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- //----------------------//
- //--HQ Graphics Config--//
- //----------------------//
- sv_cheats 0
- mat_dxlevel 99 // def. "90" #Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9.
- mat_vsync 0 // def. "0" # Force sync to vertical retrace. Turn off vsync to avoid nasty I/O latency.
- r_drawviewmodel 1
- viewmodel_fov 70
- mat_reducefillrate 0 // def. "0"
- mat_monitorgamma 2.1 // # Controls brightness, try 1.8 to make it brighter or 2.2 to get it darker.
- // Only works in fullscreen.
- r_renderoverlayfragment 1 // def. "1" # Overlaid textures that make up decal like effects
- sv_forcepreload 1 //def. "0" # Force server side preloading.
- //----------------------//
- //----Special Effects---//
- //----------------------//
- cl_new_impact_effects 1 // def. "0" # Enables fancy new impact effects on objects
- cl_burninggibs 1 // def. "0" # Gibs from burning person stay on fire
- cl_ragdoll_collide 1 // def. "0" # Collision between corpses on(1)/off(0)
- //----------------------//
- //-----Rain Effects-----//
- //----------------------//
- tf_particles_disable_weather 0 // def. "0" # Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- r_rainradius 2250 // def. "1500"
- r_rainsplashpercentage 100 // def. "20"
- //----------------------//
- //-------Lighting-------//
- //----------------------//
- r_avglight 3 // def. "1"
- r_radiosity 4 // def. "4" # 0 = No radiosity 1 = Radiosity with ambient cube (6 samples)
- // 2 = Radiosity with 162 samples 3 = 162 samples for static props, 6 samples for everything else
- mat_disable_lightwarp 0 // def. "0"
- mat_disable_ps_patch 0 // def. "0"
- mat_filterlightmaps 1 // def. "1" # Smooths lightmaps. Lighting appears blocky when this is off.
- r_ambientboost 1 // def. "1" # Set to boost ambient term if it is totally swamped by local lights
- r_ambientfactor 5 // def. "5" # Boost ambient cube by no more than this factor
- r_ambientmin 0 // def. "0" # Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
- r_avglight 1 // def. "1"
- r_dynamic 1 // def. "1"
- r_flashlightdepthtexture 1 // def. "1"
- r_lightaverage 1 // def. "1" # Activates/deactivate light averaging
- r_maxdlights 32 // def. "32" # Specifies the maximum number of dynamic lights visible.
- // High values may cause significant performance loss in combat.
- r_worldlights 2 // def. "2" # Number of world lights to use per vertex
- rope_averagelight 1 // def. "1" # Makes ropes use average of cubemap lighting instead of max intensity.
- //----------------------//
- //--------Models--------//
- //----------------------//
- mp_usehwmmodels 1 // def. "0" # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
- mp_usehwmvcds 1 // def. "0" # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
- mat_disablehwmorph 0 // def. "0" # Disables HW morphing for particular mods
- r_lod 0 // def. "-1" # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2)
- // sv_cheats_best(-2)/sv_cheats_worst(-5)
- r_rootlod 0 // def. "0" # Base-LOD of Model. you cant get a better lod
- // best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
- cl_detaildist 8096 // def. "1200" # Distance at which detail props are no longer visible
- cl_detailfade 0 // def. "400" # Distance across which detail props fade in / Stops some details from fading at a distance
- lod_TransitionDist 6400 // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
- // Maxes out the distance that detail fades out. For this command you will notice that at
- // a distance weapon models will not change to their lower polycount versions.
- cl_phys_props_max 2048 // def. "300" # Allows for more dynamic props. e.g. small props that move around like bottles or cans.
- cl_phys_props_enable 1 // def. "1" # Enable clientside physics props (must be set before loading a level).
- props_break_max_pieces -1 // def. "-1"
- r_maxnewsamples 2 // def. "6"
- r_maxsampledist 1 // def. "128"
- r_propsmaxdist 6000 // def. "1200" # Maximum visible distance
- cl_drawmonitors 1 // def. "1"
- cl_ejectbrass 1 // def. "1" # Determines whether spent shells are shown ejecting from a gun.
