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autoexec.cfg
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autoexec.cfg
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// IN-GAME GAMEPLAY SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
hud_setting_showButtonHints "0" // Button hits; (0) off, (1) on, (Works)
hud_setting_damageIndicatorStyle "1" // Crosshair damage feedback; (0) off, (1) X, (2) X w/shield icon, (Works)
hud_setting_damageTextStyle "1" // Damage numbers; (0) off, (1) stacking, (2) floating, (3) both, (Works)
hud_setting_minimapRotate "1" // Minimap rotates with you; (0) off, (1) on, (Works)
weapon_setting_autocycle_on_empty "0" // Autocycles weapon when empty; (0) off, (1) on, (Works)
player_setting_autosprint "1" // Sprints automatically when walking forward; (0) off, (1) on, (Works)
damage_indicator_style_pilot "3" // Type of arrow to display when taking damage; (0) 2D, (1) both, (3) 3D, (Works)
player_setting_damage_closes_deathbox_menu "0" // Receiving damage auto-closes inventory; (0) off, (1) on, (Works)
hud_setting_showHopUpPopUp "0" // Hopup popups; (0) off, (1) on, (Works)
net_netGraph2 "1" // Performance display; (0) off, (1) on, (Works)
reticle_color "0 255 0" // Reticle color; (red green blue), (Works)
colorblind_mode "3" // Colorblind mode; (0) off, (1) protonopia, (2) deuteranopia, (3) tritanopia, (Works)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ADDITIONAL GAMEPLAY SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ordnanceSwapSelectCooldown "0" // Reduce grenade swap time; (0) on, (1) off, (Works)
hud_setting_pingDoubleTapEnemy "1" // Double tap to ping enemy; (0) off, (1) on, (Works)
hud_setting_adsDof "0" // Depth of field when aiming down sights; (0) off, (1) on, (Works)
hud_setting_healthWheelUseOnRelease "1" // Use health item on release; (0) off, (1) on, (Placebo)
hud_setting_enableModWheel "1" // Mod wheel; (0) off, (1) on, (Works)
hud_setting_pingAlpha "0.200000" // Transparency of ping banners; (Works)
player_setting_enable_heartbeat_sounds "0" // Seer heartbeat sounds; (0) off, (1) on, (Works)
mat_depthfeather_enable "0" // Depth of field; (0) off, (1) on, (Works)
mat_screen_blur_enabled "0" // Hud transparency; (0) off, (1) on, (Placebo)
sidearmSwapSelectDoubleTapTime "0" // Reduce the time to change weapons by double clicking; (0) on, (1) off, (Works)
sidearmSwapSelectCooldown "0" // Reduce weapon swap time; (0) on, (1) off, (Works)
r_blurmenubg "0" // Background blur when menus are open; (0) on, (1) off, (Placebo)
pin_opt_in "0" // Send PIN telemetry data to EA; (0) off, (1) on, (Works)
pin_plat_id "0" // Opt in Respawn data surveys; (0) off, (1) on, (Works)
voice_forcemicrecord "0" // Allow recording of communications; (0) off, (1) on, (Works)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// IN-GAME M/K SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
mouse_sensitivity "1.15" // Mouse sensitivity; (Works)
mouse_use_per_scope_sensitivity_scalars "0" // Pre-ads sens; (Works)
mouse_zoomed_sensitivity_scalar_0 "1.000000" // Iron sights and 1x; (Works)
mouse_zoomed_sensitivity_scalar_1 "1.000000" // 2x; (Works)
mouse_zoomed_sensitivity_scalar_2 "1.000000" // 3x; (Works)
mouse_zoomed_sensitivity_scalar_3 "1.000000" // 4x; (Works)
mouse_zoomed_sensitivity_scalar_4 "1.000000" // 6x; (Works)
mouse_zoomed_sensitivity_scalar_5 "1.000000" // 8x; (Works)
mouse_zoomed_sensitivity_scalar_6 "1.000000" // 10x; (Works)
