1. Post #1
    Gold Member
    Ehanced_AI's Avatar
    July 2008
    5,819 Posts
    I'm a graphics freak sometimes. For TF2 Hl2:EP2 or anything really.

    Really I just play games for the gameplay but having some eye candy never hurts.

    Here's what I know for TF2 (with the help of some people.)
    Code:
    //========= Credits = Quantuam VTX, Facepunch, 1/4 Life(For most of the code), Daimao[YOUR MUZZER!] ============//
    //
    // Purpose: Ultimate Team Fortress 2 quality Config.
    //
    // PRE-REQUISITS:
    // If you have a quad core CPU, add "-threads 4" as a launch option.
    // If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option.
    // If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION!
    //
    //============================================================================================================//
    
    // Multithreading 
    host_thread_mode 2 //Forces on multithreading. Defaults to 0
    //mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
    r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
    r_threaded_particles 1 //Threaded particles (Defaults to 1)
    r_threaded_renderables 1 //Threaded renderables
    r_queued_decals 1 //Queued decals.
    r_queued_post_processing 1 //Queued post processing.
    r_queued_ropes 1 //Queued ropes.
    cl_threaded_bone_setup 1 //Threaded bones and animations.
    cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
    //snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds of sounds to be cut off on some systems.
    
    // Renderer
    //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 1
    mat_software_aa_strength 1
    mat_software_aa_strength_vgui 1
    mat_software_aa_blur_one_pixel_lines 0.5
    mat_software_aa_edge_threshold 1.4
    
    // Material Quality (Lowers FPS Somewhat)
    mat_picmip -10 //"Ultra High" textures.
    mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. 
    mp_usehwmvcds 1 //Use high quality facial animations. 
    r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
    
    // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
    cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
    
    // Sound
    //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
    dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
    
    // Team Fortress 2 Effects (Lowers FPS)
    cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
    cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
    
    //HDR, Distance Viewing
    mat_hdr_level 2 //Better HDR.
    cl_maxrenderable_dist 3000 //Makes everything outside the map visible. 
    
    //(Daimao) VAS HERE
    cl_wpn_sway_interp 1 //Smooth weapon bobbing.
    cl_wpn_sway_scale 8 //Smooth weapon bobbing scale.
    cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
    
    //Models, Rain, Decals
    mp_decals "4096" //Maximum number of decals visible at one time.
    r_propsmaxdist "5000" //Maximum visible distance for props.
    r_rainradius "2500" //Makes the radius of rain fall around you larger, so you can see the rain from further away.
    r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
    r_avglight "3" //Puts more lighting on objects.
    r_decals "4096" //Sets the amount of decals that stay on objects.
    r_maxmodeldecal "100" //Sets the amount of decals that appear on models.
    
    // Other
    jpeg_quality 100 //Better quality screenshots with F5.
    mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
    mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
    r_lod 0 //Removes "Level Of Detail" from models. 
    mat_specular 1 //Activates specular highlights of the models. 
    fps_max 1000 //I really don't think you'll get more than 1000
    
    echo ***************************************
    echo *=====================================*
    echo * Ultimate TF2 Quality Config Loaded! *
    echo *=====================================*
    echo ***************************************
    
    //====================Copyright lololol=================\\
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  2. Post #2
    OFFICIAL DEAN of MAX PAYNE
    Dennab
    July 2009
    9,002 Posts
    I'm going to bring up the controversial topic of gameplay VS graphics and how you should stop giving a fuck about graphics and just have a good time.

    Horde of disagrees incoming.
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  3. Post #3
    Shadow187(FP)'s Avatar
    July 2009
    2,055 Posts
    I have the perfect counter! http://www.facepunch.com/showthread.php?t=774154

    Anyways, good job. This'll help put a bigger strain on the 4XXX / GTX's. You know, for them graphic phreaks.
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  4. Post #4
    Wtbalife's Avatar
    October 2006
    186 Posts
    I'm going to bring up the controversial topic of gameplay VS graphics and how you should stop giving a fuck about graphics and just have a good time.

