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- // Unexplained crashes? Try changing mat_queue_mode to `-1'.
- // ----------------------------------------------------------------------------
- // Chris' maxframes config, designed to get you a large performance boost
- // v2.016 | 25 January 2013 | LostInvention Update 1.03 for Insurgency 01 July 2014| fakkelbrigade.eu/chris/configs/
- // ----------------------------------------------------------------------------
- // Problems or questions? Contact me at #christf2 on QuakeNet.
- // ----------------------------------------------------------------------------
- // Launch options:
- // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
- //
- // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
- // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
- // ----------------------------------------------------------------------------
- // ----------------------------------------------------------------------------
- // FPS cap
- // ----------------------------------------------------------------------------
- // The primary benefit of an FPS cap is to make the FPS more stable, other than
- // that, it doesn't do a lot. A moderate, consistent framerate is much more
- // desirable than a variable but sometimes high framerate. A common
- // misconception is that if any more frames are generated than your monitor can
- // display, they are useless. This is wrong -- frames are used for much more
- // than mere display, and affect the way the game feels well past your
- // refresh rate.
- //
- // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
- // any case, or the discrepancy between clientside frame generation and frames
- // to be sent to the server will no doubt cause you many a headache, especially
- // when it comes down to hit registration. Other than that, I recommend
- // for everyone to use the value `132' (2*66), as long as you can generally
- // keep that value stable without regular drops.
- // ----------------------------------------------------------------------------
- cl_showfps 1 // Show unsmoothed FPS meter
- //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
- fps_max 0
- // ----------------------------------------------------------------------------
- // Net settings
- // ----------------------------------------------------------------------------
- // Whilst net settings perhaps aren't an integral part of an FPS config, they
- // are a fact of life in competitive TF2, and as such, they are included here.
- //
- // A common question I am asked -- what defines whether a good connection is
- // good or bad? Mostly personal preference. If you're not willing to make the
- // choice, try both and see which is better for you.
- //
- // Generally, meeting both of the following conditions would classify it as a
- // good connection:
- //
- // - Ping of <80 to the average server you join
- // - Generally no/negligible choke/loss (can be checked with `net_graph')
- //
- // There's some pretty good documentation on this here:
- // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
- //
- // Uncomment (remove the `//' from) one of the groups if you want to use them.
- // ----------------------------------------------------------------------------
- // Good connection
- //cl_cmdrate 66
- //cl_interp 0
- //cl_interp_ratio 1
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 66
- //rate 60000
- // Bad connection
- //cl_cmdrate 40
- //cl_interp 0
- //cl_interp_ratio 2
- //cl_lagcompensation 1
- //cl_pred_optimize 2
- //cl_smooth 0
- //cl_smoothtime 0.01
- //cl_updaterate 40
- //rate 35000
- r_spray_lifetime 0
- // ----------------------------------------------------------------------------
- // Shadows
- // ----------------------------------------------------------------------------
- // Disable shadows
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_shadows 0
- // Enable shadows -- uncomment this section if you want these settings
- //mat_shadowstate 1
- //r_shadowmaxrendered 11
- //r_shadowrendertotexture 1 // Non-blobby 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'.
- //r_shadows 1
- // ----------------------------------------------------------------------------
- // Facial features
- // ----------------------------------------------------------------------------
- // Disable facial features
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_teeth 0
- // Enable facial features -- uncomment this section if you want these settings
- //r_eyes 1
- //r_flex 1
- //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
- //r_rootlod 1
- //r_teeth 1
- // ----------------------------------------------------------------------------
- // Ragdolls
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce ragdolls.
- // ----------------------------------------------------------------------------
- // Disable ragdolls
- //cl_ragdoll_physics_enable 0
- //g_ragdoll_fadespeed 0
- //g_ragdoll_lvfadespeed 0
- //ragdoll_sleepaftertime 0
- // Enable ragdolls -- uncomment this section if you want these settings
- cl_ragdoll_fade_time 15
- cl_ragdoll_forcefade 0
- cl_ragdoll_physics_enable 1
- g_ragdoll_fadespeed 600
- g_ragdoll_lvfadespeed 100
- ragdoll_sleepaftertime "5.0f"
- // ----------------------------------------------------------------------------
- // Gibs
- // ----------------------------------------------------------------------------
- // You will have reduced performance on deaths which produce gibs.
- // ----------------------------------------------------------------------------
- // Disable gibs
- props_break_max_pieces 0
- r_propsmaxdist 1
- violence_agibs 0
- violence_hgibs 0
- // Enable gibs -- uncomment this section if you want these settings
- //cl_phys_props_enable 1
- //cl_phys_props_max 128
- //props_break_max_pieces -1
- //r_propsmaxdist 1000
- //violence_agibs 1
- //violence_hgibs 1
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Now we come to the main brunt of the config. You probably don't want to mess
- // with this.
- // ----------------------------------------------------------------------------
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_show_splashes 0
- func_break_max_pieces 0
- glow_outline_effect_enable 0 // Cart glow effect.
