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  1. t
  2. fps_max 300
  3. m_rawinput 1
  4. m_mouseaccel1 0
  5. m_mouseaccel2 0
  6. m_customaccel 0
  7. m_customaccel_scale 0
  8. zoom_sensitivity_ratio 1
  9. alias +transparencyradius "zs_transparencyradius 50;"; alias -transparencyradius "zs_transparencyradius 2048"; bind q +transparencyradius
  10. cl_detaildist 0
  11. cl_detailfade 0
  12. cl_drawmonitors 0
  13. cl_ejectbrass 0
  14. cl_new_impact_effects 0
  15. cl_show_splashes 0
  16. lod_transitiondist 0
  17. mat_antialias 0
  18. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  19. // a strange shine' effect to appear on all players.
  20. mat_colcorrection_disableentities 1
  21. mat_colorcorrection 0
  22. mat_disable_bloom 1
  23. mat_disable_fancy_blending 1
  24. mat_disable_lightwarp 1
  25. mat_envmapsize 8
  26. //mat_envmaptgasize 0
  27. mat_filtertextures 0
  28. mat_hdr_level 0
  29. mat_motion_blur_enabled 0
  30. mat_parallaxmap 0
  31. mat_trilinear 0
  32. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  33. mat_viewportupscale 1
  34. mat_wateroverlaysize 1
  35. //mp_decals 1 // 9' is a good value to still see the spread pattern from a
  36. // scattergun without any real performance loss.
  37. r_3dsky 0
  38. r_ambientboost 0
  39. r_ambientfactor 0
  40. r_ambientmin 0
  41. r_avglight 0
  42. //r_cheapwaterend 1
  43. r_cheapwaterstart 1
  44. r_decals 1
  45. r_decalstaticprops 0
  46. r_drawdetailprops 0
  47. dsp_enhance_stereo 0
  48. dsp_slow_cpu 1
  49. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  50. // helpful in the past, as it seems to (for whatever
  51. // reason) reduce the number of TDRs experienced during
  52. // gameplay. There's some pretty good information on
  53. // TDRs (nerds only) here:
  54. // http://forums.nvidia.com/index.php?showtopic=65161
  55. snd_pitchquality 0
  56. snd_spatialize_roundrobin 1
  57. mat_shadowstate 1
  58. r_shadowmaxrendered 11
  59. r_shadowrendertotexture 1
  60. r_shadows 1
  61. mat_shadowstate "0"
  62. r_shadowmaxrendered "11"
  63. r_shadowrendertotexture "0"
  64. r_shadows 1
  65. r_eyes 0
  66. r_flex 0
  67. r_lod 2
  68. r_rootlod 2
  69. r_teeth 0
  70. cl_ragdoll_fade_time 1
  71. cl_ragdoll_forcefade 1
  72. cl_ragdoll_physics_enable 1
  73. g_ragdoll_fadespeed 1
  74. g_ragdoll_lvfadespeed 1
  75. ragdoll_sleepaftertime 1
  76. cl_phys_props_enable 0
  77. cl_phys_props_max 0
  78. props_break_max_pieces 0
  79. r_propsmaxdist 1
  80. violence_agibs 1
  81. violence_hgibs 1
  82. cl_detaildist 0
  83. cl_detailfade 0
  84. cl_drawmonitors 0
  85. cl_ejectbrass 0
  86. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  87. cl_new_impact_effects 0
  88. cl_show_splashes 0
  89. func_break_max_pieces 0
  90. glow_outline_effect_enable 0 // Cart glow effect.
  91. lod_transitiondist 0
  92. mat_antialias 0
  93. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  94. // a strange shine' effect to appear on all players.
  95. mat_colcorrection_disableentities "1"
  96. mat_colorcorrection 0
  97. mat_disable_bloom 1
  98. mat_disable_fancy_blending 1
  99. mat_disable_lightwarp 1
  100. mat_envmapsize 8
  101. mat_envmaptgasize 8
  102. mat_filterlightmaps 0
  103. mat_filtertextures 0
  104. mat_forceaniso 1
  105. mat_hdr_level "0"
  106. mat_max_worldmesh_vertices 512
  107. mat_motion_blur_enabled 0
  108. mat_parallaxmap 0
  109. mat_picmip 2 // Higher = more mipmapping. Without sv_cheats 1', you're looking
  110. // at a range from -1 to 2, -1 being the best quality, 2 being the
  111. // worst.
  112. mat_reducefillrate 1
  113. mat_reduceparticles 1
  114. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  115. // non-shiny, and will remove some specular effects from in-game
  116. // entities which support it. Setting this to 1 on dx8 will
  117. // result in some strange fire' textures replacing their
  118. // appropriate counterparts, especially on medals, and certain
  119. // hats.