chroma_enable "0" // Lighting effects; (0) off, (1) on, (Works)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ADDITIONAL M/K SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
m_acceleration "0" // Mouse acceleration; (0) off, (1) on, (Works)
m_rawinput "1" // Direct mouse connection; (0) off, (1) on, (Works)
m_filter "0" // Mouse filtering; (0) off, (1) on, (Works)
m_customaccel "0" // Mouse acceleration by RawAccel; (0) off, (1) on, (Placebo)
m_customaccel_exponent "0" // Mouse acceleration by RawAccel; (0) off, (1) on, (Placebo)
m_mouseaccel1 "0" // Mouse acceleration by RawAccel; (0) off, (1) on, (Placebo)
m_mouseaccel2 "0" // Mouse acceleration by RawAccel; (0) off, (1) on, (Placebo)
m_customaccel_max "0" // Mouse acceleration by RawAccel; (0) off, (1) on, (Placebo)
in_usekeyboardsampletime "0" // Keystroke smoothing; (0) off, (1) on, (Placebo)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// M/K BINDS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bind_US_standard "=" "exec autoexec" // Allows changes to autoexec.cfg to be loaded mid-game
bind_US_standard "MOUSE2" "+zoom" // ADS hold; (Works)
bind_US_standard "F" "+use; +use_long" // Interact; (Works)
bind_US_standard "MWHEELUP" "+jump" 1 // Jump; (Works)
bind_US_standard "SPACE" "+jump" 0 // Climb; (Works)
bind_US_standard "4" "use_consumable SHIELD_LARGE; use_consumable SHIELD_SMALL"
bind_held_US_standard "4" "use_consumable SHIELD_SMALL; use_consumable SHIELD_LARGE"
bind_US_standard "5" "use_consumable HEALTH_LARGE; use_consumable HEALTH_SMALL"
bind_held_US_standard "5" "use_consumable HEALTH_SMALL; use_consumable HEALTH_LARGE"
bind_US_standard "6" "use_consumable PHOENIX_KIT"
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// IN-GAME AUDIO SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
sound_volume "0.45" // Master volume; (Works)
sound_volume_sfx "1" // SFX volume; (Works)
sound_volume_dialogue "1" // Dialogue volume; (Works)
sound_volume_music_game "0.000000" // Music volume; (Works)
sound_volume_music_lobby "0.000000" // Lobby music volume; (Works)
sound_without_focus "1" // Play sound when tabbed out; (0) off, (1) on, (Works)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ADDITIONAL AUDIO SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
cl_footstep_event_max_dist "4000" // Increase the enemy footsteps range; (Works)
miles_channels "8" // Number of audio channels; (2) stereo, (6) 5.1, (8) 7.1, (Works)
sound_num_speakers "8" // Again, number of audio channels; (2) stereo, (6) 5.1, (8) 7.1, (Works)
sound_musicReduced "0" // Disables unnecessary sounds; (Placebo)
snd_mixahead "0.05" // Reduce the audio delay; (Placebo)
snd_async_fullyasync "1" // Sound doesnt play until data arrives; (Works)
snd_setmixer PlayerFootsteps vol "0.1" // Reduce your footsteps noise for you; (Works)
snd_setmixer GlobalFootsteps vol "1.2" // Increase the enemy footsteps for you; (Works)
snd_headphone_pan_exponent "2" // Makes sounds you are facing towards louder, distant sounds in the middle much better; (Works)
rope_wind_dist "4000" // Increase zipline audio; (applys CPU intensive wind to ropes), (Placebo)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// IN-GAME VIDEO SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
r_fullscreen "1" // Force fullscreen; (0) off, (1) on, (Placebo)
cl_fovScale "1.7" // Modify your FOV; (1.55) 110FOV, (1.7) 120FOV, (Works)
fov_disableAbilityScaling "1" // FOV changes depending on abilities; (0) on, (1) off, (Works)
