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autoexec.cfg
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ai_expression_frametime "0"
anim_3wayblend "0"
bink_materials_enabled "0"
bink_preload_videopanel_movies "0"
building_cubemaps "1"
cl_SetupAllBones "0"
cl_aggregate_particles "1"
cl_allowAnimsToInterpolateBackward "0"
cl_always_ragdoll_radius "0"
cl_anim_detail_dist "1"
cl_anim_face_dist "1"
cl_bones_incremental_blend "1"
cl_cull_weapon_fx "0"
cl_decal_alwayswhite "1"
cl_disable_ragdolls "1"
cl_drawshadowtexture "0"
cl_gib_allow "0"
cl_idealpitchscale "0"
cl_minimal_rtt_shadows "1"
cl_muzzleflash_dlight_st "0"
cl_new_impact_effects "0"
cl_particle_limiter_max_particle_count "10"
cl_particle_limiter_max_system_count "10"
cl_particle_limiter_min_kill_distance "1"
cl_particle_snoozetime "0.166667"
cl_predictweapons "1"
cl_ragdoll_collide "0"
cl_ragdoll_force_fade_time "0"
cl_ragdoll_force_fade_time_local_view_player "0"
cl_ragdoll_force_fade_time_on_moving_geo "0"
cl_ragdoll_self_collision "0"
cl_showfiredbullets "0"
cl_showpos "0"
cl_simdbones_slerp "1"
cl_smooth "0"
cl_threaded_bone_setup "1"
cl_use_simd_bones "1"
tweak_light_shadows_every_frame "0"
viewmodelShake "0"
viewmodelShake_sourceRollRange "0"
viewmodel_selfshadow "0"
vphysics_threadmode "1"
vsm_ignore_face_planes "1"
tsaa_blendfactoroverride "1"
tsaa_curframeblendamount "0.05"
tsaa_numsamples "4"
tf_particles_disable_weather "1"
tracer_extra "0"
stream_mips_use_staging_texture "0"
static_shadow "0"
ssao_downsample "0"
ssao_enabled "0"
sort_opaque_meshes "0"
//////////////////
//// OVERRIDE ////
/////////////////
mat_light_edit "1" // Changes to the map lighting (Works)
mat_autoexposure_override_min_max "1" // mat_autoexposure_min and mat_autoexposure_max override all existing map parameters (Works)
map_settings_override "1" // On allows you to adjust the value of cvars (Works)
///////////////////////////
//// GAMEPLAY SETTINGS ////
//////////////////////////
m_rawinput "1" // Direct mouse connection, excluding sensitivity on Windows (Works)
m_filter "0" // Disables any mouse filtering (Works)
m_acceleration "0" // Once again this makes sure mouse acceleration is off (Works)
player_setting_damage_closes_deathbox_menu "0" // Your inventory wont auto-close anymore when receiving damage (Works)
hud_setting_minimapRotate "1" // This setting allows the minimap to rotate with you (Works)
sprint_view_shake_style "1" // Less headbob (Works)
hud_setting_pingDoubleTapEnemy "1" // Double tap to ping enemy (Works)
hud_setting_adsDof "0" // Disable depth of field when aiming down sights (Works)
mat_depthfeather_enable "0" // Disable depth of field (Works)
hud_setting_enableModWheel "1" // Enables mod wheel (Works)
hud_setting_healthWheelUseOnRelease "1" // Use health item on release (Placebo)
ordnanceSwapSelectCooldown "0" // Reduce grenade swap time (Works)
sidearmSwapSelectCooldown "0" // Reduce weapon swap time (Works)
sidearmSwapSelectDoubleTapTime "0" // Reduce the time to change weapons by double clicking (Works)
hud_setting_pingAlpha "0.300000" // Transparency of ping banners (Works)
fov_disableAbilityScaling "1" // No FOV changes in abilities (Works)
hud_setting_damageTextStyle "1" // Damage numbers, (0) off, (1) stacking, (2) floating, (3) both (Works)
net_netGraph2 "1" // Enables performance display (Works)
chroma_enable "0" // Disables mouse lights reaction (Works)
////////////////////////
//// COLOR SETTINGS ////
