// Unexplained crashes? Try changing mat_queue_mode to `-1'. //------------------------------------------------------------------------------ // 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 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. // ---------------------------------------------------------------------------- // _______________ // | READ THIS | // ��������������� // move autoexec.cfg -> x:\Steam\steamapps\\team fortress 2\tf\cfg // clear config.cfg, dont clear bind commands // _______________ // | DXLEVEL | // ��������������� // Use dxlevel 80 or 81, IF you prefer dxlevel 90 or don't know how to set DX80, change mat_bumpmap to 1 // right click TF2 > properties > launch options > -dxlevel 80 or 81 // ____________________ // | LAUNCH OPTIONS | // �������������������� // -heapsize ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) = 1048576] // -noforcemspd ;; Use desktop mouse speed settings. // -noforcemaccel ;; Use desktop mouse acceleration settings. // -window ;; This enables tf2 to start in a window mode, instead of fullscreen. // -full ;; This runs tf2 in full screen mode. // -freq ;; Set the Refresh Rate // -nocrashdialog ;; Suppresses some memory could not be read unhandled errors. // -dev ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit. // ___________________________________ // | DEFAULT CONFIGS - AUTOCONFIG | // ����������������������������������� // -autoconfig // right click TF2 > properties > launch options > -autoconfig // Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed. // _________________________________________________ // | DONT TOUCH UNLESS YOU KNOW WHAT YOURE DOING | // ������������������������������������������������� // _______________ // | MAT | // ��������������� mat_queue_mode "-1" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded mat_aaquality "0" mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0) mat_autoexposure_max "0" mat_autoexposure_min "0" mat_alphacoverage "0" mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them. mat_bloomscale "0" mat_bloom_scalefactor_scalar "0" mat_bufferprimitives "1" mat_clipz "1" mat_colorcorrection "0" mat_compressedtextures "1" mat_disable_bloom "1" mat_disable_fancy_blending "1" mat_disable_lightwarp "1" mat_disable_ps_patch "1" mat_debugdepthval "0" mat_debugdepthvalmax "0" mat_diffuse "1" mat_envmapsize "0" mat_envmaptgasize "0" mat_fastspecular "1" mat_fastnobump "0" mat_filterlightmaps "0" mat_filtertextures "0" mat_forceaniso "0" // change to 0 if you notice lower fps mat_forcehardwaresync "0" mat_forcemanagedtextureintohardware "0" mat_framebuffercopyoverlaysize "0" mat_hdr_enabled "0" // Report if HDR is enabled for debugging mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. mat_maxframelatency "0" mat_max_worldmesh_vertices "0" mat_mipmaptextures "1" // texture quality decreases with distance mat_non_hdr_bloom_scalefactor "0" mat_parallaxmap "1" mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes. mat_reducefillrate "1" // Reduces fill rate used. mat_shadowstate "0" mat_software_aa_blur_one_pixel_lines "0" mat_software_aa_strength "0" mat_software_aa_strength_vgui "0" mat_software_aa_tap_offset "0" mat_softwarelighting "0" mat_specular "0" mat_trilinear "0" // Disables the use of Trilinear mipmapping. mat_use_compressed_hdr_textures "0" mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8. _______________ // // | GIBS | // ��������������� violence_agibs "0" // Show alien gib entities violence_hgibs "0" // Show human gib entities violence_hblood "0" // Draw human blood violence_ablood "0" // Draw alien blood // _______________ // | R_ | // ��������������� r_ambientboost "0" r_ambientmin "0" r_ambientfactor "0" r_bloomtintg "0" r_bloomtintb "0" r_bloomtintexponent "0" r_bloomtintr "0" r_cheapwaterend "1" // End of the CheapWater rendering (all behind this range is black water) r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering) r_drawflecks "0" r_decals "0" r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_ r_decalstaticprops "0" // Decal static props test r_dopixelvisibility "0" r_drawbatchdecals "0" r_drawmodeldecals "0" r_dynamic "0" r_eyes "0" r_flex "0" r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling r_hunkalloclightmaps "0" r_lightcache_zbuffercache "0" r_lightaverage "0" r_lod "2" // _adjusts model quality--set between -5 and 5_ r_maxdlights "0" r_maxmodeldecal "0" r_maxnewsamples "0" r_maxsampledist "0" r_minnewsamples "0" r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware r_occlusion "1" // Activate/deactivate the occlusion system. r_PhysPropStaticLighting "0" r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled. r_queued_post_processing "1" r_renderoverlayfragment "0" r_rootlod "2" // Root LOD r_ropetranslucent "0" r_drawdetailprops "0" r_spray_lifetime "2" // Number of rounds player sprays are visible r_shadowmaxrendered "0" // Max shadows the game will render. r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model. r_3dnow "1" // Enable/disable 3DNow code r_3dsky "0" // Enable the rendering of 3d sky boxes r_sse2 "1" // Enable/disable SSE2 code r_shadows "0" r_teeth "0" r_threaded_client_shadow_manager "1" r_threaded_particles "1" r_threaded_renderables "1" r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls r_worldlights "0" // number of world lights to use per vertex r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism. r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason. r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect) r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low // _______________ // | CL_ | // ��������������� cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player cl_detaildist "0" // Distance at which detail props are no longer visible (1200) cl_detailfade "0" cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images. cl_ejectbrass "0" // Disables brass ejection cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load. cl_muzzleflash_dlight_1st "0" cl_phys_props_enable "0" cl_phys_props_max "0" // Maximum amount of physics props allowed. cl_predictweapons "1" // perform client side prediction of weapon effects. cl_predict "1" // Perform client side prediction. tf_playergib "0" cl_showhelp "0" // Set to 0 to not show on-screen help cl_showpluginmessages "0" // Allow plugins to display messages to you cl_show_splashes "0" cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0) cl_debugrumble "0" // Turn on rumble debugging spew cl_playerspraydisable "1" cl_threaded_bone_setup "0" cl_threaded_client_leaf_system "0" cl_ragdoll_collide "0" cl_ragdoll_fade_time "0" cl_ragdoll_physics_enable "0" cl_ragdoll_forcefade "1" cl_jiggle_bone_framerate_cutoff "0" // _______________ // | ROPES | // ��������������� rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity. rope_collide "0" // Collide rope with the world rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect rope_smooth "0" // Do an antialiasing effect on ropes rope_subdiv "0" // Rope subdivision amount rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance. // _______________ // | MISC | // ��������������� sv_forcepreload "1" // forces preload to help increase performance jpeg_quality "100" // jpeg screenshot quality. mat_monitorgamma "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD) commentary "0" // Desired commentary mode state. budget_show_history "0" // turn history graph off and on. . good to turn off on low end g_ragdoll_fadespeed "0" g_ragdoll_lvfadespeed "0" flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes. props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default) r_propsmaxdist "1" prop_active_gib_limit "0" func_break_max_pieces "3" showhitlocation "1" mp_decals "200" // How many player sprays will be shown. gl_clear "0" muzzleflash_light "0" lod_transitiondist "0" overview_mode "0" // Sets overview map mode off,small,large: <0|1|2> adsp_debug "0" mp_usehwmmodels "0" mp_usehwmvcds "0" tf_particles_disable_weather "1" //---------------------------------------------------------------------------------- clear echo echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+" echo "|m0rehighfps : http://m0re.nocrits.com/ |" echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"