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  1. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  2. // '~~~ mastercomfig TF2 config ~~~'
  3. // ---------------------------------
  4. // Version: 5.1.3 | November 17 2017
  5. // ---------------------------------
  6. // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
  7.  
  8. // =================
  9. // '--- Network ---'
  10. // =================
  11. // ---------------
  12. // '-- General --'
  13. // ---------------
  14. // Sets rates and interp for better networking
  15.  
  16. cl_cmdrate 66 // Send to server at this many times per second
  17. cl_updaterate 66 // Get from server at this many times per seconds
  18. cl_interp_ratio 1 // Reduce entity interpolation times to minimum
  19. //cl_interp_ratio 2 // Fix lag when experiencing packet loss, 3 or 4 for lots of packet loss
  20. cl_interp 0 // Use cl_interp_ratio for a more accurate value
  21. net_queued_packet_thread 1 // Work around bad Windows networking
  22. //net_queued_packet_thread 0 // Send packets without a delay at the end of each frame (slightly more CPU load).
  23. // Use with -NoQueuedPacketThread
  24. net_compresspackets 1 // Compress packets to prevent split packets
  25. //net_compresspackets 0 // Remove CPU load from network packet compression
  26. net_maxroutable 1200 // Slightly lower the splitpacket threshold for greater reliability
  27. net_compresspackets_minsize 1201 // Only compress packets if we would send a splitpacket
  28. rate 162096 // High rate to reduce choke and scale to packet rate
  29. // Might want to lower rate if you have <1.4Mbps stable upload
  30. net_maxcleartime 4 // Use rate to control packet delay
  31. //net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
  32. //net_maxcleartime 0.001 // Override rate for minimum network delay
  33. net_maxpacketdrop 1000 // Use faster packet drop threshold
  34. //net_maxpacketdrop 5000 // Use default packet drop threshold
  35. net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
  36. //net_splitrate 2 // Split 2 packets per frame, reduces choke
  37. //net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
  38. net_splitpacket_maxrate 162096 // Scale splitpacket to rate
  39. // Might want to lower rate if you have <1.4Mbps stable upload
  40. cl_timeout 70 // Wait the maximum time before automatically timing out on client
  41. cl_pred_optimize 2 // Skip repredicting if we do not need to do it
  42. cl_lagcompensation 1 // Ensure lag compensation is turned on
  43. cl_predictweapons 1 // Ensure weapon firing prediction is turned on
  44. cl_smooth 1 // Smooth out prediction errors
  45. cl_smoothtime 0.1 // Smooth out view for 0.1 seconds
  46. // '-- Files --'
  47. // Controls networked file handling
  48.  
  49. net_maxfilesize 64 // Max out file upload size for extra content
  50. cl_downloadfilter all // Allow all server custom files
  51. cl_allowdownload 1 // Download other player custom files
  52. //cl_allowdownload 0 // Block downloads of other player custom files
  53. //cl_downloadfilter nosounds // Do not download sound files a server
  54. //cl_downloadfilter mapsonly // Only downloads maps from server custom files
  55. //cl_downloadfilter none // Do not download any files from a server
  56. // Fixes possible crash on Linux due to library segfaulting
  57. // -------------------
  58. // '-- Matchmaking --'
  59. // -------------------
  60. // Adjusts casual/competitive matchmaking settings
  61.  
  62. //tf_mm_custom_ping 100 // The ping tolerance for matchmaking
  63. //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
  64. tf_mm_debug_level 0 // Remove matchmaking debug output
  65. tf_mm_partyclient_debug 0 // Remove party debug output
  66. //tf_party_ignore_invites 1 // Ignore party invites
  67. tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
  68. tf_party_force_update // Force an update to the party system on launch
  69. //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
  70.  
  71. // ===================
  72. // '--- Rendering ---'
  73. // ===================
  74. // -----------------
  75. // '-- Threading --'
  76. // -----------------
  77. // These settings will take advantage of your CPU cores
  78.  
  79. cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
  80. // renderables
  81. //cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with 1 core
  82. r_threaded_renderables 1 // Asynchronously set up bones on animated entities
  83. //r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
  84. r_threaded_particles 1 // Process particle systems in parallel
  85. //r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
  86. r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
  87. //r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
  88. mat_queue_mode 2 // Force multithreaded mode for the material system queue
  89. //mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with 1 core
  90. studio_queue_mode 1 // Use queue calls for studio renders
  91. //studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
  92. host_thread_mode 1 // Use the threaded frame behavior
  93.  
  94. // -----------------------------
  95. // '-- Material System Queue --'
  96. // -----------------------------
  97. // These settings will take advantage of the material system, depending on how mat_queue_mode is set
  98.  
  99. r_queued_decals 0 // Disabled by default due to crashes
  100. //r_queued_decals 1 // Offload decal draws to the material system
  101. // Beneficial when decal count is above 256 or you have 4 or more CPU cores
  102. r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
  103. // effects in time for the frame render
  104. //r_queued_post_processing 1 // Offloads post processing to the material system
  105. // Performance improvement if your driver/GPU works with it
  106. r_queued_ropes 1 // Queue some rope rendering using the material system
  107. //r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
  108.  
  109. // -----------
  110. // '-- LOD --'
  111. // -----------
  112. // Controls the quality of objects based on distance
  113.  
  114. r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
  115. // believe. Set to 1 for the best balance between model quality and performance.
  116. //r_rootlod 2 // Maximum performance for models
  117. //r_rootlod 0 // Maximum quality for models
  118. lod_TransitionDist -1 // Do not fade in map objects for maximum performance
  119. //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
  120. // performance
  121. //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
  122. // still increasing performance
  123. //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
  124. // performance but least pop in
  125. r_lod -1 // Use r_rootlod to properly fade through LODs.
  126. //r_lod 63 // Use the lowest LOD possible all the time (will override r_rootlod)
  127. //r_lod 0 // Always use the highest LOD possible
  128. mat_max_worldmesh_vertices 65536 // Use all mesh vertices
  129. //mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  130.  
