complys

gameinfo.gi

Feb 18th, 2026
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  1. "GameInfo"
  2. {
  3. game "citadel"
  4. title "Citadel"
  5. type multiplayer_only
  6. nomodels 1
  7. nohimodel 1
  8. nocrosshair 0
  9. hidden_maps
  10. {
  11. "test_speakers" 1
  12. "test_hardware" 1
  13. }
  14. nodegraph 0
  15. perfwizard 0
  16. tonemapping 0
  17. GameData "citadel.fgd"
  18.  
  19. Localize
  20. {
  21. DuplicateTokensAssert 1
  22. }
  23. FileSystem
  24. {
  25. //
  26. // The code that loads this file automatically does a few things here:
  27. //
  28. // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  29. // 2. For each "Game" search path, it adds another "Game" path in front of it with _<language> at the end.
  30. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  31. // 3. If no "Mod" key, for the first "Game" search path, it adds a search path called "MOD".
  32. // 4. If no "Write" key, for the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  33. //
  34.  
  35. //
  36. // Search paths are relative to the exe directory\..\
  37. //
  38.  
  39.  
  40. // Deadlock Mod Manager - Start
  41.  
  42. SearchPaths
  43. {
  44. Game citadel/addons
  45. Mod citadel
  46. Write citadel
  47. Game citadel
  48. Mod core
  49. Write core
  50. Game core
  51. }
  52. // Deadlock Mod Manager - End
  53. }
  54.  
  55. MaterialSystem2
  56. {
  57. RenderModes
  58. {
  59. game Default
  60. game Forward
  61. game Deferred
  62. game Outline
  63. game Depth
  64. game FrontDepth
  65.  
  66. dev ToolsVis // Visualization modes for all shaders (lighting only, normal maps only, etc.)
  67. dev ToolsWireframe // This should use the ToolsVis mode above instead of being its own mode\
  68.  
  69. tools ToolsUtil // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid
  70. }
  71. }
  72.  
  73. MaterialEditor
  74. {
  75. "DefaultShader" "environment_texture_set"
  76. }
  77.  
  78. NetworkSystem
  79. {
  80. BetaUniverse
  81. {
  82. FakeLag 40
  83. FakeLoss .1
  84. //FakeReorderPct 0.05
  85. //FakeReorderDelay 10
  86. //FakeJitter "low"
  87. // Turning off fake jitter for now while I work on making the CQ totally solid
  88. FakeReorderPct 0
  89. FakeReorderDelay 0
  90. FakeJitter "off"
  91. }
  92.  
  93. "SkipRedundantChangeCallbacks" "1"
  94. }
  95.  
  96. RenderSystem
  97. {
  98. IndexBufferPoolSizeMB 32
  99. UseReverseDepth 1
  100. Use32BitDepthBuffer 0
  101. Use32BitDepthBufferWithoutStencil 0
  102. SwapChainSampleableDepth 1
  103. VulkanMutableSwapchain 1
  104. "LowLatency" "1"
  105. "VulkanOnly" "1" [ $LINUX || $OSX ] // No OpenGL or D3D9/11 fallback on Linux or OSX, only Vulkan is supported.
  106. "VulkanRequireSubgroupWaveOpSupport" "1" [ !$OSX ]
  107. "VulkanRequireDescriptorIndexing" "1" [ !$OSX ]
  108. "VulkanSteamShaderCache" "1"
  109. "VulkanSteamAppShaderCache" "1"
  110. "VulkanSteamDownloadedShaderCache" "1"
  111. "VulkanAdditionalShaderCache" "vulkan_shader_cache.foz"
  112. "VulkanStagingPMBSizeLimitMB" "384"
  113. "GraphicsPipelineLibrary" "1"
  114. "VulkanOnlyTestProbability" "0"
  115. "VulkanDefrag" "1"
  116. "MinStreamingPoolSizeMB" "1024"
  117. "MinStreamingPoolSizeMBTools" "2048"
  118. }
  119.  
  120. NVNGX
  121. {
  122. AppID 103371621
  123. SupportsDLSS 1
  124. }
  125.  
  126. Engine2
  127. {
  128. HasModAppSystems 1
  129. Capable64Bit 1
  130. URLName citadel
  131. RenderingPipeline
  132. {
  133. SupportsMSAA 0
  134. DistanceField 1
  135. }
  136. PauseSinglePlayerOnGameOverlay 1
  137. DefensiveConCommands 1
  138. DisableLoadingPlaque 1
  139. }
  140.  
  141. ContentBuilder
  142. {
  143. ResourceCompilerDirectXUsesWARP "0"
  144. }
  145.  
  146. SoundSystem
  147. {
  148. SteamAudioEnabled "1"
  149. WaveDataCacheSizeMB "256"
  150. "UsePlatTime" "1"
  151. }
  152. Sounds
  153. {
  154. HierarchicalEncodingFiles "1"
  155. }
  156.  
  157. ToolsEnvironment
  158. {
  159. "Engine" "Source 2"
  160. "ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
  161. }
  162.  
