TF2-Config/gfx.cfg
2024-10-03 16:05:21 +02:00

1785 lines
92 KiB
INI

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// '~~~ 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"