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tf2cfg3 rc4
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// ~~~~ 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, this is recommended. | |
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 0.5 | |
net_maxpacketdrop 100 | |
// allow for split packets at the higher rate | |
net_splitpacket_maxrate 167581 | |
// max out file upload size for extra content | |
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 | |
// disabled in this config by default because of crashes | |
// you may want to try to see if it works on your system | |
r_queued_decals 0 | |
// 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 | |
// queue some rope rendering to matsys | |
r_queued_ropes 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 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 | |
// this setting is usually good to be enabled, but | |
// if you have a weak CPU and strong CPU, disable this by setting it to 0 | |
// basically, what this does it renders the first pass of a | |
// scene with a z buffer on the CPU | |
// then this allows the GPU to quickly render the scene, as the visible parts | |
// of the scene have already been calculated | |
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 | |
// use a pixel shader for fog if possible | |
r_pixelfog 1 | |
// prevent a possible memory leak with fps_max 0 by setting it to a large value | |
fps_max 300 | |
// 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 | |
// fade out fake LOD objects at the minimum possible distance | |
lod_TransitionDist -5000 | |
// clips entity rendering according to a plane determined at each entity run | |
// improves render performance at the cost of CPU | |
// should pretty much always be kept on | |
r_entityclips 1 | |
// cull on world draw | |
r_frustumcullworld 1 | |
// cache some world rendering | |
r_worldlistcache 1 | |
// clamps the highest lod to the set lod for models | |
// 0 - high; 1 - medium; 2 - maximum performance | |
r_rootlod 1 | |
r_lod -1 | |
// clear each frame before drawing the next one - optimization for tile based | |
// rendering, found in NVIDIA Maxwell series (GTX700) and above | |
//gl_clear 1 | |
// simplify shading | |
mat_reducefillrate 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 | |
// -- View -- | |
// see more of the battlefield. more to render. decrease for ABSOLUTE POTATOS | |
fov_desired 90 | |
// draw your weapon model, increases performnace if disabled | |
// also provides a vision advantage | |
r_drawviewmodel 1 | |
// -- Lighting -- | |
// disable if you absolutely need a CPU boost | |
r_ambientboost 1 | |
// tweak lighting a bit to make characters stand out more | |
// if you want realistic darkness on characters, use 0.2 | |
// default is 0.3 | |
// no performance impact | |
r_ambientmin 0.4 | |
// disable the light around model edges, slightly better perf and better looks | |
r_rimlight 0 | |
// don't do this inefficient high cost lighting job that is barely noticeable | |
r_lightaverage 0 | |
// dynamic lighting (muzzle flashes, explosions and other lighted effects) | |
// disabled for increased performance | |
r_dynamic 0 | |
// reduce maximum dynamic lights that can be active in a frame | |
// TF2 won't hit this limit often | |
r_maxdlights 9 | |
// don't render insignificant world lighting | |
r_worldlightmin 0.0008 | |
// max lights applied to a vertex. 2 is a boost from the default 4 | |
// and isn't a noticeable drop in quality | |
// you can set this to 0 to disable world lighting for maximum performance | |
r_worldlights 2 | |
// 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 | |
// allocate light maps in the hunk | |
// should be fine, unless you use really big lightmaps | |
r_hunkalloclightmaps 1 | |
// a light cache, this probably isn't working and will just waste memory | |
r_lightcache_zbuffercache 1 | |
// --- Shadows --- | |
// disable shadows, big performance hit if you enable | |
r_shadows 0 | |
// render shadows using two materials for each texture | |
// makes shadows look better but uses a lot of memory | |
r_shadowrendertotexture 0 | |
// 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 | |
// the resolution of the shadow depth texture | |
// this makes shadows more sharp and detailed the higher it is | |
// shadows are fine at 32 or 64 though | |
// this only works if depth texturing is enabled | |
r_flashlightdepthres 32 | |
// depth texturing for shadows: these shadow calcuations are done mostly | |
