• Highest Graphics possible for TF2.
    199 replies, posted
[QUOTE=Hell Strike;16017795]a 4870x2 runs this with no problem :cool:[/QUOTE] An 8500 GT runs it with no problem. :c00l:
Then run it at a higher res Then we'll see who does the talking
What about a 9600GT on 1080p? :coal:
My new fixed one. Heretics saying I should disable multithreading are wrong. [code]echo echo SUPER MEGA AWESOME HIGH GRAPHICS echo // Multithreading host_thread_mode 2 //Forces on multithreading. Defaults to 0 //mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS. 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 r_queued_decals 1 //Queued decals. r_queued_post_processing 1 //Queued post processing. r_queued_ropes 1 //Queued ropes. cl_threaded_bone_setup 1 //Threaded bones and animations. //cl_threaded_client_leaf_system 1 //UNSTABLE! cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode. //snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds of sounds to be cut off on some systems. // Renderer //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further //aliasing, such as power lines. Little to no frame loss with this enabled. mat_software_aa_quality 1 //mat_software_aa_strength 1 mat_software_aa_strength_vgui 1 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 1.4 // Material Quality (Lowers FPS Somewhat) mat_picmip -10 //"Ultra High" textures. mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. Only works on ATI GPUs with Tesselation. mp_usehwmvcds 1 //Use high quality facial animations. Requires an ATI GPUs with Tesselation. r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map. // Team Fortress 2 Only (Lowers FPS) cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts. cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire to // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.) cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls. // Sound //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers. dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones. // Other rate 99999999999999999 r_rootlod -10 r_lod -1 //Loss of Detail mat_specular 1 sv_cheats 1 cl_ragdoll_fade_time 999999999999999999999999999999999999 cl_forcepreload 1 //Force texture preloading net_graph 1 jpeg_quality 100 //Better quality screenshots with F5. //mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds. fps_max 999999999999999999999[/code]
Some people (me) should disable multi core
Anyone care to add more code to my autoexec? If so please pm me or say it in this thread. Here it is so far. [code]//========= Credits = Quantuam VTX, Facepunch, 1/4 Life(For most of the code) ============// // // Purpose: Ultimate Team Fortress 2 quality Config. // // PRE-REQUISITS: // If you have a quad core CPU, add "-threads 4" as a launch option. // If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option. // If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION! // //============================================================================================================// // Multithreading host_thread_mode 2 //Forces on multithreading. Defaults to 0 //mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS. 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 r_queued_decals 1 //Queued decals. r_queued_post_processing 1 //Queued post processing. r_queued_ropes 1 //Queued ropes. cl_threaded_bone_setup 1 //Threaded bones and animations. //cl_threaded_client_leaf_system 1 //UNSTABLE! cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode. //snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds of sounds to be cut off on some systems. // Renderer //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further //aliasing, such as power lines. Little to no frame loss with this enabled. mat_software_aa_quality 1 mat_software_aa_strength 1 mat_software_aa_strength_vgui 1 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 1.4 // Material Quality (Lowers FPS Somewhat) mat_picmip -10 //"Ultra High" textures. mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. mp_usehwmvcds 1 //Use high quality facial animations. r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map. // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.) cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls. // Sound //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers. dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones. // Team Fortress 