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- //Launch Settings : -high -novid -nojoy -windowed -noborder -w -h -nod3d9ex
- //clearing
- clear
- menu_cleanupgmas
- ai_clear_bad_links
- r_flushlod
- scene_flush
- snd_async_flush
- clear_debug_overlays
- mat_reducefillrate "1" // Reduces fill-rate, sets the in-game option Shader detail to low. Should be set to 1 if using dxlevel 80 or 81.
- mat_reduceparticles 1
- //To see your FPS and other things type this in the console
- //Net_graph "3"
- //cl_showfps "2"
- cl_showfps 1
- // Lighting / Shadows / High Dynamic Range (HDR) //
- mat_fastspecular "1"
- r_maxdlights "0"
- r_occlusion "1"
- mat_hdr_enabled "0" // Disables High Dynamic Range, HDR.
- mat_hdr_level "0" // Double Disable High Dynamic Range, HDR.
- r_lightaverage "0" // Disables light average.
- r_PhysPropStaticLighting "0" // Disables Lighting on static props.
- mat_disable_lightwarp "1" // Disables light-warp.
- mat_specular "0" // Turns off specular lighting. Less shine.
- mat_filterlightmaps "0" // Pre-rendered lighting will be blocky and unrealistic.
- // Shadows
- mat_shadowstate "0"
- r_shadowrendertotexture "0"
- //Flashlight
- r_shadows "1" // Change this to "0" If your don't need your flashlight. //Shadows and player flashlights.
- r_dynamic "0" // Dynamic lighting.
- r_flashlightmodels "1" // Flash light models
- r_flashlightdepthtexture "0"
- // Filter + Anti-aliasing / Threads + Rendering //
- mat_trilinear "0"
- mat_antialias "0" // Disables Anti aliasing.
- mat_forceaniso "0" // Double Disable Anti aliasing.
- mat_queue_mode "2" // You can also put -2,-1,0,1,2 //
- cl_threaded_bone_setup "1"
- cl_threaded_client_leaf_system "1"
- gmod_mcore_test "1"
- r_threaded_particles "1" // Determines whether the particle system is multi-threaded. This should be set to 1 on systems with multi-core CPUs.
- r_threaded_renderables "1" // Determines whether part of the rendering system is multi-threaded. This can be set to 1 on systems with multi-core CPUs.
- snd_mix_async 1 // If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer, which can improve performance and reduce stuttering.
- r_threaded_client_shadow_manager "1"
- // Connection //
- cl_interp "0.0325" // Interpolate x seconds from game (0.02 = 20ms)
- cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
- cl_pred_optimize "1" // Optimize for not copying data if didn't receive a network update (1), and also for not re-predicting if there were no errors (2)
- cl_smooth "1" // If set to 1 attempts to smooth the view after prediction errors.
- cl_smoothtime "0.7" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
- cl_interp_npcs 0.1
- cl_cmdrate "66" // Number of command packets sent to the server per sec
- cl_updaterate "66" // Number of packets per second you are requesting from the server.
- rate "20000" // Max bytes/sec the host can receive data.
- cl_predict "1"
- cl_predictweapons "1"
- cl_resend "1.5" change it to 1.5 if you want the most the least is 6
- cl_allowdownload "1"
- cl_allowupload "1"
- cl_forcepreload "1" // Forces all information to pre-load.
- sv_forcepreload "1" // Forces server-side pre-loading.
- cl_downloadfilter "all" // Put nosounds if you want.
- net_maxroutable "1260"
- net_queued_packet_thread "1"
- net_splitrate "2"
- net_compresspackets "0"
- // Enabled sprays / Motion Blur //For sprays to be enabled you need your R_decals and mp_decals to be high. //
- cl_playerspraydisable "0"
- r_spray_lifetime "2"
- // Decals / Motion Blur //
- mp_decals "2048"
- r_decals "2048"
- r_decal_cullsize "15" // Higher = more performance. Decals higher than the specified size in pixels will be removed straight away.
- r_decalstaticprops 0
- r_drawdetailprops 0
- r_drawmodeldecals 0
- mat_motion_blur_enabled "0"
- // Gibs / Props / Bloom //
- cl_phys_props_enable "0"
- cl_phys_props_max "0"
- r_propsmaxdist "1"
- func_break_max_pieces "0"
- props_break_max_pieces 0 // If you break a table the small parts will disappear.
- props_break_max_pieces_perframe 0 // If you break a table the small parts will disappear.
- //Keeping blood on helps fps.
- violence_ablood 1 // Alien blood when you shoot them
- violence_agibs 0 // Disables alien gore when they are hit.
- violence_hblood 1 // Human blood when you shoot someone.
- violence_hgibs 0 // Disables human gore when they are hit.
- // Bloom //
- mat_bloomscale "0"// Disables bloom.
- mat_disable_bloom "1" // Double disable bloom.
- r_bloomtintg "0"
- r_bloomtintb "0"
- r_bloomtintexponent "0"
- r_bloomtintr "0"
- // Ropes / Rag-dolls / facial features //
- rope_smooth_enlarge 0
- rope_smooth_maxalpha 0
- rope_smooth_maxalphawidth 0
- rope_smooth_minalpha 0
- rope_smooth_minwidth 0
- r_ropetranslucent 0
- rope_smooth 0 // Disables smoothing on ropes.
