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TF2 M0re's FPS config

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Jan 31st, 2014
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. //------------------------------------------------------------------------------
  3. // Launch options:
  4. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  5. //
  6. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  7. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  8. // ----------------------------------------------------------------------------
  9. // FPS cap
  10. // ----------------------------------------------------------------------------
  11. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  12. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  13. // desirable than a variable but sometimes high framerate. A common
  14. // misconception is that if any more frames are generated than your monitor can
  15. // display, they are useless. This is wrong -- frames are used for much more
  16. // than mere display, and affect the way the game feels well past your
  17. // refresh rate.
  18. //
  19. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  20. // any case, or the discrepancy between clientside frame generation and frames
  21. // to be sent to the server will no doubt cause you many a headache, especially
  22. // when it comes down to hit registration. Other than that, I recommend
  23. // for everyone to use the value `132' (2*66), as long as you can generally
  24. // keep that value stable without regular drops.
  25. // ----------------------------------------------------------------------------
  26. cl_showfps 1 // Show unsmoothed FPS meter
  27. fps_max 0
  28. // ----------------------------------------------------------------------------
  29. // Net settings
  30. // ----------------------------------------------------------------------------
  31. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  32. // are a fact of life in competitive TF2, and as such, they are included here.
  33. //
  34. // A common question I am asked -- what defines whether a good connection is
  35. // good or bad? Mostly personal preference. If you're not willing to make the
  36. // choice, try both and see which is better for you.
  37. //
  38. // Generally, meeting both of the following conditions would classify it as a
  39. // good connection:
  40. //
  41. // - Ping of <80 to the average server you join
  42. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  43. //
  44. // There's some pretty good documentation on this here:
  45. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  46. //
  47. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  48. // ----------------------------------------------------------------------------
  49. // _______________
  50. // | READ THIS |
  51. // ���������������
  52. // move autoexec.cfg -> x:\Steam\steamapps\<user name>\team fortress 2\tf\cfg
  53. // clear config.cfg, dont clear bind commands
  54. // _______________
  55. // | DXLEVEL |
  56. // ���������������
  57. // Use dxlevel 80 or 81, IF you prefer dxlevel 90 or don't know how to set DX80, change mat_bumpmap to 1
  58. // right click TF2 > properties > launch options > -dxlevel 80 or 81
  59. // ____________________
  60. // | LAUNCH OPTIONS |
  61. // ��������������������
  62. // -heapsize ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) = 1048576]
  63. // -noforcemspd ;; Use desktop mouse speed settings.
  64. // -noforcemaccel ;; Use desktop mouse acceleration settings.
  65. // -window ;; This enables tf2 to start in a window mode, instead of fullscreen.
  66. // -full ;; This runs tf2 in full screen mode.
  67. // -freq ;; Set the Refresh Rate
  68. // -nocrashdialog ;; Suppresses some memory could not be read unhandled errors.
  69. // -dev ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit.
  70. // ___________________________________
  71. // | DEFAULT CONFIGS - AUTOCONFIG |
  72. // �����������������������������������
  73. // -autoconfig
  74. // right click TF2 > properties > launch options > -autoconfig
  75. // Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed.
  76. // _________________________________________________
  77. // | DONT TOUCH UNLESS YOU KNOW WHAT YOURE DOING |
  78. // �������������������������������������������������
  79. // _______________
  80. // | MAT |
  81. // ���������������
  82. mat_queue_mode "-1" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
  83. mat_aaquality "0"
  84. mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0)
  85. mat_autoexposure_max "0"
  86. mat_autoexposure_min "0"
  87. mat_alphacoverage "0"
  88. mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
  89. mat_bloomscale "0"
  90. mat_bloom_scalefactor_scalar "0"
  91. mat_bufferprimitives "1"
  92. mat_clipz "1"
  93. mat_colorcorrection "0"
  94. mat_compressedtextures "1"
  95. mat_disable_bloom "1"
  96. mat_disable_fancy_blending "1"
  97. mat_disable_lightwarp "1"
  98. mat_disable_ps_patch "1"
  99. mat_debugdepthval "0"
  100. mat_debugdepthvalmax "0"
  101. mat_diffuse "1"
  102. mat_envmapsize "0"
  103. mat_envmaptgasize "0"
  104. mat_fastspecular "1"
  105. mat_fastnobump "0"
  106. mat_filterlightmaps "0"
  107. mat_filtertextures "0"
  108. mat_forceaniso "0" // change to 0 if you notice lower fps
  109. mat_forcehardwaresync "0"
  110. mat_forcemanagedtextureintohardware "0"
  111. mat_framebuffercopyoverlaysize "0"
  112. mat_hdr_enabled "0" // Report if HDR is enabled for debugging
  113. mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
  114. mat_maxframelatency "0"
  115. mat_max_worldmesh_vertices "0"
  116. mat_mipmaptextures "1" // texture quality decreases with distance
  117. mat_non_hdr_bloom_scalefactor "0"
  118. mat_parallaxmap "1"
  119. mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
  120. mat_reducefillrate "1" // Reduces fill rate used.
  121. mat_shadowstate "0"
  122. mat_software_aa_blur_one_pixel_lines "0"
  123. mat_software_aa_strength "0"
  124. mat_software_aa_strength_vgui "0"
  125. mat_software_aa_tap_offset "0"
  126. mat_softwarelighting "0"
  127. mat_specular "0"
  128. mat_trilinear "0" // Disables the use of Trilinear mipmapping.
