Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- hudwarp_override "1" // # def 0
- dof_overrideParams "0" // # def 0
- tsaa_blendfactoroverride "1" // # def 0
- thirdperson_override "-1" // # Set to -1 to stop overriding. Set to 0 to force first person, 1 to force third person
- mat_screen_blur_override "1" // # def -1
- mat_light_edit "1" // # def 0. Used by light edit to turn on overrides.
- mat_autoexposure_override_min_max "1" // # def 0 When this is not zero, mat_autoexposure_min and mat_autoexposure_max override any existing setting in the map.
- map_settings_override "1" // # If this is enabled then the following ConVars will be functional and override the maps current value: fog_enable, mat_bloomscale
- rui_overrideVguiTextRendering "1" // # def 1
- // #
- // #------------------------------------------------------------ // #
- // # Material (mat_) // #
- // #------------------------------------------------------------ // #
- // #
- mat_envmap_scale "1" // # def 1. 0 looks terrible
- mat_envmapsize "8" // #
- mat_envmaptgasize "8" // #
- mat_enable_ssr "0" // #
- mat_drawflat "1" // #
- mat_letterbox_aspect_goal "0.0" // # Letterbox treshold (0) removes letterboxing
- mat_letterbox_aspect_threshold "0.0" // # Letterbox treshold (0) removes letterboxing
- mat_diffuse "0" // # def 1
- mat_depthtest_force_disabled "1" // # def 0
- mat_disable_bloom "1" // #
- mat_disable_lightmap_ambient "1" // #
- mat_force_bloom "0" // #
- mat_fastnobump "1" // #
- mat_fastspecular "1" // #
- mat_disable_lightmaps "1" // #
- mat_disable_lightwarp "1" // #
- mat_bloomscale "0" // #
- mat_bloom_streak_amount "0" // #
- mat_bloom_wide_amount "0" // #
- mat_global_lighting "0" // #
- mat_dynamic_tonemapping "0" // #
- mat_specular "0" // #
- mat_disable_model_ambient "1" // #
- mat_compressedtextures "1" // #
- mat_use_compressed_hdr_textures "1" // #
- mat_bumpmap "0" // #
- mat_showlowresimage "1" // # !!! 1 = Might crash game.
- mat_hdr_enabled "0" // #
- mat_hdr_level "0" // #
- mat_postprocess_enable "0" // #
- mat_vignette_enable "0" // #
- mat_enable_ssr "0" // #
- mat_fxaa_enable "0" // #
- mat_mip_linear "0" // # Texture filtering
- mat_phong "0" // # Phong reflection. local illumination of points on a surface (Might decrease model visability)
- mat_reducefillrate "1" // # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
- mat_shadowstate "0" // # noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
- mat_filtertextures "0" // # Filter textures on(1)/off(0)
- mat_filterlightmaps "0" // #
- mat_detail_tex "0" // #
- mat_depthfeather_enable "0" // #
- mat_depthbias_shadowmap "0" // #
- mat_depthbias_tightshadowmap "0" // #
- mat_disable_dof "1" // #
- mat_dof_enabled "0" // #
- mat_dof_max_blur_radius "0" // #
- mat_dof_quality "0" // #
- mat_disable_fancy_blending "1" // #
- mat_displacementmap "0" // #
- mat_reduceparticles "1" // #
- mat_instancing "1" // #
- mat_sky_scale "5" // #
- mat_colorcorrection_editor "0" // #
- mat_fullbright "1" // #
- mat_grain_enable "0" // #
- mat_aaquality "0" // #
- mat_antialias "0" // # Anti-aliasing on(1,2,4,8)/off(0)
- mat_forceaniso "0" // # Anisotropic filtering on(1,2,4,8,16)/off(0)
- mat_screen_blur_enabled "0" // #
- mat_motion_blur_enabled "0" // #
- mat_motion_blur_falling_intensity "0" // #
- mat_motion_blur_falling_max "0" // #
- mat_motion_blur_falling_min "0" // #
- mat_motion_blur_forward_enabled "0" // #
- mat_motion_blur_percent_of_screen_max "0" // #
- mat_motion_blur_rotation_intensity "0" // #
- mat_motion_blur_strength "0" // #
- mat_colcorrection_disableentities "1" // # flattens colorspace?