sprint_view_shake_style "1" // Less headbob; (0) off, (1) on, (Works)
gfx_nvnUseLowLatency "1" // Nvidia reflex; (0) off, (1) on, (Works)
gfx_nvnUseLowLatencyBoost "1" // Nvidia reflex boost; (0) off, (1) on, (Works)
mat_antialias "0" // Anti-aliasing; (0) off, (12) on, (Works)
mat_forceaniso "0" // Anisotropic filtering; (0) bilinear, (1) trilinear, (2) 2X, (4) 4X, (8) 8X, (16) 16X, (Works)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ADDITIONAL VIDEO SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
fps_max "0" // In-game FPS limit; (Works)
building_cubemaps "1"
cl_particle_fallback_multiplier "4" // Multiplier for falling back to cheaper effects under load; (Works)
cl_particle_fallback_base "4" // Base for falling back to cheaper effects under load; (Works)
cl_ragdoll_maxcount "0" // Ragdolls count; (0) ragdolls off, (Works)
cl_phys_maxticks "0" // Amount of physics ticks allowed; (Works)
cl_detailfade "0" // Distance across which detail props fade in; (Works)
cl_detaildist "0" // Distance at which detail props are no longer visible; (Works)
cl_show_splashes "0" // Water splashes; (0) off, (1) on, (Works)
cl_ejectbrass "0" // Fired bullets shells; (0) off, (1) on, (Works)
cl_resend "2" // Time to send the next packet to the server in case of loss of the previous one; (Works)
cl_cmdbackup "4" // Number of backup usercmds to send to cover packet loss from client to server; (Works)
cl_lagcompensation "1" // Perform server side lag compensation; (0) off, (1) on, (Works)
cl_smooth "1" // Show predictive error smoothing; (0) off, (1) on, (Works)
cl_smoothtime "0.01" // Time for client smoothing from prediction errors; (Works)
cl_matchmaking_timeout "100" // Raise base matchmaking timeout to decrease potential timeouts; (Works)
cl_ranked_reconnect_timeout "300" // Sync to reconnect timeout to allow max reconnectable time; (Works)
cl_cmdrate "20" // Number of updates to information about yourself on the server per second; (Placebo)
cl_updaterate_mp "20" // Number of requests to update the game world from the server per second; (Placebo)
cl_phys_props_enable "0" // Gibs; (0) off, (1) on, (Placebo)
cl_phys_props_max "0" // Max gibs; (Placebo)
cl_drawmonitors "0" // Render of ingame "monitors" which contain 3d rendered images; (0) off, (1) on, (Placebo)
cl_fasttempentcollision "20" // Check every 20 frames for collisions of objects; (Placebo)
cl_jiggle_bone_framerate_cutoff "0" // Jigglebones; (0) off, (1) on, (Placebo)
cl_bones_incremental_blend "1" // Dont reblend bones, remove unnecessary load; (Placebo)
cl_debugClientEntities "0"
cl_gib_attack_dir_scale "0"
cl_gib_allow "0"
cl_ragdoll_self_collision "0"
env_lightglow "0" // Light glow; (0) off, (1) on, (Placebo)
fast_fogvolume "1" // Use optimized fog rendering; (0) off, (1) on, (Placebo)
fog_enable "0" // Fog; (0) mostly off, (1) on, (Works)
func_break_max_pieces "0"
g_ragdoll_fadespeed "10000" // Rate of ragdoll fading; (higher is faster fading rate, so 0 will not fade and cause memleaks), (Works)
g_ragdoll_lvfadespeed "10000" // Rate of ragdoll fading in low violence; (Works)
glow_outline_effect_enable "0" // Glow effect in lava; (0) reduced, (1) on, (Works)
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame; (Works)
mp_usehwmmodels "-1" // Do not use or load high quality characters; (Works)
mp_usehwmvcds "-1" // Do not use or load high quality character facial expressions; (Works)
mat_light_edit "1" // Changes to the map lighting; (Works)
