Max quality config for TF2

ThraxThrax 🐌Austin, TX Icrontian
edited September 2011 in Team Fortress 2
This config will give you the absolute maximum possible image quality in TF2. It is not for the faint of GPU.

Save it as autoexec.cfg in Steam\steamapps\YOURACCOUNT\team fortress 2\tf\cfg
//========= Credits = Quantuam VTX, Facepunch, 1/4 Life, #christf2 and Thrax ============//
//
// Purpose: Ultimate Team Fortress 2 quality Config.
//
// PRE-REQUISITS:
// If you have a quad core CPU, add "-threads 4" as a launch option.
// If you have an octo core, or a quad core with hyperthreading (i7, Core 2 Extreme) add "-threads 8" as a launch option.
//
//
//============================================================================================================//

// Multithreading 
host_thread_mode 0
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
r_queued_decals 1 //Queued decals.
r_queued_post_processing 1 //Queued post processing.
r_queued_ropes 1 //Queued ropes.
cl_threaded_bone_setup 1 //Threaded bones and animations.
cl_interp_threadmodeticks 1ss
mat_queue_mode -1

// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 2
mat_software_aa_strength 2
mat_software_aa_strength_vgui 2
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold .8
fps_max 132 // Max FPS set to 2x network update rate for optimal performance
r_3dsky 1 // Uses high-quality skybox
mat_bumpmap 1 // Enable bumpmapping
mat_compressedtextures 1 // Enable DirectX texture compression
mat_envmapsize 1024 // Raises the allowable physical dimensions of a texture
mat_envmaptgasize 1024 // Raises the allow physical dimensions of a sprayed texture
mat_postprocess_x 8 // Improves post-processing effects
mat_postprocess_y 8 // Improves post-processing effects
mat_reducefillrate 0 // Disables fillrate reductions
mat_parallaxmap 1 // Enables parallax mapping
mat_specular 1 // Enables specular lighting
mat_vsync 1 // Enables vsync

// Hardware AA+AF
mat_forceaniso 16
mat_antialias 8
mat_aaquality 0

//Better Water
r_waterdrawreflection 1
r_waterdrawrefraction 1
r_waterforceexpensive 1
r_waterforcereflectentities 1
mat_wateroverlaysize 512

// Better shadows
r_shadowmaxrendered 1024
r_shadowrendertotexture 1
r_shadows 1

// Texture Quality
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 / /Uses the high quality faces from the "meet the" videos. 
mp_usehwmvcds 1 // Use high quality facial animations. 
r_eyeglintlodpixels 12 // Allows eyes to be rendered at full quality across the map.

// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
cl_phys_props_max 1024 // Increases the number of non-player physics objects in the game world

// Team Fortress 2 Effects
cl_new_impact_effects 1 // Uses rendered particles instead of sprites for bullet impacts.
cl_burninggibs 1 // If a player is on fire and gibs, his gibs are on fire too.

// HDR, Distance Viewing
mat_hdr_level 2 //Better HDR.
cl_maxrenderable_dist 8096 // Makes everything outside the map visible. 
cl_detaildist 8096 // Makes everything outside the map visible with high detail.
lod_transitiondistance 8096 // Makes everything outside the map maintain highest detail settings beyond the viewable distance.

// Lighting, motion blur and bloom
r_lod 0 // Removes "Level Of Detail" from models. 
r_rootlod -10 // Fixes the min/max level of detail at ultra-high 
mat_motion_blur_enabled 1 // Enables motion blur
mat_motion_blur_forward_enabled 1 // Enables small motion blur with forward movement
mat_motion_blur_strength 1 // Increases the motion blur strength moderately
r_avglight 3

//Models, Rain, Decals
mp_decals "4096" //Maximum number of decals visible at one time.
r_propsmaxdist "8096" //Maximum visible distance for props.
r_rainradius "8096" //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight "3" //Puts more lighting on objects.
r_decals "4096" // Sets the amount of decals, like bullet holes, that stay on objects.
r_maxmodeldecal "100" //Sets the amount of decals that appear on models.
cl_detailfade 0 // Don't lower background details as a function of distance

// Textures
r_lod 0 //Removes "Level Of Detail" from models. 
r_rootlod -10 // Ultra high player model detail

// Other
jpeg_quality 100 //Better quality screenshots with F5.
m_rawinput 1
r_fastzreject 1 // Uses the GPU to perform z-culling

// Good connection
cl_cmdrate 66
cl_interp 0.0152
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000


echo ***************************************  
echo *=====================================*
echo * Ultimate TF2 Quality Config Loaded! *
echo *=====================================*  
echo ***************************************
«1

Comments

  • Slayer5227Slayer5227 Elkridge Member
    edited August 2011
    Maybe I saved this wrong cause it doesn't look any different do I just save it as a text document in the tf/cfg folder?
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    No, you save it as autoexec.cfg. The differences are subtle, but substantial if you know where to look.
  • PirateNinjaPirateNinja Icrontian
    edited August 2011
    I gave this a quick shot and hl2.exe crashed while playing. I'm not sure if it was related.
    I'll try again after work and make before and after screenshots, otherwise on first glance I think it looked better.

    Thank's for sharing!
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    If you get crashing, remove everything in the multi-threading section.
  • Slayer5227Slayer5227 Elkridge Member
    edited August 2011
    Got it to work, it looks good. +1 internet to you fine sir!
  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian
    edited August 2011
    Thrax: 6870 will run?
  • Slayer5227Slayer5227 Elkridge Member
    edited August 2011
    My 4830 ran it fine
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    Thrax: 6870 will run?

    With aplomb.
  • CBCB Ƹ̵̡Ӝ̵̨̄Ʒ Der Millionendorf- Icrontian
    edited August 2011
    Doesn't work for me. Makes it look like my character is wearing a veil. :/
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    Your GPU isn't up to it, CB. Sorry.
  • CBCB Ƹ̵̡Ӝ̵̨̄Ʒ Der Millionendorf- Icrontian
    edited August 2011
    Oh no!

    Kind of ironic that the first game my GeForce 9600 GT hasn't been able to handle at highest settings is TF2.
  • QCHQCH Ancient Guru Chicago Area - USA Icrontian
    edited August 2011
    Nice... I will do that tonight and see what my 5870 can do. ;-)
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    CB wrote:
    Oh no!

    Kind of ironic that the first game my GeForce 9600 GT hasn't been able to handle at highest settings is TF2.

    TF2 has some very interesting rendering effects that older GPUs have trouble with. Most of them are disabled by default.
  • Cliff_ForsterCliff_Forster Icrontian
    edited August 2011
    What are some of the examples of improvements? What should we be looking for?
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    -Very high-detail objects, even far into the distance.
    -High-quality water, with reflections of all in-game objects the engine supports
    -Bullets impacting a wall are now more detailed, as they're rendered in the 3D engine rather than by sprites. This is most pronounced with a heavy's gun against a corrugated steel wall.
    -If you burn a player that gets gibbed, their gibs will be flaming too.
    -Lighting is now much more accurate on objects with respect to light sources available in the world.
    -Character models no longer reduce their quality if they are beyond a certain distance from the player.
    -Physics-enabled bodies, like players, now dynamically interact with one another.

    These are just a few examples.
  • RyderRyder Kalamazoo, Mi Icrontian
    edited August 2011
    I just made the changes and I implemented the "-threads 6" switch at startup since I have a hexacore.

    Not that I play TF2 much :hrm::buck:
  • Cliff_ForsterCliff_Forster Icrontian
    edited August 2011
    Thrax wrote:
    -If you burn a player that gets gibbed, their gibs will be flaming too.
    .

    You had me at that. What does this say about me?? :crazy:
  • PirateNinjaPirateNinja Icrontian
    edited August 2011
    http://imgur.com/a/kMJVB
    The one on bottom is enhanced.
    The one on the top is my usual settings (as high as I can push them through the regular config screens).

    I crashed again after 5 minutes. I wonder why my system can't handle the multi-threading. I'll disable it, but yes it looks much better. Thanks again for the pro-config-tip.
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    Notice specifically the sharpness of the icons on the med kits and ammo boxes in the "enhanced" version. Much better. Less pixelated.
  • ErrorNullTurnipErrorNullTurnip Illinois Icrontian
    edited August 2011
    Thrax wrote:
    -Very high-detail objects, even far into the distance.

    Does this include player models? I remember hearing about being able to use crazy high resolution models (like they used in the meet the team videos).
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    This does use the character models from the "Meet the..." videos, as well as their animations. It will also use the highest possible model detail for players, no matter how far away they are from you (they're usually reduced in detail by several steps over certain distance thresholds).
  • fatcatfatcat Mizzou Icrontian
    edited August 2011
    and this is good with eyefinity yus?
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited August 2011
    Should work fine. I'll test it at work tomorrow.
  • PirateNinjaPirateNinja Icrontian
    edited August 2011
    Just wanted to update:
    - I play crash free with the threading lines commented out as Thrax suggested, however rendering then becomes ever so slightly choppy at certain moments .. like the scout's fish waving in the air becomes choppy at the same point in the animation every time. I don't recall that happening before I commented out those lines.

    For reference I'm on a 460gtx 1gb, i2500@3.8ghz, 8gbpc1600, win7pro 64bit and I did leave the -threads 4 in my launch options.

    I wonder if it makes sense to make a "light" version of this cfg file that reduces rendering distances -- essentially just that which is pretty much right in front of you is uber high quality and all else is regular high quality. Just a thought, I understand this is the full load 100% setup.
  • CBCB Ƹ̵̡Ӝ̵̨̄Ʒ Der Millionendorf- Icrontian
    edited August 2011
    If it can't handle it, I would expect it to crash or artifact or something, I've never seen graphics mess up with an overall blur like I got. It's weird.
  • PirateNinjaPirateNinja Icrontian
    edited August 2011
    CB wrote:
    If it can't handle it, I would expect it to crash or artifact or something, I've never seen graphics mess up with an overall blur like I got. It's weird.

    Props for the l33t time screenshot.

    I have a feeling given the HUD is fine, and it is just the rendered material, it has something to do with lighting.
    Maybe you should comment out the lighting effects / hdr stuff in the cfg file and give it another whirl.
  • TushonTushon I'm scared, Coach Alexandria, VA Icrontian
    edited August 2011
    interesting.
  • PreacherPreacher Potomac, MD Icrontian
    edited September 2011
    Would an i5-2500k with a Radeon 4890 and an i7-920 with a GTX-460 be powerful enough to run this config?

    Also, where do I add the "-threads X" as a launch option?
  • ThraxThrax 🐌 Austin, TX Icrontian
    edited September 2011
    Launch options are set in Steam game properties with a right click. 4890 maybe, 460 yes.
  • PreacherPreacher Potomac, MD Icrontian
    edited September 2011
    Thanks, Thrax!
Sign In or Register to comment.