twkr
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SteamID64 76561198001102075
SteamID3 [U:1:40836347]
SteamID32 STEAM_0:1:20418173
Country United States
Signed Up December 17, 2014
Last Posted December 17, 2014 at 5:18 PM
Posts 4 (0 per day)
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#9 Toaster FPS autoexec.cfg in Customization

// Player convars

cl_autoreload "1" // (def. "0" ) If set to 1, weapons with clips will automaticlly reload
cl_ejectbrass "0" // (def. "1" ) If set to 0, disables shell ejection
cl_burninggibs "0" // (def. "0" ) If set to 1, enables a burning player that gibs to have burning gibs
cl_ragdoll_collide "0" // (def. "0" ) If set to 1, enables collision detection between character models when they die so they don't overlap
cl_ragdoll_fade_time "0" // (def. "15" ) Sets the time, in seconds, for how long corpses stay on the ground
cl_ragdoll_forcefade "1" // (def. "0" ) If set to 1, makes ragdolls disappear after cl_ragdoll_fade_time value
cl_ragdoll_physics_enable "0" // (def. "1" ) If set to 0, disables death animation (causes ragdolls to stand in place)
flex_smooth "0" // (def. "1" ) If set to 1, enables smoothing/decay curve to flex animation controller changes (better animation)
g_ragdoll_fadespeed "0" // (def. "600" ) Sets how fast player models fade from view
g_ragdoll_important_maxcount "0" // (def. "2" ) Sets how many important ragdolls are allowed to be shown?
g_ragdoll_maxcount "0" // (def. "8" ) Sets how many ragdolls are allowed to be shown
mat_disablehwmorph "0" // (def. "0" ) If set to 1, disables hardware based morphing on some models
mp_usehwmmodels "1" // (def. "0" ) If set to -1, disables the use of the hw morph models (higher res face textures) on low end cards (-1=never 1=always 0=based upon GPU)
mp_usehwmvcds "1" // (def. "0" ) If set to -1, disables the use of the hw morph vcd(s) (higher res animations) on low end cards (-1=never 1=always 0=based upon GPU)
ragdoll_sleepaftertime "0" // (def. "5" ) Sets the time, in seconds, for how long the ragdoll animation lasts (if ragdolls are freezing where they die, set a slighty higher value than 0)
// r_drawviewmodel "1" // (def. "1" ) If set to 0, disables weapon model rendering
r_eyes "1" // (def. "1" ) IF set to 0, disables eye rendering (LEAVE ENABLED)
r_eyegloss "0" // (def. "1" ) If set to 0, disables eye gloss effect
r_eyemove "1" // (def. "1" ) If set to 0, disables eye movement
r_flex "1" // (def. "1" ) If set to 0, disables mouth movement
r_shadowmaxrendered "0" // (def. "32" ) Sets how many player shadows can be rendered at any one time
r_teeth "1" // (def. "1" ) If set to 0, disables teeth rendering
// viewmodel_fov "65" // (def. "54" ) Sets the fov of the weapon (if enabled)

// Rope convars

r_ropetranslucent "0" // (def. "1" ) If set to 1, enables translucent lighting effects on ropes
rope_averagelight "0" // (def. "1" ) If set to 1, enables average of cubemap lighting instead of max intensity on ropes
rope_collide "0" // (def. "1" ) If set to 1, enables rope collisions
rope_rendersolid "0" // (def. "1" ) If set to 1, enables rendering of ropes and cables
rope_shake "0" // (def. "1" ) If set to 1, enables rope movement in wind
rope_smooth "0" // (def. "1" ) If set to 1, enables antialiasing effect on ropes
rope_smooth_enlarge "0" // (def. "1.4" ) Sets how much to enlarge ropes for antialiasing
rope_smooth_maxalphawidth "0" // (def. "1.75" ) Sets the maximum alpha width for rope antialiasing
rope_subdiv "0" // (def. "2" ) Sets the maximum rope subdivision amount for anti-aliasing (2/4/8)
rope_wind_dist "0" // (def. "1000" ) Sets the distance when the game stops applying wind effects to ropes