  131. // ----------------
  132. // '-- Lighting --'
  133. // ----------------
  134. // Lights projected onto characters and other dynamic models
  135.  
  136. r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
  137. //r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  138. r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
  139. //r_ambientmin 0.3 // Use TF2 default ambient boost threshold
  140. //r_ambientmin 0.1 // Ambient boost less often, realistic darkness
  141. //r_ambientmin 1.1 // Ambient boost every time
  142. r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
  143. //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  144. mat_phong 1 // Use a phong shader for shading/reflection
  145. //mat_phong 0 // Disable phong for flatter shading
  146. r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
  147. //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
  148. r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
  149. //r_dynamic 1 // Enable dynamic lighting
  150. r_maxdlights 0 // Do not allow any dynamic lights
  151. //r_maxdlights 9 // Reduce maximum dynamic lights
  152. //r_maxdlights 32 // Use the maximum number of dynamic lights
  153. r_worldlightmin 0.004 // Do not render insignificant world lighting
  154. //r_worldlightmin 1.1 // Reject all world lighting
  155. //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
  156. r_worldlights 0 // Disable world lights
  157. //r_worldlights 2 // Reduce maximum lights applied to a vertex
  158. //r_worldlights 4 // Use the maximum amount of world lights
  159. mat_disable_fancy_blending 1 // Disable fancy blending
  160. //mat_disable_fancy_blending 0 // Enable fancy blending
  161. mat_disable_lightwarp 1 // Disable light warps
  162. //mat_disable_lightwarp 0 // Enable light warps
  163.  
  164. // ---------------
  165. // '-- Shadows --'
  166. // ---------------
  167. // Shadows cast from characters
  168.  
  169. r_shadows 0 // Disable shadows for a big FPS increase
  170. //r_shadows 1 // Enable shadows
  171. r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
  172. //r_shadowrendertotexture 1 // Prettier shadows
  173. cl_blobbyshadows 1 // Render a blob for shadows
  174. //cl_blobbyshadows 0 // Get sharper model shape based shadows
  175. r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
  176. // on
  177. //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
  178. // higher quality
  179. r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
  180. //r_flashlightdepthtexture 1 // Even prettier shadows
  181. r_flashlightrender 0 // Disable flashlights
  182. //r_flashlightrender 1 // Enable flashlights
  183. r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
  184. //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
  185. nb_shadow_dist 200 // Do not render shadows from far away (NextBot system)
  186. //nb_shadow_dist 0 // Disable shadow distance
  187. r_shadowmaxrendered 17 // Do not render more shadows than needed
  188. //r_shadowmaxrendered 11 // for 6s
  189. //r_shadowmaxrendered 32 // Render all shadows
  190.  
  191. // ---------------
  192. // '-- Effects --'
  193. // ---------------
  194. // Weapon and other light effects
  195.  
  196. cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
  197. //cl_ejectbrass 1 // Enable shell ejection
  198. muzzleflash_light 0 // Disable muzzle flash lights
  199. //muzzleflash_light 1 // Enable muzzle flash lights
  200. cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
  201. //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
  202. tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
  203. //tracer_extra 1 // Make bullet lines more visible, low performance impact
  204. r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
  205. //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  206. cl_show_splashes 1 // Enable water splashes
  207. //cl_show_splashes 0 // Disable water splashes
  208. cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
  209. // and some other effects
  210.  
  211. // -------------
  212. // '-- Water --'
  213. // -------------
  214. // Water reflections
  215.  
  216. r_cheapwaterstart 400 // The distance at which transitionary cheap water starts, less reflective water
  217. //r_cheapwaterstart 0 // Use cheap water as much as possible
  218. //r_cheapwaterstart 3000 // Do not use cheap water
  219. r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
  220. // it is solid
  221. //r_cheapwaterend 0.1 // Use cheap water as much as possible
  222. //r_cheapwaterend 5000 // Do not use cheap water
  223. r_waterforceexpensive 0 // Do not force expensive water
  224. //r_waterforceexpensive 1 /// Force higher quality water
  225. r_WaterDrawReflection 0 // Water reflections disabled for more performance
  226. //r_WaterDrawReflection 1 // Enable water reflections
  227. r_waterforcereflectentities 0 // Do not forcing entity water reflections
  228. //r_waterforcereflectentities 1 // Enable entity water reflections
  229. r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
  230. //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  231. r_ForceWaterLeaf 1 // Draw half of the leaf for water to optimize culls
  232.  
  233. // -----------------
  234. // '-- Particles --'
  235. // -----------------
  236. // Particle effects
  237.  
  238. cl_particle_batch_mode 1 // Use default particle batch mode due to buggy tracers on mode 2
  239. //cl_particle_batch_mode 2 // Batch particles with optimized mode, is a bit buggy
  240. tf_particles_disable_weather 1 // Disable rain, snow and ash particles
  241. //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
  242. mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
  243. // performance impact comes from creating particle systems
  244. //mat_reduceparticles 0 // Use the full number of particles
  245. cl_new_impact_effects 0 // Use the old particle system which is lighter
  246. //cl_new_impact_effects 1 // Use the new particle system which is heavier
  247. r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
  248. // distractions
  249. //r_drawflecks 1 // Draw flecks from impacts
  250. r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
  251.  
  252. // -----------------------
  253. // '-- Post Processing --'
  254. // -----------------------
  255. // Extra visual effects
  256.  
