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- r_lod 8
- r_drawdecals 0
- r_decals 0
- r_decalstaticprops 0
- r_drawmodeldecals 0
- r_maxmodeldecal 0
- mat_dxlevel 70
- cl_ragdoll_collide 0
- mat_picmip 4
- r_WaterDrawReflection 0
- r_WaterDrawRefraction 0
- mat_bumpmap 0
- r_shadows 0
- mat_forceaniso 0
- mat_mipmaptextures 0
- mat_filtertextures 0
- mat_envmapsize 0
- mat_antialias 0
- cl_phys_props_enable 0
- blink_duration 0
- cl_ejectbrass 0
- mat_filterlightmaps 0
- mat_showlowresimage 1
- muzzleflash_light 0
- props_break_max_pieces 0
- props_break_max_pieces_perframe 0
- r_3dsky 0
- r_drawskybox 0
- r_dynamic 0
- r_dynamiclighting 0
- r_maxdlights 0
- r_eyemove 0
- r_eyes 0
- r_teeth 0
- r_radiosity 0
- r_worldlights 0
- rope_averagelight 0
- rope_collide 0
- rope_rendersolid 0
- rope_shake 0
- rope_smooth 0
- rope_smooth_enlarge 0
- rope_smooth_maxalpha 0
- rope_smooth_maxalphawidth 0
- rope_smooth_minalpha 0
- rope_smooth_minwidth 0
- rope_subdiv 0
- rope_wind_dist 0.01
- violence_ablood 0
- violence_agibs 0
- violence_hblood 0
- violence_hgibs 0
- ai_expression_optimization 1
- cl_detaildist 0
- cl_show_splashes 0
- mat_specular 0
- r_drawflecks 0
- sv_robust_explosions 0
- fog_enable 0
- fog_enable_water_fog 0
- mat_queue_mode 2 // better texture rendering on multicore systems
- snd_mix_async 1 // If set to 1, this command will allow multi-core CPUs to run most of the sound engine in parallel with the renderer
- r_threaded_particles 1 // multithreaded particles
- r_threaded_renderables 1 // Determines whether part of the rendering system is multi-threaded
- mat_fastnobump 1 // remove bump mapping on the floor
- sv_forcepreload 1 // preload everything server side
- sv_cheats 1 //cheats needed for some commands
- mat_fullbright 1 //cheat that disables all darkness. Not sure about performance. Compensates mat_diffuse
- r_drawparticles 0 // disable particles
- mat_drawwater 0 // water is not drawn
- r_DrawRain 0 //rain is not drawn
- r_drawropes 0 //ropes are not drawn (like power lines)
- cl_showfps 2
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