mat_autoexposure_override_min_max "1" // mat_autoexposure_min and mat_autoexposure_max override all existing map parameters; (Works)
map_settings_override "1" // Adjust the value of cvars; (0) off, (1) on, (Works)
mat_autoexposure_min "1.9" // Minimum light intensity; (Works)
mat_autoexposure_max "1.9" // Maximum light intensity; (Works)
mat_autoexposure_speed "2" // Speed between the exposure changes
mat_autoexposure_min_multiplier "1.7" // Minimum multiplier of light intensity; (Works)
mat_autoexposure_max_multiplier "1.7" // Maximum multiplier of light intensity; (Works)
mat_sun_highlight_size "0" // Change the size of the highlight from the sun; (Works)
mat_hide_sun_in_last_cascade "1" // Solar lighting in the last cascade; (Works)
mat_fullbright "1" // Self-illumination for geometry; (0) off, (1) on, (Works)
mat_colcorrection_disableentities "1" // Change the color filter; (Works)
mat_colorcorrection_editor "1" // Change the color filter; (Works)
mat_colorcorrection "1" // Change the color filter; (Works)
mat_queue_mode "2" // Force the game into using; (-1) default, (0) synchronous single thread, (1) queued single thread, (2) queued multithreaded, (Works)
mat_disable_bloom "1" // Propagation of the glow from light sources; (0) on, (1) off, (Works)
mat_bloom_scalefactor_scalar "0" // Bloom scale factor; (0) off, (1) on, (Works)
mat_reduceparticles "1" // Reduce particle complexity; (0) off, (1) on, (Placebo)
mat_reducefillrate "1" // Simplify material shading; (0) off, (1) on, (Placebo)
mat_dynamic_tonemapping "0" // Dynamic HDR tonemapping; (0) off, (1) on, (Works)
mat_hdr_level "0" // Full HDR; (0) off, (1) on, (Works)
mat_shadowstate "0" // Shadows; (0) none, (2) player model as shadow, (Works)
mat_mip_linear "0" // Texture filtering; (0) off, (1) on, (Works)
mat_filtertextures"0" // Filter textures; (0) off, (1) on, (Placebo)
mat_bumpmap "0" // Control bumpmapping; (Works)
mat_specular "0" // Control specularity; (Works)
mat_compressedtextures "0" // Force to use compressed textures; (Works)
mat_diffuse "1" // Some kind of reflection; (Placebo)
mat_postprocess_enable "0" // Remove forced HDR; (Works)
mat_use_compressed_hdr_textures "0"
mat_mipmaptextures "0"
mat_letterbox_aspect_goal "0"
mat_letterbox_aspect_threshold "0"
mat_bloomscale "0"
mat_picmip "4"
noise_filter_scale "0" // Film-grain; (0) off, (Works)
nx_static_lobby_mode "2" // Reduces loading times; (Works)
player_disallow_negative_frametime "0" // Ignore negative frame times for client commands; (Placebo)
projectile_muzzleOffsetFirstPersonDecayMaxTime "0" // First person tracers; (0) off, (1) on, (Placebo)
projectile_muzzleOffsetFirstPersonDecayDist "0" // First person tracers; (0) off, (1) on, (Placebo)
prop_active_gib_limit "0" // Active gib limit; (Placebo)
props_break_max_pieces "0" // Gibs; (0) off, (Placebo)
particle_cpu_level "0"
r_fastzreject "-1" // Fast Z rejection algorithm; (-1) autodetects hardware support for this feature, (Placebo)
r_particle_timescale "3" // Accelerate particles; (Works)
r_jiggle_bones "0" // Disables jigglebones; (Placebo)
r_forcecheapwater "1" // Decrease in water quality; (Works)
r_waterforcereflectentities "0" // Force reflection entities; (0) low, (1) high, (Works)
r_cleardecals "1" // Clears all decals on exec; (Works)
r_decalstaticprops "0" // Disable decals on static props; (Works)
r_threaded_particles "1" // Process particle systems in parallel; (Placebo)
r_lod_switch_scale "0.4" // Distance at where the low end models are loaded; (Works)