  257. mat_postprocessing_combine 1 // Combine post processing effects
  258. mat_hdr_level 0 // LDR
  259. //mat_hdr_level 1 // LDR and bloom
  260. //mat_hdr_level 2 // HDR and bloom
  261. mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
  262. //r_bloomtintexponent 2.2 // Intensity of bloom effect
  263. //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
  264. building_cubemaps 1 // Disables various post processing effects
  265. //building_cubemaps 0 // Allow for post processing effects
  266. mat_colorcorrection 0 // Disable color correction
  267. //mat_colorcorrection 1 // Enable color correction, pretty much free effect
  268. mat_colcorrection_disableentities 1 // Disable entity color correction
  269. //mat_colcorrection_disableentities 0 // Enable entity color correction
  270. pyro_dof 0 // Skip a SSAO depth pass for pyrovision
  271. pyro_vignette 0 // Disable vignette for pyrovision
  272. pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
  273. pyro_max_intensity 0 // Disable more pyrovision visual effects
  274. pyro_max_rate 0 // ^
  275. pyro_max_side_length 0 // ^
  276. pyro_max_side_width 0 // ^
  277. pyro_min_intensity 0 // ^
  278. pyro_min_rate 0 // ^
  279. pyro_min_side_length 0 // ^
  280. pyro_min_side_width 0 // ^
  281.  
  282. // -------------------
  283. // '-- Motion Blur --'
  284. // -------------------
  285. // These settings will adjust the blurring effect from rotation and movement
  286.  
  287. mat_motion_blur_enabled 0 // Disable motion blur
  288. //mat_motion_blur_forward_enabled 0 // Disable forward motion blur
  289. //mat_motion_blur_strength 1 // Adjust overall blur strength
  290. //mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
  291.  
  292. // ------------------------------
  293. // '-- Antialiasing/Filtering --'
  294. // ------------------------------
  295. // These settings will adjust the smoothing of jagged edges and textures
  296.  
  297. //mat_antialias 0 // Do not do antialiasing (commented due to HUD and overlay glitches, set it once and then comment it out)
  298. mat_aaquality 0 // Disable CSAA
  299. mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
  300. mat_software_aa_strength 0 // Do not do software AA
  301. mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
  302. mat_trilinear 1 // Use trilinear as it improves texture filtering for little
  303. mat_forceaniso 0 // Disable higher levels of anisotropic filtering
  304.  
  305. // ------------------
  306. // '-- Characters --'
  307. // ------------------
  308. // These settings will adjust the characters in the game
  309.  
  310. r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
  311. //r_flex 0 // Disable facial animations
  312. flex_rules 1 // Enable facial animations
  313. //flex_rules 0 // Disable facial animations
  314. r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
  315. //r_eyes 0 // Disable eyes
  316. anim_3wayblend 0 // Disable 3-way animation blending
  317. //anim_3wayblend 1 // Enable 3-way animation blending
  318. ai_expression_optimization 1 // Do an extra visibility check for flex animations if we are above the target FPS,
  319. // otherwise, disable flex anims
  320. //ai_expression_optimization 0 // Disable expression optimization
  321. ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
  322. //ai_expression_frametime 0 // Disable expressions entirely
  323. r_teeth 1 // Render teeth
  324. //r_teeth 0 // Do not render teeth, small FPS boost
  325. cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
  326. //cl_SetupAllBones 1 // Set up animation components that were mistakedly skipped
  327. flex_smooth 0 // Do not smooth facial animations
  328. //flex_smooth 1 // Smooth facial animations
  329. mp_usehwmmodels -1 // Do not use or load high quality characters
  330. //mp_usehwmmodels 0 // Use high quality characters if supported
  331. mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
  332. //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
  333. r_glint_procedural 0 // Use the default eye glinting method
  334. //r_glint_procedural 1 // Use CPU eye glinting, for fast CPUs and slow GPUs
  335. blink_duration 0.2 // Duration of an eye blink. Do not set to 0. Does not affect performance.
  336. r_eyemove 1 // Control if character eyes should move, does not really affect performance
  337. tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
  338. // performance
  339.  
  340. // --------------
  341. // '-- Decals --'
  342. // --------------
  343. // Overlay textures on models
  344.  
  345. r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
  346. //r_decals 0 // Disable decals
  347. //r_decals 96 // Optimized high decal count
  348. //r_decals 2048 // Maximum decal count
  349. mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
  350. //mp_decals 0 // Disable decals
  351. //mp_decals 96 // Optimized high decal count
  352. //mp_decals 2048 // Maximum decal count
  353. r_drawbatchdecals 0 // Do not batch decals with low max decal count
  354. //r_drawbatchdecals 1 // Batch decals with decal count >18
  355. r_spray_lifetime 2 // Keep sprays for 2 rounds
  356. //r_spray_lifetime 0 // Clear sprays immediately
  357. cl_playerspraydisable 0 // Enable player sprays
  358. //cl_playerspraydisable 1 // Disable player sprays
  359. r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
  360. //r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
  361. // without decal rendering elsewhere.
  362. r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
  363. //r_decal_cover_count 4 // Allow for more decals covering each other
  364. r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
  365. //r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
  366. r_decal_overlap_count 0 // Do not allow decals to overlap each other
  367. //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
  368. r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
  369. //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
  370. r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
  371. //r_renderoverlayfragment 0 // Disable overlays, small performance increase
  372. r_maxmodeldecal 9 // Optimize maximum model decal count
  373. r_overlayfadeenable 0 // Fading overlays can cause small performance issues
  374. r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
  375. r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
  376.  
  377. // ------------
  378. // '-- Gibs --'
  379. // ------------
  380. // Body parts created on violent deaths
  381.  
  382. cl_burninggibs 0 // Disable burning gibs, performance impact
  383. //cl_burninggibs 1 // Enable burning gibs for realism
  384. props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
  385. //props_break_max_pieces 0 // Disables gibs and prop breaking
  386. violence_hgibs 1 // Disabling any of these CVars enables silly gibs, which result in lower performance
  387. violence_agibs 1 // ^
  388. violence_hblood 1 // ^
  389. violence_ablood 1 // ^
  390.  
  391. // -------------
  392. // '-- Props --'
  393. // -------------
  394. // Various small objects
  395.  
