Max quality config for TF2
Thrax
🐌Austin, TX Icrontian
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
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 ***************************************
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Comments
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!
With aplomb.
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.
-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.
Not that I play TF2 much
You had me at that. What does this say about me??
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.
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).
- 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.
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.
Also, where do I add the "-threads X" as a launch option?