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mastercomfig 3.1.0 alpha 2
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// ~~~~ Mastercoms's TF2 Config ~~~~ | |
// Version: v3.1.0a2 | July 2 2017 | |
// Launch Options: | |
// -novid -nojoy -noff -nohltv | |
// | |
// -novid : disables Valve startup logo | |
// -nojoy : stops Joystick system from starting up | |
// -noff : disables rumble system | |
// -nohltv : disables Source TV | |
// -noforcemaccel -noforcemparms -noforcemspd : uses Windows mouse settings | |
// --- Network --- | |
// client prediction suffers greatly if you have | |
// network updates more than once per frame, so please | |
// adjust these based on your frame rate. you want to be | |
// setting them to the average of your lowest frame rates, | |
// up to a maximum of 66. | |
// 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, unless you're on a potato | |
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 | |
// you can change this to 581304 to always thread packets | |
// very demanding of your computer, and the network system | |
// keep it at 1 if your computer can't handle it | |
net_queued_packet_thread 1 | |
// -- Netgraph -- | |
// netgraph display | |
// 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats | |
//net_graph 0 | |
// the horizontal position of the netgraph | |
// 0 = left, 1 = right, 2 = middle | |
// anything else will set the x coordinate of the graph's left edge | |
//net_graphpos 1 | |
// height of the text part of the graph | |
//net_graphheight 64 | |
// scale fonts as the screen resolution goes up | |
//net_graphproportionalfont 1 | |
// the height of the graph portion | |
//net_scale 5 | |
// draw height ticks as single ticks (small optimization) | |
// use 1 to revert back to the Half-Life 1 behavior of drawing a full rectangle | |
net_graphsolid 0 | |
// draw text fields | |
//net_graphtext 1 | |
// over how many milliseconds should the text area measure | |
//net_graphmsecs 400 | |
// show the latency part of the graph | |
//net_graphshowlatency 1 | |
// show the interpolation part of the graph | |
//net_graphshowinterp 1 | |
// --- 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 if multithreaded | |
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 | |
// TEST: use stencil buffer for occlusion queries | |
mat_tonemapping_occlusion_use_stencil 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 memory flushes | |
host_flush_threshold 0 | |
// don't store a useless frame time variable | |
r_norefresh 1 | |
// skip calculating sky glow obstruction | |
// also disables bloom | |
building_cubemaps 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 | |
// also, some systems in Source assume an FPS limit of 300 | |
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 | |
// TEST: takes a sphere containing a model, and if the width of the sphere in pixels | |
// is smaller than r_screenfademaxsize, then it starts fading the model, | |
// with the model becoming invisible when it is at or under r_screenfademinsize | |
// may not work for all models | |
r_screenfademinsize 1 | |
r_screenfademaxsize 3 | |
// 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, unless you have a really weak CPU | |
r_entityclips 1 | |
// clips what is drawn for a performance improvement | |
mat_clipz 1 | |
// cull on world draw | |
r_frustumcullworld 1 | |
// cache some world rendering | |
r_worldlistcache 1 | |
// ensure that we're using the currently preferred rendering method | |
r_drawopaquestaticpropslast 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 | |
// if you have black textures, disable mipmapping textures | |
//mat_mipmaptextures 0 | |
// don't do a SSAO depth pass for pyrovision | |
pyro_dof 0 | |
// don't draw a vignette for pyrovision | |
pyro_vignette 0 | |
// disable some pyrovision effects, very small performance gain | |
//pyro_min_intensity 0 | |
//pyro_max_intensity 0 | |
//pyro_min_rate 0 | |
//pyro_max_rate 0 | |
//pyro_min_side_length 0 | |
//pyro_max_side_length 0 | |
//pyro_min_side_width 0 | |
//pyro_max_side_width 0 | |
// combine post processing effects unless you have | |
