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TF2: Cal's FPS Config

Apr 6th, 2015
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Cal's improvements on Chris' maxframes config, designed to get you an even larger performance boost
  4. // v1.2 | 05 January 2017
  5. // ----------------------------------------------------------------------------
  6. // Change Log:
  7. // ----------------------------------------------------------------------------
  8. // Commented some commands that rendered "unknown command" in console
  9. // Re-aligned some text
  10. // Added in some smaller commands (may provide a slight FPS boost)
  11. // ----------------------------------------------------------------------------
  12. // Launch options:
  13. // ----------------------------------------------------------------------------
  14. // -dxlevel 80/81/90 - DirectX version. Optimal for FPS is 81. IMPORTANT: Remove -dxlevel ##
  15. // from the launch options after the first launch!
  16. // -full - Full Screen
  17. // -sw - Windowed
  18. // -noborder - Removes window border on windowed mode
  19. // -w #### - Width
  20. // -h #### - Height
  21. // -console - Enables developer console
  22. // -novid - Removes Valve logo from launch
  23. // -useforcedmparms - Allows "-noforcemspd" and "-noforcemaccel"
  24. // -noforcemspd - Use Windows Mouse Speed. Made obsolete by m_rawinput 1.
  25. // -noforcemaccel - Use Windows Mouse Acceleration. Made obsolete by m_rawinput 1.
  26. //
  27. // ----------------------------------------------------------------------------
  28. // FPS cap
  29. // ----------------------------------------------------------------------------
  30. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  31. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  32. // desirable than a variable but sometimes high framerate. A common
  33. // misconception is that if any more frames are generated than your monitor can
  34. // display, they are useless. This is wrong -- frames are used for much more
  35. // than mere display, and affect the way the game feels well past your
  36. // refresh rate.
  37. //
  38. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  39. // any case, or the discrepancy between clientside frame generation and frames
  40. // to be sent to the server will no doubt cause you many a headache, especially
  41. // when it comes down to hit registration. Other than that, I recommend
  42. // for everyone to use the value `132' (2*66), as long as you can generally
  43. // keep that value stable without regular drops.
  44. // ----------------------------------------------------------------------------
  45. //cl_showfps 1 // Show unsmoothed FPS meter. Turning this FPS meter on actually decreases fps by about 3%-4%.
  46. //fps_max 75 // Commented due to 2011-09-02 update causing jittering when fps is capped for some. Also I'm leaving
  47. // this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
  48. //fps_max 0 //fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
  49.  
  50. // ----------------------------------------------------------------------------
  51. // Net settings
  52. // ----------------------------------------------------------------------------
  53. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  54. // are a fact of life in competitive TF2, and as such, they are included here.
  55. //
  56. // A common question I am asked -- what defines whether a good connection is
  57. // good or bad? Mostly personal preference. If you're not willing to make the
  58. // choice, try both and see which is better for you.
  59. //
  60. // Generally, meeting both of the following conditions would classify it as a
  61. // good connection:
  62. //
  63. // - Ping of <80 to the average server you join
  64. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  65. //
  66. // There's some pretty good documentation on this here:
  67. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  68. //
  69. // cl_cmdrate ## - Number of command packets sent to the server per second. The tricks
  70. // to get 1.4ms lerp are placebo; you're still forced to .0152
  71. // cl_interp # - Interpolate x seconds from game (0.02 = 20ms).cl_interp_ratio does the limiting, but this sets the minimum available.
  72. // Change to whatever you like for certain classes:
  73. // Projectiles/popping uber/flames = .0152
  74. // hitscan = .031
  75. // bad connections = .062
  76. // cl_interp_ratio # - Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  77. // cl_lagcompensation 0/1 - Perform server side lag compensation of weapon firing events.
  78. // cl_pred_optimize 1/2 - Optimize for not copying data if didn't receive a network update (1), and
  79. // also for not repredicting if there were no errors (2)
  80. // cl_smooth 0/1 - Attempts to smooth the view after prediction errors.
  81. // cl_smoothtime #.## - Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  82. // cl_updaterate ## - Number of packets/sec requested from the server. The tricks
  83. // to get 1.4ms lerp are placebo; you're still forced to .0152
  84. // rate ###### - Max bytes/sec the host can receive data. Anything above 62,000 is completely useless;
  85. // anything above 48,000ish is useless in HL
  86. //
  87. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  88. // ----------------------------------------------------------------------------
  89.  
