echo echo >>>>>> Loading AUTOEXEC.CFG for HL2 <<<<<< echo >>>>>> 2007.11.21, www.osterud.name <<<<<< echo mat_forcemanagedtextureintohardware 0 mat_forcemanagedtextureintohardware // If set to 1, attempts to force texture information into your Video RAM at the start of a level, alleviating any stuttering in the game. // Note, this setting was introduced with the "stutter fix" patch. Also note that from feedback and in my experience this setting can // reduce FPS by up to 50%. Setting this variable to 0 may improve performance on some machines. mat_compressedtextures 1 mat_compressedtextures // If set to 1, uses compressed textures for optimal performance. For those with graphics cards which have higher amounts // of Video RAM (e.g. 256MB) setting this to 0 will improve texture appearance at the cost of some performance. datacachesize 128 datacachesize // Determines the amount in MB [0-128] to allocate to the game's general data cache. Default is 32MB, maximum is 128MB. I recommend setting this // to at least 64MB for 1GB of RAM or 128MB for 2GB of RAM as it should help in reducing stuttering, though it will add to initial load times. cl_forcepreload 1 cl_forcepreload // If set to 1 forces all information to preload, reducing loading pauses and stuttering by not loading information on the fly. sv_forcepreload 1 sv_forcepreload // If set to 1, forces server-side preloading, once again reducing loading pauses. mod_forcedata 1 mod_forcedata mod_forcetouchdata 1 mod_forcetouchdata // If set to 1, forces all model data into cache while loading. This should not be set // to 0 unless troubleshooting, as preloading models greatly helps reduce stuttering. mem_max_heapsize 512 mem_max_heapsize // This command tells the Source Engine the maximum amount of memory to be allocated to the system heap. If you are using the -Heapsize command // line variable, then you may need to increase this value from its default of 256MB to allow a larger heapsize to be used for certain caches. // I don't recommend exceeding half your physical RAM (e.g. for 2GB RAM, don't set heapsize higher than 1024000). sv_cheats 0 sv_cheats // Enables the use of CHEAT commands in single player or on a multiplayer server if set to 1. Some other settings require this. cl_ragdoll_collide 1 cl_ragdoll_collide // If set to 1, prevents characters from merging into each other due to ragdoll effects, improving realism with no real performance hit. //fps_max 80 //fps_max // Sets a maximum framerate cap, preventing your FPS from going any higher. Note this setting is not the same as VSync, nor does it dynamically // alter image quality to attempt to keep your FPS near the FPS cap. The default is 300 which is fine, however lowering this to match your // refresh rate, or an even lower value, may help reduce wild FPS fluctuations which in turn will improve the appearance of smoother framerates. mem_force_flush 0 mem_force_flush // If set to 1 forces the cache to be flushed on every allocation, which is not necessarily optimal but can reduce memory-related errors. r_fastzreject 0 r_fastzreject // If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance. If set to -1 // detects your default hardware setting for this option. Initially this should be set to 1, and if you see any problems then set to -1. // NB! On slower CPSs the FPS is slightly higher with a setting of "0", Possible values are: -1 = Auto, 1 = Use CPU, 0 = GPU (video card) cl_smooth 0 cl_smooth // If set to 1 attempts to smooth the view after prediction errors, this can increase stuttering and so should usually be set to 0. sv_autoladderdismount 1 sv_autoladderdismount // If set to 1, the player automatically dismounts from ladders when the end is reach. If disabled, player must press the USE key // to mount/dismount ladders and hence cannot accidentally jump/walk off a ladder. Set to taste as there is no performance impact. sv_footsteps 1 sv_footsteps // If set to 1, player footsteps can be heard, if set to 0 no footsteps are emitted from the player. No performance impact. //cl_detaildist 1200 //cl_detaildist // Determines the range at which detail props are shown (e.g. grass, default 1200). The higher the value, the lower your performance as // more add-on details are shown. Reducing this setting can increase performance, and increasing this setting will improve image quality. //cl_detailfade 400 //cl_detailfade // Determines the range at which detail props fade into view (default 400). Increasing this value can raise performance. //cl_maxrenderable_dist 1200 //cl_maxrenderable_dist // How far it will draw the map, obviously you want this as far as possible without damaging performance, there must be a sweet-spot! //r_propsmaxdist 400 //r_propsmaxdist // Objects fading distance. Reducing this setting can improve performance. lod_Enable 1 lod_Enable // If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. // This should be set to 1 for optimal performance, or 0 for maximum image quality. The difference is usually not visible. //lod_TransitionDist 400 //lod_TransitionDist // The distance at which the lod is reduced on objects. Higher distance = lower performance, but better distant objects will appear. r_lod 1 r_lod // [-8 to 8]: Determines the rate at which level of detail (lod) is stripped from objects as they recede away from the player. // The lower the value, the more detail remains visible on objects as they progress into the distance, reducing // performance but increasing image quality. In