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- // '~~~ mastercomfig TF2 config ~~~'
- // ---------------------------------
- // Version: 8.3.5 | January 26 2020
- // ---------------------------------
- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- // Full mastercomfig console variables list, check out modules too!
- // https://docs.mastercomfig.com/en/stable/customization/modules/
- // =================
- // '--- Network ---'
- // =================
- // ---------------
- // '-- General --'
- // ---------------
- // Optimizes for better networking
- //net_maxpacketdrop 0 // Use all packets
- //net_maxpacketdrop 5000 // Use default packet drop threshold
- //cl_timeout 60 // Max client timeout
- //cl_smooth 1 // Enable view smoothing so that your view does not stutter when juggled, airblasted, or pushed by the payload
- //cl_smoothtime .030303 // Sync view interp with entity interp
- //hud_escort_interp .2 // Smooth out payload cart progress over slightly less time
- //cl_pred_optimize 1 // Avoid bug with mode 2 that causes client prediction to be used over server data
- // -----------------
- // '-- Snapshots --'
- // -----------------
- // Tuning client-server communication and interpolation
- //cl_cmdrate 66 // Send to server at this many times per second
- //cl_updaterate 66 // Get from server at this many times per second
- //cl_interp_ratio 1;cl_interp .0184848 // Use an interp timing that accounts for occasional snapshot interval drops and human tolerances for jitter
- //cl_interp_ratio 2;cl_interp .030303 // Interpolate over 2 snapshots to avoid issues where one snapshot is dropped once in a while. Safest option for most users.
- //cl_interp_ratio 1;cl_interp 0 // Reduce entity interpolation times to a minimum. Recommended only on LAN or when you do not interact with other players (e.g. rocket jumping).
- //cl_interp_ratio 3;cl_interp .0454545 // Protect more against packet loss, increase further for more protection. Recommended only for users with an unstable connection.
- // -------------------
- // '-- Packet Size --'
- // -------------------
- // How big packets are and how they are split up/compressed
- //net_compresspackets 1 // Compress packets
- //net_compresspackets_minsize 128 // Always compress packets at a reasonable size to reduce network usage
- //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for routers that have trouble with larger sizes
- //net_maxroutable 1200;net_maxfragments 1200 // Use max allowable packet size to avoid split packets more in order to save CPU time and packet overhead
- // -----------------------
- // '-- Game Bandwidth --'
- // -----------------------
- // Speed of packet sending, rate limited to prevent packet overflow
- // Rate should be 80% of your stable internet speed in bytes per second
- // (upload or download, whichever is slowest)
- //rate 131072 // Rate used for server communication, delays packets based on this value and packet size
- //net_maxcleartime 0.06 // Maximum time in seconds packets can be held for
- //net_splitpacket_maxrate 80000 // Lower split packet rate to make sure they are transmitted properly
- // -------------
- // '-- Files --'
- // -------------
- // Controls networked file handling
- //net_maxfilesize 64 // Max out file upload size for extra content
- //cl_downloadfilter all // Download all server custom files
- //cl_downloadfilter nosounds // Download all server custom files, except sounds
- //cl_downloadfilter mapsonly // Download only maps from server custom files
- //cl_downloadfilter none // Do not download anything from server custom files
- // -------------------
- // '-- Matchmaking --'
- // -------------------
- // Adjusts casual/competitive matchmaking settings
- //tf_mm_custom_ping 50 // Ping tolerance for matchmaking
- //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
- //tf_mm_debug_level 0 // Remove matchmaking debug output
- //tf_mm_partyclient_debug 1 // Enable party debug output
- //tf_party_ignore_invites 1 // Ignore party invites
- //tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join.
- //tf_party_force_update // Force an update to the party system
- //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team
- //tf_datacenter_ping_debug 1 // Turn on debugging for server routing
- //tf_datacenter_ping_dump // Dump server routing debug info
- //tf_mm_dump_match_invites // Show current match invites
- // ===================
- // '--- Rendering ---'
- // ===================
- // -----------
- // '-- LOD --'
- // -----------
- // Controls the quality of objects based on distance
- //r_rootlod 0 // Maximum quality for models
- //r_rootlod 1 // Balance between model quality and performance
- //r_rootlod 2 // Maximum performance for models
- //r_lod -1 // Use r_rootlod to properly fade through LODs
- //r_lod 0 // Always use the highest LOD possible
- //lod_TransitionDist -1 // Do not fade in map objects for maximum performance
- //lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while still increasing performance
- //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in and clutter while still increasing performance
- //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases performance but has the least pop in
- //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh count
- //mat_max_worldmesh_vertices 1024 // Reduce individual mesh complexity for weak GPUs
- // ----------------
- // '-- Lighting --'
- // ----------------
- // Lights projected onto characters and other dynamic models
- //r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
- //r_ambientboost 0 // Disable to save the small amount of CPU this uses
- //r_ambientmin .5 // Allow for ambient boosting even in brighter light levels, makes characters stand out
- //r_ambientmin .3 // Use TF2 default ambient boost threshold
- //r_ambientmin .1 // Ambient boost less often, realistic darkness
- //r_ambientmin 1.1 // Ambient boost every time
- //r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
- //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
- //mat_phong 1 // Use a phong shader for shading/reflection
- //mat_phong 0 // Disable phong for flatter shading
- //r_lightaverage 1 // Enable time averaging of lighting to reduce popping
