-
Notifications
You must be signed in to change notification settings - Fork 3
Expand file tree
/
Copy pathautoexec.cfg
More file actions
299 lines (259 loc) · 21.6 KB
/
Copy pathautoexec.cfg
File metadata and controls
299 lines (259 loc) · 21.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
////////////////////////
//// A R S - CONFIG ////
////////////////////////
rspn_motd "A R S AUTOEXEC LOADING..."
// CUSTOM-BINDS--------------------------------------------------
bind "F2" "toggle cl_showpos 1 0" // Toggle for the Velocity Counter
bind "F3" "toggle showfps_enabled 0 1 2" // FPS monitor + graph of delay between frames and delay of mouse input (Blue numbers - delay of mouse input, Yellow numbers - delay between frames (Red max. delay, Green min. Delay))
bind "F4" "toggle shownet_enabled 1 0" // Net Graph Toggle
bind "F5" "mat_setvideomode 1680 1050 0 0" // Changes res
bind "F6" "mat_setvideomode 1728 1080 0 0" // Changes res
bind "F7" "exec autoexec.cfg" // Re-Execute this config
bind "F8" "toggle sound_volume 0.01 1" // Volume Toggle
bind "F9" "disconnect" // Disconnect from server when you get ddos/any lag
bind "o" "miles_reboot; miles_stop_all" // Reboots the audio engine
// MOVEMENT-SCRIPTS----------------------------------------------
exec superglide.cfg // Activate superglide script
// OVERRIDE------------------------------------------------------
mat_light_edit 1 // Changes to the map lighting
mat_autoexposure_override_min_max 1 // mat_autoexposure_min and mat_autoexposure_max override all existing map parameters
map_settings_override 1 // On allows you to adjust the value of cvars
// GAMEPLAY-SETTINGS---------------------------------------------
cl_fovScale 1.55 // 1.55 = 110FOV | 1.47 = 104FOV
mouse_sensitivity 1.4 // Sens
mouse_use_per_scope_sensitivity_scalars 0 // Pre-ads sens
mouse_zoomed_sensitivity_scalar_0 1.000000 // Iron sights and 1x
mouse_zoomed_sensitivity_scalar_1 1.000000 // 2x
mouse_zoomed_sensitivity_scalar_2 1.000000 // 3x
mouse_zoomed_sensitivity_scalar_3 1.000000 // 4x
mouse_zoomed_sensitivity_scalar_4 1.000000 // 6x
mouse_zoomed_sensitivity_scalar_5 1.000000 // 8x
mouse_zoomed_sensitivity_scalar_6 1.000000 // 10x
mouse_zoomed_sensitivity_scalar_7 1.000000 // ? x
gfx_nvnUseLowLatency 1 // Nvidia reflex
gfx_nvnUseLowLatencyBoost 0 // Nvidia reflex boost
sound_volume 1 // Master volume
sound_volume_dialogue 0.2 // Dialogue volume
sound_volume_sfx 1 // SFX sounds
sound_without_focus 1 // Game does not stop to play sound when tabbed out
m_rawinput 1 // Direct mouse connection, excluding sensitivity on Windows
m_filter 0 // Disables any mouse filtering
m_acceleration 0 // Makes sure mouse acceleration is off
m_customaccel 0 // (*) Remove any kind of mouse acceleration by RawAccel
m_customaccel_exponent 0 // (*) Remove any kind of mouse acceleration by RawAccel
m_mouseaccel1 0 // (*) Remove any kind of mouse acceleration by RawAccel
m_mouseaccel2 0 // (*) Remove any kind of mouse acceleration by RawAccel
m_customaccel_max 0 // (*) Remove any kind of mouse acceleration by RawAccel
hud_setting_minimapRotate 0 // Allows the minimap to rotate with you
hud_setting_adsDof 0 // Minimizes ADS Depth of Field (Doesnt remove it compleatly)
hud_setting_pingDoubleTapEnemy 1 // Double tap to ping enemy
hud_setting_enableModWheel 1 // Enables mod wheel
hud_setting_healthWheelUseOnRelease 1 // (*) Use health item on release
hud_setting_pingAlpha 0.6 // Opacity of the pings and downed banners (default 1)
hud_setting_damageTextStyle 1 // Damage numbers, (0) off, (1) stacking, (2) floating, (3) both
hud_setting_damageIndicatorStyle 1 // Crosshair damage feedback (0) off, (1) x, (2) X w/shield icon
hud_setting_compactoverheadnames 1 // (*)
mat_depthfeather_enable 0 // Disable depth of field
mat_screen_blur_enabled 0 // (*) Disable hud transparency
sprint_view_shake_style 1 // Less Headbob
player_setting_damage_closes_deathbox_menu 0 // Your inventory wont auto-close anymore when receiving damage
chroma_enable 0 // Disables Razer Chroma
fov_disableAbilityScaling 1 // Fov does not change when activating abilities
localClientPlayerCachedLevel 25 // Fixes Unable to queue ranked when yourteam mates see you as lvl 1
