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- //startup line//
- //streaming +mat_dxlevel 90 OR 81 (pick one only) -fullscreen -high -novid -w 1920 -h 1080 +clientport 27013 -noipx -nocrashdialog -nojoy -noborder -refresh 144 +mat_forcehardwaresync 0 -useforcedmparms -noforcemaccel -noforcemspd -heapsize 8388608
- //normal +mat_dxlevel 98 -fullscreen -high -novid -w 1920 -h 1080 +clientport 27013 -noipx -nocrashdialog -nojoy -noborder -refresh 144 +mat_forcehardwaresync 0 -useforcedmparms -noforcemaccel -noforcemspd -heapsize 8388608
- //windowed +mat_dxlevel 98 -windowed -noborder -high -novid -w 1920 -h 1080 +clientport 27013 -noipx -nocrashdialog -nojoy -noborder -refresh 144 +mat_forcehardwaresync 0 -useforcedmparms -noforcemaccel -noforcemspd -heapsize 8388608
- //Override Sens//
- sensitivity 1.80 (replace this with your own sensitivity & stick to one)
- //FOV or HUD
- tf_hud_target_id_disable_floating_health 1
- viewmodel_fov 75
- fov_desired 90
- glow_outline_effect_enable 1
- tf_scoreboard_mouse_mode 2 //enables scoreboard inspecting when M2 is pressed
- hud_saytext_time 2
- //Aliases or Binds//
- alias none ""
- alias +mfwd "-back;+forward;alias checkfwd +forward"
- alias +mback "-forward;+back;alias checkback +back"
- alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
- alias +mright "-moveleft;+moveright;alias checkright +moveright"
- alias -mfwd "-forward;checkback;alias checkfwd none"
- alias -mback "-back;checkfwd;alias checkback none"
- alias -mleft "-moveleft;checkright;alias checkleft none"
- alias -mright "-moveright;checkleft;alias checkright none"
- alias checkfwd none
- alias checkback none
- alias checkleft none
- alias checkright none
- bind w +mfwd
- bind s +mback
- bind a +mleft
- bind d +mright
- bind KP_HOME "prec_mark"
- bind KP_UPARROW "prec_record"
- bind KP_PGUP "prec_delete_demo"
- bind KP_LEFTARROW "say "
- bind KP_5 "say "
- bind KP_RIGHTARROW "say "
- bind KP_END "say ( ° ͜ʖ͡°)╭∩╮"
- bind KP_DOWNARROW "say Seen 9:37 PM ✔"
- //bind KP_PGDN "say "
- bind "j" "sm_admin"
- bind "l" "dropitem"
- bind "/" "kill"
- bind "i" "net_graph 1"
- bind "TAB" "+ScoreNet"
- alias "+ScoreNet" "+showscores; net_graph 2"
- alias "-ScoreNet" "-showscores; net_graph 0"
- bind AlT "voicemenu 0 6"
- bind CTRL "voicemenu 0 7"
- // Reload graphics and sound to fix glitches.
- bind "f8" "record temp; stop; snd_restart; hud_reloadscheme;heartbeat;"
- //Sound//
- cl_forcepreload 1 // Forces preloading sounds and such to make it lag less when in-game.
- dsp_slow_cpu 0
- snd_pitchquality 1
- snd_mix_async 1
- snd_async_fullyasync 1
- snd_mixahead .06
- snd_noextraupdate "1" //This disables a verify on the sound file, causing EXTREME issues when file cannot be found. def 0
- tf_dingaling_volume .8
- tf_dingaling_pitchmaxdmg 80
- tf_dingaling_pitchmindmg 150
- hud_combattext 1
- hud_combattext_batching 1
- hud_combattext_batching_window 2
- hud_combattext_healing 1
- //Network//
- cl_cmdrate 67
- cl_interp_ratio 1 // how often per tick interpolation is updated. We want that to be every tick, which would be "1"
- cl_lagcompensation 1
- cl_pred_optimize 2
- cl_smooth 0
- cl_smoothtime 0.01
- cl_timeout 600
- cl_updaterate 67
- rate 60000 // tweak using net_graph to the point at which you get <10 choke. Higher rate value than needed just raises your ping.
- tf_steam_workshop_query_timeout "10"
- net_queue_trace 1 // Seems to optimize net code, not sure
- //CPU//
- mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- threadpool_affinity 0
- r_threaded_client_shadow_manager 1
- cl_threaded_bone_setup 1
- cl_threaded_client_leaf_system 0
- mod_load_anims_async 1 // Loads model animations async
- mod_load_mesh_async 1 // Load model mesh async
- mod_load_vcollide_async 1 // Load model vcollide async
- r_queued_ropes 1
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be performed on the GPU (as opposed to on the CPU). The value `-1' autodetects hardware support for this feature, which is safer than forcing it.
