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_dk

maxquality 2013

_dk
Nov 21st, 2014
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  1. //----------------------//
  2. //--HQ Graphics Config--//
  3. //----------------------//
  4.  
  5. sv_cheats 0
  6.  
  7. mat_dxlevel 99 // def. "90" #Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9.
  8.  
  9. mat_vsync 0 // def. "0" # Force sync to vertical retrace. Turn off vsync to avoid nasty I/O latency.
  10.  
  11. r_drawviewmodel 1
  12. viewmodel_fov 70
  13.  
  14. mat_reducefillrate 0 // def. "0"
  15. mat_monitorgamma 2.1 // # Controls brightness, try 1.8 to make it brighter or 2.2 to get it darker.
  16. // Only works in fullscreen.
  17. r_renderoverlayfragment 1 // def. "1" # Overlaid textures that make up decal like effects
  18. sv_forcepreload 1 //def. "0" # Force server side preloading.
  19.  
  20. //----------------------//
  21. //----Special Effects---//
  22. //----------------------//
  23.  
  24. cl_new_impact_effects 1 // def. "0" # Enables fancy new impact effects on objects
  25. cl_burninggibs 1 // def. "0" # Gibs from burning person stay on fire
  26. cl_ragdoll_collide 1 // def. "0" # Collision between corpses on(1)/off(0)
  27.  
  28.  
  29. //----------------------//
  30. //-----Rain Effects-----//
  31. //----------------------//
  32.  
  33. tf_particles_disable_weather 0 // def. "0" # Disable weather effects on maps supporting
  34. // it, for example, setting this to `1'
  35. // disables rain effects on *_sawmill.
  36. r_rainradius 2250 // def. "1500"
  37. r_rainsplashpercentage 100 // def. "20"
  38.  
  39.  
  40. //----------------------//
  41. //-------Lighting-------//
  42. //----------------------//
  43.  
  44. r_avglight 3 // def. "1"
  45. r_radiosity 4 // def. "4" # 0 = No radiosity 1 = Radiosity with ambient cube (6 samples)
  46. // 2 = Radiosity with 162 samples 3 = 162 samples for static props, 6 samples for everything else
  47. mat_disable_lightwarp 0 // def. "0"
  48. mat_disable_ps_patch 0 // def. "0"
  49. mat_filterlightmaps 1 // def. "1" # Smooths lightmaps. Lighting appears blocky when this is off.
  50. r_ambientboost 1 // def. "1" # Set to boost ambient term if it is totally swamped by local lights
  51. r_ambientfactor 5 // def. "5" # Boost ambient cube by no more than this factor
  52. r_ambientmin 0 // def. "0" # Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
  53. r_avglight 1 // def. "1"
  54. r_dynamic 1 // def. "1"
  55. r_flashlightdepthtexture 1 // def. "1"
  56. r_lightaverage 1 // def. "1" # Activates/deactivate light averaging
  57. r_maxdlights 32 // def. "32" # Specifies the maximum number of dynamic lights visible.
  58. // High values may cause significant performance loss in combat.
  59. r_worldlights 2 // def. "2" # Number of world lights to use per vertex
  60. rope_averagelight 1 // def. "1" # Makes ropes use average of cubemap lighting instead of max intensity.
  61.  
  62.  
  63. //----------------------//
  64. //--------Models--------//
  65. //----------------------//
  66.  
  67. mp_usehwmmodels 1 // def. "0" # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
  68. mp_usehwmvcds 1 // def. "0" # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
  69. mat_disablehwmorph 0 // def. "0" # Disables HW morphing for particular mods
  70. r_lod 0 // def. "-1" # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2)
  71. // sv_cheats_best(-2)/sv_cheats_worst(-5)
  72. r_rootlod 0 // def. "0" # Base-LOD of Model. you cant get a better lod
  73. // best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
  74. cl_detaildist 8096 // def. "1200" # Distance at which detail props are no longer visible
  75. cl_detailfade 0 // def. "400" # Distance across which detail props fade in / Stops some details from fading at a distance
  76. lod_TransitionDist 6400 // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
  77. // Maxes out the distance that detail fades out. For this command you will notice that at
  78. // a distance weapon models will not change to their lower polycount versions.
  79. cl_phys_props_max 2048 // def. "300" # Allows for more dynamic props. e.g. small props that move around like bottles or cans.
  80. cl_phys_props_enable 1 // def. "1" # Enable clientside physics props (must be set before loading a level).
  81. props_break_max_pieces -1 // def. "-1"
  82. r_maxnewsamples 2 // def. "6"
  83. r_maxsampledist 1 // def. "128"
  84. r_propsmaxdist 6000 // def. "1200" # Maximum visible distance
  85. cl_drawmonitors 1 // def. "1"
  86. cl_ejectbrass 1 // def. "1" # Determines whether spent shells are shown ejecting from a gun.