// on the CPU and have a big performance hit | |
r_flashlightdepthtexture 0 | |
// 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 | |
// -- Bloom -- | |
// Tints for bloom (0 to 1) | |
// red tint for bloom | |
r_bloomtintr 0.3 | |
// green tint for bloom | |
r_bloomtintg 0.59 | |
// blue tint for bloom | |
r_bloomtintb 0.11 | |
// the coefficient for bloom effect | |
r_bloomtintexponent 2.2 | |
// -- Effects -- | |
// muzzle flashes | |
muzzleflash_light 0 | |
// add extra fluff to bullet lines | |
// low performance impact, disable for max performance | |
tracer_extra 1 | |
// don't draw bullet tracers when you're in first person | |
// low performance impact, disable for maximum performance | |
r_drawtracers_firstperson 1 | |
// disable shell ejection from pistols, shotgun and minigun | |
cl_ejectbrass 0 | |
// every 20 frames, check for a temporary entity collision | |
// syringes, some effects are temp ents | |
cl_fasttempentcollision 20 | |
// disable muzzle flashes in first person | |
cl_muzzleflash_dlight_1st 0 | |
// disable water splashes | |
cl_show_splashes 0 | |
// don't do the costly "xray" outline, used for intel, payload and spawn xray | |
//glow_outline_effect_enable 0 | |
// -- 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 2 | |
// batch particles | |
cl_particle_batch_mode 2 | |
// reduce particles, but it only helps a little bit because | |
// the real performance impact comes from creating particle systems | |
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 | |
// -- Water -- | |
// the distance at which fully cheap water starts | |
// water does not reflect or refract entities, nor can you see through it | |
// set to 1 for max performance | |
r_cheapwaterend 1000 | |
// the distance at which transitionary cheap water starts | |
// water is less reflective after this distance | |
// set to 0 for max performance | |
r_cheapwaterstart 400 | |
// water reflections disabled for more performance | |
r_WaterDrawReflection 0 | |
// don't force expensive water | |
r_waterforceexpensive 0 | |
// don't force water reflections for entities | |
// performance loss, so enable it if you have enough FPS | |
r_waterforcereflectentities 0 | |
// draw half of the leaf for water to optimize culls | |
r_ForceWaterLeaf 1 | |
// --- Characters --- | |
// 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 | |
// enable or disable facial animations | |
// requires more bones to be setup on the CPU | |
// but a lot of the personality of TF2 comes from character expression | |
// so disable this if you want the performance boost | |
r_flex 1 | |
flex_rules 1 | |
// don't smooth facial animations | |
flex_smooth 0 | |
// control if character eyes should move | |
// really doesn't affect performance | |
r_eyemove 1 | |
tf_clientsideeye_lookats 1 | |
// draw characters' eyes, is a performance hit | |
r_eyes 1 | |
// shift eye position. no performance impact | |
//r_eyeshift_x 0 | |
//r_eyeshift_y 0 | |
//r_eyeshift_z 0 | |
// control eye pupil size | |
//r_eyesize 0 | |
// offload eye glinting to the CPU, using the same method as in DX8 | |
// if you have a slow GPU, enable this | |
r_glint_procedural 0 | |
// render teeth, small performance boost if disabled | |
r_teeth 1 | |
// -- Ropes -- | |
// Sets the colors for festive ropes during Smissmas | |
// 0 to 3 is the lightbulb position in the cycle | |
//r_ropes_holiday_light_color [0 to 3] Red Green Blue | |
// render ropes | |
// enable for maximum performance | |
r_ropetranslucent 0 | |
// --- Gibs -- | |
// disable burning gibs. this is a big performance hit | |
cl_burninggibs 0 | |
// keep this enabled. if disabled, it will use silly gibs, which are worse for FPS | |
violence_hgibs 1 | |
// blood. disable for a little performance boost | |
violence_hblood 1 | |
// -- Props | |
// draw detail props, like grass | |
// set to 0 to disable, or 2 to draw using wireframes | |
r_drawdetailprops 1 | |
// draw detail props up to this distance | |
cl_detaildist 1000 | |
// disable clientside physics props | |
cl_phys_props_enable 0 | |
// draw clientside props up to this distance | |
r_propsmaxdist 1000 | |
// fade in detail props across this distance, 0 to disable fading | |
cl_detailfade 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 | |
// don't break props into smaller pieces | |
func_break_max_pieces 0 | |
// the LOD on static props | |
// -1 automatic; 0 - high; 1 - medium; 2 - low; 3 - maximum performance | |
