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autoexec.cfg
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206 lines (163 loc) · 5.88 KB
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//This is not a final product and does not resemble what a final product will be.
//Focused on compatibility and simplicity for linux clients.
//==================META======================
//============SCOREBOARD=NETGRAPH===============
alias +scores "net_graph 3; +showscores"
alias -scores "net_graph 0; -showscores"
bind tab +scores
//
mat_monitorgamma 1.8
// Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
//MAPVOTEFIX
bind kp_end next_map_vote 0
bind kp_downarrow next_map_vote 1
bind kp_pgdn next_map_vote 2
//
cl_forcepreload 1
// Forces preloading maps. Improves map loading time drastically.
//(UPDATE) As of november 2017 it seems that valve has disabled this feature.
//I will keep it enabled personally for humors sake. Maybe one day it will be a thing again.
in_usekeyboardsampletime 1
//GRAPHICS
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 10
// -10 = swagged out quality, 10 = worst quality. Sever defines the range.
mat_bumpmap 0
mat_reducefillrate 1
mat_reduceparticles 1
mat_trilinear 0
mat_viewportscale 1
mat_viewportupscale 1
//The above two commands will only provide a measurable performacne increase to exceptionally weak hardware.
mat_wateroverlaysize 1
mat_mipmaptextures 0
mp_decals 0 // Sets limit to sprays, blood, and bullet holes.
r_rootlod 2
r_ambientboost 0
r_drawbatchdecals 0
r_drawtracers_firstperson 0
r_renderoverlayfragment 0
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
cl_show_splashes 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 0
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 63
r_waterdrawreflection 0
r_waterdrawrefraction 0
r_waterforceexpensive 0
r_waterforcereflectentities 0
r_worldlightmin 0.0002
r_occlusion 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tracer_extra 0
muzzleflash_light 0
cl_muzzleflash_dlight_1st 0
cl_jiggle_bone_framerate_cutoff 0
//===========Lighting&Shadows=============
mat_phong 0
//adds cartoon-like lighting and reduces rocket trail particles
//Drastically improves performance when disabled.
mat_specular 0
//Controls specularity. Setting this to 0 will dull out reflections, but also provides a large performance boost.
mat_disable_lightwarp 1
mat_filterlightmaps 0
mat_softwarelighting 0
mat_hdr_level 0
r_shadowrendertotexture 0
r_shadows 0
//Globally enables/disables shadows
r_shadowmaxrendered 0
r_worldlights 0
r_rimlight 0
r_lightaverage 0
mat_showlowresimage 1 // Potato mode 9000
mat_max_worldmesh_vertices 1024
//reduces vertices (1024 minimum)
cl_hud_playerclass_use_playermodel 0 // makes the playermodel 2D on the HUD
mat_vsync 0
// Gets rid of some input lag and uncaps FPS
mat_compressedtextures 1
mat_disable_fancy_blending 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 0
mat_filtertextures 0
mat_forceaniso 0
mat_queue_mode -1
tracer_extra 0
//=============Ragdolls&Gibs===========
//This section will make ragdolls and gibs instantly disappear
// No ragdolls + no gibs = better performance
cl_ragdoll_forcefade 1
cl_ragdoll_collide 0 // Only works in singleplayer matches
cl_phys_props_enable 0
cl_phys_props_max 0 // (default 2048)
props_break_max_pieces 0
violence_agibs 0
violence_hgibs 0
//=================Networking====================
// This has been optimized for fast connections with low ping.
//If you often have high ping, lag spikes, or a slow connection, then delete this module.
cl_interp .014000
//This is an interesting command. It's set below what official servers allow for overhead.
//I'm entirely aware the server controls the value, and most servers will default cl_interp to .0152X.
//Value typically ranges from .0152 to .0333, and up to .0666 for horrible connections.
//Setting this any higher really doesn't make sense.
//I don't find it beneficial to generate artificial latency in any context.
//It ultimately comes down to preference.
cl_interp_ratio 1
//cl_interp_ratio 1 if you have little to no packet loss.
//cl_interp_ratio 2 for connections with light packet loss.
//cl_interp_ratio 3 (or even 4) for heavy packet loss.
cl_lagcompensation 1
//Never change this. Having a value of 0 will break hitreg unless you are playing on LAN.
cl_pred_optimize 2
//Never change this.
cl_smooth 0
//"Smooths" the movement and projectiles of the game. Disable this for better positional accuracy.
cl_smoothtime 0.01
//Redundant, but useful in case a server disables cl_smooth 0 for whatever reason.
cl_updaterate 67
//How often the client requests info to the server. Locked at 66 for official valve servers.
cl_cmdrate 67
//How often the client sends info to the server. Locked to 66 for official valve servers.
net_queued_packet_thread 1
// Enable to use a high priority thread to send queued packets out instead of sending them each frame.
rate 196608
// Change this value relative to your download speeds, measured in kbps. Current value is stable for a connection of
net_maxcleartime 0
//"0" Disables the limit of time spent waiting on sending packets.
net_compresspackets 1
//Compression = packets move faster :O !
net_compresspackets_minsize 512
//Minimum compressed packet size in kb. Keep default. This can get really technical and in the weeds.
net_splitpacket_maxrate 500000
// Always max this out to some insane number to eliminate bottlenecks and overhead.
net_splitrate 2
//Experimental value. Potentially placebo because valve has yet to provide proper documentation.