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"

These are the dual core settings only usable in, i think, TF2, L4D,
and maybe Episode Two

People have record 60% fps increase with these commands, but people
have also reported more crashes

On Aug 21, 11:58 pm, Espionage724 <[email protected]> wrote:
> 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
>
> --
> Espionage724 Has A Signature...
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