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