// these effects disabled: software AA, bloom and color correction | |
mat_postprocessing_combine 0 | |
// disable HDR and bloom | |
mat_hdr_level 0 | |
// disable bloom | |
mat_disable_bloom 1 | |
// ensure bloom is disabled | |
mat_bloomscale 0 | |
mat_non_hdr_bloom_scalefactor 0 | |
mat_bloom_scalefactor_scalar 0 | |
// disable fancy blending | |
//mat_disable_fancy_blending 1 | |
// disable lightwarps | |
//mat_disable_lightwarp 1 | |
// disable phong shading | |
//mat_phong 0 | |
// adjust texture quality | |
// (-1 to 4) -1 is highest quality, 4 is lowest | |
//mat_picmip 1 | |
// disable color correction | |
mat_colorcorrection 0 | |
// disable entity color correction | |
mat_colorcorrection_disableentities 1 | |
// filtering | |
// 0 - bilinear | 1 - trilinear | |
mat_trilinear 0 | |
// adjust level of trilinear filtering (2, 4, 8, 16) | |
// higher numbers are more intensive | |
mat_forceaniso 0 | |
// disable motion blur | |
mat_motion_blur_enabled 0 | |
// forward motion blur | |
mat_motion_blur_forward_enabled 0 | |
// disable 3D sky | |
r_3dsky 0 | |
// up scale from a lower resolution (%, from 0.0016 to 1.0) | |
// for weak GPUs. recommended to start at 0.9 and work your way down to 0.4 | |
// after that, you probably won't be able to clearly see anything | |
//mat_viewport 0.9 | |
// this is to make sure upscaling based on mat_viewport works | |
//mat_viewportupscale 1 | |
// -- Anti Aliasing -- | |
// don't do software AA | |
mat_software_aa_strength 0 | |
// don't do software AA on the HUD | |
mat_software_aa_strength_vgui 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 | |
// draw your character model instead of your viewmodel | |
// will decrease performance | |
//cl_first_person_uses_world_model 1 | |
// fov for your viewmodel | |
//viewmodel_fov 70 | |
// -- Lighting -- | |
// disable if you absolutely need a CPU boost | |
r_ambientboost 0 | |
// 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 real performance impact, but lowering values may theoretically | |
// decrease performance by a tiny, tiny bit | |
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 0 | |
// --- 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 | |
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 | |
r_flashlightdrawfrustum 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 -- | |
// disable shell ejection from pistols, shotgun and minigun | |
cl_ejectbrass 0 | |
// for temporary entity fast collisions, check every 20 frames | |
cl_fasttempentcollision 20 | |
// disable muzzle flash lights | |
muzzleflash_light 0 | |
// disable muzzle flashes in first person | |
cl_muzzleflash_dlight_1st 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 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 | |
// batch particles | |
cl_particle_batch_mode 2 | |
// slight speed up of unused particle performance stats | |
r_particle_sim_spike_threshold_ms 0 | |
// reduce number of 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 | |
// don't draw impact debris effects | |
fx_drawimpactdebris 0 | |
// don't draw impact dust effects | |
fx_drawimpactdust 0 | |
// don't draw metal spark effects | |
fx_drawmetalspark 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 0.1 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 | |
// disable refraction. makes water really hard to look at | |
// so only do this on potatos | |
//r_WaterDrawRefraction 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 | |
// TEST: remove visible fog leaf when it is not used | |
r_ForceWaterLeaf 0 | |
// --- Characters --- | |
// disable expression optimization (server side only) | |
// expression optimization runs an additional check | |
// for only background scenes to ensure a flex animation | |
// is in the player's view cone, but it only does this extra | |
// check if the frametime is less than ai_expression_frametime | |
// so we can disable all expressions in a background scene by | |
// setting ai_expression_frametime to 0, and avoid the additional | |
// check that ai_expression_optimization 1 enables | |
ai_expression_optimization 1 | |
ai_expression_frametime 0 | |
// the maximum frametime before AI is made more efficient | |
