// repositions the gunmodel to mimic CSS more closely. viewmodel_fov "68" viewmodel_offset_x "2" viewmodel_offset_y "2" viewmodel_offset_z "-2" viewmodel_presetpos "3" // removes the shifting of the arm when crouching down. cl_viewmodel_shift_left_amt "0" cl_viewmodel_shift_right_amt "0" // removes the bobbing of the weapon back and forth, when you run. cl_bob_lower_amt "5" cl_bobamt_lat "0" cl_bobamt_vert "0" // scales the HUD depending on what resolution you use, 1 is max. hud_scaling "1" // lowers delay between sounds. volume "0.1" voice_enable "1" voice_scale "1" // receive volume windows_speaker_config "1" // headphone audio output snd_musicvolume "0" snd_mixahead "0.05" // sound delay snd_headphone_pan_exponent "2" snd_headphone_pan_radial_weight "2" snd_legacy_surround "0" // emulated surround sound snd_mute_losefocus "1" // mute game when alt-tabbed dsp_enhance_stereo "0" lobby_voice_chat_enabled "0" // voice chat in lobby cl_mute_all_but_friends_and_party "0" // sets interpolation values. cl_interp "1" cl_interp_ratio "2" // ignores dedicated servers with pings above this value. mm_dedicated_search_maxping // usual rate commands cl_cmdrate "128" cl_updaterate "128" rate "786432" // causes the scope to move less while moving scoped and reduces bobbing effect r_drawtracers_firstperson 0 cl_bobcycle "0" cl_bob_lower_amt "5" cl_bobamt_lat "0" cl_bobamt_vert "0" // BINDS bind "c" "+jump;-attack;-jump" +cl_show_team_equipment bind ctrl "+duck;r_cleardecals" bind "mouse5" "use weapon_c4;drop" cl_detail_max_sway 0 bind "mouse4" "use weapon_smokegrenade" bind "del" " buy flashbang;" bind "End" " buy hegrenade;" bind "pgdn" " buy smokegrenade;" bind "ins" "buy ak47; buy m4a1;" bind "home" "buy p250;" bind "pgup" " buy vesthelm; buy vest;" bind "UPARROW" "+forward" bind "LEFTARROW" "+left" bind "DOWNARROW" "+back" bind "RIGHTARROW" "+right" bind "alt" "noclip" bind F5 "demo_timescale 0.25" bind F6 "demo_timescale 1" bind F7 "demo_timescale 7" bind "w" "+forward" // Other r_drawtracers_firstperson 0 // hides bullets cl_disablefreezecam 1 // spectate straight after death viewmodel_offset_x "2";viewmodel_offset_y "2";viewmodel_offset_z "-2";viewmodel_fov 68 // ---------------------------------------------------------------------------- // 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 0 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 // ---------------------------------------------------------------------------- // 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 0 // 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_queue_mode -1 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_envmapsize 8 mat_envmaptgasize 8 mat_filterlightmaps 0 mat_filtertextures 0 mat_forceaniso 1 mat_hdr_level 0 mat_max_worldmesh_vertices 512 mat_monitorgamma 1.60000 // 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 2 // 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 0 // 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 0 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 1 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 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 cl_interp 0.031 cl_interp_ratio 1 net_graph 1 net_graphpos 1 net_graphproportionalfont 1 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 cl_viewmodel_shift_left_amt "0" cl_viewmodel_shift_right_amt "0" cl_bob_lower_amt "5" cl_showfps "1" fps_max 300 cl_showloadout 1 cl_autohelp 1 m_mouse_speed 1 name "TaLkeR" // ---------------------------------------------------------------------------- // Misc // ---------------------------------------------------------------------------- cl_forcepreload 0 // Force preloading