- //r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
- //r_dynamic 1 // Enable dynamic lighting
- //r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
- //r_maxdlights 12 // Use the maximum number of dynamic lights
- //r_maxdlights 6 // Reduce maximum dynamic lights
- //r_maxdlights 0 // Do not allow any dynamic lights
- //r_worldlightmin .0002 // Render practically all world lighting
- //r_worldlightmin .1 // Reject a lot of minor world lighting
- //r_worldlightmin .0008 // Do not render insignificant world lighting
- //r_worldlightmin 10 // Reject all world lighting
- //r_worldlights 4 // Use the maximum amount of world lights
- //r_worldlights 2 // Reduce maximum lights applied to a vertex
- //r_worldlights 0 // Disable world lights
- //mat_disable_lightwarp 0 // Enable light warps
- //mat_disable_lightwarp 1 // Disable light warps
- //mat_filterlightmaps 1 // Filter lightmaps
- //mat_filterlightmaps 0 // Blocky lightmaps
- //mat_reducefillrate 0 // Increase shading quality
- //mat_reducefillrate 1 // Simplify material shading and use some DirectX 8 features
- //r_dopixelvisibility 1 // Enable visibility testing for glows, halos and pretty lights
- //r_pixelvisibility_partial 1 // Use partial visibility algorithm
- // ---------------
- // '-- Shadows --'
- // ---------------
- // Shadows cast from characters
- //r_shadows 1 // Enable shadows
- //r_shadows 0 // Disable shadows for a big FPS increase
- //r_shadowrendertotexture 1 // Prettier shadows
- //r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
- //cl_blobbyshadows 1 // Render a blob for shadows
- //cl_blobbyshadows 0 // Get sharper model shape based shadows
- //r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
- //r_flashlightrender 0 // Disable extra flashlight stuff
- //r_flashlightmodels 0 // Disable flashlight effect on models
- //r_flashlightculldepth 0 // Skip more flashlight processes which are ultimately unused
- //r_flashlightscissor 0 // ^
- //r_shadowmaxrendered 12 // How many high quality shadows are rendered
- //nb_shadow_dist 400 // Distance for NextBot entity shadows
- // ---------------
- // '-- Effects --'
- // ---------------
- // Controls weapon and other miscellaneous effects
- //tracer_extra 1 // Make bullet lines more visible, low performance impact
- //tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
- //r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
- //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
- //cl_show_splashes 1 // Enable water splashes
- //cl_show_splashes 0 // Disable water splashes
- //cl_fasttempentcollision 17 // Check this many frames for collisions on syringes, shell ejection, blood, and some other effects
- //cl_ejectbrass 1 // Bullet ejection on shots
- //cl_muzzleflash_dlight_1st 0 // Disable dynamic light from muzzle flash in DoD and possibly other mods
- //cl_drawmonitors 1 // Draw monitors in HL2 and CS
- //muzzleflash_light 1 // Muzzle flash lights
- // -------------
- // '-- Water --'
- // -------------
- // Water reflections
- //r_WaterDrawReflection 1 // Enable water reflections
- //r_WaterDrawReflection 0 // Water reflections disabled for more performance
- //r_waterforceexpensive 1 /// Force higher quality water
- //r_waterforceexpensive 0 // Do not force expensive water
- //r_waterforcereflectentities 1 // Enable entity water reflections
- //r_waterforcereflectentities 0 // Do not force entity water reflections
- //r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
- //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
- // -----------------
- // '-- Particles --'
- // -----------------
- // Particle effects
- //cl_particle_batch_mode 1 // Use default particle batch mode
- //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles
- //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
- //tf_particles_disable_weather 1 // Disable rain, snow and ash particles
- //mat_reduceparticles 0 // Use the full number of particles
- //mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real performance impact comes from creating particle systems
- //cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
- //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
- //r_drawflecks 1 // Draw flecks from impacts
- //r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces distractions
- //r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
- //tf_impactwatertimeenable 1 // Limit water splash particle to every second
- //fx_drawimpactdebris 0 // Disable bullet surface debris effect
- //fx_drawimpactdust 0 // Disable bullet surface dust effect
- //fx_drawmetalspark 0 // Disable bullet surface spark effect
- //cl_particle_retire_cost 1 // Remove particles larger than this fraction of 1000 screen area
- // -----------------------
- // '-- Post Processing --'
- // -----------------------
- // Extra visual effects
- // -------------
- // '- General -'
- // -------------
- // Standard post processing effects
- //mat_postprocessing_combine 1 // Combine post processing effects
- //mat_postprocessing_combine 0 // Individually checked passes for post processing
- //mat_hdr_level 2 // HDR and bloom
- //mat_hdr_level 1 // LDR and bloom
- //mat_hdr_level 0 // LDR
- //r_bloomtintexponent 2.2 // Intensity of bloom effect
- //r_bloomtintr .3 // Red tint to bloom
- //r_bloomtintg .59 // Green tint to bloom
- //r_bloomtintb .11 // Blue tint to bloom
- //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
- //mat_colorcorrection 1 // Enable color correction, pretty much free effect
- //mat_colorcorrection 0 // Disable color correction to quickly skip post processing rendering pathway
- //mat_colcorrection_disableentities 1 // Skip most of the client think for color correction map entities
- //mat_autoexposure_max 2 // Max autoexposure value
- //mat_autoexposure_min .05 // Min autoexposure value
- // ----------------
- // '- Pyrovision -'
- // ----------------
- // Pyrovision visual effects
- //pyro_dof 1 // Enable pyrovision dof
- //pyro_dof 0 // Skip a SSAO depth pass for pyrovision
- //pyro_vignette 2 // Dynamic pyrovision vignette
- //pyro_vignette 1 // Static pyrovision vignette
- //pyro_vignette 0 // Disable vignette for pyrovision
- //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
- //pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
