cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4%
fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim
fps_max 0 // There is currently a bug on some systems which caps FPS to a much lower value with fps_max 300
//fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps.
//fps_max 300 // Input lag does not happen with an FPS cap as far as I can tell, and Source is better off with a frame cap of 300 due to some systems assuming FPS will not be higher than 300
// You might want a lower cap if you have overheating issues, mainly in laptops.
// Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
// Enable shadows -- Lowers your framerate 15-20%
//mat_shadowstate 1
//r_shadowmaxrendered 11 // Enough shadows for 6s
//r_shadowmaxrendered 11
//r_shadowmaxrendered 17 // Enough shadows for HL
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// near the other side of a wall. You may see some
// performance loss from setting this to `1'.
// performance loss from setting this to `1'.
//r_shadows 1
//r_shadows 1
//nb_shadow_dist 400
//nb_shadow_dist 200 // Optimized shadow distance, can lower this for better performance
//r_lod 2 // Setting r_lod 2 will cause all models to be at their second LOD level and will not let them go down to their third or lower quality LOD levels when they are small enough to do so
r_lod -1 // -1 will use r_rootlod to determine how much LOD should be offset by, so that models can properly decrease quality even more.
r_rootlod 2
r_rootlod 2
r_teeth 0
r_teeth 0
r_eyemove 0
r_eyemove 0
r_eyeshift_x 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyeshift_z 0
r_eyesize 0
r_eyesize 0
blink_duration 0
blink_duration 0.001 // 0 causes a divide by zero exception
// Enable facial features -- turning them on lowers framerate by 5ish%
// Enable facial features -- turning them on lowers framerate by 5ish%
//r_eyes 1
//r_eyes 1
//r_flex 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_rootlod 1
//r_teeth 1
//r_teeth 1
//blink_duration 0.2 // Duration of an eye blink. Do not set to 0.
building_cubemaps 1 // Disables various post processing effects
prop_active_gib_limit 0
prop_active_gib_limit 0
props_break_max_pieces_perframe 0
props_break_max_pieces_perframe 0
fov_desired 90
fov_desired 90
cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
r_rimlight 0 // "Baby lotion" lighting on models. Rimlight uses GPU only
mat_phong 0 // some people don't like this on I prefer it on for sniper though
mat_phong 0 // some people don't like this on I prefer it on for sniper though
cl_muzzleflash_dlight_1st 0
cl_muzzleflash_dlight_1st 0
cl_detaildist 0
cl_detaildist 0
cl_detailfade 0
cl_detailfade 0
cl_drawmonitors 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_ejectbrass 0
cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_new_impact_effects 0
cl_new_impact_effects 0 // Use the old particle system which is lighter
cl_show_splashes 0
cl_show_splashes 0 // Disable water splashes
cl_rumblescale 0
cl_rumblescale 0
cl_showhelp 0
cl_showhelp 0
cl_showpluginmessages 0
cl_showpluginmessages 0
cl_debugrumble 0
cl_debugrumble 0
func_break_max_pieces 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
glow_outline_effect_enable 0 // Disable xray outlines to save frames
lod_transitiondist 0
//lod_transitiondist 0
//mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
lod_transitiondist -1 // 0 causes fade LODs to fade across 0 units, which causes an error. It is best to set this to -1, which lowers the distance fade LODs can be seen and also fades them across 1 unit
//mat_antialias 0 // having this in config can break the mumble overlay
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players. - Chris
// a strange `shine' effect to appear on all players. - Chris
// In the past I wasn't able to prove that disabling this was significant,
// In the past I wasn't able to prove that disabling this was significant,
// it effects fps by about 1% after several checks - Comanglia
// it effects fps by about 1% after several checks - Comanglia
mat_colcorrection_disableentities 1
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmapsize 8
mat_envmaptgasize 8
mat_envmaptgasize 8
mat_filterlightmaps 1
mat_filterlightmaps 1 //toggle this on/off while in a server to get "minecraft" textures
mat_filtertextures 1
mat_filtertextures 1
mat_forceaniso 1
mat_forceaniso 1 // Anisotropic filtering
mat_hdr_level 0
mat_hdr_level 0
mat_autoexposure_max 0
mat_autoexposure_max 0
mat_autoexposure_min 0
mat_autoexposure_min 0
mat_bloomscale 0
mat_bloomscale 0
mat_bloom_scalefactor_scalar 0
mat_bloom_scalefactor_scalar 0
mat_debug_postprocessing_effects 0
mat_debug_postprocessing_effects 0
mat_debugdepth 0
mat_debugdepth 0
mat_postprocessing_combine 0
mat_postprocessing_combine 0
mat_non_hdr_bloom_scalefactor 0
mat_non_hdr_bloom_scalefactor 0
mat_bufferprimitives 1
mat_bufferprimitives 1
mat_compressedtextures 1
mat_compressedtextures 1
mat_forcemanagedtextureintohardware 0
//mat_forcemanagedtextureintohardware 0 // There's no need to set this in the config. TF2 will determine if it is appropriate to use it or not.
