Yo, this is the config i'm using atm.
rate "100000" // Max bytes/sec the host can receive data.
cl_cmdrate "66" // Number of command pakets sent to the server per second.
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "67" // Number of packets per second you are requesting from the server.
mat_queue_mode "0" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
mat_aaquality "0"
mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0)
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_alphacoverage "0"
mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
mat_bloomscale "0"
mat_bloom_scalefactor_scalar "0"
mat_bufferprimitives "1"
mat_clipz "1"
mat_colorcorrection "0"
mat_compressedtextures "1"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_diffuse "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_fastspecular "1"
mat_fastnobump "0"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "0" // change to 0 if you notice lower fps
mat_forcehardwaresync "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_hdr_enabled "0" // Report if HDR is enabled for debugging
mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_maxframelatency "0"
mat_max_worldmesh_vertices "0"
mat_mipmaptextures "1" // texture quality decreases with distance
mat_non_hdr_bloom_scalefactor "0"
mat_parallaxmap "1"
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 fill rate used.
mat_shadowstate "0"
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_strength "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_tap_offset "0"
mat_softwarelighting "0"
mat_specular "0"
mat_trilinear "0" // Disables the use of Trilinear mipmapping.
mat_use_compressed_hdr_textures "0"
mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8.
snd_mixahead "0.1"
dsp_enhance_stereo "0"
dsp_volume "1"
dsp_slow_cpu "1"
dsp_spatial "40"
dsp_speaker "50"
dsp_water "14"
soundscape_flush "1" // Flushes the server & client side soundscapes
violence_agibs "1" // Show alien gib entities
violence_hgibs "1" // Show human gib entities
violence_hblood "1" // Draw human blood
violence_ablood "1" // Draw alien blood
r_ambientboost "0"
r_ambientmin "0"
r_ambientfactor "0"
r_cheapwaterend "1" // End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_drawflecks "0"
r_decals "0"
r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0"
r_drawbatchdecals "0"
r_drawmodeldecals "0"
r_dynamic "0"
r_eyes "0"
r_flex "0"
r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_hunkalloclightmaps "0"
r_lightcache_zbuffercache "0"
r_lightaverage "0"
r_lod "2" // _adjusts model quality--set between -5 and 5_
r_maxdlights "0"
r_maxmodeldecal "0"
r_maxnewsamples "0"
r_maxsampledist "0"
r_minnewsamples "0"
r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_occlusion "0" // Activate/deactivate the occlusion system.
r_PhysPropStaticLighting "0"
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing "1"
r_renderoverlayfragment "0"
r_rootlod "2" // Root LOD
r_ropetranslucent "0"
r_drawdetailprops "0"
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_shadowmaxrendered "0" // Max shadows the game will render.
r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model.
r_3dnow "0" // Enable/disable 3DNow code
r_3dsky "0" // Enable the rendering of 3d sky boxes
r_sse2 "0" // Enable/disable SSE2 code
r_shadows "0"
r_teeth "0"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "1"
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_worldlights "0" // number of world lights to use per vertex
r_waterdrawreflection "0" // 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 "1" // 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.
r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
cl_detailfade "0"
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_muzzleflash_dlight_1st "0"
cl_phys_props_enable "0"
cl_phys_props_max "0" // Maximum amount of physics props allowed.
cl_predictweapons "1" // perform client side prediction of weapon effects.
cl_predict "1" // Perform client side prediction.
tf_playergib "0"
cl_showhelp "0" // Set to 0 to not show on-screen help
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_show_splashes "0"
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble "0" // Turn on rumble debugging spew
cl_playerspraydisable "1"
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "0"
cl_ragdoll_collide "0"
cl_ragdoll_fade_time "0"
cl_ragdoll_physics_enable "1"
cl_ragdoll_forcefade "1"
cl_minmodels "0"
rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "0" // Collide rope with the world
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth "0" // Do an antialiasing effect on ropes
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
sv_forcepreload "1" // forces preload to help increase performance
jpeg_quality "100" // jpeg screenshot quality.
mat_monitorgamma "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
commentary "0" // Desired commentary mode state.
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default)
r_propsmaxdist "1"
prop_active_gib_limit "0"
func_break_max_pieces "3"
showhitlocation "1"
mp_decals "0" // How many player sprays will be shown.
gl_clear "0"
muzzleflash_light "0"
lod_transitiondist "0"
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
adsp_debug "0"
mp_usehwmmodels "0"
mp_usehwmvcds "0"