  90. // LAN
  91. //cl_cmdrate 66
  92. //cl_interp 0
  93. //cl_interp_ratio 0
  94. //cl_lagcompensation 0
  95. //cl_pred_optimize 2
  96. //cl_smooth 0
  97. //cl_smoothtime 0.01
  98. //cl_updaterate 66
  99. //rate 60000
  100.  
  101. // Good connection
  102. //cl_cmdrate 66
  103. //cl_interp 0
  104. //cl_interp_ratio 1
  105. //cl_lagcompensation 1
  106. //cl_pred_optimize 2
  107. //cl_smooth 0
  108. //cl_smoothtime 0.01
  109. //cl_updaterate 66
  110. //rate 60000
  111.  
  112. // Bad connection
  113. // cl_cmdrate 66
  114. // cl_interp 0
  115. // cl_interp_ratio 2
  116. cl_lagcompensation 1
  117. cl_pred_optimize 2
  118. cl_smooth 0
  119. cl_smoothtime 0.01
  120. // cl_updaterate 40
  121. // rate 60000 //
  122.  
  123. // Stabby's settings
  124. //cl_updaterate 67
  125. //cl_cmdrate 67
  126. //cl_interp_ratio 1
  127. cl_interp .015
  128. //rate 100000
  129.  
  130. // Comanglia's settings
  131. cl_cmdrate 40 //Co's default = 67
  132. // cl_interp 0.33
  133. cl_updaterate 67
  134. rate 60000
  135.  
  136. // ----------------------------------------------------------------------------
  137. // Sprays
  138. // ----------------------------------------------------------------------------
  139. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  140. // anyway, so if you play competitive TF2, this won't help you.
  141. // ----------------------------------------------------------------------------
  142.  
  143. // Disable sprays
  144. cl_playerspraydisable 1
  145. r_spray_lifetime 0
  146.  
  147. // Enable sprays -- uncomment this section if you want these settings
  148. //cl_playerspraydisable 0
  149. //r_spray_lifetime 2
  150.  
  151. // ----------------------------------------------------------------------------
  152. // Shadows
  153. // ----------------------------------------------------------------------------
  154.  
  155. // Disable shadows
  156. //mat_shadowstate 0
  157. //r_shadowmaxrendered 0
  158. //r_shadowrendertotexture 0
  159. //r_shadows 0
  160.  
  161. // Enable shadows -- uncomment this section if you want these settings.
  162. // I highly recommend keeping them off if you're frequently near
  163. // or below the refresh rate of your monitor as you'll lose about
  164. // 15-20% of your framerate
  165. //mat_shadowstate 1 //renders "unknown command" from console
  166. r_shadowmaxrendered 11
  167. r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  168. // competitive TF2 players to see opponents standing
  169. // near the other side of a wall. You may see some
  170. // performance loss from setting this to `1'.
  171. r_shadows 1
  172.  
  173. // ----------------------------------------------------------------------------
  174. // Facial features
  175. // ----------------------------------------------------------------------------
  176.  
  177. // Disable facial features
  178. r_eyes 0
  179. r_flex 0
  180. r_lod 2
  181. r_rootlod 2
  182. r_teeth 0
  183.  
  184. // Enable facial features -- uncomment this section if you want these settings
  185. // turning them on lowers framerate by 5ish%
  186. //r_eyes 1
  187. //r_flex 1
  188. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  189. //r_rootlod 1
  190. //r_teeth 1
  191.  
  192. // ----------------------------------------------------------------------------
  193. // Ragdolls
  194. // ----------------------------------------------------------------------------
  195. // You will have reduced performance on deaths which produce ragdolls.
  196. // ----------------------------------------------------------------------------
  197.  
  198. // Disable ragdolls
  199. cl_ragdoll_fade_time 0
  200. cl_ragdoll_forcefade 1
  201. cl_ragdoll_physics_enable 0
  202. g_ragdoll_fadespeed 0
  203. g_ragdoll_lvfadespeed 0
  204. ragdoll_sleepaftertime 0
  205.  
  206. // Enable ragdolls -- uncomment this section if you want these settings
  207. // lowers by 10ish%
  208. //cl_ragdoll_fade_time 15
  209. //cl_ragdoll_forcefade 0
  210. //cl_ragdoll_physics_enable 1
  211. //g_ragdoll_fadespeed 600
  212. //g_ragdoll_lvfadespeed 100
  213. //ragdoll_sleepaftertime "5.0f"
  214.  