- // -------------------
- // '-- Motion Blur --'
- // -------------------
- // These settings will adjust the blurring effect from rotation and movement
- //mat_motion_blur_enabled 1 // Enable motion blur
- //mat_motion_blur_enabled 0 // Disable motion blur
- //mat_motion_blur_falling_intensity 1 // Blur intensity while falling
- //mat_motion_blur_falling_max 15 // Maximum blur from falling
- //mat_motion_blur_falling_min 5 // Minimum blur from falling
- //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
- //mat_motion_blur_forward_enabled 0 // Disable buggy motion blur from forward motion
- //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
- //mat_motion_blur_rotation_intensity .05 // Adjust blur caused by rotational motion
- //mat_motion_blur_strength 1 // Adjust overall blur strength
- // --------------------
- // '-- Antialiasing --'
- // --------------------
- // These settings will adjust the smoothing of jagged edges
- //mat_software_aa_strength 0 // Skip software AA which ultimately disables itself
- //mat_software_aa_strength_vgui 0 // ^
- //mat_alphacoverage 1 // Enable alpha-to-coverage, which improves AA on thin overlapping surfaces
- //mat_alphacoverage 0 // Disable alpha-to-coverage
- //mat_antialias 1 // Do not do antialiasing
- //mat_antialias 8 // Max MSAA (8x)
- //mat_antialias 16 // Try to use CSAA
- // -------------------------
- // '-- Texture Filtering --'
- // -------------------------
- // These settings will adjust the texture smoothing/filtering
- //mat_trilinear 1 // Force trilinear as it improves texture filtering for little
- //mat_trilinear 0 // Use nearest filtering (or trilinear based on texture flags) to squeeze out every last bit of performance
- //mat_forceaniso 1 // Disable anisotropic filtering
- //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
- // ------------------
- // '-- Characters --'
- // ------------------
- // These settings will adjust the characters in the game
- //r_flex 1;flex_rules 1 // Enable facial animations. Requires more bones to be setup on CPU.
- //r_flex 0;flex_rules 0 // Disable facial animations
- //anim_3wayblend 1 // Enable 3-way animation blending
- //anim_3wayblend 0 // Disable 3-way animation blending
- //r_teeth 1 // Render teeth
- //r_teeth 0 // Do not render teeth, small FPS boost
- //flex_smooth 1 // Smooth facial animations
- //flex_smooth 0 // Do not smooth facial animations
- //r_glint_procedural 1 // Use the glint texture that is cached per frame anyway
- //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease.
- //r_eyes 0 // Do not draw character eyes
- //r_eyemove 1 // Control if character eyes should move, does not really affect performance.
- //r_eyemove 0 // Disable eye movement
- //tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect performance.
- //tf_clientsideeye_lookats 0 // Disable eye lookats
- //blink_duration .2 // Duration of an eye blink
- //blink_duration 0 // Disable blinking
- //phonemefilter .00001 // Do not box filter lip sync
- //phonemefilter .08 // Box filter lip sync
- //phonemesnap 0 // Do not crossfade a second lip sync on any LOD
- //phonemesnap 2 // Default LOD for a second lip sync
- //phonemesnap 7 // Crossfade a second lip sync on every LOD
- // --------------
- // '-- Decals --'
- // --------------
- // Overlay textures on models
- // -------------
- // '- General -'
- // -------------
- // Bullet holes and overall decal support
- //r_decals 0;mp_decals 0 // Disable decals
- //r_decals 9;mp_decals 9 // Allow to check bullet spread
- //r_decals 80;mp_decals 80 // Optimized high decal count
- //r_decals 2048;mp_decals 2048 // Maximum decal count
- //r_drawbatchdecals 1 // Always batch decals to reduce calls
- //r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
- //r_decal_cover_count 4 // Allow for more decals covering each other
- //r_decal_overlap_area .4 // Remove decal when there is another decal barely covering it
- //r_decal_overlap_area .8 // Allow for decals to overlap each other more
- //r_decal_overlap_count 0 // Do not allow decals to overlap each other
- //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
- // ------------------
- // '- Model Decals -'
- // ------------------
- // Blood on hurt players and some bullet decals on props
- //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is
- //r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto. This also causes a bug with red bullet decals on some wood models.
- //r_maxmodeldecal 9 // Optimize maximum model decal count
- // ----------------
- // '- Map Decals -'
- // ----------------
- // Decals placed by the map author
- //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
- //r_renderoverlayfragment 0 // Disable overlays, small performance increase
- //r_overlayfadeenable 0 // Fade map decals based on globally set distance
- //r_overlayfademax 2000 // Distance where they will be fully transparent
- //r_overlayfademin 1750 // Distance where they will be fully opaque
- // ------------
- // '- Sprays -'
- // ------------
- // Decals sprayed by players
- //cl_allowdownload 1 // Download other player custom files
- //cl_allowdownload 0 // Block downloads of other player custom files (sprays)
- //cl_allowupload 1 // Upload your player custom files
- //cl_allowupload 0 // Disable uploading your player custom files (sprays)
- //r_spray_lifetime 2 // Keep sprays for 2 rounds
- //r_spray_lifetime 0 // Clear sprays immediately
- //cl_playerspraydisable 0 // Enable player sprays
- //cl_playerspraydisable 1 // Disable player sprays
- // ------------
- // '-- Gibs --'
- // ------------
- // Body parts created on violent deaths
- //cl_burninggibs 1 // Enable burning gibs for realism
- //cl_burninggibs 0 // Disable burning gibs as they have a performance impact
- //props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
- //props_break_max_pieces 2 // Break into a max of 2 pieces
- //props_break_max_pieces 0 // Disables gibs and prop breaking
- //violence_hgibs 1 // Enable normal gibs
- //violence_hgibs 0 // Enable silly gibs/blood (less performance)
- //violence_hblood 1 // Enable normal blood
- //violence_hblood 0 // Enable silly gibs/blood (less performance)
- //tf_playergib 1 // Control gibbing on local servers: 0: never, 1: default, 2: always.
