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comfig.cfg
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comfig.cfg
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// ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
// '~~~ mastercomfig TF2 config ~~~'
// ---------------------------------
// Version: 6.3.1 | January 15 2018
// ---------------------------------
// ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
con_filter_enable 1 // Filter unknown command warning due to OS specific commands
con_filter_text_out "Unknown" // ^
// =================
// '--- Network ---'
// =================
// ---------------
// '-- General --'
// ---------------
// Sets rates and interp for better networking
cl_cmdrate 66 // Send to server at this many times per second
cl_updaterate 66 // Get from server at this many times per seconds
cl_interp_ratio 1.5 // Use an interp timing that accounts for snapshot interval drops
//cl_interp_ratio 1 // Reduce entity interpolation times to minimum
//cl_interp_ratio 2 // Interpolate over 2 snapshots to avoid issues where one
// snapshot is dropped once in a while
//cl_interp_ratio 3 // Protect more against packet loss, increase further for
// more protection
cl_interp 0 // Use cl_interp_ratio to determine interp settings
net_queued_packet_thread 1 // Queue split packets
net_compresspackets 1 // Compress packets to reduce network latency on fast CPUs
//net_compresspackets 0 // Disable packet compression on slow CPUs or very fast networks
net_compresspackets_minsize 957 // Compress packets above max reliable packet size
//net_compresspackets_minsize 0 // Always compress packets to reduce network usage
net_maxroutable 1200;net_maxfragments 1200 // Balance between reliability and avoiding split packets
//net_maxroutable 956;net_maxfragments 956 // Use max reliable packet size for routers that have trouble with larger sizes
//net_maxroutable 1260;net_maxfragments 1260 // Use max allowable packet size to avoid split packets
rate 196608 // High rate (1.57 Mbps) to reduce choke and scale to packet rate
// Recommended to set this to 80% of your available stable upload speed
//rate 786432 // Rate for 6.2Mbps stable upload
//rate 87648 // Rate for 0.7Mbps stable upload
//rate 1048576 // Maximum rate, requires 8.4Mbps stable upload
net_splitpacket_maxrate 196608 // Scale split packet rate up to rate (1.57Mbps)
// Recommended to set this to 80% of your available stable upload speed
//net_splitpacket_maxrate 786432 // Split packet rate for 6.2Mbps stable upload
//net_splitpacket_maxrate 87648 // Split packet rate for 0.7Mbps stable upload
//net_splitpacket_maxrate 1048576 // Maximum rate, requires 8.4Mbps stable upload
net_maxcleartime 4 // Use rate to control packet delay
//net_maxcleartime 0.015 // Override rate for a balance between reducing network delay and choke
//net_maxcleartime 0.001 // Override rate for minimum network delay
net_maxpacketdrop 1000 // Use faster packet drop threshold
//net_maxpacketdrop 5000 // Use default packet drop threshold
net_splitrate 2 // Split 2 packets per frame, reduces choke
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
//net_splitrate 1 // Do not split multiple packets for bad PCs that cannot handle the extra load
cl_timeout 70 // Wait the maximum time before automatically timing out on client
cl_pred_optimize 0 // Skip prediction optimizations
//cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
//cl_pred_optimize 2 // Optimize prediction system fully
cl_lagcompensation 1 // Ensure lag compensation is turned on
cl_predictweapons 1 // Ensure weapon firing prediction is turned on
cl_smooth 1 // Smooth out prediction errors
cl_smoothtime 0.08 // Smooth out view for 0.08 seconds
// -------------
// '-- Files --'
// -------------
// Controls networked file handling
net_maxfilesize 64 // Max out file upload size for extra content
cl_downloadfilter all // Allow all server custom files
//cl_downloadfilter nosounds // Do not download sound files a server
//cl_downloadfilter mapsonly // Only downloads maps from server custom files
//cl_downloadfilter none // Do not download any files from a server
cl_allowdownload 1 // Download other player custom files
//cl_allowdownload 0 // Block downloads of other player custom files
cl_allowupload 1 // Upload your player custom files
//cl_allowupload 0 // Disable uploading your player custom files
// -------------------
// '-- Matchmaking --'
// -------------------
// Adjusts casual/competitive matchmaking settings
//tf_mm_custom_ping 100 // The ping tolerance for matchmaking
//tf_mm_custom_ping_enabled 1 // Enable custom ping tolerance
tf_mm_debug_level 0 // Remove matchmaking debug output
//tf_mm_partyclient_debug 1 // Enable party debug output
//tf_party_ignore_invites 1 // Ignore party invites
tf_party_join_request_mode 1 // Mode for party join requests: 0 - open join, 1 - request join, 2 - invite join
//tf_party_force_update // Force an update to the party system
//tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team (not implemented)
//tf_datacenter_ping_debug 1 // Turn on debugging for server routing
//tf_datacenter_ping_dump // Dump server routing debug info
// ---------------------
// '-- Local Servers --'
// ---------------------
// Optimizes local server networking
cl_localnetworkbackdoor 1 // Network optimizations for local servers
net_usesocketsforloopback 1 // Use network sockets for local servers
sv_parallel_sendsnapshot 1 // Send snapshots to clients in parallel
// ===================
// '--- Rendering ---'
// ===================
// -----------------
// '-- Threading --'
// -----------------
// These settings will take advantage of your CPU cores
cl_threaded_client_leaf_system 1 // Asynchronously add new renderables and compute blends for added
// renderables
//cl_threaded_client_leaf_system 0 // Use traditional behavior for CPUs with less than 4 cores
r_threaded_renderables 1 // Asynchronously set up bones on animated entities
//r_threaded_renderables 0 // Use traditional behavior for CPUs with 1 core
r_threaded_particles 1 // Process particle systems in parallel
//r_threaded_particles 0 // Process particle systems one at a time for CPUs with 1 core
r_threaded_client_shadow_manager 1 // Multithreaded shadow computations/rendering
//r_threaded_client_shadow_manager 0 // Use traditional behavior for CPUs with less than 4 cores
mat_queue_mode 2 // Force multithreaded mode for the material system queue
//mat_queue_mode -1 // Let the engine determine the optimal mode for CPUs with less than 4 cores
studio_queue_mode 1 // Use queue calls for studio renders
//studio_queue_mode 0 // Do not use queue calls for CPUs with 1 core
host_thread_mode 1 // Use the threaded frame behavior
// -----------------------------
// '-- Material System Queue --'
// -----------------------------
// These settings will take advantage of the material system, depending on how mat_queue_mode is set
r_queued_decals 0 // Disabled by default due to crashes
//r_queued_decals 1 // Offload decal draws to the material system
// Beneficial when decal count is above 256 or you have 4 or more CPU cores
r_queued_post_processing 0 // Disabled by default because it usually fails to render the post processing
// effects in time for the frame render
//r_queued_post_processing 1 // Offloads post processing to the material system
// Performance improvement if your driver/GPU works with it
r_queued_ropes 1 // Queue some rope rendering using the material system
//r_queued_ropes 0 // Disable queued ropes for CPUs with less than 4 cores
// -----------
// '-- LOD --'
// -----------
// Controls the quality of objects based on distance
r_rootlod 1 // Limits how high the model LOD can be, does not offload rendering to CPU like many people
// believe. Set to 1 for the best balance between model quality and performance.