- mat_queue_mode "2" // # forces the game into using multiple threads
- mat_shadercount "0" // #
- mat_vsync "0" // # Ensure VSync is disabled by default
- mat_hide_sun_in_last_cascade "1" // #
- mat_antialias_mode "0" // #
- mat_colorcorrection "0" // #
- mat_aaquality "0" // #
- mat_alphacoverage "0" // #
- mat_software_aa_strength "0" // #
- mat_software_aa_strength_vgui "0" // #
- mat_disable_particles "0" // #
- mat_normalmaps "0" // #
- mat_normals "0" // #
- mat_filterlightmaps "0" // #
- mat_postprocessing_combine "0" // #
- mat_non_hdr_bloom_scalefactor "0" // #
- mat_clipz "1" // # Clips what is drawn for a performance improvement
- mat_viewportscale "1" // # Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05).
- mat_tonemapping_occlusion_use_stencil "1" // # Use stencil buffer for iGPUs and weak GPUs
- mat_syncGPU "0" // # def 0
- mat_sharpen_amount "0" // # def 0
- mat_light_edit "1" // # def 0
- mat_depthbias_shadowmap "0.00001" // # def 0.000025
- mat_cloudmask "0" // # def 0
- mat_filterlightmaps "0" // #
- mat_picmip "4" // #
- // #
- // #------------------------------------------------------------ // #
- // # Renderer (r_) // #
- // # ----------------------------------------------------------- // #
- // #
- r_dynamic "0" // #
- r_eyegloss "0" // # CSGO
- r_eyemove "0" // # CSGO
- r_eyeshift_x "0" // # CSGO
- r_eyeshift_y "0" // # CSGO
- r_eyeshift_z "0" // # CSGO
- r_eyesize "0" // # CSGO
- r_fastzreject "1" // # Use the optimized Z-Buffer Alorithm automatic(-1)/on(1)/off(0)
- r_decalstaticprops "0" // # Do not use some lighting data for static props, disable decals on static props
- r_decals "0" // #
- r_forcecheapwater "1" // #
- 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.
- r_waterforceexpensive "0" // # # 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.
- r_waterforcereflectentities "0" // # 1 = High (reflect all), 0 = Low
- r_jiggle_bones "0" // #
- r_shadows "0" // # Shadows on(1)/off(0)
- r_shadowrendertotexture "0" // # 1 = High, 0 = Low
- r_shadowmaxrendered "0" // # Max count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
- r_modeldecal_maxtotal "1" // #
- r_rimlight "0" // #
- r_threaded_particles "1" // # (1)Process particle systems in parallel. (2) Process particle systems one at a time.
- r_updaterefracttexture "0" // #
- r_updaterefracttexture_allowmultiple "0" // #
- r_maxdlights "0" // # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
- r_volumetric_lighting_enabled "0" // #
- r_particle_lighting_enable "0" // #
- r_particle_low_res_enable "1" // #
- r_occlusion "1" // # Use CPU to have the GPU skip rendering models/props you cannot see
- r_occludeemaxarea "1" // # Skip occlusion of objects that are too large to test for
- r_occluderminarea "10" // # Skip occluders that are too small to block anything worth our time
- r_worldlights "0" // # Number of world lights to use per vertex
- r_3dsky "0" // # Show 3D Backgrounds (like Buildings)
- r_renderoverlayfragment "0" // # Rendering of multiple Texturelayers on(1)/off(0)
- r_particle_timescale "3" // # def1. Particle speed
- r_eyes "0" // # Eyes on(1)/off(0)
- r_teeth "0" // # Teeth on(1)/off(0)
- r_flex "0" // # Use facial animation on(1)/off(0)
- r_drawdetailprops "0" // # 0=Off, 1=Normal, 2=Wireframe
- r_propsmaxdist "1" // # Behind this distance they are not rendered
- r_drawmodeldecals "0" // # Render decals on the Models on(1)/off(0)
- r_maxmodeldecal "0" // # Count of Decals to Render on the Models
- r_drawtracers_firstperson "0" // # does not work.
- r_dxgi_max_frame_latency "0" // # (Default 0) = 3 frames. pre-rendered frames.
