Are there any console commands that lower or raise performance or graphics?
Because my computer keeps overheating whenever I play the thing, but left4dead 2 and everything else runs fine.
mat_picmip is for changing graphics -10 is super high, and 10 is super low and butt ugly.
Take a look at my .cfg file.
It has a ton of commands that will help you out.
mat_picmip only changes texture resolution, by the way.
[url]http://www.facepunch.com/showthread.php?p=18113164#post18113164[/url]
Some multi-threading [I]might[/I] help. It'll boost performance without sacrificing any kind of quality on multi-core systems. It probably won't do anything on single-core systems, though.
[CODE]// Multithreading (1/4 Life's settings, which he tweaked for stability)
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables[/CODE]
And few launch options,
-heapsize <Half of your RAM in kilobytes> -noforcemaccel -noforcemparms -noforcemspd -noipx -nojoy
For example, I have 2 gigs, so I use 1048576.
Also, a little memory adjustment...
[CODE]datacachesize ## //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize ### //Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory[/CODE]
Read the comments after those two commands. Replace the #s with the appropriate settings. Set the the second one to half of your computer's memory.
Some texture preloading doesn't hurt.
[CODE]sv_forcepreload 1 //Forces serverside preloading.
cl_forcepreload 1 //Forces clientside preloading.[/CODE]
If that still doesn't fix any problems, try setting "fps_max" to about 30-60 at the main menu to limit how many frames per second the game can render.
If you really can't fix the problem, no matter how hard you try, I have a last resort for you. Unfortunately, this will make TF2 look absolutely [I]terrible.[/I] Fortunately, you'll get a bazillion extra FPS! In case you don't already know how to install this, go to TF2's cfg directory, which is usually at C:\Program Files\Steam\steamapps\<Username>\team fortress 2\tf\cfg and copy one of the CFGs there. Rename it to whatever you like, erase everything inside it, and replace it with this. In-game or at the main menu, use "exec <whatever you named the file>" to execute the commands.
[CODE]echo
echo Executing High FPS config... (Prepare to cry...)
echo
//
// Graphics
//
cl_drawmonitors 0
cl_ejectbrass 0
mat_showlowresimage 0
mat_fastnobump 1
mat_framebuffercopyoverlaysize 0
mat_forcehardwaresync 0
mat_forcemanagedtextureintohardware 0
//
r_occlusion 0
r_updaterefracttexture 0
r_renderoverlayfragment 0
r_updaterefracttexture 0
r_maxnewsamples 0
r_maxsampledist 0
r_norefresh 0
r_minnewsamples 0
//
gl_clear 0
flex_smooth 0
//
// Light
//
mat_disable_ps_patch 1
mat_disable_fancy_blending 1
mat_force_bloom 0
r_worldlightmin 0
r_dopixelvisibility 0
r_ambientboost 0
r_ambientfactor 1
//
// Models
//
g_ragdoll_fadespeed 0
g_ragdoll_important_maxcount 0
g_ragdoll_lvfadespeed 0
g_ragdoll_maxcount 0
//
// Violence
//
violence_ablood 0
violence_agibs 0
violence_hblood 0
violence_hgibs 0
//
// Preload
//
cl_forcepreload 1
sv_forcepreload 1
echo " - FPS Part ( UltraHighFPS Setting ... Freak)"
echo " "
echo " |-- CORE ---------------------------------------------"
echo " | High Dynamic Range (HDR) + Bloom + Motion Blur"
// High Dynamic Range (HDR) + Bloom + Motion Blur
mat_hdr_level 0 // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_autoexposure_max 2 // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
mat_autoexposure_min 0.5 // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
mat_bloomscale 1 // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
mat_disable_bloom 1 // def. "0" # Bloom on(0)/off(1)
mat_motion_blur_enabled 0 // def. "" # Motion Blur on(1)/off(0)
mat_use_compressed_hdr_textures 1 // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
echo " | Lighting"
// Lighting
mat_fastspecular 1 // def. "" # Faster Spec but lower Quality on(1)/off(0)
mat_filterlightmaps 0 // def. "1" # Filtering ligthmaps on(1)/off(0)