//r_rootlod 2 // Maximum performance for models
//r_rootlod 0 // Maximum quality for models
lod_TransitionDist -1 // Do not fade in map objects for maximum performance
//lod_TransitionDist -5000 // Fade map objects over a long distance to reduce pop in while still increasing
// performance
//lod_TransitionDist -5001 // Fade map objects across a shorter distance to slightly reduce pop in while
// still increasing performance
//lod_TransitionDist 800 // Start fading map objects only when they are very far away, decreases
// performance but has the least pop in
r_lod -1 // Use r_rootlod to properly fade through LODs.
//r_lod 0 // Always use the highest LOD possible
mat_max_worldmesh_vertices 16384 // Use optimized mesh vertices cap
//mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices
//mat_max_worldmesh_vertices 1024 // Reduce mesh vertices to minimum
// ----------------
// '-- Lighting --'
// ----------------
// Lights projected onto characters and other dynamic models
r_ambientboost 1 // Boosts reflected light, gives you vision advantage, especially in darker environments
//r_ambientboost 0 // Disable if you need to save the small amount of CPU this uses
r_ambientmin 0.6 // Allow for ambient boosting even in brighter light levels, makes characters stand out
//r_ambientmin 0.3 // Use TF2 default ambient boost threshold
//r_ambientmin 0.1 // Ambient boost less often, realistic darkness
//r_ambientmin 1.1 // Ambient boost every time
r_rimlight 1 // Rimlighting is a distinct design choice in TF2 for better visibility of classes
//r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only
mat_phong 1 // Use a phong shader for shading/reflection
//mat_phong 0 // Disable phong for flatter shading
r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
//r_lightaverage 1 // Enable time averaging of lighting to reduce popping
r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
//r_dynamic 1 // Enable dynamic lighting
r_maxdlights 0 // Do not allow any dynamic lights
//r_maxdlights 9 // Reduce maximum dynamic lights
//r_maxdlights 32 // Use the maximum number of dynamic lights
r_worldlightmin 0.004 // Do not render insignificant world lighting
//r_worldlightmin 2 // Reject all world lighting
//r_worldlightmin 0.0002 // Render practically all world lighting
//r_worldlightmin 0 // Render all world lighting, no matter how insignificant it may be
r_worldlights 0 // Disable world lights
//r_worldlights 2 // Reduce maximum lights applied to a vertex
//r_worldlights 4 // Use the maximum amount of world lights
mat_disable_fancy_blending 1 // Disable fancy blending
//mat_disable_fancy_blending 0 // Enable fancy blending
mat_disable_lightwarp 1 // Disable light warps
//mat_disable_lightwarp 0 // Enable light warps
// ---------------
// '-- Shadows --'
// ---------------
// Shadows cast from characters
r_shadows 0 // Disable shadows for a big FPS increase
//r_shadows 1 // Enable shadows
r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time)
//r_shadowrendertotexture 1 // Prettier shadows
cl_blobbyshadows 1 // Render a blob for shadows
//cl_blobbyshadows 0 // Get sharper model shape based shadows
r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows
//r_flashlightdepthtexture 1 // Even prettier shadows
r_flashlightdepthres 32 // Reduce the shadow depth texture resolution. Only works when depth textures are
// on
//r_flashlightdepthres 4096 // Sharper shadows (alternatively try: 8192, 2048, 1024, 512), higher is
// higher quality
r_flashlightrender 0 // Disable flashlight shadow
//r_flashlightrender 1 // Enable flashlight shadow
r_flashlightmodels 0 // Disable lighting models
//r_flashlightmodels 1 // Enable lighting models
r_flashlightscissor 1 // Disable shadow rendering where it is unneeded
//r_flashlightscissor 0 // Fix some shadows being improperly cut off at the cost of performance
nb_shadow_dist 200 // Do not use shadows from far away (NextBot system)
//nb_shadow_dist 0 // Disable shadow distance
//nb_shadow_dist 400 // Default distance for NextBot shadows
r_shadowmaxrendered 17 // Do not render more shadows than needed
//r_shadowmaxrendered 11 // for 6s
//r_shadowmaxrendered 32 // Render all shadows
// ---------------
// '-- Effects --'
// ---------------
// Weapon and other light effects
cl_ejectbrass 0 // Disable shell ejection from pistols, shotgun, minigun, etc
//cl_ejectbrass 1 // Enable shell ejection
muzzleflash_light 0 // Disable muzzle flash lights
//muzzleflash_light 1 // Enable muzzle flash lights
cl_muzzleflash_dlight_1st 0 // Disable muzzle flash lights in first person
//cl_muzzleflash_dlight_1st 1 // Enable muzzle flash lights in first person
tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker
//tracer_extra 1 // Make bullet lines more visible, low performance impact
r_drawtracers_firstperson 1 // Enable first person tracers, low performance impact
//r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person
cl_show_splashes 1 // Enable water splashes
//cl_show_splashes 0 // Disable water splashes
cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
// and some other effects
//cl_fasttempentcollision 5 // Check collisions every 5 frames
//cl_fasttempentcollision 10000 // Skip collision checking
//cl_fasttempentcollision 1 // Check collisions every frame
// -------------
// '-- Water --'
// -------------
// Water reflections
r_cheapwaterstart 400 // The distance at which transitionary cheap water starts. Has less reflectivity.