// Sound convars

dsp_enhance_stereo "0" // (def. "0" ) If set to 1, enables stereo effect enhancements (slight performance cost)
dsp_slow_cpu "1" // (def. "0" ) If set to 1, enables reduction in dsp sound effect quality (helps with very slow CPUs)
dsp_water "1" // (def. "14" ) If set to 1, disables under water sound effects
phonemedelay ".04" // (def. "0" ) Sets the phoneme delay to account for sound system latency?
phonemefilter "0.4" // (def. "0.8" ) Sets the time duration of box filter to pass over phonemes?
phonemesnap "1" // (def. "2" ) Sets the Lod at level at which visemes stops always considering two phonemes regardless of duration? (1=don't force blend)
snd_async_fullyasync "1" // (def. "0" ) If set to 1, enables all playback to be fully async (sound doesn't play until data arrives - enabling may reduce stuttering)
snd_async_minsize "262144" // (def."262144") Sets the memory buffer, in bytes, for async sound playback? (not the cache)
snd_async_spew_blocking "1" // (def. "0" ) If set to 1, disables messages to console any time async sound loading blocks on file loading
snd_cull_duplicates "3" // (def. "0" ) Sets the number of duplicate sounds allowed to be played (if nonzero, enables aggressive duplicate sound culling during mixing)
snd_mixahead "0.05" // (def. "0.1" ) Sets the delay, in seconds, for sound mixing (higher=less audio stuttering, lower=better gameplay because of audio cues, 0.04=lowest value that typically gets rid of audio errors but is system dependent)
snd_musicvolume "0" // (def. "1" ) If set to 0, disables game music
snd_pitchquality "0" // (def. "1" ) If set to 0, disables more expensive pitch effects
snd_spatialize_roundrobin "1" // (def. "0" ) Sets the sound optimization for low-end computers (if nonzero, spatializes only a fraction of sound channels each frame, equal to 1/2^x of channels)

Eh could have uploaded elsewhere; blah blah didn't care enough to bother.

posted about 9 years ago
#6 Toaster FPS autoexec.cfg in Customization

// Decal convars (sprays and bullet holes)

cl_playerspraydisable "0" // (def. "0" ) If set to 1, disables player sprays
mp_decals "20" // (def. "200" ) Sets the maximum number of player decals
r_3dsky "0" // (def. "1" ) If set to 0, disables rendering of additional sky box details (fluffy clouds)
r_decal_cover_count "3" // (def. "4" ) Sets the number of decals that can be covered?
r_decal_cullsize "10" // (def. "1" ) Sets the size at which decals are not rendered
r_decal_overlap_count "2" // (def. "3" ) Sets the number of decals that can overlap each other?
r_decals "128" // (def. "2048" ) Sets the maximum number of decals possible at any one time that can be displayed (lower numbers can improve performance)
r_decalstaticprops "1" // (def. "1" ) If set to 0, disables static props decals test?
r_drawmodeldecals "1" // (def. "1" ) If set to 0, disables drawing of decals on models (but not walls and floors)
r_overlayfadeenable "0" // (def. "0" ) If set to 1, enables fading of overlay decals (posters and signs) based on distance
r_overlayfademax "3000" // (def. "2000" ) Sets the distance for overlays to be fully invisable (transparency fade effect)
r_overlayfademin "2000" // (def. "1750" ) Sets the distance for overlays to be fully visible (transparency fade effect)
r_maxmodeldecal "10" // (def. "50" ) Sets the maximum number of decals on a model
r_maxnewsamples "3" // (def. "6" ) Sets the maximum number of decals to sample?
r_maxsampledist "64" // (def. "128" ) Sets the distance for decals to sample?
r_minnewsamples "1" // (def. "3" ) Sets the minimum number of decals to sample?
r_renderoverlayfragment "0" // (def. "1" ) If set it 0, disables rendering of some surface decals (posters and signs)
r_spray_lifetime "2" // (def. "2" ) Sets the maximum number of rounds player sprays are visible