ordnanceSwapSelectCooldown 0 // Reduce grenade swap time
sidearmSwapSelectCooldown 0 // Reduce weapon swap time
sidearmSwapSelectDoubleTapTime 0 // Reduce the time to change weapons by double clicking
damage_indicator_style_pilot 1 // (0) 2D, (1) 2D/3D both, (3) 3D
r_blurmenubg 0 // (*) Disable background blur when menus are open
viewmodelShake 0 // Disables camera shake
net_netGraph2 1 // Performance display
mat_gamma 0.935714 // Gamma
laserSightColor "30 255 84"
laserSightColorCustomized "1"
reticle_color "30 255 84"
// COLOR-SETTINGS------------------------------------------------
mat_autoexposure_min 1.9 // Light intensity min
mat_autoexposure_max 1.9 // Light intensity max
mat_autoexposure_speed 2 // Speed between the exposure changes
mat_autoexposure_max_multiplier 1.7 // Multiplier of light intensity max
mat_autoexposure_min_multiplier 1.7 // Multiplier of light intensity min
mat_sun_highlight_size 0 // Changes the size of the highlight from the sun
mat_hide_sun_in_last_cascade 1 // Solar lighting in the last cascade
mat_fullbright 1 // Turns on self-illumination for geometry
mat_colcorrection_disableentities 1 // Change the color filter (slightly removes the effect of "blindness" when leaving the premises)
mat_colorcorrection 1
mat_colorcorrection_editor 1
// AUDIO-SETTINGS------------------------------------------------
//miles_channels 2 // Number of audio channels to the audio engine (2 [stereo] 6 [5.1] 8 [7.1])
//sound_num_speakers 2 // Also number of your audio channels (2 [stereo] 6 [5.1] 8 [7.1])
miles_occlusion 0 // Sound bouncing of walls
miles_occlusion_force 0 // Sound bouncing of walls
miles_occlusion_partial 0 // Sound bouncing of walls
miles_nonactor_occlusion 0 // Sound bouncing of walls
miles_occlusion_server_sounds_per_frame 0 //
snd_mixahead 0.05 // Reduce the audio delay
snd_async_fullyasync 1 // Sound does not play until data arrives
snd_musicvolume 0 // Disables unnecessary sounds
cl_footstep_event_max_dist 4000 // Increase the enemy footsteps range
rope_wind_dist 4000 // Do not apply CPU intensive wind to ropes
snd_headphone_pan_exponent 2 // Makes sounds you are facing towards louder, distant sounds in the middle much better
sound_classic_music 0 // Disables unnecessary sounds
sound_musicReduced 0 // Disables unnecessary sounds
sound_volume_music_game 0 // Disables unnecessary sounds
sound_volume_music_lobby 0 // Disables unnecessary sounds
snd_setmixer PlayerFootsteps vol 0.1 // Reduce your footsteps
snd_setmixer GlobalFootsteps vol 1.2 // Increase the enemy footsteps
player_setting_enable_heartbeat_sounds 1 // Seer heartbeat sounds
snd_mix_async 1 //
snd_pitchquality 0 //
// PRIVACY-SETTINGS----------------------------------------------
telemetry_client_enable 0 // Disables EA Telemetry
telemetry_client_sendInterval 0 // Disables EA Telemetry
pin_opt_in 0 // Opts out of Respawn Data surveys
pin_plat_id 0 // Opts out of Respawn Data surveys
voice_forcemicrecord 0 // Denys recording of comms to the server
// CONNECTION-SETTINGS-------------------------------------------
cl_resend 2 // Time of sending the next packet to the server in case of loss of the previous one
cl_cmdbackup 4 // Number of backup usercmds to send to cover packet loss from client-> server
cl_lagcompensation 1 // Performs server side lag compensation
cl_smooth 1 // Enable show predictive error smoothing
cl_smoothtime 0.01 // Time (sec.) client smoothing from prediction errors
projectile_prediction 1 // Enable client-side prediction and projectile projectile compensation
projectile_predictionErrorCorrectTime 0.1 // Time during which projectile prediction errors are corrected
cl_matchmaking_timeout 100 // Raise base matchmaking timeout to decrease potential timeouts
cl_ranked_reconnect_timeout 300 // Sync to reconnect timeout to allow max reconnectable time
rate 1280000 // (*) Maximum number of transmitted bytes per second from servers
origin_presense_updateRate 20 // (*) Relax seconds between each Origin prescence update
cl_cmdrate 20 // (*) Number of updates to information about yourself on the server per second