//r_cheapwaterstart 0 // Use cheap water as much as possible
//r_cheapwaterstart 3000 // Do not use cheap water
r_cheapwaterend 1000 // The distance at which fully cheap water starts. Does not reflect or refract and
// it is solid
//r_cheapwaterend 0.1 // Use cheap water as much as possible
//r_cheapwaterend 5000 // Do not use cheap water
r_WaterDrawReflection 0 // Water reflections disabled for more performance
//r_WaterDrawReflection 1 // Enable water reflections
r_waterforceexpensive 0 // Do not force expensive water
//r_waterforceexpensive 1 /// Force higher quality water
r_waterforcereflectentities 0 // Do not forcing entity water reflections
//r_waterforcereflectentities 1 // Enable entity water reflections
r_WaterDrawRefraction 1 // Enable water refraction as water is hard to look at otherwise
//r_WaterDrawRefraction 0 // Disable water refraction for maximum FPS
r_ForceWaterLeaf 1 // Draw half of the leaf for water to optimize culls
// -----------------
// '-- Particles --'
// -----------------
// Particle effects
cl_particle_batch_mode 1 // Use default particle batch mode
tf_particles_disable_weather 1 // Disable rain, snow and ash particles
//tf_particles_disable_weather 0 // Increases number of particle systems on some maps, less FPS
mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real
// performance impact comes from creating particle systems
//mat_reduceparticles 0 // Use the full number of particles
cl_new_impact_effects 0 // Use the old particle system for bullet impact particles
//cl_new_impact_effects 1 // Use the new particle system for bullet impact particles
r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces
// distractions
//r_drawflecks 1 // Draw flecks from impacts
r_particle_sim_spike_threshold_ms 0 // Early finish to unused particle performance stats
// -----------------------
// '-- Post Processing --'
// -----------------------
// Extra visual effects
mat_postprocessing_combine 1 // Combine post processing effects
mat_hdr_level 0 // LDR
//mat_hdr_level 1 // LDR and bloom
//mat_hdr_level 2 // HDR and bloom
mat_non_hdr_bloom_scalefactor 0 // Completely disable bloom on LDR
//mat_non_hdr_bloom_scalefactor 0.3 // Default bloom scale on LDR
//r_bloomtintexponent 2.2 // Intensity of bloom effect
//mat_bloom_scalefactor_scalar 1 // Intensity of bloom emitters
building_cubemaps 0 // Allow for post processing effects and pixel vis testing
mat_colorcorrection 0 // Disable color correction
//mat_colorcorrection 1 // Enable color correction, pretty much free effect
mat_colcorrection_disableentities 1 // Disable entity color correction
//mat_colcorrection_disableentities 0 // Enable entity color correction
pyro_dof 0 // Skip a SSAO depth pass for pyrovision
//pyro_dof 1 // Enable pyrovision dof
pyro_vignette 0 // Disable vignette for pyrovision
//pyro_vignette 2 // Enable pyrovision vignette
pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision
//pyro_vignette_distortion 1 // Enable pyrovision vignette distortion
pyro_max_intensity 0 // Disable more pyrovision visual effects
pyro_max_rate 0 // ^
pyro_max_side_length 0 // ^
pyro_max_side_width 0 // ^
pyro_min_intensity 0 // ^
pyro_min_rate 0 // ^
pyro_min_side_length 0 // ^
pyro_min_side_width 0 // ^
//pyro_max_intensity 0.5 // Enhance more pyrovision visual effects
//pyro_max_rate 0.5 // ^
//pyro_max_side_length 1 // ^
//pyro_max_side_width 1 // ^
//pyro_min_intensity 0.2 // ^
//pyro_min_rate 0.05 // ^
//pyro_min_side_length 0.65 // ^
//pyro_min_side_width 0.65 // ^
// -------------------
// '-- Motion Blur --'
// -------------------
// These settings will adjust the blurring effect from rotation and movement
mat_motion_blur_enabled 0 // Disable motion blur
//mat_motion_blur_enabled 1 // Enable motion blur
//mat_motion_blur_falling_intensity 1 // Blur intensity while falling
//mat_motion_blur_falling_max 20 // Maximum blur from falling
//mat_motion_blur_falling_min 10 // Minimum blur from falling
//mat_motion_blur_forward_enabled 1 // Enable motion blur from forward motion
//mat_motion_blur_percent_of_screen_max 4 // Maximum percentage of screen that can blur
//mat_motion_blur_rotation_intensity 0.4 // Adjust blur caused by rotational motion
//mat_motion_blur_strength 1 // Adjust overall blur strength
// ------------------------------
// '-- Antialiasing/Filtering --'
// ------------------------------
// These settings will adjust the smoothing of jagged edges and textures
//mat_antialias 1 // Do not do antialiasing
mat_aaquality 0 // Disable CSAA
mat_alphacoverage 0 // Disable alpha-to-coverage, which improves AA on thin overlapping surfaces
//mat_alphacoverage 1 // Enable alpha-to-coverage
mat_software_aa_strength 0 // Do not do software AA
//mat_software_aa_strength 1 // Enable software AA
mat_software_aa_strength_vgui 0 // Do not do software AA on the HUD
//mat_software_aa_strength_vgui 1 // Enable VGUI software AA
mat_trilinear 1 // Use trilinear as it improves texture filtering for little
//mat_trilinear 0 // Use bilinear filtering to squeeze out every last bit of performance
mat_forceaniso 1 // Disable anisotropic filtering
//mat_forceaniso 2 // Levels of anisotropic filtering (2, 4, 8, 16)
// ------------------
// '-- Characters --'
// ------------------
// These settings will adjust the characters in the game
r_flex 1 // Enable facial animations. Requires more bones to be setup on CPU
//r_flex 0 // Disable facial animations
flex_rules 1 // Enable facial animations
//flex_rules 0 // Disable facial animations
anim_3wayblend 0 // Disable 3-way animation blending
//anim_3wayblend 1 // Enable 3-way animation blending
ai_expression_optimization 1 // Do an extra visibility check for flex animations
// if we are above the target FPS, otherwise disable
// flex anims
//ai_expression_optimization 0 // Disable expression optimization
ai_expression_frametime 0.0152 // Disable expressions if we are below ideal FPS
//ai_expression_frametime 0 // Disable expressions entirely
r_teeth 1 // Render teeth
//r_teeth 0 // Do not render teeth, small FPS boost
cl_SetupAllBones 0 // Do not force every animation component of a model to be set up
//cl_SetupAllBones 1 // Always setup all animation bones regardless of rules or disabled settings
flex_smooth 0 // Do not smooth facial animations
//flex_smooth 1 // Smooth facial animations
mp_usehwmmodels -1 // Do not use or load high quality characters
//mp_usehwmmodels 0 // Use high quality characters if supported
mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
//mp_usehwmvcds 0 // Use high quality characters facial expressions if supported
r_glint_procedural 0 // Use the default eye glinting method
//r_glint_procedural 1 // Use CPU eye glinting, for fast CPUs and slow GPUs
r_eyes 1 // Draw character eyes. Actually a noticeable FPS decrease
//r_eyes 0 // Disable eyes
r_eyemove 1 // Control if character eyes should move, does not really affect performance
//r_eyemove 0 // Disable eye movement
tf_clientsideeye_lookats 1 // Control if character eyes should look at you, does not really affect
// performance
//tf_clientsideeye_lookats 0 // Disable eye lookats
blink_duration 0.2 // Duration of an eye blink. Do not set to 0.