  396. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
  397. //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
  398. cl_phys_props_enable 0 // Disable client side physics props
  399. //cl_phys_props_enable 1 // Enable client side physics props
  400. cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
  401. //cl_phys_props_max 300 // Allow all physics props
  402. cl_phys_props_respawndist 900 // Do not spawn props until we can see them
  403. //cl_phys_props_respawndist 3500 // Respawn physics props at a high distance
  404. cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
  405. //cl_phys_props_respawnrate 60 // Respawn physics props faster
  406. r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
  407. //r_propsmaxdist 3000 // Always render client side physics props
  408. r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
  409. //r_drawdetailprops 1 // Enable sprites, grass etc
  410. //r_drawdetailprops 2 // Draw detail props with wireframe
  411. cl_detaildist 900 // Draw detail props up to this distance
  412. //cl_detaildist 3000 // Always draw detail props
  413. //cl_detaildist 0 // No detail props
  414. cl_detailfade 0 // Do not fade in detail props
  415. //cl_detailfade 900 // Set to cl_detaildist to always be fading
  416. //cl_detailfade 400 // Fade in detail props to reduce pop in
  417. r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
  418. //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
  419. //r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  420. r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
  421.  
  422. // ----------------
  423. // '-- Ragdolls --'
  424. // ----------------
  425. // Full bodies with adjustable physics simulation and fading on death
  426.  
  427. cl_ragdoll_collide 0 // Disable ragdoll collisions
  428. cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
  429. //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
  430. cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
  431. //cl_ragdoll_forcefade 0 // Enable ragdolls
  432. cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
  433. // from
  434. //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
  435. g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
  436. g_ragdoll_lvfadespeed 10000 // ^ but in low violence
  437. ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
  438. //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
  439.  
  440. // ---------------
  441. // '-- General --'
  442. // ---------------
  443. // General/overall graphics settings
  444.  
  445. mat_reducefillrate 1 // Simplify material shading
  446. //mat_reducefillrate 0 // Increase shading quality
  447. mat_bumpmap 1 // Enable bumpmaps
  448. //mat_bumpmap 0 // Disable bumpmap materials
  449. mat_specular 1 // Enable specular
  450. //mat_specular 0 // Disable specular materials
  451. mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05). This is
  452. // useful for if your GPU struggles to render a lot of pixels
  453. mat_viewportupscale 1 // Upscale when using mat_viewportscale
  454. r_3dsky 1 // Enable 3D sky
  455. //r_3dsky 0 // Disable 3D sky
  456. r_dopixelvisibility 0 // Do not do CPU intensive pixelvis (disabled anyway by building_cubemaps 1)
  457. //r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
  458. r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
  459. r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
  460. //r_pixelvisibility_partial 1 // Use partial visibility algorithm
  461. cl_drawmonitors 0 // Do not draw monitors
  462. cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
  463. //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  464. mat_picmip 1 // Use less memory in a 32-bit process
  465. //mat_picmip 2 // Use lowest quality textures
  466. //mat_picmip -1 // Use highest quality textures
  467.  
  468. // -------------
  469. // '-- Ropes --'
  470. // -------------
  471. // Ropes in Mannpower and as decoration in maps
  472.  
  473. rope_rendersolid 1 // Render solid part of ropes
  474. //rope_rendersolid 0 // Skip rendering solid part of ropes
  475. r_ropetranslucent 0 // Skip simulating ropes
  476. //r_ropetranslucent 1 // Simulate ropes
  477. rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
  478. rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
  479. //rope_solid_minalpha 0.2 // Enable solid alpha
  480. //rope_solid_minwidth 0 // Always render non-solid ropes
  481. rope_smooth 0 // Skip a long smoothing operation for ropes
  482. //rope_smooth 1 // Smooth ropes with a fake transparent rope
  483. rope_subdiv 0 // Skip heavy loops for rope subdivisions
  484. //rope_subdiv 2 // Subdivide ropes
  485. //rope_subdiv 7 // Max rope subdivides
  486. rope_collide 0 // Skip CPU heavy world collisions for ropes
  487. //rope_collide 1 // Enable rope collisions
  488. rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
  489. //rope_wind_dist 1000 // Apply wind to ropes until this distance
  490. rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
  491. //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
  492.  
  493. // --------------------
  494. // '-- Optimization --'
  495. // --------------------
  496. // These settings will optimize TF2 without having any very noticeable effects to the user
  497.  
  498. fps_max 0 // Some systems are experiencing FPS caps well below the limit when FPS is limited as a result of a recent bug
  499. //fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because some systems in
  500. // Source assume an FPS limit of 300
  501. engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because the focus detection
  502. // can be buggy on some systems or while streaming and may limit your FPS,
  503. // without you knowing
  504. //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
  505. r_fastzreject 0 // Modern GPUs (hardware feature level d3d10) do not need the help
  506. //r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU
  507. // quickly render the scene in a second pass, with the visible parts of the scene already
  508. // calculated
  509. r_entityclips 0 // Skip clipping entities, saves CPU time
  510. //r_entityclips 1 // Clip entities when the CPU cost is worth saving GPU work
  511. disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
  512. r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
  513. //r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
  514. r_frustumcullworld 1 // Cull on world draw
  515. r_worldlistcache 1 // Cache some world rendering
  516. mat_clipz 1 // Clips what is drawn for a performance improvement
  517. r_occludermincount 0 // Do not force using any occluders
  518. //r_occludermincount 1 // Force using at least 1 occluder for performance balance between open scenes and
  519. // cluttered ones
  520. r_lightcache_zbuffercache 1 // Load z cache data with the map
  521. r_drawopaquestaticpropslast 1 // Ensure that the modern and currently preferred rendering method is used
  522. mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
  523. //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs
  524. host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
  525. r_norefresh 1 // Do not store a useless and unused frame time variable
  526. fast_fogvolume 1 // Use optimized fog rendering
  527. r_pixelfog 1 // Use a pixel shader for fog if possible
  528. mat_bufferprimitives 1 // Buffer primitives
  529. mat_compressedtextures 1 // Allow for compressed textures
  530. mat_filterlightmaps 1 // Filter lightmaps
  531. mat_filtertextures 1 // Filter textures
  532. mat_mipmaptextures 1 // Mipmap textures
  533. mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
  534. r_occlusion 0 // Use less CPU at the cost of a bit more GPU usage
  535. //r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
  536.  