r_staticprop_lod 3 | |
// use static lighting on props | |
// disabling this decreases performance by | |
// requiring additional lighting calculations | |
r_PhysPropStaticLighting 1 | |
// --- Misc --- | |
// don't draw monitors | |
cl_drawmonitors 0 | |
// disable jigglebones if we are under the optimal framerate | |
// set to 0 to disable jigglebones always | |
cl_jiggle_bone_framerate_cutoff 66 | |
// --- Decals --- | |
// maximum decals in a map | |
// lower to 0 for max performance | |
// 9 or 18 is a good value if you want to see spread | |
// and get a minor boost performance | |
r_decals 32 | |
mp_decals 32 | |
// batching decals places them together on one mesh | |
// this saves memory, but is more taxing on the CPU | |
// when the max decal count is so low anyway, the memory | |
// savings are not worth it | |
r_drawbatchdecals 0 | |
// freshen up the walls by clearing sprays every round | |
r_spray_lifetime 1 | |
// disable player sprays, not a big performance boost | |
//cl_playerspraydisable 1 | |
// if decals are almost fully covered by this many decals, remove them | |
r_decal_cover_count 2 | |
// if decals are smaller than this on screen in pixels, don't render them | |
r_decal_cullsize 20 | |
// if decals are covered by other decals this much or more, remove them | |
r_decal_overlap_area 0.5 | |
// all the other decal rules are fine. don't do this heavy impact check. | |
r_decal_overlap_count 0 | |
// don't use ambient lighting for props, | |
// it's heavy and does pratically nothing | |
r_decalstaticprops 0 | |
// blood decals on bodies, hurts performance | |
r_drawmodeldecals 0 | |
// optimized model decal count if you happen to enable it | |
r_maxmodeldecal 10 | |
// fading overlays causes performance issues | |
// maps can already have their own fading rules | |
r_overlayfadeenable 0 | |
// optimize overlay fades if you happen to enable it | |
r_overlayfademax 1000 | |
// optimize overlay fades if you happen to enable it | |
r_overlayfademin 745 | |
// render overlays, pretty minor impact | |
// disable it for max performance | |
r_renderoverlayfragment 1 | |
// --- Crosshairs --- | |
// disable crosshair translucency | |
cl_crosshairalpha 255 | |
// --- Console --- | |
// console transparency | |
con_nprint_bgalpha 255 | |
// console border, disable on potatos | |
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 5 | |
// start fading ragdolls without delay, even if the player is looking at them | |
cl_ragdoll_forcefade 1 | |
// disable ragdoll physics | |
// huge performance hit | |
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 | |
// ragdolls are irrelevant once they've settled | |
ragdoll_sleepaftertime 1 | |
// --- 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 | |
// achievements tracked at once | |
hud_achievement_tracker 0 | |
// time kill record stays on screen | |
hud_deathnotice_time 4 | |
// targeting recticle transparency | |
hud_reticle_minalpha 255 | |
// show useful information when you're fighting robots | |
cl_mvm_wave_status_visible_during_wave 1 | |
// don't crowd up my game with notifications! | |
cl_notifications_max_num_visible 1 | |
// make notifications leave faster | |
cl_notifications_move_time 0.1 | |
// glow achievements for a little while shorter | |
hud_achievement_glowtime 1 | |
// fade chat a bit faster | |
hud_saytext_time 8 | |
// --- Bug Reporter --- | |
// upload bug reporter attachments without blocking | |
bugreporter_uploadasync 1 | |
// --- Memory --- | |
// size of the data cache, used for some values | |
datacachesize 512 | |
// keep the LZMA compression system in memory so it doesn't have to be | |
// started every time | |
lzma_persistent_buffer 1 | |
// minimum memory used by heap | |
mem_min_heapsize 512 | |
// maximum memory used by heap | |
mem_max_heapsize 768 | |
// maximum memory used by heap if you have 256MB to 512MB memory | |
mem_max_heapsize_dedicated 196 | |
// free up some memory | |
mem_compact | |
// --- Filesystem --- | |
// keep files up to 32KB away in buffer | |
filesystem_buffer_size 131072 | |
// maximum number of file reads | |
// increase to 128 if you have an ssd | |
filesystem_max_stdio_read 64 | |
// use native filesystem calls | |
filesystem_native 1 | |
// do not use unbuffered IO | |
filesystem_unbuffered_io 0 | |
// load game data async | |
mod_load_anims_async 1 | |
mod_load_mesh_async 1 | |
mod_load_vcollide_async 1 | |
// since we're loading async, we don't need to load everything at once | |
mod_forcedata 0 | |