mat_framebuffercopyoverlaysize 0
mat_framebuffercopyoverlaysize 0
mat_hdr_enabled 0
mat_hdr_enabled 0
mat_hdr_manual_tonemap_rate 0
mat_hdr_manual_tonemap_rate 0
mat_mipmaptextures 0 // ***
mat_mipmaptextures 0 // ***
//mat_mipmaptextures 1 // Don't disable mipmapping on textures, it is a performance decrease for all textures in a scene, especially ones further away
mat_showlightmappage -1
mat_showlightmappage -1
mat_softwarelighting 0
mat_softwarelighting 0
mat_software_aa_blur_one_pixel_lines 0
mat_software_aa_blur_one_pixel_lines 0
mat_software_aa_edge_threshold 9
mat_software_aa_edge_threshold 9
mat_software_aa_quality 0// was 9
mat_software_aa_quality 0// was 9
mat_software_aa_strength 0
mat_software_aa_strength 0
mat_software_aa_strength_vgui 0
mat_software_aa_strength_vgui 0
mat_software_aa_tap_offset 0
mat_software_aa_tap_offset 0
mat_software_aa_quality 0
mat_software_aa_quality 0
mat_texture_limit -1
mat_texture_limit -1
mat_use_compressed_hdr_textures 0
//mat_use_compressed_hdr_textures 0 // Disable compressed HDR textures when HDR is on.
mat_use_compressed_hdr_textures 1 // Helps if HDR is on. If HDR is off it does nothing.
mem_max_heapsize 2048
mem_max_heapsize 2048
mod_forcedata 1
//mod_forcedata 1
mod_forcedata 0 // Enabling this causes models to not be loaded async
mod_forcetouchdata 1
mod_forcetouchdata 1
mat_max_worldmesh_vertices 512
//mat_max_worldmesh_vertices 512
mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
mat_max_worldmesh_vertices 1024 // The lowest Source will do is 1024
//mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
// to get it darker. Only works in fullscreen.
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
mat_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
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst. - Doesn't really matter much what you set this too if you're cpu bound
// worst. - Doesn't really matter much what you set this too if you're cpu bound
mat_reducefillrate 1
mat_reducefillrate 1
mat_reduceparticles 1
mat_reduceparticles 1
mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
mat_specular 1 // Controls specularity. Setting this to 0 will make ubers non-shiny,
// non-shiny, and will remove some specular effects from in-game
// and will remove some specular effects from in-game entities.
// entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
// Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand -Comanglia
mat_trilinear 1
mat_trilinear 1
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_viewportupscale 1
mat_wateroverlaysize 1
mat_wateroverlaysize 1
mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 40 decals
r_3dsky 0
r_3dsky 0
r_ambientboost 0
r_ambientboost 0
r_ambientfactor 0
r_ambientfactor 0
r_ambientmin 0
r_ambientmin 0
r_cheapwaterend 1
r_cheapwaterstart 0 // Use cheap water as much as possible
r_cheapwaterstart 1
r_cheapwaterend 0.1 // Use cheap water as much as possible
r_decals 9
r_decals 9
r_maxmodeldecal 9
r_maxmodeldecal 9
r_decalstaticprops 0
r_decalstaticprops 0
r_decal_cullsize 15
r_decal_cullsize 15
r_drawdetailprops 0
//r_decal_cullsize 20 // You can increase the cullsize even more
r_drawmodeldecals 0
r_drawdetailprops 0 // Disable detail props like sprites, grass...
r_drawflecks 0
r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent
r_dynamic 0
// new objects to be created that decals apply onto.
r_drawflecks 0 // Do not create particle systems when things hit surfaces,
// increases FPS and reduces distractions
r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects)
r_entityclips 0 // Skip clipping entities, saves CPU time
r_flashlightdepthtexture 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_forcewaterleaf 1
r_lightaverage 0
r_lightaverage 0 // Lighting job that uses a lot of CPU
r_maxnewsamples 0
r_maxnewsamples 0
r_maxsampledist 1
r_maxsampledist 1
r_bloomtintb 0
r_bloomtintb 0
r_bloomtintexponent 0
r_bloomtintexponent 0
r_bloomtintg 0
r_bloomtintg 0
r_bloomtintr 0
r_bloomtintr 0
r_occlusion 1
//r_occlusion 0 // Use less CPU at the cost of a bit more GPU usage
r_occlusion 1 // Use CPU to have the GPU skip rendering models/props you cannot see
r_pixelfog 1
r_pixelfog 1
r_propsmaxdist 0
r_propsmaxdist 0
r_renderoverlayfragment 0
r_renderoverlayfragment 0 // Disables some decals of paintings in walls.