//blink_duration 0.02 // Very fast eye blink
// --------------
// '-- Decals --'
// --------------
// Overlay textures on models
r_decals 9 // Allow to check bullet spread (must be the same as mp_decals)
//r_decals 0 // Disable decals
//r_decals 96 // Optimized high decal count
//r_decals 2048 // Maximum decal count
mp_decals 9 // Allow to check bullet spread (must be the same as r_decals)
//mp_decals 0 // Disable decals
//mp_decals 96 // Optimized high decal count
//mp_decals 2048 // Maximum decal count
r_drawbatchdecals 0 // Do not batch decals with low max decal count
//r_drawbatchdecals 1 // Batch decals with decal count >18
r_spray_lifetime 2 // Keep sprays for 2 rounds
//r_spray_lifetime 0 // Clear sprays immediately
cl_playerspraydisable 0 // Enable player sprays
//cl_playerspraydisable 1 // Disable player sprays
r_decal_cullsize 20 // Optimized decal cullsize if you want to still see decals from reasonably far away.
//r_decal_cullsize 256 // Hide decals unless you are very close to them. This allows to check spread
// without decal rendering elsewhere.
r_decal_cover_count 1 // Remove decal when there is 1 decal in its place/close to completely covering it
//r_decal_cover_count 4 // Allow for more decals covering each other
r_decal_overlap_area 0.4 // Remove decal when there is another decal barely covering it
//r_decal_overlap_area 0.8 // Alow for decals to overlap each other more
r_decal_overlap_count 0 // Do not allow decals to overlap each other
//r_decal_overlap_count 3 // Allow for 3 decals to overlap each other
r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto.
//r_drawmodeldecals 1 // Enable blood decals for better determining how hurt someone is.
r_renderoverlayfragment 1 // Enable overlays to see some decal based logos and posters on walls
//r_renderoverlayfragment 0 // Disable overlays, small performance increase
r_maxmodeldecal 9 // Optimize maximum model decal count
r_overlayfadeenable 0 // Fading overlays can cause small performance issues
r_overlayfademax 1000 // Optimize overlay fades if it happens to be enabled
r_overlayfademin 999 // Optimize overlay fades if it happens to be enabled
// ------------
// '-- Gibs --'
// ------------
// Body parts created on violent deaths
cl_burninggibs 0 // Disable burning gibs, performance impact
//cl_burninggibs 1 // Enable burning gibs for realism
props_break_max_pieces -1 // Break gibs and some props into the pieces they were designed to break into
//props_break_max_pieces 0 // Disables gibs and prop breaking
violence_hgibs 1 // Enable normal gibs
//violence_hgibs 0 // Enable silly gibs/blood
violence_hblood 1 // Enable normal blood
//violence_hblood 0 // Enable silly gibs/blood
// -------------
// '-- Props --'
// -------------
// Various small objects
r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props
//r_decalstaticprops 1 // Use proper ambient lighting data for static props, enable decals on static props
cl_phys_props_enable 0 // Disable client side physics props
//cl_phys_props_enable 1 // Enable client side physics props
cl_phys_props_max 20 // Reduce the physics props limit to a sane one for TF2
//cl_phys_props_max 300 // Allow all physics props
cl_phys_props_respawndist 1500 // Do not spawn props if we can see them
//cl_phys_props_respawndist 3500 // Skip respawning physics props for a high distance
cl_phys_props_respawnrate 120 // Respawn physics props at a slower rate
//cl_phys_props_respawnrate 60 // Respawn physics props faster
r_propsmaxdist 900 // Maximum distance from where client side physics props are visible
//r_propsmaxdist 3000 // Always render client side physics props
r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS
//r_drawdetailprops 1 // Enable sprites, grass etc
//r_drawdetailprops 2 // Draw detail props with wireframe
cl_detaildist 900 // Draw detail props up to this distance
//cl_detaildist 3000 // Always draw detail props
cl_detailfade 0 // Do not fade in detail props
//cl_detailfade 900 // Set to cl_detaildist to always be fading
//cl_detailfade 400 // Fade in detail props to reduce pop in
r_staticprop_lod -1 // Automatic LOD for props (fade between the most optimal LODs at a certain distance)
//r_staticprop_lod 0 // Force highest LOD (high quality with no fading)
//r_staticprop_lod 63 // Force lowest LOD (lowest quality)
r_PhysPropStaticLighting 1 // Use premade lighting for props, increases FPS
// ----------------
// '-- Ragdolls --'
// ----------------
// Full bodies with adjustable physics simulation and fading on death
cl_ragdoll_collide 0 // Disable ragdoll collisions
cl_ragdoll_fade_time 0 // Remove ragdoll fade out delay
//cl_ragdoll_fade_time 15 // Fade out ragdolls in 5 seconds
cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
//cl_ragdoll_forcefade 0 // Enable ragdolls
cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes
// from
//cl_ragdoll_physics_enable 1 // Enable ragdolls physics for meaningful ragdolls
g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
g_ragdoll_lvfadespeed 10000 // ^ but in low violence
ragdoll_sleepaftertime 0 // Instantly sleep ragdolls
//ragdoll_sleepaftertime 1 // Wait a reasonable time before sleeping ragdoll physics
// ---------------
// '-- General --'
// ---------------
// General/overall graphics settings
mat_reducefillrate 0 // Increase shading quality
//mat_reducefillrate 1 // Simplify material shading and use some DX8 features
mat_bumpmap 1 // Enable bumpmaps
//mat_bumpmap 0 // Disable bumpmap materials
//mat_fastnobump 1 // Early checks for no bumpmap rendering