cl_updaterate_mp 20 // (*) The number of requests to update the game world from the server per second
host_limitlocal 1 // (*) Apply cl_cmdrate and cl_updaterate to close the connection
net_compresspackets 1 // (*) Compress the packets sent to the server
net_compresspackets_minsize 128 // (*) Compress packages not lower than the set value
net_maxcleartime 0.020346 // (*) Reduce amount of time the engine can wait to send another packet
// GRAPHICS-BASED-COMMANDS---------------------------------------
r_fullscreen 1 // (*) Forces Fullscreen (For idiots who do not play in fullscreen)
mat_vsync 0 // Disables V-Sync
fps_max 0 // Unlocks Framerate
mat_mipmaptextures 0 // Fast texture streaming
mat_postprocess_enable 0 // Remove forced hdr
mat_picmip 0 // Basically this is the texture Quality controller of the game 4 = Lowest ... 1 = High (1)
stream_memory 0 // Change this to 0 if you want to use mat_picmip 4 (default 300000) (100000)
ssao_enabled 0 // Disables SSAO
sssss_enable 0 // Disables Screen Space Subsurface Scattering
particle_cpu_level 0 // Reduces the quality of particles
cl_ragdoll_maxcount 0 // Disables Ragdoll
cl_ragdoll_self_collision 0
cl_particle_fallback_multiplier 3 // Multiplier for falling back to cheaper effects under load
cl_particle_fallback_base 2 // Base for falling back to cheaper effects under load
noise_filter_scale 0 // Removes Film-grain
mat_bloom_scalefactor_scalar 0 // Disables bloom (nothing to do with recoil)
mat_bloomscale 0
mat_disable_bloom 1 // Disables the propagation of the glow from light sources
r_createmodeldecals 0 // Game does not create decals (bullet impacts etc)
nx_static_lobby_mode 2 // Nintendo switch cvar that got somehow into the main game, "2" reduces loading times
cl_gib_allow 0 // Allow gibs
cl_gib_attack_dir_scale 0
r_cleardecals 1 // Clears all decals on exec
r_dynamic 0
cl_debugClientEntities 0
r_cullshadowworldmeshes 0
r_deferred_decals 0
shadow_always_update 0 // Disables shadows checks
shadow_maxdynamic 0
func_break_max_pieces 0
mat_queue_mode 2 // Forces the game into using (-1 default, 0 synchronous single thread, 1 queued single thread, 2 queued multithreaded)
r_fastzreject -1 // (*) Fast Z rejection algorithm (-1 autodetects hardware support for this feature)
cl_ejectbrass 0 // Disable empty bullets
r_particle_timescale 6 // Accelerate particles
violence_ablood 0 // Remove blood effect
violence_agibs 0 // Remove blood effect
violence_hblood 0 // Remove blood effect for aliens
violence_hgibs 0 // Remove blood effect for aliens
cl_show_splashes 0 // Remove water splashes
fog_enable 0 // Disable fog (not disabled everywhere)
fast_fogvolume 1 // (*) Use optimized fog rendering
fog_enableskybox 1 // Disable fog over the sky
r_forcecheapwater 1 // Decrease in water quality
r_waterdrawreflection 0 // If set to 0, disables all reflections on top of water (Will boost performance quite noticeably in areas with water at the cost of some realism)
r_waterforceexpensive 0 // If set to 0 disables all refraction - that is images which appear distorted under the water (This will boost performance at the cost of realism) however you may experience some graphical anomalies on the water or even in the sky for some reason
r_waterforcereflectentities 0 // 1 = High (reflect all), 0 = Low
ssao_blur 0 // Blur, reflections and highlights
r_decalstaticprops 0 // Disable decals on static props
r_threaded_particles 1 // (*) Process particle systems in parallel
mat_reduceparticles 1 // (*) Reduce particle complexity
mat_reducefillrate 1 // (*) Simplify material shading
cl_phys_maxticks 0 // Amount of physics ticks allowed
r_lod_switch_scale 0.4 // Distance at where the low end models are loaded
cl_detailfade 0 // Distance across which detail props fade in
cl_detaildist 0 // Distance at which detail props are no longer visible
r_norefresh 1 // (*) Do not store useless and unused frame time variable
player_disallow_negative_frametime 0 // (*) Ignore negative frame times for client commands
rope_smooth 0 // Skip a long smoothing operation for ropes
rope_shake 0 // (*) Disables Ropes shakes
rope_subdiv 0 // (*) Skip heavy loops for rope subdivisions