- rope_wind_dist 0 // Ropes will not move.
- rope_shake 0 // Ropes will not shake.
- rope_collide 0 // Ropes will not collide.
- rope_averagelight "0"
- rope_rendersolid "0"
- rope_subdiv "0"
- r_queued_ropes "1"
- g_ragdoll_maxcount "32"
- g_ragdoll_important_maxcount "1"
- g_ragdoll_fadespeed "0"
- g_ragdoll_lvfadespeed "1"
- ragdoll_sleepaftertime "0"
- r_flex "0" // Disables flex, model related.
- r_lod "2" // Rate at which level of detail is stripped from objects as they recede away from the player. The lower the value, the more detail remains visible on objects as they progress into the distance, reducing performance but increasing image quality. (Probably requires sv_cheats)
- r_rootlod "2" // Lower quality on player models.
- r_teeth "0" // No teeth on player models.
- r_eyes "0" // No eyes on player models.
- lod_transitiondist "400" // At wich distance the models should be detailed, 400 = lowest value.
- r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- ai_expression_optimization "1" // Disables NPC expressions when you can't see them.
- // Mouse //
- sensitivity // Your sensitivity.
- m_rawinput "1" // Raw Input on
- m_yaw "0.0165"
- m_customaccel "0" //Mouse Acceleration off
- m_customaccel_exponent “0” //Acceleration Amount
- m_mousespeed "0" //Windows mouse acceleration off
- m_mouseaccel1 "0" //Windows mouse acceleration initial threshold (2x movement)
- m_mouseaccel2 "0" //Windows mouse acceleration secondary threshold (4x movement)
- // Texture Details // Particles / Graphical //
- mat_clipz "1"
- mat_colorcorrection "0"
- mat_colcorrection_disableentities 1
- mat_parallaxmap "0" // Decreases visual quality.
- mat_filtertextures "0" // Textures will be blocky and unrealistic.
- mat_picmip "2" // Higher = more mip-mapping. Without `sv_cheats 1', you're looking
- // at a range from -1 to 2, -1 being the best quality, 2 being the
- // worst.
- r_3dsky "0" // Removes all the background outside of the map.
- cl_detail_avoid_force "0"
- cl_detail_avoid_radius "0"
- cl_detail_avoid_recover_speed "0"
- cl_detaildist 0 // Range at which detail props are shown (e.g. grass) Lower = more performance.
- cl_detailfade 400 // Range at which detail props fade into view. Higher = more performance.
- r_renderoverlayfragment "0" // This will remove text on the walls and paper etc.
- sv_robust_explosions "0" // Explosions will be less spectacular.
- mat_mipmaptextures "0" // Disables mini-map textures, which harsh-ens textures.
- mat_bumpmap 0 // Disables bump mapping which makes flat 2D textures appear three dimensional.
- mat_compressedtextures "1" // If set to 1, uses compressed textures for optimal performance. For those with graphics cards which have higher amounts of Video RAM (e.g. 256MB or more) setting this to 0 will improve texture appearance at the possible cost of some performance, but may cause a crash.
- // Water //
- r_waterdrawreflection 0
- r_waterdrawrefraction 0
- r_cheapwaterstart "1" // Lower water quality.
- r_cheapwaterend "1" // Lower water quality.
- r_waterforceexpensive "0" // Lower water quality.
- r_waterforcereflectentities "0"
- cl_show_splashes "0" // Disables water splashes.
- mat_wateroverlaysize "0" // Lower water resolution.
- // Gun / Impact / Sound //
- cl_detail_max_sway "0" // No detail sway.
- cl_wpn_sway_interp "0" // No weapon sway.
- cl_ejectbrass "0" // Weapons will not eject shells while firing.
- r_drawflecks "0" // Removes bullet impact particles
- cl_new_impact_effects "0"
- // Sound
- dsp_enhance_stereo 0
- dsp_slow_cpu 1
- snd_async_fullyasync 1
- snd_pitchquality 1
- snd_spatialize_roundrobin 1
- snd_mixahead "0.05"
- windows_speaker_config "1"
- snd_legacy_surround "0"
- // (Other,Misc) //
- con_enable "1" // Enables console
- fps_max "0" // Change this number to "0" or "132" if you like.
- //Setting this to 0 will uncap it but will load maps 90 seconds slower.
- viewmodel_fov "70.000000"
- mat_monitorgamma 1.6 // brightness
- mat_vsync "0" // Removes tares.
- sv_logbans "0"
- sv_logecho "0"
- sv_logfile "0"
- xbox_autothrottle "0"
- xbox_throttlebias "0"
- xbox_throttlespoof "0"
- mat_powersavingsmode "0"
- joystick 0
- mat_fastclip 1
- mat_fastnobump 0
- mat_disable_fancy_blending 1
- mat_envmapsize 0
- mat_envmaptgasize 0
- echo "CFG LOADED! CFG LOADED! CFG LOADED! Made by Derpy"
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