any dual core optimization cmds? On Sat, Aug 22, 2009 at 1:48 AM, Terrry Toledo<[email protected]> wrote: > > Many of these commands are compatible with TF2, which uses the newer > Source 2007 engine, not CSS > > On Aug 21, 1:48 pm, Terrry Toledo <[email protected]> wrote: >> I recommend changing "r_lod 2" to "r_lod -1" if youre playing half >> life 2, not CSS >> >> On Aug 21, 1:48 pm, Terrry Toledo <[email protected]> wrote: >> >> > Here is my lowest config for Counter Strike Source: >> >> > exec userconfig.cfg >> > exec server.cfg >> >> > // Casey's Config v2 (CAL compliant) >> > // Updated for new season by CAL|Stone >> > // Updated 01/23/07 - Added misc settings section >> > //_Set Netcode vars_ >> > cl_cmdrate "101" >> > cl_interp "0.01" >> > cl_interpolate "1" >> > cl_lagcomp_errorcheck "0" // Disables lagcompensation error >> > checking, only needed if you're having any registration/loss/choke >> > problems. >> > cl_lagcompensation "1" >> > cl_smooth "0" >> > cl_updaterate "75" >> > rate "25000" >> > //_Set MP vars_ >> > //_Set Client vars_ >> > cl_drawmonitors "0" // Disables the rendering of ingame >> > "monitors" which contain 3d rendered images. >> > cl_ejectbrass "0" // Disables brass ejection >> > cl_forcepreload "1" // Forces the game to load all texture >> > and model information into memory on map load. >> > sv_forcepreload "1" >> > cl_phys_props_enable "0" // Enables phsyics props. >> > cl_phys_props_max "1" // Maximum amount of physics props >> > allowed. >> > cl_ragdoll_physics_enable "1" // Disables ragdoll. >> > cl_ragdoll_fade_time "10" >> > cl_restrict_server_commands "0" // Compatible/needed with >> > serverplugins >> > cl_show_splashes "0" // Disables water splashes. >> > cl_detaildist "400" >> > cl_detailfade "300" >> > cl_muzzleflash_dlight_3rd "0" >> > cl_muzzleflash_dlight_1st "0" >> > cl_ragdoll_collide "0" >> > cl_pushaway_force "0" >> > sv_robust_explosions "1" >> > sv_consistency "0" >> > snd_mix_async "1" >> >> > //_Set Render vars_ >> > mat_dxlevel "70" >> > r_3dsky "0" // Disables the rendering of 3d sky boxes. >> > r_drawbatchdecals "1" // Enables the rendering of decals in >> > batch. >> > r_drawdetailprops "1" // Enables the rendering of detail props. >> > r_drawbrushmodels "0" >> > r_drawflecks "1" // Disables the sparks and dirt from >> > bullet impacts. >> > r_drawmodeldecals "0" // Models decals (i.e. blood). >> > r_eyes "0" // Disables eyes in models. >> > r_lod "2" // Different level of details on models. -1 = >> > Variable at distance. 0 = None. 1 = Minor. 2 = Less minor. >> > r_modellodscale "0.1" // The transitioning power of LOD. >> > r_occlusion "1" // Enables the Model Occlusion system. >> > r_propsmaxdist "100" // Max distance at which props are >> > rendered. >> > r_renderoverlayfragment "0" >> > r_rootlod "2" // Base lod of the model in the memory. >> > r_shadowmaxrendered "-1" // Max shadows the game will render. >> > r_shadowrendertotexture "0" // Rendered the shadow texture >> > causing it to match the player model. >> > r_shadows "0" // Enables shadows (Change be disabled for >> > additional performance.) >> > r_teeth "0" // Disables teeth in models. >> > r_waterdrawreflection "0" // Disables the rendering of water >> > reflections. >> > r_waterforceexpensive "0" // Forces cheap water. >> > r_maxmodeldecal "20" >> > r_dynamic "0" >> > r_maxdlights "5" >> > r_WaterDrawReflection "0" >> > r_WaterDrawRefraction "0" >> > r_decal_cullsize "1" >> > r_fastzreject "1" >> > r_eyeglintlodpixels "0" >> > r_lightaverage "0" >> > r_lightinterp "0" >> > r_avglight "0" >> > r_flex "0" >> > r_worldlights "0" >> > r_worldlightmin "1" >> > muzzleflash_light "0" >> > r_spray_lifetime "2" >> > r_fastnobump "1" >> > r_fastspecular "1" >> > r_drawlights "0" >> > r_DispUseStaticMeshes "0" >> > r_dispfullradius "0" >> > r_PhysPropStaticLighting "0" >> >> > gl_clear "0" // Disables the gl_clear convariable. >> > gl_dither "0" >> > props_break_max_pieces "0" // Disables prop fragmenting >> > //_Set Materials vars_ >> > mat_antialias "0" // Disables the use of multisampling to >> > smooth out edges. >> > mat_bumpmap "0" // Disables bump mapping. >> > mat_blur "0" >> > mat_clipz "0" // Disables optimized Z-Buffer rendering. >> > mat_compressedtextures "1" // Disables texture compression. Users >> > with low amounts of system memory should turn this on. >> > mat_disable_bloom "1" // Disables bloom effects. >> > mat_colorcorrection "0" >> > mat_hdr_enabled "0" // Disables HDR. >> > mat_hdr_level "0" // Double Disables HDR. >> > mat_mipmaptextures "1" // Enables the use of mipmapping to make >> > textures look smooth. >> > mat_picmip "0" // Changes the resolutions of textures when >> > they're loaded into memory. May improve FPS on graphics cards with low >> > memory sizes. >> > mat_reducefillrate "1" // Reduces the fillrate when the game is >> > run in DXLevel 8. >> > mat_specular "0" // Disables Specularity on objects. >> > mat_wateroverlaysize "8" // Sets the resolution of water >> > distortion. Must be multiple of 8. >> > mat_disable_fancy_blending "1" >> > mat_disable_lightwarp "1" >> > mat_disable_ps_patch "1" >> > mat_envmapsize "0" >> > mat_envmaptgasize "0" >> > mat_filterlightmaps "1" >> > mat_forceaniso "0" >> > mat_forcehardwaresync "0" >> > mat_forcemanagedtextureintohardware "0" >> > mat_framebuffercopyoverlaysize "0" >> > mat_vsync "0" >> > fog_enable "0" >> > fog_enable_water_fog "0" >> > mat_parallaxmap "0" >> > r_cheapwaterend "1" >> > dsp_slow_cpu "1" >> > dsp_enhance_stereo "0" >> > cl_allowupload "1" >> > cl_allowdownload "1" >> > mat_texture_limit "-1" >> > mat_filterlightmaps "1" >> >> > mat_showenvmapmask "0" >> > mat_showlowresimage "0" >> > mat_showmaterials "0" >> > mat_showmaterialsverbose "0" >> > mat_supportflashlight "0" >> > mat_wateroverlaysize "0" >> > mat_motion_blur_enabled "0" >> > mat_motion_blur_percent_of_screen_max "0" >> > mp_decals "30" >> > muzzleflash_light "0" >> > mat_lightmap_pfms "0" >> > mat_shadowstate "0" >> > mat_show_ab_hdr "0" >> > mat_showlightmappage "-1" >> > mat_texture_limit "-1" >> > mat_use_compressed_hdr_textures "1" >> > mat_showenvmapmask "0" >> > mat_showlowresimage "0" >> > mat_showmaterials "0" >> > mat_showmaterialsverbose "0" >> > mat_supportflashlight "0" >> > mat_envmapsize "0" >> > mat_excludetextures "1" >> > mat_envmaptgasize "0" >> > mat_framebuffercopyoverlaysize "0" >> > r_minnewsamples "0" >> > props_break_max_pieces_perframe "0" >> > r_flashlightrendermodels "0" >> > r_staticprop_lod "4" >> > r_forcewaterleaf "0" >> > r_flashlightrenderworld "0" >> > r_flashlightrenderworld "0" >> > r_visualizeproplightcaching "1" >> >> > r_3dnow "1" >> > r_mmx "1" >> > r_sse "1" >> > r_sse2 "1" >> >> > fog_enable "0" >> > fog_enable_water_fog "0" >> >> > lod_Enable "1" >> > lod_TransitionDist "1" >> >> > rope_averagelight 0 // _disables average lighting on ropes_ >> > rope_smooth 0 // _disables antialiasing on ropes_ >> > rope_subdiv 0 >> > rope_wind_dist 0 // _disables wind effects on ropes_ >> > rope_rendersolid "0" >> >> > r_rainsimulate 0 >> > r_rainradius 0 >> > r_rainsplashpercentage 0 >> >> > datacachesize "128" >> > snd_mixahead "0.1" >> >> > r_threaded_renderables "1" >> > mat_queue_mode "2" >> > r_threaded_particles "1" >> > r_threaded_client_shadow_manager "1" >> > cl_threaded_bone_setup "1" >> > cl_threaded_client_leaf_system "1" >> >> > fog_color "-1" // >> > fog_colorskybox "-1" // >> > fog_enable_water_fog "0" // diabables water fog in >> > skybox >> > fog_enableskybox "0" // disables fog in skybox >> > fog_enable "0" // disables fog >> > fog_end "0" // >> > fog_endskybox "-1" // >> > fog_start "-1" // >> > fog_startskybox "-1" // >> >> > //_Set HUD vars_ >> > hud_centerid "1" // Centers player IDs >> > net_graph "3" // Enables net_graph (Required in SS round) >> > net_graphpos "2" // Adjusts netgraph position-set between 1 >> > and 3. >> > //_Set Misc settings_ >> > fps_max "75" // Caps framerate. Set to max monitor refresh >> > rate + 1. >> > jpeg_quality "100" // High quality screenshots >> > clear >> > echo _Casey's Config v2 (CAL compliant) loaded_ >> >> > On Aug 21, 5:00 am, "[email protected]" >> >> > <[email protected]> wrote: >> > > Can somebody give me the "lowest possible" config file or half life 2 > > >
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