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September 25, 2016 15:51
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mastercoms' config: put in tf/custom/mastercoms/cfg/autoexec.cfg
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// mastercoms' config - 1.0.0 (September 25 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: -novid -nojoy -noipx | |
// !!! use dx9! and read through the config! somethings might not work with your computer! | |
// fps limiting causes input lag | |
fps_max 0 | |
// --- NETWORKING --- \\ | |
// 66 is the default max rate, so you can't go higher | |
cl_cmdrate 66 | |
cl_updaterate 66 | |
// using interp ratio is more accurate than setting it manually | |
cl_interp 0 | |
// this is a hitscan game and low interp values give you less room for error | |
// so 2 is a good balance between projectiles/rocket jumping and hitscan | |
cl_interp_ratio 2 | |
// smooth over 20 packets because you're not going to notice every intep, | |
// but you will notice jerk over a few packets | |
cl_smoothtime 0.152 | |
// ATTENTION!!! if your connection is lower than 2 Mbps, then lower this value (it's in bytes/sec) | |
// default was 80,000 for 50 packets/sec, so as we are sending 132 packets/sec, | |
// this is in line with the default | |
// keep in mind this is the max rate so even if I'm wrong and this is absurdly high, | |
// it won't hurt | |
rate 211200 | |
// --- SHADOWS --- \\ | |
// half the maximum amount of shadows/players (32) | |
r_shadowmaxrendered 16 | |
// render shadows once, not twice | |
cl_blobbyshadows 1 | |
// threaded shadow manager | |
r_threaded_client_shadow_manager 1 | |
// --- 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 | |
cl_ragdoll_forcefade 1 | |
g_ragdoll_fadespeed 200 | |
// let's calm down with the physics a bit. | |
// scale the push force down to half. | |
phys_pushscale 0.5 | |
// --- GIBS --- \\ | |
// the ultimate performance test for your computer | |
// only enable if you have a beefy computer | |
cl_burninggibs 0 | |
// --- GRAPHICS --- \\ | |
// you're probably used to getting awful graphics with configs | |
// but this isn't a toaster config | |
// honestly graphics are pretty optimized in tf2 | |
// so I would just use the in game video settings | |
// except don't change texture quality (that's mat_picmip) | |
// unless you know what's right for your computer | |
// this is focused more on tweaking graphics to get them | |
// you don't see like half the battlefield with this on 75 | |
fov_desired 90 | |
// the 3d player model in the hud | |
// you even get a message in game asking you to disable this | |
cl_hud_playerclass_use_playermodel 0 | |
// compresses textures | |
// the higher the value, the less vram you will use, | |
// but it uses more cpu | |
// goes from -1 to 2 | |
// 0 is the best balance | |
mat_picmip 0 | |
// without getting too in-depth, | |
// we're making it so we don't have to calculate | |
// what we can see or not every time | |
// 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 a 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 0.025 | |
// async model loading | |
mod_load_mesh_async 1 | |
mod_load_anims_async 1 | |
mod_load_vcollide_async 1 | |
// valve is mostly smarter than us for this | |
// so set this to -1 if you have problems | |
// but this config sets it to 2 because it | |
// can optimize more | |
// however, on some CPUs or OSs, setting | |
// this to 1 can be better | |
mat_queue_mode 2 | |
// parallel processing of bones | |
r_threaded_renderables 1 | |
// parallel processing of bone setup | |
cl_threaded_bone_setup 1 | |
// process leaf list in parallel | |
cl_threaded_client_leaf_system 1 | |
// 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 | |
// --- 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 | |
// mix sounds on a new thread | |
snd_mix_async 1 | |
// branding and to make sure the config is actually loading | |
echo "mastercoms' config v1.0.0 loaded." |
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