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//startup misc

con_filter_text_out "unknown particle" // Filter out unknown particle spam


sv_cheats 1 // Prevent fog cvar spew in console on startup
host_thread_mode 0 // Do not use the threaded frame behavior for local servers

// training config
sv_allow_point_servercommand always

// show fps
cl_showfps 2

// combattext
hud_combattext 1
hud_combattext_batching 1

// network
cl_cmdrate 66
cl_updaterate 66
rate 60000
cl_interp_ratio 1
cl_interp .0325
//cl_interp .0152
//white lerp okay, orange lerp danger, yellow lerp dropping packets

cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01

// binds
unbindall
bind w +forward
bind s +back
bind a +moveleft
bind d +moveright
bind space +jump
bind shift +duck
bind ctrl +duck
bind t +voicerecord
bind y say //all chat
bind u say_team //team chat
bind p say_party //party chat
bind v "voicemenu 0 0" //call medic
bind e "+disguiseweap"
alias +disguiseweap "lastdisguise"
alias -disguiseweap "slot3"

bind , changeclass
bind . changeteam
bind m open_charinfo_direct //open loadout
bind n open_charinfo_backpack //open backpack
bind l dropitem
bind 0 +taunt
bind h +use_action_slot_item
bind i showmapinfo
bind mouse3 "+inspect"

bind mouse1 +attack


bind mouse2 +attack2
bind r +reload
bind MWHEELUP slot2
bind MWHEELDOWN slot4
bind q slot1
bind f slot3
bind 5 slot5 //used by engie to destroy buildings
bind 6 slot6 //grappling hook if applicable

bind ` toggleconsole
bind J cl_trigger_first_notification //accept topmost alert e.g. trading requests
bind tab +showscores
bind f2 show_quest_log //contracker
bind f3 askconnect_accept //accept server's request
bind f4 player_ready_toggle //for MvM
bind f5 screenshot
bind f6 save_replay
bind f7 abuse_report_queue
bind f8 "exec autoexec"
bind f9 "netgraphswitch"
alias netgraphswitch "graphon"
alias graphon "net_graph 1; alias netgraphswitch graphoff; echo NETGRAPH ON"
alias graphoff "net_graph 0; alias netgraphswitch graphon; echo NETGRAPH OFF"
bind f10 hostthread1
alias hostthread1 "host_thread_mode 1; htecho1; htecho2; htecho3"
alias htecho1 echo "
****************************************************** "
alias htecho2 echo " ==> host_thread_mode SET TO 1 (default) <== "
alias htecho3 echo "
****************************************************** "
//f12 is for steam screenshots

bind z "voicemenu 1 1" //spy!


bind x "voicemenu 0 2" //go go go
bind c "voicemenu 0 1" //thanks
//bind z "voice_menu_1"
//bind x "voice_menu_2"
//bind c "voice_menu_3"

//engie build binds


alias builddispenser "build 0 0"
alias buildentrance "build 1 0"
alias buildexit "build 1 1"
alias buildsentry "build 2 0"

bind 1 builddispenser
bind 2 buildentrance
bind 3 buildexit
bind 4 buildsentry

//spy binds and other voice comms


bind alt "+spybinds"
alias +spybinds "+spysniper; +spymedic; +spyengie; +spydemo; +spyrofriend;
+spyscout; +spyro; +enemyspy; +wheelvoice"
alias +wheelvoice "bind mwheelup yesalias; bind mwheeldown noalias; bind mouse3
dispenserhere"
alias dispenserhere "voicemenu 1 4"
alias yesalias "voicemenu 0 6"
alias noalias "voicemenu 0 7"
alias +spyscout "bind q spyscout"
alias spyscout "disguise 1 -1" //scout
alias +spysniper "bind w spysniper"
alias spysniper "disguise 2 -1" //sniper
alias +spyro "bind e spyro"
alias spyro "disguise 7 -1" //pyro
alias +spymedic bind a "spymedic"
alias spymedic "disguise 5 -1" //medic
alias +spyengie "bind s spyengie"
alias spyengie "disguise 9 -1" //engie
alias +spydemo "bind d spydemo"
alias spydemo "disguise 4 -1" //demo
alias +spyrofriend "bind mouse1 spyrofriend"
alias spyrofriend "disguise 7 -2" //pyro friend
alias +enemyspy "bind mouse2 enemyspy"
alias enemyspy "disguise 8 -1" //spy

alias -spybinds "-spysniper; -spymedic; -spyengie; -spyrofriend; -spyscout; -spyro;


-spydemo; -enemyspy; -wheelvoice"
alias -wheelvoice "bind mwheelup slot2; bind mwheeldown slot4; bind mouse3
+inspect"
alias -spyscout "bind q slot1"
alias -spysniper "bind w +forward"
alias -spyro "bind e +disguiseweap"
alias callmedic "voicemenu 0 0"
alias -spymedic "bind a +moveleft"
alias -spyengie "bind s +back"
alias -spydemo "bind d +moveright"
alias -spyrofriend "bind mouse1 +attack"
alias -enemyspy "bind mouse2 +attack2"

// ---------------
// '-- Everything that follows is from Master's MaxPerformance Config--'
// ---------------

// con filter
con_filter_enable 1 // Filter unknown command warning due to OS specific commands
con_filter_text_out "Unknown" // ^

// ---------------
// '-- Threading--'
// ---------------
// These settings will take advantage of your CPU cores

cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute


blends for added
// renderables
r_threaded_renderables 1 // Asynchronously set up bones on animated entities
r_threaded_particles 1 // Process particle systems in parallel
r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
mat_queue_mode 2 // Force multithreaded mode for the material system queue
studio_queue_mode 1 // Use queue calls for studio renders
host_thread_mode 1 // Use the threaded frame behavior if applicable (use 2 to
force)

// ---------------
// '-- LOD --'
// ---------------
// Controls the quality of objects based on distance
r_rootlod 2 // Maximum performance for models
lod_TransitionDist -1 // Do not fade in map objects for maximum performance
r_lod -1 // Use r_rootlod to properly fade through LODs.
mat_max_worldmesh_vertices 1024 // Use optimized mesh vertices cap

// ---------------
// '-- Lighting --'
// ---------------
r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
r_ambientmin 0 // Allow for ambient boosting even in brighter light levels, makes
characters stand out
r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better
visibility of classes
mat_phong 0 // Use a phong shader for shading/reflection
r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is
not needed/noticeable
r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and
other lighted effects)
r_maxdlights 0 // Do not allow any dynamic lights
r_worldlightmin 0.004 // Do not render insignificant world lighting
r_worldlights 0 // Disable world lights
mat_disable_fancy_blending 1 // Disable fancy blending
mat_disable_lightwarp 1 // Disable light warps

// ---------------
// '-- Shadows --'
// ---------------
// Shadows cast from characters

r_shadows 0 // Disable shadows for a big FPS increase


r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and
rendering time)
cl_blobbyshadows 1 // Render a blob for shadows
r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works
when depth textures are
// on
r_flashlightrender 0 // Disable flashlight shadow
r_flashlightmodels 0 // Disable lighting models
r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
nb_shadow_dist 0 // Do not use shadows from far away (NextBot system)
r_shadowmaxrendered 17 // Do not render more shadows than needed

// ---------------
// '-- Effects --'
// ---------------
// Weapon and other light effects

cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc


muzzleflash_light 0 // Disable muzzle flash lights
cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
r_drawtracers_firstperson 0 // Enable first person tracers, low performance impact
cl_show_splashes 0 // Enable water splashes
cl_fasttempentcollision 10000 // Check every 20 frames for collisions on syringes,
shell ejection, blood,
// and some other effects

// -------------
// '-- Water --'
// -------------
// Water reflections

r_cheapwaterstart 0 // Use cheap water as much as possible


r_cheapwaterend 0.1 // Use cheap water as much as possible
r_WaterDrawReflection 0 // Water reflections disabled for more performance
r_waterforceexpensive 0 // Do not force expensive water
r_waterforcereflectentities 0 // Do not forcing entity water reflections
r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
r_ForceWaterLeaf 0 // Use the true viewpoint for visibility testing

// -----------------
// '-- Particles --'
// -----------------
// Particle effects

cl_particle_batch_mode 1 // Use default particle batch mode


tf_particles_disable_weather 1 // Disable rain, snow and ash particles
mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit
because the real
// performance impact comes from creating particle systems
cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
r_drawflecks 0 // Do not create particle systems when things hit surfaces,
increases FPS and reduces
// distractions
r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance
stats

// -----------------------
// '-- Post Processing --'
// -----------------------
// Extra visual effects

mat_postprocessing_combine 1 // Combine post processing effects


mat_hdr_level 0 // LDR
mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
building_cubemaps 0 // Allow for post processing effects and pixel vis testing
mat_colorcorrection 0 // Disable color correction
mat_colcorrection_disableentities 1 // Disable entity color correction
pyro_dof 0 // Skip a SSAO depth pass for pyrovision
pyro_vignette 0 // Disable vignette for pyrovision
pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
pyro_max_intensity 0 // Disable more pyrovision visual effects
pyro_max_rate 0 // ^
pyro_max_side_length 0 // ^
pyro_max_side_width 0 // ^
pyro_min_intensity 0 // ^
pyro_min_rate 0 // ^
pyro_min_side_length 0 // ^
pyro_min_side_width 0 // ^

// -------------------
// '-- Motion Blur --'
// -------------------
// These settings will adjust the blurring effect from rotation and movement

mat_motion_blur_enabled 0 // Disable motion blur

// ------------------------------
// '-- Antialiasing/Filtering --'
// ------------------------------
// These settings will adjust the smoothing of jagged edges and textures

mat_antialias 0 // Do not do antialiasing


mat_aaquality 0 // Disable CSAA
mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin
overlapping surfaces
mat_software_aa_strength 0 // Do not do software AA
mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
mat_trilinear 0 // Use bilinear filtering to squeeze out every last bit of
performance
mat_forceaniso 1 // Disable anisotropic filtering

// ------------------
// '-- Characters --'
// ------------------
// These settings will adjust the characters in the game

r_flex 0 // Disable facial animations


flex_rules 0 // Disable facial animations
anim_3wayblend 0 // Disable 3-way animation blending
ai_expression_optimization 0 // Disable expression optimization
ai_expression_frametime 0 // Disable expressions entirely
r_teeth 0 // Do not render teeth, small FPS boost
cl_SetupAllBones 0 // Do not force every animation component of a model to be set
up
flex_smooth 0 // Do not smooth facial animations
mp_usehwmmodels -1 // Do not use or load high quality characters
mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
r_eyes 0 // Disable eyes
r_eyemove 0 // Disable eye movement
tf_clientsideeye_lookats 0 // Disable eye lookats
blink_duration 0 // Disable blinking

// --------------
// '-- Decals --'
// --------------
// Overlay textures on models

r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)


//r_decals 0 // Disable decals
mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
//mp_decals 0 // Disable decals
r_drawbatchdecals 0 // Do not batch decals with low max decal count
r_spray_lifetime 0 // Clear sprays immediately
cl_playerspraydisable 1 // Disable player sprays
r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows
to check spread
// without decal rendering elsewhere.
r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to
completely covering it
r_decal_overlap_area 0.4 // Remove decal when there is another decal barely
covering it
r_decal_overlap_count 0 // Do not allow decals to overlap each other
r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to
be created that decals apply onto.
r_renderoverlayfragment 0 // Disable overlays, small performance increase
r_maxmodeldecal 9 // Optimize maximum model decal count
r_overlayfadeenable 0 // Fading overlays can cause small performance issues
r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled

// ------------
// '-- Gibs --'
// ------------
// Body parts created on violent deaths

cl_burninggibs 0 // Disable burning gibs, performance impact


//props_break_max_pieces -1 // Break gibs and some props into the pieces they were
designed to break into
props_break_max_pieces 0 // Disables gibs and prop breaking
violence_hgibs 1 // Enable normal gibs
violence_hblood 1 // Enable normal blood

// -------------
// '-- Props --'
// -------------
// Various small objects

r_decalstaticprops 0 // Do not use some lighting data for static props, disable
decals on static props
cl_phys_props_enable 0 // Disable client side physics props
cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
r_propsmaxdist 1 // Maximum distance from where client side physics props are
visible
r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
cl_detaildist 0 // Draw detail props up to this distance
cl_detailfade 0 // Do not fade in detail props
r_staticprop_lod 63 // Force lowest LOD (lowest quality)
r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS

// ----------------
// '-- Ragdolls --'
// ----------------
// Full bodies with adjustable physics simulation and fading on death

cl_ragdoll_collide 0 // Disable ragdoll collisions


cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the
performance from ragdolls comes
// from
g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading
rate, so 0 will not fade and cause memleaks)
g_ragdoll_lvfadespeed 10000 // ^ but in low violence
ragdoll_sleepaftertime 0 // Instantly sleep ragdolls

// ---------------
// '-- General --'
// ---------------
// General/overall graphics settings

mat_reducefillrate 1 // Simplify material shading


mat_bumpmap 0 // Disable bumpmap materials
//mat_fastnobump 1 // Early checks for no bumpmap rendering
mat_specular 0 // Disable specular materials
//mat_fastspecular 0 // Early checks for no specular rendering
mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in
increments of 0.1 or 0.05). This is
// useful for if your GPU struggles to render a lot of pixels
mat_viewportupscale 1 // Upscale when using mat_viewportscale
r_3dsky 0 // Disable 3D sky
r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility
algorithm
cl_drawmonitors 0 // Do not draw monitors
cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
mat_picmip 2 // Use lowest quality textures
mat_showlowresimage 1 // Low quality images
mat_drawflat 1 // Use flat materials only

// -------------
// '-- Ropes --'
// -------------
// Ropes in Mannpower and as decoration in maps

rope_rendersolid 0 // Skip rendering solid part of ropes


r_ropetranslucent 0 // Skip simulating ropes
//r_ropetranslucent 1 // Simulate ropes
rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on
screen
//rope_solid_minalpha 0.2 // Enable solid alpha
//rope_solid_minwidth 0 // Always render non-solid ropes
rope_smooth 0 // Skip a long smoothing operation for ropes
//rope_smooth 1 // Smooth ropes with a fake transparent rope
rope_subdiv 0 // Skip heavy loops for rope subdivisions
//rope_subdiv 2 // Subdivide ropes
//rope_subdiv 7 // Max rope subdivides
rope_collide 0 // Skip CPU heavy world collisions for ropes
rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
//rope_averagelight 1 // Only use average light, instead of an extra max intensity
average with 0
rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit
of CPU time

// --------------------
// '-- Optimization --'
// --------------------
// These settings will optimize TF2 without having any very noticeable effects to
// the user

fps_max 75 // Prevent a possible memory leak with fps_max 0 and set to 300 because
// some systems in Source assume an FPS limit of 300
engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
// the focus detection can be buggy on some systems or
while
// streaming and may limit your FPS, without you knowing
r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and
// then has the GPU quickly render the scene in a second pass,
// with the visible parts of the scene already calculated
r_entityclips 1 // Clip entities preferably using clip planes
disp_dynamic 0 // Do not use dynamic meshes for world geometry (displacements)
r_hunkalloclightmaps 0 // Allocate lightmaps in dynamic memory because some are too
big for the hunk
//r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
r_frustumcullworld 1 // Cull on world draw
r_worldlistcache 1 // Cache some world rendering
mat_clipz 1 // Clips what is drawn for a performance improvement
mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
r_occludeemaxarea 101 // Do not skip occlusion of larger objects
//r_occluderminarea 2.5 // Use occluders that take up a decent amount of pixels on
larger screens
r_occluderminarea 0.003 // Try to occlude almost for bad GPUs since they need the
savings
r_occludermincount 2 // Force using at least 2 occluders so we occlude at least
something even if they were skipped initially
r_lightcache_zbuffercache 1 // Load z cache data with the map
r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for bad GPUs
host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
r_norefresh 1 // Do not store a useless and unused frame time variable
fast_fogvolume 1 // Use a fast path method to find the visible fog volume
r_pixelfog 0 // Do not use a higher level pixel shader for fog on bad GPUs
mat_bufferprimitives 1 // Buffer primitives
mat_compressedtextures 1 // Allow for compressed textures
mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system
memory
mat_filterlightmaps 0 // Filter lightmaps
mat_filtertextures 0 // Filter textures
mat_mipmaptextures 1 // Mipmap textures to optimize texture filtering
mat_disable_ps_patch 1 // Force disable runtime manipulation of shaders to fix MSAA
on some AMD cards
//mat_disable_ps_patch 0 // Enable patching if necessary when MSAA is enabled
sv_turbophysics 1 // Disable physics interactions

// ==================
// '--- Gameplay ---'
// ==================
// Adjusts how the game behaves

cl_autoreload 1 // Auto reload clip


cl_autorezoom 0 // Do not automatically rezoom sniper rifle
tf_medigun_autoheal 1 //no need to hold mouse1 while healing

// =============
// '--- HUD ---'
// =============
// ---------------
// '-- General --'
// ---------------
// General/misc HUD settings

cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also


partially fixes animation bug
//cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
cl_hud_minmode 1 // HUD min mode
hud_fastswitch 1
tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary
matchmaking panel
tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
//tf_build_menu_controller_mode 1 // Use controller style engineer build menu
//tf_disguise_menu_controller_mode 1 // Controller disguise menu
//tf_simple_disguise_menu 0 // Concise disguise menu
cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server
intros)
sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound
again
tf_healthicon_height_offset 10 // Offset of heath icon
tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an
engie building
tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
tf_hud_show_servertimelimit 1 // Show server map time
tf_hud_target_id_alpha 50 // Transparency of target ID
//tf_hud_target_id_disable_floating_health 0 // Show floating health bar
tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
tf_hud_target_id_offset 0 // Vertical offset of target ID
tf_hud_target_id_show_avatars 0 // Show avatars: 0 - never, 1 - for everyone, 2 -
for friends
hud_freezecamhide 0 // Show the HUD during freeze-cam
//hud_freezecamhide 1 // Hide the HUD during freeze-cam
tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard

// ----------------
// '-- Messages --'
// ----------------
// Text chat, console output, etc

hud_saytext_time 10 // How long in seconds chat messages stay on screen


//hud_saytext_time 0 // Disable chat
cl_showtextmsg 1 // Enable text messages in chat (voice lines)
//cl_showtextmsg 0 // Disable text messages
cl_showpluginmessages 1 // Show messages from server plugins
//cl_showpluginmessages 0 // Deny messages from server plugins
cl_chatfilters 63 // Chat Filter - enable parts of chat (not working due to a bug):
// join/leave (1), name change (2), chat (4), server messages
(8), team change (16),
// achievements (32)
// Add a combination of these numbers together to enable that
combination
// for example, name change (2) + team change (16) = 18
// 0 for everything disabled
//cl_chatfilters 0 // Disable all chat messages
//cl_chatfilters 59 // Disable just user chat
cl_mute_all_comms 1 // Disable text and voice for muted players
//cl_mute_all_comms 0 // Disable voice for muted players
hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
tf_chat_popup_hold_time 2 // How long party messages appear on the main menu

// ----------------
// '-- Backpack --'
// ----------------
// Inventory, economy and backpack

tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item


panels
cl_spec_carrieditems 1 // Show spectated player items
//cl_spec_carrieditems 0 // Do not show spectated player items
tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
//tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
//cl_showbackpackrarities 1 // Show item rarity color borders in backpack

// -----------------
// '-- Crosshair --'
// -----------------
// Aiming recticle or crosshair

//cl_crosshair_scale 64 // Size of crosshair try 24/32/48/64


cl_crosshairalpha 255 // Disable transparency for lowend computers
cl_crosshair_red 0 // Crosshair red (0 to 255)
cl_crosshair_green 255 // Crosshair green (0 to 255)
cl_crosshair_blue 255 // Crosshair blue (0 to 255)
//cl_dynamiccrosshair 1 // Change crosshair according to weapon
//cl_observercrosshair 0 // Disable crosshair in spectator
//cl_crosshair_file 0 // Style of crosshair
//crosshair 0 // Disable crosshair

// -------------------
// '-- Killstreaks --'
// -------------------
// Killstreak messages from weapons

cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak


banner (0 to 255)
//cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
//cl_hud_killstreak_display_time 0 // Disable killstreak banner

// ---------------------
// '-- Notifications --'
// ---------------------
// In-game notifications for trade offers, requests, events, etc

cl_notifications_max_num_visible 1 // Reduce number of visible notifications


//cl_notifications_max_num_visible 3 // Default number of visible notifications
cl_notifications_move_time 0.1 // Make notification transition shorter
//cl_notifications_show_ingame 0 // Do not show notifications in game
tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
//tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
//cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
cl_vote_ui_show_notification 0 // Hide voting notifications
//cl_vote_ui_show_notification 1 // Show voting notifications
tf_hud_notification_duration 2 // How long notifications should display

// -----------------
// '-- Contracts --'
// -----------------
// Contracts as part of campaigns

//tf_contract_competitive_show 2 // During competitive matches, contract


visibility:
// 0 - never
// 1 - all
// 2 - active only
//tf_contract_progress_show 1 // During all matches, contract visibility:
// 0 - never
// 1 - all
// 2 - active only
tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
//tf_quest_notification_line_delay 1 // Default voice line delay

// --------------------
// '-- Achievements --'
// --------------------
// Achievement effects and HUD tracker

hud_achievement_glowtime 1 // Glow achievements for a little while shorter


hud_achievement_tracker 2 // Achievements tracked at once
hud_achievement_count 4 // Max achievements shown on HUD

// ------------
// '-- Info --'
// ------------
// Additional HUD elements for extra info
// Adding additional HUD elements decreases FPS by a small amount

//cl_showfps 2 // FPS meter, 1 = show, 2 = smooth


//cl_showpos 1 // Current position, angle and velocity
//cl_showbattery 1 // Battery meter
//cl_showblocking 1 // Show blocking disk operations on FPS panel
// cl_show_num_particle_systems 1 // Show number of particle systems
cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave

// -----------------------
// '-- Closed Captions --'
// -----------------------
// Customization of notifications of sounds and voices in closed captions

//cc_linger_time 1 // Seconds for captions to stay on screen


//cc_minvisibleitems 1 // Minimum captions to shown
//cc_predisplay_time 0 // Delay between the sound and showing the caption
//cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
//snd_vox_captiontrace 1 // show sentence IDs when there is no caption

// ----------------
// '-- Netgraph --'
// ----------------
// Advanced HUD display of network info and FPS

//net_graph 0 // netgraph display


// 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4
= server perf stats
net_graphpos 1 // 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_graphheight 64 // height of the text part of the graph
//net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
//net_scale 5 // the height of the graph portion
net_graphsolid 0 // draw height ticks as single ticks (small optimization)
//net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full
rectangle
//net_graphtext 1 // draw text fields
//net_graphmsecs 400 // over how many milliseconds should the text area measure
//net_graphshowlatency 1 // show the latency part of the graph
//net_graphshowinterp 1 // show the interpolation part of the graph

// ----------------
// '-- Tutorial --'
// ----------------
// Disable tutorial messages

//cl_ask_favorite_opt_out 1
//cl_ask_blacklist_opt_out 1
//replay_quitmsg_dontaskagain 1
//cl_ask_bigpicture_controller_opt_out 1
//tf_explanations_store 1
//tf_explanations_discardpanel 1
//tf_explanations_backpackpanel 1
//tf_explanations_charinfopanel 1
//tf_explanations_craftingpanel 1
//tf_explanations_charinfo_armory_panel 1
//tf_training_has_prompted_for_forums 1
//tf_training_has_prompted_for_loadout 1
//tf_training_has_prompted_for_options 1
//tf_training_has_prompted_for_training 1
//tf_training_has_prompted_for_offline_practice 1
//cl_showhelp 0
//tf_taunt_always_show_hint 0
//sb_dontshow_maxplayer_warning 1
//tf_coach_request_nevershowagain 1
//tf_show_maps_details_explanation_count 0
//tf_show_taunt_explanation_in_class_loadout 0
//tf_show_preset_explanation_in_class_loadout 0
//cl_hud_playerclass_playermodel_showed_confirm_dialog 1
//tf_find_a_match_hint_viewed 1
//tf_quest_map_intro_viewed 1
//tf_warpaint_explanation_viewed 1
//tf_inspect_hint_count 11
//tf_mvm_tabs_discovered 1
//tf_hud_notification_show_count_ghost_controls 1
//tf_hud_notification_show_count_ghost_controls_no_respawn 1
//tf_hud_notification_show_count_kart_controls 1
//cl_promotional_codes_button_show 0
//cl_training_class_unlock_all

// ---------------
// '-- Console --'
// ---------------
// Developer console customization

con_nprint_bgalpha 100 // Console translucency (0 to 255)


//con_nprint_bgalpha 255 // Disable transparency for lowend computers
con_nprint_bgborder 1 // Console border
//con_nprint_bgborder 0 // Disable border on lowend computers

// ==============
// '--- View ---'
// ==============
// The character view and viewmodel

fov_desired 90 // See more of the battlefield


//fov_desired 75 // Render less for very lowend computers
viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
//cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of
a corner
tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
//cl_first_person_uses_world_model 0 // Draw viewmodel
//cl_first_person_uses_world_model 1 // Draw character world model instead of
viewmodel
//tf_medieval_thirdperson 1 // Third person view in medieval mode
glow_outline_effect_enable 1 // Enable ally and objective xrays
//glow_outline_effect_enable 0 // Disable all xrays
tf_enable_glows_after_respawn 1 // spawn xrays
tf_spec_xray_disable 0 // xrays while spectating
tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
//tf_spectate_pyrovision 1 // Spectate in pyrovision
//spec_autodirector 0 // Choose best view mode automatically

// ==============
// '--- Misc ---'
// ==============
// Settings that do not fit into a category

bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously


ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful
for Source singleplayer and mods
//ai_frametime_limit 50 // Do not use simpler AI

// ================
// '--- Memory ---'
// ================
// Adjustments to memory allocation

lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent


reloads of it
cl_always_flush_models 0 // Keep models loaded in between map loads
//cl_always_flush_models 1 // Remove models from memory every map load (for low
memory systems only)
mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
//mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
sv_forcepreload 0 // Disable harmful force preload enabled in other configs

// ====================
// '--- Filesystem ---'
// ====================
// -------------
// '-- Sizes --'
// -------------
// Set buffer and file read sizes

filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem


filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)

// ---------------
// '-- General --'
// ---------------
// Set up filesystem parameters

filesystem_native 1 // Use native filesystem calls if available


filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it
can be async

// -------------------
// '-- Model Cache --'
// -------------------
// Control loading and caching models

mod_load_anims_async 1 // Enable async animation loading


mod_load_mesh_async 1 // Enable async mesh loading
mod_load_vcollide_async 1 // Enable async vcollide loading

// For HDDs
mod_touchalldata 1 // Load submodels
mod_forcetouchdata 1 // Put submodels into cache
mod_forcedata 1 // Cache submodel data

// ================
// '--- Memory ---'
// ================
datacachesize 512 // Increase data cache size
mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems

// ===============
// '--- Sound ---'
// ===============
// -----------------
// '-- Hitsounds --'
// -----------------
// Damage sound played on hit and on kill

tf_dingalingaling_lasthit 1 // Play killsounds


//tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
//tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
tf_dingaling_lasthit_volume 0.7 // Killsound volume
//tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
//tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
tf_dingalingaling 1 // Play hitsounds
//tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
//tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
//tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the
hitsound again
tf_dingaling_volume 0.7 // Hitsound volume
//tf_dingalingaling_effect 0 // Which sound to use for the hitsound
//tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
tf_sniper_fullcharge_bell 1 //sniper full charge sound

// -----------------
// '-- Threading --'
// -----------------
// Threading options to take advantage of modern CPUs for the sound system

snd_async_fullyasync 1 // Play sounds independently of main engine work


snd_async_minsize 4096 // Wait a small time for audio file loading for SSDs with
CPUs with 4 or more cores
//snd_async_minsize 65536 // If you are having audio stutter,
// wait until 64K of audio has been loaded
// (usually for HDDs with CPUs with 4 or more cores
// or for SSDs with CPUs with less than 4 cores)
//snd_async_minsize 262144 // If you are still having audio stutter,
// wait even longer
// (usually for HDDs with CPUs with less than 4 cores)
snd_mix_async 1 // Use another thread to mix sounds
//snd_mix_async 0 // Disable async mixing on CPUs with less than 4 cores
phonemedelay 0.05 // Do not delay phonemes a lot with an async sound system
//phonemedelay 0.1 // Delay phonemes when async mixing is disabled

// ---------------
// '-- General --'
// ---------------
// General/misc sound settings

//volume 1 // Set the master volume


//snd_musicvolume 1 // Set music volume
snd_delay_sound_shift 0 // Do not apply an extra delay to sounds
//snd_delay_sound_shift 0.01 // Use a tiny time to allow for better synced sounds
//snd_delay_sound_shift 0.1 // Allow for better synced sounds on slow CPUs
snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
//snd_mixahead 0.2 // Use a long value to greatly decrease demand on CPU for slow
CPUs
//cl_soundemitter_flush // Command to clear out the loaded sounds file
//cl_soundscape_flush // Command to clear out the loaded soundscapes file

// ---------------
// '-- Quality --'
// ---------------
// Adjust the quality of sound

snd_pitchquality 0 // Use linear mixer for sound, performance benefit


//snd_pitchquality 1 // Use interpolated mixer for sound, sound quality increase
//snd_disable_mixer_duck 0 // Enable mixing sounds to adjust volume
snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than
others
//snd_surround_speakers -1 // Autodetect speaker configuration from OS
//snd_surround_speakers 0 // Force headphones
//snd_surround_speakers 2 // Force mono/stereo
//snd_surround_speakers 4 // Force quad
//snd_surround_speakers 5 // Force 5.1
//snd_surround_speakers 7 // Force 7.1
//windows_speaker_config 4 // Windows speaker configuration
snd_legacy_surround 0 // Disable surround sound effect
//snd_legacy_surround 1 // Enable surround sound effect. Only works with quad and
better.

// ----------------------
// '-- Spatialization --'
// ----------------------
// Adjust spatialization (sound travel and volume falloff) and DSP effects (sound
filters)

dsp_enhance_stereo 0 // Disable spatial DSP effects and delays


//dsp_enhance_stereo 1 // Enable for slight increase in sound quality, most
noticeable on multispeaker
// systems

dsp_slow_cpu 1 // Disable initialization of enhanced spatialization


//snd_spatialize_roundrobin 1 // Spatialize sounds every 2 frames, less performance
benefit.
snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-
robin algorithm.
// Pretty reasonable performance benefit, but delay
in spatialization.
//snd_spatialize_roundrobin 0 // Spatialize every frame
dsp_room 0 // Disable automatic DSP
//dsp_room 1 // Enable automatic DSP. Big performance hit
dsp_facingaway 0 // Disable the facing away DSP effect
//dsp_facingaway 30 // Use a DSP effect for sounds you are facing away from
dsp_speaker 50 // Administrator effect
//dsp_speaker 0 // Disable administrator effect
//dsp_water 14 // Water muffling effect
dsp_water 0 // Disable water muffling effect
//dsp_spatial 40 // Spatial effect for positional audio
dsp_spatial 0 // Disable spatial effect
//dsp_db_mixdrop 0.7 // Use enhanced volume scaling
//dsp_db_min 80 // ^
//dsp_mix_min 0.3 // ^
//dsp_mix_max 0.7 // ^
dsp_db_mixdrop 1 // Disable volume scaling
dsp_db_min 0 // ^
dsp_mix_min 0 // ^
dsp_mix_max 0 // ^
snd_duckerattacktime 0.5 // Default ducking values
snd_duckerreleasetime 2.5 // ^

// --------------------
// '-- Optimization --'
// --------------------
// Optimizations with no noticeable effect on the listener

snd_lockpartial 1 // Use interleaved, partial locking sound algorithm


//snd_lockpartial 0 // Use the base, fully locking sound algorithm
snd_cull_duplicates 0 // Do not skip playing duplicate sounds
//snd_cull_duplicates 1 // Only play one of each sound at a time
voice_steal 2 // Reuse unimportant sound channels, increases FPS and sound quality
voice_buffer_ms 100 // Buffer voice stream for better quality, at a slight delay
snd_noextraupdate 1 // Do not update sound twice
snd_defer_trace 1 // Defer DSP spatialization with tracing to the next frame
//snd_defer_trace 0 // Immediately trace on the first frame
phonemefilter 0.01 // Do not box filter phonemes
//phonemefilter 0.1 // Box filter phonemes for slightly longer
phonemesnap 0 // Do not crossfade a second phoneme on any LOD
//phonemesnap 63 // Crossfade a second phoneme on every LOD

// ===============
// '--- Input ---'
// ===============
// ----------------
// '-- Keyboard --'
// ----------------
// Keyboard adjustments

//in_usekeyboardsampletime 1 // Determine key time from smoothed frametime for


keyboard look only
//cl_yawspeed 210 // Yaw speed for keyboard look (+left, +right)
//cl_pitchspeed 225 // Pitch speed for keyboard look (+lookup, +lookdown)

// -------------
// '-- Mouse --'
// -------------
// Mouse movement and aiming

//m_pitch 0.022 // Pitch factor


//m_yaw 0.022 // Yaw factor
sensitivity 2 // Mouse sensitivity
//m_limitedcapture_workaround 1 // Workaround for mouse capture issues
//m_filter 0 // Do not average mouse input over two frames, more responsive mouse
input
//m_filter 1 // Average mouse input over two frames, more stable mouse input with
high FPS variability
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
//zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped
cl_idealpitchscale 1.3 // When changing pitch, use this rate

// Maximum performance preset


// Max FPS without caring much about visibility or possible bugs
// Remove any existing 01-mastercomfig_dx folders from tf/custom
// Then copy the 01-mastercomfig_dx_maxperformance folder into tf/custom

cl_allowdownload 0 // Block downloads of other player custom files


cl_allowupload 0 // Disable uploading your player custom files
r_rootlod 2 // Maximum performance for models
mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
r_ambientmin 0 // Ambient boost never
r_rimlight 1 // Disable light around character edges, very small FPS increase,
rimlight uses GPU only
mat_phong 0 // Disable phong for flatter shading
r_worldlightmin 0.004 // Reject a lot of minor world lighting
nb_shadow_dist 0 // Disable shadow distance
r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
cl_show_splashes 0 // Disable water splashes
cl_fasttempentcollision 10000 // Skip collision checking
glow_outline_effect_enable 0 // Disable xrays to save frames
tf_enable_glows_after_respawn 0 // Disable spawn xrays
tf_spec_xray_disable 1 // Disable xrays while spectating
r_cheapwaterstart 0 // Use cheap water as much as possible
r_cheapwaterend 0.1 // Use cheap water as much as possible
r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
mat_trilinear 0 // Disable trilinear
r_flex 0 // Disable facial animations
flex_rules 0 // ^
ai_expression_frametime 0 // Disable expressions entirely
r_eyemove 0 // Disable eye movement
blink_duration 0 // Disable blinking
tf_clientsideeye_lookats 0 // Disable eye lookats
r_eyes 0 // Disable eyes
r_teeth 0 // Do not render teeth, small FPS boost
r_decals 9 // minimum decals to check bullet spread
mp_decals 9 // ^
r_spray_lifetime 0 // Clear sprays immediately
cl_playerspraydisable 1 // Disable player sprays
r_decal_cullsize 256 // Hide decals
r_renderoverlayfragment 0 // Disable overlays, small performance increase
props_break_max_pieces 0 // Disables gibs and prop breaking
r_propsmaxdist 1 // Lowest range for props
cl_detaildist 0 // No detail props
r_staticprop_lod 63 // Force lowest LOD (lowest quality)
mat_bumpmap 0 // Disable bumpmap materials
mat_specular 0 // Disable specular materials
r_3dsky 0 // Disable 3D sky
cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
mat_picmip 2 // Use lowest quality textures
rope_rendersolid 0 // Skip rendering solid part of ropes
mat_filterlightmaps 0 // Do not smooth lighting
mat_filtertextures 0 // Do not smooth textures
tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
tf_hud_target_id_show_avatars 0 // Never show avatars
cl_crosshairalpha 255 // Disable transparency for lowend computers
snd_mixahead 0.08 // Balance between sound delay and less demand on the CPU
snd_disable_mixer_duck 1 // Disable some sounds being mixed to be louder than
others
dsp_slow_cpu 1 // Disable initialization of spatialization
snd_spatialize_roundrobin 3 // Spatialize sounds every 8 frames (2^3) using round-
robin algorithm.
// Pretty reasonable performance benefit, but delay in
spatialization.
dsp_water 0 // Disable water muffling effect
dsp_spatial 0 // Disable spatial effect
dsp_db_mixdrop 1 // Disable volume scaling
dsp_db_min 0 // ^
dsp_mix_min 0 // ^
dsp_mix_max 0 // ^

// For weak GPUs

r_glint_procedural 1 // Use CPU eye glinting for weak GPUs


mat_reducefillrate 1 // Simplify material shading and use some DX8 features
mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs
rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit
of CPU time
r_occluderminarea 0.003 // Try to occlude almost for bad GPUs since they need the
savings
r_pixelfog 0 // Do not use a higher level pixel shader for fog on bad GPUs

//after startup

sv_cheats 0 // Disable cheats (was turned on during startup)


developer 0
sv_allow_wait_command 0

echo " ****************************************************** ";


echo " ****************************************************** ";
echo " ****************************************************** ";
echo " Set host_thread_mode 0 for local servers. ";
echo " Set host_thread_mode 1 once you are done with your local server. (F10)
";
echo " ****************************************************** ";
echo " ****************************************************** ";
echo " ****************************************************** ";
echo " ===> ** MAXIMUM PERFORMANCE ON ** <=== "

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