- // -------------
- // '-- Props --'
- // -------------
- // Various small objects
- //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
- //r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
- //cl_phys_props_enable 1 // Enable client side physics props
- //cl_phys_props_enable 0 // Disable client side physics props
- //cl_phys_props_max 300 // Allow all physics props
- //cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
- //cl_phys_props_respawndist 3000 // Skip respawning physics props for a high distance
- //cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
- //cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
- //cl_phys_props_respawnrate 60 // Respawn physics props faster
- //r_propsmaxdist 3000 // Always render client side physics props
- //r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
- //r_drawdetailprops 1 // Enable sprites, grass and some other things
- //r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
- //r_staticprop_lod 7 // Force lowest LOD (lowest quality). Makes some railings invisible.
- //r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
- //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
- //r_PhysPropStaticLighting 1 // Use lighting on props
- // ----------------
- // '-- Ragdolls --'
- // ----------------
- // Bodies that spawn on death with adjustable physics simulation and fading
- //cl_ragdoll_fade_time 5 // Fade out ragdolls in 5 seconds, which is the cutoff for special ragdoll effects
- //cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
- //cl_ragdoll_forcefade 0 // Do not instantly fade ragdolls
- //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
- //cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
- //cl_ragdoll_collide 1 // Enable ragdoll collisions
- //cl_ragdoll_collide 0 // Disable ragdoll collisions
- //ragdoll_sleepaftertime 1.5 // Wait a reasonable time before sleeping ragdoll physics
- //ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
- // ---------------
- // '-- General --'
- // ---------------
- // General/overall graphics settings
- //mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to .1 in increments of .1 or .05). This is
- // useful for if your GPU struggles to render a lot of pixels.
- //mat_viewportupscale 1 // Upscale when using mat_viewportscale
- //r_3dsky 1 // Enable 3D sky
- //r_3dsky 0 // Disable 3D sky
- //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
- //cl_jiggle_bone_framerate_cutoff 1 // Never disable jigglebones
- //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
- //tf_sheen_framerate 15 // Killstreak viewmodel frame rate
- //tf_sheen_alpha_firstperson .5 // Intensity of tint
- // --------------
- // '- Textures -'
- // --------------
- //mat_picmip -1 // Very High quality textures
- //mat_picmip 0 // High quality textures
- //mat_picmip 1 // Medium quality textures
- //mat_picmip 2 // Low quality textures
- //mat_filtertextures 1 // Filter textures
- //mat_filtertextures 0 // Blocky textures
- //mat_disable_fancy_blending 0 // Enable fancy blending of textures
- //mat_disable_fancy_blending 1 // Disable fancy blending of textures
- //mat_bumpmap 1 // Enable bumpmaps
- //mat_bumpmap 0 // Disable bumpmap materials
- //mat_specular 1 // Enable specular
- //mat_specular 0 // Disable specular materials
- // -------------
- // '-- Ropes --'
- // -------------
- // Ropes for Mannpower grappling hook and as decoration in maps
- //r_drawropes 0 // Turn off ropes entirely
- //rope_rendersolid 1 // Render solid part of ropes
- //rope_rendersolid 0 // Skip rendering solid part of ropes
- //r_ropetranslucent 1 // Simulate ropes
- //r_ropetranslucent 0 // Skip simulating ropes
- //rope_smooth 1 // Smooth ropes with a fake transparent rope
- //rope_smooth 0 // Skip a long smoothing operation for ropes
- //rope_subdiv 7 // Max rope subdivides
- //rope_subdiv 2 // Subdivide ropes
- //rope_subdiv 0 // Skip heavy loops for rope subdivisions
- //rope_collide 1 // Enable rope collisions
- //rope_collide 0 // Skip CPU heavy world collisions for ropes
- //rope_wind_dist 1000 // Apply wind to ropes until this distance
- //rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
- //rope_averagelight 1 // Only use average light, instead of an extra max intensity average with zero
- //rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
- // --------------------
- // '-- Optimization --'
- // --------------------
- // These settings will optimize TF2 without having any very noticeable effects to the user
- //mat_vsync 0 // Ensure VSync is disabled
- //mat_powersavingsmode 0 // Ensure power savings mode is disabled
- //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
- //r_ForceWaterLeaf 1 // Optimization to visleafs
- //r_fastzreject 0 // Renders first pass of a scene with a z-buffer on the CPU and
- // then has the GPU quickly render the scene in a second pass,
- // with the visible parts of the scene already calculated.
- // For the scene rendering, the savings are not much on dGPUs
- // in exchange for the CPU cost.
- //r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
- //r_occludeemaxarea 7.5 // Skip occlusion of objects that are too large to test for
- //r_occluderminarea 15 // Skip occluders that are too small to block anything worth our time
- //r_occludermincount 1 // Just in case we filter one out
- //mat_tonemapping_occlusion_use_stencil 0 // Force disable stencil buffer for tonemapping
- //r_norefresh 1 // Do not store a useless and unused frame time variable
- //fast_fogvolume 1 // Fast path for one leaf water data
- //r_pixelfog 1 // Use a pixel shader for fog if possible
- //r_lightcache_zbuffercache 1 // Optimize lighting data and use new lighting system
- //sv_alternateticks 0 // Run every tick
- //mod_offline_hdr_switch 1 // Skip outdated Source engine pathways
- //mat_forcemanagedtextureintohardware 0 // Do not do tricks to render textures into hardware
- //r_hunkalloclightmaps 0 // Uncap lightmaps for larger maps, FPS impact is non-existent
- //jpeg_quality 90 // JPEG quality percentage
- //mat_requires_rt_alloc_first 0 // Force disable, since new GPUs do not need to do this. Improves load times.
