Created
May 13, 2017 14:12
-
-
Save mastercoms/1da43d6303ec11012fca7a8b4db705b5 to your computer and use it in GitHub Desktop.
tf2cfg3 beta3
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// ~~~~ Mastercoms's TF2 Config ~~~~ | |
// --- Network --- | |
// send to server at this many times per second | |
cl_cmdrate 66 | |
// get from server at this many times per second | |
cl_updaterate 66 | |
// reduce delay between entity interpolation to minimum, | |
// set to 2 for some room for error | |
cl_interp_ratio 1 | |
// adjust delay between interpolating entities, set to 0 to use interp ratio | |
cl_interp 0 | |
// smooth out entities to their new position after a prediction error | |
// prediction errors are often large and making entities jump instantly | |
// to their correct location is disorienting and makes it harder for you | |
// the server will still accept hits on an entity that is being smoothed, | |
// so there isn't much benefit to turning this off | |
cl_smooth 1 | |
// time over which to smooth entities | |
cl_smoothtime 0.15 | |
// server times out players after 65 seconds | |
// so why not wait until the server kicks you out? | |
cl_timeout 65 | |
// compress packets save bytes, at the cost of | |
// extra cpu usage. if you have a fast enough network, | |
net_compresspackets 0 | |
// how many packets we can split per frame | |
net_splitrate 3 | |
// scaled rate for how many packets we are sending | |
// each packet can be a max size of 1260 bytes | |
// we can send up to 132 packets per second | |
rate 167580 | |
// packet level ping control | |
net_maxcleartime 1.0 | |
net_maxpacketdrop 660 | |
// allow for split packets at the higher rate | |
net_splitpacket_maxrate 167581 | |
// max out file upload size | |
net_maxfilesize 64 | |
// always thread packets on a separate thread. | |
// very demanding of your computer, and the network system | |
//net_queued_packet_thread 581304 | |
// --- Render --- | |
// -- Threading | |
// These settings will boost your performance on a 4 core CPU | |
// loop through the leaf asynchronously | |
cl_threaded_client_leaf_system 1 | |
// matsys queue in multithreaded mode | |
mat_queue_mode 2 | |
// use a threaded game logic loop | |
host_thread_mode 1 | |
// do some rendering on a separate thread. rarely buggy. | |
r_threaded_renderables 1 | |
// queue decals to matsys | |
// queuing decals also allows for batched decals | |
r_queued_decals 1 | |
// usually doesn't render a texture for post processing effects, due to timing | |
// issues. better to disable it by default. it might work for your driver. | |
//r_queued_post_processing 1 | |
// -- Optimization | |
// These settings don't affect quality that much and improve performance | |
// don't do smoothing on ropes | |
rope_smooth 0 | |
// don't do memory flushes | |
host_flush_threshold 0 | |
// don't try pixelvis, which is used for halos and pretty lights | |
r_dopixelvisibility 0 | |
// don't use pixelvis in rendering | |
r_drawpixelvisibility 0 | |
// don't use a costly precise pixelvis algorithm | |
r_pixelvisibility_partial 0 | |
// don't store a useless frame time variable | |
r_norefresh 1 | |
// force using occluders | |
r_occludermincount 2 | |
// autodetect is broken for fast z rejects, so make it available. | |
// if it's not supported, it just won't be used | |
r_fastzreject 1 | |
// renders textures dynamically | |
// but it's very buggy and flashes textures most of the time | |
//disp_dynamic 1 | |
// use optimized fog rendering | |
fast_fogvolume 1 | |
// -- Anti Aliasing | |
// don't do software based AA | |
mat_software_aa_strength 0 | |
// don't do software based AA on the HUD | |
mat_software_aa_strength_vgui 0 | |
// don't do software based AA | |
mat_software_aa_blur_one_pixel_lines 0 | |
// don't limit performance when the engine is not focused. | |
// the focus detection can be buggy on some systems and may | |
// throttle your game, without you knowing | |
engine_no_focus_sleep 0 | |
// see more of the battlefield. more to render. decrease for ABSOLUTE POTATOS | |
fov_desired 90 | |
// prevent a memory leak with fps_max by setting to 240 | |
fps_max 240 | |
// don't do the costly "xray" outline | |
//glow_outline_effect_enable 0 | |
lod_TransitionDist -5000 | |
mp_usehwmodels -1 | |
mp_usehwvcds -1 | |
muzzleflash_light 0 | |
tracer_extra 0 // don't add extra fluff to bullet lines | |
// -- Lighting -- | |