- r_drawscreenspaceparticles "0" // #
- r_waterdrawrefraction "0" // #
- r_ambientmin "0" // # Ambient boost never
- r_lightaverage "0" // # Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
- r_flashlightdepthtexture "0" // #
- r_glint_procedural "1" // # (0)Use the default eye glinting method. (1) Use CPU eye glinting, for fast CPUs and slow GPUs
- r_norefresh "1" // # Do not store a useless and unused frame time variable
- r_queued_post_processing "1" // # Offloads post processing to the material system. Performance improvement if your driver/GPU works with it
- r_drawflecks "0" // #
- r_particle_sim_spike_threshold_ms "0" // # def 0
- r_PhysPropStaticLighting "1" // # Use premade lighting for props
- r_overlayfadeenable "0" //
- r_fullscreen "1" // #
- r_dopixelvisibility "0" // # Do not do CPU intensive pixelvis (disabled anyway by building_cubemaps 1)
- r_ropetranslucent "0" // # Skip simulating ropes
- r_flashlightscissor "1" // #
- r_entityclips "1" // # (0)Skip clipping entities, saves CPU time, (1) Clip entities when the CPU cost is worth saving GPU work
- r_visambient "0" // #
- r_hunkalloclightmaps "0" // # If a lightmap cannot be fit into the hunk, use dynamic memory
- r_dxgi_max_frame_latency "0" // #
- r_DrawDisp "0" // #
- r_drawparticles "0" // #
- r_drawsprites "0" // #
- r_drawstaticlight "0" // #
- r_drawviewmodel "0" // #
- r_dynamiclighting "0" // #
- r_particle_lighting_force "0" // #
- r_sse_s "0" // #
- r_visualizetraces "0" // #
- r_vismodellighting "0" // # def 0
- r_updaterefracttexture "0" // #
- r_txaaEnabled "0" // #
- r_modeldecal_maxtotal "0" // #
- r_drawworld "0" // #
- r_drawtranslucentrenderables "0" // #
- r_drawstaticprops "0" // #
- r_drawsky "0" // #
- r_drawopaquerenderables "0" // #
- r_drawentities "0" // #
- r_drawbrushmodels "0" // #
- r_ditherAlpha "0" // #
- r_ditherFade "0" // #
- r_blurmenubg "0" // #
- r_DrawBeams "0" // #
- r_threadeddetailprops "1" // #
- r_queued_ropes "1" // #
- r_drawtracers "0" // # does not work.
- // #
- // # ------------------------------------------------------------// #
- // # Client (cl_) // #
- // # ------------------------------------------------------------// #
- // #
- cl_cull_weapon_fx "0" // #
- cl_ejectbrass "0" // # Disables brass ejection
- cl_smooth "0" // #
- cl_lagcompensation "1" // #
- cl_predictweapons "1" // # perform client side prediction of weapon effects.
- cl_predict "1" // # Perform client side prediction.
- cl_disable_ragdolls "1" // #
- cl_ragdoll_collide "0" // #
- cl_ragdoll_force_fade_time "0" // #
- cl_ragdoll_force_fade_time_local_view_player "0" // #
- cl_ragdoll_force_fade_time_on_moving_geo "0" // #
- cl_ragdoll_self_collision "0" // #
- cl_ragdoll_maxcount "0" // #
- cl_particle_max_count "0" // #
- cl_particle_limiter_max_particle_count "10" // #
- cl_particle_limiter_max_system_count "10" // #
- cl_forcepreload "0" // # No!
