• way to stop stuttering?
    18 replies, posted
Hi, I have been stuttering alot in TF2. I am even in DX8 mode, no luck at all from the stuttering. is there a way to make it so it will run a bit faster?
bump? :saddowns:
I think TF2 is just horribly unoptimized. I have an Nvidia Gforce 9500 GT and I still lag to death.
I fixed it by getting new graphics.
Honestly, I turned down my resolution, graphics settings and everything... I think it's time to update my drivers.
-low -high do either one in launch options
What's the difference?. Priority?
Yea. It helps ping either way
i didnt know about that -high / -low thing.. cheers suttles.
no problem.
[QUOTE=Recurracy;22554184]I think TF2 is just horribly unoptimized. I have an Nvidia Gforce 9500 GT and I still lag to death.[/QUOTE] 9500GT? shouldn't that run the game on max?I mean i managed on a friends pc with 8500GT to max the game aa off and 1024x740 rez and was right when spy vs sniper update was released.
[QUOTE=Lolkork;22556568]Wouldn't low make it worse?[/QUOTE] it helps too, don't ask me why.
[url]http://cgi.ebay.com/Toshiba-Tecra-A8-Centrino-Duo-T2300-/320546141159?cmd=ViewItem&pt=Laptops_Nov05&hash=item4aa209f3e7[/url] I have one of those, will it run tf2 on the shittiest settings? I didn't think I should make a new thread.
FPS config [url]http://m0re.nocrits.com/index.php?site=files&file=19[/url] [editline]11:26PM[/editline] And if that doesn't work, highFPS config [url]http://m0re.nocrits.com/index.php?site=files&file=20[/url]
Wait, stuttering or low FPS? If you only have stuttering, it might be a problem with a coulpe lines in TF2's registry. To check the registry, click Start then Run... Type in "regedit" (without quotes) and hit OK. Navigate to HKEY_CURRENT_USER\Software\Valve\Source\tf\ and click on Settings. You should now see what appear to be console commands on the left. Towards the bottom, there are two lines, ScreenMSAA and ScreenMSAAQuality. These are both bad. Double-click on either of them, then click the "Decimal" button thing in the window that comes up. change the 8 or 2 to 0 and hit OK. Repeat for the other one. I hope this solves your problem. Also, there is occasionally another TF2 registry under HKEY_CURRENT_USER\Software\Valve\Source\x:\program files\steam\SteamApps\<USERNAME HERE>\team fortress 2\tf\. Be sure to check to see if it's there. If it is, change exactly the same two lines just like you did with the other registry. [QUOTE=Lagitech;22562687]FPS config [url]http://m0re.nocrits.com/index.php?site=files&file=19[/url] [editline]11:26PM[/editline] And if that doesn't work, highFPS config [url]http://m0re.nocrits.com/index.php?site=files&file=20[/url][/QUOTE] m0re's config sucks. If anything, use [URL="http://www.dieall.de/da2008/index.php?mod=articles&action=view&id=60&page=3"]Quantum's Little Config[/URL]. Or better yet, mine, that I made from two different FPS configs (including Quantum's). [CODE]echo echo Executing High FPS config... (Prepare to cry...) echo // // Graphics // cl_drawmonitors 0 cl_ejectbrass 0 mat_showlowresimage 0 //This should never, ever be set to 1. mat_fastnobump 1 mat_framebuffercopyoverlaysize 0 mat_forcehardwaresync 0 mat_forcemanagedtextureintohardware 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 //Quantum's Little FPS settings. Thank you, Quantum! 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 2 // 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 -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 2 // 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 2 // 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 1 // 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 81 // 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] I don't test it very often, and I haven't tested it since the major updates TF2 just went through, so sorry if you have problems with it.
[QUOTE=Suttles;22556232]Yea. It helps ping either way[/QUOTE] Ah. Well it stopped my stuttering (on the PC though, harrharr). Thanks.
[QUOTE=E-102 Gamma;22568463]Wait, stuttering or low FPS? If you only have stuttering, it might be a problem with a coulpe lines in TF2's registry. To check the registry, click Start then Run... Type in "regedit" (without quotes) and hit OK. Navigate to HKEY_CURRENT_USER\Software\Valve\Source\tf\ and click on Settings. You should now see what appear to be console commands on the left. Towards the bottom, there are two lines, ScreenMSAA and ScreenMSAAQuality. These are both bad. Double-click on either of them, then click the "Decimal" button thing in the window that comes up. change the 8 or 2 to 0 and hit OK. Repeat for the other one. I hope this solves your problem. Also, there is occasionally another TF2 registry under HKEY_CURRENT_USER\Software\Valve\Source\x:\program files\steam\SteamApps\<USERNAME HERE>\team fortress 2\tf\. Be sure to check to see if it's there. If it is, change exactly the same two lines just like you did with the other registry. m0re's config sucks. If anything, use [URL="http://www.dieall.de/da2008/index.php?mod=articles&action=view&id=60&page=3"]Quantum's Little Config[/URL]. Or better yet, mine, that I made from two different FPS configs (including Quantum's). [CODE]echo echo Executing High FPS config... (Prepare to cry...) echo // // Graphics // cl_drawmonitors 0 cl_ejectbrass 0 mat_showlowresimage 0 //This should never, ever be set to 1. mat_fastnobump 1 mat_framebuffercopyoverlaysize 0 mat_forcehardwaresync 0 mat_forcemanagedtextureintohardware 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 //Quantum's Little FPS settings. Thank you, Quantum! 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 2 // 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 -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 2 // 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 2 // 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 1 // 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 81 // 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] I don't test it very often, and I haven't tested it since the major updates TF2 just went through, so sorry if you have problems with it.[/QUOTE] Going to test this later, hope it works.
I'm trying -high right now.
Sorry, you need to Log In to post a reply to this thread.