// Prop convars (grass and gibs)

cl_detaildist "0" // (def. "1200" ) Sets the distance at which detail props are no longer visible (grass)
cl_detailfade "0" // (def. "400" ) Sets the distance it takes for detail props to fade in from transparent to opaque (if cl_detailfade >= cl_detaildist then cl_detailfade=0)
cl_phys_props_enable "0" // (def. "1" ) If set to 0, disables physics props (player gibs)
cl_phys_props_max "0" // (def. "300" ) Sets the maximum amount of physics props allowed
prop_active_gib_limit "0" // (def. "9999" ) Sets the maximum number of gibs rendered
props_break_max_pieces "0" // (def. "-1" ) Sets the maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe "0" // (def. "-1" ) Sets the maximum prop breakable piece count per frame (-1 = model default)
r_drawdetailprops "0" // (def. "1" ) If set to 0, disables the rendering of detail props such as grass (0=Off, 1=Normal, 2=Wireframe)
r_drawflecks "0" // (def. "1" ) If set to 0, disables the sparks and dirt from bullet impacts
r_propsmaxdist "0" // (def. "1200" ) Sets the maximum distance which props are visable.
r_staticprop_lod "2" // (def. "-1" ) Sets the level of detail on static props (-1=very high 0=high, 1=medium, 2=low)
violence_hblood "0" // (def. "1" ) If set to 1, enables human blood?
violence_hgibs "0" // (def. "1" ) If set to 1, enables human gib entities?

// Water convars (http://developer.valvesoftware.com/wiki/Adding_Water)

cl_show_splashes "0" // (def. "1" ) If set to 0, disables water splashes
fast_fogvolume "1" // (def. "0" ) If set to 1, enables less expensive fogvolume entity (water)
mat_wateroverlaysize "128" // (def. "256" ) Sets the water overlay texture entity size (Large overlays cost more)
r_cheapwaterend "3000" // (def. "1000" ) Sets the distance of when inexpensive water rendering stops (water becomes black after this value) needs to be set after mapload
r_cheapwaterstart "0" // (def. "500" ) Sets the distance of when inexpensive water rendering starts (less graphics intensive water starts after this value) needs to be set after mapload
r_forcewaterleaf "1" // (def. "1" ) If set to 1, enables optimization for water (considers view in leaf under water for culling)
r_WaterDrawReflection "0" // (def. "1" ) If set to 0, disables reflections on water surface
r_WaterDrawRefraction "1" // (def. "1" ) If set to 0, disables water refraction - makes you unable to see though water (LEAVE ENABLED)