- cl_drawmonitors "0" // #
- cl_detailfade "0" // # Distance across which detail props fade in
- cl_detaildist "0" // # Distance at which detail props are no longer visible
- cl_drawshadowtexture "0" // #
- cl_jiggle_bone_framerate_cutoff "0" // #
- cl_new_impact_effects "0" // #
- cl_show_splashes "0" // #
- cl_showfiredbullets "0" // #
- cl_particle_limiter_min_kill_distance "1" // #
- cl_muzzleflash_dlight_1st "0" // #
- cl_SetupAllBones "0" // # Do not force every animation component of a model to be set up
- cl_aggregate_particles "1" // #
- cl_allowAnimsToInterpolateBackward "0" // #
- cl_threaded_bone_setup "1" // #
- cl_anim_detail_dist "1" // #
- cl_anim_face_dist "1" // #
- cl_decal_alwayswhite "1" // # 2 = full alpha. 1 = def
- cl_idealpitchscale "0" // # def 0
- cl_minimal_rtt_shadows "1" // #
- cl_particle_snoozetime "0.166667" // # def "0.166667"
- cl_phys_maxticks "3" // # def 3
- cl_phys_props_enable "0" // # Disable client side physics props
- // #
- // # ----------------------------------------------------------- // #
- // # Sound // #
- // # ----------------------------------------------------------- // #
- // #
- miles_occlusion "0" // #
- miles_occlusion_force "0" // #
- miles_occlusion_partial "0" // #
- sound_volume_music_game "0" // #
- sound_volume_music_lobby "0" // #
- snd_mix_async "1" // #
- snd_pitchquality "0" // #
- snd_async_fullyasync "1" // #
- // #
- // # ----------------------------------------------------------- // #
- // # Hud // #
- // # ----------------------------------------------------------- // #
- // #
- hud_setting_minimapRotate "1" // # rotate minimap 0-off 1-on
- hud_setting_pingAlpha "0.300000" // #
- // #
- // # ----------------------------------------------------------- // #
- // # Stream // #
- // # ----------------------------------------------------------- // #
- // #
- stream_cache_high_priority_static_models "1" // # def 1.Never preload static models (??) 0 = Never preload; 1 = Preload static models; 2 = Always Preload
- stream_cache_preload_from_rpak "1" // # Never preload and store into cache from rpak (??) 0 = Never preload; 1 = Preload static models; 2 = Always Preload
- stream_drop_unused "1" // # drop unused textures aggressively
- stream_enable "0" // # this is important for the picmip in videoconfig.txt
- stream_memory "1" // # 0 uncapped?
- stream_picmip "4" // #
- // #
- // # ----------------------------------------------------------- // #
- // # Misc // #
- // # ----------------------------------------------------------- // #
- // #
- // # A // #
- anim_3wayblend "0" // #
- ai_expression_frametime "0" // # Disable expressions entirely
- // # B // #
- bink_materials_enabled "0" // #
- bink_preload_videopanel_movies "0" // #
- building_cubemaps "1" // #
- // # C // #
- csm_coverage "0" // #
- csm_enabled "0" // #
- csm_world_shadows "0" // #
- csm_cascade_res "0" // # def "1024" Set the cascading shadow maps rendertarget resolution
- csm_quality_level "1" // #
- csm_renderable_shadows "0" // #
- csm_rope_shadows "0" // #
- // # D // #
- disp_dynamic "0" // # Do not use dynamic meshses for world geometry (displacements)
- dvs_enable "0" // # Enable dynamic viewport scaling.
- dlight_enable "0" // #
- dof_enable "0" // #
- dodge_viewTiltMax "0" // # def 10. Amount of view tilt while dodging in degrees
- // # E // #
- env_lightglow "0" // #
- engine_no_focus_sleep "0" // # Do not limit FPS when the engine is not focused because the focus detection can be buggy on some systems or while streaming and may limit your FPS, without you knowing
- exec usersettings.cfg // # load usersettings file
- // # F // #
- fps_max "190" // # Until apex fix how the game runs on +200fps
- fps_max_use_refresh "0" // #
- fog_enable "0" // #
- fog_enableskybox "0" // #
- fog_enable_water_fog "0" // #
- fog_volume "0" // #
- flex_rules "0" // #
- flex_smooth "0" // # Do not smooth facial animations
- // # G // #
- g_ragdoll_fadespeed "10000" // # The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
- g_ragdoll_lvfadespeed "10000" // # The rate of ragdoll fading in low violence // #
- // # H // #
- hudchat_new_message_fade_duration "1" // #
- host_threaded_sound "0" // # def 0
- host_sleep "0" // # def 0. Force the host to sleep a certain number of milliseconds each frame.
- mp_usehwmmodels "-1" // # Do not use or load high quality characters
- mp_usehwmvcds "-1" // # Do not use or load high quality character facial expressions
- // # I // #
- intro_viewed "1" // #
- // # J // #
- // # K // #
- // # L // #
- lightmap_realtimelight "0" // #
- lightmap_realtimeshadows "0" // #
- lightmap_ambient "0" // #
- // #
- // What is locator ? // #
- locator_topdown_style "0" // # def 0
- locator_split_maxwide_percent "0.5" // # def .5
- locator_split_len "1.0" // # def 1
- locator_lerp_time "1.75" // # def 1.75
- locator_lerp_speed "5.0" // # def 5
- locator_lerp_rest "1" // # def 1
- locator_fade_time "0.3" // # def 0.3
- locator_background_thickness_y "0" // # def 0
- locator_background_thickness_x "8" // # def 8
- locator_background_style "0" // # def 0
- locator_background_shift_y "1" // # def 1
- locator_background_shift_x "3" // # def 3
- locator_background_border_thickness "3" // # def 3
- locator_background_border_color "255 255 255 15"// # def "255 255 255 15"
- locator_icon_max_size_non_ss "2" // # def 2
- locator_icon_min_size_non_ss "1" // # def 1
- locator_start_at_crosshair "0" // # def 0
- // # M // #
- mainmenu_background_movie "" // # Background movie. Dir to file.