r_norefresh "1" // Do not store useless and unused frame time variable; (Placebo)
r_drawtracers_firstperson "0" // Tracers on your bullets; (0) off, (1) on, (Works)
r_shadows "0" // Enable shadows; (0) mostly off, (1) on, (Works)
r_shadowmaxrendered "0" // Max shadows the game will render; (Works)
r_shadowrendertotexture "0" // Shadow render to textures; (0) low, (1) high, (Works)
r_eyes "0" // Eyes quality; (0) low, (1) high, (Works)
r_teeth "0" // Teeth quality; (0) low, (1) high, (Works)
r_flex "0" // Facial animation; (0) off, (1) on, (Works)
r_drawmodeldecals "0" // Render decals on models; (0) off, (1) on, (Works)
r_maxmodeldecal "0" // Count of decals to render on the models; (Placebo)
r_lightaverage "0" // Lighting job that uses a lot of CPU even if it is not needed/noticeable; (0) off, (1) on, (Placebo)
r_maxdlights "0" // Determines the maximum number of dynamic lights visible on the screen; (reducing this value can improve performance in heavy combat), (Works)
r_hunkalloclightmaps "0" // If a lightmap cannot be fit into the hunk, use dynamic memory; (Placebo)
r_queued_post_processing "1" // Offloads post processing to the material system; (1) performance improvement if your driver/GPU works with it, (Placebo)
r_waterdrawreflection "0"
r_waterforceexpensive "0"
r_deferred_decals "0"
r_cullshadowworldmeshes "0"
r_createmodeldecals "0"
r_dynamic "0"
rope_smooth "0" // Skip a long smoothing operation for ropes; (Works)
rope_shake "0" // Ropes shake; (0) off, (1) on (Placebo)
rope_subdiv "0" // Skip heavy loops for rope subdivisions; (Placebo)
rope_collide "0" // Skip CPU heavy world collisions for ropes; (Works)
rope_rendersolid "0" // Skip rendering solid part of ropes; (Placebo)
slide_viewTiltSide "0" // Tilt view when looking to the side when sliding; (in degrees), (Placebo)
stream_drop_unused "1" // Drop unused textures aggressively; (0) off, (1) on, (Works)
ssao_blur "0" // Blur, reflections and highlights; (0) off, (1) on, (Works)
sssss_enable "0" // Screen ppace subsurface scattering; (0) off, (1) on, (Works)
shadow_always_update "0" // Shadows checks; (0) off, (1) on, (Works)
shadow_maxdynamic "0"
ssao_enabled "0"
stream_memory "0"
violence_ablood "0" // Blood effect; (0) off, (1) on (Works)
violence_agibs "0" // Blood effect; (0) off, (1) on (Works)
violence_hblood "0" // Blood effect for aliens zomby things; (0) off, (1) on (Works)
violence_hgibs "0" // Blood effect for aliens zomby things; (0) off, (1) on (Works)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CONNECTION SETTINGS //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
telemetry_client_enable "0" // Disable telemetry; (Works)
telemetry_client_sendInterval "0" // How often to send telemetry data; (Works)
origin_presense_updateRate "20" // Relax seconds between each Origin prescence update; (Placebo)
host_limitlocal "1" // Apply cl_cmdrate and cl_updaterate to close the connection; (Placebo)
projectile_prediction "1" // Enable client-side prediction and projectile projectile compensation; (Works)
projectile_predictionErrorCorrectTime "0.1" // Time during which projectile prediction errors are corrected; (Works)
net_compresspackets "1" // Compress the packets sent to the server; (Placebo)
net_compresspackets_minsize "128" // Compress packages not lower than the set value; (Placebo)
net_maxcleartime "0.020346" // Reduce amount of time the engine can wait to send another packet; (Placebo)
rate "1280000" // Maximum number of transmitted bytes per second from servers; (Placebo)