- func_break_max_pieces 15 // def. "15"
- r_decalstaticprops 1 // def. "1" # Decal static props test
- r_staticprop_lod -1 // def. "-1"
- rope_collide 1 // def. "1" # Collide rope with the world
- rope_rendersolid 1 // def. "1"
- rope_smooth 1 // def. "1" # Do an antialiasing effect on ropes
- rope_subdiv 8 // def. "2" # # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
- rope_wind_dist 1000 // def. "1000" # Don't use CPU applying small wind gusts to ropes when they're past this distance.
- r_drawdetailprops 1 // def. "1"
- //----------------------//
- //----Facial features---//
- //----------------------//
- blink_duration .4 // def. "0" # How many seconds an eye blink will last.
- r_eyes 1 // def. "1" # Whether or not characters have eyes
- r_flex 1 // def. "1"
- flex_rules 1 // def. "1" # Allow flex animation rules to run.
- flex_smooth 1 // def. "1" # Applies smoothing/decay curve to flex animation controller changes.
- r_teeth 1 // def. "1" # Whether or not characters have teeth
- //----------------------//
- //-------Ragdolls-------//
- //----------------------//
- cl_ragdoll_fade_time 15 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
- cl_ragdoll_forcefade 0 // def. "0"
- cl_ragdoll_physics_enable 1 // def. "1"
- g_ragdoll_fadespeed 600 // def. "600"
- g_ragdoll_lvfadespeed 100 // def. "100"
- ragdoll_sleepaftertime "5.0f" // def. "5.0f"
- //----------------------//
- //---------Gibs---------//
- //----------------------//
- violence_ablood 1 // def. "1" # Draw alien blood
- violence_agibs 1 // def. "1" # Show alien gib entities
- violence_hblood 1 // def. "1" # Draw human blood
- violence_hgibs 1 // def. "1" # Show human gib entities
- //----------------------//
- //-------Shadows--------//
- //----------------------//
- r_shadows 1 // def. "1" # Determines whether shadows are drawn
- mat_shadowstate 1 // def. "1"
- r_shadowmaxrendered 64 // def. "32" # Maximum number of shadows rendered
- r_shadowrendertotexture 1 // def. "1" # Determines shadow quality - is the same as the "Shadow Detail" option in the menu
- // High quality shadows. Sometimes turned on by
- // competitive TF2 players to see opponents standing
- // near the other side of a wall. You may see some
- // performance loss from setting this to '1'.
- //----------------------//
- //-----Water Effects----//
- //----------------------//
- mat_wateroverlaysize 512 // def. "128"
- r_waterforceexpensive 1 // def. "1" # 1 = High (reflect world), 0 = Low (simple reflect)
- r_waterdrawreflection 1 // def. "1" # Enable water reflection
- r_waterdrawrefraction 1 // def. "1" # Enable water refraction
- r_waterforcereflectentities 1 // def. "0"
- cl_show_splashes 1 // def. "1" # Show splashes in water
- r_cheapwaterstart 1800
- r_cheapwaterend 1900
- r_forcewaterleaf 0 // def. "1" # Enable for optimization to water - considers view in leaf under water for purposes of culling
- //----------------------//
- //-------Textures-------//
- //----------------------//
- cl_playerspraydisable 0 // def. "1" # Disables Sprays
- r_spray_lifetime 2
- mat_bumpmap 1 // def. "1" # Toggles bumpmap rendering on/off.
- // Setting this to 0 on dx9 will cause
- // a strange 'shine' effect to appear on all players.
- mat_compressedtextures 0 // def. "1" # When set to 0 the engine will use uncompressed textures for the current map.
- mat_picmip -1 // def. "0" # Higher = more mipmapping. Max with cheats is -10. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the worst.
- mat_specular 1 // def. "1" # Enable/Disable specularity for performance testing. Will cause a material reload upon change.
- // Controls specularity. Setting this to 0 will make ubers
- // non-shiny, and will remove some specular effects from in-game
- // entities which support it. Setting this to 1 on dx8 will
- // result in some strange `fire' textures replacing their
- // appropriate counterparts, especially on medals, and certain hats.
- mp_decals 4096 // def. "200" # Number of decals allowed
- r_decals 4096 // def. "2048"
- r_maxmodeldecal 100 // def. "50"
- mat_parallaxmap 1 // def. "0" # Enables the use of parallax maps
- mat_forceaniso 16 // def. "1" # Sets Anistropic Filtering Level 1/2/4/6/8 (1 = off)
- mat_envmapsize 512 // def. "128" # Adjusts the resolution of environment maps that are used for reflective surfaces.