  215. // ----------------------------------------------------------------------------
  216. // Gibs
  217. // ----------------------------------------------------------------------------
  218. // You will have reduced performance on deaths which produce gibs.
  219. // ----------------------------------------------------------------------------
  220.  
  221. // Disable gibs
  222. cl_phys_props_enable 0
  223. cl_phys_props_max 0
  224. props_break_max_pieces 0
  225. //r_propsmaxdist 1 // Line 314
  226. violence_agibs 0
  227. violence_hgibs 0
  228.  
  229. // Enable gibs -- uncomment this section if you want these settings
  230. // 6-7% less framerate
  231. //cl_phys_props_enable 1
  232. //cl_phys_props_max 128
  233. //props_break_max_pieces -1
  234. //r_propsmaxdist 1000
  235. //violence_agibs 1
  236. //violence_hgibs 1
  237.  
  238. // ----------------------------------------------------------------------------
  239. // Graphical
  240. // ----------------------------------------------------------------------------
  241. // Now we come to the main brunt of the config. You probably don't want to mess
  242. // with this.
  243. // ----------------------------------------------------------------------------
  244. sv_cheats 1 // Allows some commands to be executed. Don't worry, this will be removed at the end!
  245. cl_detaildist 0
  246. cl_detailfade 0
  247. cl_drawmonitors 0
  248. cl_ejectbrass 0
  249. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  250. cl_new_impact_effects 0
  251. cl_show_splashes 0
  252. //func_break_max_pieces 3 //line 575
  253. glow_outline_effect_enable 1 // Cart glow effect.
  254. lod_transitiondist 0
  255. mat_antialias 0
  256. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  257. // a strange `shine' effect to appear on all players. - Chris
  258. // In the past I wasn't able to prove that disabling this was significant,
  259. // it effects fps by about 1% after several checks - Comanglia
  260. mat_colcorrection_disableentities 1 // Line 600
  261. mat_colorcorrection 0
  262. mat_disable_bloom 1 //disables bloom so refract masking doesn't create a dark
  263. mat_disable_fancy_blending 1
  264. mat_disable_lightwarp 1
  265. mat_envmapsize 8
  266. //mat_envmaptgasize 0 //line 576
  267. //mat_filterlightmaps 0 // Line 592
  268. //mat_filtertextures 0 // Line 593
  269. mat_forceaniso 0 //line 577
  270. mat_hdr_level 0
  271. mat_max_worldmesh_vertices 512
  272. mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 to get it darker//line 578
  273. // Only works in fullscreen. Typically 2.2 for CRT and 1.7 for LCD.
  274. mat_motion_blur_enabled 0
  275. mat_parallaxmap 0
  276. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  277. // at a range from -1 to 2, -1 being the best quality, 2 being the
  278. // worst.
  279. mat_reducefillrate 1
  280. mat_reduceparticles 1
  281. //mat_specular 0 // Controls specularity. Setting this to 0 will make ubers //Line 594
  282. // non-shiny, and will remove some specular effects from in-game
  283. // entities which support it. Setting this to 1 on dx8 will
  284. // result in some strange `fire' textures replacing their
  285. // appropriate counterparts, especially on medals, and certain
  286. // hats. Setting this to 0 while trilinear is off lowers framerate for
  287. // reasons Comanglia doesn't understand.
  288. //mat_trilinear 0 // Line 595
  289. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  290. mat_viewportupscale 1
  291. mat_wateroverlaysize 1
  292. //mp_decals 1 // `9' is a good value to still see the spread pattern from a // Line 585
  293. // scattergun without any real performance loss. Just keep this
  294. // below 60ish and you shouldn't notice much different at all
  295. // maybe .5 average fps for every 30-40 decals
  296. r_3dsky 0
  297. r_ambientboost 0
  298. r_ambientfactor 0
  299. r_ambientmin 0
  300. r_avglight 0
  301. r_cheapwaterend 1 // End of the CheapWater rendering (all behind this range is black water) // Line 579
  302. r_cheapwaterstart 1
  303. //r_decals 1 //Line 596
  304. r_decalstaticprops 0
  305. r_decal_cullsize 15 //Line 586
  306. r_drawdetailprops 0
  307. r_drawmodeldecals 0
  308. r_drawflecks 0
  309. r_dynamic 0
  310. r_flashlightdepthtexture 0
  311. r_forcewaterleaf 1
  312. r_lightaverage 0
  313. //r_maxnewsamples 2 //line 580
  314. r_maxsampledist 1
  315. r_propsmaxdist 0
  316. r_renderoverlayfragment 0
  317. r_staticprop_lod 4
  318. r_waterdrawreflection 0
  319. r_waterdrawrefraction 0
  320. r_waterforceexpensive 0
  321. r_waterforcereflectentities 0
  322. rope_averagelight 0
  323. rope_collide 0
  324. rope_rendersolid 0
  325. rope_shake 0
  326. rope_smooth 0
  327. rope_subdiv 0
  328. rope_wind_dist 0
  329. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  330. // it, for example, setting this to `1'
  331. // disables rain effects on *_sawmill.
