тот самый конфиг на фпс
17401
83
Настроек, которые ты ищешь, уже нет.
cl_detaildist "600"
//-[1200] HQ Details range limit
cl_detailfade "200"
//-[400] HQ Details fade limit
Для соуса2 могу дать только эти, которые остались.
dota_cheap_water 1
// Crappy water, better performance
cl_globallight_shadow_mode 0
// Shadow options
r_deferred_height_fog 0
// Fog
r_deferred_simple_light 0
// World Lighting
r_deferred_additive_pass "0"
// Additive light pass
r_deferred_specular "0"
// Specular
r_deferred_specular_bloom "0"
// Specular bloom
r_ssao "0"
// Ambient occlusion
sv_forcepreload "1"
// [mb cheat] Force server side preloading
engine_no_focus_sleep "0"
// Reduces resources consumed when dota 2 loses focus
dota_portrait_animate "0"
// Hero portrait animations
dota_ambient_creatures "0"
// Ambient creatures
r_decals "0"
//-[2048] General limit for decorations
r_drawmodeldecals "0"
//-[1] Enable decorations over models
r_propsmaxdist "600"
//-[1200] Range limit for static props
r_texturefilteringquality "1"
//[1] Anisotropic texture filtering (negligible on recent GPUs)|Лучше поставь хотя бы 3 (0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x)
mat_wateroverlaysize "128"
//-[128] Water overlay limit
////# RENDER TWEAKS
mat_disable_bloom "0"
//-[0] HDR-like lighting
mat_bloomscale "0"
//-[1] Progressive/superexposed HDR
r_fastzreject "1"
//+[0] Hardware optimized z-setting algorithm (хз, может считается за чит)
r_occlusion "1"
// [1] Don't render obscured objects, used to be 0 as default before 2015 first patches
r_occlusion_culling"1"
r_RainParticleDensity "0.3"
//-[1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped
//Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_jiggle_bone_sanity "0"
// [1] Reinitiate jiggle bones setup in case of numerical instability
//
//Disable npc background expressions when you can't see them.
ai_expression_optimization "1"
// [0] Ignore out-of-view NPC expressions
//
//After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_sleepaftertime "1"
//-[5] Idle timeout for rag dolls
//
r_drawflecks "0"
//-[1] Bullet impacts - not used by Dota?
//Включать только если все совсем плохо. Макс значение 5
//Base for falling back to cheaper effects under load
cl_particle_fallback_base "4"
// [0] Cheaper particle effects under high load GPU dependent, uncomment then delete video.txt to reset
TocK сказал(а):↑Настроек, которые ты ищешь, уже нет.
cl_detaildist "600"
//-[1200] HQ Details range limit
cl_detailfade "200"
//-[400] HQ Details fade limit
Для соуса2 могу дать только эти, которые остались.
dota_cheap_water 1
// Crappy water, better performance
cl_globallight_shadow_mode 0
// Shadow options
r_deferred_height_fog 0
// Fog
r_deferred_simple_light 0
// World Lighting
r_deferred_additive_pass "0"
// Additive light pass
r_deferred_specular "0"
// Specular
r_deferred_specular_bloom "0"
// Specular bloom
r_ssao "0"
// Ambient occlusion
sv_forcepreload "1"
// [mb cheat] Force server side preloading
engine_no_focus_sleep "0"
// Reduces resources consumed when dota 2 loses focus
dota_portrait_animate "0"
// Hero portrait animations
dota_ambient_creatures "0"
// Ambient creatures
r_decals "0"
//-[2048] General limit for decorations
r_drawmodeldecals "0"
//-[1] Enable decorations over models
r_propsmaxdist "600"
//-[1200] Range limit for static props
r_texturefilteringquality "1"
//[1] Anisotropic texture filtering (negligible on recent GPUs)|Лучше поставь хотя бы 3 (0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x)
mat_wateroverlaysize "128"
//-[128] Water overlay limit
////# RENDER TWEAKS
mat_disable_bloom "0"
//-[0] HDR-like lighting
mat_bloomscale "0"
//-[1] Progressive/superexposed HDR
r_fastzreject "1"
//+[0] Hardware optimized z-setting algorithm (хз, может считается за чит)
r_occlusion "1"
// [1] Don't render obscured objects, used to be 0 as default before 2015 first patches
r_occlusion_culling"1"
r_RainParticleDensity "0.3"
//-[1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped
//Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_jiggle_bone_sanity "0"
// [1] Reinitiate jiggle bones setup in case of numerical instability
//
//Disable npc background expressions when you can't see them.
ai_expression_optimization "1"
// [0] Ignore out-of-view NPC expressions
//
//After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_sleepaftertime "1"
//-[5] Idle timeout for rag dolls
//
r_drawflecks "0"
//-[1] Bullet impacts - not used by Dota?
//Включать только если все совсем плохо. Макс значение 5
//Base for falling back to cheaper effects under load
cl_particle_fallback_base "4"
// [0] Cheaper particle effects under high load GPU dependent, uncomment then delete video.txt to reset
Нажмите, чтобы раскрыть...
реально поможет куда что вставлять я чайник?
Ctrl+v сказал(а):↑реально поможет куда что вставлять я чайник?Нажмите, чтобы раскрыть...
Напиши в \STEAM\steamapps\common\dota 2 beta\game\dota\cfg\autoexec.cfg
Создай, если его нет.