- mat_envmaptgasize 512 // def. "32"
- mat_filtertextures 1 // def. "1" #Smooths textures. Textures appear blocky when this is off.
- mat_trilinear 1 // def. "1"
- mat_max_worldmesh_vertices 512
- r_3dsky 1 // def. "1" # Enable the rendering of 3d sky boxes
- r_decal_cullsize 5 // def. "5" # Decals under this size in pixels are culled
- r_drawflecks 1 // def. "1"
- //----------------------//
- //---Post Processing----//
- //----------------------//
- mat_postprocess_x 8
- mat_postprocess_y 8
- mat_hdr_level 2 // def. "?" # Sets the level of High Dynamic Range
- mat_colorcorrection 1 // def. "0" # Enables color correction
- mat_colcorrection_disableentities 0
- mat_disable_bloom 0 // def. "1" # Disables bloom
- mat_disable_fancy_blending 0 // def. "0"
- mat_reduceparticles 0 // def. "0"
- mat_hdr_uncapexposure 1 // def. "0"
- mat_hdr_tonemapscale 16 // def. "1" # 16 = eyes wide open.
- //----------------------//
- //-----Motion Blur------//
- //----------------------//
- mat_motion_blur_enabled 1 // def. "0" # Enables motion blur
- mat_motion_blur_forward_enabled 1 // def. "0" # Enables Motion Blur when moving forwards fast
- mat_motion_blur_strength 1.25 // def. "0" # Sets the intensity of motion blur
- mat_motion_blur_falling_intensity 1.5 // def. "1" # Sets the intensity of motion blur when falling
- mat_motion_blur_percent_of_screen_max 5 // def. "4" # Percentage of screen to blur
- mat_motion_blur_rotation_intensity 1.5 // def. "1" # Sets the intensity of motion blur when turning
- //----------------------//
- //-----Antialiasing-----//
- //----------------------//
- //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
- // aliasing, such as power lines. Little to no frame loss with this enabled.
- mat_software_aa_quality 2
- mat_software_aa_strength 2
- mat_software_aa_strength_vgui 2
- mat_software_aa_blur_one_pixel_lines 0.5
- mat_software_aa_edge_threshold 0.8
- //-----------------
- mat_antialias 8 // def. "1" # changes between Anti Aliasing levels. 1/2/4/6/8 (1 = off)
- mat_aaquality 2
- //* mat_antialias set to 4 and mat_aaquality set to 2 will = 8xCSAA
- //* mat_antialias set to 8 and mat_aaquality set to 2 will = 16xQCSAA
- //----------------------//
- //---------Misc.--------//
- //----------------------//
- mat_clipz 1 // def. "1" # FX card users should set this to 0
- mat_forcehardwaresync 0 // def. "1"
- mat_levelflush 1 // def. "1"
- r_fastzreject -1 // def. "0" # Activate/deactivates a fast z-setting algorithm to take
- // advantage of hardware with fast z reject.
- // Use -1 to default to hardware settingsValues >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.
- //----------------------//
- //---------Sound--------//
- //----------------------//
- dsp_enhance_stereo 1 // def. "1"
- dsp_slow_cpu 0 // def. "0"
- snd_async_fullyasync 1 // def. "0" #All playback is fully async (sound doesn't play until data arrives).
- // Having the sound run fully asynchronous has been
- // helpful in the past, as it seems to (for whatever
- // reason) reduce the number of TDRs experienced during
- // gameplay. There's some pretty good information on
- // TDRs (nerds only) here:
- // http://forums.nvidia.com/index.php?showtopic=65161
- snd_pitchquality 1 // def. "1"
- snd_spatialize_roundrobin 0
- snd_mixahead 0.1 // def. "0"
- //----------------------//
- //---Print to Console---//
- //----------------------//
- clear
- echo "-------------------------------------------------------"
- echo " Max Quality Config Loaded. "
- echo " type 'exec hqgfx' to enable high quality mode "
- echo " type 'exec lqgfx' to enable low quality mode "
- echo "-------------------------------------------------------"
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