    Horde of disagrees incoming.
    agree, in fact i think it would be better to have a list of the commands to bring graphics to the Minimum. I have some friends who dont mind what the game looks like as long as they can play it, which they usually cant (crappy computers)

    Edited:

    I have the perfect counter! http://www.facepunch.com/showthread.php?t=774154

    Anyways, good job. This'll help put a bigger strain on the 4XXX / GTX's. You know, for them graphic phreaks.
    Wow, i never noticed that before. Thanks
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  5. Post #5
    Gold Member
    Ehanced_AI's Avatar
    July 2008
    5,819 Posts
    agree, in fact i think it would be better to have a list of the commands to bring graphics to the Minimum. I have some friends who dont mind what the game looks like as long as they can play it, which they usually cant (crappy computers)

    Edited:



    Wow, i never noticed that before. Thanks
    Ok then go to the due with the fox in jeans avatar's thread.

    I usually play games for gameplay but having some eye candy never hurts.

  6. Post #6
    Wtbalife's Avatar
    October 2006
    186 Posts
    Ok then go to the due with the fox in jeans avatar's thread.

    I usually play games for gameplay but having some eye candy never hurts.
    Im not saying Graphics Arent good, and your list is Useful. Im just saying that not everone plays games for graphics.

  7. Post #7
    CloakRaider's Avatar
    January 2008
    47 Posts
    I'm going to bring up the controversial topic of gameplay VS graphics and how you should stop giving a fuck about graphics and just have a good time.

    Horde of disagrees incoming.
    Who are you to say what he should and shouldn't do with his graphics.
    If he wants his game to look the best, then he can.
    In fact I might do some of these tweaks.
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  8. Post #8
    Shadow187(FP)'s Avatar
    July 2009
    2,055 Posts
    Here's what I think on this gameplay vs graphics.

    Keep making the graphics higher and higher until it interferes with your gameplay.

    SIMPLE.

  9. Post #9
    0isin,'s Avatar
    July 2009
    16 Posts
    So I guess I'll get negative FPS if I try this on my pentium 4 with my X300?

  10. Post #10
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    I loved making my TF2 pretty for a while, then my AA got froze on 0x and crashed completely if I tried to change it. Turned off all this stuff and it was back to normal :( I'll try it again some other day...

  11. Post #11
    Gold Member
    Omolong's Avatar
    December 2007
    7,344 Posts
    My updated one:

    Code:
    //========= Credits = Quantuam VTX, Facepunch, 1/4 Life(For most of the code), Daimao[YOUR MUZZER!] and some others ============//
    //
    // Purpose: Ultimate Orange Box Graphics Config.
    //
    // PRE-REQUISITS:
    // If you have a quad core CPU, add "-threads 4" as a launch option.
    // If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option.
    // If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION!
    //
    //============================================================================================================//
    
    //Needed first -  Only use in Single Player!
    sv_cheats 1
    
    // Multithreading 
    host_thread_mode 2 //Forces on multithreading. Defaults to 0
    mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
    r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
    r_threaded_particles 1 //Threaded particles (Defaults to 1)
    r_threaded_renderables 1 //Threaded renderables
    r_queued_decals 1 //Queued decals.
    r_queued_post_processing 1 //Queued post processing.
    r_queued_ropes 1 //Queued ropes.
    cl_threaded_bone_setup 1 //Threaded bones and animations.
    cl_threaded_client_leaf_system 1 //UNSTABLE!
    cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
    snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds of sounds to be cut off on some systems.
    