///////////////////////
mat_autoexposure_min "1.5" // Light intensity min (Works)
mat_autoexposure_max "1.5" // Light intensity max (Works)
mat_autoexposure_speed "1.5" // Speed between the exposure changes
mat_autoexposure_max_multiplier "1" // Multiplier of light intensity max (Works)
mat_autoexposure_min_multiplier "1" // Multiplier of light intensity min (Works)
mat_sun_highlight_size "0" // Changes the size of the highlight from the sun (Works)
mat_hide_sun_in_last_cascade "1" // Solar lighting in the last cascade (Works)
mat_fullbright "1" // Turns on self-illumination for geometry (Works)
mat_colcorrection_disableentities "1" // Change the color filter (slightly removes the effect of "blindness" when leaving the premises) (Works)
mat_colorcorrection "1" // (Works)
mat_colorcorrection_editor "1" // (Works)
mat_screen_blur_enabled "0"
///////////////////////////
//// UTILITY AND BINDS ////
//////////////////////////
//bind_US_standard "F12" "exec autoexec"
bind_US_standard "mwheeldown" "+jump; +moveleft; +forward;"
bind_US_standard "mwheelup" "+jump; +moveright; +forward;"
bind_US_standard "x" "weapon_inspect" 1
//bind_US_standard "o" "miles_reboot; miles_stop_all" // Reboots the audio engine (Works)
///////////////////////////
//// PERSONAL SETTINGS ////
//////////////////////////
cl_fovScale "1.55" // 1.55 = 110FOV (Works)
//colorblind_mode "0" // Colorblind modes (Works)
//clubs_showInvites "0" // No club invites (Works)
//hud_setting_showButtonHints "0" // No button hits (Works)
//hud_setting_showHopUpPopUp "0" // Disables hopup popups (Works)
player_setting_autosprint "1" // Enables autosprint (Works)
//weapon_setting_autocycle_on_empty "1" // Autocycle weapon's when empty (Works)
//mouse_sensitivity "1.5" // Mouse sensitivity (Works)
//mouse_use_per_scope_sensitivity_scalars "1" // Enables pre-ads sens (Works)
//mouse_zoomed_sensitivity_scalar_0 "0.6" // Iron sights and 1x (Works)
//mouse_zoomed_sensitivity_scalar_1 "0.6" // 2x (Works)
//mouse_zoomed_sensitivity_scalar_2 "0.6" // 3x (Works)
//mouse_zoomed_sensitivity_scalar_3 "0.6" // 4x (Works)
//mouse_zoomed_sensitivity_scalar_4 "1.0" // 6x (Works)
//mouse_zoomed_sensitivity_scalar_5 "1.0" // 8x (Works)
//mouse_zoomed_sensitivity_scalar_6 "1.0" // 10x (Works)
//mouse_zoomed_sensitivity_scalar_7 "1.0" // ? x (Works)
//gfx_nvnUseLowLatency "0" // Nvidia reflex (Works)
//gfx_nvnUseLowLatencyBoost "0" // Nvidia reflex boost (Works)
//sound_volume "0.599" // Master volume (Works)
//sound_volume_dialogue "1" // Dialogue volume (Works)
//sound_volume_sfx "1" // SFX sounds (Works)
sound_without_focus "1" // Game does not stop to play sound when tabbed out (Works)
//player_setting_enable_heartbeat_sounds "0" // Disables seer heartbeat sounds (Works)
//bind_US_standard "MOUSE2" "+zoom" // ADS hold (Works)
//bind_US_standard "e" "+use; +use_long" // Interact (Works)
//unbind "MOUSE4" // Unbinds annoying sidebuttons on your mouse (Works)
//unbind "MOUSE5" // Unbinds annoying sidebuttons on your mouse (Works)
//bind_US_standard "Q" "+offhand1" // Your Tactical (Works)
//bind_US_standard "F" "ping_specific_type ENEMY" // Ping Enemy (Works)
//bind_US_standard "MWHEELUP" "+jump" 1 // Jump (Works)
//bind_US_standard "SPACE" "+jump" 0 // Climb (Works)
//damage_indicator_style_pilot "0" // (0) 2D, (1) 2D/3D both, (3) 3D (Works)
//hud_setting_damageIndicatorStyle "0" // Crosshair damage feedback (0) off, (1) x, (2) X w/shield icon (Works)
