//----------------------// //--HQ Graphics Config--// //----------------------// m_rawinput 1 // def. "0" # Mouse Raw input 0 = off 1 = on mat_queue_mode 2 // def. "1" # Multicore rendering. 0 = off 1 = auto 2 = on //mat_dxlevel 98 // def. "90" #Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9. sv_cheats 0 // def. "0" # 0 - Disables cheats, 1 = Enables cheats mat_vsync 0 // def. "0" # Force sync to vertical retrace. Turn off vsync to avoid nasty I/O latency. r_drawviewmodel 1 viewmodel_fov 70 mat_monitorgamma 2.0 // def. "2.0" # Controls brightness, try 1.8 to make it brighter or 2.2 to get it darker. // Only works in fullscreen. r_renderoverlayfragment 1 // def. "1" # Overlaid textures that make up decal like effects sv_forcepreload 1 //def. "0" # Force server side preloading. //----------------------// //----Special Effects---// //----------------------// cl_new_impact_effects 1 // def. "0" # Enables fancy new impact effects on objects cl_burninggibs 1 // def. "0" # Gibs from burning person stay on fire cl_ragdoll_collide 1 // def. "0" # Collision between corpses on(1)/off(0) //----------------------// //-----Rain Effects-----// //----------------------// tf_particles_disable_weather 0 // def. "0" # Disable weather effects on maps supporting // it, for example, setting this to `1' // disables rain effects on *_sawmill. //r_rainradius 1500 // def. "1500" # CHEAT //r_rainsplashpercentage 20 // def. "20" # CHEAT //----------------------// //-------Lighting-------// //----------------------// //r_avglight 1 // def. "1" # CHEAT //r_radiosity 4 // def. "4" # CHEAT 0 = No radiosity 1 = Radiosity with ambient cube (6 samples) // 2 = Radiosity with 162 samples 3 = 162 samples for static props, 6 samples for everything else // in practice the only two that seem to matter are 0 to disable and 4 to re-enable mat_disable_lightwarp 0 // def. "0" # Disables lightwarps, which partially determine shading for players, entities, and the map. mat_phong also does this. mat_disable_ps_patch 0 // def. "0" mat_filterlightmaps 1 // def. "1" # Smooths lightmaps. Lighting appears blocky when this is off. r_ambientboost 1 // def. "1" # Set to boost ambient term if it is totally swamped by local lights r_ambientfactor 5 // def. "5" # Boost ambient cube by no more than this factor r_ambientmin 0 // def. "0" # Threshold above which ambient cube will not boost (i.e. its already sufficiently bright r_dynamic 1 // def. "1" r_flashlightdepthtexture 1 // def. "1" r_lightaverage 1 // def. "1" # Activates/deactivate light averaging r_maxdlights 32 // def. "32" # Specifies the maximum number of dynamic lights visible. // High values may cause significant performance loss in combat. r_worldlights 2 // def. "2" # Number of world lights to use per vertex r_physpropstaticlighting 1 // def. "1" # Dtermines if there should be static lighting on props rope_averagelight 1 // def. "1" # Makes ropes use average of cubemap lighting instead of max intensity. mat_phong 1 // def. "1" # Enables/disables phong lighting (when turned off it makes the shine of models dissappear resembling DX8 graphics) mat_bloom_scalefactor_scalar 1 // def. "1" mat_bloomscale 1 // def. "1" r_occlusion 1 // def. "1" # Activate/deactivate the occlusion system cl_muzzleflash_dlight_1st 1 // def. "1" //----------------------// //--------Models--------// //----------------------// mp_usehwmmodels 1 // def. "0" # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU) mp_usehwmvcds 1 // def. "0" # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU) mat_disablehwmorph 0 // def. "0" # Disables HW morphing for particular mods r_lod 0 // def. "-1" # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2) // sv_cheats_best(-2)/sv_cheats_worst(-5) r_rootlod 0 // def. "0" # Base-LOD of Model. you cant get a better lod // best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5) cl_detaildist 8096 // def. "1200" # Distance at which detail props are no longer visible cl_detailfade 0 // def. "400" # Distance across which detail props fade in / Stops some details from fading at a distance lod_TransitionDist 6400 // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality // Maxes out the distance that detail fades out. For this command you will notice that at // a distance weapon models will not change to their lower polycount versions. r_maxnewsamples 6 // def. "6" r_maxsampledist 128 // def. "128" r_propsmaxdist 6000 // def. "1200" # Maximum visible distance cl_drawmonitors 1 // def. "1" # Disables the rendering of in-game "monitors" which contain 3D rendered images. Mostly, if not completely unused in TF2. cl_ejectbrass 1 // def. "1" # Determines whether spent shells are shown ejecting from a gun. func_break_max_pieces 15 // def. "15" # Undocumented, but probably the same as props_break_max_pieces r_decalstaticprops 1 // def. "1" # Decal static props test r_staticprop_lod -1 // def. "-1" rope_collide 1 // def. "1" # Collide rope with the world rope_rendersolid 1 // def. "1" rope_smooth 1 // def. "1" # Do an antialiasing effect on ropes rope_subdiv 8 // def. "2" # # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0) rope_wind_dist 1000 // def. "1000" # Don't use CPU applying small wind gusts to ropes when they're past this distance. r_drawdetailprops 1 // def. "1" # 0=Off, 1=Normal, 2=Wireframe tracer_extra 1 // def. "1" //----------------------// //----Facial features---// //----------------------// blink_duration .4 // def. "0" # How many seconds an eye blink will last. r_eyes 1 // def. "1" # Whether or not characters have eyes r_flex 1 // def. "1" flex_rules 1 // def. "1" # Allow flex animation rules to run. flex_smooth 1 // def. "1" # Applies smoothing/decay curve to flex animation controller changes. r_teeth 1 // def. "1" # Whether or not characters have teeth //----------------------// //-------Ragdolls-------// //----------------------// cl_ragdoll_fade_time 15 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse cl_ragdoll_forcefade 0 // def. "0" cl_ragdoll_physics_enable 1 // def. "1" g_ragdoll_fadespeed 600 // def. "600" g_ragdoll_lvfadespeed 100 // def. "100" ragdoll_sleepaftertime "5.0f" // def. "5.0f" cl_jiggle_bone_framerate_cutoff 1 // def. "45" # Skip jiggle bone simulation if framerate drops below this value (frames/second) // A setting of 0 turns off jigglebones, their performance impact is generally none/negligible. //----------------------// //---------Gibs---------// //----------------------// violence_ablood 1 // def. "1" # Draw alien blood violence_agibs 1 // def. "1" # Show alien gib entities violence_hblood 1 // def. "1" # Draw human blood violence_hgibs 1 // def. "1" # Show human gib entities cl_phys_props_max 2048 // def. "300" # Allows for more dynamic props. e.g. small props that move around like bottles or cans. cl_phys_props_enable 1 // def. "1" # Enable clientside physics props (must be set before loading a level). props_break_max_pieces -1 // def. "-1" # Maximum prop breakable piece count (-1 = model default) //----------------------// //-------Shadows--------// //----------------------// mat_reducefillrate 0 // def. "0" # Shader detail on 'High'. Reduces the fillrate when the game is run in DX8. r_shadows 1 // def. "1" # Determines whether shadows are drawn <<<<<<< HEAD r_threaded_client_shadow_manager 1 // def. "0" # ======= >>>>>>> origin/master cl_blobbyshadows 0 // def. "" # mat_shadowstate 1 // def. "1" r_shadowmaxrendered 32 // def. "32" # Maximum number of shadows rendered r_shadowrendertotexture 1 // def. "1" # Determines shadow quality - is the same as the "Shadow Detail" option in the menu // High quality 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'. //----------------------// //-----Water Effects----// //----------------------// mat_wateroverlaysize 512 // def. "128" r_waterforceexpensive 1 // def. "1" # 1 = High (reflect world), 0 = Low (simple reflect) r_waterdrawreflection 1 // def. "1" # Enable water reflection r_waterdrawrefraction 1 // def. "1" # Enable water refraction r_waterforcereflectentities 1 // def. "0" cl_show_splashes 1 // def. "1" # Show splashes in water r_cheapwaterstart 1800 r_cheapwaterend 1900 r_forcewaterleaf 0 // def. "1" # Enable for optimization to water - considers view in leaf under water for purposes of culling //----------------------// //-------Textures-------// //----------------------// cl_playerspraydisable 0 // def. "1" # Disables Sprays r_spray_lifetime 2 mat_bumpmap 1 // def. "1" # Toggles bumpmap rendering on/off. // Setting this to 0 on dx9 will cause // a strange 'shine' effect to appear on all players. mat_compressedtextures 1 // def. "1" # When set to 0 the engine will use uncompressed textures for the current map. CAUSES CRASHES mat_picmip -1 // def. "0" # Higher = more mipmapping. Max with cheats is -10. Without `sv_cheats 1', you're looking // at a range from -1 to 2, -1 being the best quality, 2 being the worst. mat_specular 1 // def. "1" # Enable/Disable specularity for performance testing. Will cause a material reload upon change. // 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_fastspecular 1 // def. "1" # Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. mp_decals 4096 // def. "200" # Number of decals allowed r_decals 4096 // def. "2048" r_maxmodeldecal 100 // def. "50" # Sets the maximum decals visible on a single model. r_queued_decals 0 // def. "0" # Offloads a bit of decal rendering setup work to the material system queue when enabled. mat_parallaxmap 1 // def. "0" # Enables the use of parallax maps mat_forceaniso 16 // def. "1" # Sets Anistropic Filtering Level 1/2/4/6/8 (1 = off) mat_envmapsize 512 // def. "128" # Adjusts the resolution of environment maps that are used for reflective surfaces. mat_envmaptgasize 512 // def. "32" mat_filtertextures 1 // def. "1" #Smooths textures. Textures appear blocky when this is off. mat_trilinear 1 // def. "1" # Enables Trilinear filtering in the anisotropic filtering settings. mat_max_worldmesh_vertices 512 r_3dsky 1 // def. "1" # Enable the rendering of 3d sky boxes r_decal_cullsize 0 // def. "5" # Decals under this size in pixels are culled r_drawflecks 1 // def. "1" //----------------------// //---Post Processing----// //----------------------// mat_postprocess_x 8 mat_postprocess_y 8 //mat_hdr_level 2 // def. "?" # Sets the level of High Dynamic Range //mat_colorcorrection 1 // def. "0" # Enables color correction mat_colcorrection_disableentities 0 // def "0" # Disable map color-correction entities. mat_disable_bloom 0 // def. "1" # Disables bloom mat_disable_fancy_blending 0 // def. "0" # Disables fancy texture blending. mat_reduceparticles 0 // def. "0" # Reduces particle count. r_queued_post_processing 1 // def. "0" # No Description. Possibly enables multithreading processing of post processing // effects on CPUs with multiple cores r_threaded_particles 1 // def. "1" //mat_hdr_uncapexposure 1 // def. "0" # CHEAT //mat_hdr_tonemapscale 16 // def. "1" # CHEAT 16 = eyes wide open. //----------------------// //-----Motion Blur------// //----------------------// mat_motion_blur_enabled 1 // def. "0" # Enables motion blur mat_motion_blur_forward_enabled 1 // def. "0" # Enables Motion Blur when moving forwards fast mat_motion_blur_strength 1 // def. "0" # Sets the intensity of motion blur mat_motion_blur_falling_intensity 1 // def. "1" # Sets the intensity of motion blur when falling mat_motion_blur_percent_of_screen_max 4 // def. "4" # Percentage of screen to blur mat_motion_blur_rotation_intensity 1 // def. "1" # Sets the intensity of motion blur when turning //----------------------// //-----Antialiasing-----// //----------------------// //BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further // aliasing, such as power lines. Little to no frame loss with this enabled. mat_software_aa_quality 2 // def. "0" # Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter) mat_software_aa_strength 2 // def. "0" # Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o... rest of the description is cut off. mat_software_aa_strength_vgui 2 // def. "1" # Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass. mat_software_aa_tap_offset 1 // def. "1" # Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im mat_software_aa_blur_one_pixel_lines 0.5 // def. "1" # How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots) mat_software_aa_edge_threshold 0.8 // def. "1" # Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more //----------------- mat_antialias 8 // def. "1" # changes between Anti Aliasing levels. 1/2/4/6/8 (1 = off) mat_aaquality 2 //* mat_antialias set to 4 and mat_aaquality set to 2 will = 8xCSAA //* mat_antialias set to 8 and mat_aaquality set to 2 will = 16xQCSAA //----------------------// //---------Misc.--------// //----------------------// mat_clipz 1 // def. "1" # FX card users should set this to 0 mat_forcehardwaresync 0 // def. "1" mat_levelflush 1 // def. "1" r_fastzreject -1 // def. "0" # Activate/deactivates a fast z-setting algorithm to take // advantage of hardware with fast z reject. // Use -1 to default to hardware settingsValues >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. cl_threaded_bone_setup 1 // def. "0" # Enable parallel processing of C_BaseAnimating::SetupBones() ai_expression_optimization 0 // def. "0" # Disable npc background expressions when you can't see them. fast_fogvolume 0 // def. "0" r_pixelfog 1 // def. "1" mod_load_anims_async 0 // def. "0" mod_load_mesh_async 0 // def. "0" mod_load_vcollide_async 0 // def. "0" r_queued_ropes 1 // def. "1" r_threaded_renderables 1 // def. "0" cl_forcepreload 1 // def. "0" # 1 forces preloading 0 disables it //----------------------// //---------Sound--------// //----------------------// dsp_enhance_stereo 1 // def. "1" dsp_slow_cpu 0 // def. "0" # If set to 1, reduces the quality of DSP effects. Negligible performance gain. snd_async_fullyasync 1 // def. "0" #All playback is fully async (sound doesn't play until data arrives). // 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 1 // def. "1" # Helps determine what to set the audio quality at. snd_spatialize_roundrobin 0 // # Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized snd_mixahead 0.04 // def. "0.1" # Sets how long it takes until attack sounds play. By default the setting is 0.1, // or 100ms, which is 1/10 of a second. Sounds usually start to glitch at lower values, so play // around with this and see how low you can get! //----------------------// //---Print to Console---// //----------------------// clear echo "-------------------------------------------------------" echo " Max Quality Config Loaded. " echo "-------------------------------------------------------"