mp_decals 100 // decrease decals limitr_decals 100 // sameg_ragdoll_maxcount 10 // max count of ragdollsg_ragdoll_important_maxcount 10 // !important! ragdoll count not set to 0 or decrease under 5 r_shadowmaxrendered 0 // max count of dynamic shadows (0 - shadows disabled)r_threaded_client_shadow_manager "1" // threaded shadow managerr_queued_decals "1" // decalsr_queued_post_processing "1" // threaded HDR ?threadpool_affinity "2" // multithread ?mem_max_heapsize "1024" // heap size
sv_cheats 1cl_soundemitter_flushcl_soundscape_flushsoundscape_flushsnd_async_fullyasync 1snd_async_spew_blocking 1snd_async_flushsnd_restartsv_soundemitter_filecheckreport_soundpatchvoice_modenable 0
You need to rebuild your audio-cache. Open console, type snd_rebuildaudiocache wait and restart your game
ai_expression_optimization 1If set to 1, disables NPC expressions when you can't see them, potentially improving performance.
But...Quoteai_expression_optimization 1If set to 1, disables NPC expressions when you can't see them, potentially improving performance.I can't see a reason for this not to work on single core machines, can someone explain it to me?
disables NPC expressions when you can't see them
Quote from: Ingram on June 16, 2012, 11:47:25 AMBut...Quoteai_expression_optimization 1If set to 1, disables NPC expressions when you can't see them, potentially improving performance.I can't see a reason for this not to work on single core machines, can someone explain it to me?This tweak is CPU-independent.Quotedisables NPC expressions when you can't see themmaybe NPCs are using a simplified behavior which reduces CPU usage.question:steam-version have p3\reslists folder?
// Unexplained crashes? Try changing mat_queue_mode to `-1'.// ----------------------------------------------------------------------------// Chris' maxframes config, designed to get you a large performance boost// v2.010 | 26 August 2012 | fakkelbrigade.eu/chris/configs/// ----------------------------------------------------------------------------// Problems or questions? Contact me at #christf2 on QuakeNet.// ----------------------------------------------------------------------------// Launch options:// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!//// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd// Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd// ----------------------------------------------------------------------------// ----------------------------------------------------------------------------// FPS cap// ----------------------------------------------------------------------------// The primary benefit of an FPS cap is to make the FPS more stable, other than// that, it doesn't do a lot. A moderate, consistent framerate is much more// desirable than a variable but sometimes high framerate. A common// misconception is that if any more frames are generated than your monitor can// display, they are useless. This is wrong -- frames are used for much more// than mere display, and affect the way the game feels well past your// refresh rate.//// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in// any case, or the discrepancy between clientside frame generation and frames// to be sent to the server will no doubt cause you many a headache, especially// when it comes down to hit registration. Other than that, I recommend// for everyone to use the value `132' (2*66), as long as you can generally// keep that value stable without regular drops.// ----------------------------------------------------------------------------cl_showfps 1 // Show unsmoothed FPS meter//fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for somefps_max 0// ----------------------------------------------------------------------------// Net settings// ----------------------------------------------------------------------------// Whilst net settings perhaps aren't an integral part of an FPS config, they// are a fact of life in competitive TF2, and as such, they are included here.//// A common question I am asked -- what defines whether a good connection is// good or bad? Mostly personal preference. If you're not willing to make the// choice, try both and see which is better for you.//// Generally, meeting both of the following conditions would classify it as a// good connection://// - Ping of <80 to the average server you join// - Generally no/negligible choke/loss (can be checked with `net_graph')//// There's some pretty good documentation on this here:// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking//// Uncomment (remove the `//' from) one of the groups if you want to use them.