    // Renderer
    //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 1
    //mat_software_aa_strength 1
    mat_software_aa_strength_vgui 1
    mat_software_aa_blur_one_pixel_lines 0.5
    mat_software_aa_edge_threshold 1.4
    
    // Material Quality (Lowers FPS Somewhat)
    mat_picmip -10 //"Ultra High" textures.
    mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. 
    mp_usehwmvcds 1 //Use high quality facial animations. 
    r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
    
    // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
    cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
    
    // Sound
    //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
    dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
    
    // Team Fortress 2 Effects (Lowers FPS)
    cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
    cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
    
    //HDR, Distance Viewing
    mat_hdr_level 2 //Better HDR.
    cl_maxrenderable_dist 3000 //Makes everything outside the map visible. 
    
    //(Daimao) VAS HERE
    cl_wpn_sway_interp 1 //Smooth weapon bobbing.
    cl_wpn_sway_scale 8 //Smooth weapon bobbing scale.
    
    //Models, Rain, Decals
    mp_decals 4096 //Maximum number of decals visible at one time.
    r_propsmaxdist 5000 //Maximum visible distance for props.
    r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
    r_rainsplashpercentage 100"//Sets the percentage that the rain makes a splash in the water.
    r_avglight 3 //Puts more lighting on objects.
    r_decals 4096 //Sets the amount of decals that stay on objects.
    r_maxmodeldecal 100 //Sets the amount of decals that appear on models.
    
    // Other
    jpeg_quality 100 //Better quality screenshots with F5.
    //mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
    mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
    r_lod 0 //Removes "Level Of Detail" from models. 
    mat_specular 1 //Activates specular highlights of the models. 
    fps_max 1000 //I really don't think you'll get more than 1000
    net_graph 1 //Basic Net Graph
    net_graphheight 1020 //Net Graph at top of screen
    net_graphpos 3 //Net Graph on left of screen
    net_graphproportionalfont 0 //Small Net Graph Font
    cl_ragdoll_fade_time 999999999999999999999999999999999999 //It makes the ragdolls not fade over time.
    cl_forcepreload 1 //Force texture preloading
    r_rootlod -10 //?
    rate 99999999999999999 //High download rate
    
    echo ***********************************************
    echo *=============================================*
    echo * Ultimate Orange Box Graphics Config Loaded! *
    echo *=============================================*
    echo ***********************************************
    
    //====================Copyright lololol=================\\
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  12. Post #12
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    You should probably put some note about the instablity of multi-core commands

  13. Post #13
    Gold Member
    Occlusion's Avatar
    March 2008
    6,567 Posts
    Can you post pics of these settings? It seems pointless without.

  14. Post #14
    Gold Member
    1/4 Life's Avatar
    July 2005
    2,237 Posts
    Oh look, a bunch of useless and redundant commands added to MrTwo (Just realized, his name was removed!) and my config with unstable multicore convars enabled.

    This is the best config ever!

    Edit:

    Shitty Autoexec posted:
    mat_specular 1 //Activates specular highlights of the models.
    fps_max 1000 //I really don't think you'll get more than 1000
    rate 99999999999999999 //High download rate


    Edit:

    For the record guys, mat_specular defaults to 1.

    Edit:

    Here, you guys need this. It's the autoexec updated for the new engine (Multicore update). Add nothing to it.
    It won't kill your FPS, it doesn't affect stability, it enables all of the engine's hidden features, and there's no redundant commands.

    Code:
    //========= Credits: 1/4 Life, MrTwoVideoCards, Your Mother ============//
    //
    // Purpose: Ultimate Source Engine (Preconfigured for TF2) quality Config.
    //
    // PRE-REQUISITS:
    // If you have a quad core CPU, add "-threads 4" as a launch option.
    // If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION!
    //
    //============================================================================================================//
    
    // Multithreading 
    host_thread_mode 1 //Forces on multithreading. Defaults to 0
    //mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
    r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
    r_threaded_particles 1 //Threaded particles (Defaults to 1)
    r_threaded_renderables 1 //Threaded renderables
    //r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
    //r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
    //r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
    //cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
    //cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
    //snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
    
    // Renderer
    //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 1
    mat_software_aa_strength 1
    mat_software_aa_strength_vgui 1
    mat_software_aa_edge_threshold 1.4
    
