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Reinhardt

Source 2 Quality And Performance Config

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Most of what needs to be said about this config is commented. Save the config as an autoexec.cfg and edit as needed. For instance, if you wish to use the config in Garrysmod, remove the entire multicore section, or if you want to use this in Portal, uncomment the Portal bit and comment the extra threadmode ticks in multicore, which as the config explains, is for Multiplayer only.

//========= Copyright C 2007-2009, 1/4 Life - MrTwoVideocards - Your Mother, All rights reserved. ============//
//
// Purpose: Ultimate Source 2 quality and performance Autoexec config.
//
// PRE-REQUISITS:
// If you have a quad core CPU, add "-threads 4" as a launch option.
// If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option.
// If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION!
// DO NOT USE THE MULTICORE OPTIONS IN GARRYSMOD. IT WILL CRASH, AND GARRY WILL CASTRATE YOU.
//
//================================================================================
============================//

// Multithreading (DO NOT USE IN GARRYSMOD)
host_thread_mode 2 //Forces on multithreading. Defaults to 0
//mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
r_queued_decals 1 //Queued decals.
r_queued_post_processing 1 //Queued post processing.
r_queued_ropes 1 //Queued ropes.
cl_threaded_bone_setup 1 //Threaded bones and animations.
//cl_threaded_client_leaf_system 1 //UNSTABLE!
cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds of sounds to be cut off on some systems.

// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4

// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos. Only fully works on ATI GPUs with Tesselation.
mp_usehwmvcds 1 //Use high quality facial animations. Requires an ATI GPUs with Tesselation in order to fully work.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.

// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.

// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.

// Portal Only (Severely lowers FPS)
//r_portal_stencil_depth 10 //Maximum setable option in the Portal options menu is 9. The CVAR will go to 10.

// Episode 2 and Garrysmod Only
//hunter_allow_nav_jump 1 //Allows hunters to jump, creating a more interesting foe to fight.

// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
bind f +use //Scout baseballs will fly into the air if you press "use" on them. This is usefull for getting stuck baseballs back!

// Other
jpeg_quality 100 //Better quality screenshots with F5.
//mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.

In the event of instability, try commenting or removing the multicore section. Particularly mat_queue_mode and cl_threaded_client_leaf_system.

SOURCE: http://www.facepunch.com/showthread.php?p=...06#post14067106

// Multithreading (DO NOT USE IN GARRYSMOD)

host_thread_mode 2 //Forces on multithreading. Defaults to 0

mat_queue_mode 1 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.

r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.

r_threaded_particles 1 //Threaded particles (Defaults to 1)

r_threaded_renderables 1 //Threaded renderables

//r_queued_decals 1 //Queued decals.

//r_queued_post_processing 1 //Queued post processing.

//r_queued_ropes 1 //Queued ropes.

cl_threaded_bone_setup 1 //Threaded bones and animations.

//cl_threaded_client_leaf_system 1 //UNSTABLE!

//cl_interp_threadmodeticks 1 //ONLY USE IN MULTIPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.

//snd_mix_async 1 //Multithreaded sound. Causes the first few miliseconds of sounds to be cut off on some systems.

Seems to be the most stable set-up

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I believe the TF2 multicore update also affected DODS. So it should be more stable now.

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