  332. tracer_extra 0
  333. violence_ablood 1 // framerates on -most- pcs are higher with these on
  334. violence_hblood 1
  335.  
  336. // ----------------------------------------------------------------------------
  337. // Misc
  338. // ----------------------------------------------------------------------------
  339. in_usekeyboardsampletime 0
  340. mat_clipz 1 // FX card users should set this to 0
  341. mat_forcehardwaresync 0
  342. mat_levelflush 1
  343. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  344. // silly incompatibility with the Xfire overlay. You should use
  345. // it if you can!
  346. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  347. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  348. // performed on the GPU (as opposed to on the CPU). The
  349. // value `-1' autodetects hardware support for this
  350. // feature, which is safer than forcing it.
  351. mod_load_anims_async 1
  352. mod_load_mesh_async 1
  353. mod_load_vcollide_async 1
  354. ai_expression_optimization 1
  355. fast_fogvolume 1
  356.  
  357. // ----------------------------------------------------------------------------
  358. // Sound
  359. // ----------------------------------------------------------------------------
  360. // I'd be hesitant to say that you would see a great deal of performance
  361. // improvement from lowering the sound quality, but in my experience as a
  362. // competitive TF2 player, lowering the sound quality makes determination of
  363. // directionality and distance that much easier. You may see a small FPS gain
  364. // with these settings, or you may not, either way will likely have a
  365. // negligible effect on performance.
  366. // ----------------------------------------------------------------------------
  367. dsp_enhance_stereo 0
  368. dsp_slow_cpu 1
  369. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  370. // helpful in the past, as it seems to (for whatever
  371. // reason) reduce the number of TDRs experienced during
  372. // gameplay. There's some pretty good information on
  373. // TDRs (nerds only) here:
  374. // http://forums.nvidia.com/index.php?showtopic=65161
  375. snd_pitchquality 0
  376. snd_spatialize_roundrobin 1
  377. snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
  378.  
  379. // ----------------------------------------------------------------------------
  380. // Threading
  381. // ----------------------------------------------------------------------------
  382. //mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  383. // defines the threading method to be used by the material
  384. // system. It has been unstable to use in the past, but
  385. // nowadays it's generally okay.
  386. //
  387. // Here are the possible values:
  388. // -2 legacy default
  389. // -1 default
  390. // 0 synchronous single thread
  391. // 1 queued single thread
  392. // 2 queued multithreaded
  393. //
  394. // If you have problems with the value `2', try setting it to
  395. // `-1'.
  396. //
  397. // As an aside, there are quite a few bugs in the demo system
  398. // that occur when mat_queue_mode is set to a value that is
  399. // not `-1'. If you intend to do work with the demo system,
  400. // maybe you should change this.
  401. // -Chris
  402. //
  403. //After immense testing I've found that default works perfectly
  404. //fine with setting your Thread usage. It automatically set me
  405. //to 2 every time. I'd say it's safer and likely less buggy to
  406. //leave this at -1 than it is at 2.
  407. //
  408. //As a side not I've noticed micro stutters with mat_queue_mode 2
  409. //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
  410. // -Comanglia
  411.  
  412. //cl_threaded_bone_setup 0 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON //renders "unknown command" from console
  413. cl_threaded_client_leaf_system 0
  414. r_queued_decals 0
  415. //r_queued_ropes 1 // Line 590
  416. //r_queued_post_processing 1 //line 581
  417. //r_threaded_client_shadow_manager 0 //line 582
  418. //r_threaded_particles 0 //line 583
  419. //r_threaded_renderables 1 //line 584
  420.  
  421. // ----------------------------------------------------------------------------
  422. // Misc
  423. // ----------------------------------------------------------------------------
  424. //cl_forcepreload 1 // Force preloading //renders "unknown command" from console
  425.  