    // Material Quality (Lowers FPS Somewhat)
    mat_picmip -10 //"Ultra High" textures.
    mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. 
    mp_usehwmvcds 1 //Use high quality facial animations. 
    //r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
    
    // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
    cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
    
    // Sound
    //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
    dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
    
    // Team Fortress 2 Effects (Lowers FPS)
    cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
    cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
    
    // Singleplayer Games Only
    //sv_cheats 1 //Required for the below command.
    //r_radiosity 2 //Enables prop radiosity with hundreds of samples.
    
    // Other
    jpeg_quality 100 //Better quality screenshots with F5.
    //mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
    bind f +use //Allows you to bump around protectiles, such as the baseball.
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  15. Post #15
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    Thank you 1/4 life
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  16. Post #16
    Gold Member
    Omolong's Avatar
    December 2007
    7,344 Posts
    The rate command does actually help.

  17. Post #17
    Gold Member
    1/4 Life's Avatar
    July 2005
    2,237 Posts
    The rate command does actually help.
    TweakGuides posted:
    rate [bytes/sec] - Max bytes/sec the host can receive data. Default is 20000.
    No it doesn't.

  18. Post #18
    Gold Member
    Omolong's Avatar
    December 2007
    7,344 Posts
    When I put it on it helps me.

  19. Post #19
    Gold Member
    1/4 Life's Avatar
    July 2005
    2,237 Posts
    When I put it on it helps me.
    Placebo Effect.

  20. Post #20
    Gold Member
    Omolong's Avatar
    December 2007
    7,344 Posts
    It stop my lag (internet leg, not FPS lag).

  21. Post #21
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    I was gonna take some pretty screenshots, then it crashed before any good killcams came up

  22. Post #22
    Gold Member
    1/4 Life's Avatar
    July 2005
    2,237 Posts
    I was gonna take some pretty screenshots, then it crashed before any good killcams came up
    Try removing the remaining multicore commands. They aren't stable for everyone.

  23. Post #23
    Gold Member
    Omolong's Avatar
    December 2007
    7,344 Posts
    The netgraph stuff in my one is good, as long as you have a 1680x1050 monitor.

  24. Post #24
    Dennab
    September 2008
    438 Posts
    if i get a new pc i hope so
    i will use these
    jpeg_quality 100
    bind F5 "jpeg
    fps_max 1000
    mat_specular 1
    r_lod 0
    r_maxmodeldecal 100
    r_decals 4096
    r_avglight 3
    r_rainsplashpercentage 100
    r_rainradius 2500
    r_propsmaxdist 5000
    mp_decals 4096
    cl_ragdoll_fade_time 999999999
    cl_maxrenderable_dist 3000
    mat_hdr_level 2
    cl_burninggibs 1
    dsp_enhance_stereo 1
    mat_picmip -10
    mp_usehwmmodels 1
    mp_usehwmvcds 1
    r_eyeglintlodpixels 12
    cl_ragdoll_collide 1 depends


    what does does things do
    cl_wpn_sway_interp 1
    cl_wpn_sway_scale 8
    screens please
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  25. Post #25
    Gold Member
    1/4 Life's Avatar
    July 2005
    2,237 Posts
    if i get a new pc i hope so
    i will use these
    jpeg_quality 100
    bind F5 "jpeg
    fps_max 1000
    mat_specular 1
    r_lod 0
    r_maxmodeldecal 100
    r_decals 4096
    r_avglight 3
    r_rainsplashpercentage 100
    r_rainradius 2500
    r_propsmaxdist 5000
    mp_decals 4096
    cl_ragdoll_fade_time 999999999
    cl_maxrenderable_dist 3000
    mat_hdr_level 2
    cl_burninggibs 1
    dsp_enhance_stereo 1
    mat_picmip -10
    mp_usehwmmodels 1
    mp_usehwmvcds 1
    r_eyeglintlodpixels 12
    cl_ragdoll_collide 1 depends


