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TF2: Chris' Maxframes, m0re's Highframes, and Stabby's

Jul 1st, 2014
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  1. // Unexplained crashes? Try changing mat_queue_mode to `-1'.
  2. // ----------------------------------------------------------------------------
  3. // Chris' maxframes config, designed to get you a large performance boost
  4. // v2.009 | 19 May 2013 | fakkelbrigade.eu/chris/configs/
  5. // ----------------------------------------------------------------------------
  6. // Problems or questions? Contact me at #christf2 on QuakeNet.
  7. // ----------------------------------------------------------------------------
  8. // Launch options:
  9. // IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
  10. //
  11. // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
  12. // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
  13. // ----------------------------------------------------------------------------
  14.  
  15. // ----------------------------------------------------------------------------
  16. // FPS cap
  17. // ----------------------------------------------------------------------------
  18. // The primary benefit of an FPS cap is to make the FPS more stable, other than
  19. // that, it doesn't do a lot. A moderate, consistent framerate is much more
  20. // desirable than a variable but sometimes high framerate. A common
  21. // misconception is that if any more frames are generated than your monitor can
  22. // display, they are useless. This is wrong -- frames are used for much more
  23. // than mere display, and affect the way the game feels well past your
  24. // refresh rate.
  25. //
  26. // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
  27. // any case, or the discrepancy between clientside frame generation and frames
  28. // to be sent to the server will no doubt cause you many a headache, especially
  29. // when it comes down to hit registration. Other than that, I recommend
  30. // for everyone to use the value `132' (2*66), as long as you can generally
  31. // keep that value stable without regular drops.
  32. // ----------------------------------------------------------------------------
  33. //cl_showfps 1 // Show unsmoothed FPS meter
  34. //fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  35. fps_max 0
  36.  
  37. // ----------------------------------------------------------------------------
  38. // Net settings
  39. // ----------------------------------------------------------------------------
  40. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  41. // are a fact of life in competitive TF2, and as such, they are included here.
  42. //
  43. // A common question I am asked -- what defines whether a good connection is
  44. // good or bad? Mostly personal preference. If you're not willing to make the
  45. // choice, try both and see which is better for you.
  46. //
  47. // Generally, meeting both of the following conditions would classify it as a
  48. // good connection:
  49. //
  50. // - Ping of <80 to the average server you join
  51. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  52. //
  53. // There's some pretty good documentation on this here:
  54. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  55. //
  56. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  57. // ----------------------------------------------------------------------------
  58.  
  59. // LAN
  60. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  61. //cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
  62. // the minimum available.
  63. //cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  64. //cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events.
  65. //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  66. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  67. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  68. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  69. //rate 60000 // Max bytes/sec the host can receive data.
  70.  
  71. // Good connection
  72. //cl_cmdrate 66 // Number of command pakets sent to the server per second.
  73. //cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  74. //cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  75. //cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  76. //cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  77. //cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  78. //cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  79. //cl_updaterate 66 // Number of packets per second you are requesting from the server.
  80. //rate 60000 // Max bytes/sec the host can receive data.
  81.  
  82. // Bad connection
  83. // cl_cmdrate 66 // Number of command pakets sent to the server per second.
  84. // cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
  85. // cl_interp_ratio 2 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  86. cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
  87. cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
  88. cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
  89. cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
  90. // cl_updaterate 40 // Number of packets per second you are requesting from the server.
  91. // rate 60000 // Max bytes/sec the host can receive data.
  92.  
  93. // Spy settings
  94. cl_updaterate 67 // Number of packets per second you are requesting from the server.
  95. cl_cmdrate 67 // Number of command pakets sent to the server per second.
  96. cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  97. cl_interp .03 // Interpolate x seconds from game (0.02 = 20ms)
  98. rate 100000 // Max bytes/sec the host can receive data.
  99.  
  100. // ----------------------------------------------------------------------------
  101. // Sprays
  102. // ----------------------------------------------------------------------------
  103. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  104. // anyway, so if you play competitive TF2, this won't help you.
  105. // ----------------------------------------------------------------------------
  106.  
