Sv Allow Point Servercommand Always Mat Queue Mode -1 // Unexplained Crashes? Try Changing Mat Queue Mode to `-1'
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sv_allow_point_servercommand always mat_queue_mode -1 // Unexplained crashes? Try changing mat_queue_mode to `-1'. // ---------------------------------------------------------------------------- // Comanglia' frames config inspired by chris, designed to get you a large perfo rmance boost // v1.7a | 17 May 2015 | https://dl.dropboxusercontent.com/u/92187841/gfx.cfg // ---------------------------------------------------------------------------- // Launch options: // You don't have to remove -dxlevel from the launch options after the first lau nch! // // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid // -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore // // DX Levels // -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98 // if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect // (some series of outdated nvidia drivers remove this affect) // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- // FPS cap // ---------------------------------------------------------------------------- // The primary benefit of an FPS cap is to make the FPS more stable, other than // that, it doesn't do a lot. A moderate, consistent framerate is much more // desirable than a variable but sometimes high framerate. A common // misconception is that if any more frames are generated than your monitor can // display, they are useless. This is wrong -- frames are used for much more // than mere display, and affect the way the game feels well past your // refresh rate. // ---------------------------------------------------------------------------- cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4% fps_max 134 // fps caps on PCs that consistently meet that cap causes horrible i nput lag when attempting to turn/aim //fps_max 132 // I'm leaving this in here though because some PCs (usually lapto ps) tend to overheat and have microstutters without frame caps. // ---------------------------------------------------------------------------- // Net settings // ---------------------------------------------------------------------------- // Whilst net settings perhaps aren't an integral part of an FPS config, they // are a fact of life in competitive TF2, and as such, they are included here. // // A common question I am asked -- what defines whether a good connection is // good or bad? Mostly personal preference. If you're not willing to make the // choice, try both and see which is better for you. // // Generally, meeting both of the following conditions would classify it as a // good connection: // // - Ping of <80 to the average server you join // - Generally no/negligible choke/loss (can be checked with `net_graph') // // There's some pretty good documentation on this here: // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking // // Uncomment (remove the `//' from) one of the groups if you want to use them. // ---------------------------------------------------------------------------- // Good connection cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152 cl_interp .033 // change to whatever you like for certain classes projectiles/po pping uber/flames = .0152 hitscan = .031 on bad connections = .062 cl_interp_ratio 1 cl_lagcompensation 1 cl_pred_optimize 2 cl_smooth 0 cl_smoothtime 0.01 cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152 rate 62000 // anything above 62,000 is completely useless, anything above 48,000 ish is useless in HL // Competitive connection // Very few servers will have these settings //cl_cmdrate 128 //cl_interp .007 // this will likely have to be user defined .007 should be roug hly the lowest interp, hit scan might do well at .0152 for this //cl_interp_ratio 1 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 128 //rate 90000 // With higher tick rates you have more bandwidth being used // Bad connection //cl_cmdrate 40 //cl_interp 0 //cl_interp_ratio 2 //cl_lagcompensation 1 //cl_pred_optimize 2 //cl_smooth 0 //cl_smoothtime 0.01 //cl_updaterate 40 //rate 35000 // ---------------------------------------------------------------------------- // Sprays // ---------------------------------------------------------------------------- // Bear in mind that these are disabled on war servers due to `sv_pure 2' // anyway, so if you play competitive TF2, this won't help you. // ---------------------------------------------------------------------------- // Disable sprays cl_playerspraydisable 1 r_spray_lifetime 0 // Enable sprays -- uncomment this section if you want these settings //cl_playerspraydisable 0 //r_spray_lifetime 2 // ---------------------------------------------------------------------------- // Shadows // ---------------------------------------------------------------------------- // Disable shadows mat_shadowstate 0 r_shadowmaxrendered 0 r_shadowrendertotexture 0 r_shadows 0 // Enable shadows -- I highly recommend keeping them off if you're frequently ne ar or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate mat_shadowstate 1 r_shadowmaxrendered 9 r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by // competitive TF2 players to see opponents standing // near the other side of a wall. You may see some // performance loss from setting this to `1'. r_shadows 1 // ---------------------------------------------------------------------------- // Facial features // ---------------------------------------------------------------------------- // Disable facial features r_eyes 0 r_flex 0 r_lod 2 r_rootlod 2 r_teeth 0 // Enable facial features -- turning them on lowers framerate by 5ish% //r_eyes 1 //r_flex 1 //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled. //r_rootlod 1 //r_teeth 1 // ---------------------------------------------------------------------------- // Ragdolls // ---------------------------------------------------------------------------- // You will have reduced performance on deaths which produce ragdolls. // ---------------------------------------------------------------------------- // Disable ragdolls cl_ragdoll_fade_time 0 cl_ragdoll_forcefade 1 cl_ragdoll_physics_enable 0 g_ragdoll_fadespeed 0 g_ragdoll_lvfadespeed 0 ragdoll_sleepaftertime 0 // Enable ragdolls -- lowers by 10ish% cl_ragdoll_fade_time 15 cl_ragdoll_forcefade 0 cl_ragdoll_physics_enable 1 g_ragdoll_fadespeed 600 g_ragdoll_lvfadespeed 100 ragdoll_sleepaftertime "5.0f" // ---------------------------------------------------------------------------- // Gibs // ---------------------------------------------------------------------------- // You will have reduced performance on deaths which produce gibs. // ---------------------------------------------------------------------------- // Disable gibs cl_phys_props_enable 0 cl_phys_props_max 0 props_break_max_pieces 0 r_propsmaxdist 1 violence_agibs 0 violence_hgibs 0 // Enable gibs -- 6-7% less framerate //cl_phys_props_enable 1 //cl_phys_props_max 128 //props_break_max_pieces -1 //r_propsmaxdist 1000 violence_agibs 1 violence_hgibs 1 // ---------------------------------------------------------------------------- // Graphical // ---------------------------------------------------------------------------- // Now we come to the main brunt of the config. You probably don't want to mess // with this. // ---------------------------------------------------------------------------- cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames fov_desired 90 // seriously everyone should use this. mat_phong 0 // some people don't like this on I prefer it on for sniper though cl_muzzleflash_dlight_1st 0 cl_detaildist 0 cl_detailfade 0 cl_drawmonitors 0 cl_ejectbrass 0 cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones cl_new_impact_effects 0 cl_show_splashes 0 func_break_max_pieces 0 glow_outline_effect_enable 0 // Cart glow effect. lod_transitiondist 0 mat_antialias 0 mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause // a strange `shine' effect to appear on all players. - Chris // In the past I wasn't able to prove that disabling t his was significant, // it effects fps by about 1% after several checks - C omanglia mat_colcorrection_disableentities 0 mat_colorcorrection 0 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_envmapsize 8 mat_envmaptgasize 8 mat_filterlightmaps 1 mat_filtertextures 1 mat_forceaniso 0 mat_hdr_level 0 mat_max_worldmesh_vertices 512 mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2 // to get it darker. Only works in fullscreen. mat_parallaxmap 0 mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking // at a range from -1 to 2, -1 being the best quality, 2 being the // worst. - Doesn't really matter much what you set this too if you 're cpu bound mat_reducefillrate 1 mat_reduceparticles 1 mat_specular 1 // Controls specularity. Setting this to 0 will make ubers // non-shiny, and will remove some specular effects from in-game // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand mat_trilinear 1 mat_viewportscale 1