// ----------------------------------------------------------------------------// Good connection//cl_cmdrate 66//cl_interp 0//cl_interp_ratio 1//cl_lagcompensation 1//cl_pred_optimize 2//cl_smooth 0//cl_smoothtime 0.01//cl_updaterate 66//rate 60000// Bad connection//cl_cmdrate 40//cl_interp 0//cl_interp_ratio 2//cl_lagcompensation 1//cl_pred_optimize 2//cl_smooth 0//cl_smoothtime 0.01//cl_updaterate 40//rate 35000// ----------------------------------------------------------------------------// 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 sprayscl_playerspraydisable 1r_spray_lifetime 0// Enable sprays -- uncomment this section if you want these settings//cl_playerspraydisable 0//r_spray_lifetime 2// ----------------------------------------------------------------------------// Shadows// ----------------------------------------------------------------------------// Disable shadowsmat_shadowstate 0r_shadowmaxrendered 0r_shadowrendertotexture 0r_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// ----------------------------------------------------------------------------// Facial features// ----------------------------------------------------------------------------// Disable facial featuresr_eyes 0r_flex 0r_lod 2r_rootlod 2r_teeth 0// Enable facial features -- uncomment this section if you want these settings//r_eyes 1//r_flex 1//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.//r_rootlod 1//r_teeth 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 settingscl_ragdoll_fade_time 15cl_ragdoll_forcefade 0cl_ragdoll_physics_enable 1g_ragdoll_fadespeed 600g_ragdoll_lvfadespeed 100ragdoll_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 settingscl_phys_props_enable 1cl_phys_props_max 128props_break_max_pieces -1r_propsmaxdist 1000violence_agibs 1violence_hgibs 1// ----------------------------------------------------------------------------// Graphical// ----------------------------------------------------------------------------// Now we come to the main brunt of the config. You probably don't want to mess// with this.// ----------------------------------------------------------------------------cl_detaildist 0cl_detailfade 0cl_drawmonitors 0cl_ejectbrass 0cl_new_impact_effects 0cl_show_splashes 0func_break_max_pieces 0glow_outline_effect_enable 0 // Cart glow effect.lod_transitiondist 0mat_antialias 0mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause // a strange `shine' effect to appear on all players.mat_colcorrection_disableentities 1mat_colorcorrection 0mat_disable_bloom 1mat_disable_fancy_blending 1mat_disable_lightwarp 1mat_envmapsize 8mat_envmaptgasize 8mat_filterlightmaps 0mat_filtertextures 0mat_forceaniso 1mat_hdr_level 0mat_max_worldmesh_vertices 512mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2 // to get it darker. Only works in fullscreen.mat_motion_blur_enabled 0mat_parallaxmap 0mat_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 1mat_reduceparticles 1mat_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 0mat_wateroverlaysize 1mp_decals 1 // `9' is a good value to still see the spread pattern from a // scattergun without any real performance loss.r_3dsky 0r_ambientboost 0r_ambientfactor 0r_ambientmin 0r_avglight 0r_cheapwaterend 1r_cheapwaterstart 1r_decals 1r_decalstaticprops 0r_decal_cullsize 15r_drawdetailprops 0r_drawmodeldecals 0r_drawflecks 0r_dynamic 0r_flashlightdepthtexture 0r_forcewaterleaf 1r_lightaverage 0r_maxnewsamples 2r_maxsampledist 1r_propsmaxdist 0r_renderoverlayfragment 0r_staticprop_lod 4r_waterdrawreflection 0r_waterdrawrefraction 1r_waterforceexpensive 0r_waterforcereflectentities 0rope_averagelight 0rope_collide 0rope_rendersolid 0rope_shake 0rope_smooth 0rope_subdiv 0rope_wind_dist 0tf_particles_disable_weather 1 // Disable weather effects on maps supporting // it, for example, setting this to `1' // disables rain effects on *_sawmill.// ----------------------------------------------------------------------------// Misc// ----------------------------------------------------------------------------in_usekeyboardsampletime 0mat_clipz 1 // FX card users should set this to 0mat_forcehardwaresync 0mat_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 0dsp_slow_cpu 1snd_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=65161snd_pitchquality 0snd_spatialize_roundrobin 1// ----------------------------------------------------------------------------// Threading// ----------------------------------------------------------------------------mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it // defines the threading method to be used by the material // system. It has been unstable to use in the past, but // nowadays it's generally okay. // // Here are the possible values: // -2 legacy default // -1 default // 0 synchronous single thread // 1 queued single thread // 2 queued multithreaded // // If you have problems with the value `2', try setting it to // `-1'. // // As an aside, there are quite a few bugs in the demo system // that occur when mat_queue_mode is set to a value that is // not `-1'. If you intend to do work with the demo system, // maybe you should change this.cl_threaded_bone_setup 0cl_threaded_client_leaf_system 0r_queued_decals 0r_queued_ropes 1r_queued_post_processing 0r_threaded_client_shadow_manager 1r_threaded_particles 1r_threaded_renderables 1// ----------------------------------------------------------------------------// Misc// ----------------------------------------------------------------------------cl_forcepreload 1 // Force preloading// ----------------------------------------------------------------------------// Print to console// ----------------------------------------------------------------------------echo "-------------------------------------------------------"echo " Chris' maxframes config loaded. "echo "-------------------------------------------------------"echo "Please direct all comments/queries/whatnot to"echo "#christf2 on QuakeNet."