most cases the visual difference is not significantly noticeable. // Higher than 1 gives strange effects on props (consoles undetailed/buttons just a green bulb in mid air etc). // Higher than 2 gives strange effects on models in HL2 EP2 (eyes becoming empty holes instead). //cl_ejectbrass 1 //cl_ejectbrass // If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance during heavy combat. //cl_show_bloodspray 1 //cl_show_bloodspray // If set to 1, blood sprays are emitted from bullet impacts on characters. If set to 0, no blood sprays are shown // however blood marks (decals) can still appear. Disabling this can improve performance, but reduces realism. r_decals 128 r_decals // Specifies the maximum number of decals possible at any one time. Higher number = greater potential for getting slowdowns during large combat // scenes as large numbers of decals are generated. Reducing setting can improve performance in such situations, without totally losing decals. //r_drawdecals 0 //r_drawdecals // Decals are impact/scorch/blood marks on walls, surfaces and characters, made from weapons and spells. If set to 1, // decals are drawn. If set to 0, all decals are removed improving performance but greatly reducing realism (CHEAT). //r_drawmodeldecals 0 //r_drawmodeldecals // If set to 1, decals can be drawn on models, which are pretty much everything excluding walls and floors. // If set to 0 these decals will be disabled, improving performance during combat for example, but reducing realism. //r_drawparticles 1 //r_drawparticles // If disabled, particle effects - includes smoke, dust, some spell effects and explosions - will not be drawn. // This can greatly improve performance around such effects at the cost of realism. crosshair 1 crosshair // If set to 1, enables the crosshair, if set to 0 disables it. The performance difference is negligible, so set to taste. mat_bloom 0 mat_bloom // If set to 1, a 'bloom' lighting effect is visible on objects, softening their appearance. If set // to 0 this effect is removed, but performance is increased without a noticeable drop in image quality. mat_disable_fancy_blending 1 mat_disable_fancy_blending // (Default=0) mat_disable_lightwarp 1 mat_disable_lightwarp // (Default=0) mat_disable_ps_patch 1 mat_disable_ps_patch // (Default=0) mat_disable_bloom 1 mat_disable_bloom // If set to 1 disables the Bloom effect, even if HDR is enabled. Can reduce the saturation effect of HDR and may boost FPS slightly. mat_bloomscale 0 mat_bloomscale // Determines the level of brightness of Bloom, even if HDR is enabled. At levels above 0 the bloom effect increases saturation and brightness. // The default is 1 when Bloom/HDR are enabled, reducing this to 0.5 for example can increase realism. Experiment to see what suits your tastes. mat_bumpmap 0 mat_bumpmap // a) Texture depth(0-1). Enabling (1) will increase detail of textures, but it is a bit costly to framerate. Disable for framerate gain. // b) When set to 1 enables bump mapping which makes flat 2D textures appear three dimensional. If disabled, textures // will be loaded without bumpmapping and will appear far less realistic, however performance will be improved. // c) Models in Team Fortress 2 look weird when "mat_bumpmap" is set to "0". No other setting seems to fix that :-( //mat_fastnobump 1 //mat_fastnobump // Faster bump mapping. Not allowed in multiplayer if server doesn't have cheats enabled. Can cause strange effects. mat_specular 0 mat_specular // a) If set to 1, uses specular lighting. If set to 0 materials will not have specular lighting // applied to them for a performance boost but a slight drop in image quality. // b) Texture "coating". This enables the shiny surfaces as seen in the DirectX 8.0 screenshot, // but also may cause errors as seen in the DirectX 9.0 screenshot. Disable for a framerate gain. // c) Disables specular lighting. If you use disable bump-mapping, your character's arms and weapon // will look like they made of chrome metal. Disabling specular lighting removes that effect. mat_fastspecular 0 mat_fastspecular // Faster specular mapping mat_clipz 1 mat_clipz // If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance // improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems. //r_farz 0 //r_farz // Controls the far clippling plane, which determines what is not rendered when it is determined not to be visible to the character. // A value of -1 is normal, higher values can result in normally visible objects suddenly disappearing from view (CHEAT). //r_drawRain 0 //r_drawRain // If set to 1, rain effects will be rendered, however if set to 0 no rain will be drawn. // This improves performance in levels where there is visible rain, however realism is reduced (CHEAT). r_maxdlights 8 r_maxdlights // Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with // multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat. //fog_enable 0 //fog_enable // If set to 0, will disable fog in areas which normally have fog, which may improve performance at the cost of realism. //fog_enable_water_fog 0 //fog_enable_water_fog // If set to 0, removes all underwater fogging which can cause water to become clearer, but may reduce performance and reduce realism as well. //r_WaterDrawReflection 0 //r_WaterDrawReflection // 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. //r_WaterDrawRefraction 0 //r_WaterDrawRefraction // 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. //mat_dxlevel 90 //mat_dxlevel // Determines