- unbind uparrow
- unbind downarrow
- unbind leftarrow
- unbind rightarrow
- unbind e
- exec 3boodybinds
- mat_mipmaptextures 0
- con_filter_enable 1
- con_filter_text_out "particle"
- con_filter_text_out "material"
- con_filter_text_out "muzzle"
- con_filter_text_out "Cannot update control point"
- con_filter_text_out "doesn't have attachment"
- con_filter_text_out "Failed to load sound"
- tf_dingaling_pitchmaxdmg 5
- tf_dingaling_pitchmindmg 195
- 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_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"
- bind mouse5 kill
- unbind f2
- unbind f1
- bind ] "viewmodel_fov 54"
- sv_allow_point_servercommand always
- exec nullmove
- exec scoreboard
- hud_combattext_batching 1
- bind z voice_menu_1
- cl_crosshair_scale 17.930000
- bindtoggle j tf_use_min_viewmodels
- bindtoggle h r_drawviewmodel
- bind o "cl_crosshair_file default
- bind i say_party
- bind k "cl_crosshair_file crosshair5
- bind [ "viewmodel_fov 100"
- bind ] "viewmodel_fov 54"
- bind ctrl +duck
- bind v disguiseteam
- bind z voice_menu_1
- bind x voice_menu_2
- bind c voice_menu_3
- bind b lastdisguise
- //bind e +helpme
- bind home kill
- bindtoggle n tf_scoreboard_mouse_mode
- bind r +inspect
- bind MOUSE2 "+attack2
- bind [ "viewmodel_fov 100"
- bind ] "viewmodel_fov 54"
- cl_crosshair_scale 17.930000
- bind o "cl_crosshair_file default
- bind k "cl_crosshair_file crosshair5
- bind l "cl_crosshair_file crosshair7
- bind . "cl_crosshair_file crosshair3
- bind p "cl_crosshair_file crosshair4
- bind ' "cl_crosshair_scale 20
- bind \ "cl_crosshair_scale 32
- bind / "cl_crosshair_scale 50
- mat_filtertextures 0
- mat_filterlightmaps 0
- tf_contract_progress_show 1
- fov_desired 90
- fov_viewmodel 100
- bind "z" "prec_mark"
- prec_mode 3
- prec_min_streak 100
- sv_allow_point_servercommand always
- developer 1
- echo "default settings loaded"
- developer 0
- // Cleaning up and stopping debug flooding
- adsp_debug 0
- cl_clearhinthistory 1
- cl_debugrumble 0
- cl_rumblescale 0
- mat_debugdepthval 0
- mat_debugdepthvalmax 0
- mat_debug_postprocessing_effects 0
- net_graph 1
- cl_drawhud 1
- mat_phong 0
- cl_showfps 0 // Show unsmoothed FPS meter
- //fps_max 0 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
- //fps_max 0
- fps_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 67
- cl_interp 0.024
- cl_interp_ratio 1
- cl_lagcompensation 1
- cl_pred_optimize 0
- cl_smooth 0
- cl_smoothtime 0.01
- cl_updaterate 67
- rate 60000
- cl_showerror 1
- // Bad connection
- //cl_cmdrate 40
- //cl_interp 0
- //cl_interp_ratio 1
- //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 sprays
- // cl_playerspraydisable 1
- // r_spray_lifetime 0
- //r_decals 1
- r_decals 0
- // Enable sprays -- uncomment this section if you want these settings
- cl_playerspraydisable 0
- r_spray_lifetime 2
- // ----------------------------------------------------------------------------
- // Shadows
- // ----------------------------------------------------------------------------
- // Disable shadows
- mat_shadowstate 0
- r_shadowmaxrendered 0
- r_shadowrendertotexture 0
- r_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 features
- r_eyes 0
- r_flex 0
- r_lod 2
- r_rootlod 2
- r_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 settings
- //cl_ragdoll_fade_time 15
- //cl_ragdoll_forcefade 0
- //cl_ragdoll_physics_enable 1
- //g_ragdoll_fadespeed 600
- //g_ragdoll_lvfadespeed 100
- //ragdoll_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 settings
- //cl_phys_props_enable 1
- //cl_phys_props_max 128
- //props_break_max_pieces -1
- //r_propsmaxdist 1000
- //violence_agibs 1
- //violence_hgibs 1
- // ----------------------------------------------------------------------------
- // Graphical
- // ----------------------------------------------------------------------------
- // Now we come to the main brunt of the config. You probably don't want to mess
- // with this.
- // ----------------------------------------------------------------------------
- cl_detaildist 0
- cl_detailfade 0
- cl_drawmonitors 0
- cl_ejectbrass 0
- cl_jiggle_bone_framerate_cutoff 45 // Turns off jigglebones
- cl_new_impact_effects 0
- cl_show_splashes 0
- func_break_max_pieces 0
- glow_outline_effect_enable 1 // Cart glow effect.
- lod_transitiondist -1
- mat_antialias 0
- mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
- // a strange `shine' effect to appear on all players.
- mat_colcorrection_disableentities 1
- mat_colorcorrection 0
- mat_disable_bloom 1
- mat_disable_fancy_blending 1
- mat_disable_lightwarp 1
- mat_envmapsize 8
- mat_envmaptgasize 8
- mat_filterlightmaps 0
- mat_filtertextures 0
- mat_forceaniso 1
- mat_hdr_level 0
- mat_max_worldmesh_vertices 512
- // mat_monitorgamma 2.010000
- // mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
- // to get it darker. Only works in fullscreen.
- mat_motion_blur_enabled 0
- mat_parallaxmap 0
- 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
- // worst.