mat_specular 1 // Enable specular
//mat_specular 0 // Disable specular materials
//mat_fastspecular 0 // Early checks for no specular rendering
mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to 0.1 in increments of 0.1 or 0.05). This is
// useful for if your GPU struggles to render a lot of pixels
mat_viewportupscale 1 // Upscale when using mat_viewportscale
r_3dsky 1 // Enable 3D sky
//r_3dsky 0 // Disable 3D sky
r_dopixelvisibility 1 // Do visibility testing for glows, halos and pretty lights
r_drawpixelvisibility 0 // Do not draw debug for partial visibility checking
r_pixelvisibility_partial 0 // Do not use a costly precise partial visibility algorithm
//r_pixelvisibility_partial 1 // Use partial visibility algorithm
cl_drawmonitors 0 // Do not draw monitors
cl_jiggle_bone_framerate_cutoff 67 // Disable jigglebones if we are under the optimal framerate
//cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones
mat_picmip 1 // Use less memory in a 32-bit process
//mat_picmip 2 // Use lowest quality textures
//mat_picmip -1 // Use highest quality textures
//mat_showlowresimage 1 // Low quality images
//mat_drawflat 1 // Use flat materials only
// -------------
// '-- Ropes --'
// -------------
// Ropes in Mannpower and as decoration in maps
rope_rendersolid 1 // Render solid part of ropes
//rope_rendersolid 0 // Skip rendering solid part of ropes
r_ropetranslucent 0 // Skip simulating ropes
//r_ropetranslucent 1 // Simulate ropes
rope_solid_minalpha 0 // Skip drawing non-solid part of ropes
rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
//rope_solid_minalpha 0.2 // Enable solid alpha
//rope_solid_minwidth 0 // Always render non-solid ropes
rope_smooth 0 // Skip a long smoothing operation for ropes
//rope_smooth 1 // Smooth ropes with a fake transparent rope
rope_subdiv 0 // Skip heavy loops for rope subdivisions
//rope_subdiv 2 // Subdivide ropes
//rope_subdiv 7 // Max rope subdivides
rope_collide 0 // Skip CPU heavy world collisions for ropes
//rope_collide 1 // Enable rope collisions
rope_wind_dist 0 // Do not apply CPU intensive wind to ropes
//rope_wind_dist 1000 // Apply wind to ropes until this distance
rope_averagelight 1 // Only use average light, instead of an extra max intensity average with 0
//rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time
// --------------------
// '-- Optimization --'
// --------------------
// These settings will optimize TF2 without having any very noticeable effects to
// the user
fps_max 300 // Prevent a possible memory leak with fps_max 0 and set to 300 because
// some systems in Source assume an FPS limit of 300
engine_no_focus_sleep 0 // Do not limit FPS when the engine is not focused because
// the focus detection can be buggy on some systems or while
// streaming and may limit your FPS, without you knowing
//engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2
r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and
// then has the GPU quickly render the scene in a second pass,
// with the visible parts of the scene already calculated
r_entityclips 1 // Clip entities preferably using clip planes
disp_dynamic 0 // Do not use dynamic meshses for world geometry (displacements)
r_hunkalloclightmaps 0 // If a lightmap cannot be fit into the hunk, use dynamic memory
//r_hunkalloclightmaps 1 // Allocate lightmaps in the hunk
r_frustumcullworld 1 // Cull on world draw
r_worldlistcache 1 // Cache some world rendering
mat_clipz 1 // Clips what is drawn for a performance improvement
r_occludermincount 2 // Force using at least 2 occluders for performance balance between open scenes and
// cluttered ones
r_lightcache_zbuffercache 1 // Load z cache data with the map
r_drawopaquestaticpropslast 0 // Use the newer rendering mode if possible
mat_tonemapping_occlusion_use_stencil 0 // Do not use stencil buffer for occlusion queries
//mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs
host_flush_threshold 0 // Early finish to a Xbox 360 only flush task
r_norefresh 1 // Do not store a useless and unused frame time variable
fast_fogvolume 1 // Use optimized fog rendering
r_pixelfog 1 // Use a pixel shader for fog if possible
mat_bufferprimitives 1 // Buffer primitives
mat_compressedtextures 1 // Allow for compressed textures
mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
mat_filterlightmaps 1 // Filter lightmaps
mat_filtertextures 1 // Filter textures
mat_mipmaptextures 1 // Mipmap textures
mat_use_compressed_hdr_textures 1 // Use compressed HDR textures
r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
r_occludeemaxarea 101 // Do not skip occlusion of larger objects
r_occluderminarea 0.007 // Use occluders that take up a decent amount of pixels
mat_disable_ps_patch 1 // Force disable runtime manipulation of shaders to fix MSAA on some AMD cards
//mat_disable_ps_patch 0 // Enable patching if necessary when MSAA is enabled
// --------------
// '-- OpenGL --'
// --------------
// Optimizations for OpenGL platforms (Linux and macOS)
gl_pow2_tempmem 1 // Makes memory allocation behavior more stable
mat_texture_reload_frame_swap_workaround 0 // The extra frame swaps are not worth the memory savings unless you are tight on memory
//mat_texture_reload_frame_swap_workaround 1 // Work around texture data being unnecessarily stored on some drivers by doing frame swaps
gl_radar7954721_workaround_mixed 0 // Disable outdated cross gamma blit workaround
gl_batch_tex_creates 0 // Do not batch texture creates/destroys for more immediate OpenGL handling
gl_batch_tex_destroys 0 // ^