2 Effects (Lowers FPS) cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts. cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too. //HDR, Distance Viewing mat_hdr_level 2 //Better HDR. cl_maxrenderable_dist 3000 //Makes everything outside the map visible. //Models, Rain, Decals mp_decals "4096" //Maximum number of decals visible at one time. r_propsmaxdist "5000" //Maximum visible distance for props. r_rainradius "2500" //Makes the radius of rain fall around you larger, so you can see the rain from further away. r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water. r_avglight "3" //Puts more lighting on objects. r_decals "4096" //Sets the amount of decals that stay on objects. r_maxmodeldecal "100" //Sets the amount of decals that appear on models. // Other jpeg_quality 100 //Better quality screenshots with F5. mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds. mat_motion_blur_strength 2 // Stengthens the blur. r_lod 0 //Removes "Level Of Detail" from models. mat_specular 1 //Activates specular highlights of the models. echo *************************************** echo *=====================================* echo * Ultimate TF2 Quality Config Loaded! * echo *=====================================* echo *************************************** [/code]
[QUOTE=BackflipHatchetAttack;15575257]Radeon HD4850.[/QUOTE] damn it, I got that one and it never worked, it would have been so great :'( all the memories are flooding back waaah
[QUOTE=Fangus;15941000]what does [code]// Multithreading host_thread_mode 2 //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 r_queued_decals 1 //Queued decals. r_queued_post_processing 1 //Queued post processing. r_queued_ropes 1 //Queued ropes. cl_threaded_bone_setup 1 //Threaded bones and animations. // Renderer //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further //aliasing, such as power lines. Little to no frame loss with this enabled. mat_software_aa_quality 1 mat_software_aa_strength 1 mat_software_aa_strength_vgui 1 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 1.4 // Material Quality (Lowers FPS Somewhat) mat_picmip -10 //"Ultra High" textures. mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. Only works on ATI GPUs with Tesselation. mp_usehwmvcds 1 //Use high quality facial animations. Requires an ATI GPUs with Tesselation. r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map. // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.) cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls. // Sound dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones. // Team Fortress 2 Only (Lowers FPS) cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts. cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too. // Other jpeg_quality 100 //Better quality screenshots with F5. //mat_motion_blur_forward_enabled 1 //Enables a tunnel vis cl_forcepreload 1 //Force texture preloading r_lod_0 [/code][/QUOTE] THIS^Is the only autoexec you should be using all other commands will just fuck you game up. use your common sense people (Especially with the cl_ragdoll fade)
Copyright Quantuam VTX, Facepunch, 1/4 Life(For most of the code) You can't copyright a series of console commands. That said, thanks for the DX10 tip, if it's true.
[QUOTE=Stinky;15986299]ARGH I hate you guys. My graphics card is horrible. I have my TF2 at DXLevel 80 and mat_showlowresimage 1, and [i]still[/i] get an FPS of like 10! 732 Mobile Intel Graphics Media Accelerator 4500M is my card.[/QUOTE] I feel you man. I have a shitty ATI X1300 and I have to run it in Direct X 8 to, the models in TF2 sometimes won't disappear and I see all kinds of weird things.
What is this. OH! I completely forgot about this thread.
Where does this Autoexec go? [editline]05:23AM[/editline] Nvm i got it skipped over it :(
Gonna bump for easy viewing and so people asking for a better looking game see this thread.
[QUOTE=mgear;15616612]How do I install an autoexec? I can't view the first page of this thread, which had an answer on it.[/QUOTE] Autoexec.cfg in cfg folder.
[QUOTE=BackflipHatchetAttack;15575257]Radeon HD4850.[/QUOTE] Same one I have....trust me, if you get a good server, you won't lag AT ALL. Smooth as a babies skin. Edit: Woops, I have 3650...but still, if that Radeon HD4850 is higher than the 3650, it should run really, REALLY good, becuase all I know is that my card runs TF2 super smooth.