    what does does things do
    cl_wpn_sway_interp 1
    cl_wpn_sway_scale 8
    screens please
    The following needs to be removed ASAP:
    Crappy Config posted:
    bind F5 "jpeg
    fps_max 1000
    mat_specular 1
    r_lod 0
    r_maxmodeldecal 100
    r_decals 4096
    r_avglight 3
    r_rainsplashpercentage 100
    r_rainradius 2500
    r_propsmaxdist 5000
    mp_decals 4096
    cl_ragdoll_fade_time 999999999
    cl_maxrenderable_dist 3000
    mat_hdr_level 2
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  26. Post #26
    Gold Member
    Akasori's Avatar
    August 2008
    3,934 Posts
    Here, you guys need this. It's the autoexec updated for the new engine (Multicore update). Add nothing to it.
    It won't kill your FPS, it doesn't affect stability, it enables all of the engine's hidden features, and there's no redundant commands.

    Code:
    //========= Credits: 1/4 Life, MrTwoVideoCards, Your Mother ============//
    //
    // Purpose: Ultimate Source Engine (Preconfigured for TF2) quality Config.
    //
    // PRE-REQUISITS:
    // If you have a quad core CPU, add "-threads 4" as a launch option.
    // If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION!
    //
    //============================================================================================================//
    
    // Multithreading 
    host_thread_mode 1 //Forces on multithreading. Defaults to 0
    //mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
    r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
    r_threaded_particles 1 //Threaded particles (Defaults to 1)
    r_threaded_renderables 1 //Threaded renderables
    //r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
    //r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
    //r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
    //cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
    //cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
    //snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
    
    // Renderer
    //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 1
    mat_software_aa_strength 1
    mat_software_aa_strength_vgui 1
    mat_software_aa_edge_threshold 1.4
    
    // Material Quality (Lowers FPS Somewhat)
    mat_picmip -10 //"Ultra High" textures.
    mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. 
    mp_usehwmvcds 1 //Use high quality facial animations. 
    //r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
    
    // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
    cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
    
    // Sound
    //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
    dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
    
    // Team Fortress 2 Effects (Lowers FPS)
    cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
    cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
    
    // Singleplayer Games Only
    //sv_cheats 1 //Required for the below command.
    //r_radiosity 2 //Enables prop radiosity with hundreds of samples.
    
    // Other
    jpeg_quality 100 //Better quality screenshots with F5.
    //mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
    Add command "bind f +use" and it's perfect.

  27. Post #27
    Gold Member
    xpod1's Avatar
    February 2009
    18,247 Posts
    Stand on Barrel.
    +use
    METAL GEAR?!

    Oh wow.
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  28. Post #28
    Gold Member
    Akasori's Avatar
    August 2008
    3,934 Posts
    Oh, and about that "+mat_dxlevel 98" command, it only resets my graphic settings.

    Edited:

    My aoutototomeregeeeyyyy. :(
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  29. Post #29
    Gold Member
    1/4 Life's Avatar
    July 2005
    2,237 Posts
    Add command "bind f +use" and it's perfect.
    Oh, thanks! I forgot the real config used to have that command. (The people who edited it removed it, I guess.)

  30. Post #30
    SantaCloth's Avatar
    July 2009
    7 Posts
    some screenshots would help you know

  31. Post #31
    Gold Member
    Acegikmo's Avatar
    October 2005
    642 Posts
    r_rainradius 2500
    r_rainsplashpercentage 100
    Useless.
    The rain used in TF2 are particle systems, and their fade distance and such are defined in the particle itself. These commands are most likely for the (Unused) func_precipitation entity.

  32. Post #32
    SilentBobis's Avatar
    April 2009
    1,102 Posts
    Do some of the commands work with other source games such as Garry'smod work?