  537. // --------------
  538. // '-- OpenGL --'
  539. // --------------
  540. // Optimizations for OpenGL platforms (Linux and macOS)
  541.  
  542. echo "OpenGL commands running. If you see unknown command errors on Windows, you can safely ignore them."
  543. gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
  544. gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
  545. gl_batch_tex_creates 1 // Batch texture creation and removal to reduce calls
  546. gl_batch_tex_destroys 1 // ^
  547. gl_minimize_rt_tex 1 // Cut mipmaps for RTs if they were not requested
  548. gl_nullqueries 1 // Skip queries
  549. gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
  550. gl_debug_output 0 // Disable debug messages
  551. gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
  552. gl_paircache_rows_lg2 11 // Increase shader pair cache size
  553. gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
  554. echo "OpenGL commands finished running."
  555.  
  556. // =============
  557. // '--- HUD ---'
  558. // =============
  559. // ---------------
  560. // '-- General --'
  561. // ---------------
  562. // General/misc HUD settings
  563.  
  564. cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
  565. //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
  566. //cl_hud_minmode 1 // HUD min mode
  567. //hud_fastswitch 1 // Weapon switch behavior
  568. // 0 - PC Buckets
  569. // select weapons from the side of your screen, fire to confirm
  570. // 1 - PC Fast Switch
  571. // fast switch for PC buckets (no fire to confirm)
  572. // 2 - Buckets Plus:
  573. // fast switch
  574. // weapon selection window comes up at the middle of your screen
  575. // can select weapons without ammo (but not switch to them)
  576. // 3 - Carousel scroll:
  577. // fast switch
  578. // slot 1 = last weapon, slot 2 = next weapon,
  579. // slot 3 = swap weapon, slot 4 = previous weapon
  580. tf_mm_dashboard_slide_panel_step 10 // Change the speed of the matchmaking panel
  581. tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
  582. //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  583. tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
  584. tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
  585. //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  586. //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
  587. //tf_disguise_menu_controller_mode 1 // Controller disguise menu
  588. //tf_simple_disguise_menu 0 // Concise disguise menu
  589. //tf_colorblindassist 1 // Colorblind mode
  590. //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
  591. sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
  592. //hud_classautokill 0 // No suicide on class change
  593. tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
  594. tf_healthicon_height_offset 10 // Offset of heath icon
  595. //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
  596. tf_hud_num_building_alert_beeps 3 // Numbers of beeps when an alert pops up on an engie building
  597. tf_hud_show_servertimelimit 1 // Show server map time
  598. tf_hud_target_id_alpha 100 // Transparency of target ID
  599. tf_hud_target_id_disable_floating_health 0 // Show floating health bar
  600. //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
  601. tf_hud_target_id_offset 0 // Vertical offset of target ID
  602. tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
  603. hud_freezecamhide 0 // Show the HUD during freeze-cam
  604. //hud_freezecamhide 1 // Hide the HUD during freeze-cam
  605. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
  606. //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
  607.  
  608. // ------------
  609. // '-- Chat --'
  610. // ------------
  611. // Text chat
  612.  
  613. hud_saytext_time 10 // How long in seconds chat messages stay on screen
  614. //hud_saytext_time 0 // Disable chat
  615. cl_showtextmsg 1 // Enable text messages (console, chat, messages)
  616. //cl_showtextmsg 0 // Disable text messages
  617. cl_chatfilters 63 // Chat Filter - enable parts of chat:
  618. // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
  619. // achievements (32)
  620. // Add a combination of these numbers together to enable that combination
  621. // for example, name change (2) + team change (16) = 18
  622. // 0 for everything disabled
  623. //cl_chatfilters 0 // Disable all chat messages
  624. //cl_chatfilters 59 // Disable just user chat
  625. cl_mute_all_comms 1 // Disable text and voice for muted players
  626. //cl_mute_all_comms 0 // Disable voice for muted players
  627. hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
  628. tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
  629.  
  630. // ----------------
  631. // '-- Backpack --'
  632. // ----------------
  633. // Inventory, economy and backpack
  634.  
  635. tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
  636. tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
  637. //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
  638.  
  639. // -----------------
  640. // '-- Crosshair --'
  641. // -----------------
  642. // Aiming recticle or crosshair
  643.  
  644. //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
  645. //cl_crosshairalpha 255 // Disable transparency for lowend computers
  646. //cl_crosshair_red 156 // Crosshair red (0 to 255)
  647. //cl_crosshair_green 39 // Crosshair green (0 to 255)
  648. //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
  649. //cl_crosshair_scale 64 // Size of crosshair
  650. //cl_observercrosshair 0 // Disable crosshair in spectator
  651. //crosshair 0 // Disable crosshair
  652.  
  653. // -------------------
  654. // '-- Killstreaks --'
  655. // -------------------
  656. // Killstreak messages from weapons
  657.  
  658. cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
  659. //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
  660. cl_hud_killstreak_display_fontsize 1 // Killstreak font size (0 to 2)
  661. cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
  662. //cl_hud_killstreak_display_time 0 // Disable killstreak banner
  663.  
  664. // ---------------------
  665. // '-- Notifications --'
  666. // ---------------------
  667. // In-game notifications for trade offers, requests, events, etc
  668.  
  669. cl_notifications_max_num_visible 1 // Reduce number of visible notifications
  670. //cl_notifications_max_num_visible 3 // Default number of visible notifications
  671. cl_notifications_move_time 0.1 // Make notification transition shorter
  672. //cl_notifications_show_ingame 0 // Do not show notifications in game
  673. tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
  674. //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
  675. cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
  676. //cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
  677. cl_vote_ui_show_notification 0 // Hide voting notifications
  678. //cl_vote_ui_show_notification 1 // Show voting notifications
  679. tf_hud_notification_duration 2 // How long notifications should display
  680.  
  681. // -----------------
  682. // '-- Contracts --'
  683. // -----------------
  684. // Contracts as part of campaigns
  685.  
