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- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- // '~~~ mastercomfig TF2 config ~~~'
- // ---------------------------------
- // Version: 6.1.2-beta | December 16 2017
- // ---------------------------------
- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
- // =================
- // '--- Network ---'
- // =================
- // ---------------
- // '-- General --'
- // ---------------
- // Sets rates and interp for better networking
- net_queued_packet_thread 1 // Queue split packets on Windows
- net_compresspackets 1 // Compress to avoid split packets
- net_maxroutable 956 // Use max reliable packet size
- net_compresspackets_minsize 0 // Always compress packets on <2.6Mbps upload
- net_maxcleartime 0.001 // Override rate for minimum network delay
- net_maxpacketdrop 1000 // Use faster packet drop threshold
- net_splitrate 2 // Split 2 packets per frame, reduces choke
- net_splitpacket_maxrate 87649 // Split packet rate for 0.7Mbps stable upload
- cl_predictweapons 1 // Ensure weapon firing prediction is turned on
- // -------------------
- // '-- Matchmaking --'
- // -------------------
- // Adjusts casual/competitive matchmaking settings
- tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
- tf_mm_debug_level 0 // Remove matchmaking debug output
- tf_mm_partyclient_debug 0 // Remove party debug output
- tf_party_join_request_mode 0 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
- tf_party_force_update // Force an update to the party system on launch
- // ===================
- // '--- Rendering ---'
- // ===================
- // -----------------
- // '-- Threading --'
- // -----------------
- // These settings will take advantage of your CPU cores
- cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores
- r_threaded_renderables 1 // Asynchronously set up bones on animated entities
- r_threaded_particles 1 // Process particle systems in parallel
- r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
- mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with less than 4 cores
- studio_queue_mode 1 // Use queue calls for studio renders
- //host_thread_mode 1 // Use the threaded frame behavior
- // -----------------------------
- // '-- Material System Queue --'
- // -----------------------------
- // These settings will take advantage of the material system, depending on how mat_queue_mode is set
- r_queued_decals 0 // Disabled by default due to crashes
- r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
- // effects in time for the frame render
- r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
- // -----------
- // '-- LOD --'
- // -----------
- // Controls the quality of objects based on distance
- r_rootlod 2 // Maximum performance for models
- lod_TransitionDist -1 // Do not fade in map objects for maximum performance
- r_lod -1 // Use r_rootlod to properly fade through LODs.
- mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
- // ----------------
- // '-- Lighting --'
- // ----------------
- // Lights projected onto characters and other dynamic models
- r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
- r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
- r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
- mat_phong 0 // Disable phong for flatter shading
- r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
- r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
- r_maxdlights 0 // Do not allow any dynamic lights
- r_worldlightmin 0.004 // Reject all world lighting
- r_worldlights 0 // Disable world lights
- mat_disable_fancy_blending 1 // Disable fancy blending
- mat_disable_lightwarp 1 // Disable light warps
- // ---------------
- // '-- Shadows --'
- // ---------------
- // Shadows cast from characters
- r_shadows 0 // Disable shadows for a big FPS increase
- r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
- cl_blobbyshadows 1 // Render a blob for shadows
- r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
- // on
- r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
- r_flashlightrender 0 // Disable flashlight shadow
- r_flashlightmodels 0 // Disable lighting models
- r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
- nb_shadow_dist 0 // Disable shadow distance
- r_shadowmaxrendered 11 // for 6s
- // ---------------
- // '-- Effects --'
- // ---------------
- // Weapon and other light effects
- cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
- muzzleflash_light 0 // Disable muzzle flash lights
- cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
- tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
- r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
- cl_show_splashes 0 // Disable water splashes
- cl_fasttempentcollision 10000 // Skip collision checking
- // -------------
- // '-- Water --'
- // -------------
- // Water reflections
- r_cheapwaterstart 0 // Use cheap water as much as possible
- r_cheapwaterend 0 // Use cheap water as much as possible
- r_waterforceexpensive 0 // Do not force expensive water
- r_WaterDrawReflection 0 // Water reflections disabled for more performance
- r_waterforcereflectentities 0 // Do not forcing entity water reflections
- r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
- r_ForceWaterLeaf 1 // Draw half of the leaf for water to optimize culls
- // -----------------
- // '-- Particles --'
- // -----------------
- // Particle effects
- cl_particle_batch_mode 2 // Batch particles with optimized mode, is a bit buggy
- tf_particles_disable_weather 1 // Disable rain, snow and ash particles
- mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
- // performance impact comes from creating particle systems
- cl_new_impact_effects 0 // Use the old particle system which is lighter
- r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
- // distractions
- r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
- // -----------------------
- // '-- Post Processing --'
- // -----------------------
- // Extra visual effects
- mat_postprocessing_combine 1 // Combine post processing effects
- mat_hdr_level 0 // LDR
- mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
- building_cubemaps 1 // Disables various post processing effects
- mat_colorcorrection 0 // Disable color correction
- mat_colcorrection_disableentities 1 // Disable entity color correction
- pyro_dof 0 // Skip a SSAO depth pass for pyrovision
- pyro_vignette 0 // Disable vignette for pyrovision
- pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
- pyro_max_intensity 0 // Disable more pyrovision visual effects
- pyro_max_rate 0 // ^
- pyro_max_side_length 0 // ^
- pyro_max_side_width 0 // ^
- pyro_min_intensity 0 // ^
- pyro_min_rate 0 // ^
- pyro_min_side_length 0 // ^
- pyro_min_side_width 0 // ^
- // -------------------
- // '-- Motion Blur --'
- // -------------------
- // These settings will adjust the blurring effect from rotation and movement
- mat_motion_blur_enabled 0 // Disable motion blur
- mat_motion_blur_forward_enabled 0 // Disable forward motion blur
- mat_motion_blur_strength 0 // Adjust overall blur strength
- // ------------------------------
- // '-- Antialiasing/Filtering --'
- // ------------------------------
- // These settings will adjust the smoothing of jagged edges and textures
- mat_antialias 0 // Do not do antialiasing (commented due to HUD and overlay glitches, set it once and then comment it out)
- mat_aaquality 0 // Disable CSAA
- mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
- mat_software_aa_strength 0 // Do not do software AA
- mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
- mat_trilinear 1 // Use trilinear as it improves texture filtering for little
- mat_forceaniso 0 // Disable higher levels of anisotropic filtering
- // ------------------
- // '-- Characters --'
- // ------------------
- // These settings will adjust the characters in the game
- r_flex 0 // Disable facial animations
- flex_rules 0 // Disable facial animations
- anim_3wayblend 0 // Disable 3-way animation blending
- ai_expression_optimization 1 // Do an extra visibility check for flex animations if we are above the target FPS,
- // otherwise, disable flex anims
- ai_expression_frametime 0 // Disable expressions entirely
- r_teeth 0 // Do not render teeth, small FPS boost
- cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
- flex_smooth 0 // Do not smooth facial animations
- mp_usehwmmodels -1 // Do not use or load high quality characters
- mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
- r_glint_procedural 1 // Use CPU eye glinting, for fast CPUs and slow GPUs
- r_eyes 0 // Disable eyes
- r_eyemove 0 // Disable eye movement
- tf_clientsideeye_lookats 0 // Disable eye lookats
- blink_duration 0.02 // Very fast eye blink
- // --------------
- // '-- Decals --'
- // --------------
- // Overlay textures on models
- r_decals 0 // Disable decals
- mp_decals 0 // Disable decals
- r_drawbatchdecals 0 // Do not batch decals with low max decal count
- r_spray_lifetime 0 // Clear sprays immediately
- cl_playerspraydisable 1 // Disable player sprays
- r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
- // without decal rendering elsewhere.
