Difference between revisions of "User talk:Rolen47"

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// Unexplained crashes? Try changing mat_queue_mode to `-1'.
 
// ----------------------------------------------------------------------------
 
// Chris' dx9frames config, designed to get you a large performance boost
 
// v2.010 | 26 August 2012 | fakkelbrigade.eu/chris/configs/
 
// ----------------------------------------------------------------------------
 
// Problems or questions? Contact me at #christf2 on QuakeNet.
 
// ----------------------------------------------------------------------------
 
// Launch options:
 
// IMPORTANT: Remove -dxlevel 90 from the launch options after the first launch!
 
//
 
// Fullscreen: -dxlevel 90 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
 
// Windowed:  -dxlevel 90 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
 
// ----------------------------------------------------------------------------
 
  
// ----------------------------------------------------------------------------
 
// FPS cap
 
// ----------------------------------------------------------------------------
 
// The primary benefit of an FPS cap is to make the FPS more stable, other than
 
// that, it doesn't do a lot. A moderate, consistent framerate is much more
 
// desirable than a variable but sometimes high framerate. A common
 
// misconception is that if any more frames are generated than your monitor can
 
// display, they are useless. This is wrong -- frames are used for much more
 
// than mere display, and affect the way the game feels well past your
 
// refresh rate.
 
//
 
// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
 
// any case, or the discrepancy between clientside frame generation and frames
 
// to be sent to the server will no doubt cause you many a headache, especially
 
// when it comes down to hit registration. Other than that, I recommend
 
// for everyone to use the value `132' (2*66), as long as you can generally
 
// keep that value stable without regular drops.
 
// ----------------------------------------------------------------------------
 
cl_showfps 1 // Show unsmoothed FPS meter
 
//fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
 
fps_max 0
 
 
// ----------------------------------------------------------------------------
 
// Net settings
 
// ----------------------------------------------------------------------------
 
// Whilst net settings perhaps aren't an integral part of an FPS config, they
 
// are a fact of life in competitive TF2, and as such, they are included here.
 
//
 
// A common question I am asked -- what defines whether a good connection is
 
// good or bad? Mostly personal preference. If you're not willing to make the
 
// choice, try both and see which is better for you.
 
//
 
// Generally, meeting both of the following conditions would classify it as a
 
// good connection:
 
//
 
// - Ping of <80 to the average server you join
 
// - Generally no/negligible choke/loss (can be checked with `net_graph')
 
//
 
// There's some pretty good documentation on this here:
 
// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 
//
 
// Uncomment (remove the `//' from) one of the groups if you want to use them.
 
// ----------------------------------------------------------------------------
 
 
// Good connection
 
//cl_cmdrate 66
 
//cl_interp 0
 
//cl_interp_ratio 1
 
//cl_lagcompensation 1
 
//cl_pred_optimize 2
 
//cl_smooth 0
 
//cl_smoothtime 0.01
 
//cl_updaterate 66
 
//rate 60000
 
 
// Bad connection
 
//cl_cmdrate 40
 
//cl_interp 0
 
//cl_interp_ratio 2
 
//cl_lagcompensation 1
 
//cl_pred_optimize 2
 
//cl_smooth 0
 
//cl_smoothtime 0.01
 
//cl_updaterate 40
 
//rate 35000
 
 
// ----------------------------------------------------------------------------
 
// Sprays
 
// ----------------------------------------------------------------------------
 
// Bear in mind that these are disabled on war servers due to `sv_pure 2'
 
// anyway, so if you play competitive TF2, this won't help you.
 
// ----------------------------------------------------------------------------
 
 
// Disable sprays
 
cl_playerspraydisable 1
 
r_spray_lifetime 0
 
 
// Enable sprays -- uncomment this section if you want these settings
 
//cl_playerspraydisable 0
 
//r_spray_lifetime 2
 
 
// ----------------------------------------------------------------------------
 
// Shadows
 
// ----------------------------------------------------------------------------
 
 
// Disable shadows
 
mat_shadowstate 0
 
r_shadowmaxrendered 0
 
r_shadowrendertotexture 0
 
r_shadows 0
 
 
// Enable shadows -- uncomment this section if you want these settings
 
//mat_shadowstate 1
 
//r_shadowmaxrendered 11
 
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
 
                            // competitive TF2 players to see opponents standing
 
                            // near the other side of a wall. You may see some
 
                            // performance loss from setting this to `1'.
 