  87. func_break_max_pieces 15 // def. "15"
  88. r_decalstaticprops 1 // def. "1" # Decal static props test
  89. r_staticprop_lod -1 // def. "-1"
  90. rope_collide 1 // def. "1" # Collide rope with the world
  91. rope_rendersolid 1 // def. "1"
  92. rope_smooth 1 // def. "1" # Do an antialiasing effect on ropes
  93. rope_subdiv 8 // def. "2" # # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
  94. rope_wind_dist 1000 // def. "1000" # Don't use CPU applying small wind gusts to ropes when they're past this distance.
  95. r_drawdetailprops 1 // def. "1"
  96.  
  97.  
  98. //----------------------//
  99. //----Facial features---//
  100. //----------------------//
  101.  
  102. blink_duration .4 // def. "0" # How many seconds an eye blink will last.
  103. r_eyes 1 // def. "1" # Whether or not characters have eyes
  104. r_flex 1 // def. "1"
  105. flex_rules 1 // def. "1" # Allow flex animation rules to run.
  106. flex_smooth 1 // def. "1" # Applies smoothing/decay curve to flex animation controller changes.
  107. r_teeth 1 // def. "1" # Whether or not characters have teeth
  108.  
  109.  
  110. //----------------------//
  111. //-------Ragdolls-------//
  112. //----------------------//
  113.  
  114. cl_ragdoll_fade_time 15 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
  115. cl_ragdoll_forcefade 0 // def. "0"
  116. cl_ragdoll_physics_enable 1 // def. "1"
  117. g_ragdoll_fadespeed 600 // def. "600"
  118. g_ragdoll_lvfadespeed 100 // def. "100"
  119. ragdoll_sleepaftertime "5.0f" // def. "5.0f"
  120.  
  121.  
  122. //----------------------//
  123. //---------Gibs---------//
  124. //----------------------//
  125.  
  126. violence_ablood 1 // def. "1" # Draw alien blood
  127. violence_agibs 1 // def. "1" # Show alien gib entities
  128. violence_hblood 1 // def. "1" # Draw human blood
  129. violence_hgibs 1 // def. "1" # Show human gib entities
  130.  
  131.  
  132. //----------------------//
  133. //-------Shadows--------//
  134. //----------------------//
  135.  
  136. r_shadows 1 // def. "1" # Determines whether shadows are drawn
  137. mat_shadowstate 1 // def. "1"
  138. r_shadowmaxrendered 64 // def. "32" # Maximum number of shadows rendered
  139. r_shadowrendertotexture 1 // def. "1" # Determines shadow quality - is the same as the "Shadow Detail" option in the menu
  140. // High quality shadows. Sometimes turned on by
  141. // competitive TF2 players to see opponents standing
  142. // near the other side of a wall. You may see some
  143. // performance loss from setting this to '1'.
  144.  
  145.  
  146. //----------------------//
  147. //-----Water Effects----//
  148. //----------------------//
  149.  
  150. mat_wateroverlaysize 512 // def. "128"
  151. r_waterforceexpensive 1 // def. "1" # 1 = High (reflect world), 0 = Low (simple reflect)
  152. r_waterdrawreflection 1 // def. "1" # Enable water reflection
  153. r_waterdrawrefraction 1 // def. "1" # Enable water refraction
  154. r_waterforcereflectentities 1 // def. "0"
  155. cl_show_splashes 1 // def. "1" # Show splashes in water
  156. r_cheapwaterstart 1800
  157. r_cheapwaterend 1900
  158. r_forcewaterleaf 0 // def. "1" # Enable for optimization to water - considers view in leaf under water for purposes of culling
  159.  
  160.  
  161. //----------------------//
  162. //-------Textures-------//
  163. //----------------------//
  164.  
  165. cl_playerspraydisable 0 // def. "1" # Disables Sprays
  166. r_spray_lifetime 2
  167.  
  168. mat_bumpmap 1 // def. "1" # Toggles bumpmap rendering on/off.
  169. // Setting this to 0 on dx9 will cause
  170. // a strange 'shine' effect to appear on all players.
  171. mat_compressedtextures 0 // def. "1" # When set to 0 the engine will use uncompressed textures for the current map.
  172. mat_picmip -1 // def. "0" # Higher = more mipmapping. Max with cheats is -10. Without `sv_cheats 1', you're looking
  173. // at a range from -1 to 2, -1 being the best quality, 2 being the worst.
  174. mat_specular 1 // def. "1" # Enable/Disable specularity for performance testing. Will cause a material reload upon change.
  175. // Controls specularity. Setting this to 0 will make ubers
  176. // non-shiny, and will remove some specular effects from in-game
  177. // entities which support it. Setting this to 1 on dx8 will
  178. // result in some strange `fire' textures replacing their
  179. // appropriate counterparts, especially on medals, and certain hats.
  180. mp_decals 4096 // def. "200" # Number of decals allowed
  181. r_decals 4096 // def. "2048"
  182. r_maxmodeldecal 100 // def. "50"
  183. mat_parallaxmap 1 // def. "0" # Enables the use of parallax maps
  184. mat_forceaniso 16 // def. "1" # Sets Anistropic Filtering Level 1/2/4/6/8 (1 = off)
  185. mat_envmapsize 512 // def. "128" # Adjusts the resolution of environment maps that are used for reflective surfaces.