- // --------------
- // '-- OpenGL --'
- // --------------
- // Optimizations for OpenGL platforms (Linux and macOS)
- //gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
- //mat_texture_reload_frame_swap_workaround 0 // Disable aggressive macOS workaround for sake of performance
- //gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
- //gl_debug_output 0 // Disable debug messages
- //gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
- //sdl_displayindex 0 // Which display index to use (Linux and macOS only)
- // ==================
- // '--- Gameplay ---'
- // ==================
- // Adjusts how the game behaves
- //cl_autoreload 1 // Auto reload clip
- //cl_autorezoom 1 // Automatically rezoom sniper rifle
- //tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged
- //tf_medigun_autoheal 1 // Keep healing allies
- //tf_remember_activeweapon 1 // Remember last held weapon
- //tf_remember_lastswitched 1 // Remember quick switch weapon
- //tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes
- // =============
- // '--- HUD ---'
- // =============
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc HUD settings
- //cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
- //cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD
- //cl_hud_minmode 1 // HUD min mode
- //hud_fastswitch 1 // Weapon switch behavior:
- // 0 - PC Buckets
- // Select weapons from the side of your screen, fire to confirm.
- // 1 - PC Fast Switch
- // Fast switch for PC buckets (no fire to confirm).
- // 2 - Buckets Plus:
- // Fast Switch
- // weapon selection window comes up at the middle of your screen,
- // can select weapons without ammo (but not switch to them).
- // 3 - Carousel scroll:
- // Fast Switch
- // slot 1 = last weapon, slot 2 = next weapon,
- // slot 3 = swap weapon, slot 4 = previous weapon.
- //cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
- //tf_scoreboard_mouse_mode 2 // Use mouse mode on scoreboard. 0 - disabled, 1 - always, 2 - on click (MOUSE2).
- //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard
- //tf_use_match_hud 1 // Show the top player bar on all servers
- //tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
- //tf_dashboard_slide_time .1 // Time in seconds for dashboard transitions
- //tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
- //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
- //tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
- //tf_quest_map_tuner_wobble_magnitude .01 // Enable red tuner at the bottom
- //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
- //tf_build_menu_controller_mode 1 // Use controller style engineer build menu
- //tf_disguise_menu_controller_mode 1 // Controller disguise menu
- //tf_simple_disguise_menu 0 // Concise disguise menu
- //tf_colorblindassist 1 // Add extra icon for jarate (colorblind mode)
- //cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
- //sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
- //hud_classautokill 0 // No suicide on class change
- //tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
- //tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
- //tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
- //tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
- //tf_hud_show_servertimelimit 1 // Show server map time
- //scr_centertime 0 // Hide center text on servers
- //tf_hud_target_id_alpha 100 // Transparency of target ID
- //tf_hud_target_id_disable_floating_health 0 // Show floating health bar
- //tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
- //hud_medichealtargetmarker 1 // Shows medic heal target with a small marker
- //tf_healthicon_height_offset 10 // Offset of heath icon
- //tf_hud_target_id_offset 0 // Vertical offset of target ID
- //tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - from everyone, 2 - from friends.
- //tf_spectator_target_location 0 // 0 - center (default)
- // 1 - bottom left
- // 2 - bottom center
- // 3 - bottom right
- //hud_freezecamhide 0 // Show the HUD during freeze-cam
- //hud_freezecamhide 1 // Hide the HUD during freeze-cam
- //tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
- //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
- //cl_hudhint_sound 0 // Disable HUD sounds
- //cl_mainmenu_safemode 1 // Dev safe mode for main menu
- //tf_queue_spinner_color 0 // Orange queue TF logo spinner
- //tf_queue_spinner_color 1 // Blue queue TF logo spinner
- //tf_stats_nogameplaycheck 1 // Skip checking for gamemodes when recording stats
- // -------------------
- // '-- Combat Text --'
- // -------------------
- // Damage and healing text above players
- //hud_combattext 1 // Enable damage text
- //hud_combattext_batching 1 // Collect damage into one number over a time interval
- //hud_combattext_batching_window .2 // Time in seconds to collect damage
- //hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear
- //hud_combattext_healing 1 // Show healing text
- //hud_combattext_red 255 // Red value for damage text color (0 to 255)
- //hud_combattext_green 0 // Green value for damage text color (0 to 255)
- //hud_combattext_blue 0 // Blue value for damage text color (0 to 255)
- // ----------------
- // '-- Messages --'
- // ----------------
- // Text chat and other messages
- //hud_saytext_time 10 // How long in seconds chat messages stay on screen
- //hud_saytext_time 0 // Disable chat
- //cl_showtextmsg 1 // Enable text messages in chat (voice lines)
- //cl_showtextmsg 0 // Disable text messages
- //cl_showpluginmessages 1 // Show messages from server plugins
- //cl_showpluginmessages 0 // Do not show messages from server plugins
- //cl_chatfilters 63 // Chat Filter - enable parts of chat:
- // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
- // achievements (32)
- // Add a combination of these numbers together to enable that combination
- // for example, name change (2) + team change (16) = 18
- // 0 for everything disabled
- //cl_mute_all_comms 1 // Disable text and voice for muted players
- //cl_mute_all_comms 0 // Disable voice for muted players
- //hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
- //tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
- // ----------------
- // '-- Backpack --'
- // ----------------
- // Inventory, economy and backpack
- //tf_time_loading_item_panels .0004 // Decrease time spent per frame loading item panels
- //cl_spec_carrieditems 1 // Show spectated player items
- //cl_spec_carrieditems 0 // Do not show spectated player items
- //tf_backpack_page_button_delay .25 // Decrease button delay for moving items
- //tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout items
- //cl_showbackpackrarities 1 // Show item rarity color borders in backpack
- //cl_show_market_data_on_items 1 // Show market data in backpack 0 = never, 1 = when showing borders, 2 = always
- // -----------------
- // '-- Crosshair --'
- // -----------------
- // Aiming recticle or crosshair
- //cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