projectile_muzzleOffsetFirstPersonDecayMaxTime "0" // Remove first person tracers (Placebo)
projectile_muzzleOffsetFirstPersonDecayDist "0" // Remove first person tracers (Placebo)
/////////////////////////
//// Movement Script ////
////////////////////////
//exec superglide.cfg // Activate superglide script (Read more about it in superglide.cfg, superglide1.cfg and superglide2.cfg) (Works)
////////////////////////
//// AUDIO SETTINGS ////
///////////////////////
miles_channels "2" // Number of audio channels to the audio engine (2 [stereo] 6 [5.1] 8 [7.1]) (Works)
sound_num_speakers "2" // Also number of your audio channels (2 [stereo] 6 [5.1] 8 [7.1]) (Works)
miles_occlusion "0" // Sound bouncing of walls (Works)
miles_occlusion_force "0" // Sound bouncing of walls (Works)
miles_occlusion_partial "0" // Sound bouncing of walls (Works)
miles_nonactor_occlusion "0" // Sound bouncing of walls (Works)
miles_max_sounds_per_server_frame "400"
snd_mixahead "0.05" // Reduce the audio delay (Placebo)
snd_async_fullyasync "1" // Sound doesn't play until data arrives (Works)
snd_musicvolume "0" // Disables unnecessary sounds (Works)
cl_footstep_event_max_dist "5000" // Increase the enemy footsteps range (Works)
snd_headphone_pan_exponent "2" // Makes sounds you are facing towards louder, distant sounds in the middle much better (Works)
rope_wind_dist "4000" // Increase zipline audio (applys CPU intensive wind to ropes) (Placebo)
sound_classic_music "0" // Disables unnecessary sounds (Placebo)
sound_musicReduced "0" // Disables unnecessary sounds (Placebo)
sound_volume_music_game "0.000000" // Disables unnecessary sounds (Works)
sound_volume_music_lobby "0.000000" // Disables unnecessary sounds (Works)
snd_setmixer PlayerFootsteps vol "0.1" // Reduce your footsteps (Works)
snd_setmixer GlobalFootsteps vol "1.2" // Increase the enemy footsteps (Works)
/////////////////////
//// LOW LATENCY ////
////////////////////
//r_fullscreen "1" // Forces Fullscreen (For idiots who don't play in fullscreen) (Works)
fps_max "143" // In-game framerate limiter (Works)
mat_queue_mode "2" // Forces the game into using (-1 default, 0 synchronous single thread, 1 queued single thread, 2 queued multithreaded) (Works)
r_fastzreject "-1" // Fast Z rejection algorithm (-1 autodetects hardware support for this feature) (Placebo)
cl_ejectbrass "0" // Disable empty bullets (Works)
r_particle_timescale "3" // Accelerate particles (Works)
nx_static_lobby_mode "2" // Reduces loading times (Works)
violence_ablood "0" // Remove blood effect (Works)
violence_agibs "0" // Remove blood effect (Works)
violence_hblood "0" // Remove blood effect for aliens (Works)
violence_hgibs "0" // Remove blood effect for aliens (Works)
noise_filter_scale "0" // Removes film-grain (Works)
cl_show_splashes "0" // Remove water splashes (Works)
fog_enable "0" // Disable fog (not disabled everywhere) (Works)
fast_fogvolume "1" // Use optimized fog rendering (Placebo)
fog_enableskybox "1" // Disable fog over the sky (Works)
mat_disable_bloom "1" // Disables the propagation of the glow from light sources (Works)
mat_bloom_scalefactor_scalar "0" // Disables bloom (Works)
r_forcecheapwater "1" // Decrease in water quality (Works)
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) (Works)
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 (Works)
r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low (Works)