  107. // Disable sprays
  108. cl_playerspraydisable 1
  109. r_spray_lifetime 0
  110.  
  111. // Enable sprays -- uncomment this section if you want these settings
  112. //cl_playerspraydisable 0
  113. //r_spray_lifetime 2
  114.  
  115. // ----------------------------------------------------------------------------
  116. // Shadows
  117. // ----------------------------------------------------------------------------
  118.  
  119. // Disable shadows
  120. mat_shadowstate 0
  121. r_shadowmaxrendered 0
  122. r_shadowrendertotexture 0
  123. r_shadows 0
  124.  
  125. // Enable shadows -- uncomment this section if you want these settings
  126. //mat_shadowstate 1
  127. //r_shadowmaxrendered 11
  128. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  129. // competitive TF2 players to see opponents standing
  130. // near the other side of a wall. You may see some
  131. // performance loss from setting this to `1'.
  132. //r_shadows 1
  133.  
  134. // ----------------------------------------------------------------------------
  135. // Facial features
  136. // ----------------------------------------------------------------------------
  137.  
  138. // Disable facial features
  139. r_eyes 0
  140. r_flex 0
  141. r_lod 2
  142. r_rootlod 2
  143. r_teeth 0
  144.  
  145. // Enable facial features -- uncomment this section if you want these settings
  146. //r_eyes 1
  147. //r_flex 1
  148. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  149. //r_rootlod 1
  150. //r_teeth 1
  151.  
  152. // ----------------------------------------------------------------------------
  153. // Ragdolls
  154. // ----------------------------------------------------------------------------
  155. // You will have reduced performance on deaths which produce ragdolls.
  156. // ----------------------------------------------------------------------------
  157.  
  158. // Disable ragdolls
  159. cl_ragdoll_fade_time 0
  160. cl_ragdoll_forcefade 1
  161. cl_ragdoll_physics_enable 0
  162. g_ragdoll_fadespeed 0
  163. g_ragdoll_lvfadespeed 0
  164. ragdoll_sleepaftertime 0
  165.  
  166. // Enable ragdolls -- uncomment this section if you want these settings
  167. //cl_ragdoll_fade_time 15
  168. //cl_ragdoll_forcefade 0
  169. //cl_ragdoll_physics_enable 1
  170. //g_ragdoll_fadespeed 600
  171. //g_ragdoll_lvfadespeed 100
  172. //ragdoll_sleepaftertime "5.0f"
  173.  
  174. // ----------------------------------------------------------------------------
  175. // Gibs
  176. // ----------------------------------------------------------------------------
  177. // You will have reduced performance on deaths which produce gibs.
  178. // ----------------------------------------------------------------------------
  179.  
  180. // Disable gibs
  181. cl_phys_props_enable 0
  182. cl_phys_props_max 0
  183. props_break_max_pieces 0
  184. r_propsmaxdist 1
  185. violence_agibs 0
  186. violence_hgibs 0
  187.  
  188. // Enable gibs -- uncomment this section if you want these settings
  189. //cl_phys_props_enable 1
  190. //cl_phys_props_max 128
  191. //props_break_max_pieces -1
  192. //r_propsmaxdist 1000
  193. //violence_agibs 1
  194. //violence_hgibs 1
  195.  
  196. // ----------------------------------------------------------------------------
  197. // Graphical
  198. // ----------------------------------------------------------------------------
  199. // Now we come to the main brunt of the config. You probably don't want to mess
  200. // with this.
  201. // ----------------------------------------------------------------------------
  202. cl_detaildist 0
  203. cl_detailfade 0
  204. cl_drawmonitors 0
  205. cl_ejectbrass 0
  206. cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
  207. cl_new_impact_effects 0
  208. cl_show_splashes 0
  209. //func_break_max_pieces 3 //line 437
  210. glow_outline_effect_enable 0 // Cart glow effect.
  211. lod_transitiondist 0
  212. mat_antialias 0
  213. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  214. // a strange `shine' effect to appear on all players.