r_ambientmin 0.35 // tweak lighting a bit to be realistic, no performance impact | |
r_rimlight 0 // disable that weird light around model edges, slightly better perf and better looks | |
r_lightaverage 0 // don't do this inefficient high cost lighting job that is barely noticeable | |
r_maxdlights 16 // reduce maximum dynamic lights that can be active in a frame | |
// TF2 won't hit this limit often | |
r_worldlightmin 0.0008 // don't render insignificant lighting | |
r_worldlights 2 // max lights applied to a vertex. 2 is a boost from the default 4 | |
// and isn't a noticeable drop in quality | |
// -- Particles -- | |
// do particles on a separate thread | |
r_threaded_particles 1 | |
// if the thread pool is not available, use this many cores for particle jobs | |
particle_sim_alt_cores 3 | |
// batch particles with best mode | |
cl_particle_batch_mode 2 | |
// reduce particles, but it only helps a little bit because | |
// the real performance impact comes from creating particle system | |
mat_reduceparticles 1 | |
// use the new particle system for creating new particles | |
cl_new_impact_effects 1 | |
// don't create particle systems when things hit surfaces, perf and distracting | |
r_drawflecks 0 | |
// --- Animations --- | |
// threshold for expression optimization (0.152 = 1/66) | |
ai_expression_frametime 0.0152 | |
// enable expression optimization | |
ai_expression_optimization 1 | |
// disable 3-way animation blending | |
anim_3wayblend 0 | |
// duration of an eye blink (do not set to 0, or else TF2 will divide by 0) | |
blink_duration 0.0304 | |
// don't follow flex rules | |
flex_rules 0 | |
// don't smooth flexes | |
flex_smooth 0 | |
// --- Shadows --- | |
// don't do a second shadow render pass for sharper shadows | |
cl_blobbyshadows 1 | |
// threaded shadow manager, not used by default in source 2013 | |
r_threaded_client_shadow_manager 1 | |
// don't waste memory and rendering for shadows | |
r_flashlightdepthres 32 | |
// disable shading/lighting useless performance hit | |
r_flashlightmodels 0 | |
r_flashlightrender 0 | |
// don't render shadows far away (nextbot system) | |
nb_shadow_dist 300 | |
// don't render more shadows than needed | |
r_shadowmaxrendered 17 | |
// --- Gibs -- | |
// disable burning gibs | |
cl_burninggibs 0 | |
// -- Props | |
// draw detail props up to this distance | |
cl_detaildist 1000 | |
// fade in detail props across this distance, 0 to disable fading | |
cl_detailfade 0 | |
// disable clientside physics props | |
cl_phys_props_enable 0 | |
// limit the count of clientside physics props to a sane limit for TF2 | |
cl_phys_props_max 20 | |
// do not spawn props until we can see them | |
cl_phys_props_respawndist 1000 | |
// delay in seconds before the client will respawn applicable props | |
cl_phys_props_respawnrate 120 | |
func_break_max_pieces 0 | |
// --- Misc --- | |
// don't draw monitors | |
cl_drawmonitors 0 | |
// disable jigglebones if we are under the optimal framerate | |
cl_jiggle_bone_framerate_cutoff 66 | |
// --- Effects --- | |
// disable shell ejection from pistols, shotgun and minigun | |
cl_ejectbrass 0 | |
// every 15 frames, check for a temporary entity collision | |
// syringes, some effects are temp ents | |
cl_fasttempentcollision 15 | |
// disable muzzle flashes in first person | |
cl_muzzleflash_dlight_1st 0 | |
// use the impact effects system | |
cl_new_impact_effects 1 | |
// disable water splashes | |
cl_show_splashes 0 | |
cl_mvm_wave_status_visible_during_wave 1 // show useful information when you're fighting robots | |
cl_notifications_max_num_visible 1 // don't crowd up my game with notifications! | |
cl_notifications_move_time 0.1 // make notifications leave faster | |
hud_achievement_glowtime 1 // glow achievements for a little while shorter | |
hud_saytext_time 8 // fade chat a bit faster | |
cl_idealpitchscale 1.3 // may recover faster to center point from fliching | |
// --- Decals --- | |
mp_decals 9 | |
r_decals 9 | |
r_drawbatchdecals 1 // don't draw decals immediately | |
r_spray_lifetime 1 // freshen up the walls by clearing sprays every round | |
r_decal_cover_count 2 // if decals are almost fully covered by this many decals, remove them | |
r_decal_cullsize 20 // if decals are smaller than this on screen in pixels, don't render them | |
r_decal_overlap_area 0.5 // if decals are covered by other decals this much or more, remove them | |