gl_minimize_all_tex 0 // Keep mipmaps even if they were not requested
gl_minimize_rt_tex 0 // Keep mipmaps for RTs even if they were not requested
gl_nullqueries 1 // Skip queries
gl_mtglflush_at_tof 1 // Makes frames output smoother, at slightly less FPS
gl_debug_output 0 // Disable debug messages
gl_magnify_resolve_mode 1 // Use fastest resolve mode when up scaling too
gl_paircache_rows_lg2 11 // Increase shader pair cache size
gl_paircache_ways_lg2 5 // Keep some loops small by using minimum ways size
//gl_can_resolve_flipped 1 // Enable page flipping without checking hardware support
//gl_amd_occlusion_workaround 0 // Disable AMD occlusion workaround
// ==================
// '--- Gameplay ---'
// ==================
// Adjusts how the game behaves
//cl_autoreload 1 // Auto reload clip
//cl_autorezoom 1 // Automatically rezoom sniper rifle
//tf_medigun_autoheal 1 // Keep healing allies
// =============
// '--- HUD ---'
// =============
// ---------------
// '-- General --'
// ---------------
// General/misc HUD settings
cl_hud_playerclass_use_playermodel 0 // Disable live player model in HUD, also partially fixes animation bug
//cl_hud_playerclass_use_playermodel 1 // Enable live player model in HUD
//cl_hud_minmode 1 // HUD min mode
//hud_fastswitch 1 // Weapon switch behavior
// 0 - PC Buckets
// select weapons from the side of your screen, fire to confirm
// 1 - PC Fast Switch
// fast switch for PC buckets (no fire to confirm)
// 2 - Buckets Plus:
// fast switch
// weapon selection window comes up at the middle of your screen
// can select weapons without ammo (but not switch to them)
// 3 - Carousel scroll:
// fast switch
// slot 1 = last weapon, slot 2 = next weapon,
// slot 3 = swap weapon, slot 4 = previous weapon
//cl_software_cursor 1 // Uses a stylized cursor handled by the game instead of the OS
tf_mm_dashboard_slide_panel_step 10 // Change the horizontal offset of the primary matchmaking panel
tf_item_inspect_model_auto_spin 1 // Auto spin items in the inspect view
//tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view
tf_item_inspect_model_spin_rate 30 // Rate at which items spin in the inspect view
tf_quest_map_tuner_wobble_magnitude 0.01 // Enable red tuner at the bottom
//tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker
//tf_build_menu_controller_mode 1 // Use controller style engineer build menu
//tf_disguise_menu_controller_mode 1 // Controller disguise menu
//tf_simple_disguise_menu 0 // Concise disguise menu
//tf_colorblindassist 1 // Colorblind mode
//cl_disablehtmlmotd 1 // Disable HTML MOTDs (ads, music player, rules, fancy server intros)
sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD
//hud_classautokill 0 // No suicide on class change
tf_halloween_bonus_ducks_cooldown 10 // Delay in seconds before BONUS DUCKS sound again
tf_healthicon_height_offset 10 // Offset of heath icon
//tf_hud_no_crosshair_on_scope_zoom 1 // Hide crosshair on scope
tf_hud_num_building_alert_beeps 2 // Numbers of beeps when an alert pops up on an engie building
tf_rd_finale_beep_time 10 // Beep time during robot destruction victory
tf_hud_show_servertimelimit 1 // Show server map time
tf_hud_target_id_alpha 100 // Transparency of target ID
//tf_hud_target_id_disable_floating_health 0 // Show floating health bar
//tf_hud_target_id_disable_floating_health 1 // Hide floating health bar
tf_hud_target_id_offset 0 // Vertical offset of target ID
tf_hud_target_id_show_avatars 2 // Show avatars: 0 - never, 1 - for everyone, 2 - for friends
hud_freezecamhide 0 // Show the HUD during freeze-cam
//hud_freezecamhide 1 // Hide the HUD during freeze-cam
tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard
//tf_scoreboard_ping_as_text 0 // Use inaccurate ping bars for ping in the scoreboard
//cl_hudhint_sound 0 // Disable HUD sounds
//cl_mainmenu_safemode 1 // Dev safe mode for main menu
//tf_queue_spinner_color 0 // Orange queue TF logo spinner
//tf_queue_spinner_color 1 // Blue queue TF logo spinner
// ----------------
// '-- Messages --'
// ----------------
// Text chat, console output, etc
hud_saytext_time 10 // How long in seconds chat messages stay on screen
//hud_saytext_time 0 // Disable chat
cl_showtextmsg 1 // Enable text messages in chat (voice lines)
//cl_showtextmsg 0 // Disable text messages
cl_showpluginmessages 1 // Show messages from server plugins
//cl_showpluginmessages 0 // Deny messages from server plugins
cl_chatfilters 63 // Chat Filter - enable parts of chat:
// join/leave (1), name change (2), chat (4), server messages (8), team change (16),
// achievements (32)
// Add a combination of these numbers together to enable that combination
// for example, name change (2) + team change (16) = 18
// 0 for everything disabled
//cl_chatfilters 0 // Disable all chat messages
//cl_chatfilters 59 // Disable just user chat
cl_mute_all_comms 1 // Disable text and voice for muted players
//cl_mute_all_comms 0 // Disable voice for muted players
hud_deathnotice_time 5.5 // How long in seconds a killfeed item stays on screen
tf_chat_popup_hold_time 2 // How long party messages appear on the main menu
// ----------------
// '-- Backpack --'
// ----------------
// Inventory, economy and backpack
tf_time_loading_item_panels 0.0001 // Decrease time spent per frame loading item panels
cl_spec_carrieditems 1 // Show spectated player items
//cl_spec_carrieditems 0 // Do not show spectated player items
tf_backpack_page_button_delay 0.25 // Decrease button delay for moving items