  215. mat_colcorrection_disableentities 1
  216. mat_colorcorrection 0
  217. mat_disable_bloom 1
  218. mat_disable_fancy_blending 1
  219. mat_disable_lightwarp 1
  220. mat_envmapsize 8
  221. //mat_envmaptgasize 0 //line 438
  222. mat_filterlightmaps 0
  223. mat_filtertextures 0
  224. mat_forceaniso 0 //line 439
  225. mat_hdr_level 0
  226. mat_max_worldmesh_vertices 512
  227. //mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 440
  228. // to get it darker. Only works in fullscreen.
  229. mat_motion_blur_enabled 0
  230. mat_parallaxmap 0
  231. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  232. // at a range from -1 to 2, -1 being the best quality, 2 being the
  233. // worst.
  234. mat_reducefillrate 1
  235. mat_reduceparticles 1
  236. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  237. // non-shiny, and will remove some specular effects from in-game
  238. // entities which support it. Setting this to 1 on dx8 will
  239. // result in some strange `fire' textures replacing their
  240. // appropriate counterparts, especially on medals, and certain
  241. // hats.
  242. mat_trilinear 0
  243. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  244. mat_viewportupscale 1
  245. mat_wateroverlaysize 1
  246. //mp_decals 1 // `9' is a good value to still see the spread pattern from a
  247. // scattergun without any real performance loss.
  248. r_3dsky 0
  249. r_ambientboost 0
  250. r_ambientfactor 0
  251. r_ambientmin 0
  252. r_avglight 0
  253. //r_cheapwaterend 1 //line 441
  254. r_cheapwaterstart 1
  255. r_decals 1
  256. r_decalstaticprops 0
  257. //r_decal_cullsize 15
  258. r_drawdetailprops 0
  259. r_drawmodeldecals 0
  260. r_drawflecks 0
  261. r_dynamic 0
  262. r_flashlightdepthtexture 0
  263. r_forcewaterleaf 1
  264. r_lightaverage 0
  265. //r_maxnewsamples 2 //line 442
  266. //r_maxsampledist 1 //line 443
  267. //r_propsmaxdist 0
  268. r_renderoverlayfragment 0
  269. r_staticprop_lod 4
  270. r_waterdrawreflection 0
  271. r_waterdrawrefraction 0
  272. r_waterforceexpensive 0
  273. r_waterforcereflectentities 0
  274. rope_averagelight 0
  275. rope_collide 0
  276. rope_rendersolid 0
  277. rope_shake 0
  278. rope_smooth 0
  279. rope_subdiv 0
  280. rope_wind_dist 0
  281. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  282. // it, for example, setting this to `1'
  283. // disables rain effects on *_sawmill.
  284. tracer_extra 0
  285. violence_ablood 1
  286. violence_hblood 1
  287.  
  288. // ----------------------------------------------------------------------------
  289. // Misc
  290. // ----------------------------------------------------------------------------
  291. in_usekeyboardsampletime 0
  292. mat_clipz 1 // FX card users should set this to 0
  293. mat_forcehardwaresync 0
  294. mat_levelflush 1
  295. m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  296. // silly incompatibility with the Xfire overlay. You should use
  297. // it if you can!
  298. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  299. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  300. // performed on the GPU (as opposed to on the CPU). The
  301. // value `-1' autodetects hardware support for this
  302. // feature, which is safer than forcing it.
  303.  
  304. // ----------------------------------------------------------------------------
  305. // Sound
  306. // ----------------------------------------------------------------------------
  307. // I'd be hesitant to say that you would see a great deal of performance
  308. // improvement from lowering the sound quality, but in my experience as a
  309. // competitive TF2 player, lowering the sound quality makes determination of
  310. // directionality and distance that much easier. You may see a small FPS gain
  311. // with these settings, or you may not, either way will likely have a
  312. // negligible effect on performance.
  313. // ----------------------------------------------------------------------------
  314. dsp_enhance_stereo 0
  315. dsp_slow_cpu 1
  316. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  317. // helpful in the past, as it seems to (for whatever
  318. // reason) reduce the number of TDRs experienced during
  319. // gameplay. There's some pretty good information on
  320. // TDRs (nerds only) here:
  321. // http://forums.nvidia.com/index.php?showtopic=65161
  322. snd_pitchquality 0
  323. snd_spatialize_roundrobin 1
  324.  