- mat_reducefillrate 1
- mat_reduceparticles 1
- mat_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 0
- mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
- mat_viewportupscale 1
- mat_wateroverlaysize 1
- mp_decals 0 // `9' is a good value to still see the spread pattern from a
- // scattergun without any real performance loss.
- r_3dsky 0
- r_ambientboost 0
- r_ambientfactor 0
- r_ambientmin 0
- r_avglight 0
- r_cheapwaterend 1
- r_cheapwaterstart 1
- //r_decals 1
- r_decalstaticprops 0
- r_decal_cullsize 15
- r_drawdetailprops 0
- r_drawmodeldecals 0
- r_drawflecks 0
- r_dynamic 0
- r_flashlightdepthtexture 0
- r_forcewaterleaf 1
- r_lightaverage 0
- r_maxnewsamples 2
- r_maxsampledist 1
- r_propsmaxdist 0
- r_renderoverlayfragment 0
- r_staticprop_lod 4
- r_waterdrawreflection 0
- r_waterdrawrefraction 1
- r_waterforceexpensive 0
- r_waterforcereflectentities 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_subdiv 0
- rope_wind_dist 0
- tf_particles_disable_weather 1 // Disable weather effects on maps supporting
- // it, for example, setting this to `1'
- // disables rain effects on *_sawmill.
- tracer_extra 0
- violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
- violence_hblood 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- in_usekeyboardsampletime 0
- mat_clipz 0 // FX card users should set this to 0
- mat_forcehardwaresync 0
- mat_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 0
- dsp_slow_cpu 1
- snd_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=65161
- snd_pitchquality 0
- snd_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 0
- cl_threaded_client_leaf_system 0
- r_queued_decals 0
- r_queued_ropes 1
- r_queued_post_processing 0
- r_threaded_client_shadow_manager 1
- r_threaded_particles 1
- r_threaded_renderables 1
- // ----------------------------------------------------------------------------
- // Misc
- // ----------------------------------------------------------------------------
- cl_forcepreload 1 // Force preloading
- bind home kill
- bindtoggle j tf_use_min_viewmodels
- bindtoggle h r_drawviewmodel
- //bind o "cl_crosshair_file crosshair6
- bind i say_party
- bind k "cl_crosshair_file crosshair5
- bind l "cl_crosshair_file crosshair7
- bind . "cl_crosshair_file crosshair3
- bind p "cl_crosshair_file crosshair4
- bind ' "cl_crosshair_scale 20
- bind \ "cl_crosshair_scale 32
- bind / "cl_crosshair_scale 50
- bind "KP_END" "join_class scout"
- bind "KP_DOWNARROW" "join_class soldier"
- bind "KP_LEFTARROW" "join_class demoman"
- bind "KP_PGDN" "join_class pyro"
- bind "KP_5" "join_class heavyweapons"
- bind "KP_RIGHTARROW" "join_class engineer"
- bind "KP_HOME" "join_class medic"
- bind "KP_UPARROW" "join_class sniper"
- bind "KP_PGUP" "join_class spy"
- fps_max 0; mat_shadowstate 0; r_shadowmaxrendered 0; r_shadowrendertotexture 0; r_shadows 0; 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; cl_phys_props_enable 0; cl_phys_props_max 0; props_break_max_pieces 0; r_propsmaxdist 1; violence_agibs 0; violence_hgibs 0; r_eyes 0; r_flex 0; r_lod 2; r_rootlod 2; r_teeth 0; cl_hud_playerclass_use_playermodel 1; cl_jiggle_bone_framerate_cutoff 45; mat_antialias 0; cl_muzzleflash_dlight_1st 0; cl_detaildist 0; cl_detailfade 0; cl_drawmonitors 0; cl_ejectbrass 0; cl_new_impact_effects 0; cl_show_splashes 0; func_break_max_pieces 0; lod_transitiondist 0; mat_colcorrection_disableentities 0; mat_colorcorrection 0; mat_disable_bloom 1; mat_disable_fancy_blending 1; mat_trilinear 0; mat_disable_lightwarp 1; mat_envmapsize 8; mat_envmaptgasize 8; mat_filterlightmaps 0; mat_filtertextures 0; mat_forceaniso 0; mat_hdr_level 0; mat_max_worldmesh_vertices 512; mat_motion_blur_enabled 0; mat_parallaxmap 0; mat_picmip 2; mat_reducefillrate 1; mat_reduceparticles 1; mat_wateroverlaysize 1; mp_decals 0; r_3dsky 0; r_ambientboost 0; r_ambientfactor 0; r_ambientmin 0; r_avglight 0; r_cheapwaterend 1; r_cheapwaterstart 1; r_maxmodeldecal 9; r_decalstaticprops 0; r_decalstaticprops 0; r_decal_cullsize 15; r_drawdetailprops 0; r_drawmodeldecals 0; r_drawflecks 0; r_dynamic 0; r_flashlightdepthtexture 0; r_forcewaterleaf 1; r_lightaverage 0; r_maxnewsamples 0; r_maxsampledist 1; r_occlusion 0; r_propsmaxdist 0; r_renderoverlayfragment 0; r_staticprop_lod 4; r_waterdrawreflection 0; r_waterdrawrefraction 1; r_waterforceexpensive 0; r_waterforcereflectentities 0; r_drawtracers_firstperson 0; rope_averagelight 0; rope_collide 0; rope_rendersolid 0; rope_rendersolid 0; rope_rendersolid 0; rope_shake 0; rope_smooth 0; rope_subdiv 0; rope_wind_dist 0; tf_particles_disable_weather 1; tracer_extra 0; violence_ablood 1; violence_hblood 1