Here's mine: [CODE]//========= Credits = Quantuam VTX, Facepunch, 1/4 Life(For most of the code) ============// // // Purpose: Ultimate Team Fortress 2 quality Config. // // PRE-REQUISITES: // If you have a quad core CPU, add "-threads 4" as a launch option. // If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option. // DO NOT USE THE -DXLEVEL LAUNCH OPTION! // //============================================================================================================// echo echo Executing autoexec.cfg... echo sv_cheats 1 tf_allow_player_use 1 // Multithreading (1/4 Life's settings, which he tweaked for stability) host_thread_mode 1 //Forces on multithreading. Defaults to 0. //mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS. 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 //r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS. //r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS. //r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS. //cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS. //cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode. //snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems. // Renderer //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further //aliasing, such as power lines. Little to no frame loss with this enabled. mat_software_aa_quality 1 mat_software_aa_strength 1 mat_software_aa_strength_vgui 1 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 1.4 // Material Quality (Lowers FPS Somewhat) mat_picmip -10 //"Ultra High" textures. mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. mp_usehwmvcds 1 //Use high quality facial animations. r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map. // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.) cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls. // Sound //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers. dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones. //snd_surround_speakers 5 // Team Fortress 2 Only (Lowers FPS) cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts. cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too. // HDR, Distance Viewing mat_hdr_uncapexposure 1 //Allows HDR to become just as bright as it wants to be. mat_force_bloom 1 //Forces light blooming effect. cl_maxrenderable_dist 3000 //Makes everything outside the map visible. //(Daimao) VAS HERE cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time. //Models, Rain, Decals mp_decals 4096 //Maximum number of decals visible at one time. r_radiosity 2 //Enables prop radiosity with 162 samples. r_propsmaxdist 5000 //Maximum visible distance for props. r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away. r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water. r_avglight 3 //Puts more lighting on objects. r_decals 4096 //Sets the amount of decals that stay on objects. r_maxmodeldecal 128 //Sets the amount of decals that appear on models. // Field of View settings. _fov 90 default_fov 90 viewmodel_fov_demo 70 //Rate Settings rate 999999999 cl_cmdrate 101 cl_updaterate 101 //Flashlight! :D mat_supportflashlight 1 //0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported mp_flashlight 1 bind f "impulse 100" //Stuff from Quantum's Little Config. (Thanks, Quantum!) r_maxdlights 128 //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_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High] cl_shadowtextureoverlaysize 512 blink_duration 0.3 //How many seconds an eye blink will last. //r_worldlights 16 //Number of world lights to use per vertex mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?) lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing cl_detailfade 4000 //Distance across which detail props fade in cl_detaildist 12000 //Distance at which detail props are no longer visible cl_phys_props_max 3000 //Count of physical Props rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0) rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1] r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water) r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering) r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect) r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low fov_desired 90 //Field of View in Degree mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2) //datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB //mem_max_heapsize 1024 //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 // Other r_rootlod 0 cl_forcepreload 1 //Force texture preloading sv_forcepreload 1 //Forces serverside preloading. Only works on your own listen servers. jpeg_quality 100 //Better quality screenshots with F5. mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds. mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao) r_lod 0 //Removes "Level Of Detail" from models. mat_parallaxmap 1 //Attempts to enable parallax occlusion mapping. Do not use in-game. echo echo Autoexec.cfg executed! echo[/CODE] As you can see, most of it is based off of Quantum VTX's, although, there [I]are[/I] a few differences: [LIST] [*]A bunch settings from "Quantum's Little Config" (Thanks, Quantum!). [*]tf_allow_player_use 1. It (obviously) allows players to "+use" things. This can operate buttons on certain maps and push phys props. [*]1/4 life's stable Multi-threading settings. [*]r_radiosity 2 //Enables prop radiosity with 162 of samples. [*]Higher motion blur setting. It's about perfect as far as MB goes. [*]Better Field of View (FOV) settings. [*]And obviously a few other changes. [/LIST] [editline]Old thread smell.[/editline] This thing is ancient. DON'T use it.
Do you have any idea how old this thread is you just bumped.
[QUOTE=Smasher 006;20363056]Do you have any idea how old this thread is you just bumped.[/QUOTE] Yes, actually. The last post before mine was posted on the 25th September 2009 and was last edited by redBadger; 25th September 2009 at 12:09PM. So I do have a pretty good idea how old it is. I still like this thread anyway, though.
LOL, liking the "use the HQ face" thing, probably will try it out. Would you guys make a side-by-side comparision for me?