mod_forcetouchdata 0 | |
mod_touchalldata 0 | |
// --- Sound --- | |
// disable spatial | |
dsp_enhance_stereo 0 | |
// disable room FX mixers | |
dsp_slow_cpu 1 | |
// disable auto dsp | |
dsp_room 0 | |
// improve sounds that the player is facing away from | |
// if you need to maximize performance, set this to 0 | |
dsp_facingaway 30 | |
// DSP for the Announcer | |
// use 0 to disable DSP effects for the Announcer | |
//dsp_speaker 0 | |
// DSP for positional audio | |
// use 0 to disable DSP effects for this | |
//dsp_spatial 0 | |
// DSP for water muffling effect | |
// use 0 to disable this effect | |
// 14 to enable | |
//dsp_water 0 | |
// play sounds independently of main engine work | |
snd_async_fullyasync 1 | |
// wait until 64K of audio file has been loaded | |
snd_async_minsize 65536 | |
// have the sound mixer run asynchronously | |
snd_mix_async 1 | |
// keep sounds for 80 millis and mix them | |
snd_mixahead 0.08 | |
// an extra delay on sounds | |
// it helps if your sounds are desynced, which normally happens if your CPU | |
// is too slow to keep pace with the sound system | |
// so increase this value to 0.1 if needed | |
// then adjust phonemedelay accordingly | |
snd_delay_sound_shift 0.01 | |
// a lot of extra work goes into finding duplicates | |
snd_cull_duplicates 0 | |
// skips spatiazation traces until the next frame | |
snd_defer_trace 1 | |
// enable interpolated mixers, which is slightly slower than linear | |
// for increase in sound quality, it's worth it to keep this setting | |
// enabled except if you absolutely need maximize performance | |
snd_pitchquality 1 | |
// spatialize sound every 8 frames (2 ^ 3) | |
snd_spatialize_roundrobin 3 | |
// disables lowering volume of less important sounds when one with priority plays | |
// performance benefit, but you can turn off disabling ducking if you want the | |
// better mixing effects | |
snd_disable_mixer_duck 1 | |
// don't update sounds twice | |
snd_noextraupdate 1 | |
// sounds are delayed for 0.15 (mixahead) + 0.02 (sound shift) seconds | |
phonemedelay 0.09 | |
// don't render extra phonemes on even higher LODs | |
phonemesnap 1 | |
// buffer voice stream for better quality, at a slight delay | |
voice_buffer_ms 200 | |
// decreases other sounds by 20% when voice comms are played | |
//voice_overdrive 1.25 | |
// fade time for other sounds when voice comms start playing | |
//voice_overdrivefadetime 0.25 | |
// reuse unimportant sound channels, increases perf and quality | |
voice_steal 2 | |
// disable voice | |
//voice_modenable 0 | |
//voice_enable 0 | |
// record voice to file | |
//voice_recordtofile record.wav | |
// play voice from file | |
//voice_inputfromfile voice.wav | |
// increase your voice volume | |
//voice_scale 1 | |
// force using your mic, if your mic doesn't work, might be worth looking into | |
//voice_forcemicrecord 1 | |
// --- Input --- | |
// don't smooth keyboard input over frames | |
in_usekeyboardsampletime 0 | |
// disable Windows mouse acceleration | |
m_mousespeed 0 | |
// use raw input from mouse | |
m_rawinput 1 | |
// don't filter out mouse input over frames | |
m_filter 0 | |
// may recover faster to center point from flinching | |
cl_idealpitchscale 1.3 | |
// --- Backpack --- | |
// alphabetically sort loadout options | |
//tf_item_selection_panel_sort_type 1 | |
// decrease button delay for moving items | |
tf_backpack_page_button_delay 0.25 | |
// time spent per frame for loading item panels | |
tf_time_loading_item_panels 0.0001 | |
// --- OpenGL --- | |
// Optimizations that only affect Linux and Mac | |
// allows for page flipping, which skips a two step render process | |
//gl_can_resolve_flipped 1 | |
// batch texture creation and removal to reduce calls | |
gl_batch_tex_creates 1 | |
gl_batch_tex_destroys 1 | |
// minimize textures | |
gl_minimize_rt_tex 1 | |
// flushes TOF, which makes the game smoother, at the cost of a bit of performance | |
// if you're showing off how many frames this config can pump out, disable it | |
// but this seriously makes the game feel like it's running faster | |
gl_mtglflush_at_tof 1 | |
// disable debug messages | |
gl_debug_output 0 | |
// disable outdated workaround | |
gl_radar7954721_workaround_mixed 0 | |
// use fastest resolve mode when up scaling too | |
gl_magnify_resolve_mode 1 | |
// increase shader pair cache size | |
gl_paircache_rows_lg2 15 | |
gl_paircache_ways_lg2 10 |
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