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gameinfo

Feb 16th, 2026
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  1. "GameInfo"
  2. {
  3. game "citadel"
  4. title "Citadel"
  5. type multiplayer_only
  6. nomodels 1
  7. nohimodel 1
  8. nocrosshair 0
  9. hidden_maps
  10. {
  11. "test_speakers" 1
  12. "test_hardware" 1
  13. }
  14. nodegraph 0
  15. perfwizard 0
  16. tonemapping 0
  17. GameData "citadel.fgd"
  18.  
  19. Localize
  20. {
  21. DuplicateTokensAssert 1
  22. }
  23. FileSystem
  24. {
  25. //
  26. // The code that loads this file automatically does a few things here:
  27. //
  28. // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  29. // 2. For each "Game" search path, it adds another "Game" path in front of it with _<language> at the end.
  30. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  31. // 3. If no "Mod" key, for the first "Game" search path, it adds a search path called "MOD".
  32. // 4. If no "Write" key, for the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  33. //
  34.  
  35. //
  36. // Search paths are relative to the exe directory\..\
  37. //
  38.  
  39.  
  40.  
  41.  
  42.  
  43.  
  44.  
  45.  
  46.  
  47.  
  48.  
  49.  
  50.  
  51. // Deadlock Mod Manager - Start
  52.  
  53. SearchPaths
  54. {
  55. Game citadel/addons
  56. Mod citadel
  57. Write citadel
  58. Game citadel
  59. Mod core
  60. Write core
  61. Game core
  62. }
  63. // Deadlock Mod Manager - End
  64. }
  65.  
  66. MaterialSystem2
  67. {
  68. RenderModes
  69. {
  70. game Default
  71. game Forward
  72. game Deferred
  73. game Outline
  74. game Depth
  75. game FrontDepth
  76.  
  77. dev ToolsVis // Visualization modes for all shaders (lighting only, normal maps only, etc.)
  78. dev ToolsWireframe // This should use the ToolsVis mode above instead of being its own mode\
  79.  
  80. tools ToolsUtil // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid
  81. }
  82. }
  83.  
  84. MaterialEditor
  85. {
  86. "DefaultShader" "environment_texture_set"
  87. }
  88.  
  89. NetworkSystem
  90. {
  91. BetaUniverse
  92. {
  93. FakeLag 40
  94. FakeLoss .1
  95. //FakeReorderPct 0.05
  96. //FakeReorderDelay 10
  97. //FakeJitter "low"
  98. // Turning off fake jitter for now while I work on making the CQ totally solid
  99. FakeReorderPct 0
  100. FakeReorderDelay 0
  101. FakeJitter "off"
  102. }
  103.  
  104. "SkipRedundantChangeCallbacks" "1"
  105. }
  106.  
  107. RenderSystem
  108. {
  109. IndexBufferPoolSizeMB 32
  110. UseReverseDepth 1
  111. Use32BitDepthBuffer 0
  112. Use32BitDepthBufferWithoutStencil 0
  113. SwapChainSampleableDepth 1
  114. VulkanMutableSwapchain 1
  115. "LowLatency" "1"
  116. "VulkanOnly" "1" [ $LINUX || $OSX ] // No OpenGL or D3D9/11 fallback on Linux or OSX, only Vulkan is supported.
  117. "VulkanRequireSubgroupWaveOpSupport" "1" [ !$OSX ]
  118. "VulkanRequireDescriptorIndexing" "1" [ !$OSX ]
  119. "VulkanSteamShaderCache" "1"
  120. "VulkanSteamAppShaderCache" "1"
  121. "VulkanSteamDownloadedShaderCache" "1"
  122. "VulkanAdditionalShaderCache" "vulkan_shader_cache.foz"
  123. "VulkanStagingPMBSizeLimitMB" "384"
  124. "GraphicsPipelineLibrary" "1"
  125. "VulkanOnlyTestProbability" "0"
  126. "VulkanDefrag" "1"
  127. "MinStreamingPoolSizeMB" "1024"
  128. "MinStreamingPoolSizeMBTools" "2048"
  129. }
  130.  
  131. NVNGX
  132. {
  133. AppID 103371621
  134. SupportsDLSS 1
  135. }
  136.  
  137. Engine2
  138. {
  139. HasModAppSystems 1
  140. Capable64Bit 1
  141. URLName citadel
  142. RenderingPipeline
  143. {
  144. SupportsMSAA 0
  145. DistanceField 1
  146. }
  147. PauseSinglePlayerOnGameOverlay 1
  148. DefensiveConCommands 1
  149. DisableLoadingPlaque 1
  150. }
  151.  
  152. ContentBuilder
  153. {
  154. ResourceCompilerDirectXUsesWARP "0"
  155. }
  156.  
  157. SoundSystem
  158. {
  159. SteamAudioEnabled "1"
  160. WaveDataCacheSizeMB "256"
  161. "UsePlatTime" "1"
  162. }
  163. Sounds
  164. {
  165. HierarchicalEncodingFiles "1"
  166. }
  167.  
