cl_showfps 1 // Show unsmoothed FPS meter fps_max 0 // ---------------------------------------------------------------------------- // Shadows // ---------------------------------------------------------------------------- // Disable shadows mat_shadowstate 0 r_shadowmaxrendered 0 r_shadowrendertotexture 0 r_shadows 0 // Enable shadows -- uncomment this section if you want these settings //mat_shadowstate 1 //r_shadowmaxrendered 11 //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 // ---------------------------------------------------------------------------- // Graphical // ---------------------------------------------------------------------------- // Now we come to the main brunt of the config. You probably don't want to mess // with this. // ---------------------------------------------------------------------------- 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 1 // 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. mat_colcorrection_disableentities 1 mat_colorcorrection 0 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_envmapsize 8 mat_envmaptgasize 8 mat_filterlightmaps 0 mat_filtertextures 0 mat_forceaniso 1 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_motion_blur_enabled 0 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. mat_reducefillrate 1 mat_reduceparticles 1 mat_specular 0 // 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 1 on dx8 will // result in some strange `fire' textures replacing their // appropriate counterparts, especially on medals, and certain // hats. mat_trilinear 0 mat_viewportscale 1 // Almost no performance gain from viewport upscaling. mat_viewportupscale 1 mat_wateroverlaysize 1 mp_decals 1 // `9' is a good value to still see the spread pattern from a // scattergun without any real performance loss. r_3dsky 0 r_ambientboost 0 r_ambientfactor 0 r_ambientmin 0 r_avglight 0 r_cheapwaterend 1 r_cheapwaterstart 1 r_decals 1 r_decalstaticprops 0 r_decal_cullsize 15 r_drawdetailprops 0 r_drawmodeldecals 0 r_drawflecks 0 r_dynamic 0 r_flashlightdepthtexture 0 r_forcewaterleaf 1 r_lightaverage 0 r_maxnewsamples 2 r_maxsampledist 1 r_propsmaxdist 0 r_renderoverlayfragment 0 r_staticprop_lod 4 r_waterdrawreflection 0 r_waterdrawrefraction 1 r_waterforceexpensive 0 r_waterforcereflectentities 0 rope_averagelight 0 rope_collide 0 rope_rendersolid 0 rope_shake 0 rope_smooth 0 rope_subdiv 0 rope_wind_dist 0 tf_particles_disable_weather 1 // Disable weather effects on maps supporting // it, for example, setting this to `1' // disables rain effects on *_sawmill. tracer_extra 0 violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually violence_hblood 1 // ---------------------------------------------------------------------------- // Misc // ---------------------------------------------------------------------------- in_usekeyboardsampletime 0 mat_clipz 1 // FX card users should set this to 0 mat_forcehardwaresync 0 mat_levelflush 1 //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to // silly incompatibility with the Xfire overlay. You should use // it if you can! mat_vsync 0 // Turn off vsync to avoid nasty I/O latency. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be // performed on the GPU (as opposed to on the CPU). The // value `-1' autodetects hardware support for this // feature, which is safer than forcing it. // ---------------------------------------------------------------------------- // Sound // ---------------------------------------------------------------------------- // I'd be hesitant to say that you would see a great deal of performance // improvement from lowering the sound quality, but in my experience as a // competitive TF2 player, lowering the sound quality makes determination of // directionality and distance that much easier. You may see a small FPS gain // with these settings, or you may not, either way will likely have a // negligible effect on performance. // ---------------------------------------------------------------------------- dsp_enhance_stereo 0 dsp_slow_cpu 1 snd_async_fullyasync 1 // Having the sound run fully asynchronous has been // helpful in the past, as it seems to (for whatever // reason) reduce the number of TDRs experienced during // gameplay. There's some pretty good information on // TDRs (nerds only) here: // http://forums.nvidia.com/index.php?showtopic=65161 snd_pitchquality 0 snd_spatialize_roundrobin 1 // ---------------------------------------------------------------------------- // Threading // ---------------------------------------------------------------------------- mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it // defines the threading method to be used by the material // system. It has been unstable to use in the past, but // nowadays it's generally okay. // // Here are the possible values: // -2 legacy default // -1 default // 0 synchronous single thread // 1 queued single thread // 2 queued multithreaded // // If you have problems with the value `2', try setting it to // `-1'. // // As an aside, there are quite a few bugs in the demo system // that occur when mat_queue_mode is set to a value that is // not `-1'. If you intend to do work with the demo system, // maybe you should change this. cl_threaded_bone_setup 0 cl_threaded_client_leaf_system 0 r_queued_decals 0 r_queued_ropes 1 r_queued_post_processing 0 r_threaded_client_shadow_manager 1 r_threaded_particles 1 r_threaded_renderables 1 // ---------------------------------------------------------------------------- // Misc // ---------------------------------------------------------------------------- cl_forcepreload 1 // Force preloading // ---------------------------------------------------------------------------- // Print to console // ---------------------------------------------------------------------------- echo "-------------------------------------------------------" echo " Chris' maxframes config loaded. " echo "-------------------------------------------------------" echo "Please direct all comments/queries/whatnot to" echo "#christf2 on QuakeNet."