ssao_blur "0" // Blur, reflections and highlights (Works)
sssss_enable "0" // Disables screen ppace subsurface scattering (Works)
r_cleardecals "1" // Clears all decals (Works)
r_decalstaticprops "0" // Disable decals on static props (Works)
r_threaded_particles "1" // Process particle systems in parallel (Placebo)
cl_particle_fallback_multiplier "9" // Multiplier for falling back to cheaper effects under load (Works)
cl_particle_fallback_base "9" // Base for falling back to cheaper effects under load (Works)
cl_ragdoll_maxcount "0" // Disables ragdoll (Works)
cl_phys_maxticks "0" // Amount of physics ticks allowed (Works)
r_lod_switch_scale "0.3" // Distance at where the low end models are loaded (Works)
cl_detailfade "0" // Distance across which detail props fade in (Works)
cl_detaildist "0" // Distance at which detail props are no longer visible (Works)
r_norefresh "1" // Do not store useless and unused frame time variable (Placebo)
player_disallow_negative_frametime "0" // Ignore negative frame times for client commands (Placebo)
rope_smooth "0" // Skip a long smoothing operation for ropes (Works)
rope_shake "0" // Disables Ropes shakes (Placebo)
rope_subdiv "0" // Skip heavy loops for rope subdivisions (Placebo)
rope_collide "0" // Skip CPU heavy world collisions for ropes (Works)
rope_rendersolid "0" // Skip rendering solid part of ropes (Placebo)
mat_postprocess_enable "0" // Remove forced hdr (Works)
shadow_always_update "0" // Disables shadows checks (Works)
r_shadows "0" // Shadows on(1)/off(0) (Not completely) (Works)
r_shadowmaxrendered "0" // Max shadows the game will render (Not completely) (Works)
r_shadowrendertotexture "0" // 1 = High, 0 = Low (Works)
cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images (Placebo)
mat_antialias "0" // Anti-aliasing on (12)/off(0) (Works)
mat_forceaniso "0" // Anisotropic filtering on (1,2,4,8,16)/off(0) (Works)
r_drawtracers_firstperson "0" // No tracers on your bullets (Not completely) (Works)
mat_shadowstate "0" // No shadow(0), player model as shadow(2) (Works)
mat_mip_linear "0" // Texture filtering on(1)/off(0) (Works)
mat_filtertextures"0" // Filter textures on(1)/off(0) (Works)
r_eyes "0" // Eyes on(1)/off(0) (Works)
r_teeth "0" // Teeth on(1)/off(0) (Works)
r_flex "0" // Use facial animation on(1)/off(0) (Works)
r_drawmodeldecals "0" // Render decals on the Models on(1)/off(0) (Works)
r_maxmodeldecal "0" // Count of decals to render on the models (Works)
r_lightaverage "0" // Disable this lighting job that uses a lot of CPU even if it is not needed/noticeable (Placebo)
r_maxdlights "0" // Determines the maximum number of dynamic lights visible on the screen (Reducing this value can improve performance in heavy combat) (Works)
r_hunkalloclightmaps "0" // If a lightmap cannot be fit into the hunk, use dynamic memory (Placebo)
r_queued_post_processing "1" // Offloads post processing to the material system. Performance improvement if your driver/GPU works with it (Placebo)
stream_cache_high_priority_static_models "1" // Preload static models (Works)
stream_cache_preload_from_rpak "1" // Preload to cache from rpak (Works)
stream_drop_unused "1" // Drop unused textures aggressively (Works)
g_ragdoll_fadespeed "10000" // The rate of ragdoll fading (higher is faster fading rate, so 0 will not fade and cause memleaks) (Works)
g_ragdoll_lvfadespeed "10000" // The rate of ragdoll fading in low violence (Works)
