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// ---------------------------------------------------------------------------- // LazP' maxframes config, designed to get you a performance boost // v2.019 | 05 April 2016 | // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- // FPS Cap - Info // ---------------------------------------------------------------------------- // The primary benefit of an FPS cap is to make the FPS more stable, other than // that, it doesn't do a lot. A moderate, consistent framerate is much more // desirable than a variable but sometimes high framerate. A common // misconception is that if any more frames are generated than your monitor can // display, they are useless. This is wrong -- frames are used for much more // than mere display, and affect the way the game feels well past your // refresh rate. // // This FPS cap should *always* be set to a value higher than `cl_cmdrate' in // any case, or the discrepancy between clientside frame generation and frames // to be sent to the server will no doubt cause you many a headache, especially // when it comes down to hit registration. Other than that, I recommend // for everyone to use the value `132' (2*66), as long as you can generally // keep that value stable without regular drops. // ---------------------------------------------------------------------------- //fps_max "0" // ---------------------------------------------------------------------------- // Disable Sprays // ---------------------------------------------------------------------------- // Bear in mind that these can be disabled on some servers. // ---------------------------------------------------------------------------- cl_playerspraydisable "1" r_spray_lifetime "0" // ---------------------------------------------------------------------------- // Shadows // ---------------------------------------------------------------------------- mat_shadowstate "0" r_shadowmaxrendered "0" r_shadowrendertotexture "0" r_shadows 1 // ---------------------------------------------------------------------------- // Disable Facial features // ---------------------------------------------------------------------------- r_eyes "0" r_flex "0" r_lod "2" r_rootlod "2" r_teeth "0" // ---------------------------------------------------------------------------- // Disable Ragdolls // ---------------------------------------------------------------------------- // You will have reduced performance on deaths which produce ragdolls. // ---------------------------------------------------------------------------- cl_ragdoll_fade_time 1 cl_ragdoll_forcefade 1 cl_ragdoll_physics_enable 1 g_ragdoll_fadespeed 1 g_ragdoll_lvfadespeed 1 ragdoll_sleepaftertime 1 // ---------------------------------------------------------------------------- // Disable Gibs // ---------------------------------------------------------------------------- // You will have reduced performance on deaths which produce gibs. // ---------------------------------------------------------------------------- cl_phys_props_enable "0" cl_phys_props_max "0" props_break_max_pieces "0" r_propsmaxdist "1" violence_agibs 1 violence_hgibs 1 // ---------------------------------------------------------------------------- // Graphical // ---------------------------------------------------------------------------- // Now we come to the main brunt of the config. You probably don't want to mess // with this. // ---------------------------------------------------------------------------- cl_detaildist "0" cl_detailfade "0" cl_drawmonitors "0" cl_ejectbrass "0" cl_jiggle_bone_framerate_cutoff "0" // Turns off jigglebones cl_new_impact_effects "0" cl_show_splashes "0" func_break_max_pieces "0" glow_outline_effect_enable "0" // Cart glow effect. lod_transitiondist "0" mat_antialias "0" mat_bumpmap "0" // Controls bumpmapping. Setting this to 0 on dx9 will cause // a strange `shine' effect to appear on all players. mat_colcorrection_disableentities "1" mat_colorcorrection "0" mat_disable_bloom "1" mat_disable_fancy_blending "1" mat_disable_lightwarp "1" mat_envmapsize "8" mat_envmaptgasize "8" mat_filterlightmaps "0" mat_filtertextures "0" mat_forceaniso "1" mat_hdr_level "0" mat_max_worldmesh_vertices "512" mat_monitorgamma "2.0" // Controls brightness, try 1.8 to make it brighter or 2.2 // to get it darker. Only works in fullscreen. mat_motion_blur_enabled "0" mat_parallaxmap "0" mat_picmip "2" // Higher = more mipmapping. Without `sv_cheats 1', you're looking // at a range from -1 to 2, -1 being the best quality, 2 being the // worst. mat_reducefillrate "1" mat_reduceparticles "1" mat_specular "0" // Controls specularity. Setting this to 0 will make ubers // non-shiny, and will remove some specular effects from in-game // entities which support it. Setting this to 1 