//tf_item_selection_panel_sort_type 1 // Alphabetically sort loadout options
//cl_showbackpackrarities 1 // Show item rarity color borders in backpack
// -----------------
// '-- Crosshair --'
// -----------------
// Aiming recticle or crosshair
//cl_crosshairalpha 100 // Crosshair translucency (0 to 255)
//cl_crosshairalpha 255 // Disable transparency for lowend computers
//cl_crosshair_red 156 // Crosshair red (0 to 255)
//cl_crosshair_green 39 // Crosshair green (0 to 255)
//cl_crosshair_blue 176 // Crosshair blue (0 to 255)
//cl_crosshair_scale 64 // Size of crosshair
//cl_crosshair_file 0 // Style of crosshair
//cl_dynamiccrosshair 1 // Change crosshair according to weapon
//cl_observercrosshair 0 // Disable crosshair in spectator
//crosshair 0 // Disable crosshair
// -------------------
// '-- Killstreaks --'
// -------------------
// Killstreak messages from weapons
cl_hud_killstreak_display_alpha 100 // Adjust the translucency of the killstreak banner (0 to 255)
//cl_hud_killstreak_display_alpha 255 // Disable transparency for lowend computers
cl_hud_killstreak_display_fontsize 0 // Killstreak font size (0 to 2)
cl_hud_killstreak_display_time 2.25 // Killstreak display time in seconds
//cl_hud_killstreak_display_time 0 // Disable killstreak banner
// ---------------------
// '-- Notifications --'
// ---------------------
// In-game notifications for trade offers, requests, events, etc
cl_notifications_max_num_visible 1 // Reduce number of visible notifications
//cl_notifications_max_num_visible 3 // Default number of visible notifications
cl_notifications_move_time 0.1 // Make notification transition shorter
//cl_notifications_show_ingame 0 // Do not show notifications in game
tf_notifications_push_bottom 0 // Keep notifications at the top of the stack
//tf_notifications_push_bottom 1 // Push notifications to the bottom of the stack
cl_vote_ui_active_after_voting 0 // Hide the vote UI after voting
//cl_vote_ui_active_after_voting 1 // Delay hiding the vote UI after voting
cl_vote_ui_show_notification 0 // Hide voting notifications
//cl_vote_ui_show_notification 1 // Show voting notifications
tf_hud_notification_duration 2 // How long notifications should display
// -----------------
// '-- Contracts --'
// -----------------
// Contracts as part of campaigns
//tf_contract_competitive_show 2 // During competitive matches, contract visibility:
// 0 - never
// 1 - all
// 2 - active only
//tf_contract_progress_show 1 // During all matches, contract visibility:
// 0 - never
// 1 - all
// 2 - active only
tf_quest_notification_line_delay 0.2 // Shorter voice line delay after contract
//tf_quest_notification_line_delay 1 // Default voice line delay
// --------------------
// '-- Achievements --'
// --------------------
// Achievement effects and HUD tracker
hud_achievement_glowtime 1 // Glow achievements for a little while shorter
hud_achievement_tracker 2 // Achievements tracked at once
hud_achievement_count 4 // Max achievements shown on HUD
// ------------
// '-- Info --'
// ------------
// Additional HUD elements for extra info
// Adding additional HUD elements decreases FPS by a small amount
//cl_showfps 2 // FPS meter, 1 = show, 2 = smooth
//cl_showpos 1 // Current position, angle and velocity
//cl_showbattery 1 // Battery meter
//cl_showblocking 1 // Show blocking disk operations on FPS panel
// cl_show_num_particle_systems 1 // Show number of particle systems
cl_mvm_wave_status_visible_during_wave 1 // MvM wave information during the wave
// -----------------------
// '-- Closed Captions --'
// -----------------------
// Customization of notifications of sounds and voices in closed captions
//cc_linger_time 1 // Seconds for captions to stay on screen
//cc_minvisibleitems 1 // Minimum captions to shown
//cc_predisplay_time 0 // Delay between the sound and showing the caption
//cc_sentencecaptionnorepeat 4 // How many times a caption can repeat
//snd_vox_captiontrace 1 // show sentence IDs when there is no caption
// ----------------
// '-- Netgraph --'
// ----------------
// Advanced HUD display of network info and FPS
//net_graph 0 // netgraph display
// 0 = no graph, 1 = text only, 2 = graph, 3 = legend + choke/loss, 4 = server perf stats
//net_graphpos 1 // the horizontal position of the netgraph
// 0 = left, 1 = right, 2 = middle
// anything else will set the x coordinate of the graph's left edge
//net_graphheight 64 // height of the text part of the graph
//net_graphproportionalfont 1 // scale fonts as the screen resolution goes up
//net_scale 5 // the height of the graph portion
net_graphsolid 0 // draw height ticks as single ticks (small optimization)
//net_graphsolid 1 // Revert back to the Half-Life 1 behavior of drawing a full rectangle
//net_graphtext 1 // draw text fields
//net_graphmsecs 400 // over how many milliseconds should the text area measure
//net_graphshowlatency 1 // show the latency part of the graph
//net_graphshowinterp 1 // show the interpolation part of the graph
// ----------------
// '-- Tutorial --'
// ----------------
// Disable tutorial messages
//cl_ask_favorite_opt_out 1
//cl_ask_blacklist_opt_out 1
//replay_quitmsg_dontaskagain 1
//cl_ask_bigpicture_controller_opt_out 1
//tf_explanations_store 1
//tf_explanations_discardpanel 1
//tf_explanations_backpackpanel 1
//tf_explanations_charinfopanel 1
//tf_explanations_craftingpanel 1
//tf_explanations_charinfo_armory_panel 1
//tf_training_has_prompted_for_forums 1
//tf_training_has_prompted_for_loadout 1
//tf_training_has_prompted_for_options 1
//tf_training_has_prompted_for_training 1
