JustPaste.it

"r_flashlightupdatedepth" = "0"
adsp_debug "0"
adsp_debug 0
blink_duration 0
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
cc_predisplay_time 0
cc_subtitles 1
cl_allowdownload 0
cl_allowupload 0
cl_ask_blacklist_opt_out "1"
cl_ask_favorite_opt_out "1"
cl_autoreload 1
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
cl_debugrumble 0
cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible
cl_detailfade 0
cl_disablehtmlmotd 1
cl_downloadfilter "nosounds"
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_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
cl_interp "0.02" // Interpolate x seconds from game (0.02 = 20ms)
cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
cl_interp_ratio 1
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_jiggle_bone_framerate_cutoff 0
cl_lagcompensation 1
cl_loadondemand_default 0
cl_localnetworkbackdoor 0 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
cl_muzzleflash_dlight_1st 0
cl_new_impact_effects 0
cl_phys_props_enable 0
cl_phys_props_max 0
cl_playerspraydisable 1
cl_pred_optimize 2
cl_predict "1" // Perform client side prediction.
cl_predictweapons "1" // perform client side prediction of weapon effects.
cl_ragdoll_collide "0"
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
cl_rumblescale 0
cl_show_splashes "0"
cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
cl_showhelp 0
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_smooth 0
cl_smoothtime 0.01
cl_threaded_bone_setup 1
cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
closecaption 1
commentary 0
developer 1
dsp_enhance_stereo 1 // Set to "0" for speakers or virtual surround sound
dsp_slow_cpu 1
dsp_water 0
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
fov_desired 90
fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
func_break_max_pieces 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed "0"
gl_clear "0"
glow_outline_effect_enable 1 // Cart glow effect.
host_thread_mode "2" // set to "1" for Dual Core CPU's
hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker
hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen
hud_saytext_time 0
in_usekeyboardsampletime 0
jpeg_quality "100" // jpeg screenshot quality.
lod_transitiondist 0
m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
mat_aaquality 0 // low 0
mat_alphacoverage "0"
mat_antialias 0
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloom_scalefactor_scalar "0"
mat_bloomscale "0"
mat_bufferprimitives "1"
mat_bumpmap "0"
mat_clipz 1 // FX card users should set this to 0
mat_colcorrection_disableentities 0
mat_colorcorrection 0
mat_compressedtextures "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_diffuse "1"
mat_disable_bloom 1
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 1
mat_filtertextures "0"
mat_forceaniso "0" // change to 0 if you notice lower fps
mat_forcehardwaresync 0
mat_forcemanagedtextureintohardware 0
mat_framebuffercopyoverlaysize "0"
mat_hdr_enabled "0" // Report if HDR is enabled for debugging
mat_hdr_level 0
mat_levelflush 1
mat_max_worldmesh_vertices "0"
mat_maxframelatency "0"
mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0)
mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
mat_motion_blur_enabled 0
mat_non_hdr_bloom_scalefactor "0"
mat_parallaxmap "0" // def. "0" # Use Parallaxmapping
mat_phong 0
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_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
mat_reduceparticles 1
mat_shadowstate 0
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_strength "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_tap_offset "0"
mat_softwarelighting "0"
mat_specular "0"
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0)
mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_vsync 0 // v-sync causes significant input lag. Turn off in your GPU suite, too.
mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8.
mp_decals "0" // def. "200" # Count of Decals used for Multiplayer
mp_usehwmmodels "-1"
mp_usehwmvcds "-1"
muzzleflash_light "0"
nb_shadow_dist = "200"
net_graphtext 1
net_queue_trace 0
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
prop_active_gib_limit "0"
props_break_max_pieces "0" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
r_3dnow "1" // Enable/disable 3DNow code
r_3dnow 0
r_3dsky "0" // Enable the rendering of 3d sky boxes
r_ambientboost "0"
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintg "0"
r_bloomtintr "0"
r_cheapwaterend 1
r_cheapwaterend 200
r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0"
r_drawbatchdecals "0"
r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe
r_drawflecks "0"
r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0)
r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0)
r_eyegloss 0
r_eyemove 0
r_eyes "0"
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 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_flashlightdepthres 1
r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low
r_flashlightrenderworld 0
r_flashlightscissor 0
r_flex "0"
r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_hunkalloclightmaps "0"
r_hunkalloclightmaps "0"
r_lightaverage "0" // def. "1" # light averaging on(1)/off(0)
r_lightcache_zbuffercache "0"
r_lod 2
r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models
r_maxnewsamples "0"
r_maxsampledist "0"
r_minnewsamples "0"
r_occlusion 0 // disables ambient occlusion. 2% FPS boost
r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0)
r_propsmaxdist 1
r_queued_decals 1 // lessens the impact of higher decal limits.
r_queued_post_processing 1 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
r_queued_ropes 1
r_ragdoll_pronecheck_distance
r_renderoverlayfragment 0
r_rootlod 2
r_ropetranslucent 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 1
r_spray_lifetime 0
r_sse2 "1" // Enable/disable SSE2 code
r_staticprop_lod 3
r_teeth "0"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "1"
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
r_waterforceexpensive 0
r_waterforcereflectentities 0
r_worldlights "0" // def. "4" # Number of world lights to use per vertex
ragdoll_sleepaftertime 0
rope_averagelight 0
rope_collide "0" // Collide rope with the world
rope_rendersolid 0
rope_shake 0
rope_smooth "0" // Do an antialiasing effect on ropes
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha 0
rope_smooth_maxalphawidth 0
rope_smooth_minalpha 0
rope_smooth_minwidth 0
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.
sb_dontshow_maxplayer_warning "1"
showhitlocation "1"
snd_async_fullyasync 1
snd_async_spew_blocking 1
snd_disable_mixer_duck 0
snd_legacy_surround 0
snd_mix_async "1"
snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable
snd_pitchquality 1
snd_spatialize_roundrobin 1
snd_surround_speakers 0 // "0" = headphones. Set to # of speakers (5 for surround sound setups/virtual headphone surround--7.1 does not work)
soundinfo
studio_queue_mode 1
sv_forcepreload "1" // forces preload to help increase performance
sys_minidumpspewlines 100 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
tf_explanations_backpackpanel "1"
tf_explanations_charinfo_armory_panel "1"
tf_explanations_charinfopanel "1"
tf_explanations_craftingpanel "1"
tf_explanations_discardpanel "1"
tf_explanations_store "1"
tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1)
tf_playergib "0"
tf_training_has_prompted_for_forums "1"
tf_training_has_prompted_for_loadout "1"
tf_training_has_prompted_for_offline_practice "1"
tf_training_has_prompted_for_options "1"
tf_training_has_prompted_for_training "1"
tracer_extra 0
viewmodel_fov 99 // highest viewmodel FOV before it starts to bug out. Less viewmodel = more screen!
violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
violence_agibs "0" // Show alien gib entities
violence_hblood "0" // Draw human blood
violence_hgibs "0" // Show human gib entities
voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
volume // set to 0.# per your preference
windows_speaker_config 2 // Set to # of speakers (5 for surround sound setups/virtual headphone surround--7.1 does not work)