- r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
- r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
- r_decal_overlap_count 0 // Do not allow decals to overlap each other
- r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
- r_renderoverlayfragment 0 // Disable overlays, small performance increase
- r_maxmodeldecal 0 // Optimize maximum model decal count
- r_overlayfadeenable 0 // Fading overlays can cause small performance issues
- r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
- r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
- // ------------
- // '-- Gibs --'
- // ------------
- // Body parts created on violent deaths
- cl_burninggibs 0 // Disable burning gibs, performance impact
- props_break_max_pieces 0 // Disables gibs and prop breaking
- violence_hgibs 1 // Disabling any of these CVars enables silly gibs, which result in lower performance
- violence_agibs 1 // ^
- violence_hblood 1 // ^
- violence_ablood 1 // ^
- // -------------
- // '-- Props --'
- // -------------
- // Various small objects
- r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
- cl_phys_props_enable 0 // Disable client side physics props
- cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
- cl_phys_props_respawndist 0 // Do not spawn props until we can see them
- cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
- r_propsmaxdist 0 // Maximum distance from where client side physics props are visible
- r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
- cl_detaildist 0 // Draw detail props up to this distance
- cl_detailfade 0 // Do not fade in detail props
- r_staticprop_lod 63 // Force lowest LOD (lowest quality)
- r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
- // ----------------
- // '-- Ragdolls --'
- // ----------------
- // Full bodies with adjustable physics simulation and fading on death
- cl_ragdoll_collide 0 // Disable ragdoll collisions
- cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
- cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
- cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
- // from
- 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 // ^ but in low violence
- ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
- // ---------------
- // '-- General --'
- // ---------------
- // General/overall graphics settings
- mat_reducefillrate 1 // Simplify material shading
- mat_bumpmap 0 // Disable bumpmap materials
- mat_specular 0 // Disable specular materials
- mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05). This is
- // useful for if your GPU struggles to render a lot of pixels
- mat_viewportupscale 1 // Upscale when using mat_viewportscale
- r_3dsky 0 // Disable 3D sky
- r_dopixelvisibility 0 // Do not do CPU intensive pixelvis (disabled anyway by building_cubemaps 1)
- r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
- r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
- cl_drawmonitors 0 // Do not draw monitors
- cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
- mat_picmip -1 // Use highest quality textures
- // -------------
- // '-- Ropes --'
- // -------------
- // Ropes in Mannpower and as decoration in maps
- rope_rendersolid 0 // Skip rendering solid part of ropes
- r_ropetranslucent 0 // Skip simulating ropes
- 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 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
- // --------------------
- // '-- Optimization --'
- // --------------------
- // These settings will optimize TF2 without having any very noticeable effects to the user
- fps_max 0 // Some systems are experiencing FPS caps well below the limit when FPS is limited as a result of a recent bug
- 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
- r_fastzreject 1 // Modern GPUs (hardware feature level d3d10) do not need the help
- r_entityclips 1 // Skip clipping entities, saves CPU time
- disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
- r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
- r_frustumcullworld 1 // Cull on world draw
- r_worldlistcache 1 // Cache some world rendering
- mat_clipz 1 // Clips what is drawn for a performance improvement
- r_occludermincount 0 // Force using at least 1 occluder for performance balance between open scenes and
- // cluttered ones
- r_lightcache_zbuffercache 1 // Load z cache data with the map
- r_drawopaquestaticpropslast 1 // Ensure that the modern and currently preferred rendering method is used
- mat_tonemapping_occlusion_use_stencil 1 // Do not use stencil buffer for occlusion queries
- host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
- r_norefresh 1 // Do not store a useless and unused frame time variable
- fast_fogvolume 1 // Use optimized fog rendering
- r_pixelfog 1 // Use a pixel shader for fog if possible
- mat_bufferprimitives 1 // Buffer primitives
- mat_compressedtextures 1 // Allow for compressed textures
- mat_filterlightmaps 1 // Filter lightmaps
- mat_filtertextures 1 // Filter textures
- mat_mipmaptextures 1 // Mipmap textures
- mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
- r_occlusion 1 // Use less CPU at the cost of a bit more GPU usage
- // --------------
- // '-- OpenGL --'
- // --------------
- // Optimizations for OpenGL platforms (Linux and macOS)
- echo "OpenGL commands running. If you see unknown command errors on Windows, you can safely ignore them."
- gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
- mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
- gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
- gl_batch_tex_creates 0 // Batch texture creation and removal to reduce calls
- gl_batch_tex_destroys 0 // ^
- gl_minimize_rt_tex 1 // Cut mipmaps for RTs if they were not requested
- gl_nullqueries 1 // Skip queries
- gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
- gl_debug_output 0 // Disable debug messages
- gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
- gl_paircache_rows_lg2 11 // Increase shader pair cache size
- gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
- echo "OpenGL commands finished running."
- // =============
- // '--- HUD ---'
- // =============
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc HUD settings
- cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
- hud_fastswitch 1 // Weapon switch behavior
- // 0 - PC Buckets
- // select weapons from the side of your screen, fire to confirm
- // 1 - PC Fast Switch
- // fast switch for PC buckets (no fire to confirm)
- // 2 - Buckets Plus:
- // fast switch
- // weapon selection window comes up at the middle of your screen
- // can select weapons without ammo (but not switch to them)
- // 3 - Carousel scroll:
- // fast switch
- // slot 1 = last weapon, slot 2 = next weapon,
- // slot 3 = swap weapon, slot 4 = previous weapon
- tf_mm_dashboard_slide_panel_step 10 // Change the speed of the matchmaking panel
- tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
- tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
- tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
- sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
- tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
- tf_healthicon_height_offset 10 // Offset of heath icon
- tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
- tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
- tf_hud_show_servertimelimit 1 // Show server map time
- tf_hud_target_id_alpha 100 // Transparency of target ID
- tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
- tf_hud_target_id_offset 0 // Vertical offset of target ID
- tf_hud_target_id_show_avatars 0 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
- hud_freezecamhide 1 // Hide the HUD during freeze-cam
- tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
- // ----------------
- // '-- Messages --'
- // ----------------
- // Text chat, console output, etc
- hud_saytext_time 10 // How long in seconds chat messages stay on screen
- cl_showtextmsg 1 // Enable text messages in console(chat, messages)
- cl_showpluginmessages 1 // Show messages from server plugins
- cl_chatfilters 63 // Chat Filter - enable parts of chat:
- // join/leave (1), name change (2), chat (4), server messages (8), team change (16),
- // achievements (32)
- // Add a combination of these numbers together to enable that combination
- // for example, name change (2) + team change (16) = 18
- // 0 for everything disabled
- cl_mute_all_comms 1 // Disable text and voice for muted players
- hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
- tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
- // ----------------
- // '-- Backpack --'
- // ----------------
- // Inventory, economy and backpack
- tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
- cl_spec_carrieditems 1 // Show spectated player items
- tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
- // -------------------
- // '-- Killstreaks --'
- // -------------------
- // Killstreak messages from weapons
- cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
- cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
- cl_hud_killstreak_display_time 0 // Disable killstreak banner
- // -----------------
- // '-- Crosshair --'
- // -----------------
- // Aiming recticle or crosshair
- cl_crosshairalpha 255 // Disable transparency for lowend computers
- // ---------------------
- // '-- Notifications --'
- // ---------------------
- // In-game notifications for trade offers, requests, events, etc
- cl_notifications_max_num_visible 1 // Reduce number of visible notifications
- cl_notifications_move_time 0.1 // Make notification transition shorter
- tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
- cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
- cl_vote_ui_show_notification 1 // Show voting notifications
- tf_hud_notification_duration 2 // How long notifications should display
- // -----------------
- // '-- Contracts --'
- // -----------------
- // Contracts as part of campaigns
- tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
- // --------------------
- // '-- Achievements --'
- // --------------------
- // Achievement effects and HUD tracker