mat_specular 0 // def. "1" # Specular highlight on(1)/off(0)
r_dynamic 0 // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
r_lightaverage 0 // def. "1" # light averaging on(1)/off(0)
r_maxdlights 0 // def. "32" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_PhysPropStaticLighting 0 // def. "1" # Static Lighting on props on(1)/off(0)
r_occlusion 1 // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
r_worldlights 0 // def. "4" # Number of world lights to use per vertex
mat_disable_lightwarp 1 // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
echo " | Shadows"
// Shadows
mat_shadowstate 0 // def. "1" # noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
r_shadows 0 // def. "1" # Shadows on(1)/off(0)
r_flashlightdepthtexture 0 // def. "1" # 1 = High, 0 = Low
r_shadowrendertotexture 0 // def. "" # 1 = High, 0 = Low
r_shadowmaxrendered 0 // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
echo " | Texture Detail + Texture Filtering + Anti-aliasing"
// Texture Detail + Texture Filtering + Anti-aliasing
// Detail
mat_bumpmap 0 // def. "" # Bumpmapping on(1)/off(0)
mat_clipz 1 // def. "" # If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.
mat_colorcorrection 0 // def. "" # Normaly forced to 0 on Public Servers
mat_compressedtextures 1 // def. "1" # Texturcompression on(1)/off(0) ( on(1) reduces usage of Memory in the GraphicCard but cost a little bit quality)
mat_envmapsize 0 // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_mipmaptextures 1 // def. "1" # Mipmapping on(1)/off(0)
mat_parallaxmap 0 // def. "0" # Use Parallaxmapping
mat_picmip 4 // def. "0" # Set the detail of a used texture (max. -10.000000 min. 4.000000) [TF2-VideoConfigMenu: -1 = High, 2 = Low]
mat_texture_limit -1 // def. "-1" # Dont change... sets the maximal used amount of Kilobytes used for each frame when rendering. "-1" = Automatic
r_3dsky 0 // def. "1" # Show 3D Backgrounds (like Buildings)
r_fastzreject -1 // def. "-1" # Use the optimized Z-Buffer Alorithm automatic(-1)/on(1)/off(0)
r_renderoverlayfragment 0 // def. "1" # Rendering of multiple Texturelayers on(1)/off(0)
// Filter + Anti-aliasing
mat_antialias 0 // def. "" # Anti-aliasing on(1,2,4,8)/off(0)
mat_filtertextures 0 // def. "1" # Filter textures on(1)/off(0)
mat_forceaniso 0 // def. "" # Anisotropic filtering on(1,2,4,8,16)/off(0)
mat_trilinear 0 // def. "" # Trilinear filtering on(1)/off(0)
mat_envmaptgasize 0 // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
echo " "
echo " |-- MODEL --------------------------------------------"
echo " | Eyes and Teeth"
// Eyes and Teeth
blink_duration "0" // def. "0" # How many seconds an eye blink will last.
r_eyes 0 // def. "1" # Eyes on(1)/off(0)
r_teeth 0 // def. "1" # Teeth on(1)/off(0)
r_flex 0 // def. "1" # Use facial animation on(1)/off(0)
echo " | Model + Decals"
// Model + Decals
// Model
cl_burninggibs 0 // def. "0" # Gibs from burning person stay on fire
cl_playerspraydisable 1 // def "0" # disable Spraypaints only
lod_TransitionDist 1 // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
mp_usehwmmodels 0 // def. "0" # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds 0 // def. "0" # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
r_lod 5 // def. "-1" # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
r_rootlod 5 // def. "0" # Base-LOD of Model. you cant get a better lod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
// Decals
mp_decals 1 // def. "200" # Count of Decals used for Multiplayer
r_decal_cullsize 15 // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals 2 // def. "2048" # Count of Decals used by the entire SourceEngine
r_drawmodeldecals 0 // def. "" # Render decals on the Models on(1)/off(0)
r_maxmodeldecal 0 // def. "32" # Count of Decals to Render on the Models
r_queued_decals 0 // def. "0" # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0)
r_spray_lifetime 0 // def. "2" # Number of rounds player sprays are visible
r_drawbatchdecals 0 // def. "1" # UNKOWN -> Render decals batched. (Which decals excatly ?)