- //cl_crosshairalpha 255 // Disable transparency for lowend computers
- //cl_crosshair_red 156 // Crosshair red (0 to 255)
- //cl_crosshair_green 39 // Crosshair green (0 to 255)
- //cl_crosshair_blue 176 // Crosshair blue (0 to 255)
- //cl_crosshair_scale 32 // Size of crosshair
- //cl_crosshair_file "" // Style of crosshair
- //cl_observercrosshair 0 // Disable crosshair in spectator
- //crosshair 0 // Disable crosshair entirely
- // -------------------
- // '-- Killstreaks --'
- // -------------------
- // Killstreak messages from weapons
- //cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
- //cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
- //cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
- //cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
- //cl_hud_killstreak_display_time 0 // Disable killstreak banner
- // ---------------------
- // '-- Notifications --'
- // ---------------------
- // In-game notifications for trade offers, requests, events, etc
- //cl_notifications_max_num_visible 3 // Number of visible notifications
- //cl_notifications_move_time .1 // Make notification transition shorter
- //cl_notifications_show_ingame 0 // Do not show notifications in game
- //tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
- //tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
- //cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
- //cl_vote_ui_active_after_voting 1 // Keep the vote UI active after voting to see the vote progress
- //cl_vote_ui_show_notification 0 // Instantly show the vote UI when a vote is called
- //cl_vote_ui_show_notification 1 // Do not instantly show the vote UI when a vote is called. Instead, show a notification to allow the user to choose if he wants to see the vote.
- // -----------------
- // '-- Contracts --'
- // -----------------
- // Contracts as part of campaigns
- //tf_contract_competitive_show 2 // During competitive matches, contract visibility:
- // 0 - never
- // 1 - all
- // 2 - active only
- //tf_contract_progress_show 1 // During all matches, contract visibility:
- // 0 - never
- // 1 - all
- // 2 - active only
- //tf_quest_notification_line_delay .2 // Shorter voice line delay after contract
- //tf_quest_notification_line_delay 1 // Default voice line delay
- // --------------------
- // '-- Achievements --'
- // --------------------
- // Achievement effects and HUD tracker
- //hud_achievement_glowtime 1 // Glow achievements for a little while shorter
- //hud_achievement_tracker 2 // Achievements tracked at once
- //hud_achievement_count 4 // Max achievements shown on HUD
- // ------------
- // '-- Info --'
- // ------------
- // Additional HUD elements for extra info
- // Adding additional HUD elements decreases FPS by a small amount
- //cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
- //cl_showpos 1 // Current position, angle and velocity
- //cl_showbattery 1 // Battery meter
- //cl_show_num_particle_systems 1 // Show number of particle systems
- //cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
- // -----------------------
- // '-- Closed Captions --'
- // -----------------------
- // Customization of notifications of sounds and voices in closed captions
- //closecaption 1 // Enable closed captions
- //cc_subtitles 1 // Make closed captions dialog only
- //cc_linger_time 1 // Seconds for captions to stay on screen
- //cc_minvisibleitems 1 // Minimum captions to shown
- //cc_predisplay_time 0 // Delay between the sound and showing the caption
- //cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
- //snd_vox_captiontrace 1 // show sentence IDs when there is no caption
- // ----------------
- // '-- Netgraph --'
- // ----------------
- // Advanced HUD display of network info and FPS
- //net_graph 0 // Netgraph display
- // 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
- //net_graphpos 1 // The horizontal position of the netgraph
- // 0 = left, 1 = right, 2 = middle
- // Anything else will set the x coordinate of the graph left edge
- //net_graphheight 64 // Height of the text part of the graph
- //net_graphproportionalfont 1 // Scale fonts as the screen resolution goes up
- //net_scale 5 // The height of the graph portion
- //net_graphsolid 0 // Draw height ticks as single ticks
- //net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
- //net_graphtext 1 // Draw text fields
- //net_graphmsecs 400 // Over how many milliseconds should the text area measure
- //net_graphshowlatency 1 // Show the latency part of the graph
- //net_graphshowinterp 1 // Show the interpolation part of the graph
- // ---------------
- // '-- Console --'
- // ---------------
- // Developer console customization
- //con_enable 1 // Enable console
- //con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages (nprint)
- //con_nprint_bgalpha 0 // Disable drawing box around nprint
- // ==============
- // '--- View ---'
- // ==============
- // The character view and viewmodel
- //fov_desired 90 // See more of the battlefield
- //fov_desired 75 // Render less for very low end computers
- //r_drawviewmodel 1 // Draw weapon viewmodel
- //r_drawviewmodel 0 // Hide weapon viewmodel
- //viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
- //cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
- //cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
- //tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
- //tf_use_min_viewmodels 0 // Use default viewmodel position
- //cl_first_person_uses_world_model 1 // Draw character world model instead of weapon viewmodel
- //cl_first_person_uses_world_model 0 // Draw weapon viewmodel
- //tf_medieval_thirdperson 1 // Third person view in medieval mode
- //tf_medieval_thirdperson 0 // First person view in medieval mode
- //tf_taunt_first_person 1 // First person view when taunting
- //tf_taunt_first_person 0 // Third person view when taunting
- //glow_outline_effect_enable 1 // Enable ally and objective outlines
- //glow_outline_effect_enable 0 // Disable all outlines
- //tf_enable_glows_after_respawn 1 // Enable spawn nametags
- //tf_enable_glows_after_respawn 0 // Disable spawn nametags and outlines
- //tf_spec_xray_disable 0 // Enable nametags while spectating
- //tf_spec_xray_disable 1 // Disable nametags and outlines while spectating
- //tf_spectate_pyrovision 1 // Spectate in pyrovision
- //tf_spectate_pyrovision 0 // Do not force pyrovision in spectator mode
- //spec_autodirector 1 // Choose best view mode automatically
- //cl_use_tournament_specgui 1 // Use advanced tournament UI in spectator tournament mode
- //tf_romevision_opt_in 1 // Opt into Romevision
- // ===========================
- // '--- Demos and Replays ---'
- // ===========================
- // Adjusts the recording and playback of demos and replays
- // -------------
- // '-- Demos --'
- // -------------
- //demo_recordcommands 1 // Record console commands in your demos
- //demo_fov_override 0 // FOV override for demo playback, if non-zero.