  426. // ----------------------------------------------------------------------------
  427. // M0re's FPS Config
  428. // ----------------------------------------------------------------------------
  429. mat_mipmaptextures "1" // texture quality decreases with distance
  430. mat_bufferprimitives "1"
  431. mat_compressedtextures "1"
  432. mat_debugdepthval "0"
  433. mat_debugdepthvalmax "0"
  434. mat_hdr_enabled "0"
  435. mat_use_compressed_hdr_textures "1"
  436. mat_aaquality "0"
  437. mat_softwarelighting "0"
  438. mat_autoexposure_max "0"
  439. mat_autoexposure_min "0"
  440. mat_bloomscale "0"
  441. mat_bloom_scalefactor_scalar "0"
  442. mat_disable_ps_patch "1"
  443. mat_fastspecular "1"
  444. mat_fastnobump "0"
  445. mat_forcemanagedtextureintohardware "0"
  446. mat_framebuffercopyoverlaysize "0"
  447. mat_diffuse "1"
  448. mat_software_aa_blur_one_pixel_lines "0"
  449. mat_software_aa_strength "0"
  450. mat_software_aa_strength_vgui "0"
  451. mat_software_aa_tap_offset "0"
  452. mat_alphacoverage "0"
  453. mat_non_hdr_bloom_scalefactor "0"
  454. //mat_maxframelatency "0" //renders "unknown command" from console
  455. snd_mixahead "0.1"
  456. dsp_volume "1"
  457. dsp_spatial "40"
  458. dsp_speaker "50"
  459. dsp_water "14
  460. soundscape_flush "1" // Flushes the server & client side soundscapes
  461. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  462. r_dopixelvisibility "0"
  463. r_PhysPropStaticLighting "0"
  464. //r_occlusion "1" // Activate/deactivate the occlusion system. 2% FPS boost //Line 598
  465. r_worldlights "0" // number of world lights to use per vertex
  466. r_3dnow "0" // Enable/disable 3DNow code
  467. r_sse2 "1" // Enable/disable SSE2 code
  468. r_ropetranslucent "0"
  469. r_drawbatchdecals "0"
  470. r_hunkalloclightmaps "0"
  471. r_maxdlights "0"
  472. //r_maxmodeldecal "0" // Line 597
  473. r_minnewsamples "0"
  474. r_bloomtintg "0"
  475. r_bloomtintb "0"
  476. r_bloomtintexponent "0"
  477. r_bloomtintr "0"
  478. r_lightcache_zbuffercache "0"
  479. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  480. cl_muzzleflash_dlight_1st "0"
  481. cl_predictweapons "1"
  482. cl_predict "1"
  483. tf_playergib "0"
  484. cl_showhelp "0"
  485. cl_showpluginmessages "0" // Allow plugins to display messages to you
  486. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  487. cl_debugrumble "0" // Turn on rumble debugging spew
  488. cl_ragdoll_collide "0"
  489. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  490. sv_forcepreload "1" // forces preload to help increase performance
  491. jpeg_quality "100" // jpeg screenshot quality.
  492. commentary "0" // desired commentary mode state
  493. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  494. prop_active_gib_limit "0"
  495. showhitlocation "1"
  496. gl_clear "0"
  497. muzzleflash_light "0"
  498. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  499. adsp_debug "0"
  500. //mp_usehwmmodels "0"
  501. //mp_usehwmvcds "0"
  502.  
  503. // ----------------------------------------------------------------------------
  504. // Stabby's commands
  505. // ----------------------------------------------------------------------------
  506.  
  507. //mat_disablephong "1" //renders "unknown command" from console
  508. cl_software_cursor "1"
  509. m_customaccel_exponent "0"
  510. m_customaccel_max "0"
  511. m_customaccel_scale "0"
  512. m_forward "1"
  513. m_mousespeed "1"
  514. nb_shadow_dist "0"
  515. r_eyegloss "0"
  516. r_eyemove "0"
  517. r_eyeshift_x "0"
  518. r_eyeshift_y "0"
  519. r_eyeshift_z "0"
  520. r_eyesize "0"
  521. blink_duration "0"
  522. //r_ragdoll_pronecheck_distance //renders "unknown command" from console
  523. mat_software_aa_quality "0"
  524. mat_software_aa_edge_threshold "9"
  525. host_thread_mode "1"
  526. studio_queue_mode "1"
  527. rope_smooth_maxalpha "0"
  528. rope_smooth_maxalphawidth "0"
  529. rope_smooth_minalpha "0"
  530. rope_smooth_minwidth "0"
  531.  