the shader version for special effects applied to materials. Options include 70, 80, 81 and 90 (e.g. mat_dxlevel 81). // This is similar to the -dxlevel switch in the Advanced Tweaking section on page 7. Using shader versions lower than the highest level // supported by your card will improve performance at the cost of varying degrees of image quality loss (depending on the shader version used). violence_agibs 1 violence_agibs // If set to 0 disables most gore when monsters are hit. Importantly, disabling this also makes monster // bodies vanish very quickly after death which can improve performance but reduce realism. violence_hgibs 1 violence_hgibs // If set to 0 disables most gore when human enemies are hit. Disabling this can improve performance but // also makes human bodies and various world debris disappear quickly after being killed/damged. mat_softwarelighting 0 mat_softwarelighting // If set to 1, uses only software-supported lighting. Image quality is not greatly affected, but this may increase // or decrease your performance depending on whether your CPU is far more powerful than your graphics card. mat_blur 0 mat_blur // If set to 0 disables certain blur effects in the game, which can improve performance and/or reduce annoyance. r_shadows 1 r_shadows // Disable(0)/Enable(1) shadows. Very helpful in gameplay. Disable for a framerate gain. // PS! Setting "r_shadows 0" also disables flashlight - could cause "minor" problems :-) //r_decal_cullsize 0 //r_decal_cullsize // The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing cl_phys_props_enable 0 cl_phys_props_enable // Disable(0)/Enable(1) the visibility of bricks, cans, and trash objects (only objects you may not interact with). Disable for a framerate gain. muzzleflash_light 0 muzzleflash_light // If set to 1, weapons firing will emit a light along with the muzzle flash. If set to 0, a muzzle flash is still visible // but no lighting is cast from it. Performance will improve in combat scenes with no noticeable drop in realism. r_dynamic 0 r_dynamic // If set to 1, enables dynamic lighting. If set to 0, disables dynamic lighting which can boost performance without a dramatic impact on realism. r_modellodscale 0 r_modellodscale // (0-1) This setting is not the same as the Model Detail setting under the in-game options. You can use this value // to fine tune model details, with values below 1 reducing the model details, improving performance at the cost of realism. ai_expression_optimization 1 ai_expression_optimization // If set to 1, disables NPC expressions when you can't see them, potentially improving performance. r_occlusion 0 r_occlusion // If set to 0, disables the occlusion system in the game, which can increase performance at the expense of image quality. sv_robust_explosions 0 sv_robust_explosions // If set to 0, explosions will be less spectacular, but this may improve performance around explosions without a significant drop in realism. r_waterforceexpensive 0 r_waterforceexpensive // If set to 1, the highest quality water will be used. If set to 0, performance may improve without a noticeable reduction in water quality. dsp_off 1 dsp_off // If set to 1, disables audio DSP (Digital Signal Processing) in Half Life 2. This // may improve performance (CHEAT), but will reduce the richness of audio effects. dsp_enhance_stereo 0 dsp_enhance_stereo // If set to 1 enhances the DSP stereo effect, making environmental sound richer and more atmospheric for a slight performance hit. snd_digital_surround 0 snd_digital_surround // If set to 1 enables digital surround sound, however this only works if supported by your // hardware and speaker configuration, and will reduce performance slightly if enabled. dsp_slow_cpu 1 dsp_slow_cpu // If set to 1, reduces the quality of dsp sound effects, improving performance on systems with slower CPUs. snd_mixahead 0.1 snd_mixahead // Set between 0.0 and 1.0, the higher the value the less stuttering and more synchronized sound will be, but performance may be reduced. // A value of 0.5 to 0.7 will help reduce stuttering in the game at the cost of some FPS the closer this value gets to 1.0. Note that // altering this value can cause a quest bug in Chapter 5, so reset it to its default of 0.1 for the duration of that chapter. snd_async_fullyasync 1 snd_async_fullyasync // If set to 1, sound may go slightly out of synch with actions at times but you will experience reduced loading pauses and stuttering. //fov 75 //fov // Specifies the character's Field of View (fov), i.e. the total angle which can be viewed at once. // Default is 75, higher values create more of a "fish-eyed" view, lower angles create a zoomed view. //default_fov 75 //default_fov // Determines the default Field of View in HL2. Default is 75 (CHEAT). cl_allowdownload 0 cl_allowdownload // Allow client downloads customization files. cl_allowupload 0 cl_allowupload // Allow client uploads customization files. cl_lagcompensation 1 cl_lagcompensation // Perform server side lag compensation of weapon firing events. sv_autosave 0 sv_autosave // 0 to prevent autosave //gl_dither 0 //gl_texturemode gl_linear_mipmap_linear //cl_adaptive 1 //r_novis 1 //r_wateralpha 1 //r_mmx 1 //r_traceglow 1 //vid_wait 1 //gl_swapinterval 1 //gl_ext_gamma 1 //gl_ext_swapinterval 1 //cl_showfps 1 voice_enable 0 sv_voiceenable 0 voice_modenable 0 //map_background none echo echo >>>>>> AUTOEXEC.CFG for HL2 loaded! <<<<<< echo >>>>>> 2007.11.21, www.osterud.name <<<<<< echo