[QUOTE=haksword;18116601]That's not a proper FPS config ^
[media]http://www.youtube.com/watch?v=mA7My2hWywQ[/media]
This is a proper FPS config
This is what i have played on since they released the classless update.[/QUOTE]
beautiful music
[QUOTE=Caps lock;18146546]You do know that mat_showlowresimage (or whatever the command is) does fuck all to help your FPS, right?[/QUOTE]
Yeah, but it does help to reduce the stuttering due to my computers weak CPU.
THANK YOU
Jeez, this saved me from my eyes burning.
[QUOTE=Takkun10;18427800]Thank you for the script, it increased my fps a lot and isn't overkill on graphics. YOU RULE! :buddy:[/QUOTE]
[QUOTE=AshtonArdoin;18442285]THANK YOU
Jeez, this saved me from my eyes burning.[/QUOTE]
'welcome.
I'll use it
I got a MONSTER PC! Quad Core 3.2Ghz, 4Gigs of Ram, HD5770... and I'm going to use this
Because I had to RMA my video card and the onboard is a bit worse than an X1650
[QUOTE=haksword;18116601]That's not a proper FPS config ^
[media]http://www.youtube.com/watch?v=mA7My2hWywQ[/media]
This is a proper FPS config
This is what i have played on since they released the classless update.[/QUOTE]
Its almost like its playing in real life :aaa:
[QUOTE=haksword;18116601]That's not a proper FPS config ^
[media]http://www.youtube.com/watch?v=mA7My2hWywQ[/media]
This is a proper FPS config
This is what i have played on since they released the classless update.[/QUOTE]
I want this.
It looks awesome.
So... I use this (Have it bound to the 0 key on my keypad as my panic button), and it doesn't do a thing. FPS maybe increases by about 3, from 19 to 21, average. What gives?
[QUOTE=Mechtroid;19677442]So... I use this (Have it bound to the 0 key on my keypad as my panic button), and it doesn't do a thing. FPS maybe increases by about 3, from 19 to 21, average. What gives?[/QUOTE]
Hurr durr (I'm the OP, but under a new display name).
Can you change video settings while playing a game (on a server)? No, you can only change a few, such as anti-aliasing.
Apply before you go into a game.
love the screeenie. HUGE FAGGOT.
Nice config, but ill stick with my "all ultra high" and 2x AA. Xmas presents FTW!
[QUOTE=latin_geek;19929871]love the screeenie. HUGE FAGGOT.
Nice config, but ill stick with my "all ultra high" and 2x AA. Xmas presents FTW![/QUOTE]
You need a better graphics card. 4x AA or higher is where it's at.
Note, I haven't used this for months.
thank you so much for this.
M0re's config is better in my opinion.
I used to use this. I recommend it to anyone with an awful computer.
[QUOTE=mescool15;20076255]M0re's config is better in my opinion.[/QUOTE]
There's not much difference when they are compared.
[QUOTE=longears34;18134525]forces tf2 to get high priority so the cpu devotes more resources to it or something[/QUOTE]
Does this exist for other games, say, GMod? GMod seems to give shit performance because it uses to little of your processor's potential + it only uses one core.
[QUOTE=Kung Fu Jew;20133538]Does this exist for other games, say, GMod? GMod seems to give shit performance because it uses to little of your processor's potential + it only uses one core.[/QUOTE]
I doubt -high does anything to be honest. I just keep it there to make Windows put more priority on it than say, explorer.exe or the like.
If I had enough of this would I be able to just delete the config?
[QUOTE=That___Guy;20240611]If I had enough of this would I be able to just delete the config?[/QUOTE]
Yes, then type "-autoconfig" in the launch options.
[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]
POW! Haha!
For those of you who desperately need FPS. This is actually parts of two different CFGs that I sewed together. It will make your TF2 look terrible, but probably not quite as bad as the above video and, believe it or not, will probably get you higher FPS than the video as well!
And, for those of you who would just like to test it, here's a counter-config that un-does everything that the high-FPS CFG does. [B]Only use this at the main menu,[/B] because of the mat_parallaxmap command. It will crash the game if you try to change it in-game. Or you could just remove the command (which I don't recommend if you use a high-quality config).
[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]
[QUOTE=haksword;18116601]That's not a proper FPS config ^
[URL="http://www.facepunch.com/#"]View YouTUBE video[/URL]
[URL="http://www.youtube.com/v/mA7My2hWywQ&hl=en&rel=0&autoplay=1&fs=1&hd=1"][/URL][URL="http://www.youtube.com/v/mA7My2hWywQ&hl=en&rel=0&autoplay=1&fs=1&hd=1"][/URL]
[URL]http://youtube.com/watch?v=mA7My2hWywQ[/URL]
This is a proper FPS config
This is what i have played on since they released the classless update.[/QUOTE]
I came up with a name for this beautiful cfg: Team Fortress 2 for Wii
[QUOTE=Turkey72;20698064]I came up with a name for this beautiful cfg: Team Fortress 2 for Wii[/QUOTE]
Cool story.
[QUOTE=E-102 Gamma;20697714]<faggotry>[/QUOTE]
Hey, get out of my thread.
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