// '~~~ mastercomfig TF2 config ~~~' // --------------------------------- // Version: 8.103.0 | July 1, 2020 // -------------------------------- // ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ // Full mastercomfig console variables list, check out modules too! // https://docs.mastercomfig.com/en/latest/customization/modules/ // Recommended launch options: -novid -nojoy -nosteamcontroller -nohltv -particles 1 net_maxpacketdrop 0 // Use all packets cl_timeout 60 // Max client timeout net_chokeloop 1 // Early check for multiplayer sv_lan 1 // Protect local servers alias team_ui_setup"cmd team_ui_setup" alias resetclass"cmd resetclass" alias menuopen"cmd menuopen" alias menuclosed"cmd menuclosed" alias stop_taunt"cmd stop_taunt" alias td_buyback"cmd td_buyback" alias arena_changeclass"cmd arena_changeclass" alias extendfreeze"cmd extendfreeze" alias show_motd"cmd show_motd" alias showroundinfo"cmd showroundinfo" alias autoteam"cmd autoteam" alias boo"cmd boo" alias done_viewing_loot"cmd done_viewing_loot" alias spectate"cmd spectate" alias status"cmd status" alias ping"cmd ping" alias pause"cmd pause" alias unpause"cmd unpause" alias demorestart"cmd demorestart" alias fade"cmd fade" alias nextmap"cmd nextmap" alias timeleft"cmd timeleft" alias ignoremsg"cmd ignoremsg" alias commentary_finishnode"cmd commentary_finishnode" alias kill"cmd kill" alias explode"cmd explode" net_maxcleartime 0 // No need to check for our limit, since cmdrate is the bound net_maxfilesize 64 // Max out file upload size for extra content tf_mm_debug_level 0 // Remove matchmaking debug output //tf_party_force_update // Force an update to the party system tf_party_keep_on_same_team 0 // Do not enforce parties being on the same team r_rootlod 2 // Maximum performance for models r_lod -1 // Use r_rootlod to properly fade through LODs //mat_max_worldmesh_vertices 65536 // Use maximum mesh vertices to reduce mesh count mat_max_worldmesh_vertices 1024 // Reduce individual mesh complexity for weak GPUs r_ambientboost 0 // Disable to save the small amount of CPU this uses r_rimlight 0 // Disable light around character edges, very small FPS increase, rimlight uses GPU only mat_phong 0 // Disable phong for flatter shading r_lightaverage 0 // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable r_dynamic 0 // Disable dynamic lighting (muzzle flash lighting, explosions and other lighted effects) r_maxdlights 0 // Do not allow any dynamic lights r_worldlightmin 10 // Reject all world lighting r_worldlights 0 // Disable world lights mat_disable_lightwarp 1 // Disable light warps mat_filterlightmaps 0 // Blocky lightmaps mat_reducefillrate 1 // Simplify material shading and use some DirectX 8 features r_dopixelvisibility 0 // Enable (1) visibility testing for glows, halos and pretty lights r_pixelvisibility_partial 0 // Use (1) partial visibility algorithm building_cubemaps 1 // Force some lighting effects off mat_bumpmap 0 // Disable bumpmapping materials mat_specular 0 // Disable specular materials mat_parallaxmap 0 // Disable possible dead parallax mapping shader path r_shadows 0 // Disable shadows for a big FPS increase r_shadowrendertotexture 0 // Do not use two materials for shadows (uses memory and rendering time) cl_blobbyshadows 0 // Get sharper model shape based shadows r_flashlightdepthtexture 0 // Disable the CPU intensive depth texturing for shadows r_flashlightrender 0 // Disable extra flashlight stuff r_flashlightmodels 0 // Disable flashlight effect on models r_flashlightculldepth 0 // Skip more flashlight processes which are ultimately unused r_flashlightscissor 0 // ^ r_shadowmaxrendered 0 // How many high quality shadows are rendered nb_shadow_dist 0 // Distance for NextBot entity shadows tracer_extra 0 // Remove extra fluff to bullet lines that make them thicker r_drawtracers_firstperson 0 // Do not draw tracers when you are in first person cl_show_splashes 0 // Disable water splashes cl_fasttempentcollision 0 // Check this many frames for collisions on syringes, shell ejection, blood, and some other effects cl_ejectbrass 0 // Bullet ejection on shots cl_muzzleflash_dlight_1st 0 // Disable dynamic light from muzzle flash in DoD and possibly other mods cl_drawmonitors 0 // Draw monitors in HL2 and CS muzzleflash_light 0 // Muzzle flash lights r_WaterDrawReflection 0 // Disable water reflections r_waterforceexpensive 0 // Do not force expensive water r_waterforcereflectentities 0 // Do not force entity water reflections r_WaterDrawRefraction 0 // Disable water refraction r_cheapwaterstart 0;r_cheapwaterend .1 cl_particle_batch_mode 2 // Use particle batch mode 2, causes missing particles tf_particles_disable_weather 1 // Disable rain, snow and ash particles mat_reduceparticles 1 // Reduce number of particles, but it only helps a little bit because the real performance impact comes from creating particle systems cl_new_impact_effects 0 // Use the old particle system for bullet impact particles r_drawflecks 0 // Do not create particle systems when things hit surfaces, increases FPS and reduces distractions tf_impactwatertimeenable 1 // Limit water splash particle to every second fx_drawimpactdebris 0 // Disable bullet surface debris effect fx_drawimpactdust 0 // Disable bullet surface dust effect fx_drawmetalspark 0 // Disable bullet surface spark effect cl_particle_retire_cost .001 // Remove particles larger than this fraction of 1000 screen area mat_hdr_level 0 // LDR r_bloomtintexponent 0 // Intensity of bloom effect r_bloomtintr 0 // Red tint to bloom r_bloomtintg 0 // Green tint to bloom r_bloomtintb 0 // Blue tint to bloom mat_bloom_scalefactor_scalar 0 // Intensity of bloom emitters mat_colorcorrection 0 // Disable color correction to quickly skip post-processing rendering pathway mat_colcorrection_disableentities 1 // Skip most of the client think for color correction map entities mat_autoexposure_max 1 // Max autoexposure value mat_autoexposure_min 1 // Min autoexposure value mat_hdr_manual_tonemap_rate 1 // How fast exposure adjusts in HDR pyro_dof 0 // Skip a SSAO depth pass for pyrovision pyro_vignette 0 // Disable vignette for pyrovision pyro_vignette_distortion 0 // Disable vignette distortion for pyrovision mat_software_aa_strength 0 // Skip software AA which ultimately disables itself mat_software_aa_strength_vgui 0 // ^ mat_alphacoverage 0 // Disable alpha-to-coverage mat_antialias 0 // Do not do anti-aliasing mat_trilinear 0 // Use nearest filtering (or trilinear based on texture flags) to squeeze out every last bit of performance mat_forceaniso 1 // Disable anisotropic filtering r_flex 0;flex_rules 0 // Disable facial animations anim_3wayblend 0 // Disable 3-way animation blending r_teeth 0 // Do not render teeth, small FPS boost flex_smooth 0 // Do not smooth facial animations r_eyes 0 // Do not draw character eyes r_eyemove 0 // Disable eye movement tf_clientsideeye_lookats 0 // Disable eye lookats blink_duration 0 // Disable blinking phonemefilter .00001 // Do not box filter lip sync phonemesnap 0 // Do not crossfade a second lip sync on any LOD phonemedelay -30 // Trick to force disable crossfade r_decals 0;mp_decals 0 // Disable decals r_decal_cover_count 0 r_decal_overlap_area 1 r_decal_overlap_count 0 // Do not allow decals to overlap each other r_cleardecals permanent r_drawmodeldecals 0 // Disable blood decals on bodies. Will prevent new objects to be created that decals apply onto. This also causes a bug with red bullet decals on some wood models. r_maxmodeldecal 0 // Optimize maximum model decal count r_renderoverlayfragment 0 // Disable overlays, small performance increase cl_allowdownload 0 // Block downloads of other player custom files (sprays) cl_allowupload 0 // Disable uploading your player custom files (sprays) r_spray_lifetime 0 // Clear sprays immediately cl_playerspraydisable 1 // Disable player sprays cl_burninggibs 0 // Disable burning gibs as they have a performance impact props_break_max_pieces 0 // Disables gibs and prop breaking violence_hgibs 1 // Enable normal gibs violence_hblood 1 // Enable normal blood tf_playergib 0 // Control gibbing on local servers: 0: never, 1: default, 2: always. r_decalstaticprops 0 // Do not use some lighting data for static props, disable decals on static props cl_phys_props_enable 0 // Disable client side physics props r_propsmaxdist 0 r_drawdetailprops 0 // Disable detail props for saving a good bit of FPS r_staticprop_lod 7 // Force lowest LOD (lowest quality). Makes some railings invisible. r_PhysPropStaticLighting 0 // Do not use lighting on props lod_TransitionDist -1 // Do not fade in map objects for maximum performance cl_detaildist 1;cl_detailfade 50000 cl_ragdoll_fade_time -3 // Fade out ragdolls in 5 seconds, which is the cutoff for special ragdoll effects cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from cl_ragdoll_collide 0 // Disable ragdoll collisions ragdoll_sleepaftertime 0 // Instantly sleep ragdolls mat_viewportscale 1 // Adjust render resolution (adjust as a % from 1.0 to .1 in increments of .1 or .05). This is // useful for if your GPU struggles to render a lot of pixels. r_3dsky 0 // Disable 3D sky cl_jiggle_bone_framerate_cutoff 0 // Always disable jigglebones tf_sheen_framerate 0 // Killstreak viewmodel frame rate