- //demo_legacy_rollback 0 // Do not rollback player view one tick interval
- // --------------------
- // '-- Demo Support --'
- // --------------------
- //ds_enable 0 // 0 - Manual
- // 1 - Record competitive matchmaking
- // 2 - Record everything
- // 3 - Record mp_tournament matches
- //ds_autodelete 1 // Automatically delete demos with no bookmarks or killstreaks
- //ds_dir demos // Put all recorded demos in this folder (under tf/)
- //ds_kill_delay 15 // Max time between kills to count for a killstreak
- //ds_log 1 // Log killstreaks and bookmarks to an associated text file
- //ds_mark name // Create a bookmark with a single word name
- //ds_min_streak 4 // Minimum killstreak count before logging it
- //ds_notify 0 // Output when getting a killstreak or bookmarking
- // 0 - to console
- // 1 - to console and chat
- // 2 - to console and HUD
- //ds_prefix "" // Prefix file names with this text
- //ds_record // Start recording a demo
- //ds_stop // Stop recording a demo
- //ds_screens 1 // Take a screenshot of the scoreboard when the round ends
- //ds_sound 1 // Play the filming sound effect for when demo support starts and stops recording
- // ---------------
- // '-- Replays --'
- // ---------------
- //tf_replay_pyrovision 0 // Do not force pyrovision in replays
- //tf_replay_pyrovision 1 // Watch replays in pyrovision
- //replay_rendersetting_motionblur_can_toggle 1 // Allow for motion blur toggle in replays
- //replay_cache_client_ragdolls 1 // Record client side ragdolls
- //replay_voice_during_playback 1 // Play voice chat during replay playback
- //replay_screenshotresolution 1 // High-res replay screenshots (0 for low-res)
- // ==============
- // '--- Misc ---'
- // ==============
- // Settings that do not fit into a category
- //bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
- //ai_frametime_limit .015 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
- // ================
- // '--- Memory ---'
- // ================
- // Adjustments to memory allocation
- //lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
- //cl_always_flush_models 0 // Keep models loaded in between map loads and keep preloading
- //cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low
- //mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores
- //mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw
- // ====================
- // '--- Filesystem ---'
- // ====================
- // -------------
- // '-- Sizes --'
- // -------------
- // Set buffer and file read sizes
- //filesystem_buffer_size 32768 // 32KB for better block size optimization
- //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
- // -------------------
- // '-- Model Cache --'
- // -------------------
- // Control loading and caching models
- //mod_load_anims_async 1 // Async animation loading
- //mod_load_mesh_async 1 // Async mesh loading
- //mod_load_vcollide_async 1 // Async vcollide loading
- //mod_forcetouchdata 1 // Put all model data into cache on load
- //mod_touchalldata 0 // Fully use the async pathway by skipping submodel loading
- //mod_forcedata 0 // Async model cache does not force data by default
- //mod_dynamicunloadtime 150 // How long in seconds a dynamic model can be unused for before being unloaded
- // ===============
- // '--- Sound ---'
- // ===============
- // -----------------
- // '-- Hitsounds --'
- // -----------------
- // Damage sound played on hit and on kill
- //tf_dingalingaling_lasthit 1 // Play killsounds
- //tf_dingaling_lasthit_pitchmaxdmg 65 // Pitch for killsound on >=150 damage
- //tf_dingaling_lasthit_pitchmindmg 127 // Pitch for killsound on <=10 damage
- //tf_dingaling_lasthit_volume .75 // Killsound volume
- //tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
- //tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
- //tf_dingalingaling 1 // Play hitsounds
- //tf_dingaling_pitchmaxdmg 65 // Pitch for hitsound on >=150 damage
- //tf_dingaling_pitchmindmg 127 // Pitch for hitsound on <=10 damage
- //tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
- //tf_dingalingaling_repeat_delay .008 // .008 seconds delay to allow for all standard weapons
- //tf_dingaling_volume .75 // Hitsound volume
- //tf_dingalingaling_effect 0 // Which sound to use for the hitsound
- //tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
- // -----------------
- // '-- Threading --'
- // -----------------
- // Threading options to take advantage of modern CPUs for the sound system
- //snd_async_fullyasync 0 // Do not force async load
- //snd_async_minsize 524288 // Defer to audio cache more, async load while playing
- //snd_mix_async 1 // Use another thread to mix sounds
- //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 threads
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc sound settings
- //volume 1 // Set the master volume
- //snd_musicvolume 1 // Set music volume
- //snd_mixahead .066 // Balance between sound delay and less demand on the CPU. Synced with sound clock.