  163. pulse
  164. {
  165. "pulse_enabled" "1"
  166. }
  167.  
  168. Hammer
  169. {
  170. "fgd" "citadel.fgd" // NOTE: This is relative to the 'game' path.
  171. "GameFeatureSet" "Citadel"
  172. "DefaultSolidEntity" "trigger_multiple"
  173. "DefaultPointEntity" "info_player_start"
  174. "NavMarkupEntity" "func_nav_markup"
  175. "OverlayBoxSize" "8"
  176. "TileMeshesEnabled" "1"
  177. "RenderMode" "ToolsVis"
  178. "CreateRenderClusters" "1"
  179. "DefaultMinDrawVolumeSize" "2048"
  180. "DefaultMinTrianglesPerCluster" "16384"
  181. "TileGridSupportsBlendHeight" "1"
  182. "TileGridBlendDefaultColor" "0 255 0"
  183. "LoadScriptEntities" "0"
  184. "UsesBakedLighting" "1"
  185. "UseAnalyticGrid" "0"
  186. "SupportsDisplacementMapping" "0"
  187. "SteamAudioEnabled" "1"
  188. "LatticeDeformerEnabled" "1"
  189. "ShadowAtlasWidth" "16384"
  190. "ShadowAtlasHeight" "16384"
  191. "TimeSlicedShadowMapRendering" "1"
  192. }
  193.  
  194. SoundTool
  195. {
  196. "DefaultSoundEventType" "src1_3d"
  197.  
  198. SoundEventBaseOptions
  199. {
  200. "Base.Announcer.VO.2d" ""
  201. "Base.World.VO.Emitter.3d" ""
  202. "Base.Hero.VO.Ping.2d" ""
  203. "Base.Hero.VO.2d" ""
  204. "Base.Hero.VO.3d" ""
  205. "Base.Hero.VO.Ability.3d" ""
  206. "Base.Hero.VO.Ultimate.3d" ""
  207. "Base.Hero.VO.Dash.3d" ""
  208. "Base.Hero.VO.Effort.3d" ""
  209. "Base.Hero.VO.Pain.3d" ""
  210. "Base.Hero.VO.Melee.3d" ""
  211. "Base.Hero.VO.Death.3d" ""
  212. }
  213. }
  214.  
  215. RenderPipelineAliases
  216. {
  217. }
  218.  
  219. ResourceCompiler
  220. {
  221. // Overrides of the default builders as specified in code, this controls which map builder steps
  222. // will be run when resource compiler is run for a map without specifiying any specific map builder
  223. // steps. Additionally this controls which builders are displayed in the hammer build dialog.
  224. DefaultMapBuilders
  225. {
  226. "bakedlighting" "1" // Enable lightmapping during compile time
  227. "envmap" "0" // turned off since it currently causes an assert and doesn't work due to some build issue
  228. "nav" "1" // Generate nav mesh data
  229. }
  230.  
  231. MeshCompiler
  232. {
  233. OptimizeForMeshlets 1
  234. TrianglesPerMeshlet 64 // Maximum valid value currently is 126
  235. UseMikkTSpace 1
  236. EncodeVertexBuffer 1
  237. EncodeVertexBufferVersion 1
  238. EncodeVertexBufferLevel 3
  239. EncodeIndexBuffer 1
  240. SplitDepthStream 1
  241. }
  242.  
  243. WorldRendererBuilder
  244. {
  245. VisibilityGuidedMeshClustering "1"
  246. MinimumTrianglesPerClusteredMesh "8192"
  247. MinimumVerticesPerClusteredMesh "8192"
  248. MinimumVolumePerClusteredMesh "8192" // ~20x20x20 cube
  249. MaxPrecomputedVisClusterMembership "96"
  250. MaxCullingBoundsGroups "128"
  251. UseAggregateInstances "1"
  252. AggregateInstancingMeshlets "1"
  253. BakePropsWithExtraVertexStreams "1"
  254. }
  255.  
  256. BakedLighting
  257. {
  258. Version 4
  259. ImportanceVolumeTransitionRegion 512 // distance we transition from high to low resolution charts
  260. LightmapChannels
  261. {
  262. direct_light_shadows 1
  263. debug_chart_color 1
  264. directional_irradiance_sh2_dc 1
  265.  
  266. directional_irradiance_sh2_r
  267. {
  268. CompressedFormat DXT1
  269. }
  270.  
  271. directional_irradiance_sh2_g
  272. {
  273. CompressedFormat DXT1
  274. }
  275.  
  276. directional_irradiance_sh2_b
  277. {
  278. CompressedFormat DXT1
  279. }
  280. }
  281. LightmapGutterSize 2 // For bicubic filtering
  282. UseStaticLightProbes 0
  283. LPVAtlas 1
  284. BC6HHueShiftFixup 0 // Causes more artifacts than it solves atm
  285. Repack2 1
  286. }
  287.  