  33. Post #33
    E-102 Gamma's Avatar
    February 2010
    2,674 Posts
    The following needs to be removed ASAP:
    bind F5 "jpeg
    fps_max 1000
    mat_specular 1
    r_lod 0
    r_maxmodeldecal 100
    r_decals 4096
    r_avglight 3
    r_rainsplashpercentage 100
    r_rainradius 2500
    r_propsmaxdist 5000
    mp_decals 4096
    cl_ragdoll_fade_time 999999999
    cl_maxrenderable_dist 3000
    mat_hdr_level 2
    May I ask why? I know some of the commands are redundant, but why not "r_lod 0"? I thought that was one of the more powerful commands!
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  34. Post #34
    E-102 Gamma's Avatar
    February 2010
    2,674 Posts
    Ok, I've put together config. Tell me what you think!

    Code:
    //========= Credits = Quantuam VTX, Facepunch, 1/4 Life(For most of the code) ============//
    //
    // Purpose: Ultimate Team Fortress 2 quality Config.
    //
    // PRE-REQUISITES:
    // If you have a quad core CPU, add "-threads 4" as a launch option.
    // If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option.
    // DO NOT USE THE -DXLEVEL LAUNCH OPTION!
    //
    //============================================================================================================//
     
    echo
    echo Executing autoexec.cfg...
    echo
    
    // Serverside (These will only work on your own servers, unfortunately)
    sv_cheats 1 //Required for some of the commands in this CFG to work.
    sv_forcepreload 1 //Forces serverside preloading.
    tf_allow_player_use 1 //Allows players to +use things.
    
    // Multithreading (1/4 Life's settings, which he tweaked for stability)
    // May cause instability on Windows 7 and possibly Vista computers
    host_thread_mode 1 //Forces on multithreading. Defaults to 0.
    r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
    r_threaded_particles 1 //Threaded particles (Defaults to 1)
    r_threaded_renderables 1 //Threaded renderables
    //r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
    //r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
    r_queued_ropes 0 //Defaults to 1, which tends to cause instability.
    //cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
    //cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
    //snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
    
    // Renderer
    //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 1
    //mat_software_aa_strength 1
    //mat_software_aa_strength_vgui 1
    //mat_software_aa_blur_one_pixel_lines 0.5
    //mat_software_aa_edge_threshold 1.4
    
    // Material Quality (Lowers FPS Somewhat)
    mat_picmip -10 //"Ultra High" textures.
    mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
    mp_usehwmvcds 1 //Use high quality facial animations.
    r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
    
    // Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
    cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
    
    // Sound
    //snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
    dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
    //snd_surround_speakers 5
    
    // Team Fortress 2 Only (Lowers FPS)
    cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
    cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
    
    // HDR, Distance Viewing
    mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
    mat_force_bloom 1 //Forces light blooming effect.
    cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
    
    //(Daimao) VAS HERE
    cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
    
    //Models, Rain, Decals
    mp_decals 4096 //Maximum number of decals visible at one time.
    r_radiosity 2 //Enables prop radiosity with 162 samples.
    r_propsmaxdist 5000 //Maximum visible distance for props.
    r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
    r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
    r_avglight 3 //Puts more lighting on objects.
    r_decals 4096 //Sets the amount of decals that stay on objects.
    r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
    
    // Field of View settings.
    _fov 90
    default_fov 90
    viewmodel_fov_demo 70 //Not a clue. -_-
    
    //Rate Settings
    rate 999999999
    cl_cmdrate 101
    cl_updaterate 101
    
    //Flashlight! :D
    mat_supportflashlight 1 //0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
    mp_flashlight 1
    bind f "impulse 100"
    
