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r_lod 8   
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r_drawdecals 0 
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r_decals 0
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r_decalstaticprops 0
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r_drawmodeldecals 0
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r_maxmodeldecal 0
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mat_dxlevel 70 
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cl_ragdoll_collide 0  
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mat_picmip 4
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r_WaterDrawReflection 0  
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r_WaterDrawRefraction 0
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mat_bumpmap 0  
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r_shadows 0  
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mat_forceaniso 0  
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mat_mipmaptextures 0 
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mat_filtertextures 0  
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mat_envmapsize 0  
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mat_antialias 0
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cl_phys_props_enable 0
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blink_duration 0
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cl_ejectbrass 0 
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mat_filterlightmaps 0
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mat_showlowresimage 1
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muzzleflash_light 0
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props_break_max_pieces 0
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props_break_max_pieces_perframe 0
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r_3dsky 0
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r_drawskybox 0
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r_dynamic 0
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r_dynamiclighting 0
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r_maxdlights 0
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r_eyemove 0 
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r_eyes 0
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r_teeth 0
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r_radiosity 0
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r_worldlights 0
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rope_averagelight 0
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rope_collide 0
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rope_rendersolid 0
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rope_shake 0
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rope_smooth 0
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rope_smooth_enlarge 0
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rope_smooth_maxalpha 0
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rope_smooth_maxalphawidth 0
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rope_smooth_minalpha 0
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rope_smooth_minwidth 0
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rope_subdiv 0
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rope_wind_dist 0.01
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violence_ablood 0
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violence_agibs 0
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violence_hblood 0
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violence_hgibs 0
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ai_expression_optimization 1
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cl_detaildist 0
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cl_show_splashes 0
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mat_specular 0
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r_drawflecks 0
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sv_robust_explosions 0
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fog_enable 0
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fog_enable_water_fog 0
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mat_queue_mode 2 // better texture rendering on multicore systems
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snd_mix_async 1 // If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer
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r_threaded_particles 1  // multithreaded particles
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r_threaded_renderables 1 // Determines whether part of the rendering system is multi-threaded
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mat_fastnobump 1 // remove bump mapping on the floor
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sv_forcepreload 1 // preload everything server side
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sv_cheats 1  //cheats needed for some commands
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mat_fullbright 1  //cheat that disables all darkness. Not sure about performance. Compensates mat_diffuse
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r_drawparticles 0  //  disable particles
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mat_drawwater 0 // water is not drawn
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r_DrawRain 0 //rain is not drawn
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r_drawropes 0 //ropes are not drawn (like power lines)
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cl_showfps 2