_options "1"
  506. tf_training_has_prompted_for_training "1"
  507. net_graph 0 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
  508. // net_graph 1,2,3,4,5
  509. hud_fastswitch 1
  510. tf_scoreboard_ping_as_text 1
  511.  
  512. // ----------------------------------------------------------------------------
  513. // Print to console
  514. // ----------------------------------------------------------------------------
  515. echo "---------------------------------------------------------"
  516. echo "Comanglia' frames config loaded. mastercoms edition, revu par Olgha"
  517. echo "---------------------------------------------------------"
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