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tf2cfg-1.6.0-beta2
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// master comfig - 1.6.0 ((November 13 2016) | |
// doesn't set things to their default values like in other fps configs | |
// so don't worry if an option is missing | |
// launch options: -high -novid -nojoy -noff -nohltv | |
// if you use a controller or joystick, remove -nojoy | |
// if you use haptic feedback, remove -noff | |
// if you use sourcetv, remove -nohltv | |
// if you update the config, add -autoconfig, | |
// launch tf2, then remove -autoconfig from your launch options | |
// --- FILESYSTEM --- \\ | |
// modern systems can read more files | |
filesystem_max_stdio_read 64 | |
// buffer IO to reduce disk IO | |
filesystem_unbuffered_io 0 | |
// --- NETWORKING --- \\ | |
// for both of these commands, 66 is the default max rate, so you can't go higher | |
// cmdrate is the maximum packets per second the client can send to the server | |
// so like you tell the server i moved forward or i shot my rocket launcher, crouched, and jumped | |
cl_cmdrate 66 | |
// updaterate is the maximum packets per second the server can send to the client | |
// so like the server tells you this pyro is running towards you and | |
// is using his primary fire on her flame thrower | |
cl_updaterate 66 | |
// there's less tolerance for error | |
// but you will be a lot closer to | |
// the server's game state and there | |
// be less delay for entity movement | |
cl_interp_ratio 1 | |
// interp is the delay between packets | |
// using interp ratio is more accurate than setting it manually, | |
// so set it to 0 to make this happen | |
cl_interp 0 | |
// smooth over 3 packets | |
cl_smoothtime 0.0455 | |
// There's 126 packets per second | |
// And packets could be a max possible size of 1500 bytes | |
// max rate is 1048576 (8.4 Mbps) | |
rate 189000 | |
// maximum amount of time in seconds a packet can be delayed | |
net_maxcleartime 1 | |
// basically, how behind a packet can be before it is ignored | |
net_maxpacketdrop 1000 | |
// still split packets | |
net_splitpacket_maxrate 189000 | |
// split more packets per frame | |
// on less powerful computers, | |
// this settings will cause | |
// stutters, but you can try | |
// your luck with it | |
//net_splitrate 2 | |
// don't take the time to compress packets | |
// when our speed is high enough to | |
// not need any compression | |
net_compresspackets 0 | |
// --- SHADOWS --- \\ | |
// half the maximum amount of shadows (32) | |
r_shadowmaxrendered 16 | |
// render shadows once, not twice | |
cl_blobbyshadows 1 | |
// threaded shadow manager | |
// this actually doesn't do anything | |
// in the latest source engine base (2013) | |
// so it's likely that tf2 doesn't use it either | |
// however, there's no harm in leaving it here | |
r_threaded_client_shadow_manager 1 | |
// disable shadow depth texture | |
r_flashlightdepthtexture 0 | |
// don't render shadows to textures at all | |
r_shadowrendertotexture 0 | |
// alternatively, you can enable | |
// flashlight depth textures and shadow textures | |
// or just shadow textures | |
// and just lower the shadow resolution | |
// won't be as much as an fps boost, | |
// but shadows will look nicer i guess | |
// also rendering shadows to texture | |
// gives you an advantage, since | |
// sometimes shadows bleed through | |
//r_flashlightdepthres 512 | |
// --- RAGDOLLS --- \\ | |
// after the ragdoll becomes stationary, | |
// it doesn't really need to be touched again | |
// we all know that the funniest ragdoll physics | |
// happen when they are created and matter less after that | |
ragdoll_sleepaftertime 1.0f | |
// nobody cares about ragdolls when they've been rotting on the ground | |
// so make them fade out faster | |
cl_ragdoll_fade_time 5 | |
g_ragdoll_fadespeed 200 | |
// let's calm down with the physics a bit. | |
// scale the push force down to half. | |
phys_pushscale 0.5 | |
// --- GRAPHICS --- \\ | |
// these settings will optimize graphics | |
// without causing any noticeable downgrades | |
// do not limit fps in the engine. set this limit elsewhere, in gpu settings | |
fps_max 0 | |
// you don't see like half the battlefield with this on 75 | |
fov_desired 90 | |
// without getting too in-depth, | |
// we're making it so we don't have to calculate | |
// what we can see or not every time for lighting | |
// but it's less accurate, so lower quality | |
r_lightcache_zbuffercache 1 | |
// lines for hitscan bullets are traced and simulate motion | |