r_staticprop_lod 4
r_staticprop_lod 4
//r_staticprop_lod 63 // You can decrease the LOD even more
r_waterdrawreflection 0
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforceexpensive 0
r_waterforcereflectentities 0
r_waterforcereflectentities 0
r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
r_dopixelvisibility 0
r_dopixelvisibility 0
r_drawbatchdecals 0
r_drawbatchdecals 0
r_hunkalloclightmaps 0
//r_hunkalloclightmaps 0
r_lightcache_zbuffercache 0
r_hunkalloclightmaps 1 // Use a proper memory store for lightmaps
r_PhysPropStaticLighting 0
//r_lightcache_zbuffercache 0
rope_averagelight 0
r_lightcache_zbuffercache 1 // Use zcache from map data
//r_PhysPropStaticLighting 0
r_PhysPropStaticLighting 1 // Use static lighting for props instead of baking lighting data for them on the fly
//rope_averagelight 0
rope_averagelight 1 // When 0, this will do an extra calculation on top
// of the already done lighting computations to get
// the max intensity of the lighting
rope_collide 0
rope_collide 0
rope_rendersolid 0
rope_rendersolid 0
rope_shake 0
rope_shake 0
rope_smooth 0
rope_smooth 0
rope_subdiv 0
rope_subdiv 0
rope_wind_dist 0
rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
// disables rain effects on *_sawmill.
tracer_extra 0
tracer_extra 0
violence_ablood 1 // framerates on -most- pcs are higher with these on
violence_ablood 1 // alien and halloween blood. framerates on -most- pcs are higher with these on
violence_hblood 1
violence_hblood 1 // red blood. framerates on -most- pcs are higher with these on
mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
mat_motion_blur_forward_enabled 0
mat_motion_blur_forward_enabled 0
mat_motion_blur_strength 0
mat_motion_blur_strength 0
r_worldlightmin 0.0001
r_worldlightmin 0.0004 // Do not render insignificant world lighting
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
mat_queue_mode -1 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
// nowadays it's generally okay.
//
//
// Here are the possible values:
// Here are the possible values:
// -2 legacy default
// -2 legacy default
// -1 default
// -1 default
// 0 synchronous single thread
// 0 synchronous single thread
// 1 queued single thread
// 1 queued single thread
// 2 queued multithreaded
// 2 queued multithreaded
//
//
// If you have problems with the value `2', try setting it to
// If you have problems with the value `2', try setting it to
// `-1'.
// `-1'.
//
//
// As an aside, there are quite a few bugs in the demo system
// 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
// 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,
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.
// maybe you should change this.
//
//
//After immense testing I've found that default works perfectly
//After immense testing I've found that default works perfectly
//fine with setting your Thread usage. It automatically set me
//fine with setting your Thread usage. It automatically set me
//to 2 every time. I'd say it's safer and likely less buggy to
//to 2 every time. I'd say it's safer and likely less buggy to
//leave this at -1 than it is at 2.
//leave this at -1 than it is at 2.
//
//
//As a side not I've noticed micro stutters with mat_queue_mode 2
//As a side note I've noticed micro stutters with mat_queue_mode 2
//at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
//at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps
// cl_threaded_bone_setup 1 // command seems to have been removed around January 2017
// cl_threaded_bone_setup 1 // command seems to have been removed around January 2017
cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
//cl_threaded_client_leaf_system 0 // "DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014"
cl_threaded_client_leaf_system 1 // It's fine to enable this
r_queued_decals 0 // lessens the impact of higher decal limits.
r_queued_decals 0 // lessens the impact of higher decal limits.
r_queued_ropes 1
r_queued_ropes 1
r_queued_post_processing 0 // 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_post_processing 0 // 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_threaded_client_shadow_manager 1
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_particles 1
r_threaded_renderables 1
r_threaded_renderables 1
cl_setupallbones 0 // seems to have been added around January 2017 default is 0 and 0 gives better fps than 1 in my testing
cl_setupallbones 0 // seems to have been added around January 2017 default is 0 and 0 gives better fps than 1 in my testing