  129. mat_use_compressed_hdr_textures "0"
  130. mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8. _______________
  131. //
  132. // | GIBS |
  133. // ���������������
  134. violence_agibs "0" // Show alien gib entities
  135. violence_hgibs "0" // Show human gib entities
  136. violence_hblood "0" // Draw human blood
  137. violence_ablood "0" // Draw alien blood
  138. // _______________
  139. // | R_ |
  140. // ���������������
  141. r_ambientboost "0"
  142. r_ambientmin "0"
  143. r_ambientfactor "0"
  144. r_bloomtintg "0"
  145. r_bloomtintb "0"
  146. r_bloomtintexponent "0"
  147. r_bloomtintr "0"
  148. r_cheapwaterend "1" // End of the CheapWater rendering (all behind this range is black water)
  149. r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
  150. r_drawflecks "0"
  151. r_decals "0"
  152. r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
  153. r_decalstaticprops "0" // Decal static props test
  154. r_dopixelvisibility "0"
  155. r_drawbatchdecals "0"
  156. r_drawmodeldecals "0"
  157. r_dynamic "0"
  158. r_eyes "0"
  159. r_flex "0"
  160. r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
  161. r_hunkalloclightmaps "0"
  162. r_lightcache_zbuffercache "0"
  163. r_lightaverage "0"
  164. r_lod "2" // _adjusts model quality--set between -5 and 5_
  165. r_maxdlights "0"
  166. r_maxmodeldecal "0"
  167. r_maxnewsamples "0"
  168. r_maxsampledist "0"
  169. r_minnewsamples "0"
  170. r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
  171. r_occlusion "1" // Activate/deactivate the occlusion system.
  172. r_PhysPropStaticLighting "0"
  173. r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
  174. r_queued_post_processing "1"
  175. r_renderoverlayfragment "0"
  176. r_rootlod "2" // Root LOD
  177. r_ropetranslucent "0"
  178. r_drawdetailprops "0"
  179. r_spray_lifetime "2" // Number of rounds player sprays are visible
  180. r_shadowmaxrendered "0" // Max shadows the game will render.
  181. r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model.
  182. r_3dnow "1" // Enable/disable 3DNow code
  183. r_3dsky "0" // Enable the rendering of 3d sky boxes
  184. r_sse2 "1" // Enable/disable SSE2 code
  185. r_shadows "0"
  186. r_teeth "0"
  187. r_threaded_client_shadow_manager "1"
  188. r_threaded_particles "1"
  189. r_threaded_renderables "1"
  190. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  191. r_worldlights "0" // number of world lights to use per vertex
  192. r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
  193. r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
  194. r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
  195. r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
  196. // _______________
  197. // | CL_ |
  198. // ���������������
  199. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  200. cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
  201. cl_detailfade "0"
  202. cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
  203. cl_ejectbrass "0" // Disables brass ejection
  204. cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
  205. cl_muzzleflash_dlight_1st "0"
  206. cl_phys_props_enable "0"
  207. cl_phys_props_max "0" // Maximum amount of physics props allowed.
  208. cl_predictweapons "1" // perform client side prediction of weapon effects.
  209. cl_predict "1" // Perform client side prediction.
  210. tf_playergib "0"
  211. cl_showhelp "0" // Set to 0 to not show on-screen help
  212. cl_showpluginmessages "0" // Allow plugins to display messages to you
  213. cl_show_splashes "0"
  214. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  215. cl_debugrumble "0" // Turn on rumble debugging spew
  216. cl_playerspraydisable "1"
  217. cl_threaded_bone_setup "0"
  218. cl_threaded_client_leaf_system "0"
  219. cl_ragdoll_collide "0"
  220. cl_ragdoll_fade_time "0"
  221. cl_ragdoll_physics_enable "0"
  222. cl_ragdoll_forcefade "1"
  223. cl_jiggle_bone_framerate_cutoff "0"
  224. // _______________
  225. // | ROPES |
  226. // ���������������
  227. rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
  228. rope_collide "0" // Collide rope with the world
  229. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  230. rope_smooth "0" // Do an antialiasing effect on ropes
  231. rope_subdiv "0" // Rope subdivision amount
  232. rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
  233. // _______________
  234. // | MISC |
  235. // ���������������
  236. sv_forcepreload "1" // forces preload to help increase performance
  237. jpeg_quality "100" // jpeg screenshot quality.
  238. mat_monitorgamma "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  239. commentary "0" // Desired commentary mode state.
  240. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
  241. g_ragdoll_fadespeed "0"
  242. g_ragdoll_lvfadespeed "0"
  243. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  244. props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default)
  245. r_propsmaxdist "1"
  246. prop_active_gib_limit "0"
  247. func_break_max_pieces "3"
  248. showhitlocation "1"
  249. mp_decals "200" // How many player sprays will be shown.
  250. gl_clear "0"
  251. muzzleflash_light "0"
  252. lod_transitiondist "0"
  253. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  254. adsp_debug "0"
  255. mp_usehwmmodels "0"
  256. mp_usehwmvcds "0"
  257. tf_particles_disable_weather "1"
  258. //----------------------------------------------------------------------------------
  259. clear
  260. echo
  261. echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
  262. echo "|m0rehighfps : http://m0re.nocrits.com/ |"
  263. echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
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