- //cl_soundemitter_flush // Command to clear out the loaded sounds file
- //cl_soundscape_flush // Command to clear out the loaded soundscapes file
- // ---------------
- // '-- Quality --'
- // ---------------
- // Adjust the quality of sound
- //snd_pitchquality 0 // Use linear mixer for sound, performance benefit
- //snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
- //snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
- //snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
- //snd_surround_speakers -1 // Autodetect speaker configuration from OS
- //snd_surround_speakers 0 // Force headphones
- //snd_surround_speakers 2 // Force mono/stereo
- //snd_surround_speakers 4 // Force quad
- //snd_surround_speakers 5 // Force 5.1
- //snd_surround_speakers 7 // Force 7.1
- //windows_speaker_config 4 // Windows speaker configuration
- // ----------------------
- // '-- Spatialization --'
- // ----------------------
- // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
- //dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays
- //dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels (for use with stereo, not surround sound)
- //dsp_slow_cpu 0 // Use enhanced positional effects
- //dsp_slow_cpu 1 // Disable initialization of enhanced spatialization
- //snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance benefit.
- //snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm. Pretty reasonable performance benefit, but delay in spatialization.
- //snd_spatialize_roundrobin 0 // Spatialize every frame
- //dsp_room 0 // Disable automatic DSP
- //dsp_room 1 // Enable automatic DSP, adjusts DSP according to the room type/size you are in
- //dsp_facingaway 0 // Disable the facing away DSP effect and directional FX
- //dsp_facingaway 30 // Use a low pass filter for sounds you are facing away from, enable directional FX
- //dsp_speaker 50 // Administrator effect (can be 50 to 59)
- //dsp_speaker 0 // Disable administrator effect
- //dsp_water 14 // Water muffling effect (small delay)
- //dsp_water 15 // Water muffling effect (medium delay)
- //dsp_water 16 // Water muffling effect (large delay)
- //dsp_water 0 // Disable water muffling effect
- //dsp_spatial 40 // Spatial delay effect for positional audio
- //dsp_spatial 0 // Disable spatial effect
- //dsp_off 1 // Turn DSP system entirely off
- // --------------------
- // '-- Optimization --'
- // --------------------
- // Optimizations with no noticeable effect on the listener
- //snd_cull_duplicates 0 // Do not skip playing duplicate sounds
- //snd_cull_duplicates 1 // Only play one of each sound at a time
- //voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
- //snd_noextraupdate 1 // Do not update sound twice
- //snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
- //snd_defer_trace 0 // Immediately trace on the first frame
- //snd_async_spew_blocking 0 // Disable async spew
- // ------------------
- // '-- Voice Chat --'
- // ------------------
- //voice_avggain 0.5 // How fast voice gain should be averaged
- //voice_maxgain 10 // The maximum loudness for voice chat
- //voice_modenable 1 // Enable voice chat
- //voice_forcemicrecord 0 // Force mic input for voice chat. Try setting this to 1 if the game is not recognizing your mic.
- //voice_inputfromfile 1 // Enables using a file "voice_input.wav" for input to voice chat
- //voice_loopback 1 // Listen to yourself speak on voice chat
- //voice_overdrive 2 // Controls how quiet voice chat makes game sounds. 2 is a 50% decrease.
- //voice_overdrivefadetime 0.4 // How long to fade voice overdrive in seconds (0.0001 to disable)
- //voice_recordtofile 1 // Enable recording voice chat to voice_micdata.wav and voice_decompressed.wav
- //voice_scale 1 // How loud input volume is
- //setinfo "voice_on" "Command to enable voice chat"
- //setinfo "voice_off" "Command to disable voice chat"
- //setinfo "voice_toggle" "Command to toggle voice chat"
- // ===============
- // '--- Input ---'
- // ===============
- // ----------------
- // '-- Keyboard --'
- // ----------------
- // Keyboard adjustments
- //in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for keyboard look only
- //cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
- //cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)
- // -------------
- // '-- Mouse --'
- // -------------
- // Mouse movement and aiming
- //m_pitch .022 // Pitch factor
- //m_yaw .022 // Yaw factor
- //sensitivity 3 // Mouse sensitivity
- //m_limitedcapture_workaround 1 // Workaround for mouse capture issues
- //m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
- //m_filter 1 // Average mouse input over two frames, more stable mouse input with high FPS variability
- //m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
- //m_mouseaccel1 0 // ^ (-noforcemaccel)
- //m_mouseaccel2 0 // ^ (-noforcemaccel)
- //m_rawinput 1 // Use raw input from mouse
- //m_customaccel 0 // custom mouse acceleration
- // 0 - no custom acceleration
- // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
- // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
- // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
- //m_customaccel_scale .04 // ^
- //m_customaccel_max 0 // ^
- //m_customaccel_exponent 1 // ^
- //zoom_sensitivity_ratio .7934714 // Use same sensitivity as when unscoped
- // ------------------------
- // '-- Steam Controller --'
- // ------------------------
- // Controls Steam Controller/Steam Input
- //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents
- //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents
- //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale
- //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty
- //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity
- //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity
- //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity
- //sc_show_binding_panel // Launch Steam Controller binding UI
- //sc_status // Show Steam Controller status
- // -------------------
- // '-- Bumper Cars --'
- // -------------------
- // Input during bumper cars
- //tf_halloween_kart_pitch 10 // Pitch value for the camera
- //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast
- //tf_halloween_kart_pitch_slow_follow_rate .5 // Follow speed for the camera when slow
- // --------------------------
- // '-- Module Shortcuts --'
- // --------------------------
- // ---------------------------------
- // '-- User-Overrideable Aliases --'
- // ---------------------------------
- // ----------------------
- // '-- Comfig Aliases --'
- // ----------------------
- //block_game_overrides_once
- //clear
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