posted about 9 years ago
#2 Toaster FPS autoexec.cfg in Customization

// Rendering convars

datacachesize "512" // (def. "256" ) Sets the data cache size in megabytes (min. 32.000000 max. 512.000000)
cl_forcepreload "1" // (def. "0" ) If set to 1, forces preloading to memory (may reduce stuttering)
cl_jiggle_bone_framerate_cutoff "62" // (def. "20" ) Sets the cutoff FPS to skip jiggle bone simulation (set above monitor refresh rate/max fps to disable)
cl_new_impact_effects "0" // (def. "1" ) If set to 0, disables new bullet impact effects
fps_max "61" // (def. "300" ) Sets the maximum number of frames to render per second
lod_TransitionDist "0" // (def. "800" ) Sets the distance at which the level of detail is reduced (lower = better performance)
mat_alphacoverage "0" // (def. "1" ) If set to 0, disables antialiasing on alpha-tested primitives (grass and fences) even if AA is enabled
mat_bufferprimitives "0" // (def. "0" ) If set to 1, enables buffering of map primitives?
mat_clipz "1" // (def. "1" ) If set to 1, enables an optimization technique to reduce what is drawn on screen
mat_colcorrection_disableentities "0" // (def. "0" ) If set to 1, disables map color-correction entities (http://developer.valvesoftware.com/wiki/Color_correction_%28entity%29)
mat_compressedtextures "1" // (def. "1" ) If set to 1, enables texture compression (good for video cards with low video RAM)
mat_disable_fancy_blending "1" // (def. "0" ) If set to 1, disables costly texture blending
mat_disable_ps_patch "0" // (def. "0" ) If set to 1, disables post-processing patch?
mat_dump_rts "0" // (def. "0" ) If set to 1, enables dumping of RenderTargets?
mat_envmapsize "64" // (def. "128" ) Sets the size of backgrounds in non-reachable sections of the map (higher = better image quality)
mat_envmaptgasize "16" // (def. "32" ) Sets the size of tga files (higher value = better image quality)
mat_excludetextures "1" // (def. "0" ) If set to 1. excludes nonmanged textures?
mat_filtertextures "1" // (def. "1" ) If set to 0, disables texture smoothing (LEAVE ENABLED)
mat_forcemanagedtextureintohardware "0" // (def. "0" ) If set to 1, offloads textures to GPU
mat_force_ps_patch "1" // (def. "0" ) If set to 1, forces post-processing patch?
mat_framebuffercopyoverlaysize "128" // (def. "256" ) Sets the frame buffer size used in post-processing effects?
mat_managedtextures "1" // (def. "0" ) If set to 1, allows Direct3D to manage texture uploading at the cost of extra system memory
mat_max_worldmesh_vertices "4096" // (def. "65536") Sets the maximum number of brush mesh vertices (defines the subdivision of surfaces)
mat_mipmaptextures "1" // (def. "1" ) If set to 0. disables mipmapping texture smoothing (LEAVE ENABLED)
mat_parallaxmap "0" // (def. "0" ) If set to 0, disables parallax mapping (adds greater depth and realism to textures)
mat_reduceparticles "1" // (def. "0" ) If set to 1, reduces particle complexity?
mat_viewportscale "1" // (def. "1" ) Scale down the viewport (min. 0.001563 max. 1.000000) lower values will render lower resolutions (negligable preformance benifit)
mat_viewportupscale "1" // (def. "1" ) Scales the viewport back up ("mat_viewportupscale 1" and "mat_viewportscale 0.5" will downscale world rendering by 50%)
tf_particles_disable_weather "1" // (def. "0" ) If set to 1, disables weather effects on maps supporting it. (rain)
r_fastzreject "-1" // (def. "0" ) If set to 1, enables optimized z-buffering algorithm (-1 to default to hardware)
r_occlusion "0" // (def. "1" ) If set to 0, disables the occlusion system (tf2 maps that dont use func_occluder because it's costly might give a tiny improvement to FPS by disabling)
r_particle_sim_spike_threshold_ms "1" // (def. "5" ) Set the time, in milliseconds, to dump particle effects?

// Lighting and shading convars (http://www.valvesoftware.com/publications/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine.pdf)

cl_muzzleflash_dlight_1st "0" // (def. "1" ) If set to 0, disables muzzle flash dynamic lighting on the surrounding area
glow_outline_effect_enable "0" // (def. "1" ) If set to 0, disables entity outline glow effects (carts and intel)
mat_bumpmap "0" // (def. "1" ) If set to 1, enables bumpmapping (adds depth to textures)
mat_disable_lightwarp "1" // (def. "0" ) If set to 1, disables lighting effects/local model color correction (DirectX 9)
mat_fastspecular "1" // (def. "1" ) If set to 1, enables fast specularity; used to enable and disable specularity without reloading
mat_filterlightmaps "1" // (def. "1" ) If set to 0, disables static lightmap smoothing - controls if luxels are smoothed together similar to texels (LEAVE ENABLED)
mat_phong "0" // (def. "1" ) If set to 0, disables phong shading on all models - disables lightwarps (DirectX 9)
mat_specular "1" // (def. "1" ) If set to 0, disables specular lighting (ubers) on objects
muzzleflash_light "0" // (def. "1" ) If set to 0, disables muzzle flash lighting on the surrounding area
r_ambientboost "0" // (def. "1" ) If set to 1, enables boosting the ambient term if it is swamped by local lights
r_ambientfactor "6" // (def. "5" ) Sets the ambient cubemap lighting boost by no more than this factor
r_ambientmin "0.4" // (def. "0.3" ) Sets the threshold above which ambient cube will not boost (it is already sufficiently bright)
r_dynamic "1" // (def. "1" ) If set to 0, disables dynamic?
r_lightaverage "0" // (def. "1" ) If set to 0, disables light averaging (slight FPS increase)
r_lightcache_zbuffercache "1" // (def. "0" ) If set to 1, enables z-buffering for the light cache system? (computes lighting for moving entities)
r_maxdlights "2" // (def. "32" ) Sets the maximum possible number of dynamic lights
r_PhysPropStaticLighting "1" // (def. "1" ) If set to 1, enables lighting on physics props?
r_proplightingfromdisk "1" // (def. "1" ) If set to 1, enables prop lighting from disk? (0=Off, 1=On, 2=show errors)
r_pixelfog "0" // (def. "1" ) If set to 1, enables atmospheric scattering (DirectX 9)
r_shader_srgb "0" // (def. "0" ) Sets the method of shader rgb lookups (-1=use hardware caps, 0=use hardware srgb, 1=use shader srgb software lookup)
r_worldlights "1" // (def. "4" ) Sets the maximum number of lights to use per vertex