  168. ToolsEnvironment
  169. {
  170. "Engine" "Source 2"
  171. "ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
  172. }
  173.  
  174. pulse
  175. {
  176. "pulse_enabled" "1"
  177. }
  178.  
  179. Hammer
  180. {
  181. "fgd" "citadel.fgd" // NOTE: This is relative to the 'game' path.
  182. "GameFeatureSet" "Citadel"
  183. "DefaultSolidEntity" "trigger_multiple"
  184. "DefaultPointEntity" "info_player_start"
  185. "NavMarkupEntity" "func_nav_markup"
  186. "OverlayBoxSize" "8"
  187. "TileMeshesEnabled" "1"
  188. "RenderMode" "ToolsVis"
  189. "CreateRenderClusters" "1"
  190. "DefaultMinDrawVolumeSize" "2048"
  191. "DefaultMinTrianglesPerCluster" "16384"
  192. "TileGridSupportsBlendHeight" "1"
  193. "TileGridBlendDefaultColor" "0 255 0"
  194. "LoadScriptEntities" "0"
  195. "UsesBakedLighting" "1"
  196. "UseAnalyticGrid" "0"
  197. "SupportsDisplacementMapping" "0"
  198. "SteamAudioEnabled" "1"
  199. "LatticeDeformerEnabled" "1"
  200. "ShadowAtlasWidth" "16384"
  201. "ShadowAtlasHeight" "16384"
  202. "TimeSlicedShadowMapRendering" "1"
  203. }
  204.  
  205. SoundTool
  206. {
  207. "DefaultSoundEventType" "src1_3d"
  208.  
  209. SoundEventBaseOptions
  210. {
  211. "Base.Announcer.VO.2d" ""
  212. "Base.World.VO.Emitter.3d" ""
  213. "Base.Hero.VO.Ping.2d" ""
  214. "Base.Hero.VO.2d" ""
  215. "Base.Hero.VO.3d" ""
  216. "Base.Hero.VO.Ability.3d" ""
  217. "Base.Hero.VO.Ultimate.3d" ""
  218. "Base.Hero.VO.Dash.3d" ""
  219. "Base.Hero.VO.Effort.3d" ""
  220. "Base.Hero.VO.Pain.3d" ""
  221. "Base.Hero.VO.Melee.3d" ""
  222. "Base.Hero.VO.Death.3d" ""
  223. }
  224. }
  225.  
  226. RenderPipelineAliases
  227. {
  228. }
  229.  
  230. ResourceCompiler
  231. {
  232. // Overrides of the default builders as specified in code, this controls which map builder steps
  233. // will be run when resource compiler is run for a map without specifiying any specific map builder
  234. // steps. Additionally this controls which builders are displayed in the hammer build dialog.
  235. DefaultMapBuilders
  236. {
  237. "bakedlighting" "1" // Enable lightmapping during compile time
  238. "envmap" "0" // turned off since it currently causes an assert and doesn't work due to some build issue
  239. "nav" "1" // Generate nav mesh data
  240. }
  241.  
  242. MeshCompiler
  243. {
  244. OptimizeForMeshlets 1
  245. TrianglesPerMeshlet 64 // Maximum valid value currently is 126
  246. UseMikkTSpace 1
  247. EncodeVertexBuffer 1
  248. EncodeVertexBufferVersion 1
  249. EncodeVertexBufferLevel 3
  250. EncodeIndexBuffer 1
  251. SplitDepthStream 1
  252. }
  253.  
  254. WorldRendererBuilder
  255. {
  256. VisibilityGuidedMeshClustering "1"
  257. MinimumTrianglesPerClusteredMesh "8192"
  258. MinimumVerticesPerClusteredMesh "8192"
  259. MinimumVolumePerClusteredMesh "8192" // ~20x20x20 cube
  260. MaxPrecomputedVisClusterMembership "96"
  261. MaxCullingBoundsGroups "128"
  262. UseAggregateInstances "1"
  263. AggregateInstancingMeshlets "1"
  264. BakePropsWithExtraVertexStreams "1"
  265. }
  266.  
  267. BakedLighting
  268. {
  269. Version 4
  270. ImportanceVolumeTransitionRegion 512 // distance we transition from high to low resolution charts
  271. LightmapChannels
  272. {
  273. direct_light_shadows 1
  274. debug_chart_color 1
  275. directional_irradiance_sh2_dc 1
  276.  
  277. directional_irradiance_sh2_r
  278. {
  279. CompressedFormat DXT1
  280. }
  281.  
  282. directional_irradiance_sh2_g
  283. {
  284. CompressedFormat DXT1
  285. }
  286.  
  287. directional_irradiance_sh2_b
  288. {
  289. CompressedFormat DXT1
  290. }
  291. }
  292. LightmapGutterSize 2 // For bicubic filtering
  293. UseStaticLightProbes 0
  294. LPVAtlas 1
  295. BC6HHueShiftFixup 0 // Causes more artifacts than it solves atm
  296. Repack2 1
  297. }
  298.  