  288. SteamAudio
  289. {
  290. ReverbDefaults
  291. {
  292. GridSpacing "3.0"
  293. HeightAboveFloor "1.5"
  294. RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
  295. NumRays "32768"
  296. NumBounces "64"
  297. IRDuration "1.0"
  298. AmbisonicsOrder "1"
  299. }
  300. PathingDefaults
  301. {
  302. GridSpacing "3.0"
  303. HeightAboveFloor "1.5"
  304. RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
  305. NumVisSamples "1"
  306. ProbeVisRadius "0"
  307. ProbeVisThreshold "0.1"
  308. ProbeVisPathRange "1000.0"
  309. }
  310. }
  311. SoundStackScripts
  312. {
  313. CompileStacksStrict "1"
  314. }
  315. VisBuilder
  316. {
  317. MaxVisClusters "4096"
  318. PreMergeOpenSpaceDistanceThreshold "128.0"
  319. PreMergeOpenSpaceMaxDimension "2048.0"
  320. PreMergeOpenSpaceMaxRatio "8.0"
  321. PreMergeSmallRegionsSizeThreshold "20.0"
  322. }
  323.  
  324. VDataLocalization
  325. {
  326. GameOutputPath "resource/localization/citadel_vdata"
  327. TokenPrefix "Citadel_VData_"
  328. }
  329. }
  330.  
  331. Source1Import
  332. {
  333. // this is just copied from the left4dead3 gameinfo.gi
  334. "forcevtxfileupconvert" 1
  335. }
  336.  
  337. WorldRenderer
  338. {
  339. EnvironmentMaps 1
  340. EnvironmentMapFaceSize 256
  341. EnvironmentMapRenderSize 1024
  342. EnvironmentMapFormat BC6H
  343. EnvironmentMapPreviewFormat BC6H
  344. EnvironmentMapColorSpace linear
  345. EnvironmentMapMipProcessor GGXCubeMapBlur
  346. // Build cubemaps into a cube array instead of individual cubemaps.
  347. "EnvironmentMapUseCubeArray" 1
  348. "EnvironmentMapCacheSizeTools" 300
  349. BindlessSceneObjectDesc CitadelBindlessDesc
  350. GrassCastsShadows 1
  351. }
  352.  
  353. SceneSystem
  354. {
  355. GpuLightBinner 1
  356. FogCachedShadowAtlasWidth 2048
  357. FogCachedShadowAtlasHeight 2048
  358. FogCachedShadowTileSize 128
  359. GpuLightBinnerSunLightFastPath 1
  360. CSMCascadeResolution 2048
  361. SunLightManagerCount 0
  362. SunLightManagerCountTools 0
  363. DefaultShadowTextureWidth 6144
  364. DefaultShadowTextureHeight 6144
  365. DynamicShadowResolution 1
  366.  
  367. TransformTextureRowCount 1024
  368. TransformTextureRowCountToolsMode 6144
  369. SunLightMaxCascadeSize 4
  370. SunLightShadowRenderMode Depth
  371. LayerBatchThresholdFullsort 20
  372. NonTexturedGradientFog 1
  373. // Temp till I can add support in citadel shaders
  374. DisableLateAllocatedTransformBuffer 1
  375. MinimumLateAllocatedVertexCacheBufferSizeMB 64
  376. CubemapFog 1
  377. VolumetricFog 1
  378. FrameBufferCopyFormat R11G11B10F
  379. Tonemapping 0
  380.  
  381. WellKnownLightCookies
  382. {
  383. "blank" "materials/effects/lightcookies/blank.vtex"
  384. "flashlight" "materials/effects/lightcookies/flashlight.vtex"
  385. }
  386.  
  387. ComputeShaderSkinning 1
  388. }
  389.  
  390. NavSystem
  391. {
  392. "NavTileSize" "128.0"
  393. "NavCellSize" "1.5"
  394. "NavCellHeight" "2.0"
  395.  
  396. // Hull definitions live in scripts/nav_hulls.vdata
  397. // Preset definitions live in scripts/nav_hulls_presets.vdata
  398. "NavHullsPreset" "default"
  399.  
  400. "NavRegionMinSize" "8"
  401. "NavRegionMergeSize" "20"
  402. "NavEdgeMaxLen" "1200"
  403. "NavEdgeMaxError" "51.0"
  404. "NavVertsPerPoly" "4"
  405. "NavDetailSampleDistance" "120.0"
  406. "NavDetailSampleMaxError" "2.0"
  407. "NavSmallAreaOnEdgeRemovalSize" "81.0"
  408. }
  409.  
  410. AnimationSystem
  411. {
  412. "DisableServerInterpCompensation" "1"
  413. "DisableAnimationScript" "1"
  414. "ServerPoseRecipeHistorySize" "60"
  415. "ClientPoseRecipeHistorySize" "60"
  416.  
  417. }
  418.  
  419. ModelDoc
  420. {
  421. "models_gamedata" "models_gamedata.fgd"
  422. "features" "animgraph;modelconfig;gamepreview;wireframe_backfaces;distancefield"
  423. }
  424.  