posted about 9 years ago
#1 Toaster FPS autoexec.cfg in Customization

Greetings,

I still have a toaster laptop (AMD Athlon X2 + NVIDIA 9100M G) that gets pressed into service for TF2. Wanted to download some different HUDs on it so I decided to share this. Thread limit won't let me post it all, I'll have to break it up. Just copy/paste into notepad and disable word wrap. Hope someone finds this of use.

// twkr's TF2 autoexec.cfg // ( 12.16.2014 ) Sets convars with an emphasis on increasing FPS and reducing clutter (without obliterating graphics)
// Set Launch options // (def. "" ) Set the TF2 launch options as "+mat_dxlevel 80 -threads # -novid" for better preformance (where "#" = core count if > 3) NOTE: DX70 is not allowed on many servers; DX81 water effects are broken (but faster); DX98 offers no tangible benifits

clear; echo " "; echo "// Greetings program!"

// Video options menu convars (can comment out and set in game)

fov_desired "80" // (def. "75" ) Sets "field of view" - Sets the field of view (a lower FOV gives slightly better performance at the cost of viewing angle)
mat_aaquality "0" // (def. "0" ) Sets "antiailas mode" - Sets the level of antialisaing (0/1/2 to set level)
mat_antialias "0" // (def. "0" ) Sets "antialias mode" - Sets the level of antialisaing (0/2/4/6 to set level)
mat_colorcorrection "0" // (def. "0" ) Sets "color correction" - If set to 0, disables color correction (simulates depth on objects)
// mat_dxlevel "80" // (def. "95" ) Sets "hardware DirectX level" - Sets the level of DirectX used (commented out because dxsupport.cfg preset changes video options) to set use +mat_dxlevel in launch options (https://developer.valvesoftware.com/wiki/Mat_dxlevel)
mat_forceaniso "0" // (def. "4" ) Sets "filtering mode" - Sets the texture filtering level (0/2/4/8/16 to set level)
mat_trilinear "1" // (def. "0" ) Sets "filtering mode" - If set to 0, disables trilinear mipmapping and uses bilinear; trilinear helps banding issues bilinear cannout without the bandwidth/preformance hit of anisotropic (LEAVE ENABLED)
mat_hdr_level "0" // (def. "2" ) Sets "HDR lighting effects" - If set to 0, disables HDR (0=off, 1=HDR+bloom, 2=full)
mat_disable_bloom "0" // (def. "0" ) Sets "HDR lighting effects" - If set to 1, disables bloom
mat_disable_d3d9ex "1" // (def. "0" ) Sets "Windows Aero extensions"- If set to 1, disables Windows Aero DirectX extensions (may positively or negatively affect performance) enable if running +mat_dxlevel 98
mat_monitorgamma "1.6" // (def. "2" ) Sets "set brightness level" - Sets the monitor gamma level
mat_motion_blur_enabled "0" // (def. "0" ) Sets "motion blur" - If set to 0, disables motion blur
mat_picmip "0" // (def. "1" ) Sets "texture detail" - Sets the resolution of textures (-2=max, -1=very high, 0=high, 1=medium, 2=low)
mat_queue_mode "-1" // (def. "0" ) Sets "multicore support" - Sets the threading mode for the material system (-2=legacy default, -1=default, 0=synchronous single thread, 1=queued single threaded mode, 2=multi-threaded)
mat_reducefillrate "1" // (def. "0" ) Sets "shader detail" - Sets the shader fill rate (1=low, 0=high)
mat_vsync "1" // (def. "1" ) Sets "wait for vertical sync" - If set to 0, disables vertical sync (if enabled can cause imput lag and with some multicore convars can cause CTDs)
mat_shadowstate "0" // (def. "1" ) Sets "shadow detail" - If set to 0, disables shadows (1=circle as shadow, 2=player model as shadow)
r_shadows "0" // (def. "1" ) Sets "shadow detail" - If set to 0, disables shadows (if enabled w/r_queued_decals? can cause CTDs)
r_shadowrendertotexture "0" // (def. "1" ) Sets "shadow detail" - Sets the "Shadow Detail" option in the menu
r_waterforceexpensive "0" // (def. "1" ) Sets "water detail" - If set to 0, reduces the quality of water (0=Simple reflections, 1=Reflect world)
r_waterforcereflectentities "0" // (def. "1" ) Sets "water detail" - If set to 0, reduces the quality of water (1=Reflect all even if r_waterdrawreflection is 0)
r_lod "1" // (def. "-1" ) Sets "model detail" - Sets the level of model detail, becoming less detailed the further away players are (-2=max, -1=very high, 0=high, 1=medium, 2=low)
r_rootlod "1" // (def. "0" ) Sets "model detail" - Sets the level of model detail that is loaded into memory (0=high, 1=medium, 2=low)