  299. SteamAudio
  300. {
  301. ReverbDefaults
  302. {
  303. GridSpacing "3.0"
  304. HeightAboveFloor "1.5"
  305. RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
  306. NumRays "32768"
  307. NumBounces "64"
  308. IRDuration "1.0"
  309. AmbisonicsOrder "1"
  310. }
  311. PathingDefaults
  312. {
  313. GridSpacing "3.0"
  314. HeightAboveFloor "1.5"
  315. RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
  316. NumVisSamples "1"
  317. ProbeVisRadius "0"
  318. ProbeVisThreshold "0.1"
  319. ProbeVisPathRange "1000.0"
  320. }
  321. }
  322. SoundStackScripts
  323. {
  324. CompileStacksStrict "1"
  325. }
  326. VisBuilder
  327. {
  328. MaxVisClusters "4096"
  329. PreMergeOpenSpaceDistanceThreshold "128.0"
  330. PreMergeOpenSpaceMaxDimension "2048.0"
  331. PreMergeOpenSpaceMaxRatio "8.0"
  332. PreMergeSmallRegionsSizeThreshold "20.0"
  333. }
  334.  
  335. VDataLocalization
  336. {
  337. GameOutputPath "resource/localization/citadel_vdata"
  338. TokenPrefix "Citadel_VData_"
  339. }
  340. }
  341.  
  342. Source1Import
  343. {
  344. // this is just copied from the left4dead3 gameinfo.gi
  345. "forcevtxfileupconvert" 1
  346. }
  347.  
  348. WorldRenderer
  349. {
  350. EnvironmentMaps 1
  351. EnvironmentMapFaceSize 256
  352. EnvironmentMapRenderSize 1024
  353. EnvironmentMapFormat BC6H
  354. EnvironmentMapPreviewFormat BC6H
  355. EnvironmentMapColorSpace linear
  356. EnvironmentMapMipProcessor GGXCubeMapBlur
  357. // Build cubemaps into a cube array instead of individual cubemaps.
  358. "EnvironmentMapUseCubeArray" 1
  359. "EnvironmentMapCacheSizeTools" 300
  360. BindlessSceneObjectDesc CitadelBindlessDesc
  361. GrassCastsShadows 1
  362. }
  363.  
  364. SceneSystem
  365. {
  366. GpuLightBinner 1
  367. FogCachedShadowAtlasWidth 2048
  368. FogCachedShadowAtlasHeight 2048
  369. FogCachedShadowTileSize 128
  370. GpuLightBinnerSunLightFastPath 1
  371. CSMCascadeResolution 2048
  372. SunLightManagerCount 0
  373. SunLightManagerCountTools 0
  374. DefaultShadowTextureWidth 6144
  375. DefaultShadowTextureHeight 6144
  376. DynamicShadowResolution 1
  377.  
  378. TransformTextureRowCount 1024
  379. TransformTextureRowCountToolsMode 6144
  380. SunLightMaxCascadeSize 4
  381. SunLightShadowRenderMode Depth
  382. LayerBatchThresholdFullsort 20
  383. NonTexturedGradientFog 1
  384. // Temp till I can add support in citadel shaders
  385. DisableLateAllocatedTransformBuffer 1
  386. MinimumLateAllocatedVertexCacheBufferSizeMB 64
  387. CubemapFog 1
  388. VolumetricFog 1
  389. FrameBufferCopyFormat R11G11B10F
  390. Tonemapping 0
  391.  
  392. WellKnownLightCookies
  393. {
  394. "blank" "materials/effects/lightcookies/blank.vtex"
  395. "flashlight" "materials/effects/lightcookies/flashlight.vtex"
  396. }
  397.  
  398. ComputeShaderSkinning 1
  399. }
  400.  
  401. NavSystem
  402. {
  403. "NavTileSize" "128.0"
  404. "NavCellSize" "1.5"
  405. "NavCellHeight" "2.0"
  406.  
  407. // Hull definitions live in scripts/nav_hulls.vdata
  408. // Preset definitions live in scripts/nav_hulls_presets.vdata
  409. "NavHullsPreset" "default"
  410.  
  411. "NavRegionMinSize" "8"
  412. "NavRegionMergeSize" "20"
  413. "NavEdgeMaxLen" "1200"
  414. "NavEdgeMaxError" "51.0"
  415. "NavVertsPerPoly" "4"
  416. "NavDetailSampleDistance" "120.0"
  417. "NavDetailSampleMaxError" "2.0"
  418. "NavSmallAreaOnEdgeRemovalSize" "81.0"
  419. }
  420.  
  421. AnimationSystem
  422. {
  423. "DisableServerInterpCompensation" "1"
  424. "DisableAnimationScript" "1"
  425. "ServerPoseRecipeHistorySize" "60"
  426. "ClientPoseRecipeHistorySize" "60"
  427.  
  428. }
  429.  
  430. ModelDoc
  431. {
  432. "models_gamedata" "models_gamedata.fgd"
  433. "features" "animgraph;modelconfig;gamepreview;wireframe_backfaces;distancefield"
  434. }
  435.  