echo " | Ragdoll (Corpses)"
// Ragdoll (Corpses)
cl_ragdoll_collide 0 // def. "0" # Collision between corpses on(1)/off(0)
cl_ragdoll_forcefade 0 // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
cl_ragdoll_fade_time 0 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
cl_ragdoll_physics_enable 0 // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
echo " "
echo " |-- OTHER --------------------------------------------"
echo " | Detail-/Props"
// Detail-/Props
// Detailprops = like the grass in ctf_2fort at the bridge
cl_detailfade 0 // def. "400" # Distance across which detail props fade in
cl_detaildist 0 // def. "1200" # Distance at which detail props are no longer visible
r_drawdetailprops 0 // def. "1" # 0=Off, 1=Normal, 2=Wireframe
// Physical props = bricks, cans, gibs and trash objects and so on, not really sure if used in TF2
cl_phys_props_enable 0 // def. "1" # Physical Props on(1)/off(0)
cl_phys_props_max 1 // def. "300" # Count of physical Props
props_break_max_pieces -1 // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
r_propsmaxdist 1 // def. "1200" # Behind this distance they are not rendered
echo " | Ropes"
// Ropes
r_ropetranslucent 0 // def. "1" # Transparent ropes on(1)/off(0)
rope_averagelight 0 // def. "1" # Makes ropes use average of cubemap lighting instead of max intensity. on(1)/off(0)
rope_collide 0 // def. "1" # Collide rope with the world on(1)/off(0)
rope_rendersolid 0 // def. "1" # Render Ropes on(1)/off(0)
rope_shake 0 // def. "0" # Ropes shake around on(1)/off(0)
rope_smooth 0 // def. "1" # Do an antialiasing effect on ropes on(1)/off(0)
rope_smooth_enlarge 0 // def. "1" # How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha 0 // def. "0" # Max Alpha for rope antialiasing effect
rope_smooth_minalpha 0 // def. "0" # Min Alpha for rope antialiasing effect
rope_smooth_minwidth 0 // def. "0" # When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv 0 // def. "2" # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 0 // def. "1000" # Don't use CPU applying small wind gusts to ropes when they're past this distance
echo " | Water"
// Water
mat_wateroverlaysize 8 // def. "128" # Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 2000 // def. "800" # End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 1 // def. "500" # Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_forcewaterleaf 1 // def. "1" # Enable for optimization to water - considers view in leaf under water for purposes of culling
r_waterdrawreflection 0 // def. "1" # If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
r_waterdrawrefraction 0 // def. "1" # If set to 0, (Man kann nicht durch Wasser schauen) disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
r_waterforceexpensive 0 // def. "" # 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 0 // def. "" # 1 = High (reflect all), 0 = Low
echo " | The Rest"
// The Rest
fov_desired 90 // def. "75" # Field of View in Degree
//fps_max 0 // def. "" # Maximal count of Frames per Second
mat_bufferprimitives 1 // def. "1" # Primitive Buffer on(1)/off(0)
//mat_dxlevel 95 // def. "" # 95 = DirectX 9.5, 90 = DirectX 9, 81 = DirectX 8.1, 80 = DirectX 8, 70 = DirectX 7,60 = DirectX 6
//mat_monitorgamma 1.6 // def. "2.2" # Gammasetting (1.6=min/bright 2.6=max/dark)
mat_reducefillrate 1 // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
tf_particles_disable_weather 1 // def. "0" # Rain like on sawmill on(0)/off(1)
echo " "
echo
echo High FPS CFG Executed! (CRY SOME MOOR!)
echo[/CODE]
And if you try it and it doesn't work, here's a counter-config for you. [B]If you have set mat_parallaxmap to 1, do not use the high-FPS config in-game[/B] or else it will crash. [B]mat_parallaxmap[/B][B] must not change in-game, only at the main menu. ONLY use the undo config at the main menu.[/B]
[CODE]echo
echo Disabling High FPS config...