rope_collide 0 // Skip CPU heavy world collisions for ropes
rope_rendersolid 0 // (*) Skip rendering solid part of ropes
cl_fasttempentcollision 20 // (*) Check every 20 frames for collisions of objects
mat_dynamic_tonemapping 0 // Disable dynamic HDR tonemapping
mat_hdr_level 0 // Disable full HDR
r_shadows 0 // Shadows on(1)/off(0) (Not completely)
r_shadowmaxrendered 0 // Max shadows the game will render (Not completely)
r_shadowrendertotexture 0 // 1 = High, 0 = Low
cl_drawmonitors 0 // (*) Disables the rendering of ingame "monitors" which contain 3d rendered images
mat_antialias 0 // Anti-aliasing on (12)/off(0)
mat_forceaniso 0 // Anisotropic filtering on (1,2,4,8,16)/off(0)
r_drawtracers_firstperson 0 // No tracers on your bullets
projectile_muzzleOffsetFirstPersonDecayMaxTime 0 // (*) Remove first person tracers
projectile_muzzleOffsetFirstPersonDecayDist 0 // (*) Remove first person tracers
mat_shadowstate 0 // No shadow(0), player model as shadow(2)
mat_mip_linear 0 // Texture filtering on(1)/off(0)
mat_filtertextures 0 // (*) Filter textures on(1)/off(0)
r_eyes 0 // Eyes on(1)/reduce quality(0)
r_teeth 0 // Teeth on(1)/reduce quality(0)
r_flex 0 // Use facial animation on(1)/off(0)
r_drawmodeldecals 0 // Render decals on the Models on(1)/off(0)
r_maxmodeldecal 0 // (*) Count of decals to render on the models
r_lightaverage 0 // (*) Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable
r_maxdlights 0 // Determines the maximum number of dynamic lights visible on the screen (Reducing this value can improve performance in heavy combat)
r_hunkalloclightmaps 0 // (*) If a lightmap cannot be fit into the hunk, use dynamic memory
r_queued_post_processing 1 // (*) Offloads post processing to the material system. Performance improvement if your driver/GPU works with it
stream_drop_unused 1 // Drop unused textures aggressively
g_ragdoll_fadespeed 10000 // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks)
g_ragdoll_lvfadespeed 10000 // The rate of ragdoll fading in low violence
mp_usehwmmodels -1 // Do not use or load high quality characters
mp_usehwmvcds -1 // Do not use or load high quality character facial expressions
mat_diffuse 1 // (*) Some kind of reflection
cl_phys_props_enable 0 // (*) Disables gibs
cl_phys_props_max 0 // (*) Disables gibs
props_break_max_pieces 0 // (*) Disables gibs
cl_jiggle_bone_framerate_cutoff 0 // (*) Disables jigglebones
r_jiggle_bones 0 // (*) Disables jigglebones
cl_bones_incremental_blend 1 // (*) Do not reblend bones, remove unnecessary load
slide_viewTiltSide 0 // (*) Tilt view when looking to the side when sliding (in degrees)
prop_active_gib_limit 0 // (*) Zero active gib limit
env_lightglow 0 // (*) Disables glow
glow_outline_effect_enable 0 // Reduce glow effect in lava
host_sleep 0 // Force the host to sleep a certain number of milliseconds each frame
mat_bumpmap 0 // Controls bumpmapping
mat_specular 0 // Controls specularity
stream_cache_high_priority_static_models 1 // (*) Preload ([0] Never preload [1] Preload static models [2] Preload always)
stream_cache_preload_from_rpak 1 // (*) Preload to cache from rpak ([0] Never preload [1] Preload static models [2] Preload always)
staticProp_max_scaled_dist 1500 // Distance for props
mat_compressedtextures 1 // Force to use compressed textures
viewmodel_selfshadow 0 // Disables the shadow of the player model and his weapon
// TESTING-------------------------------------------------------
//cl_forcepreload "0" // Disables client-side forcepreload ([0] Never preload [1] Preload always)
//sv_forcepreload "0" // (*) Disables server-side forcepreload ([0] Never preload [1] Preload always)
//disable_player_use_prompts "1" // Remove the weapon flyouts and big rectangular boxes and player use prompts
//cl_cull_weapon_fx "0" //
//viewmodelShake_sourceRollRange "0" //
//tf_particles_disable_weather "1" //
//tweak_light_shadows_every_frame "0" //
//static_shadow "0" //
//shake_offsetFactor_human "0" //
//shadow_maxspotshadows "0" //
//lightmap_ambient "0" //
//r_volumetric_lighting_enabled "0" //
//cl_minimal_rtt_shadows "1" //
//cl_particle_snoozetime "0.166667" //
//allowoverbright "1" //