on dx8 will // result in some strange `fire' textures replacing their // appropriate counterparts, especially on medals, and certain // hats. mat_trilinear "0" mat_viewportscale "1" // Almost no performance gain from viewport upscaling. mat_viewportupscale "1" mat_wateroverlaysize "1" mp_decals "1" // `9' is a good value to still see the spread pattern from a // scattergun without any real performance loss. r_3dsky "0" r_ambientboost "0" r_ambientfactor "0" r_ambientmin "0" r_avglight "0" r_cheapwaterend "1" r_cheapwaterstart "1" r_decals "1" r_decalstaticprops "0" r_decal_cullsize "15" r_drawdetailprops "0" r_drawmodeldecals "0" r_drawflecks "0" r_dynamic "0" r_flashlightdepthtexture "0" r_forcewaterleaf "1" r_lightaverage "0" r_maxnewsamples "2" r_maxsampledist "1" r_propsmaxdist "0" r_renderoverlayfragment "0" r_staticprop_lod "4" r_waterdrawreflection "0" r_waterdrawrefraction "1" r_waterforceexpensive "0" r_waterforcereflectentities "0" rope_averagelight "0" rope_collide "0" rope_rendersolid "0" rope_shake "0" rope_smooth "0" rope_subdiv "0" rope_wind_dist "0" tf_particles_disable_weather "1" // Disable weather effects on maps supporting // it, for example, setting this to `1' // disables rain effects on *_sawmill. tracer_extra "0" gmod_mcore_test "1" violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually violence_hblood "1" // ---------------------------------------------------------------------------- // Misc // ---------------------------------------------------------------------------- in_usekeyboardsampletime "0" mat_clipz "1" // FX card users should set this to 0 mat_forcehardwaresync "0" mat_levelflush "1" //m_rawinput "1" // Turn on raw mouse input. Commented out by default due to // silly incompatibility with the Xfire overlay. You should use // it if you can! mat_vsync "0" // Turn off vsync to avoid nasty I/O latency. r_fastzreject "-1" // Values >1 enable a fast Z rejection algorithm, to be // performed on the GPU (as opposed to on the CPU). The // value `-1' autodetects hardware support for this // feature, which is safer than forcing it. // ---------------------------------------------------------------------------- // Sound // ---------------------------------------------------------------------------- // I'd be hesitant to say that you would see a great deal of performance // improvement from lowering the sound quality, but in my experience as a // competitive TF2 player, lowering the sound quality makes determination of // directionality and distance that much easier. You may see a small FPS gain // with these settings, or you may not, either way will likely have a // negligible effect on performance. // ---------------------------------------------------------------------------- dsp_enhance_stereo "0" dsp_slow_cpu "1" snd_async_fullyasync "1" // Having the sound run fully asynchronous has been // helpful in the past, as it seems to (for whatever // reason) reduce the number of TDRs experienced during // gameplay. There's some pretty good information on // TDRs (nerds only) here: // http://forums.nvidia.com/index.php?showtopic=65161 snd_pitchquality "0" snd_spatialize_roundrobin "1" // ---------------------------------------------------------------------------- // Threading // ---------------------------------------------------------------------------- mat_queue_mode "2" // mat_queue mode is another frequently asked about cvar, it // defines the threading method to be used by the material // system. It has been unstable to use in the past, but // nowadays it's generally okay. // // Here are the possible values: // -2 legacy default // -1 default // 0 synchronous single thread // 1 queued single thread // 2 queued multithreaded // // If you have problems with the value `2', try setting it to // `-1'. // // As an aside, there are quite a few bugs in the demo system // that occur when mat_queue_mode is set to a value that is // not `-1'. If you intend to do work with the demo system, // maybe you should change this. cl_threaded_bone_setup "0" cl_threaded_client_leaf_system "0" r_queued_decals "0" r_queued_ropes "1" r_queued_post_processing "0" r_threaded_client_shadow_manager "1" r_threaded_particles "1" r_threaded_renderables "1" // ---------------------------------------------------------------------------- // Misc // ---------------------------------------------------------------------------- cl_forcepreload "1" // Preloads content // ---------------------------------------------------------------------------- // Print to console (Confirming that the CFG ran) // ---------------------------------------------------------------------------- clear echo "-------------------------------------------------------" echo " LazP' maxframes Config loaded. " echo "-------------------------------------------------------"