//r_shadows 1
 
 
// ----------------------------------------------------------------------------
 
// Facial features
 
// ----------------------------------------------------------------------------
 
 
// Disable facial features
 
r_eyes 0
 
r_flex 0
 
r_lod 2
 
r_rootlod 2
 
r_teeth 0
 
 
// Enable facial features -- uncomment this section if you want these settings
 
//r_eyes 1
 
//r_flex 1
 
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
 
//r_rootlod 1
 
//r_teeth 1
 
 
// ----------------------------------------------------------------------------
 
// Ragdolls
 
// ----------------------------------------------------------------------------
 
// You will have reduced performance on deaths which produce ragdolls.
 
// ----------------------------------------------------------------------------
 
 
// Disable ragdolls
 
cl_ragdoll_fade_time 0
 
cl_ragdoll_forcefade 1
 
cl_ragdoll_physics_enable 0
 
g_ragdoll_fadespeed 0
 
g_ragdoll_lvfadespeed 0
 
ragdoll_sleepaftertime 0
 
 
// Enable ragdolls -- uncomment this section if you want these settings
 
//cl_ragdoll_fade_time 15
 
//cl_ragdoll_forcefade 0
 
//cl_ragdoll_physics_enable 1
 
//g_ragdoll_fadespeed 600
 
//g_ragdoll_lvfadespeed 100
 
//ragdoll_sleepaftertime "5.0f"
 
 
// ----------------------------------------------------------------------------
 
// Gibs
 
// ----------------------------------------------------------------------------
 
// You will have reduced performance on deaths which produce gibs.
 
// ----------------------------------------------------------------------------
 
 
// Disable gibs
 
cl_phys_props_enable 0
 
cl_phys_props_max 0
 
props_break_max_pieces 0
 
r_propsmaxdist 1
 
violence_agibs 0
 
violence_hgibs 0
 
 
// Enable gibs -- uncomment this section if you want these settings
 
//cl_phys_props_enable 1
 
//cl_phys_props_max 128
 
//props_break_max_pieces -1
 
//r_propsmaxdist 1000
 
//violence_agibs 1
 
//violence_hgibs 1
 
 
// ----------------------------------------------------------------------------
 
// Graphical
 
// ----------------------------------------------------------------------------
 
// Now we come to the main brunt of the config. You probably don't want to mess
 
// with this.
 
// ----------------------------------------------------------------------------
 
cl_detaildist 0
 
cl_detailfade 0
 
cl_drawmonitors 0
 
cl_ejectbrass 0
 
cl_new_impact_effects 0
 
cl_show_splashes 0
 
func_break_max_pieces 0
 
glow_outline_effect_enable 0 // Cart glow effect.
 
lod_transitiondist 0
 
mat_antialias 0
 
mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
 
              // a strange `shine' effect to appear on all players.
 
mat_colcorrection_disableentities 1
 
mat_colorcorrection 0
 
mat_disable_bloom 1
 
mat_disable_fancy_blending 1
 
mat_disable_lightwarp 1
 
mat_envmapsize 8
 
mat_envmaptgasize 8
 
mat_filterlightmaps 1
 
mat_filtertextures 1
 
mat_forceaniso 1
 
mat_hdr_level 0
 
mat_max_worldmesh_vertices 512
 
mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
 
                    // to get it darker. Only works in fullscreen.
 
mat_motion_blur_enabled 0
 
mat_parallaxmap 0
 
mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
 
            // at a range from -1 to 2, -1 being the best quality, 2 being the
 
            // worst.
 
mat_reducefillrate 1
 
mat_reduceparticles 1
 
mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
 
              // non-shiny, and will remove some specular effects from in-game
 
              // entities which support it. Setting this to 1 on dx8 will
 
              // result in some strange `fire' textures replacing their
 
              // appropriate counterparts, especially on medals, and certain
 
              // hats.
 
mat_trilinear 1
 
mat_wateroverlaysize 1
 
mp_decals 9 // `9' is a good value to still see the spread pattern from a
 
            // scattergun without any real performance loss.
 