tf_sheen_alpha_firstperson 0 // Intensity of tint mat_picmip 2 // Low quality textures mat_filtertextures 0 // Blocky textures mat_disable_fancy_blending 1 // Disable fancy blending of textures r_drawropes 0 // Turn off ropes entirely rope_rendersolid 0 // Skip rendering solid part of ropes r_ropetranslucent 0 // Skip simulating ropes rope_smooth 0 // Skip a long smoothing operation for ropes rope_subdiv 0 // Skip heavy loops for rope subdivisions rope_collide 0 // Skip CPU heavy world collisions for ropes rope_wind_dist 0 // Do not apply CPU intensive wind to ropes rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time mat_vsync 0 // Ensure VSync is disabled mat_powersavingsmode 0 // Ensure power savings mode is disabled engine_no_focus_sleep 50 // Power savings while alt-tabbed out of TF2 r_occludeemaxarea 1 // Skip occlusion of objects that are too large to test for r_occluderminarea 1 // Skip occluders that are too small to block anything worth our time r_occludermincount 1 // Just in case we filter one out mat_tonemapping_occlusion_use_stencil 0 // Force disable stencil buffer for tonemapping r_norefresh 1 // Do not store a useless and unused frame time variable fast_fogvolume 1 // Fast path for one leaf water data sv_alternateticks 0 // Run every tick mod_offline_hdr_switch 1 // Skip outdated Source engine pathways mat_forcemanagedtextureintohardware 0 // Do not do tricks to render textures into hardware r_hunkalloclightmaps 0 // Use native memory allocation r_lightcache_zbuffercache 1 // Cache lighting computations and use new lighting pathways mat_requires_rt_alloc_first 0 // Force disable, since new GPUs do not need to do this. Improves load times. sys_minidumpspewlines 0 // Do not save any console output to a memory buffer in case of a crash cl_localnetworkbackdoor 0 // Fast path to skip backdoor mp_usehwmmodels -1 // Fast path to skip HW morph models tf_dashboard_slide_time .1 // Time in seconds for dashboard transitions sv_motd_unload_on_dismissal 1 // Server will tell the player to unload the MOTD tf_hud_show_servertimelimit 1 // Show server map time hud_medichealtargetmarker 1 // Shows medic heal target with a small marker tf_healthicon_height_offset 10 // Offset of heath icon tf_hud_target_id_offset 0 // Vertical offset of target ID tf_hud_target_id_show_avatars 0 // Show avatars: 0 - never, 1 - from everyone, 2 - from friends. tf_scoreboard_ping_as_text 1 // Use text for ping in the scoreboard cl_hudhint_sound 0 // Disable HUD sounds fov_desired 90 // See more of the battlefield glow_outline_effect_enable 0 // Disable all outlines tf_enable_glows_after_respawn 0 // Disable spawn nametags and outlines tf_spec_xray_disable 1 // Disable nametags and outlines while spectating tf_spectate_pyrovision 0 // Do not force pyrovision in spectator mode cl_use_tournament_specgui 1 // Use advanced tournament UI in spectator tournament mode lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it cl_always_flush_models 0 // Keep models loaded in between map loads and keep preloading mat_bufferprimitives 1 // Skip flushing of primitives when meshes draw filesystem_buffer_size 1 // 32KB buffer filesystem_max_stdio_read 64 // Use a higher max read cap (64MB) mod_load_anims_async 0 // Async animation loading mod_load_mesh_async 1 // Async mesh loading mod_load_vcollide_async 1 // Async vcollide loading mod_forcetouchdata 1 // Put all model data into cache on load mod_forcedata 1 // Load submodel data and load lingering async loads mod_touchalldata 0 // Load vcollide sync, load all peer data mod_forcetouchdata 0 // Skip loading all model data into cache on load mod_forcedata 0 // Async model cache does not force data by default mod_touchalldata 0 // Load vcollide async and skip submodel loading tf_dingalingaling_repeat_delay .008 // .008 seconds delay to allow for all standard weapons snd_async_fullyasync 1 // Skip sound cache, load all sounds async snd_async_minsize 0 // ^ snd_mix_async 1 // Use another thread to mix sounds snd_noextraupdate 1 // Do not update sound twice snd_async_spew_blocking 0 // Disable async spew snd_disable_mixer_duck 1;snd_pitchquality 0;dsp_slow_cpu 1;snd_spatialize_roundrobin 3;dsp_room 0;dsp_facingaway 0;dsp_speaker 0;dsp_water 0;dsp_spatial 0;snd_defer_trace 1 tf_quest_map_tuner_wobble_magnitude 0 // Disable the red tuner on the contracker tf_item_inspect_model_auto_spin 0 // Do not auto spin items in the inspect view tf_dashboard_slide_time 0 // Instant transitions tf_hud_target_id_show_avatars 0 // Never show avatars tf_hud_target_id_alpha 255 // Disable transparency of target ID tf_romevision_opt_in 0 // Opt out of Romevision extra models