  436. Particles
  437. {
  438. "EnableParticleShaderFeatureBranching" "1"
  439. "Float16HDRBackBuffer" "1"
  440. "PET_SupportFadingOpaqueModels" "1"
  441. "Features" "non_homogenous_forward_layer_only"
  442. }
  443.  
  444. ConVars
  445. {
  446.  
  447. //--------------GAMEINFO CONFIG — DYSON EDITION 2026 -------------
  448. // ------------------- Updated: 27.01.2026 --------------------
  449.  
  450. // ================ SYSTEM & THREADING (СИСТЕМА И ПОТОКИ) ================
  451. // Настройки потоков вынесены вверх для приоритета
  452. host_thread_mode "1"
  453. r_threaded_particles "1"
  454. r_threaded_renderables "1"
  455. r_threaded_shadow_clip "1"
  456. cl_threaded_bone_setup "1"
  457. cl_threaded_client_leaf_system "1"
  458. cl_threaded_bvs "1"
  459. sc_layer_batch_threshold_fullsort "80"
  460. sc_cache_envmap_lpv_lookup "1"
  461. r_queued_post_processing "1"
  462. engine_no_focus_sleep "0"
  463. fps_max "0"
  464.  
  465. // ================ NETWORK (СЕТЬ) ================
  466. cl_updaterate "128"
  467. cl_cmdrate "128"
  468. cl_interp "0.03125"
  469. cl_interp_ratio "2"
  470. cl_maxpackets "256"
  471. r_buffer_size "131072"
  472. cl_predict "1"
  473. cl_predictweapons "1"
  474. cl_lagcompensation "1"
  475. cl_smooth "1"
  476. cl_smoothtime "0.01"
  477. cl_smooth_draw_debug "0"
  478. cl_resend "2"
  479. cl_resendtimeout "2"
  480. cl_resendinterval "2"
  481. net_maxcleartime "0.005"
  482. net_maxroutable "1200"
  483. net_splitpacket_maxrate "30000"
  484. cl_clock_buffer_ticks "1" // Сглаживание потери пакетов
  485.  
  486. // ================ GRAPHICS CORE (ГРАФИКА: ОСНОВА) ================
  487. gpu_level "0"
  488. cpu_level "0"
  489. mat_set_shader_quality "0"
  490. mat_queue_mode "2"
  491. r_aspectratio "1.95" // 1.75 = 80 fov | 2.15 = 90fov
  492. r_fastzreject "1"
  493. r_norefresh "1"
  494. r_dynamic "0"
  495.  
  496. // ================ SHADOWS & LIGHTING (ТЕНИ И СВЕТ) ================
  497. r_shadows "0"
  498. r_dynamic_shadows "0"
  499. r_shadow_half_resolution "1"
  500. r_shadowrendertotexture "0"
  501. r_shadowmaxrendered "0"
  502. r_shadowlod "0"
  503. r_rendersun "0"
  504. r_citadel_shadow_quality "0"
  505. r_citadel_sun_shadow_slope_scale_depth_bias "1.0"
  506. r_citadel_gpu_culling_shadows "1"
  507. cl_retire_low_priority_lights "1"
  508. r_cull_duplicate_shadows "1"
  509. r_cull_shadowcasters_using_bounds "1"
  510. csm_max_shadow_dist_override "0"
  511. r_size_cull_threshold_shadow "45"
  512. lb_enable_shadow_casting "0"
  513. lb_csm_draw_alpha_tested "0"
  514. lb_csm_draw_translucent "0"
  515. lb_barnlight_shadowmap_scale "0.5"
  516. lb_csm_cascade_size_override "1"
  517. lb_dynamic_shadow_resolution_quantization "64"
  518. lb_csm_override_staticgeo_cascades_value "0"
  519. lb_csm_receiver_plane_depth_bias "0.00002"
  520. lb_csm_receiver_plane_depth_bias_transmissive_backface "0.0002"
  521. lb_sun_csm_size_cull_threshold_texels "30"
  522. lb_dynamic_shadow_resolution_base "256"
  523. sparseshadowtree_enable_rendering "1"
  524.  
  525. // Освещение (Lighting)
  526. r_directlighting "0"
  527. r_ssao "0"
  528. r_ssao_strength "0"
  529. r_citadel_ssao_bent_normals "false"
  530. r_citadel_ssao_denoise_passes "0"
  531. r_citadel_ssao_quality "0"
  532. r_citadel_ssao_radius "0"
  533. r_citadel_ssao_thin_occluder_compensation "0"
  534. r_occlusion "1"
  535. r_occlusion_culling "1"
  536. r_light_static "0"
  537. r_lightaverage "0"
  538. r_worldlights "0"
  539. r_worldlightmin "0.0001"
  540. r_maxdlights "0"
  541. r_hunkalloclightmaps "0"
  542. r_lightmap_size_directional_irradiance "4"
  543. mat_disable_lightwarp "1"
  544. mat_disable_phong "1"
  545. mat_disable_rimlight "1"
  546.  