r_3dsky 0
 
r_ambientboost 0
 
r_ambientfactor 0
 
r_ambientmin 0
 
r_avglight 0
 
r_cheapwaterend 1
 
r_cheapwaterstart 1
 
r_decals 9
 
r_decalstaticprops 0
 
r_decal_cullsize 15
 
r_drawdetailprops 0
 
r_drawmodeldecals 0
 
r_drawflecks 0
 
r_dynamic 0
 
r_flashlightdepthtexture 0
 
r_forcewaterleaf 1
 
r_lightaverage 0
 
r_maxnewsamples 2
 
r_maxsampledist 1
 
r_propsmaxdist 0
 
r_renderoverlayfragment 0
 
r_staticprop_lod 4
 
r_waterdrawreflection 0
 
r_waterdrawrefraction 1
 
r_waterforceexpensive 0
 
r_waterforcereflectentities 0
 
rope_averagelight 0
 
rope_collide 0
 
rope_rendersolid 0
 
rope_shake 0
 
rope_smooth 0
 
rope_subdiv 0
 
rope_wind_dist 0
 
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
 
                              // it, for example, setting this to `1'
 
                              // disables rain effects on *_sawmill.
 
tracer_extra 0
 
violence_ablood 0
 
violence_hblood 0
 
 
// ----------------------------------------------------------------------------
 
// Misc
 
// ----------------------------------------------------------------------------
 
in_usekeyboardsampletime 0
 
mat_clipz 1 // FX card users should set this to 0
 
mat_forcehardwaresync 0
 
mat_levelflush 1
 
//m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
 
              // silly incompatibility with the Xfire overlay. You should use
 
              // it if you can!
 
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
 
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
 
                // performed on the GPU (as opposed to on the CPU). The
 
                // value `-1' autodetects hardware support for this
 
                // feature, which is safer than forcing it.
 
 
// ----------------------------------------------------------------------------
 
// Sound
 
// ----------------------------------------------------------------------------
 
// I'd be hesitant to say that you would see a great deal of performance
 
// improvement from lowering the sound quality, but in my experience as a
 
// competitive TF2 player, lowering the sound quality makes determination of
 
// directionality and distance that much easier. You may see a small FPS gain
 
// with these settings, or you may not, either way will likely have a
 
// negligible effect on performance.
 
// ----------------------------------------------------------------------------
 
dsp_enhance_stereo 0
 
dsp_slow_cpu 1
 
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
 
                      // helpful in the past, as it seems to (for whatever
 
                      // reason) reduce the number of TDRs experienced during
 
                      // gameplay. There's some pretty good information on
 
                      // TDRs (nerds only) here:
 
                      // http://forums.nvidia.com/index.php?showtopic=65161
 
snd_pitchquality 0
 
snd_spatialize_roundrobin 1
 
 
// ----------------------------------------------------------------------------
 
// Threading
 
// ----------------------------------------------------------------------------
 
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
 
                // defines the threading method to be used by the material
 
                // system. It has been unstable to use in the past, but
 
                // nowadays it's generally okay.
 
                //
 
                // Here are the possible values:
 
                //    -2 legacy default
 
                //    -1 default
 
                //      0 synchronous single thread
 
                //      1 queued single thread
 
                //      2 queued multithreaded
 
                //
 
                // If you have problems with the value `2', try setting it to
 
                // `-1'.
 
                //
 
                // As an aside, there are quite a few bugs in the demo system
 
                // that occur when mat_queue_mode is set to a value that is
 
                // not `-1'. If you intend to do work with the demo system,
 
                // maybe you should change this.
 
 
cl_threaded_bone_setup 0
 
cl_threaded_client_leaf_system 0
 
r_queued_decals 0
 
r_queued_ropes 1
 
r_queued_post_processing 0
 
r_threaded_client_shadow_manager 1
 
r_threaded_particles 1
 
r_threaded_renderables 1
 
 
// ----------------------------------------------------------------------------
 
// Misc
 
// ----------------------------------------------------------------------------
 
cl_forcepreload 1 // Force preloading
 
 
// ----------------------------------------------------------------------------
 
// Print to console
 
// ----------------------------------------------------------------------------
 
echo "-------------------------------------------------------"
 
echo "            Chris' dx9frames config loaded.            "
 
echo "-------------------------------------------------------"
 
echo "Please direct all comments/queries/whatnot to"
 
echo "#christf2 on QuakeNet."
 

Revision as of 02:50, 15 October 2012