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mastercomfig 4.0.0
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// '--- Render ---' | |
// '-- Threading --' | |
// These settings will take advantage of your CPU cores | |
cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added | |
// renderables | |
//cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores | |
r_threaded_renderables 1 // Asynchronously set up bones on animated entities | |
//r_threaded_renderables 0 // Use traditional behavior for CPUs with less than 4 cores | |
mat_queue_mode 2 // Force multithreaded mode for the material system queue | |
//mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with less than 4 cores | |
// '-- Material System Queue --' | |
// These settings will take advantage of the material system, depending on how mat_queue_mode is set | |
//r_queued_decals 1 // Offload decal draws to the material system | |
// Beneficial when decal count is above 256 or you have 4 or more CPU cores | |
r_queued_decals 0 // Disabled by default due to crashes | |
//r_queued_post_processing 1 // Offloads post processing to the material system | |
// Performance improvement if your driver/GPU works with it | |
r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing | |
// effects in time for the frame render | |
r_queued_ropes 1 // Queue some rope rendering using the material system | |
// '-- Optimization --' | |
// These settings will optimize TF2 without having any effects to the user | |
mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for histogram occlusion queries | |
host_flush_threshold 0 // Early finish to a Xbox 360 only flush task | |
r_norefresh 1 // Do not store a useless and unused frame time variable | |
r_occludermincount 1 // Force using at least one occluder | |
r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU | |
// quickly render the scene in a second pass, with the visible parts of the scene already | |
// calculated | |
//r_fastzreject 0 // Disable for slow CPU and fast GPU | |
//disp_dynamic 1 // Uses a dynamic mesh for materials | |
disp_dynamic 0 // Disabled by default because of flashing textures | |
fast_fogvolume 1 // Use optimized fog rendering | |
r_pixelfog 1 // Use a pixel shader for fog if possible | |
fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because some systems in | |
// Source assume an FPS limit of 300 | |
engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because the focus detection | |
// can be buggy on some systems or while streaming and may limit your FPS, | |
// without you knowing | |
//engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2 | |
mat_clipz 1 // Clips what is drawn for a performance improvement | |
r_entityclips 1 // Clips entity rendering according to a plane determined at each entity run | |
//r_entityclips 0 // Disable for slow CPU and fast GPU | |
r_frustumcullworld 1 // Cull on world draw | |
r_worldlistcache 1 // Cache some world rendering | |
r_drawopaquestaticpropslast 1 // Ensure that the modern and currently preferred rendering method is used | |
// '-- LOD --' | |
r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people | |
// believe. Set to 1 for the best balance between model quality and performance. | |
//r_rootlod 2 // Maximum performance for models | |
//r_rootlod 0 // Maximum quality for models | |
lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing | |
// performance | |
//lod_TransitionDist -5001 // Fade map objects across a shorter distance to partially reduce pop in while | |
// still increasing performance | |
//lod_TransitionDist -1 // Do not fade in map objects for maximum performance | |
r_lod -1 // Use r_rootlod to properly fade through LODs | |
// '-- Lighting --' | |
r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk | |
//r_hunkalloclightmaps 0 // If a map's lightmap can't be put in the hunk, use dynamic memory | |
r_lightcache_zbuffercache 1 // Load z cache data with the map |
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