// it isn't exactly TF2 related, but it can help with Source games/mods | |
// with AI, and the default value is 50, so the more efficient AI | |
// has probably never seen use (it would activate if one frame took 50 secs to render) | |
// in this config, it is set to 1/66 (which is our ideal frametime) | |
ai_frametime_limit 0.0152 | |
// 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 | |
// do not set up all bones | |
cl_SetupAllBones 0 | |
// -- Ropes -- | |
// don't simulate ropes | |
r_ropetranslucent 0 | |
// don't render solid part | |
rope_rendersolid 0 | |
// skip drawing non solid part of ropes | |
rope_solid_minalpha 0 | |
rope_solid_minwidth 0 | |
// don't do smoothing on ropes | |
// skips a long smoothing operation in rope node loop | |
rope_smooth 0 | |
// disable rope subdivisions | |
// skips lots of heavy loops | |
rope_subdiv 0 | |
// don't apply wind to ropes | |
rope_wind_dist 0 | |
// don't take an extra max intensity average for ropes | |
rope_averagelight 1 | |
// 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 | |
// disable rope holiday lights | |
r_rope_holiday_light_scale 0 | |
r_ropes_holiday_lights_allowed 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, 1 to enable, or 2 to draw using wireframes | |
r_drawdetailprops 0 | |
// 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 - very low | |
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 67 | |
// --- 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 18 | |
mp_decals 18 | |
// 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 | |
// because new objects need to be created to apply the decals on | |
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 | |
// --- Console --- | |
// console transparency | |
con_nprint_bgalpha 255 | |
// console border, disable on potatos | |
con_nprint_bgborder 1 | |
// --- Ragdolls --- | |
// disable ragdoll collisions | |
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 | |
// set to 0 for ragdolls | |
cl_ragdoll_forcefade 1 | |
// disable ragdoll physics | |
// huge performance hit | |
// set to 1 for ragdolls | |
cl_ragdoll_physics_enable 0 | |
// how fast a ragdoll fades out | |
// the higher the value, the faster it fades out per frame | |
// if this is set to 0, then the ragdoll can never fade out | |
// you can set fade speed to a low value, like 10, to get the | |
// perf boost from force fade while still getting to see ragdolls | |
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 --- | |
// -- Crosshair -- | |
// crosshair translucency (0 to 255) | |
cl_crosshairalpha 255 | |
// crosshair red (0 to 255) | |
//cl_crosshair_red 0 | |
// crosshair green (0 to 255) | |
//cl_crosshair_green 0 | |
// crosshair blue (0 to 255) | |
//cl_crosshair_blue 0 | |
// size of crosshair | |
//cl_crosshair_scale 0.5 | |
// -- Other display elements -- | |
// 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 4 | |
// 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 2 | |
// 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 | |
// keep the vote UI up after voting | |
//cl_vote_ui_active_after_voting 1 | |
// show vote UI notifications | |
//cl_vote_ui_show_notification 1 | |
// glow achievements for a little while shorter | |
hud_achievement_glowtime 1 | |
// -- Chat -- | |
// fade chat a bit faster | |
hud_saytext_time 8 | |
// disable chat from printing on screen | |
//cl_showtextmsg 0 | |
// chat filter - enable parts of chat: | |
// join/leave (1), name change (2), talking (4), server messages (8), team change (16), unknown (32) | |
// add a combination of these numbers together to enable that combination | |
// (name change + team change = 18) | |
// 0 for everything disabled | |
//cl_chatfilters 63 | |
// mute a player's text and voice (1), rather than just voice (0) | |
//cl_mute_all_comms 1 | |
// values: | |
// 0 - PC buckets | |
// select weapons from the side of your screen, fire to confirm | |
// 1 - PC fast switch | |
// fast switch for PC buckets (no fire to confirm) | |
// 2 - Xbox buckets / plus | |
// fast switch | |
// weapon selection window comes up at the middle of your screen | |