- mp_decals "0" // # Disable decals
- muzzleflash_light "0" // #
- modeldecals_forceAllowed "0" // #
- model_fadeRangeFraction "0" // #
- // # N // #
- not_focus_sleep "9999999999999" // #
- nb_shadow_dist "0" // #
- // # O // #
- // # P // #
- pvs_yield "1" // # default 1
- projectile_filltrails "2" // # Fill the gap between the gun barrel and the first seen projectile position for trail Fx (1: 1st person only, 2: 3rd person only, 3: 1st and 3rd persons)
- projectile_faketrails "0" // #
- pertrianglecollision "0" // #
- particle_dlights_enable "0" // # def 0. particle_dlights_enable
- particle_gpu_level "0" // # default 0
- // # Q // #
- // # R // #
- rope_solid_minalpha "0" // # Skip drawing non-solid part of ropes
- rope_solid_minwidth "0.1" // # Skip drawing ropes if they are not large enough on screen
- rope_smooth "0" // # Skip a long smoothing operation for ropes
- rope_subdiv "0" // # Skip heavy loops for rope subdivisions
- rope_collide "0" // # Skip CPU heavy world collisions for ropes
- rope_wind_dist "0" // # Do not apply CPU intensive wind to ropes
- rope_averagelight "0" // # (1)Only use average light, instead of an extra max intensity average with 0. (0) Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
- rope_rendersolid "0" // # Skip rendering solid part of ropes
- ragdoll_sleepaftertime "0" // #
- // # S // #
- sort_opaque_meshes "1" // # def 0 "Sort opaque meshes front to back to try to improve rendering speed. This may not be worth the CPU cost."
- ssao_enabled "0" // #
- sssss_enable "0" // #
- shadow_capable "0" // #
- shadow_enable "0" // #
- shadow_default_filter_size "0" // #
- shadow_filter_maxstep "0" // #
- shadow_maxspotshadows "0" // #
- // #
- showfps_enabled "0" // #
- showfps_heightpercent "0" // #
- showfps_mouse_latency "0" // #
- showfps_smoothtime "0" // #
- showfps_spinner "0" // #
- // #
- showhitlocation "0" // #
- showmem_enabled "0" // #
- shownet_enabled "0" // #
- showsnapshot_enabled "0" // #
- // #
- ssao_blur "0" // #
- static_shadow "0" // #
- static_shadow_res "0" // #
- shadow_multisampled "0" // #
- stream_mips_use_staging_texture "0" // # def 0
- shake_offsetFactor_human "0" // # def 1
- sleep_when_meeting_framerate "0" // #
- sleep_when_meeting_framerate_headroom_ms "0" // #
- // # T // #
- tsaa_numsamples "64" // # def 64
- tsaa_curframeblendamount "0.05" // # def 0.05
- tf_particles_disable_weather "1" // #
- tweak_light_shadows_every_frame "0" // #
- tracer_extra "0" // #
- // # U // #
- // # V // #
- violence_ablood "0" // #
- violence_hblood "0" // #
- violence_hgibs "0" // #
- violence_agibs "0" // #
- violence_ablood "0" // #
- viewmodel_selfshadow "0" // #
- viewmodelShake_sourceRollRange "0" // #
- viewmodelShake "0" // #
- vsm_ignore_face_planes "1" // #
- vphysics_threadmode "1" // #
- // # W // #
- // # X // #
- // # Y // #
- // # Z // #
- // # + // #
- +speed // # Auto sprint
- // #
- // # ----------------------------------------------------------- // #
- // # Message // #
- // # ----------------------------------------------------------- // #
- // # // #
- // # We output the message in usersettings.cfg since its // # // Load message in the last loaded config
- // # loaded after this // #
- // # // #
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement