// ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ // '~~~ mastercomfig TF2 config ~~~' // --------------------------------- // Version: 6.7.0 | April 27 2018 // --------------------------------- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ sv_cheats 1 // Prevent fog cvar spew in console on startup // ================= // '--- Network ---' // ================= // --------------- // '-- General --' // --------------- // Optimizes for better networking net_queued_packet_thread 1 // Queue split packets net_maxpacketdrop 1000 // Use faster packet drop threshold //net_maxpacketdrop 5000 // Use default packet drop threshold net_splitrate 2 // Split 2 packets per frame, reduces choke with a bit of CPU // usage //net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU // intensive //net_splitrate 1 // Do not split multiple packets for bad CPUs that cannot // handle the extra load cl_pred_optimize 2 // Reuse prediction data in case 1, as well as if the // the server said our prediction data was within // reasonable limits of its own data (case 2) cl_lagcompensation 1 // Ensure lag compensation is turned on cl_predictweapons 1 // Ensure weapon firing prediction is turned on cl_smooth 1 // Smooth out prediction errors //cl_smooth 0 // Skip view smoothing operation cl_smoothtime 0.1 // Smooth out view for 100ms hud_escort_interp 0.1 // Smooth out networked HUD updates over slightly less time // ----------------- // '-- Snapshots --' // ----------------- // Tuning client-server communication and interpolation alias interp_congestion_unreliable "cl_interp 0.1" alias interp_congestion_safe "cl_interp 0.0666666" alias interp_congestion_balanced "cl_interp 0.0478260" alias interp_congestion_lan "cl_interp 0.0333333" alias interp_standard_unreliable "cl_interp 0.0454545" alias interp_standard_safe "cl_interp 0.0303030" alias interp_standard_balanced "cl_interp 0.0217391" alias interp_standard_lan "cl_interp 0.015151" //cl_cmdrate 66 // Send to server at this many times per second //cl_updaterate 66 // Get from server at this many times per second alias packet_rate_congestion_aliases "alias interp_unreliable interp_congestion_unreliable; alias interp_safe interp_congestion_safe; alias interp_balanced interp_congestion_balanced; alias interp_lan interp_congestion_lan" alias packet_rate_standard_aliases "alias interp_unreliable interp_standard_unreliable; alias interp_safe interp_standard_safe; alias interp_balanced interp_standard_balanced; alias interp_lan interp_standard_lan" alias packet_rate_congestion "cl_cmdrate 33; cl_updaterate 32;packet_rate_congestion_aliases;setinfo packet_rate congestion" alias packet_rate_standard "cl_cmdrate 66; cl_updaterate 66;packet_rate_standard_aliases;setinfo packet_rate standard" setinfo packet_rate_congestion "" setinfo packet_rate_standard "" alias packet_rate packet_rate_standard //cl_interp 0.0217391;cl_interp_ratio 1.4347827 // Use an interp timing that // accounts for occasional // snapshot interval drops //cl_interp 0.030303;cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid // issues where one snapshot is dropped // once in a while. Safest option for // most users. //cl_interp 0;cl_interp_ratio 1 // Reduce entity interpolation times to a // minimum. Recommended only on LAN //cl_interp 0.0454545;cl_interp_ratio 3 // Protect more against packet loss, // increase further for more protection. // For users with an unstable connection alias snapshots_unreliable "interp_unreliable;cl_interp_ratio 3;setinfo snapshots unreliable" alias snapshots_safe "interp_safe;cl_interp_ratio 2;setinfo snapshots safe" alias snapshots_balanced "interp_balanced;cl_interp_ratio 1.4347827;setinfo snapshots balanced" alias snapshots_lan "interp_lan;cl_interp_ratio 1;setinfo snapshots lan" setinfo snapshots_unreliable "" setinfo snapshots_safe "" setinfo snapshots_balanced "" setinfo snapshots_lan "" alias snapshots snapshots_balanced // ------------------- // '-- Packet Size --' // ------------------- // How big packets are and how they are split up/compressed //net_compresspackets 1 // Compress packets to reduce network latency on fast // CPUs //net_compresspackets 0 // Disable packet compression on slow CPUs or very fast // networks (~100Mbps up or higher) //net_compresspackets_minsize 957 // Compress packets above max reliable packet // size //net_compresspackets_minsize 576 // Always compress packets to reduce network // usage. Compression further than this may // increase packet size //net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and // avoiding split packets //net_maxroutable 956;net_maxfragments 956 // Use a reliable packet size for // routers that have trouble with // larger sizes //net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to // avoid split packets more in // order to save CPU time and // packet overhead alias packet_size_conservative "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 956;net_maxfragments 956;setinfo packet_size conservative" alias packet_size_lowend "net_compresspackets 1;net_compresspackets_minsize 1261;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size lowend" alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 577;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size minimal" alias packet_size_balanced "net_compresspackets 1;net_compresspackets_minsize 957;net_maxroutable 1200;net_maxfragments 1200;setinfo packet_size balanced" alias packet_size_large "net_compresspackets 0;net_maxroutable 1260;net_maxfragments 1260;setinfo packet_size large" setinfo packet_size_conservative "" setinfo packet_size_lowend "" setinfo packet_size_minimal "" setinfo packet_size_balanced "" setinfo packet_size_large "" alias packet_size packet_size_balanced // ------------------- // '-- Upload Rate --' // ------------------- // Speed of packet sending, rate limited to prevent packet overflow // Rate should be 60% of your stable upload speed in bytes per second rate 196608 // 1.57 Mbps default rate from CS:GO net_splitpacket_maxrate 78643 net_maxcleartime 0.0081889 // ------------- // '-- Files --' // ------------- // Controls networked file handling net_maxfilesize 64 // Max out file upload size for extra content //cl_downloadfilter all // Allow all server custom files //cl_downloadfilter nosounds // Do not download sound files a server //cl_downloadfilter mapsonly // Only downloads maps from server custom files //cl_downloadfilter none // Do not download any files from a server tf_steam_workshop_query_timeout 5 // Shorter timeout for workshop alias download_all "cl_downloadfilter all;setinfo download all" alias download_nosounds "cl_downloadfilter nosounds;setinfo download nosounds" alias download_mapsonly "cl_downloadfilter mapsonly;setinfo download mapsonly" alias download_none "cl_downloadfilter none;setinfo download none" setinfo download_all "" setinfo download_nosounds "" setinfo download_mapsonly "" setinfo download_none "" alias download download_all // ------------------- // '-- Matchmaking --' // ------------------- // Adjusts casual/competitive matchmaking settings //tf_mm_custom_ping 100 // The ping tolerance for matchmaking //tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance tf_mm_debug_level 0 // Remove matchmaking debug output //tf_mm_partyclient_debug 1 // Enable party debug output //tf_party_ignore_invites 1 // Ignore party invites tf_party_join_request_mode 1 // Mode for party join requests: // 0 - open join // 1 - request join // 2 - invite join //tf_party_force_update // Force an update to the party system //tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team //tf_datacenter_ping_debug 1 // Turn on debugging for server routing //tf_datacenter_ping_dump // Dump server routing debug info //tf_mm_dump_match_invites // Show current match invites // --------------------- // '-- Local Servers --' // --------------------- // Optimizes local server networking cl_localnetworkbackdoor 1 // Network optimizations for local servers net_usesocketsforloopback 0 // Skip using network sockets for local servers sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel // =================== // '--- Rendering ---' // =================== // ----------------- // '-- Threading --' // ----------------- // These settings will take advantage of CPU multi-threading r_threaded_particles 1 // Process particle systems in parallel mat_queue_mode 2 // Force multithreaded mode for the material system queue //mat_queue_mode 1 // Force queued single threaded mode for CPUs with less than // 4 threads 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) // ----------------------------- // '-- Material System Queue --' // ----------------------------- // These settings will take advantage of the material system, depending on how mat_queue_mode is set r_queued_decals 0 // Disabled by default due to crashes //r_queued_decals 1 // Offload decal draws to the material system r_queued_post_processing 0 // Disabled by default because it usually fails to // render the post processing effects in time for the // frame render, resulting in a missing texture //r_queued_post_processing 1 // Offloads post processing to the material system // Performance improvement if your driver/GPU works // with it r_queued_ropes 1 // Queue some rope rendering using the material system // ----------- // '-- LOD --' // ----------- // Controls the quality of objects based on distance //r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people // believe. Set to 1 for the best balance between model quality and performance. //r_rootlod 2 // Maximum performance for models //r_rootlod 0 // Maximum quality for models //r_lod -1 // Use r_rootlod to properly fade through LODs //r_lod 0 // Always use the highest LOD possible //lod_TransitionDist -5000 // Fade map objects over a long distance to reduce // pop in and clutter while still increasing // performance //lod_TransitionDist -1 // Do not fade in map objects for maximum performance //lod_TransitionDist -5001 // Fade map objects across a shorter distance to // slightly reduce pop in while still increasing // performance //lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases // performance but has the least pop in mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh // count //mat_max_worldmesh_vertices 1024 // Reduce invididual mesh complexity for weak // GPUs alias lod_very_low "r_rootlod 2; r_lod -1; lod_TransitionDist -1;setinfo lod very_low" alias lod_low "r_rootlod 2; r_lod -1; lod_TransitionDist -5001;setinfo lod low" alias lod_medium "r_rootlod 2; r_lod -1; lod_TransitionDist -5000;setinfo lod medium" alias lod_medium_high "r_rootlod 1; r_lod -1; lod_TransitionDist -5000;setinfo lod medium_high" alias lod_high "r_rootlod 0; r_lod -1; lod_TransitionDist 800; setinfo lod high" alias lod_ultra "r_rootlod 0; r_lod 0; lod_TransitionDist 800;setinfo lod ultra" setinfo lod_very_low "" setinfo lod_low "" setinfo lod_medium "" setinfo lod_medium_high "" setinfo lod_high "" setinfo lod_ultra "" // ---------------- // '-- Lighting --' // ---------------- // Lights projected onto characters and other dynamic models //r_ambientboost 1 // Boosts reflected light, gives you vision advantage, // especially in darker environments //r_ambientboost 0 // Disable to save the small amount of CPU this uses //r_ambientmin 0.5 // Allow for ambient boosting even in brighter light levels, makes characters stand out //r_ambientmin 0.3 // Use TF2 default ambient boost threshold //r_ambientmin 0.1 // Ambient boost less often, realistic darkness //r_ambientmin 1.1 // Ambient boost every time //r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes //r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only //mat_phong 1 // Use a phong shader for shading/reflection //mat_phong 0 // Disable phong for flatter shading //r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable //r_lightaverage 1 // Enable time averaging of lighting to reduce popping //r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects) //r_dynamic 1 // Enable dynamic lighting //r_maxdlights 0 // Do not allow any dynamic lights //r_maxdlights 9 // Reduce maximum dynamic lights //r_maxdlights 32 // Use the maximum number of dynamic lights //r_worldlightmin 0.004 // Do not render insignificant world lighting //r_worldlightmin 10 // Reject all world lighting //r_worldlightmin 0.1 // Reject a lot of minor world lighting //r_worldlightmin 0.0002 // Render practically all world lighting //r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be //r_worldlights 0 // Disable world lights //r_worldlights 2 // Reduce maximum lights applied to a vertex //r_worldlights 4 // Use the maximum amount of world lights //mat_disable_lightwarp 1 // Disable light warps //mat_disable_lightwarp 0 // Enable light warps //mat_filterlightmaps 1 // Filter lightmaps //mat_filterlightmaps 0 // Blocky lightmaps alias lighting_very_low "mat_filterlightmaps 0; r_ambientboost 0; r_ambientmin 0; r_rimlight 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.9; r_worldlights 0; mat_disable_lightwarp 1; mat_phong 0;setinfo lighting very_low" alias lighting_low "mat_filterlightmaps 0;r_ambientboost 0; r_ambientmin 0; r_rimlight 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.1; r_worldlights 0; mat_disable_lightwarp 1; mat_phong 0; setinfo lighting low" alias lighting_medium "r_ambientboost 0; r_ambientmin 0; r_rimlight 0; r_lightaverage 0; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.004; r_worldlights 0; mat_disable_lightwarp 1;mat_filterlightmaps 1; mat_phong 0; setinfo lighting medium" alias lighting_medium_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; r_lightaverage 1; r_dynamic 0; r_maxdlights 0; r_worldlightmin 0.0002; r_worldlights 0; mat_disable_lightwarp 1; mat_filterlightmaps 1;mat_phong 1;setinfo lighting medium_high" alias lighting_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 1; mat_filterlightmaps 1;mat_phong 1;setinfo lighting high" alias lighting_very_high "r_ambientboost 1; r_ambientmin 0.3; r_rimlight 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 9; r_worldlightmin 0.0002; r_worldlights 2; mat_disable_lightwarp 0; mat_filterlightmaps 1;mat_phong 1;setinfo lighting very_high" alias lighting_ultra "r_ambientboost 1; r_ambientmin 0.6; r_rimlight 1; r_lightaverage 1; r_dynamic 1; r_maxdlights 32; r_worldlightmin 0; r_worldlights 4; mat_disable_lightwarp 0; mat_filterlightmaps 1; mat_phong 1;setinfo lighting ultra" setinfo lighting_very_low "" setinfo lighting_low "" setinfo lighting_medium "" setinfo lighting_medium_high "" setinfo lighting_high "" setinfo lighting_very_high "" setinfo lighting_ultra "" // --------------- // '-- Shadows --' // --------------- // Shadows cast from characters //r_shadows 0 // Disable shadows for a big FPS increase //r_shadows 1 // Enable shadows //r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time) //r_shadowrendertotexture 1 // Prettier shadows //cl_blobbyshadows 1 // Render a blob for shadows //cl_blobbyshadows 0 // Get sharper model shape based shadows //r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows //r_flashlightdepthtexture 1 // Even prettier shadows //r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are // on //r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is // higher quality //r_flashlightrender 0 // Disable flashlight shadow //r_flashlightrender 1 // Enable flashlight shadow //r_flashlightmodels 0 // Disable lighting models //r_flashlightmodels 1 // Enable lighting models //r_flashlightscissor 1 // Disable shadow rendering where it is unneeded //r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance //r_shadowmaxrendered 18 // Do not render more shadows than needed //r_shadowmaxrendered 12 // for 6s //r_shadowmaxrendered 32 // Render more shadows alias shadows_off "r_shadows 0; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 0;setinfo shadows off" alias shadows_very_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 1; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 8;setinfo shadows very_low" alias shadows_low "r_shadows 1; r_shadowrendertotexture 0; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 12;setinfo shadows low" alias shadows_medium "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 0; r_flashlightdepthres 32; r_flashlightrender 0; r_flashlightmodels 0; r_flashlightscissor 1; r_shadowmaxrendered 12;setinfo shadows medium" alias shadows_high "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 512; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 1; r_shadowmaxrendered 18;setinfo shadows high" alias shadows_ultra "r_shadows 1; r_shadowrendertotexture 1; cl_blobbyshadows 0; r_flashlightdepthtexture 1; r_flashlightdepthres 1024; r_flashlightrender 1; r_flashlightmodels 1; r_flashlightscissor 0; r_shadowmaxrendered 32;setinfo shadows ultra" setinfo shadows_off "" setinfo shadows_very_low "" setinfo shadows_low "" setinfo shadows_medium "" setinfo shadows_high "" setinfo shadows_ultra "" // --------------- // '-- Effects --' // --------------- // Controls weapon and other miscellaneous effects //cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc //cl_ejectbrass 1 // Enable shell ejection //muzzleflash_light 0 // Disable muzzle flash lights //muzzleflash_light 1 // Enable muzzle flash lights //cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person //cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person //tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker //tracer_extra 1 // Make bullet lines more visible, low performance impact //r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact //r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person //cl_show_splashes 1 // Enable water splashes //cl_show_splashes 0 // Disable water splashes //cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood, // and some other effects //cl_fasttempentcollision 5 // Check collisions every 5 frames //cl_fasttempentcollision 10000 // Skip collision checking //cl_fasttempentcollision 1 // Check collisions every frame alias effects_very_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 0; cl_show_splashes 0; cl_fasttempentcollision 10000;setinfo effects very_low" alias effects_low "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 0; cl_fasttempentcollision 20;setinfo effects low" alias effects_medium "cl_ejectbrass 0; muzzleflash_light 0; cl_muzzleflash_dlight_1st 0; tracer_extra 0; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium" alias effects_medium_high "cl_ejectbrass 0; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 20;setinfo effects medium_high" alias effects_high "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 5;setinfo effects high" alias effects_ultra "cl_ejectbrass 1; muzzleflash_light 1; cl_muzzleflash_dlight_1st 1; tracer_extra 1; r_drawtracers_firstperson 1; cl_show_splashes 1; cl_fasttempentcollision 1;setinfo effects ultra" setinfo effects_very_low "" setinfo effects_low "" setinfo effects_medium "" setinfo effects_medium_high "" setinfo effects_high "" setinfo effects_ultra "" // ------------- // '-- Water --' // ------------- // Water reflections //r_cheapwaterstart 600 // The distance at which transitionary cheap water starts. Has less reflectivity. //r_cheapwaterstart 0 // Use cheap water as much as possible //r_cheapwaterstart 3000 // Do not use cheap water //r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and // it is solid //r_cheapwaterend 0.1 // Use cheap water as much as possible //r_cheapwaterend 5000 // Do not use cheap water //r_WaterDrawReflection 0 // Water reflections disabled for more performance //r_WaterDrawReflection 1 // Enable water reflections //r_waterforceexpensive 0 // Do not force expensive water //r_waterforceexpensive 1 /// Force higher quality water //r_waterforcereflectentities 0 // Do not force entity water reflections //r_waterforcereflectentities 1 // Enable entity water reflections //r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise //r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS r_ForceWaterLeaf 1 // Optimize vis alias cheap_water_full "r_cheapwaterstart 0; r_cheapwaterend 0.1" alias cheap_water_medium "r_cheapwaterstart 500; r_cheapwaterend 900" alias cheap_water_none "r_cheapwaterstart 3000; r_cheapwaterend 5000" alias water_very_low "cheap_water_full; alias cheap_water_override cheap_water_full; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water very_low" alias water_low "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 0;setinfo water low" alias water_medium "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 0; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium" alias water_medium_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_WaterDrawRefraction 1;setinfo water medium_high" alias water_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 0; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water high" alias water_very_high "cheap_water_medium; alias cheap_water_override cheap_water_medium; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water very_high" alias water_ultra "cheap_water_none; alias cheap_water_override cheap_water_none; r_WaterDrawReflection 1; r_waterforceexpensive 1; r_waterforcereflectentities 1; r_WaterDrawRefraction 1;setinfo water ultra" setinfo water_very_low "" setinfo water_low "" setinfo water_medium "" setinfo water_medium_high "" setinfo water_high "" setinfo water_very_high "" setinfo water_ultra "" // ----------------- // '-- Particles --' // ----------------- // Particle effects //cl_particle_batch_mode 1 // Use default particle batch mode //cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles //tf_particles_disable_weather 1 // Disable rain, snow and ash particles //tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS //mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real // performance impact comes from creating particle systems //mat_reduceparticles 0 // Use the full number of particles //cl_new_impact_effects 0 // Use the old particle system for bullet impact particles //cl_new_impact_effects 1 // Use the new particle system for bullet impact particles //r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces // distractions //r_drawflecks 1 // Draw flecks from impacts r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats alias particles_very_low "cl_particle_batch_mode 2; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles very_low" alias particles_low "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 0;setinfo particles low" alias particles_medium "cl_particle_batch_mode 1; tf_particles_disable_weather 1; mat_reduceparticles 1; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles medium" alias particles_high "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 0; r_drawflecks 1;setinfo particles high" alias particles_ultra "cl_particle_batch_mode 1; tf_particles_disable_weather 0; mat_reduceparticles 0; cl_new_impact_effects 1; r_drawflecks 1;setinfo particles ultra" setinfo particles_very_low "" setinfo particles_low "" setinfo particles_medium "" setinfo particles_high "" setinfo particles_ultra "" // ----------------------- // '-- Post Processing --' // ----------------------- // Extra visual effects // ------------- // '- General -' // ------------- // Standard post processing effects //mat_postprocessing_combine 1 // Combine post processing effects //mat_postprocessing_combine 0 // Individually checked passes for post processing //mat_hdr_level 0 // LDR //mat_hdr_level 1 // LDR and bloom //mat_hdr_level 2 // HDR and bloom //mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR //mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR //r_bloomtintexponent 2.2 // Intensity of bloom effect //mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters building_cubemaps 0 // Allow for post processing and pixel visibility testing //mat_colorcorrection 0 // Disable color correction to quickly skip post // processing rendering pathway //mat_colorcorrection 1 // Enable color correction, pretty much free effect //mat_colcorrection_disableentities 1 // Disable entity color correction //mat_colcorrection_disableentities 0 // Enable entity color correction mat_postprocess_x 4 // Tessellate post processing slightly more mat_postprocess_y 4 // ^ alias post_processing_off "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 0; mat_colcorrection_disableentities 1; mat_postprocessing_combine 0;setinfo post_processing off" alias post_processing_low "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 1; mat_postprocessing_combine 1;setinfo post_processing low" alias post_processing_medium "mat_hdr_level 0; mat_non_hdr_bloom_scalefactor 0; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium" alias post_processing_medium_high "mat_hdr_level 1; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing medium_high" alias post_processing_high "mat_hdr_level 2; mat_non_hdr_bloom_scalefactor 0.3; mat_colorcorrection 1; mat_colcorrection_disableentities 0; mat_postprocessing_combine 1;setinfo post_processing high" setinfo post_processing_off "" setinfo post_processing_low "" setinfo post_processing_medium "" setinfo post_processing_medium_high "" setinfo post_processing_high "" // ---------------- // '- Pyrovision -' // ---------------- // Pyrovision visual effects //pyro_dof 0 // Skip a SSAO depth pass for pyrovision //pyro_dof 1 // Enable pyrovision dof //pyro_vignette 0 // Disable vignette for pyrovision //pyro_vignette 1 // Static pyrovision vignette //pyro_vignette 2 // Dynamic pyrovision vignette //pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision //pyro_vignette_distortion 1 // Enable pyrovision vignette distortion //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 // ^ //pyro_max_intensity 0.5 // Enhance more pyrovision visual effects //pyro_max_rate 0.5 // ^ //pyro_max_side_length 1 // ^ //pyro_max_side_width 1 // ^ //pyro_min_intensity 0.2 // ^ //pyro_min_rate 0.05 // ^ //pyro_min_side_length 0.65 // ^ //pyro_min_side_width 0.65 // ^ alias pyrovision_low "pyro_dof 0; pyro_vignette 0; setinfo pyrovision low" alias pyrovision_medium "pyro_dof 0; pyro_vignette 1; pyro_vignette_distortion 0; setinfo pyrovision medium" alias pyrovision_high "pyro_dof 1; pyro_vignette 2; pyro_vignette_distortion 1; pyro_max_intensity 0.5; pyro_max_rate 0.5; pyro_max_side_length 1; pyro_max_side_width 1; pyro_min_intensity 0.2; pyro_min_rate 0.05; pyro_min_side_length 0.65; pyro_min_side_width 0.65;setinfo pyrovision high" setinfo pyrovision_low "" setinfo pyrovision_medium "" setinfo pyrovision_high "" // ------------------- // '-- Motion Blur --' // ------------------- // These settings will adjust the blurring effect from rotation and movement //mat_motion_blur_enabled 0 // Disable motion blur //mat_motion_blur_enabled 1 // Enable motion blur //mat_motion_blur_falling_intensity 1 // Blur intensity while falling //mat_motion_blur_falling_max 15 // Maximum blur from falling //mat_motion_blur_falling_min 5 // Minimum blur from falling //mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion //mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur //mat_motion_blur_rotation_intensity 0.05 // Adjust blur caused by rotational motion //mat_motion_blur_strength 1 // Adjust overall blur strength alias motion_blur_off "mat_motion_blur_enabled 0;setinfo motion_blur off" alias motion_blur_low "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 0; mat_motion_blur_forward_enabled 0; mat_motion_blur_percent_of_screen_max 1; mat_motion_blur_rotation_intensity 0.05; mat_motion_blur_strength 1;setinfo motion_blur low" alias motion_blur_high "mat_motion_blur_enabled 1; mat_motion_blur_falling_intensity 1; mat_motion_blur_falling_max 15; mat_motion_blur_falling_min 5; mat_motion_blur_forward_enabled 1; mat_motion_blur_percent_of_screen_max 4; mat_motion_blur_rotation_intensity 0.1; mat_motion_blur_strength 1;setinfo motion_blur high" setinfo motion_blur_off "" setinfo motion_blur_low "" setinfo motion_blur_high "" // -------------------- // '-- Antialiasing --' // -------------------- // These settings will adjust the smoothing of jagged edges //mat_alphacoverage 0 // Disable alpha-to-coverage //mat_alphacoverage 1 // Enable alpha-to-coverage,which improves AA on thin // overlapping surfaces //mat_software_aa_strength 0 // Do not do software AA //mat_software_aa_strength 1 // Enable software AA //mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD //mat_software_aa_strength_vgui 1 // Enable VGUI software AA //mat_software_aa_quality 0 // Lower quality software AA //mat_software_aa_quality 1 // High quality software AA //mat_software_aa_edge_threshold 0.5 // Balance between soft and sharp edges //mat_software_aa_blur_one_pixel_lines 0.5 // Balance between softness and // sharpness on thin stuff, like // cables alias aa_off "mat_alphacoverage 0; mat_software_aa_strength 0; mat_software_aa_strength_vgui 0;setinfo aa off" alias aa_medium "mat_alphacoverage 1; mat_software_aa_strength 0; mat_software_aa_strength_vgui 1; mat_software_aa_quality 0; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa medium" alias aa_high "mat_alphacoverage 1; mat_software_aa_strength 1; mat_software_aa_strength_vgui 1; mat_software_aa_quality 1; mat_software_aa_edge_threshold 0.5; mat_software_aa_blur_one_pixel_lines 0.5; mat_postprocessing_combine 1;setinfo aa high" setinfo aa_off "" setinfo aa_medium "" setinfo aa_high "" //mat_antialias 1 // Do not do antialiasing //mat_antialias 8 // Max MSAA (8x) //mat_aaquality 0 // Disable CSAA //mat_aaquality 4 // Max CSAA (4x) //mat_disable_ps_patch 0 // Enable shader patching for MSAA alias aa_msaa_off "mat_antialias 1; mat_aaquality 0; setinfo aa_msaa off" alias aa_msaa_2x "mat_antialias 2; mat_aaquality 0; setinfo aa_msaa 2x" alias aa_msaa_4x "mat_antialias 4; mat_aaquality 0; setinfo aa_msaa 4x" alias aa_msaa_6x "mat_antialias 6; mat_aaquality 0; setinfo aa_msaa 6x" alias aa_msaa_8x_csaa "mat_antialias 4; mat_aaquality 2; setinfo aa_msaa 8x_csaa" alias aa_msaa_16x_csaa "mat_antialias 4; mat_aaquality 4; setinfo aa_msaa 16x_csaa" alias aa_msaa_8x "mat_antialias 8; mat_aaquality 0; setinfo aa_msaa 8x" alias aa_msaa_16xq_csaa "mat_antialias 8; mat_aaquality 2; setinfo aa_msaa 16xq_csaa" setinfo aa_msaa_off "" setinfo aa_msaa_2x "" setinfo aa_msaa_4x "" setinfo aa_msaa_6x "" setinfo aa_msaa_8x_csaa "" setinfo aa_msaa_16x_csaa "" setinfo aa_msaa_8x "" setinfo aa_msaa_16xq_csaa "" // ------------------------- // '-- Texture Filtering --' // ------------------------- // These settings will adjust the texture smoothing/filtering //mat_trilinear 1 // Use trilinear as it improves texture filtering for little //mat_trilinear 0 // Use bilinear to squeeze out every last bit of performance //mat_forceaniso 1 // Disable anisotropic filtering //mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16) alias texture_filter_bilinear "mat_trilinear 0; mat_forceaniso 1;setinfo texture_filter bilinear" alias texture_filter_trilinear "mat_trilinear 1; mat_forceaniso 1;setinfo texture_filter trilinear" alias texture_filter_aniso2x "mat_trilinear 1; mat_forceaniso 2;setinfo texture_filter aniso2x" alias texture_filter_aniso4x "mat_trilinear 1; mat_forceaniso 4;setinfo texture_filter aniso4x" alias texture_filter_aniso8x "mat_trilinear 1; mat_forceaniso 8;setinfo texture_filter aniso8x" alias texture_filter_aniso16x "mat_trilinear 1; mat_forceaniso 16;setinfo texture_filter aniso16x" setinfo texture_filter_bilinear "" setinfo texture_filter_trilinear "" setinfo texture_filter_aniso2x "" setinfo texture_filter_aniso4x "" setinfo texture_filter_aniso8x "" setinfo texture_filter_aniso16x "" // ------------------ // '-- Characters --' // ------------------ // These settings will adjust the characters in the game //r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU //r_flex 0 // Disable facial animations //flex_rules 1 // Enable facial animations //flex_rules 0 // Disable facial animations //anim_3wayblend 0 // Disable 3-way animation blending //anim_3wayblend 1 // Enable 3-way animation blending //ai_expression_optimization 1 // Do an extra visibility check for flex // animations if we are above the target FPS, // otherwise disable flex anims //ai_expression_optimization 0 // Disable expression optimization //ai_expression_frametime 0.0151 // Disable expressions if we are below ideal // FPS //ai_expression_frametime 0 // Disable expressions entirely //r_teeth 1 // Render teeth //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 //flex_smooth 1 // Smooth facial animations //mp_usehwmmodels -1 // Do not use or load high quality characters //mp_usehwmmodels 0 // Use high quality characters if supported //mp_usehwmvcds -1 // Do not use or load high quality character facial // expressions //mp_usehwmvcds 0 // Use high quality characters facial expressions if supported r_glint_procedural 0 // Use the default eye glinting method //r_glint_procedural 1 // Use CPU eye glinting for weak GPUs //r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease //r_eyes 0 // Disable eyes //r_eyemove 1 // Control if character eyes should move, does not really affect // performance //r_eyemove 0 // Disable eye movement //tf_clientsideeye_lookats 1 // Control if character eyes should look at you, // does not really affect performance //tf_clientsideeye_lookats 0 // Disable eye lookats //blink_duration 0.2 // Duration of an eye blink //blink_duration 0 // Disable blinking //phonemefilter 0.01 // Do not box filter lip sync //phonemefilter 0.1 // Box filter lip sync for slightly longer //phonemesnap 0 // Do not crossfade a second lip sync on any LOD //phonemesnap 7 // Crossfade a second lip sync on every LOD alias characters_very_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 0; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters very_low" alias characters_low "r_flex 0; flex_rules 0; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 0; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters low" alias characters_medium "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 0; tf_clientsideeye_lookats 0; blink_duration 0; phonemefilter 0.01; phonemesnap 0;setinfo characters medium" alias characters_medium_high "r_flex 1; flex_rules 1; anim_3wayblend 0; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 0; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.08; phonemesnap 1;setinfo characters medium_high" alias characters_high "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels -1; mp_usehwmvcds -1; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.08; phonemesnap 2;setinfo characters high" alias characters_ultra "r_flex 1; flex_rules 1; anim_3wayblend 1; ai_expression_optimization 1; ai_expression_frametime 0.0151; r_teeth 1; flex_smooth 1; mp_usehwmmodels 0; mp_usehwmvcds 0; r_eyes 1; r_eyemove 1; tf_clientsideeye_lookats 1; blink_duration 0.2; phonemefilter 0.08; phonemesnap 7;setinfo characters ultra" setinfo characters_very_low "" setinfo characters_low "" setinfo characters_medium "" setinfo characters_medium_high "" setinfo characters_high "" setinfo characters_ultra "" // -------------- // '-- Decals --' // -------------- // Overlay textures on models // ------------- // '- General -' // ------------- // Bullet holes and overall decal support //r_decals 9 // Allow to check bullet spread (must be the same as mp_decals) //r_decals 0 // Disable decals //r_decals 96 // Optimized high decal count //r_decals 2048 // Maximum decal count //mp_decals 9 // Allow to check bullet spread (must be the same as r_decals) //mp_decals 0 // Disable decals //mp_decals 96 // Optimized high decal count //mp_decals 2048 // Maximum decal count //r_drawbatchdecals 1 // Always batch decals to reduce calls //r_decal_cullsize 256 // Hide decals unless they are relatively big //r_decal_cullsize 20 // Optimized decal cullsize if you want to still see // decals from far away //r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close // to completely covering it //r_decal_cover_count 4 // Allow for more decals covering each other //r_decal_overlap_area 0.4 // Remove decal when there is another decal barely // covering it //r_decal_overlap_area 0.8 // Allow for decals to overlap each other more //r_decal_overlap_count 0 // Do not allow decals to overlap each other //r_decal_overlap_count 3 // Allow for 3 decals to overlap each other alias decals_off "r_decals 0; mp_decals 0;r_drawbatchdecals 0;setinfo decals off" alias decals_low "r_decals 9; mp_decals 9; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;r_drawbatchdecals 0;setinfo decals low" alias decals_medium "r_decals 96; mp_decals 96; r_decal_cullsize 256; r_decal_cover_count 1; r_decal_overlap_area 0.4; r_decal_overlap_count 0;r_drawbatchdecals 1;setinfo decals medium" alias decals_high "r_decals 96; mp_decals 96; r_decal_cullsize 15; r_decal_cover_count 4; r_decal_overlap_area 0.8; r_decal_overlap_count 3;r_drawbatchdecals 1;setinfo decals high" alias decals_ultra "r_decals 2048; mp_decals 2048; r_decal_cullsize 5; r_decal_cover_count 8; r_decal_overlap_area 1.0; r_decal_overlap_count 8;r_drawbatchdecals 1;setinfo decals ultra" setinfo decals_off "" setinfo decals_low "" setinfo decals_medium "" setinfo decals_high "" setinfo decals_ultra "" // ------------------ // '- Model Decals -' // ------------------ // Blood on hurt players and some bullet decals on props //r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new // objects to be created that decals apply onto. This also // causes a bug with red bullet decals on some wood models //r_drawmodeldecals 1 // Enable blood decals for better determining how hurt // someone is. //r_maxmodeldecal 9 // Optimize maximum model decal count alias decals_models_off "r_drawmodeldecals 0;setinfo decals_models off" alias decals_models_low "r_drawmodeldecals 1; r_maxmodeldecal 9;setinfo decals_models low" alias decals_models_high "r_drawmodeldecals 1; r_maxmodeldecal 32;setinfo decals_models high" setinfo decals_models_off "" setinfo decals_models_low "" setinfo decals_models_high "" // ---------------- // '- Map Decals -' // ---------------- // Decals placed by the map author //r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and // posters on walls //r_renderoverlayfragment 0 // Disable overlays, small performance increase r_overlayfadeenable 1 r_overlayfademax 2000 r_overlayfademin 1750 alias decals_art_off "r_renderoverlayfragment 0;setinfo decals_art off" alias decals_art_on "r_renderoverlayfragment 1;setinfo decals_art on" setinfo decals_art_off "" setinfo decals_art_on "" // ------------ // '- Sprays -' // ------------ // Decals sprayed by players //cl_allowdownload 1 // Download other player custom files //cl_allowdownload 0 // Block downloads of other player custom files (sprays) //cl_allowupload 1 // Upload your player custom files //cl_allowupload 0 // Disable uploading your player custom files (sprays) //r_spray_lifetime 2 // Keep sprays for 2 rounds //r_spray_lifetime 0 // Clear sprays immediately //cl_playerspraydisable 0 // Enable player sprays //cl_playerspraydisable 1 // Disable player sprays alias sprays_off "cl_allowdownload 0; cl_allowupload 0; r_spray_lifetime 0; cl_playerspraydisable 1;setinfo sprays off" alias sprays_on "cl_allowdownload 1; cl_allowupload 1; r_spray_lifetime 2; cl_playerspraydisable 0;setinfo sprays on" setinfo sprays_off "" setinfo sprays_on "" // ------------ // '-- Gibs --' // ------------ // Body parts created on violent deaths //cl_burninggibs 0 // Disable burning gibs as they have a performance impact //cl_burninggibs 1 // Enable burning gibs for realism //props_break_max_pieces -1 // Break gibs and some props into the pieces they // were designed to break into //props_break_max_pieces 2 // Break into a max of 2 pieces //props_break_max_pieces 0 // Disables gibs and prop breaking //violence_hgibs 1 // Enable normal gibs //violence_hgibs 0 // Enable silly gibs/blood (less performance) //violence_hblood 1 // Enable normal blood //violence_hblood 0 // Enable silly gibs/blood (less performance) alias gibs_off "cl_burninggibs 0; props_break_max_pieces 0;setinfo gibs off" alias gibs_low "cl_burninggibs 0; props_break_max_pieces 2;setinfo gibs low" alias gibs_medium "cl_burninggibs 0; props_break_max_pieces -1;setinfo gibs medium" alias gibs_high "cl_burninggibs 1; props_break_max_pieces -1;setinfo gibs high" setinfo gibs_off "" setinfo gibs_low "" setinfo gibs_medium "" setinfo gibs_high "" alias sillygibs_off "violence_hgibs 1; violence_hblood 1;setinfo sillygibs off" alias sillygibs_on "violence_hgibs 0; violence_hblood 0;setinfo sillygibs on" setinfo sillygibs_off "" setinfo sillygibs_on "" alias sillygibs sillygibs_off // ------------- // '-- Props --' // ------------- // Various small objects r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props //r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props cl_phys_props_enable 0 // Disable client side physics props //cl_phys_props_enable 1 // Enable client side physics props //cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2 //cl_phys_props_max 300 // Allow all physics props //cl_phys_props_respawndist 1500 // Do not spawn props if we can see them //cl_phys_props_respawndist 3000 // Skip respawning physics props for a high distance //cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate //cl_phys_props_respawnrate 60 // Respawn physics props faster //r_propsmaxdist 900 // Maximum distance from where client side physics props are visible //r_propsmaxdist 3000 // Always render client side physics props //r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS //r_drawdetailprops 1 // Enable sprites, grass etc //r_drawdetailprops 2 // Draw detail props with wireframe //cl_detaildist 900 // Draw detail props up to this distance //cl_detaildist 3000 // Always draw detail props //cl_detailfade 0 // Do not fade in detail props //cl_detailfade 900 // Set to cl_detaildist to always be fading //cl_detailfade 100 // Fade a small distance //r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance) //r_staticprop_lod 0 // Force highest LOD (high quality with no fading) //r_staticprop_lod 7 // Force lowest LOD (lowest quality) r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS alias detail_props_none "" alias detail_props_medium "cl_detaildist 900; cl_detailfade 0" alias detail_props_full "cl_detaildist 3000; cl_detailfade 100" alias props_low "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod 7; alias detail_props_override detail_props_none;setinfo props low" alias props_medium "r_decalstaticprops 0; cl_phys_props_enable 0; r_drawdetailprops 0; r_staticprop_lod -1; alias detail_props_override detail_props_none;setinfo props medium" alias props_high "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 20; cl_phys_props_respawndist 3000; cl_phys_props_respawnrate 120; r_propsmaxdist 900; r_drawdetailprops 1; detail_props_medium; alias detail_props_override detail_props_medium; r_staticprop_lod -1;setinfo props high" alias props_ultra "r_decalstaticprops 1; cl_phys_props_enable 1; cl_phys_props_max 300; cl_phys_props_respawndist 1500; cl_phys_props_respawnrate 60; r_propsmaxdist 3000; r_drawdetailprops 1; detail_props_full; alias detail_props_override detail_props_full; r_staticprop_lod 0;setinfo props ultra" setinfo props_low "" setinfo props_medium "" setinfo props_high "" setinfo props_ultra "" // ---------------- // '-- Ragdolls --' // ---------------- // Bodies that spawn on death with adjustable physics simulation and fading //cl_ragdoll_collide 0 // Disable ragdoll collisions //cl_ragdoll_fade_time -3 // Remove ragdoll fade out delay //cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds //cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them //cl_ragdoll_forcefade 0 // Enable ragdolls //cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes // from //cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls //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 //ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics alias ragdolls_off "cl_ragdoll_collide 0; cl_ragdoll_fade_time 0; cl_ragdoll_forcefade 1; cl_ragdoll_physics_enable 0; ragdoll_sleepaftertime 0; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls off" alias ragdolls_medium "cl_ragdoll_collide 0; cl_ragdoll_fade_time 3; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 1; g_ragdoll_fadespeed 10000; g_ragdoll_lvfadespeed 10000;setinfo ragdolls medium" alias ragdolls_high "cl_ragdoll_collide 1; cl_ragdoll_fade_time 15; cl_ragdoll_forcefade 0; cl_ragdoll_physics_enable 1; ragdoll_sleepaftertime 15; g_ragdoll_fadespeed 600; g_ragdoll_lvfadespeed 600;setinfo ragdolls high" setinfo ragdolls_off "" setinfo ragdolls_medium "" setinfo ragdolls_high "" // --------------- // '-- General --' // --------------- // General/overall graphics settings mat_reducefillrate 0 // Increase shading quality //mat_reducefillrate 1 // Simplify material shading and use some DX8 features 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 1 // Enable 3D sky //r_3dsky 0 // Disable 3D sky r_dopixelvisibility 1 // Enable 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 //r_pixelvisibility_partial 1 // Use partial visibility algorithm //cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate //cl_jiggle_bone_framerate_cutoff 1 // Never disable jigglebones //cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones alias 3dsky_off "r_3dsky 0;setinfo 3dsky off" alias 3dsky_on "r_3dsky 1;setinfo 3dsky on" setinfo 3dsky_off "" setinfo 3dsky_on "" alias jigglebones_off "cl_jiggle_bone_framerate_cutoff 0;setinfo jigglebones off" alias jigglebones_on "cl_jiggle_bone_framerate_cutoff 67;setinfo jigglebones on" alias jigglebones_force_on "cl_jiggle_bone_framerate_cutoff 1;setinfo jigglebones force_on" setinfo jigglebones_off "" setinfo jigglebones_on "" setinfo jigglebones_force_on "" // -------------- // '- Textures -' // -------------- //mat_picmip 1 // Use less memory in a 32-bit process //mat_picmip 2 // Use lowest quality textures //mat_picmip -1 // Use highest quality textures //mat_texture_limit 64000 // Limit texture size in KB per frame //mat_filtertextures 1 // Filter textures //mat_filtertextures 0 // Blocky textures alias textures_very_low "mat_picmip 2; mat_filtertextures 1; mat_filtertextures 0;setinfo textures very_low" alias textures_low "mat_picmip 2; mat_filtertextures 0; mat_filtertextures 1;setinfo textures low" alias textures_medium "mat_picmip 1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures medium" alias textures_high "mat_picmip 0; mat_filtertextures 0; mat_filtertextures 1;setinfo textures high" alias textures_very_high "mat_picmip -1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures very_high" setinfo textures_very_low "" setinfo textures_low "" setinfo textures_medium "" setinfo textures_high "" setinfo textures_very_high "" //mat_disable_fancy_blending 1 // Disable fancy blending of textures //mat_disable_fancy_blending 0 // Enable fancy blending of textures alias texture_blending_off "mat_disable_fancy_blending 1;setinfo texture_blending off" alias texture_blending_on "mat_disable_fancy_blending 0;setinfo texture_blending on" setinfo texture_blending_off "" setinfo texture_blending_on "" //mat_bumpmap 1 // Enable bumpmaps //mat_bumpmap 0 // Disable bumpmap materials alias bumpmap_off "mat_bumpmap 0;setinfo bumpmap off" alias bumpmap_on "mat_bumpmap 1;setinfo bumpmap on" setinfo bumpmap_off "" setinfo bumpmap_on "" //mat_specular 1 // Enable specular //mat_specular 0 // Disable specular materials alias specular_off "mat_specular 0; setinfo specular off" alias specular_on "mat_specular 1; setinfo specular on" setinfo specular_off "" setinfo specular_on "" // ------------- // '-- Ropes --' // ------------- // Ropes for Mannpower grappling hook and as decoration in maps //rope_rendersolid 1 // Render solid part of ropes //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_collide 1 // Enable rope collisions //rope_wind_dist 0 // Do not apply CPU intensive wind to ropes //rope_wind_dist 1000 // Apply wind to ropes until this distance 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 alias ropes_off "rope_rendersolid 0; r_ropetranslucent 0; rope_solid_minalpha 0; rope_smooth 0; rope_subdiv 0; rope_collide 0; rope_wind_dist 0;setinfo ropes off" alias ropes_low "rope_rendersolid 1; r_ropetranslucent 0; rope_solid_minalpha 0; rope_solid_minwidth 0.1; rope_smooth 0; rope_subdiv 1; rope_collide 0; rope_wind_dist 0;setinfo ropes low" alias ropes_high "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0.1; rope_smooth 1; rope_subdiv 2; rope_collide 0; rope_wind_dist 0;setinfo ropes high" alias ropes_ultra "rope_rendersolid 1; r_ropetranslucent 1; rope_solid_minalpha 0.2; rope_solid_minwidth 0; rope_smooth 1; rope_subdiv 7; rope_collide 1; rope_wind_dist 1000;setinfo ropes ultra" setinfo ropes_off "" setinfo ropes_low "" setinfo ropes_high "" setinfo ropes_ultra "" // -------------------- // '-- Optimization --' // -------------------- // These settings will optimize TF2 without having any very noticeable effects to // the user fps_max 240 // Prevent a possible memory leak with unlimited FPS using fps_max 0 // Also, some Source systems assume the FPS will not go above 300 // Finally, using 240 is a common multiple for monitor framerates, // which is recommended for smoothness mat_vsync 0 // Ensure VSync is disabled by default 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 //engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2 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 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 1 // Skip occlusion of objects that are too large to test for r_occluderminarea 10 // Skip occluders that are too small to block anything worth our time mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries //mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak 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 1 // Use a pixel shader for fog if possible //r_pixelfog 0 // Do not use a higher level pixel shader for fog on weak GPUs mat_compressedtextures 1 // Allow for compressed textures mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory mat_mipmaptextures 1 // Mipmap textures to optimize textures //nb_shadow_dist 200 // Do not use shadows from far away (NextBot system) //nb_shadow_dist 0 // Disable shadow distance //nb_shadow_dist 400 // Default distance for NextBot shadows cl_ShowBoneSetupEnts 0 // Ensure this debug command is disabled sv_alternateticks 0 // Run every tick //sv_alternateticks 1 // Skip every other tick to reduce CPU usage mod_offline_hdr_switch 1 // -------------- // '-- OpenGL --' // -------------- // Optimizations for OpenGL platforms (Linux and macOS) gl_pow2_tempmem 1 // Makes memory allocation behavior more stable //mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps // Commented by default due to possible issues on Windows systems //mat_texture_reload_frame_swap_workaround 0 // Skip extra frame swaps gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling gl_batch_tex_destroys 0 // ^ gl_minimize_all_tex 1 // Minimize textures by removing mipmaps if they were not requested to keep memory usage lower gl_minimize_rt_tex 0 // Do not try to minimize textures for RTs gl_nullqueries 0 // Queries gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS gl_debug_output 0 // Disable debug messages gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too gl_paircache_rows_lg2 11 // Increase shader pair cache size gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size //gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support //gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround // ================== // '--- Gameplay ---' // ================== // Adjusts how the game behaves //cl_autoreload 1 // Auto reload clip //cl_autorezoom 1 // Automatically rezoom sniper rifle //tf_sniper_fullcharge_bell 1 // Bell sound when sniper rifle is 100% charged //tf_medigun_autoheal 1 // Keep healing allies //tf_remember_activeweapon 1 // Remember last held weapon //tf_remember_lastswitched 1 // Remember quick switch weapon //tf_respawn_on_loadoutchanges 1 // Automatically respawn on loadout changes // ============= // '--- 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 // Weapon switch behavior // 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 - 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 - Carousel scroll: // fast switch // slot 1 = last weapon, slot 2 = next weapon, // slot 3 = swap weapon, slot 4 = previous weapon //cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS //tf_scoreboard_mouse_mode 2 // Use mouse mode only when clicking on the scoreboard, look around otherwise // Currently has a bug where mouse mode does not activate when spectating //tf_scoreboard_mouse_mode 1 // Always use mouse mode when scoreboard is open //tf_scoreboard_mouse_mode 0 // Always look around, even when the scoreboard is open //tf_scoreboard_alt_class_icons 1 // Alternate class icons on the scoreboard //tf_use_match_hud 1 // Show the top player bar on all servers tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel tf_dashboard_slide_time 0.25 // Time in seconds for dashboard transitions tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view //tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom //tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker //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 //tf_colorblindassist 1 // Colorblind mode //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 //hud_classautokill 0 // No suicide on class change 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_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope 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 100 // 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 hud_medichealtargetmarker 1 // Shows medic heal target with a small marker tf_hud_target_id_offset 0 // Vertical offset of target ID tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends //tf_spectator_target_location 0 // 0 - center (default) // 1 - bottom left // 2 - bottom center // 3 - bottom right 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 //tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard //cl_hudhint_sound 0 // Disable HUD sounds //cl_mainmenu_safemode 1 // Dev safe mode for main menu //tf_queue_spinner_color 0 // Orange queue TF logo spinner //tf_queue_spinner_color 1 // Blue queue TF logo spinner alias hud_player_model_off "cl_hud_playerclass_use_playermodel 0;setinfo hud_player_model off" alias hud_player_model_on "cl_hud_playerclass_use_playermodel 1;setinfo hud_player_model on" setinfo hud_player_model_off "" setinfo hud_player_model_on "" // ------------------- // '-- Combat Text --' // ------------------- // Damage and healing text above players //hud_combattext 1 // Enable damage text //hud_combattext_batching 1 // Collect damage into 1 number over a time interval //hud_combattext_batching_window 0.3 // Time in seconds to collect damage //hud_combattext_doesnt_block_overhead_text 1 // Allow CRIT! to appear //hud_combattext_healing 1 // Show healing text //hud_combattext_red 255 // Red value for damage text color (0 to 255) //hud_combattext_green 0 // Green value for damage text color (0 to 255) //hud_combattext_blue 0 // Blue value for damage text color (0 to 255) // ---------------- // '-- Messages --' // ---------------- // Text chat and other messages //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 alias messages_enable "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 1; cl_chatfilters 63;setinfo messages enable" alias messages_disable "hud_saytext_time 0; cl_showtextmsg 0; cl_showpluginmessages 0; cl_chatfilters 0;setinfo messages disable" alias messages_userchat "hud_saytext_time 10; cl_showtextmsg 1; cl_showpluginmessages 0; cl_chatfilters 4;setinfo messages userchat" setinfo messages_enable "" setinfo messages_disable "" setinfo messages_userchat "" alias messages messages_enable alias killfeed_off "hud_deathnotice_time 0;setinfo killfeed off" alias killfeed_on "hud_deathnotice_time 5.5;setinfo killfeed on" setinfo killfeed_off "" setinfo killfeed_on "" alias killfeed killfeed_on // ---------------- // '-- Backpack --' // ---------------- // Inventory, economy and backpack tf_time_loading_item_panels 0.0003 // 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_crosshairalpha 100 // Crosshair translucency (0 to 255) //cl_crosshairalpha 255 // Disable transparency for lowend computers //cl_crosshair_red 156 // Crosshair red (0 to 255) //cl_crosshair_green 39 // Crosshair green (0 to 255) //cl_crosshair_blue 176 // Crosshair blue (0 to 255) //cl_crosshair_scale 64 // Size of crosshair //cl_crosshair_file 0 // Style of crosshair //cl_dynamiccrosshair 1 // Change crosshair according to weapon state (ambassador) //cl_observercrosshair 0 // Disable crosshair in spectator //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 alias killstreaks_off "cl_hud_killstreak_display_time 0;setinfo killstreaks off" alias killstreaks_low "cl_hud_killstreak_display_alpha 255; cl_hud_killstreak_display_time 2.25;setinfo killstreaks low" alias killstreaks_high "cl_hud_killstreak_display_alpha 100; cl_hud_killstreak_display_time 2.25;setinfo killstreaks high" setinfo killstreaks_off "" setinfo killstreaks_low "" setinfo killstreaks_high "" alias killstreaks killstreaks_high // --------------------- // '-- 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_show_num_particle_systems 1 // Show number of particle systems cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave alias debug_on "cl_showfps 2; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 1; developer 1;setinfo debug on" alias debug_off "cl_showfps 0; cl_showpos 0; cl_showbattery 0; cl_show_num_particle_systems 0; developer 0;setinfo debug off" alias debug_on_partial "cl_showfps 1; cl_showpos 1; cl_showbattery 1; cl_show_num_particle_systems 0;setinfo debug on_partial" alias debug debug_off // ----------------------- // '-- 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 // --------------- // '-- Console --' // --------------- // Developer console customization con_nprint_bgalpha 100 // Console translucency (0 to 255) for special debug messages //con_nprint_bgalpha 255 // Disable transparency for lowend computers con_nprint_bgborder 1 // Console border for special debug messages //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 //r_drawviewmodel 1 // Draw weapon viewmodel model //r_drawviewmodel 0 // Hide weapon viewmodel //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 0 // Use default viewmodel position //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 //tf_taunt_first_person 1 // First person taunt //glow_outline_effect_enable 1 // Enable ally and objective xrays //glow_outline_effect_enable 0 // Disable all xrays //tf_enable_glows_after_respawn 1 // Enable spawn xrays //tf_enable_glows_after_respawn 0 // Disable spawn xrays //tf_spec_xray_disable 0 // Enable xrays while spectating //tf_spec_xray_disable 1 // Disable 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 //tf_romevision_opt_in 1 // Opt into Romevision //tf_sheen_alpha_firstperson 0 // Disable sheens alias xrays_off "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 0; tf_spec_xray_disable 1;setinfo xrays off" alias xrays_low "glow_outline_effect_enable 0; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays low" alias xrays_high "glow_outline_effect_enable 1; tf_enable_glows_after_respawn 1; tf_spec_xray_disable 0;setinfo xrays high" setinfo xrays_off "" setinfo xrays_low "" setinfo xrays_high "" // =========================== // '--- Demos and Replays ---' // =========================== // Adjusts the recording and playback of demos and replays // ------------- // '-- Demos --' // ------------- //demo_recordcommands 1 // Record console commands in your demos //demo_fov_override 0 // FOV override for demo playback, if non-zero // -------------------- // '-- Demo Support --' // -------------------- //ds_enable 0 // 0 - Manual // 1 - Record competitive matchmaking // 2 - Record everything // 3 - Record mp_tournament matches //ds_autodelete 1 // Automatically delete demos with no bookmarks or killstreaks //ds_dir demos // Put all recorded demos in this folder (under tf/) //ds_kill_delay 15 // Max time between kills to count for a killstreak //ds_log 1 // Log killstreaks and bookmarks to an associated text file //ds_mark name // Create a bookmark with a single word name //ds_min_streak 4 // Minimum killstreak count before logging it //ds_notify 0 // Output when getting a killstreak or bookmarking // 0 - to console // 1 - to console and chat // 2 - to console and HUD //ds_prefix "" // Prefix file names with this text //ds_record // Start recording a demo //ds_stop // Stop recording a demo //ds_screens 1 // Take a screenshot of the scoreboard when the round ends //ds_sound 1 // Play the filming sound effect for when demo support starts and stops recording // --------------- // '-- Replays --' // --------------- tf_replay_pyrovision 0 // Do not force use pyrovision in replays //tf_replay_pyrovision 1 // Watch replays in pyrovision //replay_cache_client_ragdolls 1 // Record client side ragdolls //replay_voice_during_playback 1 // Play voice chat during replay playback //replay_rendersetting_renderglow 1 // Render xray effect // ============== // '--- 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 mem_max_heapsize_dedicated 128 // Increase memory cap on 512MB systems mem_max_heapsize 320 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 and prevent crashes from model flushing //cl_always_flush_models 1 // Remove models from memory every map load to keep memory usage low mat_levelflush 1 // Clear temporary memory to prevent overloading memory stores sv_forcepreload 0 // Disable harmful force preload enabled in other configs mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw // ==================== // '--- Filesystem ---' // ==================== // ------------- // '-- Sizes --' // ------------- // Set buffer and file read sizes filesystem_buffer_size 8192 // Use a 8KB buffer for the filesystem //filesystem_max_stdio_read 64 // Use a higher max read cap (64MB) filesystem_max_stdio_read 31 // Use standard read cap // --------------- // '-- 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 0 // Enable async vcollide loading mod_lock_mdls_on_load 0 // Do not lock models due to some issues with them being locked mod_forcetouchdata 1 // Put all model data into cache on load mod_touchalldata 1 // Load submodels mod_forcedata 1 // Cache submodel data // =============== // '--- Sound ---' // =============== // ----------------- // '-- Hitsounds --' // ----------------- // Damage sound played on hit and on kill //tf_dingalingaling_lasthit 1 // Play killsounds //tf_dingaling_lasthit_pitchmaxdmg 65 // Pitch for killsound on >=150 damage //tf_dingaling_lasthit_pitchmindmg 127 // 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 65 // Pitch for hitsound on >=150 damage //tf_dingaling_pitchmindmg 127 // 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_dingalingaling_repeat_delay 0.008 // ----------------- // '-- 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 0 // Fast async check when snd_async_fullyasync is enabled snd_mix_async 1 // Use another thread to mix sounds //snd_mix_async 0 // Disable async mixing on CPUs with less than 4 threads phonemedelay 0 // Do not delay lip sync a lot with an async sound system // --------------- // '-- General --' // --------------- // General/misc sound settings //volume 1 // Set the master volume //snd_musicvolume 1 // Set music volume snd_delay_sound_shift 0.01 // Give some time to allow for better synced // sounds by providing a little bit of extra room on // the sound processing time calculations //snd_delay_sound_shift 0.03 // Allow for more variance in sounds processing // delays on slow CPUs snd_mixahead 0.066 // Balance between sound delay and less demand on the CPU //snd_mixahead 0.05 // Keep sounds for 0.05 seconds to mix them //snd_mixahead 0.15 // Use a longer value to batch mixing loads //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 // ---------------------- // '-- Spatialization --' // ---------------------- // Adjust spatialization (sound travel and volume falloff) and DSP effects (sound filters) //dsp_enhance_stereo 0 // Disable extra spatial DSP effects and delays //dsp_enhance_stereo 1 // Enable to apply spatial DSP effects to all channels (for use with stereo, not surround sound) //dsp_slow_cpu 0 // Use enhanced positional effects //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, adjusts DSP according to the room type/size you are in //dsp_facingaway 0 // Disable the facing away DSP effect //dsp_facingaway 30 // Use a low pass filter for sounds you are facing away from //dsp_facingaway 31 // Use a low pass filter + 80ms delay for sounds you are facing away from //dsp_speaker 50 // Administrator effect (can be 50 to 59) //dsp_speaker 0 // Disable administrator effect //dsp_water 14 // Water muffling effect (small delay) //dsp_water 15 // Water muffling effect (medium delay) //dsp_water 16 // Water muffling effect (large delay) //dsp_water 0 // Disable water muffling effect //dsp_spatial 40 // Spatial delay effect for positional audio //dsp_spatial 0 // Disable spatial effect // -------------------- // '-- Optimization --' // -------------------- // Optimizations with no noticeable effect on the listener snd_lockpartial 1 // Use interleaved, partial 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 200 // 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 snd_async_spew_blocking 0 // Disable async spew dsp_enhance_stereo 0 snd_defer_trace 1 snd_noextraupdate 1 alias sound_low "snd_disable_mixer_duck 1; snd_pitchquality 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 3; dsp_room 0; dsp_facingaway 0; dsp_speaker 0; dsp_water 0; dsp_spatial 0; setinfo sound low" alias sound_medium "snd_disable_mixer_duck 0; snd_pitchquality 0; dsp_slow_cpu 1; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 0; dsp_speaker 50; dsp_water 0; dsp_spatial 40; setinfo sound medium" alias sound_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_slow_cpu 0; snd_spatialize_roundrobin 1; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; setinfo sound high" alias sound_very_high "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 0; dsp_facingaway 30; dsp_speaker 50; dsp_water 14; dsp_spatial 40; setinfo sound very_high" alias sound_ultra "snd_disable_mixer_duck 0; snd_pitchquality 1; dsp_slow_cpu 0; snd_spatialize_roundrobin 0; dsp_room 1; dsp_facingaway 31; dsp_speaker 59; dsp_water 16; dsp_spatial 40; setinfo sound ultra" setinfo sound_low "" setinfo sound_medium "" setinfo sound_high "" setinfo sound_very_high "" setinfo sound_ultra "" // =============== // '--- 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 3 // 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 //m_customaccel 0 // 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 acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity //m_customaccel_scale 0.04 // ^ //m_customaccel_max 0 // ^ //m_customaccel_exponent 1 // ^ //zoom_sensitivity_ratio 0.7934714 // Use same sensitivity as when unscoped cl_idealpitchscale 1.3 // When changing pitch, use this rate // ------------------------ // '-- Steam Controller --' // ------------------------ // Controls Steam Controller/Steam Input //sc_joystick_map 0 // Scaled Cross analog joystick deadzone and extents //sc_joystick_map 1 // Concentric Mapping to Square analog joystick deadzone and extents //sc_look_sensitivity_scale 1 // Steam controller sensitivity scale //sc_pitch_sensitivity 1 // Additional pitch specific sensitivty //sc_pitch_sensitivity_default 1 // Default additional pitch specific sensitivity //sc_yaw_sensitivity 1 // Additional yaw specific sensitivity //sc_yaw_sensitivity_default 1 // Default additional yaw specific sensitivity //sc_show_binding_panel // Launch Steam Controller binding UI //sc_status // Show Steam Controller status // ------------------- // '-- Bumper Cars --' // ------------------- // Input during bumper cars //tf_halloween_kart_pitch 10 // Pitch value for the camera //tf_halloween_kart_pitch_fast_follow_rate 10 // Follow speed for the camera when fast //tf_halloween_kart_pitch_slow_follow_rate 0.5 // Follow speed for the camera when slow echo " " echo " " echo " " echo " " echo " ******************************* " echo " ******************************* " echo " ** mastercomfig 6.9.0 loaded ** " echo " ** July 14 2018 ** " echo " ******************************* " echo " ******************************* " echo " " echo " " echo " " echo " " alias version_comfig "echo mastercomfig version: 6.9.0 | July 14 2018" alias game_override "cheap_water_override; detail_props_override" // Set game override alias // --------------------------------- // '-- User-Overrideable Aliases --' // --------------------------------- alias class_config_scout "exec scout_c" alias class_config_soldier "exec soldier_c" alias class_config_pyro "exec pyro_c" alias class_config_demoman "exec demoman_c" alias class_config_heavyweapons "exec heavyweapons_c" alias class_config_engineer "exec engineer_c" alias class_config_medic "exec medic_c" alias class_config_sniper "exec sniper_c" alias class_config_spy "exec spy_c" alias game_overrides_c "exec game_overrides_c" alias listenserver_c "exec listenserver_c" // Medium high preset // Disables unoptimized features and optimize the game without making it look bad alias lod lod_medium_high alias lighting lighting_medium_high alias shadows shadows_off alias effects effects_medium alias water water_medium_high alias particles particles_low alias aa aa_medium alias aa_msaa "" alias post_processing post_processing_off alias pyrovision pyrovision_low alias motion_blur motion_blur_off alias texture_filter texture_filter_trilinear alias characters characters_medium_high alias decals decals_low alias decals_models decals_models_off alias decals_art decals_art_on alias sprays sprays_on alias gibs gibs_low alias ragdolls ragdolls_off alias textures textures_high alias texture_blending texture_blending_on alias bumpmap bumpmap_on alias specular specular_on alias props props_medium alias ropes ropes_low alias xrays xrays_high alias sound sound_high alias messages messages_enable alias 3dsky 3dsky_on alias jigglebones jigglebones_on alias hud_player_model hud_player_model_off echo "Medium High preset selected"