// can select weapons without ammo (but not switch to them) | |
// 3 - Xbox carousel scroll: | |
// fast switch | |
// slot 1 = last weapon, slot 2 = next weapon, | |
// slot 3 = swap weapon, slot 4 = previous weapon | |
//hud_fastswitch 1 | |
// autoreload | |
//hud_autoreloadscript 1 | |
// don't draw HUD capture panel | |
//hud_capturepanel 0 | |
// disable HTML MOTDs (ads, music player, fancy server intros) | |
//cl_disablehtmlmotd 1 | |
// don't commit suicide on class change | |
//hud_classautokill 0 | |
// -- Information panels -- | |
// fps meter, 1 = show, 2 = smooth | |
//cl_showfps 2 | |
// current position | |
//cl_showpos 1 | |
// battery meter | |
//cl_showbattery 1 | |
// show blocking disk operations on fps panel | |
//cl_showblocking 1 | |
// --- Bug Reporter --- | |
// upload bug reporter attachments asynchronously | |
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 | |
// TEST: clean up unused textures on death | |
cl_clean_textures_on_death 1 | |
// --- Filesystem --- | |
// keep files up to 128KB away in buffer | |
filesystem_buffer_size 131072 | |
// maximum number of file reads | |
// increase to 64 if you have an SSD | |
filesystem_max_stdio_read 32 | |
// use native filesystem calls | |
filesystem_native 1 | |
// do not use unbuffered IO | |
filesystem_unbuffered_io 0 | |
// disable loading game data async (set to 1 for SSDs) | |
mod_load_anims_async 0 | |
mod_load_mesh_async 0 | |
mod_load_vcollide_async 0 | |
// on SSDs we're loading async, we don't need to load everything at once | |
// so set them to 0 if you're using an SSD | |
mod_forcedata 1 | |
mod_forcetouchdata 1 | |
mod_touchalldata 1 | |
// --- Sound --- | |
// optimization for potatos: disable volume scaling | |
//dsp_db_mixdrop 1 | |
//dsp_db_min 0 | |
//dsp_mix_min 0 | |
//dsp_mix_max 0 | |
// 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 | |
// enable 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 0.08 (mixahead) + 0.01 (sound shift) seconds | |
phonemedelay 0.09 | |
// TEST: don't delay phonemes with an async sound system | |
phonemedelay 0 | |
// TEST: don't box filter phonemes | |
phonemefilter 0.01 | |
// don't crossfade a second phoneme on any LODs | |
phonemesnap 0 | |
// 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 (uncomment both) | |
//voice_modenable 0 // tells server to not send voice data | |
//voice_enable 0 // disables voice system client side | |
// 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 --- | |
// determine key time from a smoothed frametime | |
// this does not delay your keyboard input | |
in_usekeyboardsampletime 1 | |
// -- Mouse -- | |
// disable Windows mouse acceleration | |
//m_mousespeed 0 | |
// use raw input from mouse | |
// test to see if just using m_mousespeed 0 is ok | |
//m_rawinput 1 | |
// don't average mouse input over 2 frames | |
//m_filter 0 | |
// mouse sensitivity | |
//sensitivity 3 | |
// sensitivity multiplier when zoomed in. | |
// 1 is default, but on higher FOVs, it makes it more sensitive than unzoomed | |
//zoom_sensitivity_ratio 0.818933027098955175 | |
// mouse yaw sensitivity | |
//cl_yawspeed 210 | |
// mouse pitch sensitivity | |
//cl_pitchspeed 225 | |
// mouse yaw factor, mostly for acceleration | |
// if you want to change yaw sens, use cl_yawspeed | |
//m_yaw 0.022 | |
// custom mouse acceleration | |
// 0 - no custom acceleration | |
// 1 - mouse acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity) | |
// 2 - Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. | |
// 3 - mouse accelartion = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity | |
//m_customaccel 0 | |
//m_customaccel_scale 0.04 | |
//m_customaccel_max 0 | |
//m_customaccel_exponent 1 | |
// moves the player at a faster rate when changing elevation on a slope | |
// (only in local self predictions) | |
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 | |
// enable fast queries (just in case GL manager autodetect fails) | |
gl_can_query_fast 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 | |
echo "mastercomfig v3.1.0a2 loaded." | |
// load your own config called extra.cfg | |
//exec extra |
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