echo
//
// Graphics
//
cl_drawmonitors 1
cl_ejectbrass 1
mat_showlowresimage 0
mat_fastnobump 0
mat_framebuffercopyoverlaysize 128
mat_forcehardwaresync 1
//
r_occlusion 1
r_updaterefracttexture 1
r_renderoverlayfragment 1
r_updaterefracttexture 1
r_maxnewsamples 6
r_maxsampledist 128
r_minnewsamples 3
//
gl_clear 0
flex_smooth 1
//
// Light
//
mat_disable_ps_patch 0
mat_disable_fancy_blending 0
mat_force_bloom 1
r_worldlightmin 0.0002
r_dopixelvisibility 1
r_ambientboost 0
r_ambientfactor 1
//
// Models
//
g_ragdoll_fadespeed 600
g_ragdoll_important_maxcount 32
g_ragdoll_lvfadespeed 100
g_ragdoll_maxcount 64
//
// Violence
//
violence_ablood 0 //Set these to 1 for blood and gibs.
violence_agibs 0
violence_hblood 0
violence_hgibs 0
//
// Preload
//
cl_forcepreload 1
sv_forcepreload 1
echo " - FPS Part ( UltraHighFPS Setting ... Freak)"
echo " "
echo " |-- CORE ---------------------------------------------"
echo " | High Dynamic Range (HDR) + Bloom + Motion Blur"
// High Dynamic Range (HDR) + Bloom + Motion Blur
mat_hdr_level 2 // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_autoexposure_max 2 // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
mat_autoexposure_min 0.5 // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
mat_bloomscale 1 // def. "1" # Adjustment of the Bloomeffect (how strong it will appear)
mat_disable_bloom 0 // def. "0" # Bloom on(0)/off(1)
mat_motion_blur_enabled 1 // def. "" # Motion Blur on(1)/off(0)
mat_use_compressed_hdr_textures 0 // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
echo " | Lighting"
// Lighting
mat_fastspecular 0 // def. "" # Faster Spec but lower Quality on(1)/off(0)
mat_filterlightmaps 1 // def. "1" # Filtering ligthmaps on(1)/off(0)
mat_specular 1 // def. "1" # Specular highlight on(1)/off(0)
r_dynamic 1 // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
r_lightaverage 1 // def. "1" # light averaging on(1)/off(0)
r_maxdlights 128 // def. "32" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_PhysPropStaticLighting "1" // def. "1" # Static Lighting on props on(1)/off(0)
r_occlusion 1 // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0)
r_worldlights 16 // def. "4" # Number of world lights to use per vertex
mat_disable_lightwarp 0 // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
echo " | Shadows"
// Shadows
mat_shadowstate 2 // def. "1" # noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
r_shadows 1 // def. "1" # Shadows on(1)/off(0)
r_flashlightdepthtexture 1 // def. "1" # 1 = High, 0 = Low
r_shadowrendertotexture 1 // def. "" # 1 = High, 0 = Low
r_shadowmaxrendered 128 // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
echo " | Texture Detail + Texture Filtering + Anti-aliasing"
// Texture Detail + Texture Filtering + Anti-aliasing
// Detail
mat_bumpmap 1 // def. "" # Bumpmapping on(1)/off(0)
mat_clipz 1 // def. "" # If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.