There is also the universal max fps config for source games:Code: [Select]// Unexplained crashes? Try changing mat_queue_mode to `-1'.// ----------------------------------------------------------------------------// Chris' maxframes config, designed to get you a large performance boost// v2.010 | 26 August 2012 | fakkelbrigade.eu/chris/configs/// ----------------------------------------------------------------------------// Problems or questions? Contact me at #christf2 on QuakeNet.// ----------------------------------------------------------------------------// Launch options:// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!//// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd// Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd// ----------------------------------------------------------------------------// ----------------------------------------------------------------------------// FPS cap// ----------------------------------------------------------------------------// The primary benefit of an FPS cap is to make the FPS more stable, other than// that, it doesn't do a lot. A moderate, consistent framerate is much more// desirable than a variable but sometimes high framerate. A common// misconception is that if any more frames are generated than your monitor can// display, they are useless. This is wrong -- frames are used for much more// than mere display, and affect the way the game feels well past your// refresh rate.//// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in// any case, or the discrepancy between clientside frame generation and frames// to be sent to the server will no doubt cause you many a headache, especially// when it comes down to hit registration. Other than that, I recommend// for everyone to use the value `132' (2*66), as long as you can generally// keep that value stable without regular drops.// ----------------------------------------------------------------------------cl_showfps 1 // Show unsmoothed FPS meter//fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for somefps_max 0// ----------------------------------------------------------------------------// Net settings// ----------------------------------------------------------------------------// Whilst net settings perhaps aren't an integral part of an FPS config, they// are a fact of life in competitive TF2, and as such, they are included here.//// A common question I am asked -- what defines whether a good connection is// good or bad? Mostly personal preference. If you're not willing to make the// choice, try both and see which is better for you.//// Generally, meeting both of the following conditions would classify it as a// good connection://// - Ping of <80 to the average server you join// - Generally no/negligible choke/loss (can be checked with `net_graph')//// There's some pretty good documentation on this here:// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking//// Uncomment (remove the `//' from) one of the groups if you want to use them.// ----------------------------------------------------------------------------// Good connection//cl_cmdrate 66//cl_interp 0//cl_interp_ratio 1//cl_lagcompensation 1//cl_pred_optimize 2//cl_smooth 0//cl_smoothtime 0.01//cl_updaterate 66//rate 60000// Bad connection//cl_cmdrate 40//cl_interp 0//cl_interp_ratio 2//cl_lagcompensation 1//cl_pred_optimize 2//cl_smooth 0//cl_smoothtime 0.01//cl_updaterate 40//rate 35000// ----------------------------------------------------------------------------// 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 sprayscl_playerspraydisable 1r_spray_lifetime 0// Enable sprays -- uncomment this section if you want these settings//cl_playerspraydisable 0//r_spray_lifetime 2// ----------------------------------------------------------------------------// Shadows// ----------------------------------------------------------------------------// Disable shadowsmat_shadowstate 0r_shadowmaxrendered 0r_shadowrendertotexture 0r_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// ----------------------------------------------------------------------------// Facial features// ----------------------------------------------------------------------------// Disable facial featuresr_eyes 0r_flex 0r_lod 2r_rootlod 2r_teeth 0// Enable facial features -- uncomment this section if you want these settings//r_eyes 1//r_flex 1//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.