// Unexplained crashes? Try changing mat_queue_mode to `-1'. // ---------------------------------------------------------------------------- // Chris' maxquality config, designed to get you excellent quality // v2.007 | 26 August 2012 | fakkelbrigade.eu/chris/configs/ // ---------------------------------------------------------------------------- // Problems or questions? Contact me at #christf2 on QuakeNet. // ---------------------------------------------------------------------------- // Launch options: // IMPORTANT: Remove -dxlevel 98 from the launch options after the first launch! // // Fullscreen: -dxlevel 98 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd // Windowed: -dxlevel 98 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- // 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. // // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in // any case, or the discrepancy between clientside frame generation and frames // to be sent to the server will no doubt cause you many a headache, especially // when it comes down to hit registration. Other than that, I recommend // for everyone to use the value `132' (2*66), as long as you can generally // keep that value stable without regular drops. // ---------------------------------------------------------------------------- cl_showfps 0 // Don't show FPS meter fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some fps_max 0 // ---------------------------------------------------------------------------- // 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_updaterate 100 cl_cmdrate 100 rate 60000 // tweak using net_graph to the point at which you get <10 choke. Higher rate value than needed just raises your ping. cl_interp_ratio 1 // how often per tick interpolation is updated. We want that to be every tick, which would be "1" cl_interp .015 cl_smooth 0 // 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 // ---------------------------------------------------------------------------- // Graphical // ---------------------------------------------------------------------------- // Now we come to the main brunt of the config. You probably don't want to mess // with this. // ---------------------------------------------------------------------------- cl_burninggibs 1 cl_detaildist 8096 cl_detailfade 0 cl_maxrenderable_dist 8096 cl_new_impact_effects 1 cl_phys_props_max 1024 cl_ragdoll_collide 1 lod_transitiondist 6400 mat_aaquality 2 mat_antialias 8 mat_bumpmap 1 mat_compressedtextures 1 mat_envmapsize 512 mat_envmaptgasize 512 mat_forceaniso 16 mat_hdr_level 2 mat_monitorgamma 2.0 // 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 // Disabled by default in v2.005 onwards mat_motion_blur_forward_enabled 0 mat_motion_blur_strength 0 mat_parallaxmap 1 mat_picmip -1 // 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_postprocess_x 8 mat_postprocess_y 8 mat_reducefillrate 0 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 0.8 mat_software_aa_quality 2 mat_software_aa_strength 2 mat_software_aa_strength_vgui 2 mat_specular 1 mat_wateroverlaysize 512 mp_decals 4096 mp_usehwmmodels 1 mp_usehwmvcds 1 r_avglight 3 r_decals 4096 r_eyeglintlodpixels 4 r_lod 0 r_maxmodeldecal 4096 r_radiosity 3 r_rainradius 2250 r_rainsplashpercentage 100 r_rootlod 0 r_shadowmaxrendered 1024 r_shadowrendertotexture 1 r_shadows 1 r_waterdrawreflection 1 r_waterdrawrefraction 1 r_waterforceexpensive 1 r_waterforcereflectentities 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. // ---------------------------------------------------------------------------- // 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 1 dsp_slow_cpu 0 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 1 snd_spatialize_roundrobin 0 // ---------------------------------------------------------------------------- // 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' maxquality config loaded. " echo "-------------------------------------------------------" echo "Please direct all comments/queries/whatnot to" echo "#christf2 on QuakeNet." developer 1 echo "default settings loaded" developer 0