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autoexec.cfg
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ℙ𝔼ℙ𝔼𝔾𝔸_𝔻𝔸𝔻𝔻𝕐
bind "F8" "miles_reboot; miles_stop_all"
bind "F9" "toggle sound_volume 0 0.12 0.28"
bind "F11" "toggle showfps_enabled 0 1 2"
bind "F12" "exec autoexec.cfg"
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 "2" // Time of sending the next packet to the server in case of loss of the previous one (Works)
cl_cmdbackup "4" // 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 "1280000" // Maximum number of transmitted bytes per second from servers (Placebo)
origin_presense_updateRate "20" // Relax seconds between each Origin prescence update (Placebo)
cl_cmdrate "20" // Number of updates to information about yourself on the server per second (Placebo)
cl_updaterate_mp "20" // The number of requests to update the game world from the server per second (Placebo)
host_limitlocal "1" // Apply cl_cmdrate and cl_updaterate to close the connection (Placebo)
net_compresspackets "1" // Compress the packets sent to the server (Placebo)
net_compresspackets_minsize "128" // Compress packages not lower than the set value (Placebo)
net_maxcleartime "0.020346" // Reduce amount of time the engine can wait to send another packet (Pl
//// LOW LATENCY ////
mat_mipmaptextures 0
mat_postprocess_enable 0
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 0 // * Multiplier for falling back to cheaper effects under load
cl_particle_fallback_base 4 // * Base for falling back to cheaper effects under load, higher values = lower quality (thx for the guy that draw my attention to it in issues tab)
noise_filter_scale 0 // * Removes Film-grain
mat_screen_blur_enabled 0
r_blurmeubg 0
viewmodelShake 0
mat_bloom_scalefactor_scalar 0 // * Disables bloom (nothing to do with recoil)
mat_bloomscale 0
mat_disable_bloom 1
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_debugClientEntities 0
r_cullshadowworldmeshes 0
r_deferred_decals 0
shadow_always_update 0
shadow_maxdynamic 0
func_break_max_pieces 0
cl_interp "0"
cl_interpolate "1"
cl_interp_ratio "1"
cl_predict "1"
cl_predictweapons "1"
cl_smooth "0"
miles_channels 2
fps_max "0" // 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 (Reduce) (Works)
r_particle_timescale "6" // Accelerate particles (Works)
nx_static_lobby_mode "2" // Reduces loading times (Works)
violence_ablood "0" // Remove blood effect (Reduce) (Works)
violence_agibs "0" // Remove blood effect (Reduce) (Works)
violence_hblood "0" // Remove blood effect for aliens (Reduce) (Works)
violence_hgibs "0" // Remove blood effect for aliens (Reduce) (Works)
noise_filter_scale "0" // Removes film-grain (Works)
cl_show_splashes "0" // Remove water splashes (Reduce) (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 (Reduce) (Works)
mat_disable_bloom "1" // Disables the propagation of the glow from light sources (Reduce) (Works)
mat_bloom_scalefactor_scalar "0" // Disables bloom (Reduce) (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) (Reduce) (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 (Reduce) (Works)
r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low (Reduce) (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)
mat_reduceparticles "1" // Reduce particle complexity (Placebo)
mat_reducefillrate "1" // Simplify material shading (Placebo)
cl_particle_fallback_multiplier "3" // Multiplier for falling back to cheaper effects under load (Works)
cl_particle_fallback_base "2" // 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 "0.4" // 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)
cl_fasttempentcollision "20" // Check every 20 frames for collisions of objects (Placebo)
mat_postprocess_enable "0" // Remove forced hdr (Works)
mat_dynamic_tonemapping "0" // Disable dynamic HDR tonemapping (Works)
mat_hdr_level "0" // Disable full 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 (Reduce) (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 (Reduce) (Works)
projectile_muzzleOffsetFirstPersonDecayMaxTime "0" // Remove first person tracers (Placebo)
projectile_muzzleOffsetFirstPersonDecayDist "0" // Remove first person tracers (Placebo)
mat_shadowstate "0" // No shadow(0), player model as shadow(2) (Reduce) (Works)
mat_mip_linear "0" // Texture filtering on(1)/off(0) (Works)
mat_filtertextures"0" // Filter textures on(1)/off(0) (Placebo)
r_eyes "0" // Eyes on(1)/reduce quality(0) (Reduce) (Works)
r_teeth "0" // Teeth on(1)/reduce quality(0) (Reduce) (Works)
r_flex "0" // Use facial animation on(1)/off(0) (Reduce) (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 (Placebo)
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_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)
r_jiggle_bones "0" // Disables jigglebones (Placebo)
cl_bones_incremental_blend "1" // Don't reblend bones, remove unnecessary load (Placebo)
slide_viewTiltSide "0" // Tilt view when looking to the side when sliding (in degrees) (Placebo)
prop_active_gib_limit "0" // Zero active gib limit (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)
stream_cache_high_priority_static_models "1" // Preload ([0] Never preload [1] Preload static models [2] Preload always) (Placebo)
stream_cache_preload_from_rpak "1" // Preload to cache from rpak ([0] Never preload [1] Preload static models [2] Preload always) (Placebo)
staticProp_max_scaled_dist "1500" // Distance for props
mat_compressedtextures "1" // Force to use compressed textures (Works)
viewmodel_selfshadow "0" // Disables the shadow of the player model and his weapon
r_dxgi_max_frame_latency "1"
//// 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
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 doesn't 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
snd_mix_async "1" //
snd_pitchquality "0" //
//// COLOR SETTINGS ////
mat_autoexposure_min "1.9" // Light intensity min (Works)
mat_autoexposure_max "1.9" // Light intensity max (Works)
mat_autoexposure_speed "2" // Speed between the exposure changes
mat_autoexposure_max_multiplier "1.7" // Multiplier of light intensity max (Works)
mat_autoexposure_min_multiplier "1.7" // 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)