r_decal_overlap_count 0 // all the other decal rules are fine. don't do this heavy impact check. | |
r_decalstaticprops 0 // don't decal and thus use ambient lighting for props, | |
// it's heavy and does pratically nothing | |
r_drawmodeldecals 0 // blood decals on bodies, hurts performance | |
r_maxmodeldecal 10 // optimized model decal count if you happen to enable it | |
r_overlayfadeenable 0 // fading overlays causes performance issues | |
// maps can already have their own fading rules | |
r_overlayfademax 1000 // optimize overlay fades if you happen to enable it | |
r_overlayfademin 745 // optimize overlay fades if you happen to enable it | |
r_renderoverlayfragment 1 // render overlays, pretty minor impact | |
// --- Crosshairs --- | |
// disable crosshair translucency | |
cl_crosshairalpha 255 | |
// --- Console --- | |
con_nprint_bgalpha 255 | |
con_nprint_bgborder 1 | |
// --- Ragdolls --- | |
// disable ragdoll collisions, which are disabled anyway in the code | |
cl_ragdoll_collide 0 | |
// duration of the fade out effect of ragdolls, 0 instantly removes | |
cl_ragdoll_fade_time 0 | |
// start fading ragdolls without delay, even if the player is looking at them | |
cl_ragdoll_forcefade 1 | |
// disable ragdoll physics | |
cl_ragdoll_physics_enable 0 | |
// how fast a ragdoll fades out | |
g_ragdoll_fadespeed 10000 | |
// how fast a ragdoll fades out in low violence mode | |
g_ragdoll_lvfadespeed 10000 | |
g_ragdoll_maxcount 4 // ragdolls are expensive, so don't have a lot | |
ragdoll_sleepaftertime 1 // ragdolls are irrelevant once they've settled | |
// --- HUD --- | |
// adjust the translucency of the killstreak banner, 255 for solid | |
cl_hud_killstreak_display_alpha 255 | |
// set how long the killstreak banner stays, 0 to disable banner | |
cl_hud_killstreak_display_time 0 | |
// minimize clutter in HUD | |
cl_hud_minmode 1 | |
// disable live player model in HUD | |
cl_hud_playerclass_use_playermodel 0 | |
hud_achievement_tracker 0 | |
hud_deathnotice_time 4 | |
hud_reticle_minalpha 255 | |
// --- Bug Reporter --- | |
// upload bug reporter attachments without blocking | |
bugreporter_uploadasync 1 | |
// --- Memory --- | |
datacachesize 256 | |
lzma_persistent_buffer 1 | |
mem_min_heapsize 378 | |
mem_max_heapsize 512 | |
mem_max_heapsize_dedicated 96 | |
mem_compact | |
// --- Filesystem --- | |
filesystem_buffer_size 32768 // keep files up to 32KB away in buffer | |
filesystem_max_stdio_read 64 | |
filesystem_native 1 | |
filesystem_unbuffered_io 0 | |
mod_load_anims_async 1 | |
mod_load_mesh_async 1 | |
mod_load_vcollide_async 1 | |
mod_offline_hdr_switch 1 | |
// --- Sound --- | |
// disable spatial | |
dsp_enhance_stereo 0 | |
// disable room FX mixers | |
dsp_slow_cpu 1 | |
// disable auto dsp | |
dsp_room 0 | |
// disable dsp effects | |
dsp_player 0 | |
dsp_facingaway 0 | |
dsp_speaker 0 | |
dsp_spatial 0 | |
dsp_water 0 | |
// disable dsp | |
dsp_db_mixdrop 1 // don't scale volume | |
dsp_db_min 0 // don't scale volume | |
dsp_mix_min 0 // disable dsp | |
dsp_mix_max 0 // disable dsp | |
snd_async_fullyasync 1 // play sounds independently of main engine work | |
snd_async_minsize 256000 // wait until 256K of audio file has been loaded | |
snd_disable_mixer_duck 1 // disable ducking, which ruins positional audio | |
snd_mix_async 1 // have the sound mixer run asynchronously | |
snd_mixahead 0.08 // keep sounds for 80 millis and mix them | |
snd_noextraupdate 1 // don't update sounds twice | |
snd_spatialize_roundrobin 3 // spatialize sound every 8 frames | |
phonemedelay 0.1 // sounds are delayed for 0.08 + 0.02 seconds | |
phonemesnap 1 // don't render extra phonemes on even higher LODs | |
voice_buffer_ms 150 // buffer voice stream for better quality, at a slight delay | |
voice_overdrive 1.25 // decreases other sounds by 20% when voice comms are played | |
voice_overdrivefadetime 0.25 // fades sounds quicker in and out when voice is played | |
voice_steal 2 // reuse unimportant sound channels, increases perf and quality | |
// --- Input --- | |
in_usekeyboardsampletime 0 | |
m_mousespeed 0 | |
m_rawinput 1 | |
m_filter 0 | |
// --- Backpack --- | |
tf_item_selection_panel_sort_type 0 // see backpack-tweaks.cfg | |
tf_backpack_page_button_delay 0.25 // decrease button delay for moving items | |
tf_time_loading_item_panels 0.0002 // time spent per frame for loading item panels |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment