This is the CFG i use i editet some and added some commands aswell
// Unexplained crashes? Try changing "mat_queue_mode" to -1
// Car Windows are not Transparent? Try typing "mat_dxlevel 90" on the In-Game Console.
// ----------------------------------------------------------------------------
// LazP' maxframes config, designed to get you a performance boost
// v2.019 | 05 April 2016 |
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// FPS Cap - Info
// ----------------------------------------------------------------------------
// The primary benefit of an FPS cap is to make the FPS more stable, other than
// that, it doesn't do a lot. A moderate, consistent framerate is much more
// desirable than a variable but sometimes high framerate. A common
// misconception is that if any more frames are generated than your monitor can
// display, they are useless. This is wrong -- frames are used for much more
// than mere display, and affect the way the game feels well past your
// refresh rate.
//
// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
// any case, or the discrepancy between clientside frame generation and frames
// to be sent to the server will no doubt cause you many a headache, especially
// when it comes down to hit registration. Other than that, I recommend
// for everyone to use the value `132' (2*66), as long as you can generally
// keep that value stable without regular drops.
// ----------------------------------------------------------------------------
//fps_max 0
// ----------------------------------------------------------------------------
// Disable Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these can be disabled on some servers.
// ----------------------------------------------------------------------------
cl_playerspraydisable 1
r_spray_lifetime 0
// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
// ----------------------------------------------------------------------------
// Disable Facial features
// ----------------------------------------------------------------------------
r_eyes 0
r_flex 0
r_lod 2
r_teeth 0
// ----------------------------------------------------------------------------
// Disable Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------
cl_ragdoll_fade_time "0"
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable "0"
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
ragdoll_sleepaftertime "0"
// ----------------------------------------------------------------------------
// Disable Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------
cl_phys_props_enable "0"
cl_phys_props_max "0"
props_break_max_pieces "0"
r_propsmaxdist "1"
violence_agibs "0"
violence_hgibs "0"
// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist "0"
cl_detailfade "0"
cl_drawmonitors "0"
cl_ejectbrass "0"
cl_jiggle_bone_framerate_cutoff "0" // Turns off jigglebones
cl_new_impact_effects "0"
cl_show_splashes "0"
func_break_max_pieces "0"
glow_outline_effect_enable "0" // Cart glow effect.
lod_transitiondist "0"
mat_antialias "0"
mat_bumpmap "0" // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities "1"
mat_colorcorrection "0"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_envmapsize "8"
mat_envmaptgasize "8"
mat_filterlightmaps "0"
mat_filtertextures "0"
mat_forceaniso "1"
mat_hdr_level "0"
mat_max_worldmesh_vertices "512"
mat_monitorgamma "1.8" // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled "0"
mat_parallaxmap "0"
mat_picmip "2" // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate "1"
mat_reduceparticles "1"
mat_specular "0" // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear "0"
mat_viewportscale "1" // Almost no performance gain from viewport upscaling.
mat_viewportupscale "1"
mat_wateroverlaysize "1"
mp_decals "1" // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky "0"
r_ambientboost "0"
r_ambientfactor "0"
r_ambientmin "0"
r_avglight "0"
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_decals "1"
r_decalstaticprops "0"
r_decal_cullsize "15"
r_drawdetailprops "0"
r_drawmodeldecals "0"
r_drawflecks "0"
r_dynamic "0"
r_flashlightdepthtexture "0"
r_forcewaterleaf "1"
r_lightaverage "0"
r_maxnewsamples "2"
r_maxsampledist "1"
r_propsmaxdist "0"
r_renderoverlayfragment "0"
r_staticprop_lod "4"
r_waterdrawreflection "0"
r_waterdrawrefraction "1"
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
rope_averagelight "0"
rope_collide "0"
rope_rendersolid "0"
rope_shake "0"
rope_smooth "0"
rope_subdiv "0"
rope_wind_dist "0"
tf_particles_disable_weather "1" // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra "0"
violence_ablood "1" // Setting ablood/hblood to 1 actually improves perf usually
violence_hblood "1"
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime "0"
mat_clipz "1" // FX card users should set this to 0
mat_forcehardwaresync "0"
mat_levelflush "1"
//m_rawinput "1" // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can!
mat_vsync "0" // Turn off vsync to avoid nasty I/O latency.
r_fastzreject "-1" // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo "0"
dsp_slow_cpu "1"
snd_async_fullyasync "1" // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
snd_pitchquality "0"
snd_spatialize_roundrobin "1"
// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode "-1" // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value `2', try setting it to
// `-1'.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
r_queued_decals "0"
r_queued_ropes "1"
r_queued_post_processing "0"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "1"
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload "1" // Preloads content
con_filter_enable 1
con_filter_text_out "VehicleType
rop_vehicle_jeep:"
con_filter_text_out "Error initializing music stream. BASS_ERROR_UNKNOWN"
// ----------------------------------------------------------------------------
// Print to console (Confirming that the CFG ran)
// ----------------------------------------------------------------------------
clear
echo "-------------------------------------------------------"
echo " LazP' maxframes Config loaded. "
echo "-------------------------------------------------------"