mat_colorcorrection 1 // def. "" # Normaly forced to 0 on Public Servers
mat_compressedtextures 0 // def. "1" # Texturcompression on(1)/off(0) ( on(1) reduces usage of Memory in the GraphicCard but cost a little bit quality)
mat_envmapsize 512 // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_mipmaptextures 1 // def. "1" # Mipmapping on(1)/off(0)
mat_parallaxmap 1 // def. "0" # Use Parallaxmapping
mat_picmip -10 // def. "0" # Set the detail of a used texture (max. -10.000000 min. 4.000000) [TF2-VideoConfigMenu: -1 = High, 2 = Low]
mat_texture_limit -1 // def. "-1" # Dont change... sets the maximal used amount of Kilobytes used for each frame when rendering. "-1" = Automatic
r_3dsky 1 // def. "1" # Show 3D Backgrounds (like Buildings)
r_fastzreject -1 // def. "-1" # Use the optimized Z-Buffer Alorithm automatic(-1)/on(1)/off(0)
r_renderoverlayfragment 1 // def. "1" # Rendering of multiple Texturelayers on(1)/off(0)
// Filter + Anti-aliasing
mat_antialias 8 // def. "" # Anti-aliasing on(1,2,4,8)/off(0)
mat_filtertextures 1 // def. "1" # Filter textures on(1)/off(0)
mat_forceaniso 16 // def. "" # Anisotropic filtering on(1,2,4,8,16)/off(0)
mat_trilinear 1 // def. "" # Trilinear filtering on(1)/off(0)
mat_envmaptgasize 256 // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)
echo " "
echo " |-- MODEL --------------------------------------------"
echo " | Eyes and Teeth"
// Eyes and Teeth
blink_duration "0.3" // def. "0" # How many seconds an eye blink will last.
r_eyes 1 // def. "1" # Eyes on(1)/off(0)
r_teeth 1 // def. "1" # Teeth on(1)/off(0)
r_flex 1 // def. "1" # Use facial animation on(1)/off(0)
echo " | Model + Decals"
// Model + Decals
// Model
cl_burninggibs 1 // def. "0" # Gibs from burning person stay on fire
cl_playerspraydisable 0 // def "0" # disable Spraypaints only
lod_TransitionDist 8000 // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
mp_usehwmmodels 1 // def. "0" # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds 1 // def. "0" # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
r_lod 0 // def. "-1" # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
r_rootlod 0 // def. "0" # Base-LOD of Model. you cant get a better lod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
// Decals
mp_decals 4096 // def. "200" # Count of Decals used for Multiplayer
r_decal_cullsize 0 // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals 2048 // def. "2048" # Count of Decals used by the entire SourceEngine
r_drawmodeldecals 1 // def. "" # Render decals on the Models on(1)/off(0)
r_maxmodeldecal 128 // def. "32" # Count of Decals to Render on the Models
r_queued_decals 0 // def. "0" # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0)
r_spray_lifetime 6 // def. "2" # Number of rounds player sprays are visible
r_drawbatchdecals 1 // def. "1" # UNKOWN -> Render decals batched. (Which decals excatly ?)
echo " | Ragdoll (Corpses)"
// Ragdoll (Corpses)
cl_ragdoll_collide 1 // def. "0" # Collision between corpses on(1)/off(0)
cl_ragdoll_forcefade 0 // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
cl_ragdoll_fade_time 120 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
cl_ragdoll_physics_enable 1 // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
echo " "
echo " |-- OTHER --------------------------------------------"
echo " | Detail-/Props"
// Detail-/Props
// Detailprops = like the grass in ctf_2fort at the bridge
cl_detailfade 4000 // def. "400" # Distance across which detail props fade in
cl_detaildist 12000 // def. "1200" # Distance at which detail props are no longer visible
r_drawdetailprops 1 // def. "1" # 0=Off, 1=Normal, 2=Wireframe
// Physical props = bricks, cans, gibs and trash objects and so on, not really sure if used in TF2
cl_phys_props_enable 1 // def. "1" # Physical Props on(1)/off(0)
cl_phys_props_max 900 // def. "300" # Count of physical Props
props_break_max_pieces -1 // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
r_propsmaxdist 5000 // def. "1200" # Behind this distance they are not rendered
echo " | Ropes"
// Ropes
r_ropetranslucent 1 // def. "1" # Transparent ropes on(1)/off(0)
rope_averagelight 1 // def. "1" # Makes ropes use average of cubemap lighting instead of max intensity. on(1)/off(0)
rope_collide 1 // def. "1" # Collide rope with the world on(1)/off(0)