  547. // ================ PARTICLES(ЧАСТИЦЫ: МЫЛО) ================
  548.  
  549. r_drawparticles "1" // Обязательно ВКЛ, иначе не видно скиллов
  550.  
  551. // --- 1. ЛИМИТЫ (Чтоб консоль не орала) ---
  552. // Ставим минимум, при котором движок не захлебывается ошибками
  553. cl_particle_max_count "1500" // 64 было слишком мало. 1500 хватит на замес 6x6.
  554. cl_particle_budget "0" // 0 = Динамический бюджет (убирает ошибки переполнения)
  555. cl_particle_batch_mode "1" // Группировка частиц для снижения вызовов отрисовки
  556.  
  557. // --- 2. КАЧЕСТВО (Убиваем графику в ноль) ---
  558. r_particle_low_res_render "1" // Рендерить частицы в низком разрешении (будут квадратными)
  559. r_particle_lighting_enable "0" // Отключить освещение частиц (плоский вид)
  560. r_particle_shadows "0" // Никаких теней от дыма/огня
  561. r_particle_cables_cast_shadows "0"
  562. r_particle_max_detail_level "0" // Минимальная детализация
  563. cl_particle_fallback_base "0" // Использовать базовые (дешевые) версии эффектов
  564. cl_particle_sim_fallback_threshold_ms "5"
  565. cl_particle_fallback_multiplier "0" // Не размножать частицы
  566.  
  567. // --- 3. ОПТИМИЗАЦИЯ ВИДИМОСТИ ---
  568. // Убираем то, что далеко или слишком мелкое
  569. r_particle_max_size_cull "0" // 0 = НЕ удалять большие частицы (чтобы видеть ульты!)
  570. r_particle_radius_cull "1" // Удалять мелкий мусор
  571.  
  572. // --- 4. УБИРАЕМ СПАМ КОНСОЛИ (СИНХРОНИЗАЦИЯ) ---
  573. // Эти команды вызывали ошибки предсказания, ставим дефолт или безопасные значения
  574. r_particle_skip_update "0" // ВАЖНО: 0, иначе рассинхрон и лаги анимаций
  575. r_particle_update_rate "0" // 0 = обновлять каждый тик (стабильно)
  576. r_particle_timescale "1"
  577. r_particle_sim_spike_threshold_ms "5" // Повысили порог, чтобы не спамило варнингами
  578.  
  579. // --- 5. МУСОР ---
  580. r_RainParticleDensity "0" // Дождь выкл
  581. particle_cluster_nodraw "1"
  582. mat_reduceparticles "1" // Глобальная команда движка "уменьшить кол-во частиц"
  583.  
  584.  
  585. // ================ MODELS, LOD & CULLING (МОДЕЛИ И ДАЛЬНОСТЬ) ================
  586. r_rootlod "3" // Максимальное снижение качества моделей
  587. r_lod "3"
  588. r_size_cull_threshold "1.6"
  589. r_entity_cull_distance_multiplier "0.35"
  590. r_cullforperformance "1"
  591. r_gpu_cull "1"
  592. r_gpu_cull_models "1"
  593. r_gpu_cull_models_range "1200"
  594. r_draw_batches "0"
  595. r_model_lighting_simplified "1"
  596. cl_fasttempentcollision "20"
  597. skeleton_instance_lod_optimization "1"
  598. enable_boneflex "false"
  599. r_flex "0"
  600. r_eyes "0"
  601. r_teeth "0"
  602. r_eyegloss "0"
  603. r_eyemove "0"
  604. r_hair_ao "0"
  605. cl_disable_ragdolls "1"
  606. cl_ragdoll_limit "0" // Полное отключение рэгдоллов
  607. cl_ragdoll_fade_time "0"
  608. cl_jiggle_bone_framerate_cutoff "0" // Отключить физику костей
  609.  
  610. // ================ TEXTURES & STREAMING (ТЕКСТУРЫ) ================
  611. r_texture_streaming "1"
  612. r_texture_stream_pool_budget "256"
  613. r_texture_stream_lowres_drop_rate "6"
  614. r_texture_stream_mip_skip "1"
  615. r_texture_stream_use_only_streamable "1"
  616. r_texture_filter_textures "0"
  617. r_texturefilteringquality "0"
  618. r_texture_anisotropic "0" // Оставлено 0
  619. mat_picmip "4" // Максимально мыльные текстуры для FPS
  620. mat_mip_linear "0"
  621. mat_trilinear "0"
  622. mat_forceaniso "0"
  623. mat_reducefillrate "1"
  624. mat_enable_uber_shaders "0"
  625. mat_disable_fancy_blending "1"
  626. r_render_view_scale "0.25" // Внимательно: это рендер в 25% разрешения (очень мыльно, но много FPS)
  627.  