  325. // ----------------------------------------------------------------------------
  326. // Threading
  327. // ----------------------------------------------------------------------------
  328. //mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  329. // defines the threading method to be used by the material
  330. // system. It has been unstable to use in the past, but
  331. // nowadays it's generally okay.
  332. //
  333. // Here are the possible values:
  334. // -2 legacy default
  335. // -1 default
  336. // 0 synchronous single thread
  337. // 1 queued single thread
  338. // 2 queued multithreaded
  339. //
  340. // If you have problems with the value `2', try setting it to
  341. // `-1'.
  342. //
  343. // As an aside, there are quite a few bugs in the demo system
  344. // that occur when mat_queue_mode is set to a value that is
  345. // not `-1'. If you intend to do work with the demo system,
  346. // maybe you should change this.
  347.  
  348. cl_threaded_bone_setup 0
  349. cl_threaded_client_leaf_system 0
  350. r_queued_decals 0
  351. //r_queued_ropes 1
  352. //r_queued_post_processing 1 //line 444
  353. //r_threaded_client_shadow_manager 0 //line 445
  354. //r_threaded_particles 0 //line 446
  355. //r_threaded_renderables 1 //line 447
  356.  
  357. // ----------------------------------------------------------------------------
  358. // Misc
  359. // ----------------------------------------------------------------------------
  360. cl_forcepreload 1 // Force preloading
  361.  
  362. // ----------------------------------------------------------------------------
  363. // M0re's FPS Config
  364. // ----------------------------------------------------------------------------
  365. mat_mipmaptextures "1" // texture quality decreases with distance
  366. mat_bufferprimitives "1"
  367. mat_compressedtextures "1"
  368. mat_debugdepthval "0"
  369. mat_debugdepthvalmax "0"
  370. mat_hdr_enabled "0"
  371. mat_use_compressed_hdr_textures "1"
  372. mat_aaquality "0"
  373. mat_softwarelighting "0"
  374. mat_autoexposure_max "0"
  375. mat_autoexposure_min "0"
  376. mat_bloomscale "0"
  377. mat_bloom_scalefactor_scalar "0"
  378. mat_disable_ps_patch "1"
  379. mat_fastspecular "1"
  380. mat_fastnobump "0"
  381. mat_forcemanagedtextureintohardware "0"
  382. mat_framebuffercopyoverlaysize "0"
  383. mat_diffuse "1"
  384. mat_software_aa_blur_one_pixel_lines "0"
  385. mat_software_aa_strength "0"
  386. mat_software_aa_strength_vgui "0"
  387. mat_software_aa_tap_offset "0"
  388. mat_alphacoverage "0"
  389. mat_non_hdr_bloom_scalefactor "0"
  390. mat_maxframelatency "0"
  391. snd_mixahead "0.1"
  392. dsp_volume "1"
  393. dsp_spatial "40"
  394. dsp_speaker "50"
  395. dsp_water "14
  396. soundscape_flush "1" // Flushes the server & client side soundscapes
  397. r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
  398. r_dopixelvisibility "0"
  399. r_PhysPropStaticLighting "0"
  400. r_occlusion "1" // Activate/deactivate the occlusion system.
  401. r_worldlights "0" // number of world lights to use per vertex
  402. r_3dnow "0" // Enable/disable 3DNow code
  403. r_sse2 "1" // Enable/disable SSE2 code
  404. r_ropetranslucent "0"
  405. r_drawbatchdecals "0"
  406. r_hunkalloclightmaps "0"
  407. r_maxdlights "0"
  408. r_maxmodeldecal "0"
  409. r_minnewsamples "0"
  410. r_bloomtintg "0"
  411. r_bloomtintb "0"
  412. r_bloomtintexponent "0"
  413. r_bloomtintr "0"
  414. r_lightcache_zbuffercache "0"
  415. cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
  416. cl_muzzleflash_dlight_1st "0"
  417. cl_predictweapons "1"
  418. cl_predict "1"
  419. tf_playergib "0"
  420. cl_showhelp "0"
  421. cl_showpluginmessages "0" // Allow plugins to display messages to you
  422. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
  423. cl_debugrumble "0" // Turn on rumble debugging spew
  424. cl_ragdoll_collide "0"
  425. rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
  426. sv_forcepreload "1" // forces preload to help increase performance
  427. jpeg_quality "100" // jpeg screenshot quality.