rope_rendersolid 1 // def. "1" # Render Ropes on(1)/off(0)
rope_shake 0 // def. "0" # Ropes shake around on(1)/off(0)
rope_smooth 1 // def. "1" # Do an antialiasing effect on ropes on(1)/off(0)
rope_smooth_enlarge 1 // def. "1" # How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha 0 // def. "0" # Max Alpha for rope antialiasing effect
rope_smooth_minalpha 0 // def. "0" # Min Alpha for rope antialiasing effect
rope_smooth_minwidth 0 // def. "0" # When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv 8 // def. "2" # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 // def. "1000" # Don't use CPU applying small wind gusts to ropes when they're past this distance
echo " | Water"
// Water
mat_wateroverlaysize 512 // def. "128" # Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 5000 // def. "800" # End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 8000 // def. "500" # Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_forcewaterleaf 1 // def. "1" # Enable for optimization to water - considers view in leaf under water for purposes of culling
r_waterdrawreflection 1 // def. "1" # If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
r_waterdrawrefraction 1 // def. "1" # If set to 0, (Man kann nicht durch Wasser schauen) disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
r_waterforceexpensive 1 // def. "" # 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 // def. "" # 1 = High (reflect all), 0 = Low
echo " | The Rest"
// The Rest
fov_desired 90 // def. "75" # Field of View in Degree
//fps_max 0 // def. "" # Maximal count of Frames per Second
mat_bufferprimitives "1" // def. "1" # Primitive Buffer on(1)/off(0)
//mat_dxlevel 95 // def. "" # 95 = DirectX 9.5, 90 = DirectX 9, 81 = DirectX 8.1, 80 = DirectX 8, 70 = DirectX 7,60 = DirectX 6
//mat_monitorgamma 1.6 // def. "2.2" # Gammasetting (1.6=min/bright 2.6=max/dark)
mat_reducefillrate 0 // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
tf_particles_disable_weather 0 // def. "0" # Rain like on sawmill on(0)/off(1)
echo " "
echo
echo High FPS CFG Un-Executed!
echo[/CODE]
Don't forget to put "-high" in the game's parameters, it'll make TF2 use higher CPU priority.
[QUOTE=xZippy;20727758]Don't forget to put "-high" in the game's parameters, it'll make TF2 use higher CPU priority.[/QUOTE]
This wont give any noticeable improvements unless you have lots of background processes eating up CPU.
It will probably just cause instability since windows processes will get less priority than tf2, which can cause weird effects like the mouse lagging.
Just an FYI, since I still see a lot of high performance configurations using it: do NOT use mat_showlowresimage 1. All it does is overlay unfiltered low-res textures on TOP of the regular filtered ones, causing a LOSS in FPS. What you want to do instead is directly disable the filtering on the regular textures:
mat_filterlightmaps 0
mat_filtertextures 0
This will make everything rather pixelated, but it'll produce the performance-enhancing effect that most people seem to believe mat_showlowresimage does. Even better, it supports transparency unlike mat_showlowresimage, so big black squares don't get in the way of everything.
[QUOTE=E-102 Gamma;20698095]Some multi-threading [I]might[/I] help.
And if you try it and it doesn't work, here's a counter-config for you. [B]If you have set mat_parallaxmap to 1, do not use the high-FPS config in-game[/B] or else it will crash. [B]mat_parallaxmap[/B][B] must not change in-game, only at the main menu. ONLY use the undo config at the main menu.[/B][/QUOTE]
I cannot get that super-config to work, at all.
I checked my RAM and CPU, while it's loading.
It doesn't even go full, but yet it chrashes. (When making a local server)
It says "CMDLCache: Out of memory" when I join a "Saigns" server
I would really like a Ultra high settings config, that works.
So, if you could be so kind and help. Thanks!
PS: If someone can help me fix that error, about the memory, please do (:
[URL="http://tf2scout.blogspot.com/2009/07/high-lod-picmip-hack-for-tf2.html"]High LOD picmip hack - really damn useful.[/URL]
[URL="http://m0re.nocrits.com/index.php?site=files&file=20"]High FPS config - also really useful.[/URL]
Check that out, because it'll fix your problems, I hope.