// honestly deceiving and also affects performance | |
r_drawtracers_firstperson 0 | |
// makes tracers more visible, | |
// so it's some extra fluff | |
tracer_extra 0 | |
// this disables flex anims when fps is lower than (1 / ai_expression_frametime) | |
// also does just a tiny bit more expensive check to find out if the animation is in the player's view, | |
// rather than just using PVS (potentially visible set) | |
ai_expression_optimization 1 | |
ai_expression_frametime 0.022 | |
// async model loading | |
mod_load_mesh_async 1 | |
mod_load_anims_async 1 | |
mod_load_vcollide_async 1 | |
// multithread the material system, and a bunch of other things | |
// because lots of systems check if the material system can thread | |
// change this to mat_queue_mode -1 if you get crashes | |
mat_queue_mode 2 | |
// thread if you are a multicore system and hosting a game | |
// may not let you move in local servers | |
//host_thread_mode 1 | |
// threaded post processing - test to see if it works for you! | |
// if you get a transparent missing texture | |
// (purple and black checkerboard) overlay or another weird overlay | |
// comment these (r_queued_post_processing and mat_postprocessing_combine) out again, | |
// or add mat_hdr_level 0 if you don't mind disabling hdr | |
//r_queued_post_processing 1 | |
// we don't need to draw all post processing | |
// effects in one pass, since we're doing it async | |
//mat_postprocessing_combine 0 | |
// parallel processing of bones | |
r_threaded_renderables 1 | |
// better rendered and threaded particle effects | |
cl_new_impact_effects 1 | |
// process leaf list in parallel | |
cl_threaded_client_leaf_system 1 | |
// don't sync the hardware when we're doing all this threading | |
mat_forcehardwaresync 0 | |
// draw entities first, then props | |
r_drawopaquestaticpropslast 1 | |
// when the thread pool is not available, | |
// use this many cores for particles | |
// change this if you don't have this many cores | |
particle_sim_alt_cores 4 | |
// batch decals and thread them | |
r_queued_decals 1 | |
// cull decals under this size in pixels | |
r_decal_cullsize 16 | |
// optimization to fog volume leaf | |
fast_fogvolume 1 | |
// uses fast z reject on hardware that supports it | |
r_fastzreject -1 | |
// distance at which detail props stop being shown | |
cl_detaildist 1000 | |
// props will fade through this distance | |
// 1000 means they will fade whenever they are visible, since detail dist is 1000 | |
cl_detailfade 1000 | |
// lower physics props limit to a meaningful one for tf2 | |
cl_phys_props_max 10 | |
// disable jigglebones at 50fps instead of 20fps | |
cl_jiggle_bone_framerate_cutoff 50 | |
// increase frame tolerance for skipping fast temp ent collisions (syringes) | |
cl_fasttempentcollision 15 | |
// skips an extra step to get textures cached | |
// may result in stutter, but increases fps | |
// if you have stutter, enable it (set to 1) | |
mat_forcemanagedtextureintohardware 0 | |
// don't do software AA | |
mat_software_aa_strength 0 | |
// make it so things like gibs, | |
// breakable props can only | |
// break in to 7 pieces | |
func_break_max_pieces 7 | |
// don't scale the break limit down | |
// because it's already reduced | |
func_break_reduction_factor 1 | |
// a low value that makes sense for tf2 | |
r_decals 144 | |
// reduced the amount of model decals | |
// to a number that makes sense for tf2 | |
r_maxmodeldecal 33 | |
// reduce the amount of dynamic lights | |
// in accordance with our shadow number | |
r_maxdlights 16 | |
// --- GRAPHICAL DOWNGRADES -- \\ | |
// uncomment if you want to boost your fps | |
// with some options that downgrade the fps | |
// normally, this isn't required, as most of | |
// the time, tf2 is cpu bound, but | |
// on weaker gpus, higher quality graphics | |
// may be causing low fps | |
// options labeled as recommended won't be too noticeable | |
// options labeled as boost are noticeable but are very powerful | |
// settings to boost your fps, if you are graphics bound | |
// options labeled are only to be enabled in certain situations | |
// based on each command | |
// disable hdr (boost) | |
// you may also use mat_hdr_level 1 for a more efficient, bloom effect | |
//mat_hdr_level 0 | |
// disables phong shading to allow | |
// for the simpler flat shading (boost) | |
//mat_phong 0 | |
// the 3d player model in the hud (recommended) | |
// you even get a message in game asking you to disable this | |
//cl_hud_playerclass_use_playermodel 0 | |
// disable anti aliasing (boost) | |