    //Stuff from Quantum's Little Config. (Thanks, Quantum!)
    r_maxdlights 128 //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_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High] 
    cl_shadowtextureoverlaysize 512
    blink_duration 0.3 //How many seconds an eye blink will last.
    //r_worldlights 16 //Number of world lights to use per vertex
    mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
    mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
    lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
    r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
    cl_detailfade 4000 //Distance across which detail props fade in
    cl_detaildist 12000 //Distance at which detail props are no longer visible
    cl_phys_props_max 3000 //Count of physical Props 
    rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
    rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
    mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
    r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
    r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
    r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
    r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
    fov_desired 90 //Field of View in Degree
    mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
    //datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
    //mem_max_heapsize 1024 //MAY CAUSE INSTABILITY. Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
    
    // Other
    cl_forcepreload 1 //Force texture preloading
    jpeg_quality 100 //Better quality screenshots with F5.
    //mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
    mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
    r_lod 0 //Removes "Level Of Detail" from models.
    mat_parallaxmap 1 //Attempts to enable parallax occlusion mapping. Do not use in-game.
    
    echo
    echo Autoexec.cfg executed!
    echo
    1/4 Life, Quantum VTX, Daimao, and Quantum, I am eternally grateful. Also, I was wondering if I could put myself in the credits for putting most of this together. :3: I'm not demanding anything, though; I'm just asking.

  35. Post #35
    Gold Member
    Fourm Shark's Avatar
    October 2009
    5,401 Posts
    ill try this out.

  36. Post #36
    E-102 Gamma's Avatar
    February 2010
    2,674 Posts
    As for setting the game's DX level, the most effective way is to edit the registry. Thanks, BeefMcGraw, for showing me how to do this.

    First, click Start and then "Run..."
    Put in "regedit" and hit Ok.
    Navigate to My Computer\HKEY_CURRENT_USER\Software\Valve\Source.

    Now there are actually two registries here, so don't miss either of them. If you do, the game will constantly try to reset mat_dxlevel to 95, which constantly resets your graphic settings along with it. Make sure you hit "Decimal", or else the value will be WAY off and your game will get screwed up. Feel free to mess around with other stuff here, but be careful; you can REALLY mess up TF2 if you don't know what you're doing.



    Note that you can also set ANY Source Engine game to run in Dxlevel 98 this way. Just navigate to their apropriate registries.

  37. Post #37
    Gold Member
    Omolong's Avatar
    December 2007
    7,344 Posts
    As for setting the game's DX level, the most effective way is to edit the registry. Thanks, BeefMcGraw, for showing me how to do this.

    First, click Start and then "Run..."
    Put in "regedit" and hit Ok.
    Navigate to HKEY_CURRENT_USER\Software\Valve\Source.

    Now there are actually two registries here, so don't miss either of them. If you do, the game will constantly try to reset mat_dxlevel to 95, which constantly resets your graphic settings along with it. Make sure you hit "Decimal", or else the value will be WAY off and your game will get screwed up. Feel free to mess around with other stuff here, but be careful; you can REALLY mess up TF2 if you don't know what you're doing.



    Note that you can also set ANY Source Engine game to run in Dxlevel 98 this way. Just navigate to their apropriate registries.
    I tried doing this, and my username folder isn't showing up.

  38. Post #38
    E-102 Gamma's Avatar
    February 2010
    2,674 Posts
    I tried doing this, and my username folder isn't showing up.
    I hope this helps...



    And if it doesn't help, all I can advise is to look around.

    My username is the very bottom line, which is half-way off the bottom. I erased it in MS Paint because it's private info.

    Before anyone brings it up, I only use "Cheat Engine" for Plants Vs. Zombies. If I attempted to use it in any Source Engine game, I would get VAC banned.
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  39. Post #39
    LiquiD's Avatar
    May 2010
    1,038 Posts
    Bumb!

    How do I modify the OP's config and get it to work. :saddowns:
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  40. Post #40
    E-102 Gamma's Avatar
    February 2010
    2,674 Posts
    Bumb!

    How do I modify the OP's config and get it to work. :saddowns:
    Just use mine. It's ultimately based off of the OP's, but I've thrown in a bunch of tweaks and a bunch of stuff from Quantum's Little Config. It also won't cause instability.

    And I think you mean "Bump!"
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