This is making my computer crash a fuckton
[QUOTE=The mouse;20380675]This is making my computer crash a fuckton[/QUOTE] First of all, what are your system's specs? If it isn't dual-core, then you shouldn't use the multithreading stuff, and you shouldn't use cl_ragdoll_collide 1. [del]Also, are you using my CFG, or their's? I don't mean to brag, but mine is more up-to-date than theirs. It has more stable multithreading settings, thanks to 1/4 Life.[/del]
[QUOTE=E-102 Gamma;20381268]First of all, what are your system's specs? If it isn't dual-core, then you shouldn't use the multithreading stuff, and you shouldn't use cl_ragdoll_collide 1. Also, are you using my CFG, or theirs? I don't mean to brag, but mine is more up-to-date than theirs. It has more stable multithreading settings, thanks to 1/4 Life.[/QUOTE]Firstly don't censor my quote secondly nvm I fixed it Thank you for uncensoring it
I remember this thread.
mat_software_aa_quality 1 mat_software_aa_strength 1 mat_software_aa_strength_vgui 1 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 1.4 mat_picmip -10 mp_usehwmmodels 1 mp_usehwmvcds 1 r_eyeglintlodpixels 12 i dont think it works for me
[QUOTE=Zar;20397111]mat_software_aa_quality 1 mat_software_aa_strength 1 mat_software_aa_strength_vgui 1 mat_software_aa_blur_one_pixel_lines 0.5 mat_software_aa_edge_threshold 1.4 mat_picmip -10 mp_usehwmmodels 1 mp_usehwmvcds 1 r_eyeglintlodpixels 12 i dont think it works for me[/QUOTE] Oh, it definately does. Unfortunately, it can be hard to spot a difference if you're not looking for one. Try standing on a CP and looking at the edges of the various circles. You'll notice that they're less blurry (thanks to mat_picmip -10). mat_picmip -10 makes the game use uncompressed textures, making everything less blurry and fuzzy. Try looking at the can of deoderant under the benches in some levels. The software Anti-Aliasing can be pretty hard to spot, but I suppose that's the whole point. It helps remove jagged edges. mp_usehwmmodels 1 and mp_usehwmvcds 1 supposedly make the game use the high-quality faces from the "Meet the" videos. r_eyeglintlodpixels 12 is marked as a cheat, so unless you're playing on an sv_cheats server (like your own) it'll block the command and you [I]definately[/I] won't notice a difference! : P
Can someone get a nice screenshot of those commands, plus Beta Shaders? Good god, that will make TF2 look so sexy!
[QUOTE=MILKE;20421104]Can someone get a nice screenshot of those commands, plus Beta Shaders? Good god, that will make TF2 look so sexy![/QUOTE] I think I'll try.
[QUOTE=MILKE;20421104]Can someone get a nice screenshot of those commands, plus Beta Shaders? Good god, that will make TF2 look so sexy![/QUOTE] I can do better! I got a [I]bunch[/I] of screenshots! RED heavy, hugging Sasha. [IMG]http://img7.imageshack.us/img7/378/achievementturbov120001.jpg[/IMG] [IMG]http://img514.imageshack.us/img514/2259/achievementturbov120003.jpg[/IMG] Personally, I think the two classes that show the most difference are the Heavy and the Spy. Unfortunately, I took this screenshot while his cigarette was directly infront of his face. Sorry. [IMG]http://img707.imageshack.us/img707/6933/achievementturbov120004.jpg[/IMG] With some classes, you'll hardly notice a difference, if any differene at all. Bots [I]always[/I] use either the "low" or "medium" models. Only players get the truely high-quality ones. The Medic holding the Medigun is a bot, and I'm taunting next to him. Try to spot any difference. [IMG]http://img90.imageshack.us/img90/7564/achievementturbov120006.jpg[/IMG] Well, as it turns out, I was wrong; BLU players [I]do[/I] get these super-high-quality models. [IMG]http://img268.imageshack.us/img268/8286/achievementturbov120007.jpg[/IMG] The map is "achievement_turbov12". You can download it here: [URL]http://www.fpsbanana.com/maps/130243[/URL]
*bump* Here's the autoexec I've been using for about half a year. [url]http://dl.dropbox.com/u/21669623/autoexec.cfg[/url] A special thx to: 1/4 Life, Quantum VTX, Daimao, and Quantum, I am eternally grateful.
[QUOTE=Theobromine F.;31779954]*bump* Here's the autoexec I've been using for about half a year. [url]http://dl.dropbox.com/u/21669623/autoexec.cfg[/url] A special thx to: 1/4 Life, Quantum VTX, Daimao, and Quantum, I am eternally grateful.[/QUOTE] You could have posted this in the right section, though. :v:
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