CSS config
Posted: Tue Feb 18, 2025 5:40 pm
Some have asked, this is what I have in my autoexec.cfg
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rate "35000"
cl_cmdrate "101"
cl_updaterate "101"
cl_interp "0"
cl_interp_ratio "1"
cl_lagcompensation "1"
cl_predictweapons "1"
cl_smooth "0"
cl_smoothtime "0.01"
room_type 0
cl_playerspraydisable "0" // Sprays enabled 0 or disabled 1
//_Set Render vars
//_mat_disable_bloom "1" // Disables bloom effects.
//_mat_hdr_enabled "0" // Disables HDR.
//_mat_hdr_level "0" // Double Disables HDR.
//_mat_mipmaptextures "1" // Enables the use of mipmapping to make textures look smooth.
//_mat_monitorgamma "1.6" // Lower the number the brighter the screen. Only works in fullscreen.
//_Set Violence vars_
violence_ablood "1"
violence_agibs "1"
violence_hblood "1"
violence_hgibs "1"
// _Enables net_graph statistics
net_graph "1"
ignorerad
// Added
//_Set Client vars_
//_cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass "0" // Disables brass ejection
cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
cl_phys_props_enable "1" // Enables phsyics props.
cl_phys_props_max "50" // Maximum amount of physics props allowed.
cl_ragdoll_physics_enable "1" // Disables ragdoll.
cl_restrict_server_commands "0" // Compatible/needed with serverplugins
cl_show_splashes "0" // Disables water splashes.
//_Set Render vars_
//r_3dsky "0" // Disables the rendering of 3d sky boxes.
//r_decal_cullsize "0" // Any decals under this size are not rendered.
//r_decals "0" // Disables decals.
//r_drawbatchdecals "1" // Enables the rendering of decals in batch.
//r_drawdetailprops "1" // Enables the rendering of detail props.
//r_drawflecks "0" // Disables the sparks and dirt from bullet impacts.
r_drawmodeldecals "1" // Models decals (i.e. blood).
//r_eyes "0" // Disables eyes in models.
//r_lod "-1" // Different level of details on models. -1 = Variable at distance. 0 = None. 1 = Minor. 2 = Less minor.
//r_modellodscale "1.0" // The transitioning power of LOD.
//r_occlusion "0" // Enables the Model Occlusion system.
//r_propsmaxdist "100" // Max distance at which props are rendered.
//_r_renderoverlayfragment "0"
//_r_rootlod "2" // Base lod of the model in the memory.
//_r_shadowmaxrendered "32" // Max shadows the game will render.
//_r_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model.
//_r_shadows "1" // Enables shadows (Change be disabled for additional performance.)
//_r_teeth "0" // Disables teeth in models.
//_r_waterdrawreflection "0" // Disables the rendering of water reflections.
//_r_waterforceexpensive "0" // Forces cheap water.
gl_clear "1"
//_props_break_max_pieces "0" // Disables prop fragmenting
//_Set Materials vars_
//_mat_antialias "0" // Disables the use of multisampling to smooth out edges.
//_mat_bumpmap "0" // Disables bump mapping.
//_mat_clipz "0" // Disables optimized Z-Buffer rendering.
//_mat_compressedtextures "1" // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom "1" // Disables bloom effects.
mat_hdr_enabled "0" // Disables HDR.
mat_hdr_level "0" // Double Disables HDR.
mat_mipmaptextures "1" // Enables the use of mipmapping to make textures look smooth.
mat_monitorgamma "1.6" // Lower the number the brighter the screen. Only works in fullscreen.
//_mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
mat_reducefillrate "1" // Reduces the fillrate when the game is run in DXLevel 8.
mat_specular "0" // Disables Specularity on objects.
mat_trilinear "0" // Disables the use of Trilinear mipmapping.
mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8.
//_Set Misc settings_
cl_downloadfilter "all" // Disables annoying pub sound downloads
fps_max "300" // Caps framerate. Set to max monitor refresh rate + 1.
jpeg_quality "100" // High quality screenshots
clear