- //Performance// - most of this is stolen from Rhapsody's Config
- fps_max 0
- mat_picmip -1 // -1 to 2 (-1 high, 2 very low), set it to high to make the game textures prettier
- mat_phong 0
- mat_antialias 1
- mat_bumpmap 0
- mat_forceaniso 1 // Forces anisotropic filtering level
- mat_colcorrection_disableentities 0 // Disables color-correcting entities.
- mat_colorcorrection 0 // Disables color-correction.
- mat_disable_fancy_blending 1 // Disables fancy texture blending.
- mat_disable_lightwarp 1 // Disables lightwarps, which partially determine shading for players, entities, and the map. mat_phong also does this.
- mat_filterlightmaps 1 // Filters lightmaps. Set to 0 for minecraft lighting. No performance impact.
- mat_filtertextures 1 // Filters textures. Set to 0 for minecraft textures. No performance impact.
- mat_disable_ps_patch 1 //
- lod_transitiondist 0 // Sets how far you have to be from someone to make them go to their next LOD. Setting this to 0 forces the lowest LOD.
- mat_hdr_level 0 // Sets HDR level.
- mat_max_worldmesh_vertices 65535 // Determines how many chunks world geometry is broken up into. Higher = less, 65535 is the theoretical maximum
- mat_motion_blur_enabled 0 // Disables motion blur.
- mat_mipmaptextures 1 // Controls mipmapping. Setting this to 0 should not improve performance, and will not affect vram usage like mat_picmip will.
- mat_reducefillrate 1 // Reduces shader complexity.
- mat_reduceparticles 1 // Reduces particle count.
- mat_autoexposure_max 0 //
- mat_autoexposure_min 0 //
- mat_alphacoverage 0 // Reduces shader complexity for some transparent materials.
- mat_specular 1 // Controls specularity. Setting this to 0 will make ubers non-shiny, and will remove some specular effects from in-game entities which support it.
- mat_forcemanagedtextureintohardware 0
- mat_trilinear 1 // Sets trlinear mode.
- mat_wateroverlaysize 1 // Water overlay size.
- mp_decals 18 // `9' is a good value to still see the spread pattern from a scattergun without any real performance loss. Needs to be changed with r_decals.
- r_3dsky 0 // Disables 3D skies. This makes maps like koth_wubwubwub much, much less spectacular, so you need to compromise.
- r_ambientboost 0 // Controls ambient lights
- r_cheapwaterend 1 // Activates cheap water
- r_cheapwaterstart 1 // Activates cheap water
- r_decals 18 // Controls decal amount. Needs to be changed with mp_decals.
- r_maxmodeldecal 9 // Controls how many decals can be on a model at once
- r_decalstaticprops 0 // Enables whether decals can be seen on props.
- r_decal_cullsize 15 // Controls the cull size of decals.
- r_drawdetailprops 0 // Controls whether detail props (grass, etc.) should be drawn.
- r_drawmodeldecals 0 // Controls whether decals should be seeable on a model.
- r_drawflecks 0 // Controls whether particles upon hitting a surface with a bullet should be rendered.
- r_glint_alwaysdraw 0
- r_glint_procedural 0
- cl_ejectbrass 0
- r_dynamic 0 // Disables dynamic lighting.
- r_maxdlights 0 // Determines the maximum number of dynamic lights visible on the screen.
- r_physpropstaticlighting 0 // Dtermines if there should be static lighting on props
- r_occlusion 1 // Allows mappers to manually optimize their map. Theoretical FPS loss with it DISABLED, which is why it's enabled.
- r_worldlights 1 // Number of world lights to use per vertex. Set to 0 for a theoretical performance gain but very bad lighting effects on characters.
- r_forcewaterleaf 1 // Optimization to water - considers view in leaf under water for purposes of culling.
- r_lightaverage 0 // Disables average lighting.
- r_dopixelvisibility 0 //
- r_propsmaxdist 1 // Max visible distance for clientside physics props.
- r_renderoverlayfragment 1 // 0 Disables various mapmaker-placed signs and decals, like those underneath health and ammo packs.
- r_staticprop_lod 10 // Sets the default LOD for static props. Undocumented, so I don't know the limit, but 10 is a good number.
- r_waterdrawreflection 0 // Controls as to whether reflections should be drawn on the surface of water.
- r_waterdrawrefraction 1 // Setting to 0 makes it so that water looks weird and you can't look into it, but it might have an FPS gain.
- r_waterforceexpensive 0 // Forces expensive water.
- r_waterforcereflectentities 0 // Forces as to whether entities should be reflected into water even if r_waterdrawreflection is 0.