  686. //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
  687. // 0 - never
  688. // 1 - all
  689. // 2 - active only
  690. //tf_contract_progress_show 1 // During all matches, contract visibility:
  691. // 0 - never
  692. // 1 - all
  693. // 2 - active only
  694. tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
  695. //tf_quest_notification_line_delay 1 // Default voice line delay
  696.  
  697. // --------------------
  698. // '-- Achievements --'
  699. // --------------------
  700. // Achievement effects and HUD tracker
  701.  
  702. hud_achievement_glowtime 1 // Glow achievements for a little while shorter
  703. hud_achievement_tracker 2 // Achievements tracked at once
  704. hud_achievement_count 4 // Max achievements shown on HUD
  705.  
  706. // ------------
  707. // '-- Info --'
  708. // ------------
  709. // Additional HUD elements for extra info
  710. // Adding additional HUD elements decreases FPS by a small amount
  711.  
  712. //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
  713. //cl_showpos 1 // Current position, angle and velocity
  714. //cl_showbattery 1 // Battery meter
  715. //cl_showblocking 1 // Show blocking disk operations on FPS panel
  716. cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
  717.  
  718. // ----------------
  719. // '-- Netgraph --'
  720. // ----------------
  721. // Advanced HUD display of network info and FPS
  722.  
  723. //net_graph 0 // netgraph display
  724. // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
  725. //net_graphpos 1 // the horizontal position of the netgraph
  726. // 0 = left, 1 = right, 2 = middle
  727. // anything else will set the x coordinate of the graph's left edge
  728. //net_graphheight 64 // height of the text part of the graph
  729. //net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
  730. //net_scale 5 // the height of the graph portion
  731. net_graphsolid 0 // draw height ticks as single ticks (small optimization)
  732. //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
  733. //net_graphtext 1 // draw text fields
  734. //net_graphmsecs 400 // over how many milliseconds should the text area measure
  735. //net_graphshowlatency 1 // show the latency part of the graph
  736. //net_graphshowinterp 1 // show the interpolation part of the graph
  737.  
  738. // ----------------
  739. // '-- Tutorial --'
  740. // ----------------
  741. // Disable tutorial messages
  742.  
  743. //cl_ask_favorite_opt_out 1
  744. //cl_ask_blacklist_opt_out 1
  745. //replay_quitmsg_dontaskagain 1
  746. //cl_ask_bigpicture_controller_opt_out 1
  747. //tf_explanations_store 1
  748. //tf_explanations_discardpanel 1
  749. //tf_explanations_backpackpanel 1
  750. //tf_explanations_charinfopanel 1
  751. //tf_explanations_craftingpanel 1
  752. //tf_explanations_charinfo_armory_panel 1
  753. //tf_training_has_prompted_for_forums 1
  754. //tf_training_has_prompted_for_loadout 1
  755. //tf_training_has_prompted_for_options 1
  756. //tf_training_has_prompted_for_training 1
  757. //tf_training_has_prompted_for_offline_practice 1
  758. //cl_showhelp 0
  759. //tf_taunt_always_show_hint 0
  760. //sb_dontshow_maxplayer_warning 1
  761. //tf_coach_request_nevershowagain 1
  762. //tf_show_maps_details_explanation_count 0
  763. //tf_show_taunt_explanation_in_class_loadout 0
  764. //tf_show_preset_explanation_in_class_loadout 0
  765. //cl_hud_playerclass_playermodel_showed_confirm_dialog 1
  766. //tf_find_a_match_hint_viewed 1
  767. //tf_quest_map_intro_viewed 1
  768. //tf_warpaint_explanation_viewed 1
  769.  
  770. // ---------------
  771. // '-- Console --'
  772. // ---------------
  773. // Developer console customization
  774.  
  775. con_nprint_bgalpha 100 // Console translucency (0 to 255)
  776. //con_nprint_bgalpha 255 // Disable transparency for lowend computers
  777. con_nprint_bgborder 1 // Console border
  778. //con_nprint_bgborder 0 // Disable border on lowend computers
  779.  
  780. // ==============
  781. // '--- View ---'
  782. // ==============
  783. // The character view and viewmodel
  784.  
  785. fov_desired 90 // See more of the battlefield
  786. //fov_desired 75 // Render less for very lowend computers
  787. //r_drawviewmodel 1 // Draw weapon viewmodel model
  788. //r_drawviewmodel 0 // Hide weapon viewmodel
  789. //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
  790. //tf_use_min_viewmodels 0 // Use default viewmodel position
  791. //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
  792. //cl_first_person_uses_world_model 0 // Draw viewmodel
  793. //cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
  794. //tf_medieval_thirdperson 1 // Third person view in medieval mode
  795. glow_outline_effect_enable 1 // Enable ally and objective xrays
  796. //glow_outline_effect_enable 0 // Disable all xrays
  797. tf_enable_glows_after_respawn 1 // Enable spawn xrays
  798. //tf_enable_glows_after_respawn 0 // Disable spawn xrays
  799. tf_spec_xray_disable 0 // Enable xrays while spectating
  800. //tf_spec_xray_disable 1 // Disable xrays while spectating
  801. tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
  802. //tf_spectate_pyrovision 1 // Spectate in pyrovision
  803.  
  804. // ==============
  805. // '--- Misc ---'
  806. // ==============
  807. // Settings that do not fit into a category
  808.  
  809. bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
  810. ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
  811. //ai_frametime_limit 50 // Do not use simpler AI
  812.  
  813. // ================
  814. // '--- Memory ---'
  815. // ================
  816. // Adjustments to memory allocation
  817.  
  818. lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
  819. cl_always_flush_models 0 // Keep models loaded in between map loads
  820. //cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
  821. mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
  822. //mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
  823.  
  824. // ====================
  825. // '--- Filesystem ---'
  826. // ====================
  827. // -------------
  828. // '-- Sizes --'
  829. // -------------
  830. // Set buffer and file read sizes
  831.  
  832. filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
  833. filesystem_max_stdio_read 256 // Read up to our buffer (256KB)
  834.  