  532. // ----------------------------------------------------------------------------
  533. // Comanglia's Commands
  534. // ----------------------------------------------------------------------------
  535.  
  536. cl_hud_playerclass_use_playermodel "0" // adds another hud element -3% frames
  537. r_drawtracers_firstperson "0" // should give small FPS boost
  538. mod_load_anims_async "1"
  539. mod_load_mesh_async "1"
  540. mod_load_vcollide_async "1"
  541. hud_achievement_glowtime "0" // Default is 2.5, not 100% what this is about a 1.5% fps boost.
  542. hud_achievement_count "0" // Default is 8, Max number of achievements that can be shown on the HUD
  543. hud_achievement_tracker "0" // Default is 1, Show or hide the achievement tracker
  544. //cl_loadondemand_default "0" //renders "unknown command" from console
  545. cl_ask_blacklist_opt_out "1"
  546. cl_ask_favorite_opt_out "1"
  547. sb_dontshow_maxplayer_warning "1"
  548. tf_explanations_backpackpanel "1"
  549. tf_explanations_charinfo_armory_panel "1"
  550. tf_explanations_charinfopanel "1"
  551. tf_explanations_craftingpanel "1"
  552. tf_explanations_discardpanel "1"
  553. tf_explanations_store "1"
  554. tf_training_has_prompted_for_forums "1"
  555. tf_training_has_prompted_for_loadout "1"
  556. tf_training_has_prompted_for_offline_practice "1"
  557. tf_training_has_prompted_for_options "1"
  558. tf_training_has_prompted_for_training "1"
  559. net_queue_trace "0"
  560. sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
  561.  
  562. // ----------------------------------------------------------------------------
  563. // Cal's commands
  564. // ----------------------------------------------------------------------------
  565.  
  566. mat_phong 0
  567. m_filter "0"
  568. m_customaccel "0"
  569. m_mouseaccel1 "0"
  570. m_mouseaccel2 "0"
  571. tf_scoreboard_ping_as_text 1
  572. fog_start 1
  573. fog_end 1
  574. fog_startskybox 1
  575. r_farz 1
  576. fog_endskybox 1
  577. cc_captiontrace 0
  578.  
  579. // -------------------------------------------------------------------
  580. // Optional variations (uncomment these and comment the other option found above)
  581. // -------------------------------------------------------------------
  582.  
  583. func_break_max_pieces "0" //line 251
  584. mat_envmaptgasize "8" // Line 265
  585. //mat_forceaniso "1" // Line 268
  586. mat_monitorgamma "2.0" //line 271
  587. //r_cheapwaterend "2000" //Line 300
  588. r_maxnewsamples "0" //Line 312
  589. r_queued_post_processing "0" // Line 415
  590. r_threaded_client_shadow_manager "1" // Line 416
  591. r_threaded_particles "1" // Line 417
  592. r_threaded_renderables "0" // Line 418
  593. mp_decals "9" // Line 291
  594. //r_decal_cullsize "5" // Line 304
  595. mat_queue_mode "1" //Line 328
  596. mp_usehwmvcds "-1" //Line 437
  597. mp_usehwmmodels "-1" //Line 414
  598. r_queued_ropes "0" //Line 351
  599. //mat_colcorrection_disableentities 0 // Line 224
  600. mat_filterlightmaps "1" // Line 266
  601. mat_filtertextures "1" // Line 267
  602. mat_specular "1" // Line 280
  603. mat_trilinear "1" // Line 287
  604. r_decals "9" //Line 302
  605. r_maxmodeldecal "9" // Line 471
  606. r_occlusion "0" // Line 463
  607.  
  608. // ----------------------------------------------------------------------------
  609. // Print to console
  610. // ----------------------------------------------------------------------------
  611. sv_cheats 0
  612. clear
  613. echo "-------------------------------------------------------"
  614. echo " Cal's Mixture of "
  615. echo " Chris' Maxframes Config, "
  616. echo " M0re's Highframes Config, "
  617. echo " Stabby's FPS Config, "
  618. echo " and Comanglia's FPS Config "
  619. echo " loaded "
  620. echo " SUCCESSFULLY! "
  621. echo "-------------------------------------------------------"
  622. echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/"
  623. echo "M0re's Highframes Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464"
  624. echo "Stabby's FPS Config: http://pastebin.com/GWqDFVtE"
  625. echo "Comanglia's FPS Config Thread: https://teamfortress.tv/thread/20172/my-fps-config/?page=1"
  626. echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024"
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