  628. // ================ PHYSICS, ROPES & DECALS (ФИЗИКА И МУСОР) ================
  629. cl_phys_timescale "1" // Отключить физику
  630. cl_phys_sleep_enable "true"
  631. cl_phys_props_max "0"
  632. cl_phys_props_enable "0"
  633. r_drawdecals "1"
  634. r_decals "1"
  635. r_queued_decals "0"
  636. r_drawmodeldecals "0"
  637. r_character_decal_resolution "1"
  638. r_maxmodeldecal "0"
  639. r_drawropes "0"
  640. rope_collide "0"
  641. rope_subdiv "0"
  642. rope_wind_dist "0"
  643. rope_smooth_enlarge "0"
  644. rope_smooth_maxalpha "0"
  645. rope_smooth_maxalphawidth "0"
  646. rope_smooth_minalpha "0"
  647. rope_smooth_minwidth "0"
  648. r_ropetranslucent "0"
  649. cloth_update "1"
  650. cloth_sim_on_tick "0"
  651.  
  652. // ================ ATMOSPHERE & WATER (ВОДА И НЕБО) ================
  653. r_drawskybox "0"
  654. r_draw3dskybox "0"
  655. r_monitor_3dskybox "0"
  656. r_fog_enable "0"
  657. r_enable_volume_fog "0"
  658. r_enable_gradient_fog "0"
  659. r_enable_cubemap_fog "0"
  660. r_citadel_fog_quality "0"
  661. r_waterforceexpensive "0"
  662. r_drawwater "0"
  663. r_cheapwaterstart "0"
  664. r_cheapwaterend "1"
  665. mat_disable_water "1"
  666.  
  667. // ================ POST-PROCESS & MISC (ПОСТОБРАБОТКА) ================
  668. mat_postprocess_enable "0"
  669. mat_hdr_level "0"
  670. mat_tonemapping_occlusion_use_stencil "0"
  671. mat_dynamic_tonemapping "0"
  672. mat_auto_reduce_quality "1"
  673. mat_auto_reduce_materials "1"
  674. mat_disable_bloom "1"
  675. mat_disable_bands "1"
  676. mat_disable_software_led "1"
  677. mat_disable_distortion "1"
  678. mat_disable_fancy_alpha "1"
  679. mat_force_bloom "0"
  680. mat_force_tonemap "0"
  681. mat_motion_blur_enabled "0"
  682. r_citadel_motion_blur "0"
  683. r_depth_of_field "0"
  684. r_lensflare "0"
  685. r_effects_bloom "0"
  686. r_post_bloom "0"
  687. r_screenoverlay "0"
  688. r_filmgrain "0"
  689. r_distancefield_enable "1"
  690.  
  691. // ================ ОТКЛЮЧЕНИЕ СВЕЧЕНИЯ КРИПОВ (TROOPERS) ================
  692. citadel_trooper_glow_disabled
  693. citadel_trooper_friendly_glow_disabled
  694. citadel_trooper_glow_disabled "1" // 1 = Отключить свечение вражеских крипов
  695. citadel_trooper_friendly_glow_disabled "1" // 1 = Отключить свечение своих крипов
  696. r_citadel_outlines "1" // Важно для геймплея (обводка врагов)
  697. // Дополнительно: убрать обводку через стены (X-Ray эффект)
  698. citadel_enemy_glow_enabled "0"
  699.  
  700.  
  701. // ================ GAMEPLAY & UI (ГЕЙМПЛЕЙ И ИНТЕРФЕЙС) ================
  702. r_drawtracers "1" // Трассеры включены (как просил в конце конфига)
  703. r_drawtracers_firstperson "1"
  704. cl_show_bloodspray "0"
  705. cl_show_splashes "0"
  706. cl_ejectbrass "0"
  707. cl_playerspraydisable "1"
  708. violence_hblood "0"
  709. violence_ablood "0"
  710. cl_burninggibs "0"
  711. violence_hgibs "0"
  712. violence_agibs "0"
  713. citadel_damage_indicator "0"
  714. citadel_damage_overlay "0"
  715. citadel_damage_screen_effects "0"
  716. citadel_post_damage_vignette "0"
  717. citadel_show_new_damage_feedback_numbers "0"
  718. citadel_hud_objective_health_enabled "2" // 0=Off, 1=Shrines, 2=T1/T2, 3=Barracks 0 = выключено, 1 = святилища, 2 = T1/T2, 3 = казармы
  719. citadel_boss_glow_disabled "1"
  720. citadel_hideout_ball_show_juggle_count "1"
  721. citadel_hideout_ball_show_juggle_fx "1"
  722. "citadel_unit_status_use_new" "true" // Чтобы вернуть старую полоску HP, поменяйте последнее слово true на false
  723. citadel_use_vertical_healthbars "0"
  724. panorama_disable_box_shadow "1"
  725. panorama_disable_blur "1"
  726. panorama_disable_parallax "1"
  727. panorama_disable_text_shadow "1"
  728. panorama_disable_animations "1"
  729. r_dashboard_render_quality "1"
  730.  