- mat_antialias 0
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players.
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 0
- mat_filtertextures 0
- mat_forceaniso 1
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_motion_blur_enabled 0
- mat_parallaxmap 0
- mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst.
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_specular 0 // 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.
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_wateroverlaysize 1
- r_3dsky 1
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- r_decals 1
- r_decalstaticprops 0
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 2
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tracer_extra 0
- violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
- violence_hblood 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 1 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_levelflush 1
- m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
- // silly incompatibility with the Xfire overlay. You should use
- // it if you can!
- mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
- r_fastzreject -1 // Values >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, which is safer than forcing it.
- // ----------------------------------------------------------------------------
- // Sound
- // ----------------------------------------------------------------------------
- // I'd be hesitant to say that you would see a great deal of performance
- // improvement from lowering the sound quality, but in my experience as a
- // competitive TF2 player, lowering the sound quality makes determination of
- // directionality and distance that much easier. You may see a small FPS gain
- // with these settings, or you may not, either way will likely have a
- // negligible effect on performance.
- // ----------------------------------------------------------------------------
- dsp_enhance_stereo 0
- dsp_slow_cpu 1
- snd_async_fullyasync 1 // 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 0
- snd_spatialize_roundrobin 1
- // ----------------------------------------------------------------------------
- // Threading
- // ----------------------------------------------------------------------------
- mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
- // defines the threading method to be used by the material
- // system. It has been unstable to use in the past, but
- // nowadays it's generally okay.
- //
- // Here are the possible values:
- // -2 legacy default
- // -1 default
- // 0 synchronous single thread
- // 1 queued single thread
- // 2 queued multithreaded
- //
- // If you have problems with the value `2', try setting it to
- // `-1'.
- //
- // As an aside, there are quite a few bugs in the demo system
- // that occur when mat_queue_mode is set to a value that is
- // not `-1'. If you intend to do work with the demo system,
- // maybe you should change this.
- cl_threaded_bone_setup 0
- r_queued_decals 0
- r_queued_ropes 1
- r_queued_post_processing 0
- r_threaded_particles 1
- // ----------------------------------------------------------------------------
- // Insurgency
- // ----------------------------------------------------------------------------
- adsp_debug "0"
- budget_averages_window "30"
- budget_background_alpha "128"
- budget_bargraph_background_alpha "128"
- budget_bargraph_range_ms "16.6666666667"
- budget_history_numsamplesvisible "100"
- budget_history_range_ms "66.666666667"
- budget_panel_bottom_of_history_fraction ".25"
- budget_panel_height "384"
- budget_panel_width "512"
- budget_panel_x "0"
- budget_panel_y "50"
- budget_peaks_window "30"
- budget_show_averages "0"
- budget_show_history "1"
- budget_show_peaks "1"
- bugreporter_uploadasync "0"
- bugreporter_username ""
- c_maxdistance "200"
- c_maxpitch "90"
- c_maxyaw "135"
- c_mindistance "30"
- c_minpitch "0"
- c_minyaw "-135"
- c_orthoheight "100"
- c_orthowidth "100"
- c_thirdpersonshoulder "false"
- c_thirdpersonshoulderaimdist "120.0"
- c_thirdpersonshoulderdist "40.0"
- c_thirdpersonshoulderheight "5.0"
- c_thirdpersonshoulderoffset "20.0"
- cam_collision "1"
- cam_idealdelta "4.0"
- cam_idealdist "150"
- cam_idealdistright "0"
- cam_idealdistup "0"
- cam_ideallag "4.0"
- fps_max "125.6"
- cam_idealpitch "0"
- cam_idealyaw "0"
- cam_snapto "0"
- chet_debug_idle "0"
- cl_aggregate_particles 0 //not sure exactly the effect. maybe reduces particles?