- rope_averagelight 0 // Makes ropes use average of cubemap lighting instead of max intensity.
- rope_collide 0 // Collide rope with the world.
- rope_rendersolid 1 // Changes rope visibility. Set to 1 since ropes will be used a lot more with Mannpower. Disable for a boost.
- rope_shake 0 // Controls whether ropes should shake as if there's wind.
- rope_smooth 0 // Controls as to whether there should be an antialiasing effect on ropes.
- rope_subdiv 0 // Rope subdivision amount.
- rope_wind_dist 0 // If a rope is this far away, don't simulate wind on them.
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting it. For example, setting this to `1' disables rain effects on *_sawmill.
- tracer_extra 0 // Enlarges tracers at long distance to make them more visible.
- violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
- violence_hblood 1 //
- // Shadows
- r_shadowrendertotexture 0
- cl_blobbyshadows 1
- //Ragdolls & Debris
- cl_ragdoll_physics_enable 1 // Sets whether bullets, explosives, or attacks will interact with the body. Default is 1. | off meens corpses standing around with no animation
- cl_ragdoll_forcefade 1 // Set to 0 to enable.
- cl_ragdoll_fade_time 0 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_collide 0 // def. "0" # Collision between corpses on(1)/off(0)
- g_ragdoll_fadespeed 0 // Sets how fast the fading effect is. Default is 600.
- g_ragdoll_lvfadespeed 0 // Set to 100 to enable. Convar isn't documented.
- ragdoll_sleepaftertime "0" // Set to "5.0" to enable.
- violence_agibs 0 // Sets whether you can see gibs from the 'alien' team (a convar that likely retained it's name from an older version of TF). Set to 1 to enable.
- violence_hgibs 0 // Sets whether you can see gibs from the 'human' team (a convar that likely retained it's name from an older version of TF). Set to 1 to enable.
- cl_phys_props_enable 0 // Disables clientside props being affected by physics. Set to 1 to enable.
- cl_phys_props_max 0 // Sets the maximum amount of clientside props your client can have at once. Default is 128.
- props_break_max_pieces 0 // Sets the amount of pieces props can break into. Default is -1 (model default).
- props_break_max_pieces_perframe 0
- func_break_max_pieces 0 // Undocumented, but probably the same as props_break_max_pieces
- cl_burninggibs 0 // Disables burning gibs. Enough of a performance hit with it enabled that it really shouldn't be on either way...
- cl_new_impact_effects 0 // Disables new impact effects. Even if you have a high end computer, this will cause crashes as of ~Apr 2015.
- cl_show_splashes 0 // Disables water splashes
- // Facial features/Models
- r_eyes 1 // Set to 1 to enable.
- r_flex 0 // Set to 1 to enable.
- r_lod 2 // Needs to be set to 1, or else facial features will be disabled regardless.
- r_rootlod 2
- mp_usehwmmodels -1
- mp_usehwmvcds -1
- r_teeth 1 // Set to 1 to enable.
- r_eyemove 0
- blink_duration 0 // Default is 0.2
- tf_clientsideeye_lookats 0
- //Performance Misc
- m_rawinput 1 // Turn on raw mouse input.
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- flex_smooth 1
- in_usekeyboardsampletime 0
- cl_jiggle_bone_framerate_cutoff 1 // Turns off jigglebones, although I recommend keeping them on at all times by setting them to 1, since their performance impact is generally none/negligible.
- sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
- cl_cloud_settings 0 // Disables Steam Cloud syncing for TF2, helps to keep the config from being saved so you don't contaminate Steam Cloud with it
- cl_localnetworkbackdoor 0 // Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
- hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
- hud_deathnotice_time 5 // Theoretically might improve FPS?
- mem_compact
- tf_time_loading_item_panels 0.00001 // 1 backpack image per frame please
- filesystem_native 0 // Significantly faster performance when opening many small files on Win7 Ultimate x64,
- // like when your hud uses high-resolution backpack images for everything
- //Disable Tutorials//
- cl_ask_blacklist_opt_out "1"
- cl_ask_favorite_opt_out "1"
- sb_dontshow_maxplayer_warning "1"
- tf_explanations_backpackpanel "1"
- tf_explanations_charinfo_armory_panel "1"
- tf_explanations_charinfopanel "1"
- tf_explanations_craftingpanel "1"
- tf_explanations_discardpanel "1"
- tf_explanations_store "1"
- tf_training_has_prompted_for_forums "1"
- tf_training_has_prompted_for_loadout "1"
- tf_training_has_prompted_for_offline_practice "1"
- tf_training_has_prompted_for_options "1"
- tf_training_has_prompted_for_training "1"
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