// Multicore convars

cl_threaded_bone_setup "0" // (def. "0" ) If set to 1, enables parallel processing of C_BaseAnimating::SetupBones() (QUAD CORE OR HIGHER - CAN CAUSE ERRORS)
cl_threaded_client_leaf_system "0" // (def. "0" ) If set to 1, enables Valve's leaf system to run in parallel (DO NOT ENABLE - CAUSES ERRORS)
host_thread_mode "0" // (def. "0" ) If set to 1, enables the host to run in threaded mode (DUAL CORE OR HIGHER)
particle_sim_alt_cores "2" // (def. "2" ) sets the number of CPU cores to run particle effects?
net_queued_packet_thread "1" // (def. "1" ) If set to 1, enables a high priority thread to send queued packets out instead of sending them each frame (DUAL CORE OR HIGHER - LEAVE ENABLED)
r_queued_decals "0" // (def. "0" ) If set to 1, enables offloading some decal rendering setup to the material system queue (QUAD CORE OR HIGHER - CAN CAUSE ERRORS)
r_queued_ropes "1" // (def. "1" ) If set to 1, enables parallel processing of ropes (DUAL CORE OR HIGHER - LEAVE ENABLED)
r_queued_post_processing "0" // (def. "0" ) If set to 1, enables parallel processing of the post-processing effects pipeline (QUAD CORE OR HIGHER - CAN CAUSE ERRORS)
r_threaded_client_shadow_manager "0" // (def. "0" ) If set to 1, enables the shadow system to run multi-threaded (QUAD CORE OR HIGHER)
r_threaded_particles "1" // (def. "1" ) If set to 1, enables the particle system to run multi-threaded (DUAL CORE OR HIGHER)
r_threaded_renderables "1" // (def. "0" ) If set to 1, enables the rendering system to run multi-threaded (QUAD CORE OR HIGHER)
snd_mix_async "1" // (def. "0" ) If set to 1, enables sound mixing system to run multi-threaded (DUAL CORE OR HIGHER - CAN CAUSE ERRORS)
studio_queue_mode "1" // (def. "1" ) If set to 1, enables studio.h to run multi-threaded? (DUAL CORE OR HIGHER - LEAVE ENABLED)

posted about 9 years ago