- cl_allowdownload "1"
- cl_allowupload "1"
- cl_chatfilter_version "1"
- cl_chatfilters "63"
- cl_clanid "0"
- cl_class "default"
- cl_cmdrate "125.2"
- cl_debugrumble "0"
- cl_detail_avoid_force "0"
- cl_detail_avoid_radius "0"
- cl_detail_avoid_recover_speed "0"
- cl_detail_max_sway "0"
- cl_disablehtmlmotd "0"
- cl_downloadfilter "all"
- cl_event_sound_cues "1"
- cl_forcepreload "1"
- cl_hud_cp_docking_display "1"
- cl_hud_cp_floating_display "1"
- cl_hud_cp_floating_max_alpha "0.8"
- cl_hud_cp_floating_min_alpha "0.0"
- cl_hud_deathnotice_captures "1"
- cl_hud_deathnotice_display "1"
- cl_hud_voices_show_local "0"
- cl_hud_voices_show_names "1"
- cl_impacteffects 0 //turns off dust and ricochets when bullets hit stuff (does not affect blood or amour dust when hitting players)
- cl_impacteffects_limit_exit 0 //not sure trying to turn off all impact effects
- cl_impacteffects_limit_general 0 //not sure trying to turn off all impact effects
- cl_impacteffects_limit_water 0 //not sure trying to turn off all impact effects... water splashes still visible though
- cl_idealpitchscale "0.8"
- cl_logofile "materials/vgui/logos/spray_bullseye.vtf"
- cl_minimal_rtt_shadows "1"
- cl_mouselook "1"
- cl_rumblescale "1.0"
- cl_showhelp "0"
- cl_showpluginmessages "1"
- cl_soundfile ""
- cl_spec_mode "4"
- cl_team "default"
- cl_timeout "30"
- cl_updaterate "101"
- con_enable "1"
- dsp_enhance_stereo "0"
- force_audio_english "0"
- func_break_max_pieces "15"
- g15_update_msec "250"
- gameinstructor_enable "1"
- hud_classautokill "1"
- hud_takesshots "0"
- hud_targetid_enabled "1"
- ins_bot_quota "0"
- lookspring "0"
- lookstrafe "0"
- m_customaccel "0"
- m_customaccel_exponent "1.05"
- m_customaccel_max "0"
- m_customaccel_scale "0.04"
- m_forward "1"
- m_mouseaccel1 "0"
- m_mouseaccel2 "0"
- m_mousespeed "1"
- m_pitch "0.022"
- m_side "0.8"
- m_yaw "0.022"
- mat_monitorgamma "1.700000"
- mat_hdr_level "0"
- mat_monitorgamma_tv_enabled "0"
- mat_powersavingsmode "0"
- mat_spewalloc "0"
- mat_texture_list_content_path ""
- mc_accel_band_size "0.5"
- mc_dead_zone_radius "0.06"
- mc_max_pitchrate "100.0"
- mc_max_yawrate "230.0"
- mm_csgo_community_search_players_min "3"
- mm_server_search_lan_ports "27015,27016,27017,27018,27019,27020"
- mp_coop_max_bots "32"
- mp_push_capture_time_extension "240"
- mp_spectator_allow_chase "1"
- muzzleflash_light "1"
- name "sL^ pro Config"
- net_allow_multicast "1"
- net_graph "0"
- net_graphheight "64"
- net_graphmsecs "400"
- net_graphpos "1"
- net_graphproportionalfont "0"
- net_graphshowinterp "1"
- net_graphshowlatency "1"
- net_graphshowsvframerate "0"
- net_graphsolid "1"
- net_graphtext "1"
- net_maxroutable "1200"
- net_scale "5"
- net_steamcnx_allowrelay "1"
- npc_height_adjust "1"
- option_duck_method "0"
- option_speed_method "0"
- overview_alpha "0.3"
- overview_health "1"
- overview_locked "1"
- overview_names "1"
- overview_tracks "1"
- password "hipfire"
- play_distance "1"
- r_drawmodelstatsoverlaymax "1.5"
- r_drawmodelstatsoverlaymin "0.1"
- r_drawtracers_firstperson "1"
- r_eyegloss "1"
- r_eyemove "1"
- r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- scene_showlook "0"
- scene_showmoveto "0"
- scene_showunlock "0"
- sk_autoaim_mode "1"
- skill "1"
- snd_duckerattacktime "0.5"
- snd_duckerreleasetime "2.5"
- snd_duckerthreshold "0.15"
- snd_ducking_off "1"
- snd_ducktovolume "0.55"
- snd_legacy_surround "0"
- snd_mixahead "0.1"
- snd_musicvolume "0.300000"
- snd_mute_losefocus "1"
- snd_pitchquality "1"
- snd_rear_speaker_scale "1.0"
- spec_scoreboard "0"
- suitvolume "0.25"
- texture_budget_background_alpha "128"
- texture_budget_panel_bottom_of_history_fraction ".25"
- texture_budget_panel_height "284"
- texture_budget_panel_width "512"
- texture_budget_panel_x "0"
- texture_budget_panel_y "450"
- tv_nochat "0"
- viewmodel_offset_x "0.0"
- viewmodel_offset_y "0.0"
- viewmodel_offset_z "0.0"
- voice_enable "1"
- voice_forcemicrecord "1"
- voice_mixer_boost "0"
- voice_mixer_mute "0"
- voice_mixer_volume "0.4"
- voice_modenable "1"
- voice_scale ".7"
- voice_threshold "2000"
- volume "0.65"
- vprof_graphheight "256"
- vprof_graphwidth "512"
- vprof_unaccounted_limit "0.3"
- vprof_verbose "1"
- vprof_warningmsec "10"
- windows_speaker_config "-1"
- cmd1 +jlook
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- cl_forcepreload 1 // Force preloading
- // ----------------------------------------------------------------------------
- // Print to console
- // ----------------------------------------------------------------------------
- echo "-------------------------------------------------------"
- echo " LostInvention autoexec.cfg Initialized. "
- echo "-------------------------------------------------------"
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