[QUOTE=Draqo;20770388]I cannot get that super-config to work, at all.
I checked my RAM and CPU, while it's loading.
It doesn't even go full, but yet it chrashes. (When making a local server)
It says "CMDLCache: Out of memory" when I join a "Saigns" server
I would really like a Ultra high settings config, that works.
So, if you could be so kind and help. Thanks!
PS: If someone can help me fix that error, about the memory, please do (:[/QUOTE]
Try removing or changing the memory settings. They don't work for everyone. You're supposed to read the comments and figure out what you're supposed to set it to. Since I have 2 Gb of RAM and a lot of memory, I have it set pretty high. If you have 1 Gb, give it 512. If you have only 512 of RAM, give it 256. You should never set it to more than half of your computer's RAM. If you don't know anything about RAM and cache size, you really shouldn't be messing with this stuff.
Same with the -heapsize launch option. To set it, take the amount of RAM you have, and cut it in half. Take that half, and convert it to kilobytes. For example, as I have already said, I have 2 Gb, so I set it to 1048576.
To completely idiot-proof (No offence to anyone) this post, here's Quantum's Little Config's Cache settings (Thanks again, Quantum!). Anyway, here's his cache size settings.
[B]512:[/B]
[CODE]//*****************************************************************************************
// Information
//*****************************************************************************************
// Name : Quantums Little Config
// Version : 2.7
// Creator : Quantum
// URL : [URL]http://www.dieall.de/da2008/index.php?mod=articles&action=listcat&id=203[/URL]
//*****************************************************************************************
echo " - Caches (512MB)"
// Caches
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
datacachesize "32" // def. "32" # GeneralDataCache in MB. 512MB use 32, Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize "256" / def. "256" # Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
mod_forcedata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
mod_forcetouchdata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[/CODE]
[B]1024:[/B]
[CODE]//*****************************************************************************************
// Information
//*****************************************************************************************
// Name : Quantums Little Config
// Version : 2.7
// Creator : Quantum
// URL : [URL]http://www.dieall.de/da2008/index.php?mod=articles&action=listcat&id=203[/URL]
//*****************************************************************************************
echo " - Caches (1024MB)"
// Caches
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
datacachesize "64" // def. "32" # GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize "512" / def. "256" # Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
mod_forcedata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
mod_forcetouchdata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[/CODE]
[B]2048:[/B]
[CODE]//*****************************************************************************************
// Information
//*****************************************************************************************
// Name : Quantums Little Config
// Version : 2.7
// Creator : Quantum
// URL : [URL]http://www.dieall.de/da2008/index.php?mod=articles&action=listcat&id=203[/URL]
//*****************************************************************************************
echo " - Caches (2048MB)"
// Caches
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
datacachesize "128" // def. "32" # GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize "1024" / def. "256" # Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
mod_forcedata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
mod_forcetouchdata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[/CODE]
[B]3072:[/B]
[CODE]//*****************************************************************************************
// Information
//*****************************************************************************************
// Name : Quantums Little Config
// Version : 2.7
// Creator : Quantum
// URL : [URL]http://www.dieall.de/da2008/index.php?mod=articles&action=listcat&id=203[/URL]
//*****************************************************************************************
echo " - Caches (3072MB)"
// Caches
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
datacachesize "192" // def. "32" # GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize "1536" / def. "256" # Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
mod_forcedata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
mod_forcetouchdata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[/CODE]
[B]4096:[/B]
[CODE]//*****************************************************************************************
// Information
//*****************************************************************************************
// Name : Quantums Little Config
// Version : 2.7
// Creator : Quantum
// URL : [URL]http://www.dieall.de/da2008/index.php?mod=articles&action=listcat&id=203[/URL]
//*****************************************************************************************
echo " - Caches (4096MB)"
// Caches
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
datacachesize "256" // def. "32" # GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize "2048" / def. "256" # Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
mod_forcedata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
mod_forcetouchdata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[/CODE]
Also, if you tried to put [I]both[/I] the high-FPS config [I]and[/I] the undo config or more than one of the cache settings into one file, it could cause some problems. In case you didn't already know.
