// Graphique
cl_c4dynamiclight 1
cl_ejectbrass 0 // disable brasses
cl_forcepreload “1” // forces preload to help increase performance
cl_phys_props_max “0” // disables trash and cans etc
cl_ragdoll_collide “0” // no interaction between bodies
cl_ragdoll_physics_enable “1” // enables ragdolls
cl_show_splashes 0 // disables splashes when in water
cl_smooth “0” // disables smoothing to gain fps
fps_max “75” // max FPS = screen refresh rate
func_break_max_pieces “0” // disables breakable objects pieces
gl_clear “1” // clear buffer (no infinite shit)
jpeg_quality “100” // highest screenshot quality
mat_antialias “0” // disable antialliasing
mat_bloomscale 0 // disable bloom
mat_bumpmap “0” // disable bumpmap
mat_clipz “0” // Video card optimisation that only draws what is visible on the clients screen
mat_colorcorrection 0 // Disables color correction
mat_compressedtextures “1” // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom “0” // Disables bloom effects.
mat_dxlevel “80” // DirectX 8.0
mat_fastnobump “1” // faster bumpmaping
mat_fastspecular “1” // fast specular lighting
mat_filterlightmaps “0” // disable lightmaps
mat_forceaniso 0 // aniso 0
mat_hdr_enabled “0” // disables HDR
mat_monitorgamma “1.6” // max gamma
mat_picmip “2” // texture details (higher number, lower details)
mat_reducefillrate “1” // reduces fill rate (shaders)
mat_specular “0” // disables specular lighting
mat_trilinear 0 // _disables trilinear filtering_
mat_vsync 0 // disable vertical synch
mat_wateroverlaysize 8 // _lowers water quality_
mp_decals “300” // 300 impacts/taches de sangs max
muzzleflash_light 1 // light when people shoot
props_break_max_pieces “0” // disable pieces
props_break_max_pieces_perframe “0”
r_3dsky “0” // disables 3D sky
r_cheapwaterend 1 // _worse water rendering_
r_cheapwaterstart 1 // _worse water rendering_
r_decal_cullsize “2” // lower texture quality at distance
r_drawflecks “0” // Disables the sparks and dirt from bullet impacts.
r_drawmodeldecals 0 // _disables decals on models_
r_dynamic “0” // disables dynamic lights
r_eyeglintlodpixels 0 // removes eyes from player models
r_eyegloss 0 // removes eyes from player models
r_eyemove 0 // removes eyes from player models
r_eyes 0 // removes eyes from player models
r_eyeshift_x 0 // removes eyes from player models
r_eyeshift_y 0 // removes eyes from player models
r_eyeshift_z 0 // removes eyes from player models
r_eyesize 0 // removes eyes from player models
r_gamma 1 // max gamma
r_lightaverage 0 // _disables average lighting_
r_lod 0 // Lowest model quality on distance
r_mmx 1 // use CPU MMX instructions
r_occlusion “0” // disables occlusion–lowers image quality but gains FPS
r_renderoverlayfragment 0 // disable overlay textures
r_rootlod 2 // model details (higher number, lower details)
r_ropetranslucent “0” // disables ropes
r_teeth 0 // removes teeth from player models
r_waterdrawreflection “0” // Disables the rendering of water reflections.
r_waterforceexpensive 0 // worst water reflections
rope_averagelight “0” // disables average lighting on ropes
rope_collide “0” // disables rope collision
rope_rendersolid “0” // disables ropes
rope_smooth “0” // disables antialiasing on ropes
rope_smooth_enlarge “0” // disables ropes
rope_smooth_maxalpha “255” // disables ropes
rope_smooth_maxalphawidth “0” // disables ropes
rope_smooth_minalpha “255” // disables ropes
rope_smooth_minwidth “0” // disables ropes
rope_subdiv “0” // disables ropes
rope_wind_dist “0” // disables wind effects on ropes
sv_forcepreload “1” // forces preload to help increase performance
HotSurfeur
Jsuis pas dac avec toi. Moi je dit que la config soft doit être celle d'origine de css pour tout le monde.
Aucune optimisation soft en tout cas.