  186. mat_envmaptgasize 512 // def. "32"
  187. mat_filtertextures 1 // def. "1" #Smooths textures. Textures appear blocky when this is off.
  188. mat_trilinear 1 // def. "1"
  189. mat_max_worldmesh_vertices 512
  190. r_3dsky 1 // def. "1" # Enable the rendering of 3d sky boxes
  191. r_decal_cullsize 5 // def. "5" # Decals under this size in pixels are culled
  192. r_drawflecks 1 // def. "1"
  193.  
  194.  
  195. //----------------------//
  196. //---Post Processing----//
  197. //----------------------//
  198.  
  199. mat_postprocess_x 8
  200. mat_postprocess_y 8
  201. mat_hdr_level 2 // def. "?" # Sets the level of High Dynamic Range
  202. mat_colorcorrection 1 // def. "0" # Enables color correction
  203. mat_colcorrection_disableentities 0
  204. mat_disable_bloom 0 // def. "1" # Disables bloom
  205. mat_disable_fancy_blending 0 // def. "0"
  206. mat_reduceparticles 0 // def. "0"
  207. mat_hdr_uncapexposure 1 // def. "0"
  208. mat_hdr_tonemapscale 16 // def. "1" # 16 = eyes wide open.
  209.  
  210.  
  211. //----------------------//
  212. //-----Motion Blur------//
  213. //----------------------//
  214.  
  215. mat_motion_blur_enabled 1 // def. "0" # Enables motion blur
  216. mat_motion_blur_forward_enabled 1 // def. "0" # Enables Motion Blur when moving forwards fast
  217. mat_motion_blur_strength 1.25 // def. "0" # Sets the intensity of motion blur
  218. mat_motion_blur_falling_intensity 1.5 // def. "1" # Sets the intensity of motion blur when falling
  219. mat_motion_blur_percent_of_screen_max 5 // def. "4" # Percentage of screen to blur
  220. mat_motion_blur_rotation_intensity 1.5 // def. "1" # Sets the intensity of motion blur when turning
  221.  
  222.  
  223. //----------------------//
  224. //-----Antialiasing-----//
  225. //----------------------//
  226.  
  227. //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
  228. // aliasing, such as power lines. Little to no frame loss with this enabled.
  229. mat_software_aa_quality 2
  230. mat_software_aa_strength 2
  231. mat_software_aa_strength_vgui 2
  232. mat_software_aa_blur_one_pixel_lines 0.5
  233. mat_software_aa_edge_threshold 0.8
  234. //-----------------
  235. mat_antialias 8 // def. "1" # changes between Anti Aliasing levels. 1/2/4/6/8 (1 = off)
  236. mat_aaquality 2
  237. //* mat_antialias set to 4 and mat_aaquality set to 2 will = 8xCSAA
  238. //* mat_antialias set to 8 and mat_aaquality set to 2 will = 16xQCSAA
  239.  
  240.  
  241. //----------------------//
  242. //---------Misc.--------//
  243. //----------------------//
  244.  
  245. mat_clipz 1 // def. "1" # FX card users should set this to 0
  246. mat_forcehardwaresync 0 // def. "1"
  247. mat_levelflush 1 // def. "1"
  248. r_fastzreject -1 // def. "0" # Activate/deactivates a fast z-setting algorithm to take
  249. // advantage of hardware with fast z reject.
  250. // Use -1 to default to hardware settingsValues >1
  251. // enable a fast Z rejection algorithm, to be
  252. // performed on the GPU (as opposed to on the CPU). The
  253. // value `-1' autodetects hardware support for this feature.
  254.  
  255.  
  256. //----------------------//
  257. //---------Sound--------//
  258. //----------------------//
  259.  
  260. dsp_enhance_stereo 1 // def. "1"
  261. dsp_slow_cpu 0 // def. "0"
  262. snd_async_fullyasync 1 // def. "0" #All playback is fully async (sound doesn't play until data arrives).
  263. // Having the sound run fully asynchronous has been
  264. // helpful in the past, as it seems to (for whatever
  265. // reason) reduce the number of TDRs experienced during
  266. // gameplay. There's some pretty good information on
  267. // TDRs (nerds only) here:
  268. // http://forums.nvidia.com/index.php?showtopic=65161
  269. snd_pitchquality 1 // def. "1"
  270. snd_spatialize_roundrobin 0
  271. snd_mixahead 0.1 // def. "0"
  272.  
  273.  
  274. //----------------------//
  275. //---Print to Console---//
  276. //----------------------//
  277. clear
  278. echo "-------------------------------------------------------"
  279. echo " Max Quality Config Loaded. "
  280. echo " type 'exec hqgfx' to enable high quality mode "
  281. echo " type 'exec lqgfx' to enable low quality mode "
  282. echo "-------------------------------------------------------"
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