// edges that are not parallel to the x or y axis of your screen | |
// will have jagged edges | |
//mat_antialias 0 | |
//mat_aaquality 0 | |
// disable a complicated animation blending technique (boost) | |
//anim_3wayblend 0 | |
// disable animation smoothing (boost) | |
//flex_smooth 0 | |
// disable flex animations | |
//r_flex 0 | |
// disable twitch streams | |
//cl_streams_request_url "" | |
//cl_streams_image_sfurl "" | |
//cl_streams_request_count 0 | |
//cl_streams_request_url "" | |
// disable water splashes | |
//cl_show_splashes 0 | |
// disable props (recommended) | |
//cl_phys_props_enable 0 | |
// remove muzzle flashes (recommended) | |
//muzzleflash_light 0 | |
// remove sprays | |
//cl_playerspraydisable 0 | |
// disable html motds (recommended) | |
// which are used for fancy welcome messages, | |
// ads, and source music player | |
//cl_disablehtmlmotd 1 | |
// disable weather (recommended) | |
//tf_particles_disable_weather 1 | |
// make lod fade start distance 0 and lod fade end distance 5000 (boost) | |
// it makes objects fade at the shortest possible distance to be set | |
//lod_TransitionDist -5000 | |
// set true LOD to low detail | |
//r_rootlod 2 | |
// disable bullet shells from pistol and minigun (recommended) | |
//cl_ejectbrass 0 | |
// disable flecks from bullet impacts (recommended) | |
//r_drawflecks 0 | |
// disable error messages for missing noflecks impact particle | |
//con_filter_enable 1 | |
//con_filter_text_out particle | |
// don't draw decals like blood (recommended) | |
// on players or other models | |
//r_drawmodeldecals 0 | |
// disable eyes | |
//r_eyes 0 | |
// disable eye glint | |
//r_eyegloss 0 | |
// disable eye movement | |
//r_eyemove 0 | |
//disable lighting models | |
//r_flashlightmodels 0 | |
// disable diffuse lighting | |
//mat_diffuse 0 | |
// use software lighting. | |
// only uncomment this if your CPU | |
// is stronger than your GPU | |
// at lighting | |
// (very unlikely) | |
//mat_softwarelighting 1 | |
// disable light averaging | |
//r_lightaverage 0 | |
// disable dynamic lighting | |
//r_dynamic 0 | |
// don't smooth lightmaps | |
// makes lighting blocky | |
//mat_filterlightmaps 0 | |
// don't smooth textures | |
// makes textures blocky | |
//mat_filtertextures 0 | |
// draw textures flat, instead | |
// of also adding the 3d effect | |
// that comes from bumpmaps | |
//mat_bumpmap 0 | |
// disable parallax mapping | |
//mat_parallaxmap 0 | |
// disable water reflections | |
// makes water look weird | |
//r_WaterDrawReflection 0 | |
// disable water refractions | |
// makes water look weird | |
//r_WaterDrawRefraction 0 | |
// distance at which to stop rendering water very well | |
//r_cheapwaterend 1 | |
// --- OpenGL --- \\ | |
// some tweaks for platforms that use ToGL, | |
// currently Linux and Mac | |
// batch texture creation (OpenGL only) | |
gl_batch_tex_creates 1 | |
// batch texture unloading (OpenGL only) | |
gl_batch_tex_destroys 1 | |
// --- SOUND -- \\ | |
// disable sound processing | |
// this can allow for external | |
// processing, like HRTF | |
// generally, this will produce "better" sound | |
dsp_slow_cpu 1 | |
snd_spatialize_roundrobin 1 | |
dsp_enhance_stereo 0 | |
snd_pitchquality 1 | |
// make the sound system get along with threading | |
snd_async_fullyasync 1 | |
// completely run sound system on separate thread | |
snd_async_minsize 0 | |
// async mixing of sounds | |
// you might get sound stutters or crashes with certain sounds | |
// if you have this uncommented, but you'll get better performance | |
snd_mix_async 1 | |
// --- INPUT --- \\ | |
// scale sensitivity down to be manageable at higher fov | |
zoom_sensitivity_ratio 0.75 | |
// probably does nothing in tf2, but it's the rate at which | |
// the camera returns to its ideal rotation, usually at | |
// an elevation or after knockback that moves the cursor | |
// which is mostly used in cstrike for the recoil | |
cl_idealpitchscale 1.3 | |
// --- MISC --- \\ | |
// upload files to the bug reporter asynchronously | |
bugreporter_uploadasync 1 | |
// --- DEBUGGING --- \\ | |
// save console output to GAME_FOLDER/tf/console.log | |
//con_logfile console.log | |
// display developer output | |
//developer 4 | |
// --- FINALIZE --- \\ | |
// branding and to make sure the config is actually loading | |
echo "master comfig v1.6.0 loaded." | |
// some commands are run by default by tf2 | |
// and they require sv_cheats to be on | |
sv_cheats 1 | |
// run extra.cfg, so you can put binds and stuff | |
//exec extra |
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