  835. // ---------------
  836. // '-- General --'
  837. // ---------------
  838. // Set up filesystem parameters
  839.  
  840. filesystem_native 1 // Use native filesystem calls if available
  841. filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
  842.  
  843. // -------------
  844. // '-- Async --'
  845. // -------------
  846. // Prefers stability and performance with model info rather than faster load times
  847.  
  848. mod_load_anims_async 0 // Disable async animation loading
  849. mod_load_mesh_async 0 // Disable async mesh loading
  850. mod_load_vcollide_async 0 // Disable async vcollide loading
  851. mod_touchalldata 1 // Load more data
  852. mod_forcedata 1 // Load more data
  853. mod_forcetouchdata 1 // Enable aggressive caching/preloading
  854.  
  855. // ===============
  856. // '--- Sound ---'
  857. // ===============
  858. // -----------------
  859. // '-- Hitsounds --'
  860. // -----------------
  861. // Damage sound played on hit and on kill
  862.  
  863. //tf_dingalingaling_lasthit 1 // Play killsounds
  864. //tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
  865. //tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
  866. //tf_dingaling_lasthit_volume 0.7 // Killsound volume
  867. //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
  868. //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
  869. //tf_dingalingaling 1 // Play hitsounds
  870. //tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
  871. //tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
  872. //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
  873. //tf_dingaling_volume 0.7 // Hitsound volume
  874. //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
  875. //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
  876.  
  877. // -----------------
  878. // '-- Threading --'
  879. // -----------------
  880. // Threading options to take advantage of modern CPUs for the sound system
  881.  
  882. snd_async_fullyasync 1 // Play sounds independently of main engine work
  883. snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs with CPUs with 4 or more cores
  884. //snd_async_minsize 65536 // If you are having audio stutter,
  885. // wait until 64K of audio has been loaded
  886. // (usually for HDDs with CPUs with 4 or more cores
  887. // or for SSDs with CPUs with less than 4 cores)
  888. //snd_async_minsize 262144 // If you are still having audio stutter,
  889. // wait even longer
  890. // (usually for HDDs with CPUs with less than 4 cores)
  891. snd_mix_async 1 // Use another thread to mix sounds
  892. //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
  893. phonemedelay 0 // Do not delay phonemes with an async sound system
  894. //phonemedelay 0.1 // Delay phonemes when async mixing is disabled
  895.  
  896. // ---------------
  897. // '-- General --'
  898. // ---------------
  899. // General/misc sound settings
  900.  
  901. //volume 1 // Set the master volume
  902. //snd_musicvolume 1 // Set music volume
  903. snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds. No performance benefit.
  904. //snd_delay_sound_shift 0 // Do not delay sounds
  905. //snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs. No performance benefit.
  906. snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
  907. //snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them
  908. //snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow CPUs
  909.  
  910. // ---------------
  911. // '-- Quality --'
  912. // ---------------
  913. // Adjust the quality of sound
  914.  
  915. snd_pitchquality 1 // Use interpolated mixer for sound, noticeable sound quality increase
  916. //snd_pitchquality 0 // Use linear mixer for sound, little performance benefit
  917. snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
  918. //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  919. //snd_surround_speakers -1 // Autodetect speaker configuration from OS
  920. //snd_surround_speakers 0 // Force headphones
  921. //snd_surround_speakers 2 // Force mono/stereo
  922. //snd_surround_speakers 4 // Force quad
  923. //snd_surround_speakers 5 // Force 5.1
  924. //snd_surround_speakers 7 // Force 7.1
  925. snd_legacy_surround 0 // Disable surround sound effect
  926. //snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and better.
  927.  
  928. // ----------------------
  929. // '-- Spatialization --'
  930. // ----------------------
  931. // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
  932.  
  933. dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
  934. //dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most noticeable on multispeaker
  935. // systems
  936.  
  937. dsp_slow_cpu 0 // Use enhanced positional effects
  938. //dsp_slow_cpu 1 // Disable initialization of spatialization
  939. snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
  940. //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  941. // Pretty reasonable performance benefit, but delay in spatialization.
  942. //snd_spatialize_roundrobin 0 // Spatialize every frame
  943. dsp_room 0 // Disable automatic DSP
  944. //dsp_room 1 // Enable automatic DSP. Big performance hit
  945. dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
  946. //dsp_facingaway 0 // Disable the facing away DSP effect
  947. dsp_speaker 50 // Administrator effect
  948. //dsp_speaker 0 // Disable administrator effect
  949. dsp_water 14 // Water muffling effect
  950. //dsp_water 0 // Disable water muffling effect
  951. dsp_spatial 40 // Spatial effect for positional audio
  952. //dsp_spatial 0 // Disable spatial effect
  953. dsp_db_mixdrop 0.6 // Use enhanced volume scaling
  954. dsp_db_min 80 // ^
  955. dsp_mix_min 0.24 // ^
  956. dsp_mix_max 0.78 // ^
  957. //dsp_db_mixdrop 1 // Disable volume scaling
  958. //dsp_db_min 0 // ^
  959. //dsp_mix_min 0 // ^
  960. //dsp_mix_max 0 // ^
  961.  
  962. // --------------------
  963. // '-- Optimization --'
  964. // --------------------
  965. // Optimizations with no noticeable effect on the listener
  966.  
  967. snd_cull_duplicates 0 // Do not try to find duplicate playing sounds, it is a lot of work on the CPU
  968. voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
  969. voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
  970. snd_noextraupdate 1 // Do not update sound twice
  971. snd_defer_trace 1 // Defer DSP spatialization to the next frame
  972. phonemefilter 0.01 // Do not box filter phonemes
  973. //phonemefilter 0.1 // Box filter phonemes for slightly longer
  974. phonemesnap 0 // Do not crossfade a second phoneme on any LOD
  975. //phonemesnap 63 // Crossfade a second phoneme on every LOD
  976.  
  977. // ===============
  978. // '--- Input ---'
  979. // ===============
  980. // ----------------
  981. // '-- Keyboard --'
  982. // ----------------
  983. // Keyboard adjustments
  984.  
  985. in_usekeyboardsampletime 1 // Determine key time from smoothed frametime
  986. //cl_yawspeed 210 // Yaw speed for keyboard (+left, +right)
  987. //cl_pitchspeed 225 // Pitch speed for keyboard (+lookup, +lookdown)
  988.  
  989. // -------------
  990. // '-- Mouse --'
  991. // -------------
  992. // Mouse movement and aiming
  993.  
  994. //m_pitch 0.022 // Pitch factor
  995. //m_yaw 0.022 // Yaw factor
  996. //sensitivity 3 // Mouse sensitivity
  997. //m_limitedcapture_workaround 1 // Workaround for mouse capture issues introduced in Windows 10 build 1703
  998. //m_filter 0 // Do not average mouse input over two frames
  999. //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
  1000. //m_mouseaccel1 0 // ^ (-noforcemaccel)
  1001. //m_mouseaccel2 0 // ^ (-noforcemaccel)
  1002. //m_rawinput 1 // Use raw input from mouse
  1003. //m_customaccel 0 // custom mouse acceleration
  1004. // 0 - no custom acceleration
  1005. // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
  1006. // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
  1007. // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
  1008. //m_customaccel_scale 0.04 // ^
  1009. //m_customaccel_max 0 // ^
  1010. //m_customaccel_exponent 1 // ^
  1011. //zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped
  1012. cl_idealpitchscale 1.3 // When changing pitch, use this rate
  1013.  
  1014. // Maximum performance preset
  1015. // Absolute maximum performance without caring about anything else
  1016. // Remove any existing 01-mastercomfig_dx folders from tf/custom
  1017. // Then copy the 01-mastercomfig_dx_maxperformance folder into tf/custom
  1018.  
  1019. r_rootlod 2 // Maximum performance for models
  1020. mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
  1021. r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
  1022. r_ambientmin 0 // Ambient boost never
  1023. r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
  1024. mat_phong 0 // Disable phong for flatter shading
  1025. r_worldlightmin 1.1 // Reject all world lighting
  1026. nb_shadow_dist 0 // Disable shadow distance
  1027. r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
  1028. cl_show_splashes 0 // Disable water splashes
  1029. glow_outline_effect_enable 0 // Disable xrays to save frames
  1030. r_cheapwaterstart 0 // Use cheap water as much as possible
  1031. r_cheapwaterend 0.1 // Use cheap water as much as possible
  1032. r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
  1033. cl_particle_batch_mode 2 // Batch particles with optimized mode
  1034. mat_antialias 0 // Do not do antialiasing
  1035. mat_trilinear 0 // Disable trilinear
  1036. mat_forceaniso 0 // Disable anistropic
  1037. r_flex 0 // Disable facial animations
  1038. flex_rules 0 // ^
  1039. ai_expression_frametime 0 // Disable expressions entirely
  1040. r_eyemove 0 // Disable eye movement
  1041. tf_clientsideeye_lookats 0 // Disable eye lookats
  1042. r_eyes 0 // Disable eyes
  1043. r_teeth 0 // Do not render teeth, small FPS boost
  1044. r_decals 0 // Disable decals
  1045. mp_decals 0 // Disable decals
  1046. r_spray_lifetime 0 // Clear sprays immediately
  1047. cl_playerspraydisable 1 // Disable player sprays
  1048. r_decal_cullsize 256 // Hide decals
  1049. props_break_max_pieces 0 // Disables gibs and prop breaking
  1050. r_propsmaxdist 1 // Lowest range for props
  1051. cl_detaildist 0 // No detail props
  1052. r_staticprop_lod 63 // Force lowest LOD (lowest quality)
  1053. mat_bumpmap 0 // Disable bumpmap materials
  1054. mat_specular 0 // Disable specular materials
  1055. r_3dsky 0 // Disable 3D sky
  1056. cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
  1057. mat_picmip 2 // Use lowest quality textures
  1058. rope_rendersolid 0 // Skip rendering solid part of ropes
  1059. mat_filterlightmaps 0 // Do not smooth lighting
  1060. mat_filtertextures 0 // Do not smooth textures
  1061. tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
  1062. tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
  1063. tf_hud_target_id_alpha 255 // Health/player hover opaque
  1064. tf_hud_target_id_show_avatars 0 // Never show avatars
  1065. cl_crosshairalpha 255 // Disable transparency for lowend computers
  1066. snd_mixahead 0.1 // Balance between sound delay and less demand on the CPU
  1067. snd_pitchquality 0 // Use linear mixer for sound, little performance benefit
  1068. snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
  1069. dsp_slow_cpu 1 // Disable initialization of spatialization
  1070. snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
  1071. // Pretty reasonable performance benefit, but delay in spatialization.
  1072. dsp_facingaway 0 // Disable the facing away DSP effect
  1073. dsp_speaker 0 // Disable administrator effect
  1074. dsp_water 0 // Disable water muffling effect
  1075. dsp_spatial 0 // Disable spatial effect
  1076. dsp_db_mixdrop 1 // Disable volume scaling
  1077. dsp_db_min 0 // ^
  1078. dsp_mix_min 0 // ^
  1079. dsp_mix_max 0 // ^
  1080. cl_downloadfilter mapsonly // Only downloads maps from server custom files
  1081. cl_allowdownload 0 // Block downloads of other player custom files
  1082.  
  1083. echo " "
  1084.  
  1085. echo " *************************** "
  1086. echo " *************************** "
  1087. echo " ** mastercomfig 5.1.3 loaded ** "
  1088. echo " *************************** "
  1089. echo " *************************** "
  1090.  
  1091. echo " "
  1092.  
  1093. echo "If you are having issues in local servers, like being unable to fire or move, set host_thread_mode 0."
  1094. echo "Remember to set host_thread_mode 1 once you are done with your local server."
  1095.  
  1096. echo "maximum performance preset selected"
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