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////////////////////////////////////////////////////////////////////////////////////////////////////
//// graphics.cfg
////////////////////////////////////////////////////////////////////////////////////////////////////
//// This and other files assembled by unsmell: https://github.com/unsmell/tf2-custom ////
////////////////////////////////////////////////////////////////////////////////////////////////////
//// graphics settings and tweaks
//// information about graphics largely pulled from https://github.com/mastercoms/mastercomfig/
////////////////////////////////////////////////////////////////////////////////////////////////////
echo <graphics>
// several comments below are in this format: ´#L999´
// this means they refer to this file:
// https://github.com/mastercoms/mastercomfig/blob/2e5ef5cf2d47ada938f778499c553a04cd27523a/config/mastercomfig/cfg/comfig.cfg
// simply add the ´#L999´ to the front of that URL and it will point you to where in the file I
// pulled the commands you`re reading.
// my stuff
mat_hdr_level 0 // no HDR
mat_motion_blur_enabled 0 // disable motion blur
mat_phong 1 // enable phong
r_rimlight 1 // rimlight makes it easier to see other players
r_3dsky 1 // enable 3d skybox
tf_particles_disable_weather 0 // disable weather effects
r_dynamic 1 // enable dynamic lighting
r_maxdlights 9 // reduce maximum dynamic lights
r_worldlightmin 0 // render all world lighting, no matter how insignificant it may be
r_shadows 1 // enable shadows
r_shadowrendertotexture 1 // sharper shadows
cl_blobbyshadows 0 // get sharper model shape based shadows
tracer_extra 1 // make bullet lines more visible, low performance impact
r_worldlights 2 // reduce maximum lights applied to a vertex
muzzleflash_light 1 // enable muzzle flash lights
cl_muzzleflash_dlight_1st 1 // enable muzzle flash lights in first person
r_WaterDrawReflection 1 // enable water reflections
r_renderoverlayfragment 1 // enable map image art
r_propsmaxdist 1 // lowest range for props
cl_detaildist 5 // ´detail prop´ distance
snd_spatialize_roundrobin 0 // spatialize every frame
dsp_facingaway 0 // disable the facing away DSP effect
dsp_water 0 // disable water muffling effect
snd_defer_trace 0 // immediately trace on the first frame
// particles
// #L477
cl_particle_batch_mode 1
mat_reduceparticles 1
cl_new_impact_effects 0
r_drawflecks 0
// texture filtering
//#L643
mat_trilinear 0
mat_forceaniso 1
// antialiasing (off)
// #L609
mat_aaquality 0
mat_alphacoverage 0
mat_software_aa_strength 0
mat_software_aa_strength_vgui 0;
// decals
// #L751
r_decals 96
mp_decals 96
r_decal_cullsize 20
r_decal_cover_count 4
r_decal_overlap_area 0.8
r_decal_overlap_count 3
// #L773
r_drawmodeldecals 1
r_maxmodeldecal 9
// allow sprays
// #L813
cl_allowdownload 1
cl_allowupload 1
r_spray_lifetime 2
cl_playerspraydisable 0
// no gibs
// #L834
cl_burninggibs 0
props_break_max_pieces 0
// props
// #L887
r_decalstaticprops 0
cl_phys_props_enable 0
r_drawdetailprops 0
r_staticprop_lod -1
// ragdolls
// #L915
cl_ragdoll_collide 0
cl_ragdoll_fade_time 15
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
ragdoll_sleepaftertime 1
g_ragdoll_fadespeed 10000
g_ragdoll_lvfadespeed 10000
// textures
// #L971
mat_picmip 0
mat_filtertextures 0
mat_filtertextures 1
// ropes
// #L1033
rope_rendersolid 1
r_ropetranslucent 0
rope_solid_minalpha 0
rope_solid_minwidth 0.1
rope_smooth 0
rope_subdiv 1
rope_collide 0
rope_wind_dist 0
// ´optimization´
// #L1045
fps_max 240 // Prevent a possible memory leak with unlimited FPS using fps_max 0
// Also, some Source systems assume the FPS will not go above 300
// Finally, using 240 is a common multiple for monitor framerates,
// which is recommended for smoothness
mat_vsync 0 // Ensure VSync is disabled by default
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 meshes for world geometry (displacements)
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
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 40 // Skip occlusion of objects that are likely to be large enough to be visible
r_occluderminarea 2.5 // Skip occluders that are too small to be worth testing
r_occludermincount 2 // If our occlusion settings are too strict, try out some occluders
r_lightcache_zbuffercache 0 // Skip unused cache process
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 weak GPUs
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 a fast path method to find the visible fog volume
r_pixelfog 1 // Use a pixel shader for fog if possible
//r_pixelfog 0 // Do not use a higher level pixel shader for fog on weak GPUs
mat_compressedtextures 1 // Allow for compressed textures
mat_managedtextures 1 // Use Direct3D to manage textures, uses a bit more system memory
mat_mipmaptextures 1 // Mipmap textures to optimize textures
//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
cl_ShowBoneSetupEnts 0 // Ensure this debug command is disabled
sv_alternateticks 0 // Run every tick
//sv_alternateticks 1 // Skip every other tick to reduce CPU usage