mp_usehwmmodels "-1" // Do not use or load high quality characters (Works)
mp_usehwmvcds "-1" // Do not use or load high quality character facial expressions (Works)
mat_diffuse "1" // Some kind of reflection (Placebo)
cl_phys_props_enable "0" // Disables gibs (Placebo)
cl_phys_props_max "0" // Disables gibs (Placebo)
props_break_max_pieces "0" // Disables gibs (Placebo)
cl_jiggle_bone_framerate_cutoff "0" // Disables jigglebones (Placebo)
slide_viewTiltSide "0" // Tilt view when looking to the side when sliding (in degrees) (Placebo)
env_lightglow "0" // Disables glow (Placebo)
glow_outline_effect_enable "0" // Reduce glow effect in lava (Works)
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame (Works)
mat_bumpmap "0" // Controls bumpmapping (Works)
mat_specular "0" // Controls specularity (Works)
cl_forcepreload "0" // Disables client-side forcepreload (Works)
sv_forcepreload "1" // Enables server-side forcepreload (Placebo)
r_dxgi_max_frame_latency "1" // Pre-rendered frames (set to 1 if you disable reflex) (add "//" infront of the command if use nvidia reflex) (Works)
mat_picmip "4" // Basically this is the texture quality controller of the game (2 = Lowest, 1 = High) (Works)
stream_memory "0" // Quality of textures and change this to 0 if you want to use mat_picmip 4 (Works) - Use this value according to your GPU VRAM (XGB-8GB = 3000000, 6GB = 1000000, 2GB-4GB = 0), game highest vram usage is 6.7gb in 1080p (Works)
r_drawsky "0"
/////////////////////////////
//// CONNECTION SETTINGS ////
////////////////////////////
telemetry_client_enable "0" // Disable telemetry (Works)
telemetry_client_sendInterval "0" // How often to send telemetry data (Works)
pin_opt_in "0" // Disable sending PIN telemetry data to EA (Works)
pin_plat_id "0" // Opts out of Respawn Data surveys (Works)
voice_forcemicrecord "0" // Denys recording of comms to the server (Works)
cl_resend "4" // Time of sending the next packet to the server in case of loss of the previous one (Works)
cl_cmdbackup "2" // Number of backup usercmds to send to cover packet loss from client-> server (Works)
cl_lagcompensation "1" // Performs server side lag compensation (Works)
cl_smooth "1" // Enable show predictive error smoothing (Works)
cl_smoothtime "0.01" // Time (sec.) client smoothing from prediction errors (Works)
projectile_prediction "1" // Enable client-side prediction and projectile projectile compensation (Works)
projectile_predictionErrorCorrectTime "0.1" // Time during which projectile prediction errors are corrected (Works)
cl_matchmaking_timeout "100" // Raise base matchmaking timeout to decrease potential timeouts (Works)
cl_ranked_reconnect_timeout "300" // Sync to reconnect timeout to allow max reconnectable time (Works)
rate "128000" // Maximum number of transmitted bytes per second from servers (Placebo)
net_maxcleartime "0.020346" // Reduce amount of time the engine can wait to send another packet (Placebo)
///
net_compresspackets_minsize 64
host_limitlocal 0
cl_wpn_sway_interp "0"
cl_pred_optimize 1
net_compresspackets 1
cl_updatevisibility "1"
cl_timeout "30"
match_updateRate "60"
cl_updaterate_mp "60"
cl_cmdrate "120"
cl_interp 0
/////////////////////////////////
//// FIXES (QUALITY OF LIFE) ////
////////////////////////////////
localClientPlayerCachedLevel "25" // Fixes unable to queue ranked when your teammates see you as lvl 1 (Works)
//CrossPlay_user_optin "0" // (0)Disables crossplay but you can't play with your friends (Works)