//r_rootlod 1//r_teeth 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 settingscl_ragdoll_fade_time 15cl_ragdoll_forcefade 0cl_ragdoll_physics_enable 1g_ragdoll_fadespeed 600g_ragdoll_lvfadespeed 100ragdoll_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 settingscl_phys_props_enable 1cl_phys_props_max 128props_break_max_pieces -1r_propsmaxdist 1000violence_agibs 1violence_hgibs 1// ----------------------------------------------------------------------------// Graphical// ----------------------------------------------------------------------------// Now we come to the main brunt of the config. You probably don't want to mess// with this.// ----------------------------------------------------------------------------cl_detaildist 0cl_detailfade 0cl_drawmonitors 0cl_ejectbrass 0cl_new_impact_effects 0cl_show_splashes 0func_break_max_pieces 0glow_outline_effect_enable 0 // Cart glow effect.lod_transitiondist 0mat_antialias 0mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause // a strange `shine' effect to appear on all players.mat_colcorrection_disableentities 1mat_colorcorrection 0mat_disable_bloom 1mat_disable_fancy_blending 1mat_disable_lightwarp 1mat_envmapsize 8mat_envmaptgasize 8mat_filterlightmaps 0mat_filtertextures 0mat_forceaniso 1mat_hdr_level 0mat_max_worldmesh_vertices 512mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2 // to get it darker. Only works in fullscreen.mat_motion_blur_enabled 0mat_parallaxmap 0mat_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 1mat_reduceparticles 1mat_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 0mat_wateroverlaysize 1mp_decals 1 // `9' is a good value to still see the spread pattern from a // scattergun without any real performance loss.r_3dsky 0r_ambientboost 0r_ambientfactor 0r_ambientmin 0r_avglight 0r_cheapwaterend 1r_cheapwaterstart 1r_decals 1r_decalstaticprops 0r_decal_cullsize 15r_drawdetailprops 0r_drawmodeldecals 0r_drawflecks 0r_dynamic 0r_flashlightdepthtexture 0r_forcewaterleaf 1r_lightaverage 0r_maxnewsamples 2r_maxsampledist 1r_propsmaxdist 0r_renderoverlayfragment 0r_staticprop_lod 4r_waterdrawreflection 0r_waterdrawrefraction 1r_waterforceexpensive 0r_waterforcereflectentities 0rope_averagelight 0rope_collide 0rope_rendersolid 0rope_shake 0rope_smooth 0rope_subdiv 0rope_wind_dist 0tf_particles_disable_weather 1 // Disable weather effects on maps supporting // it, for example, setting this to `1' // disables rain effects on *_sawmill.// ----------------------------------------------------------------------------// Misc// ----------------------------------------------------------------------------in_usekeyboardsampletime 0mat_clipz 1 // FX card users should set this to 0mat_forcehardwaresync 0mat_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 0dsp_slow_cpu 1snd_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=65161snd_pitchquality 0snd_spatialize_roundrobin 1// ----------------------------------------------------------------------------// Threading// ----------------------------------------------------------------------------mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it // defines the threading method to be used by the material // system. It has been unstable to use in the past, but // nowadays it's generally okay. // // Here are the possible values: // -2 legacy default // -1 default // 0 synchronous single thread // 1 queued single thread // 2 queued multithreaded // // If you have problems with the value `2', try setting it to // `-1'. // // As an aside, there are quite a few bugs in the demo system // that occur when mat_queue_mode is set to a value that is // not `-1'. If you intend to do work with the demo system, // maybe you should change this.cl_threaded_bone_setup 0cl_threaded_client_leaf_system 0r_queued_decals 0r_queued_ropes 1r_queued_post_processing 0r_threaded_client_shadow_manager 1r_threaded_particles 1r_threaded_renderables 1// ----------------------------------------------------------------------------// Misc// ----------------------------------------------------------------------------cl_forcepreload 1 // Force preloading// ----------------------------------------------------------------------------// Print to console// ----------------------------------------------------------------------------echo "-------------------------------------------------------"echo " Chris' maxframes config loaded. "echo "-------------------------------------------------------"echo "Please direct all comments/queries/whatnot to"echo "#christf2 on QuakeNet."Try it, maybe reduce crashes, freezes, lagg, etc. The game will always start with the lowest settings, so every time before going to play i set texture quality to very high in advanced graphic options, and let the rest of options disabled/low.
just a shame I found out really late that P III wasn't made by RWS but some Soviet dudes . About 1 year ago, found out.