  731. // ================ AI & ENGINE (ИИ И ДВИЖОК) ================
  732. ai_disabled "0" // Отключает AI (работает только в локальных режимах)
  733. ai_expression_optimization "1" // Оптимизация вычислений выражений AI
  734. learning_rate "0.1" // Параметр обучения и адаптации AI
  735. think_limit "10" // Ограничение количества AI-think за тик
  736. engine_low_latency_sleep_after_client_tick "1" // Задержка после клиентского тика для снижения нагрузки
  737. engine_low_latency_sleep_after_render_tick "1" // Задержка после рендер-типа
  738. battery_saver "0" // Режим энергосбережения
  739. ik_final_fixup_enable "0" // Финальная коррекция IK костей
  740. ik_fabrik_align_chain "0" // FABRIK-выравнивание цепочек IK
  741. phys_multithreading_enabled "1" // Многопоточная обработка физики
  742. phys_show_stats "0" // Отображение статистики физики
  743. phys_visualize_traces "0" // Визуализация физических трасс
  744. phys_log_updaters "0" // Логирование обновлений физики
  745. phys_dynamic_scaling "1" // Динамическое масштабирование физики
  746. snd_occlusion_debug "0" // Отладка звуковой окклюзии
  747. snd_event_cone_debug "0" // Отладка направленности звука
  748. snd_sound_areas_debug "0" // Отладка звуковых зон
  749. soundscape_radius_debug "0" // Отладка радиусов soundscape
  750. imgui_enable "0" // Включение ImGui
  751. imgui_temp_enable "0" // Временное включение ImGui
  752. imgui_debug_draw_dashboard_window "0" // Отрисовка ImGui дашборда
  753. imgui_enable_input "0" // Ввод ImGui
  754. r_citadel_npr_outlines "0" // Контуры персонажей
  755. r_drawdevvisualizers "0" // Dev-визуализаторы рендера
  756. r_debug_precipitation "0" // Отладка осадков
  757. r_citadel_gpu_debug_draw "0" // GPU debug-отрисовка
  758. r_flashlightvisualizetrace "0" // Визуализация трасс фонаря
  759. r_flashlightlockposition "0" // Фиксация позиции фонаря
  760. show_visibility_boxes "0" // Visibility-боксы
  761. g_debug_ragdoll_visualize "0" // Визуализация ragdoll
  762. modifier_aura_debug "0" // Отладка аур и модификаторов
  763. g_ragdoll_maxcount "0" // Максимальное количество ragdoll
  764. g_ragdoll_important_maxcount "0" // Максимум важных ragdoll
  765. ragdoll_parallel_pose_control "1" // Параллельное управление позой ragdoll
  766. ragdoll_lru_debug_removal "0" // Отладка удаления ragdoll
  767. phys_powered_ragdoll_debug "0" // Отладка powered ragdoll
  768. zipline_use_new_latch "0" // Использование новой механики зиплайна
  769. animgraph_enable "1" // Система анимаций персонажей
  770. animgraph_draw_traces "0" // Трассы AnimGraph
  771. animgraph_record_all "0" // Запись данных AnimGraph
  772. citadel_bullet_tracer_recycling_enabled "1" // Повторное использование трассеров пуль
  773. citadel_bullet_log_entities_hit "0" // Лог попаданий пуль
  774. citadel_damage_text_show_effectiveness "0" // Текст эффективности урона
  775. citadel_per_weapon_per_surface_impact_effects "0" // Эффекты попаданий по поверхностям
  776. citadel_minimap_draw_fow "0" // Туман войны на миникарте
  777. citadel_minimap_show_hitboxes "0" // Хитбоксы на миникарте
  778. citadel_minimap_use_effects "0" // Эффекты миникарты
  779. citadel_minimap_use_canvas_for_neutrals "0" // Canvas нейтралов на миникарте
  780. citadel_minimap_use_canvas_for_shop "0" // Canvas магазинов на миникарте
  781. audio_relevance_debug_enabled "0" // Audio relevance debug
  782. citadel_movement_debugdraw "0" // Отладка движения
  783. citadel_player_anim_debug "0" // Отладка анимаций игрока
  784. citadel_player_debug_animgraph_movement "0" // Отладка движения AnimGraph
  785. citadel_player_glow_disabled "1" // Подсветка игроков
  786. citadel_boss_glow_disabled "1" // Подсветка боссов
  787. animgraph_enable_parallel_update "1" // Параллельное обновление AnimGraph
  788. animgraph_enable_parallel_preupdate "1" // Параллельный pre-update AnimGraph
  789. animgraph_enable_parallel_op_evaluation "1" // Параллельная обработка операций AnimGraph
  790. citadel_ag2_controller_parallel_update_enabled "1" // Параллельное обновление AG2 контроллера
  791. g_ragdoll_fadespeed "999" // Скорость исчезновения ragdoll
  792. g_ragdoll_lifetime "0" // Время жизни ragdoll
  793.  
  794. // ================ INPUT (ВВОД) ================
  795. m_rawinput "1"
  796. cl_input_enable_raw_keyboard "1"
  797. m_filter "0"
  798. input_virtualization_block_mouse "1"
  799.  