//tf_training_has_prompted_for_offline_practice 1
//cl_showhelp 0
//tf_taunt_always_show_hint 0
//sb_dontshow_maxplayer_warning 1
//tf_coach_request_nevershowagain 1
//tf_show_maps_details_explanation_count 0
//tf_show_taunt_explanation_in_class_loadout 0
//tf_show_preset_explanation_in_class_loadout 0
//cl_hud_playerclass_playermodel_showed_confirm_dialog 1
//tf_find_a_match_hint_viewed 1
//tf_quest_map_intro_viewed 1
//tf_warpaint_explanation_viewed 1
//tf_inspect_hint_count 11
//tf_mvm_tabs_discovered 1
//tf_hud_notification_show_count_ghost_controls 1
//tf_hud_notification_show_count_ghost_controls_no_respawn 1
//tf_hud_notification_show_count_kart_controls 1
//cl_promotional_codes_button_show 0
//cl_training_class_unlock_all
// ---------------
// '-- Console --'
// ---------------
// Developer console customization
con_nprint_bgalpha 100 // Console translucency (0 to 255)
//con_nprint_bgalpha 255 // Disable transparency for lowend computers
con_nprint_bgborder 1 // Console border
//con_nprint_bgborder 0 // Disable border on lowend computers
// ==============
// '--- View ---'
// ==============
// The character view and viewmodel
fov_desired 90 // See more of the battlefield
//fov_desired 75 // Render less for very lowend computers
//r_drawviewmodel 1 // Draw weapon viewmodel model
//r_drawviewmodel 0 // Hide weapon viewmodel
//viewmodel_fov 70 // FOV for your viewmodel, recommend to adjust from 54 to 70
//cl_flipviewmodels 0 // Right viewmodels, shoot right of a corner
//cl_flipviewmodels 1 // Left viewmodels (sometimes broken visuals), shoot left of a corner
//tf_use_min_viewmodels 0 // Use default viewmodel position
//tf_use_min_viewmodels 1 // Move viewmodel to cover less of the screen
//cl_first_person_uses_world_model 0 // Draw viewmodel
//cl_first_person_uses_world_model 1 // Draw character world model instead of viewmodel
//tf_medieval_thirdperson 1 // Third person view in medieval mode
glow_outline_effect_enable 1 // Enable ally and objective xrays
//glow_outline_effect_enable 0 // Disable all xrays
tf_enable_glows_after_respawn 1 // Enable spawn xrays
//tf_enable_glows_after_respawn 0 // Disable spawn xrays
tf_spec_xray_disable 0 // Enable xrays while spectating
//tf_spec_xray_disable 1 // Disable xrays while spectating
tf_spectate_pyrovision 0 // Do not force use pyrovision in spectator mode
//tf_spectate_pyrovision 1 // Spectate in pyrovision
//spec_autodirector 0 // Choose best view mode automatically
// ==============
// '--- Misc ---'
// ==============
// Settings that do not fit into a category
bugreporter_uploadasync 1 // Upload bug reporter attachments asynchronously
ai_frametime_limit 0.0152 // Use simpler NPC AI if the frametime is too low, useful for Source singleplayer and mods
//ai_frametime_limit 50 // Do not use simpler AI
// ================
// '--- Memory ---'
// ================
// Adjustments to memory allocation
lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
cl_always_flush_models 0 // Keep models loaded in between map loads
//cl_always_flush_models 1 // Remove models from memory every map load (for low memory systems only)
mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
//mat_levelflush 1 // Clear temporary memory to prevent crashes to desktop
sv_forcepreload 0 // Disable harmful force preload enabled in other configs
// ====================
// '--- Filesystem ---'
// ====================
// -------------
// '-- Sizes --'
// -------------
// Set buffer and file read sizes
filesystem_buffer_size 262144 // Use a 256KB buffer for the filesystem
filesystem_max_stdio_read 64 // Use a higher max read cap (64MB)
// ---------------
// '-- General --'
// ---------------
// Set up filesystem parameters
filesystem_native 1 // Use native filesystem calls if available
filesystem_unbuffered_io 1 // Allow for unbuffered IO where appropriate since it can be async
// -------------------
// '-- Model Cache --'
// -------------------
// Control loading and caching models
mod_load_anims_async 1 // Enable async animation loading
mod_load_mesh_async 1 // Enable async mesh loading
mod_load_vcollide_async 1 // Enable async vcollide loading
// For HDDs
mod_touchalldata 1 // Load submodels
mod_forcetouchdata 1 // Put submodels into cache
mod_forcedata 1 // Cache submodel data
// For SSDs
//mod_touchalldata 0 // Do not load submodels
//mod_forcetouchdata 0 // Do not put submodels into cache
//mod_forcedata 0 // Do not cache submodel data
// ===============
// '--- Sound ---'
// ===============
// -----------------
// '-- Hitsounds --'
// -----------------
// Damage sound played on hit and on kill
//tf_dingalingaling_lasthit 1 // Play killsounds
//tf_dingaling_lasthit_pitchmaxdmg 127 // Pitch for killsound on >=150 damage
//tf_dingaling_lasthit_pitchmindmg 65 // Pitch for killsound on <=10 damage
//tf_dingaling_lasthit_volume 0.7 // Killsound volume
//tf_dingalingaling_last_effect 0 // Which sound to use for the killsound
//tf_dingaling_lasthit_pitch_override -1 // Pitch for all killsounds, if set
//tf_dingalingaling 1 // Play hitsounds
//tf_dingaling_pitchmaxdmg 127 // Pitch for hitsound on >=150 damage
//tf_dingaling_pitchmindmg 65 // Pitch for hitsound on <=10 damage
//tf_dingalingaling_repeat_delay 0 // The delay in seconds before playing the hitsound again
//tf_dingaling_volume 0.7 // Hitsound volume
//tf_dingalingaling_effect 0 // Which sound to use for the hitsound
//tf_dingaling_pitch_override -1 // Pitch for all hitsounds, if set
// -----------------
// '-- Threading --'
// -----------------