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Под катом можно посмореть сам конфиг (текстовый вариант)
// Iggy's fps config
// 23.11.2009
// v4.0
// -novid -w 1440 -h 900 -full -dxlevel 81 -freq 75 -heapsize 1572864 -console -noforcemaccel -noforcemparms -noforcemspd -noipx -dev -nosync -nojoy -gl
// Important______________________________________
fps_max "101"
fov_desired "90"
viewmodel_fov "84"
cl_autoreload "1"
hud_fastswitch "1"
cl_hud_minmode "0" //
cl_showhelp "0" // Set to 0 to not show on-screen help
commentary "0" // Desired commentary mode state.
con_enable "1"
developer "0"
hud_classautokill "0"
cl_showfps "0" // Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
cl_autorezoom "0"
mat_filtertextures "1" // 0=better fps, low graphics
snd_surround_speakers "0"
mat_queue_mode "2"
cl_downloadfilter "nosounds"
// Internet_______________________________________
rate "40000"
cl_cmdrate "66"
cl_updaterate "66"
cl_interp_ratio "1"
cl_interp "0.0152"
cl_lagcomp_errorcheck "0"
cl_lagcompensation "1"
cl_smooth "1"
cl_smoothtime "0.01" // Smooth client's view after prediction error over this many seconds
cl_interp_threadmodeticks "0"
cl_pred_optimize "2" //Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
// HUD____________________________________________
hud_deathnotice_time "3"
hud_saytext_time "12"
hud_draw_fixed_reticle "0"
// Materials______________________________________
mat_mipmaptextures "1" // texture quality decreases with distance !!!!!!!!!!!!!!!!!!!!
mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
mat_reducefillrate "1" // Reduces the fillrate when the game is run in DXLevel 8.
mat_antialias "0" // disables antialiasing
mat_bumpmap "0" // disables bumpmapping
mat_bufferprimitives "1"
mat_clipz "1"
mat_colorcorrection "0"
mat_compressedtextures "1"
mat_disable_bloom "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_filterlightmaps "0"
mat_forceaniso "0"
mat_forcehardwaresync "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_hdr_enabled "0" // Report if HDR is enabled for debugging
mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_parallaxmap "0"
mat_shadowstate "0"
mat_use_compressed_hdr_textures "0"
mat_specular "0" // 1 for shiny uber, black int/flagmat_trilinear
mat_trilinear "0" // Disables the use of Trilinear mipmapping.
mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8.
mat_aaquality "0"
mat_reducefillrate "1"
mat_softwarelighting "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomscale "0"
mat_bloom_scalefactor_scalar "0"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_fastnobump "0"
mat_fastspecular "1"
mat_filterlightmaps "0"
mat_force_bloom "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_leafvis "0"
mat_norendering "0"
mat_parallaxmap "0"
mat_diffuse "1"
// Net____________________________________________
net_graphpos "2"
net_graphheight "0"
net_graphproportionalfont "0" // Scale font to suit screen resolution
net_graphshowinterp "1" // Net graph 4 feature
net_graphshowlatency "1" // Net graph 4 feature
// Violence_______________________________________
violence_agibs "0" // Show alien gib entities
violence_hgibs "0" // Show human gib entities
violence_hblood "0" // Draw human blood
violence_ablood "0" // Draw alien blood
// R vars_________________________________________
r_avglight "0" // _disables average lighting_
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_cheapwaterstart "1" // worse water rendering
r_cheapwaterend "1" // worse water rendering
r_drawflecks "0"
r_decals "0"
r_dynamic "0"
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
r_drawmodeldecals "0"
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0"
r_eyes "0"
r_fastzreject "1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_lod "2" // _adjusts model quality--set between -5 and 5_
r_occlusion "1" // Activate/deactivate the occlusion system.
r_rootlod "2" // Root LOD
r_renderoverlayfragment "0"
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_teeth "0"
r_waterdrawreflection "0" // Enable water reflection
r_WaterDrawRefraction "1"
r_worldlights "0" // number of world lights to use per vertex
r_waterforceexpensive "0"
r_shadowmaxrendered "0" // Max shadows the game will render.
r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model.
r_shadows "0" // 0=better fps, no shadows
r_3dnow "0" // Enable/disable 3DNow code
r_3dsky "0" // Enable the rendering of 3d sky boxes
r_sse2 "1" // Enable/disable SSE2 code
r_ambientboost "0"
r_ambientmin "0"
r_ambientfactor "0"
r_drawmodelstatsoverlaymin "0.1"
r_drawmodelstatsoverlaymax "1.5"
r_lightaverage "0"
r_lightinterp "0" // _disables light interpolation_
r_ropetranslucent "0"
r_drawdetailprops "0"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "1"
r_queued_post_processing "1"
r_drawbatchdecals "0"
r_ForceWaterLeaf "0"
r_hunkalloclightmaps "0"
r_maxdlights "0"
r_maxmodeldecal "0"
r_maxnewsamples "0"
r_maxsampledist "0"
r_minnewsamples "0"
r_bloomtintg "0"
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintr "0"
// CL vars________________________________________
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
cl_detailfade "0"
cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass "0" // Disables brass ejection
cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
cl_muzzleflash_dlight_1st "0"
cl_phys_props_max "0" // Maximum amount of physics props allowed.
cl_predictweapons "1" // perform client side prediction of weapon effects.
cl_predict "1" // Perform client side prediction.
cl_playerspraydisable "1"
cl_ragdoll_collide "0"
cl_ragdoll_physics_enable "0" // Enable/disable ragdoll physics.
cl_ragdoll_forcefade "1"
cl_ragdoll_fade_time "0" // dead models disappear instant
cl_ragdoll_sleepaftertime "0"
ragdoll_sleepaftertime "0"
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
tf_playergib "0"
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_show_splashes "0"
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble "0" // Turn on rumble debugging spew
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
// Rope___________________________________________
rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "0" // Collide rope with the world
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth "0" // Do an antialiasing effect on ropes
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
// Set Various Settings___________________________
mem_max_heapsize "1536"
sv_alternateticks "0" // If set, server only simulates entities on even numbered ticks.
sv_forcepreload "1" // forces preload to help increase performance
jpeg_quality "100" // jpeg screenshot quality.
mat_monitorgamma "1.7" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default)
prop_active_gib_limit "0"
func_break_max_pieces "3"
showhitlocation "1"
mp_decals "0" // How many player sprays will be shown.
gl_clear "0"
muzzleflash_light "0"
lod_transitiondist "0"
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
adsp_debug "0"
mp_usehwmmodels "-1"
mp_usehwmvcds "-1"
// Other__________________________________________
blink_duration "0" // Duration of a model that blinks
bind "F12" !admin
bind "]" explode
clear
echo autoexec.cfg loaded
echo "Iggy's config loaded"
echo "I'm young, I'm strong, I'm Iggy."
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