  800. // Очистка памяти
  801. r_pipeline_stats_present_flush "0"
  802. r_pipeline_stats_command_flush "0"
  803.  
  804. // --------------- END OF CONFIG — DYSON EDITION 2026 ---------------
  805.  
  806.  
  807.  
  808.  
  809. "rate"
  810. {
  811. "min" "98304"
  812. "default" "786432"
  813. "max" "1000000"
  814. }
  815. "sv_minrate" "98304"
  816. "sv_maxunlag" "0.500"
  817. "sv_maxunlag_player" "0.200"
  818. "sv_lagcomp_filterbyviewangle" "false"
  819.  
  820. // Spew warning when adding/removing classes to/from the top of the hierarchy
  821. "panorama_classes_perf_warning_threshold_ms" "0.75"
  822.  
  823. // Panorama - enable minidumps on JS exceptions
  824. "panorama_js_minidumps" "1"
  825. // Enable the render target cache optimization.
  826. "panorama_disable_render_target_cache" "0"
  827.  
  828. // Enable the composition layer optimization
  829. "panorama_skip_composition_layer_content_paint" "1"
  830.  
  831. // too expensive (500MB+) to load this
  832. "snd_steamaudio_load_reverb_data" "0"
  833. "snd_steamaudio_load_pathing_data" "0"
  834.  
  835. // Steam Audio project specific convars
  836. "snd_steamaudio_enable_custom_hrtf" "0"
  837. "snd_steamaudio_active_hrtf" "0"
  838. "snd_steamaudio_reverb_update_rate" "10.0"
  839. "snd_steamaudio_ir_duration" "1.0"
  840. "snd_steamaudio_enable_pathing" "0"
  841. "snd_steamaudio_invalid_path_length" "0.0"
  842. "cl_disconnect_soundevent" "citadel.convar.stop_all_game_layer_soundevents"
  843. "snd_event_browser_default_stack" "citadel_default_3d"
  844.  
  845. // voip
  846. "voice_in_process" "1"
  847.  
  848. // Sound debugging
  849. "snd_report_audio_nan" "1"
  850.  
  851. // Audio system settings
  852. "snd_sos_max_event_base_depth" "10"
  853. "sos_use_guid_filter" "1"
  854.  
  855. "voice_always_sample_mic"
  856. {
  857. "version" "2"
  858. "default" "0"
  859. }
  860.  
  861. "reset_voice_on_input_stallout" "0"
  862. "voice_input_stallout" "0.5"
  863. "cl_usesocketsforloopback" "1"
  864. "cl_poll_network_early" "0"
  865.  
  866. // For perf reasons, since we don't use source-based DSP:
  867. "disable_source_soundscape_trace" "1"
  868.  
  869. // Networking - Induced latency (pred offset)
  870. "cl_tickpacket_recvmargin_desired" "5" // 5 ms base, min. floor for protecting against thrashing the queue
  871. "cl_tickpacket_desired_queuelength" "0" // 0 = attempt to always reach the queue's min floor
  872. "cl_async_usercmd_send_disabled_recvmargin_min" "0.5" // Additional frame since we do not use the async usercmd send (potentially unneccessary)
  873. "cl_clock_buffer_ticks" "1"
  874. "cl_interp_ratio" "0"
  875. "cl_async_usercmd_send" "false"
  876.  
  877. "fps_max" "400"
  878. "fps_max_ui" "120"
  879.  
  880. "in_button_double_press_window" "0.3"
  881.  
  882. // Convars that control spatialization of UI audio.
  883. "snd_ui_positional" "1"
  884. "snd_ui_spatialization_spread" "2.4"
  885.  
  886. // sound volume rate change limiting
  887. "snd_envelope_rate" "100.0"
  888. "snd_soundmixer_update_maximum_frame_rate" "0"
  889.  
  890. //don't let people mess with speaker config settings.
  891. "speaker_config"
  892. {
  893. "min" "0"
  894. "default" "0"
  895. "max" "2"
  896. }
  897.  
  898. "cq_buffer_bloat_msecs_max" "120"
  899.  
  900. "snd_soundmixer" "Default_Mix"
  901. "cloth_filter_transform_stateless" "0"
  902.  
  903. "cl_joystick_enabled" "0"
  904. "panorama_joystick_enabled" "0"
  905.  
  906. "snd_event_browser_focus_events" "true"
  907.  
  908. "cl_max_particle_pvs_aabb_edge_length" "100"
  909.  
  910. // Allow aggregation of particles (for perf)
  911. "cl_aggregate_particles" "true"
  912.  
  913. "citadel_enable_vdata_sound_preload" "true"
  914. }
  915.  
  916. Memory
  917. {
  918. "EstimatedMaxCPUMemUsageMB" "1"
  919. "EstimatedMinGPUMemUsageMB" "1"
  920.  
  921. "ShowInsufficientPageFileMessageBox" "1"
  922. "ShowLowAvailableVirtualMemoryMessageBox" "1"
  923. }
  924. }
  925.  
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