- hud_achievement_glowtime 1 // Glow achievements for a little while shorter
- hud_achievement_tracker 2 // Achievements tracked at once
- hud_achievement_count 4 // Max achievements shown on HUD
- // ------------
- // '-- Info --'
- // ------------
- // Additional HUD elements for extra info
- // Adding additional HUD elements decreases FPS by a small amount
- cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
- // ----------------
- // '-- Tutorial --'
- // ----------------
- // Disable tutorial messages
- cl_ask_favorite_opt_out 1
- cl_ask_blacklist_opt_out 1
- replay_quitmsg_dontaskagain 1
- cl_ask_bigpicture_controller_opt_out 1
- tf_explanations_store 1
- tf_explanations_discardpanel 1
- tf_explanations_backpackpanel 1
- tf_explanations_charinfopanel 1
- tf_explanations_craftingpanel 1
- tf_explanations_charinfo_armory_panel 1
- tf_training_has_prompted_for_forums 1
- tf_training_has_prompted_for_loadout 1
- tf_training_has_prompted_for_options 1
- tf_training_has_prompted_for_training 1
- tf_training_has_prompted_for_offline_practice 1
- cl_showhelp 0
- tf_taunt_always_show_hint 0
- sb_dontshow_maxplayer_warning 1
- tf_coach_request_nevershowagain 1
- tf_show_maps_details_explanation_count 0
- tf_show_taunt_explanation_in_class_loadout 0
- tf_show_preset_explanation_in_class_loadout 0
- cl_hud_playerclass_playermodel_showed_confirm_dialog 1
- tf_find_a_match_hint_viewed 1
- tf_quest_map_intro_viewed 1
- tf_warpaint_explanation_viewed 1
- tf_inspect_hint_count 1
- tf_mvm_tabs_discovered 1
- tf_hud_notification_show_count_ghost_controls 1
- tf_hud_notification_show_count_ghost_controls_no_respawn 1
- tf_hud_notification_show_count_kart_controls 1
- cl_promotional_codes_button_show 0
- cl_training_class_unlock_all
- // ==============
- // '--- View ---'
- // ==============
- // The character view and viewmodel
- fov_desired 90 // See more of the battlefield
- viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
- cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
- tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
- cl_first_person_uses_world_model 0 // Draw viewmodel
- glow_outline_effect_enable 0 // Disable all xrays
- tf_enable_glows_after_respawn 1 // Enable spawn xrays
- tf_spec_xray_disable 1 // Disable xrays while spectating
- tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
- spec_autodirector 0 // Choose best view mode automatically
- // ---------------
- // '-- Console --'
- // ---------------
- // Developer console customization
- con_nprint_bgalpha 255 // Disable transparency for lowend computers
- con_nprint_bgborder 0 // Disable border on lowend computers
- // ================
- // '--- Memory ---'
- // ================
- // Adjustments to memory allocation
- lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
- cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
- mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
- sv_forcepreload 0 // Disable harmful force preload enabled in other configs
- // ====================
- // '--- Filesystem ---'
- // ====================
- // -------------
- // '-- Sizes --'
- // -------------
- // Set buffer and file read sizes
- filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
- filesystem_max_stdio_read 256 // Read up to our buffer (256KB)
- // ---------------
- // '-- General --'
- // ---------------
- // Set up filesystem parameters
- filesystem_native 1 // Use native filesystem calls if available
- filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
- // -------------------
- // '-- Model Cache --'
- // -------------------
- // Prefers stability and performance with model info rather than faster load times
- mod_load_anims_async 0 // Disable async animation loading
- mod_load_mesh_async 0 // Disable async mesh loading
- mod_load_vcollide_async 0 // Disable async vcollide loading
- mod_touchalldata 1 // Load more data
- mod_forcedata 1 // Load more data
- mod_forcetouchdata 1 // Enable aggressive caching/preloading
- // ===============
- // '--- Sound ---'
- // ===============
- // -----------------
- // '-- Threading --'
- // -----------------
- // Threading options to take advantage of modern CPUs for the sound system
- snd_async_fullyasync 1 // Play sounds independently of main engine work
- snd_async_minsize 262144 // If you are still having audio stutter,
- // wait even longer
- // (usually for HDDs with CPUs with less than 4 cores)
- snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
- phonemedelay 0.05 // Do not delay phonemes a lot with an async sound system
- // ---------------
- // '-- General --'
- // ---------------
- // General/misc sound settings
- volume 1 // Set the master volume
- snd_musicvolume 1 // Set music volume
- snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs. No performance benefit.
- snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
- //cl_soundemitter_flush // Command to clear out the loaded sounds file
- //cl_soundscape_flush // Command to clear out the loaded soundscapes file
- // ---------------
- // '-- Quality --'
- // ---------------
- // Adjust the quality of sound
- snd_pitchquality 0 // Use linear mixer for sound, little performance benefit
- snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than others
- snd_surround_speakers -1 // Autodetect speaker configuration from OS
- snd_legacy_surround 0 // Disable surround sound effect
- // ----------------------
- // '-- Spatialization --'
- // ----------------------
- // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters)
- dsp_enhance_stereo 0 // Disable spatial DSP effects and delays
- dsp_slow_cpu 1 // Disable initialization of spatialization
- snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-robin algorithm.
- // Pretty reasonable performance benefit, but delay in spatialization.
- dsp_room 0 // Disable automatic DSP
- dsp_facingaway 0 // Disable the facing away DSP effect
- dsp_speaker 0 // Disable administrator effect
- dsp_water 0 // Disable water muffling effect
- dsp_spatial 0 // Disable spatial effect
- dsp_db_mixdrop 1 // Disable volume scaling
- dsp_db_min 0 // ^
- dsp_mix_min 0 // ^
- dsp_mix_max 0 // ^
- +snd_duckerattacktime 1.0 // Enhanced ducking values
- +snd_duckerreleasetime 0.5 // ^
- // --------------------
- // '-- Optimization --'
- // --------------------
- // Optimizations with no noticeable effect on the listener
- snd_lockpartial 1 // Use interleaved, partial locking sound algorithm
- snd_cull_duplicates 0 // Do not try to find duplicate playing sounds, it is a lot of work on the CPU
- voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
- voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
- snd_noextraupdate 1 // Do not update sound twice
- snd_defer_trace 1 // Defer DSP spatialization to the next frame
- phonemefilter 0.01 // Do not box filter phonemes
- phonemesnap 0 // Do not crossfade a second phoneme on any LOD
- // ===============
- // '--- Input ---'
- // ===============
- // ---------------
- // '-- General --'
- // ---------------
- // Usability and general input adjustments
- //tf_medigun_autoheal 1 // Keep healing allies, bugged since Jungle Inferno
- // ----------------
- // '-- Keyboard --'
- // ----------------
- // Keyboard adjustments
- in_usekeyboardsampletime 1 // Determine key time from smoothed frametime
- // -------------
- // '-- Mouse --'
- // -------------
- // Mouse movement and aiming
- m_pitch 0.022 // Pitch factor
- m_yaw 0.022 // Yaw factor
- m_limitedcapture_workaround 1 // Workaround for mouse capture issues introduced in Windows 10 build 1703
- m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
- m_mouseaccel1 0 // ^ (-noforcemaccel)
- m_mouseaccel2 0 // ^ (-noforcemaccel)
- m_rawinput 1 // Use raw input from mouse
- m_customaccel 0 // custom mouse acceleration
- // 0 - no custom acceleration
- // 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)
- // 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.
- // 3 - mouse acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
- m_customaccel_scale 0.04 // ^
- m_customaccel_max 0 // ^
- m_customaccel_exponent 1 // ^
- cl_idealpitchscale 1.3 // When changing pitch, use this rate
- echo " "
- echo " *************************** "
- echo " *************************** "
- echo " ** mastercomfig 6.1.2-beta loaded ** "
- echo " *************************** "
- echo " *************************** "
- echo " "
- echo "If you are having issues in local servers, like being unable to fire or move, set host_thread_mode 0."
- echo "Remember to set host_thread_mode 1 once you are done with your local server."
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