[editline]06:27PM[/editline]
[QUOTE=cerious;20770705][URL="http://tf2scout.blogspot.com/2009/07/high-lod-picmip-hack-for-tf2.html"]High LOD picmip hack - really damn useful.[/URL]
[URL="http://m0re.nocrits.com/index.php?site=files&file=20"]High FPS config - also really useful.[/URL]
Check that out, because it'll fix your problems, I hope.[/QUOTE]
What's wrong with [I]my[/I] FPS config? :' [
...How would I go about installing this? <:)
[QUOTE=Beetle179;20771113]...How would I go about installing this? <:)[/QUOTE]
What, my config? You go to X:\Program Files\Steam\steamapps\<Steam Username>\team fortress 2\tf\cfg and see if there's an "autoexec" file there. If there isn't, don't panic. Just copy one of the .CFG files there and rename is "autoexec". Open it, and, if there's anything in it, erase everything in it. Add the commands that you want to. Do [I]not[/I] put both the high-FPS and undo-FPS configs in there, and do [I]not[/I] put more than one Cache settings config in there.
If you'd like to execute either the FPS config or the Undo-config on command, don't put them in the autoexec. Instead, make another CFG and name it "highfps" or whatever you want to name it. Then put the FPS settings in it. Now, at the main menu (or in-game if you don't use mat_parallaxmap 1), use "exec highfps" to execute it. If you (also) want the undo-config, make yet another CFG and rename it "undohighfps" or, again, whatever you want to name it.
Do [I]not[/I] put the -heapsize -noforceblahblahblah -noipx -nojoy line in this config. That line goes in your game's launch options. To set TF2's launch options, open Steam and go to My Games. Right click on TF2 and click "Properties...". Hit "Set launch options..." and put it in there. Do [I]not[/I] put any of the configs in this line.
There seems to be a bug with the undo-config at the moment; it breaks ctf_2fort's (and possibly certain other map's) skybox(es). I'm currently trying to find the naughty little command(s) responsible for this.
Cheers for the help Gamma, runs like a breeze now. Rated heart.
[I]Still didn't fix my problem.
My specs are:
Radeon HD5970
6GB Ram 1866MHz
i7 920 (2.67GHz)
Thus I've changed the Quantum config to look like this.
[code]//*****************************************************************************************
// Information
//*****************************************************************************************
// Name : Quantums Little Config
// Version : 2.7
// Creator : Quantum
// URL : http://www.dieall.de/da2008/index.ph...listcat&id=203
//*****************************************************************************************
echo " - Caches (6144MB)"
// Caches
//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
datacachesize "384" // def. "32" # GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize "3072" / def. "256" # Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
mod_forcedata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
mod_forcetouchdata "1" // def. "1" # Forces all model file data into cache on model load. BadIdea(0)
//¯¯¯¯¯¯¯¯¯[/code]
That should be correct? But still crashing!
It annoys me so much, that I can't use my GPU to the full in TF2.
I can't see why it crashes, perhaps a source engine limit?
Maybe it's not i7 CPU friendly?
I've tried using the -heapsize launch command, and it still goes out on me.
It should just work. But damn, no.
PS: I use the UndoHighFPS config from this thread (The ultra ultra high one)[/I]
[B]NEVERMIND ALL THIS CRAP ABOVE THIS SENTENCE![/B]
I fixed it. I found Quantums 2.7 Little Config, went through that.
Now I've got an ultra high config that works!
So thanks for the help! Especially you Gamma!
[QUOTE=Draqo;20776607]So thanks for the help! Especially you Gamma![/QUOTE]
[QUOTE=HyperTails;20775427]Cheers for the help Gamma, runs like a breeze now. Rated heart.[/QUOTE]
D'aawwww, I'm flattered! :blush: Any time! :v:
Brilliant... Even just setting the DXlevel to 81 jumped me from 20-30 FPS. Thank you.
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