  428. commentary "0" // desired commentary mode state
  429. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
  430. prop_active_gib_limit "0"
  431. showhitlocation "1"
  432. gl_clear "0"
  433. muzzleflash_light "0"
  434. overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
  435. adsp_debug "0"
  436. //mp_usehwmmodels "0"
  437. //mp_usehwmvcds "0"
  438.  
  439. // -----------------
  440. // Stabby's commands
  441. // -----------------
  442.  
  443. mat_disablephong "1"
  444. cl_software_cursor "1"
  445. m_customaccel_exponent "0"
  446. m_customaccel_max "0"
  447. m_customaccel_scale "0"
  448. m_forward "1"
  449. m_mousespeed "1"
  450. nb_shadow_dist "0"
  451. r_eyegloss "0"
  452. r_eyemove "0"
  453. r_eyeshift_x "0"
  454. r_eyeshift_y "0"
  455. r_eyeshift_z "0"
  456. r_eyesize "0"
  457. blink_duration "0"
  458. r_ragdoll_pronecheck_distance
  459. mat_software_aa_quality "0"
  460. mat_software_aa_edge_threshold "9"
  461. host_thread_mode "1"
  462. studio_queue_mode "1"
  463. rope_smooth_maxalpha "0"
  464. rope_smooth_maxalphawidth "0"
  465. rope_smooth_minalpha "0"
  466. rope_smooth_minwidth "0"
  467.  
  468. // ---------------
  469. // Cal's commands
  470. // ---------------
  471.  
  472. mat_phong 0
  473. m_filter "0"
  474. m_customaccel "0"
  475. m_mouseaccel1 "0"
  476. m_mouseaccel2 "0"
  477.  
  478. // -------------------------------------------------------------------
  479. // Optional variations (uncomment these and comment the other option found above)
  480. // -------------------------------------------------------------------
  481.  
  482. func_break_max_pieces "0" //line 202
  483. mat_envmaptgasize "8" // Line 214
  484. //mat_forceaniso "1" // Line 217
  485. mat_monitorgamma "2.0" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD) //line 220
  486. r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water) //Line 246
  487. r_maxnewsamples "2" //Line 258
  488. r_maxsampledist "1" //Line 259
  489. r_queued_post_processing "0" // Line 345
  490. r_threaded_client_shadow_manager "1" // Line 346
  491. r_threaded_particles "1" // Line 347
  492. r_threaded_renderables "0" // Line 348
  493. mp_decals "200" // Line 246
  494. r_decal_cullsize "5" // Line 257
  495. mat_queue_mode "1" //Line 328
  496. mp_usehwmvcds "-1" //Line 437
  497. mp_usehwmmodels "-1 //Line 436
  498. r_queued_ropes "0" //Line 351
  499.  
  500. // ----------------------------------------------------------------------------
  501. // Print to console
  502. // ----------------------------------------------------------------------------
  503. clear
  504. echo "-------------------------------------------------------"
  505. echo " Cal's Mixture of "
  506. echo " Chris' Maxframes Config, "
  507. echo " M0re's Highframes Config, "
  508. echo " and "
  509. echo " Stabby's FPS Config "
  510. echo " loaded "
  511. echo " SUCCESSFULLY! "
  512. echo "-------------------------------------------------------"
  513. echo "Chris' FPS Configs: http://fakkelbrigade.eu/chris/configs/"
  514. echo "M0re's Highframes Config: http://m.gamefaqs.com/boards/437678-team-fortress-2/53044464"
  515. echo "Stabby's FPS Config: http://pastebin.com/GWqDFVtE"
  516. echo "Cal's Public Steam Forums Profile: http://forums.steampowered.com/forums/member.php?u=1477024"
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