  120. mat_trilinear 0
  121. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  122. mat_viewportupscale 1
  123. mat_wateroverlaysize 1
  124. mp_decals 1 // 9' is a good value to still see the spread pattern from a
  125. // scattergun without any real performance loss.
  126. r_3dsky 0
  127. r_ambientboost 0
  128. r_ambientfactor 0
  129. r_ambientmin 0
  130. r_avglight 0
  131. r_cheapwaterend 1
  132. r_cheapwaterstart 1
  133. r_decals 1
  134. r_decalstaticprops 0
  135. r_decal_cullsize 15
  136. r_drawdetailprops 0
  137. r_drawmodeldecals 0
  138. r_drawflecks 0
  139. r_dynamic 0
  140. r_flashlightdepthtexture 0
  141. r_forcewaterleaf 1
  142. r_lightaverage 0
  143. r_maxnewsamples 2
  144. r_maxsampledist 1
  145. r_propsmaxdist 0
  146. r_renderoverlayfragment 0
  147. r_staticprop_lod 4
  148. r_waterdrawreflection 0
  149. r_waterdrawrefraction 1
  150. r_waterforceexpensive 0
  151. r_waterforcereflectentities 0
  152. rope_averagelight 0
  153. rope_collide 0
  154. rope_rendersolid 0
  155. rope_shake 0
  156. rope_smooth 0
  157. rope_subdiv 0
  158. rope_wind_dist 0
  159. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  160. // it, for example, setting this to 1'
  161. // disables rain effects on *_sawmill.
  162. tracer_extra 0
  163. gmod_mcore_test 1
  164. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  165. violence_hblood 1
  166. in_usekeyboardsampletime 0
  167. mat_clipz 1 // FX card users should set this to 0
  168. mat_forcehardwaresync 0
  169. mat_levelflush 1
  170. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  171. // silly incompatibility with the Xfire overlay. You should use
  172. // it if you can!
  173. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  174. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  175. // performed on the GPU (as opposed to on the CPU). The
  176. // value -1' autodetects hardware support for this
  177. // feature, which is safer than forcing it.
  178. dsp_enhance_stereo 0
  179. dsp_slow_cpu 1
  180. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  181. // helpful in the past, as it seems to (for whatever
  182. // reason) reduce the number of TDRs experienced during
  183. // gameplay. There's some pretty good information on
  184. // TDRs (nerds only) here:
  185. // http://forums.nvidia.com/index.php?showtopic=65161
  186. snd_pitchquality 0
  187. snd_spatialize_roundrobin 1
  188. cl_threaded_client_leaf_system 0
  189. r_queued_decals 0
  190. r_queued_ropes 1
  191. r_queued_post_processing 0
  192. r_threaded_client_shadow_manager 1
  193. r_threaded_particles 1
  194. r_threaded_renderables 1
  195. cl_forcepreload 1 // Preloads content
  196. bind 7 slot7
  197. bind 8 slot8
  198. bind 9 slot9
  199. crosshair 1
  200. snd_noextraupdate 1
  201. -mat_picmip 4
  202. gmod_mcore_test 1
  203. r_queued_ropes 1
  204. cl_threaded_bone_setup 1
  205. cl_threaded_client_leaf_system 1
  206. r_threaded_client_shadow_manager 1
  207. mat_queue_mode -1
  208. r_threaded_renderables 1
  209. r_threaded_particles 1
  210. r_threaded_renderables 1
  211. r_queued_ropes 1
  212. studio_queue_mode 1
  213. cl_ragdoll_fade_time 1
  214. cl_ragdoll_forcefade 1
  215. cl_ragdoll_physics_enable 1
  216. g_ragdoll_fadespeed 1
  217. g_ragdoll_lvfadespeed 1
  218. ragdoll_sleepaftertime 1
  219. cl_phys_props_enable 0
  220. cl_phys_props_max 0
  221. props_break_max_pieces 0
  222. r_propsmaxdist 1
  223. violence_agibs 1
  224. violence_hgibs 1
  225. cl_cmdrate 33
  226. cl_updaterate 33
  227. cl_interp "0"
  228. cl_interp_ratio 1
  229. r_drawmodeldecals 0
  230. r_drawflecks "0"
  231. r_waterdrawreflection 0
  232. r_waterforceexpensive 0
  233. cl_show_splashes 0
  234. cl_showfps 1
  235. cl_showpos 1
  236. m_rawinput 1
  237. mat_vsync 0
  238. m_filter "0"
  239. m_customaccel 0
  240. m_mouseaccel1 0
  241. m_mouseaccel2 0
  242. host_writeconfig
  243. echo "autoexec loaded"
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