  425. Particles
  426. {
  427. "EnableParticleShaderFeatureBranching" "1"
  428. "Float16HDRBackBuffer" "1"
  429. "PET_SupportFadingOpaqueModels" "1"
  430. "Features" "non_homogenous_forward_layer_only"
  431. }
  432.  
  433. ConVars
  434. {
  435.  
  436. //--------------GAMEINFO CONFIG — DYSON EDITION 2026 -------------
  437. // ------------------- Updated: 27.01.2026 --------------------
  438.  
  439. // ================ SYSTEM & THREADING (СИСТЕМА И ПОТОКИ) ================
  440. // Настройки потоков вынесены вверх для приоритета
  441. host_thread_mode "1"
  442. r_threaded_particles "1"
  443. r_threaded_renderables "1"
  444. r_threaded_shadow_clip "1"
  445. cl_threaded_bone_setup "1"
  446. cl_threaded_client_leaf_system "1"
  447. cl_threaded_bvs "1"
  448. sc_layer_batch_threshold_fullsort "80"
  449. sc_cache_envmap_lpv_lookup "1"
  450. r_queued_post_processing "1"
  451. engine_no_focus_sleep "0"
  452. fps_max "0"
  453.  
  454. // ================ NETWORK (СЕТЬ) ================
  455. cl_updaterate "128"
  456. cl_cmdrate "128"
  457. cl_interp "0.03125"
  458. cl_interp_ratio "2"
  459. cl_maxpackets "256"
  460. r_buffer_size "131072"
  461. cl_predict "1"
  462. cl_predictweapons "1"
  463. cl_lagcompensation "1"
  464. cl_smooth "1"
  465. cl_smoothtime "0.01"
  466. cl_smooth_draw_debug "0"
  467. cl_resend "2"
  468. cl_resendtimeout "2"
  469. cl_resendinterval "2"
  470. net_maxcleartime "0.005"
  471. net_maxroutable "1200"
  472. net_splitpacket_maxrate "30000"
  473. cl_clock_buffer_ticks "1" // Сглаживание потери пакетов
  474.  
  475. // ================ GRAPHICS CORE (ГРАФИКА: ОСНОВА) ================
  476. gpu_level "0"
  477. cpu_level "0"
  478. mat_set_shader_quality "0"
  479. mat_queue_mode "2"
  480. r_aspectratio "2.3" // 1.75 = 80 fov | 2.15 = 90fov
  481. r_fastzreject "1"
  482. r_norefresh "1"
  483. r_dynamic "0"
  484.  
  485. // ================ SHADOWS & LIGHTING (ТЕНИ И СВЕТ) ================
  486. r_shadows "0"
  487. r_dynamic_shadows "0"
  488. r_shadow_half_resolution "1"
  489. r_shadowrendertotexture "0"
  490. r_shadowmaxrendered "0"
  491. r_shadowlod "0"
  492. r_rendersun "0"
  493. r_citadel_shadow_quality "0"
  494. r_citadel_sun_shadow_slope_scale_depth_bias "1.0"
  495. r_citadel_gpu_culling_shadows "1"
  496. cl_retire_low_priority_lights "1"
  497. r_cull_duplicate_shadows "1"
  498. r_cull_shadowcasters_using_bounds "1"
  499. csm_max_shadow_dist_override "0"
  500. r_size_cull_threshold_shadow "45"
  501. lb_enable_shadow_casting "0"
  502. lb_csm_draw_alpha_tested "0"
  503. lb_csm_draw_translucent "0"
  504. lb_barnlight_shadowmap_scale "0.5"
  505. lb_csm_cascade_size_override "1"
  506. lb_dynamic_shadow_resolution_quantization "64"
  507. lb_csm_override_staticgeo_cascades_value "0"
  508. lb_csm_receiver_plane_depth_bias "0.00002"
  509. lb_csm_receiver_plane_depth_bias_transmissive_backface "0.0002"
  510. lb_sun_csm_size_cull_threshold_texels "30"
  511. lb_dynamic_shadow_resolution_base "256"
  512. sparseshadowtree_enable_rendering "1"
  513.  
  514. // Освещение (Lighting)
  515. r_directlighting "0"
  516. r_ssao "0"
  517. r_ssao_strength "0"
  518. r_citadel_ssao_bent_normals "false"
  519. r_citadel_ssao_denoise_passes "0"
  520. r_citadel_ssao_quality "0"
  521. r_citadel_ssao_radius "0"
  522. r_citadel_ssao_thin_occluder_compensation "0"
  523. r_occlusion "1"
  524. r_occlusion_culling "1"
  525. r_light_static "0"
  526. r_lightaverage "0"
  527. r_worldlights "0"
  528. r_worldlightmin "0.0001"
  529. r_maxdlights "0"
  530. r_hunkalloclightmaps "0"
  531. r_lightmap_size_directional_irradiance "4"
  532. mat_disable_lightwarp "1"
  533. mat_disable_phong "1"
  534. mat_disable_rimlight "1"
  535.  
  536. // ================ PARTICLES(ЧАСТИЦЫ: МЫЛО) ================
  537.  
  538. r_drawparticles "1" // Обязательно ВКЛ, иначе не видно скиллов
  539.  
  540. // --- 1. ЛИМИТЫ (Чтоб консоль не орала) ---
  541. // Ставим минимум, при котором движок не захлебывается ошибками
  542. cl_particle_max_count "1500" // 64 было слишком мало. 1500 хватит на замес 6x6.
  543. cl_particle_budget "0" // 0 = Динамический бюджет (убирает ошибки переполнения)
  544. cl_particle_batch_mode "1" // Группировка частиц для снижения вызовов отрисовки
  545.  
  546. // --- 2. КАЧЕСТВО (Убиваем графику в ноль) ---
  547. r_particle_low_res_render "1" // Рендерить частицы в низком разрешении (будут квадратными)
  548. r_particle_lighting_enable "0" // Отключить освещение частиц (плоский вид)
  549. r_particle_shadows "0" // Никаких теней от дыма/огня
  550. r_particle_cables_cast_shadows "0"
  551. r_particle_max_detail_level "0" // Минимальная детализация
  552. cl_particle_fallback_base "0" // Использовать базовые (дешевые) версии эффектов
  553. cl_particle_sim_fallback_threshold_ms "5"
  554. cl_particle_fallback_multiplier "0" // Не размножать частицы
  555.  
  556. // --- 3. ОПТИМИЗАЦИЯ ВИДИМОСТИ ---
  557. // Убираем то, что далеко или слишком мелкое
  558. r_particle_max_size_cull "0" // 0 = НЕ удалять большие частицы (чтобы видеть ульты!)
  559. r_particle_radius_cull "1" // Удалять мелкий мусор
  560.  
  561. // --- 4. УБИРАЕМ СПАМ КОНСОЛИ (СИНХРОНИЗАЦИЯ) ---
  562. // Эти команды вызывали ошибки предсказания, ставим дефолт или безопасные значения
  563. r_particle_skip_update "0" // ВАЖНО: 0, иначе рассинхрон и лаги анимаций
  564. r_particle_update_rate "0" // 0 = обновлять каждый тик (стабильно)
  565. r_particle_timescale "1"
  566. r_particle_sim_spike_threshold_ms "5" // Повысили порог, чтобы не спамило варнингами
  567.  
  568. // --- 5. МУСОР ---
  569. r_RainParticleDensity "0" // Дождь выкл
  570. particle_cluster_nodraw "1"
  571. mat_reduceparticles "1" // Глобальная команда движка "уменьшить кол-во частиц"
  572.  
  573.  
  574. // ================ MODELS, LOD & CULLING (МОДЕЛИ И ДАЛЬНОСТЬ) ================
  575. r_rootlod "3" // Максимальное снижение качества моделей
  576. r_lod "3"
  577. r_size_cull_threshold "1.6"
  578. r_entity_cull_distance_multiplier "0.35"
  579. r_cullforperformance "1"
  580. r_gpu_cull "1"
  581. r_gpu_cull_models "1"
  582. r_gpu_cull_models_range "1200"
  583. r_draw_batches "0"
  584. r_model_lighting_simplified "1"
  585. cl_fasttempentcollision "20"
  586. skeleton_instance_lod_optimization "1"
  587. enable_boneflex "false"
  588. r_flex "0"
  589. r_eyes "0"
  590. r_teeth "0"
  591. r_eyegloss "0"
  592. r_eyemove "0"
  593. r_hair_ao "0"
  594. cl_disable_ragdolls "1"
  595. cl_ragdoll_limit "0" // Полное отключение рэгдоллов
  596. cl_ragdoll_fade_time "0"
  597. cl_jiggle_bone_framerate_cutoff "0" // Отключить физику костей
  598.  
  599. // ================ TEXTURES & STREAMING (ТЕКСТУРЫ) ================
  600. r_texture_streaming "1"
  601. r_texture_stream_pool_budget "256"
  602. r_texture_stream_lowres_drop_rate "6"
  603. r_texture_stream_mip_skip "1"
  604. r_texture_stream_use_only_streamable "1"
  605. r_texture_filter_textures "0"
  606. r_texturefilteringquality "0"
  607. r_texture_anisotropic "0" // Оставлено 0
  608. mat_picmip "4" // Максимально мыльные текстуры для FPS
  609. mat_mip_linear "0"
  610. mat_trilinear "0"
  611. mat_forceaniso "0"
  612. mat_reducefillrate "1"
  613. mat_enable_uber_shaders "0"
  614. mat_disable_fancy_blending "1"
  615. r_render_view_scale "0.25" // Внимательно: это рендер в 25% разрешения (очень мыльно, но много FPS)
  616.  
  617. // ================ PHYSICS, ROPES & DECALS (ФИЗИКА И МУСОР) ================
  618. cl_phys_timescale "1" // Отключить физику
  619. cl_phys_sleep_enable "true"
  620. cl_phys_props_max "0"
  621. cl_phys_props_enable "0"
  622. r_drawdecals "1"
  623. r_decals "1"
  624. r_queued_decals "0"
  625. r_drawmodeldecals "0"
  626. r_character_decal_resolution "1"
  627. r_maxmodeldecal "0"
  628. r_drawropes "0"
  629. rope_collide "0"
  630. rope_subdiv "0"
  631. rope_wind_dist "0"
  632. rope_smooth_enlarge "0"
  633. rope_smooth_maxalpha "0"
  634. rope_smooth_maxalphawidth "0"
  635. rope_smooth_minalpha "0"
  636. rope_smooth_minwidth "0"
  637. r_ropetranslucent "0"
  638. cloth_update "1"
  639. cloth_sim_on_tick "0"
  640.  
  641. // ================ ATMOSPHERE & WATER (ВОДА И НЕБО) ================
  642. r_drawskybox "0"
  643. r_draw3dskybox "0"
  644. r_monitor_3dskybox "0"
  645. r_fog_enable "0"
  646. r_enable_volume_fog "0"
  647. r_enable_gradient_fog "0"
  648. r_enable_cubemap_fog "0"
  649. r_citadel_fog_quality "0"
  650. r_waterforceexpensive "0"
  651. r_drawwater "0"
  652. r_cheapwaterstart "0"
  653. r_cheapwaterend "1"
  654. mat_disable_water "1"
  655.  
  656. // ================ POST-PROCESS & MISC (ПОСТОБРАБОТКА) ================
  657. mat_postprocess_enable "0"
  658. mat_hdr_level "0"
  659. mat_tonemapping_occlusion_use_stencil "0"
  660. mat_dynamic_tonemapping "0"
  661. mat_auto_reduce_quality "1"
  662. mat_auto_reduce_materials "1"
  663. mat_disable_bloom "1"
  664. mat_disable_bands "1"
  665. mat_disable_software_led "1"
  666. mat_disable_distortion "1"
  667. mat_disable_fancy_alpha "1"
  668. mat_force_bloom "0"
  669. mat_force_tonemap "0"
  670. mat_colcorrection_disableentities "0"
  671. mat_motion_blur_enabled "0"
  672. r_citadel_motion_blur "0"
  673. r_depth_of_field "0"
  674. r_lensflare "0"
  675. r_effects_bloom "0"
  676. r_post_bloom "0"
  677. r_screenoverlay "0"
  678. r_filmgrain "0"
  679. r_distancefield_enable "1"
  680.  
  681. // ================ ОТКЛЮЧЕНИЕ СВЕЧЕНИЯ КРИПОВ (TROOPERS) ================
  682. citadel_trooper_glow_disabled
  683. citadel_trooper_friendly_glow_disabled
  684. citadel_trooper_glow_disabled "1" // 1 = Отключить свечение вражеских крипов
  685. citadel_trooper_friendly_glow_disabled "1" // 1 = Отключить свечение своих крипов
  686. r_citadel_outlines "1" // Важно для геймплея (обводка врагов)
  687. // Дополнительно: убрать обводку через стены (X-Ray эффект)
  688. citadel_enemy_glow_enabled "0"
  689.  
  690.  
  691. // ================ GAMEPLAY & UI (ГЕЙМПЛЕЙ И ИНТЕРФЕЙС) ================
  692. r_drawtracers "1" // Трассеры включены (как просил в конце конфига)
  693. r_drawtracers_firstperson "1"
  694. cl_show_bloodspray "0"
  695. cl_show_splashes "0"
  696. cl_ejectbrass "0"
  697. cl_playerspraydisable "1"
  698. violence_hblood "0"
  699. violence_ablood "0"
  700. cl_burninggibs "0"
  701. violence_hgibs "0"
  702. violence_agibs "0"
  703. citadel_damage_indicator "0"
  704. citadel_damage_overlay "0"
  705. citadel_damage_screen_effects "0"
  706. citadel_post_damage_vignette "0"
  707. citadel_show_new_damage_feedback_numbers "0"
  708. citadel_hud_objective_health_enabled "2" // 0=Off, 1=Shrines, 2=T1/T2, 3=Barracks 0 = выключено, 1 = святилища, 2 = T1/T2, 3 = казармы
  709. citadel_boss_glow_disabled "1"
  710. citadel_hideout_ball_show_juggle_count "1"
  711. citadel_hideout_ball_show_juggle_fx "1"
  712. "citadel_unit_status_use_new" "true" // Чтобы вернуть старую полоску HP, поменяйте последнее слово true на false
  713. citadel_use_vertical_healthbars "0"
  714. panorama_disable_box_shadow "1"
  715. panorama_disable_blur "1"
  716. panorama_disable_parallax "1"
  717. panorama_disable_text_shadow "1"
  718. panorama_disable_animations "1"
  719. r_dashboard_render_quality "1"
  720.  
  721. // ================ AI & ENGINE (ИИ И ДВИЖОК) ================
  722. ai_disabled "0" // Отключает AI (работает только в локальных режимах)
  723. ai_expression_optimization "1" // Оптимизация вычислений выражений AI
  724. learning_rate "0.1" // Параметр обучения и адаптации AI
  725. think_limit "10" // Ограничение количества AI-think за тик
  726. engine_low_latency_sleep_after_client_tick "1" // Задержка после клиентского тика для снижения нагрузки
  727. engine_low_latency_sleep_after_render_tick "1" // Задержка после рендер-типа
  728. battery_saver "0" // Режим энергосбережения
  729. ik_final_fixup_enable "0" // Финальная коррекция IK костей
  730. ik_fabrik_align_chain "0" // FABRIK-выравнивание цепочек IK
  731. phys_multithreading_enabled "1" // Многопоточная обработка физики
  732. phys_show_stats "0" // Отображение статистики физики
  733. phys_visualize_traces "0" // Визуализация физических трасс
  734. phys_log_updaters "0" // Логирование обновлений физики
  735. phys_dynamic_scaling "1" // Динамическое масштабирование физики
  736. snd_occlusion_debug "0" // Отладка звуковой окклюзии
  737. snd_event_cone_debug "0" // Отладка направленности звука
  738. snd_sound_areas_debug "0" // Отладка звуковых зон
  739. soundscape_radius_debug "0" // Отладка радиусов soundscape
  740. imgui_enable "0" // Включение ImGui
  741. imgui_temp_enable "0" // Временное включение ImGui
  742. imgui_debug_draw_dashboard_window "0" // Отрисовка ImGui дашборда
  743. imgui_enable_input "0" // Ввод ImGui
  744. r_citadel_npr_outlines "0" // Контуры персонажей
  745. r_drawdevvisualizers "0" // Dev-визуализаторы рендера
  746. r_debug_precipitation "0" // Отладка осадков
  747. r_citadel_gpu_debug_draw "0" // GPU debug-отрисовка
  748. r_flashlightvisualizetrace "0" // Визуализация трасс фонаря
  749. r_flashlightlockposition "0" // Фиксация позиции фонаря
  750. show_visibility_boxes "0" // Visibility-боксы
  751. g_debug_ragdoll_visualize "0" // Визуализация ragdoll
  752. modifier_aura_debug "0" // Отладка аур и модификаторов
  753. g_ragdoll_maxcount "0" // Максимальное количество ragdoll
  754. g_ragdoll_important_maxcount "0" // Максимум важных ragdoll
  755. ragdoll_parallel_pose_control "1" // Параллельное управление позой ragdoll
  756. ragdoll_lru_debug_removal "0" // Отладка удаления ragdoll
  757. phys_powered_ragdoll_debug "0" // Отладка powered ragdoll
  758. zipline_use_new_latch "0" // Использование новой механики зиплайна
  759. animgraph_enable "1" // Система анимаций персонажей
  760. animgraph_draw_traces "0" // Трассы AnimGraph
  761. animgraph_record_all "0" // Запись данных AnimGraph
  762. citadel_bullet_tracer_recycling_enabled "1" // Повторное использование трассеров пуль
  763. citadel_bullet_log_entities_hit "0" // Лог попаданий пуль
  764. citadel_damage_text_show_effectiveness "0" // Текст эффективности урона
  765. citadel_per_weapon_per_surface_impact_effects "0" // Эффекты попаданий по поверхностям
  766. citadel_minimap_draw_fow "0" // Туман войны на миникарте
  767. citadel_minimap_show_hitboxes "0" // Хитбоксы на миникарте
  768. citadel_minimap_use_effects "0" // Эффекты миникарты
  769. citadel_minimap_use_canvas_for_neutrals "0" // Canvas нейтралов на миникарте
  770. citadel_minimap_use_canvas_for_shop "0" // Canvas магазинов на миникарте
  771. audio_relevance_debug_enabled "0" // Audio relevance debug
  772. citadel_movement_debugdraw "0" // Отладка движения
  773. citadel_player_anim_debug "0" // Отладка анимаций игрока
  774. citadel_player_debug_animgraph_movement "0" // Отладка движения AnimGraph
  775. citadel_player_glow_disabled "1" // Подсветка игроков
  776. citadel_boss_glow_disabled "1" // Подсветка боссов
  777. animgraph_enable_parallel_update "1" // Параллельное обновление AnimGraph
  778. animgraph_enable_parallel_preupdate "1" // Параллельный pre-update AnimGraph
  779. animgraph_enable_parallel_op_evaluation "1" // Параллельная обработка операций AnimGraph
  780. citadel_ag2_controller_parallel_update_enabled "1" // Параллельное обновление AG2 контроллера
  781. g_ragdoll_fadespeed "999" // Скорость исчезновения ragdoll
  782. g_ragdoll_lifetime "0" // Время жизни ragdoll
  783.  
  784. // ================ INPUT (ВВОД) ================
  785. m_rawinput "1"
  786. cl_input_enable_raw_keyboard "1"
  787. m_filter "0"
  788. input_virtualization_block_mouse "1"
  789.  
  790. // Очистка памяти
  791. r_pipeline_stats_present_flush "0"
  792. r_pipeline_stats_command_flush "0"
  793.  
  794. // --------------- END OF CONFIG — DYSON EDITION 2026 ---------------
  795.  
  796.  
  797.  
  798.  
  799. "rate"
  800. {
  801. "min" "98304"
  802. "default" "786432"
  803. "max" "1000000"
  804. }
  805. "sv_minrate" "98304"
  806. "sv_maxunlag" "0.500"
  807. "sv_maxunlag_player" "0.200"
  808. "sv_lagcomp_filterbyviewangle" "false"
  809.  
  810. // Spew warning when adding/removing classes to/from the top of the hierarchy
  811. "panorama_classes_perf_warning_threshold_ms" "0.75"
  812.  
  813. // Panorama - enable minidumps on JS exceptions
  814. "panorama_js_minidumps" "1"
  815. // Enable the render target cache optimization.
  816. "panorama_disable_render_target_cache" "0"
  817.  
  818. // Enable the composition layer optimization
  819. "panorama_skip_composition_layer_content_paint" "1"
  820.  
  821. // too expensive (500MB+) to load this
  822. "snd_steamaudio_load_reverb_data" "0"
  823. "snd_steamaudio_load_pathing_data" "0"
  824.  
  825. // Steam Audio project specific convars
  826. "snd_steamaudio_enable_custom_hrtf" "0"
  827. "snd_steamaudio_active_hrtf" "0"
  828. "snd_steamaudio_reverb_update_rate" "10.0"
  829. "snd_steamaudio_ir_duration" "1.0"
  830. "snd_steamaudio_enable_pathing" "0"
  831. "snd_steamaudio_invalid_path_length" "0.0"
  832. "cl_disconnect_soundevent" "citadel.convar.stop_all_game_layer_soundevents"
  833. "snd_event_browser_default_stack" "citadel_default_3d"
  834.  
  835. // voip
  836. "voice_in_process" "1"
  837.  
  838. // Sound debugging
  839. "snd_report_audio_nan" "1"
  840.  
  841. // Audio system settings
  842. "snd_sos_max_event_base_depth" "10"
  843. "sos_use_guid_filter" "1"
  844.  
  845. "voice_always_sample_mic"
  846. {
  847. "version" "2"
  848. "default" "0"
  849. }
  850.  
  851. "reset_voice_on_input_stallout" "0"
  852. "voice_input_stallout" "0.5"
  853. "cl_usesocketsforloopback" "1"
  854. "cl_poll_network_early" "0"
  855.  
  856. // For perf reasons, since we don't use source-based DSP:
  857. "disable_source_soundscape_trace" "1"
  858.  
  859. // Networking - Induced latency (pred offset)
  860. "cl_tickpacket_recvmargin_desired" "5" // 5 ms base, min. floor for protecting against thrashing the queue
  861. "cl_tickpacket_desired_queuelength" "0" // 0 = attempt to always reach the queue's min floor
  862. "cl_async_usercmd_send_disabled_recvmargin_min" "0.5" // Additional frame since we do not use the async usercmd send (potentially unneccessary)
  863. "cl_clock_buffer_ticks" "1"
  864. "cl_interp_ratio" "0"
  865. "cl_async_usercmd_send" "false"
  866.  
  867. "fps_max" "400"
  868. "fps_max_ui" "120"
  869.  
  870. "in_button_double_press_window" "0.3"
  871.  
  872. // Convars that control spatialization of UI audio.
  873. "snd_ui_positional" "1"
  874. "snd_ui_spatialization_spread" "2.4"
  875.  
  876. // sound volume rate change limiting
  877. "snd_envelope_rate" "100.0"
  878. "snd_soundmixer_update_maximum_frame_rate" "0"
  879.  
  880. //don't let people mess with speaker config settings.
  881. "speaker_config"
  882. {
  883. "min" "0"
  884. "default" "0"
  885. "max" "2"
  886. }
  887.  
  888. "cq_buffer_bloat_msecs_max" "120"
  889.  
  890. "snd_soundmixer" "Default_Mix"
  891. "cloth_filter_transform_stateless" "0"
  892.  
  893. "cl_joystick_enabled" "0"
  894. "panorama_joystick_enabled" "0"
  895.  
  896. "snd_event_browser_focus_events" "true"
  897.  
  898. "cl_max_particle_pvs_aabb_edge_length" "100"
  899.  
  900. // Allow aggregation of particles (for perf)
  901. "cl_aggregate_particles" "true"
  902.  
  903. "citadel_enable_vdata_sound_preload" "true"
  904. }
  905.  
  906. Memory
  907. {
  908. "EstimatedMaxCPUMemUsageMB" "1"
  909. "EstimatedMinGPUMemUsageMB" "1"
  910.  
  911. "ShowInsufficientPageFileMessageBox" "1"
  912. "ShowLowAvailableVirtualMemoryMessageBox" "1"
  913. }
  914. }
  915.  
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