Потом открой в той же папке game_convars.vcfg и вставь туда строку:
"exec"
"autoexec.cfg"
Получится что то вроде этого
Как бэ:)
///
WATER (only if dota_cheap_water=1)
dota_cheap_water "1"
cl_disable_water_render_targets "0"
//+[0] Don't render extra effects for objects while in water
mat_wateroverlaysize "128"
//-[128] Water overlay limit
r_forcewaterleaf "1"
// [1] Optimization to water - considers view in leaf under water for purposes of culling
r_WaterDrawRefraction "10"
//-[1] Wasteful river realistic refractions
r_waterforceexpensive "0"
// [0] Wasteful river renderer
r_waterforcereflectentities "0"
// [0] Wasteful river reflections for entities
///
TEXTURES
mat_managedtextures "0"
//+[1] Allows Direct3D to manage texture uploading at the cost of extra system memory
cl_detaildist "600"
//-[1200] HQ Details range limit
cl_detailfade "200"
//-[400] HQ Details fade limit
mat_bumpmap "0"
//-[1] Realistic terrain - linked to phong and specular
mat_colcorrection_disableentities "0"
//+[0] Color-correction for entities ?!
mat_envmapsize "128"
// [128] Environment map size limit
mat_envmaptgasize "32"
// [32] Environment map size limit for tga image export
mat_forceaniso "0"
// [1] Anisotropic texture filtering (negligible on recent GPUs)
mat_phong "0"
//-[1] Phong reflections - linked to specular and bump map
mat_specular "0"
//-[1] Chrome shine - linked to phong and bump map
r_rootlod "0"
// [0] General detail - don't change while a map is loaded or you get artifacts
r_lod "0"
// [-1] Model detail
r_decals "0"
//-[2048] General limit for decorations
r_decal_overlap_count "2"
//-[3] Overlapping limit for decorations
r_drawmodeldecals "0"
//-[1] Enable decorations over models
r_maxmodeldecal "0"
//-[50] Models decorations limit
r_DrawDetailProps "0"
//-[1] Enable static props
r_propsmaxdist "600"
//-[1200] Range limit for static props
r_renderoverlayfragment "0"
//-[1] Enable decorations over terrain
///
RENDER
r_occlusion "1"
// [1] Don't render obscured objects, used to be 0 as default before 2015 first patches
r_frustumcullworld "1"
// [1] Should be the same as r_occlusion, but only for current viewport
r_dynamic "1"
// [1] Dynamic lighting
r_maxdlights "16"
//-[32] Maximum number of dynamic lights
r_worldlights "3"
//-[3] World lights per vertex used
r_globallight_singlepass "1"
// [1] Global light is drawn as a single pass
r_lightaverage "1"
//-[1] Activates/deactivate light averaging
////
ADVANCED VIDEO
Default
Tweaked
Potato
Notes:
r_deferred_height_fog "0"
//-[1] Atmospheric Fog
0
0
OFF - HIGH FPS IMPACT FOR ONBOARD GPUs - you wont even notice it missing
r_deferred_additive_pass "0"
//-[1] Additive light pass 0
0
OFF - HIGH FPS IMPACT- you should prefer shadows=high over this
r_deferred_simple_light "0"
//-[1] World lighting
0
0
OFF - Only affects tree lights - you should prefer shadows=high over this
dota_ambient_creatures "1"
// [1] Ambient creatures
1
0
ON - Worth having them for the atmosphere
mat_triplebuffered "0"
// [0] Triple buffering
0
0
OFF - Fullscreen mode only, set the same as Vertical Sync
mat_picmip "1"
// [0] Textures
0
1
HIGH - don't sacrifice crisp details for less memory footprint 2=Low 1=Med 0=High
TocK сказал(а):↑Настроек, которые ты ищешь, уже нет.
cl_detaildist "600"
//-[1200] HQ Details range limit
cl_detailfade "200"
//-[400] HQ Details fade limit
Для соуса2 могу дать только эти, которые остались.
dota_cheap_water 1
// Crappy water, better performance
cl_globallight_shadow_mode 0
// Shadow options
r_deferred_height_fog 0
// Fog
r_deferred_simple_light 0
// World Lighting
r_deferred_additive_pass "0"
// Additive light pass
r_deferred_specular "0"
// Specular
r_deferred_specular_bloom "0"
// Specular bloom
r_ssao "0"
// Ambient occlusion
sv_forcepreload "1"
// [mb cheat] Force server side preloading
engine_no_focus_sleep "0"
// Reduces resources consumed when dota 2 loses focus
dota_portrait_animate "0"
// Hero portrait animations
dota_ambient_creatures "0"
// Ambient creatures
r_decals "0"
//-[2048] General limit for decorations
r_drawmodeldecals "0"
//-[1] Enable decorations over models
r_propsmaxdist "600"
//-[1200] Range limit for static props
r_texturefilteringquality "1"
//[1] Anisotropic texture filtering (negligible on recent GPUs)|Лучше поставь хотя бы 3 (0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x)
mat_wateroverlaysize "128"
//-[128] Water overlay limit
////# RENDER TWEAKS
mat_disable_bloom "0"
//-[0] HDR-like lighting
mat_bloomscale "0"
//-[1] Progressive/superexposed HDR
r_fastzreject "1"
//+[0] Hardware optimized z-setting algorithm (хз, может считается за чит)
r_occlusion "1"
// [1] Don't render obscured objects, used to be 0 as default before 2015 first patches
r_occlusion_culling"1"
r_RainParticleDensity "0.3"
//-[1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped
//Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_jiggle_bone_sanity "0"
// [1] Reinitiate jiggle bones setup in case of numerical instability
//
//Disable npc background expressions when you can't see them.
ai_expression_optimization "1"
// [0] Ignore out-of-view NPC expressions
//
//After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_sleepaftertime "1"
//-[5] Idle timeout for rag dolls
//
r_drawflecks "0"
//-[1] Bullet impacts - not used by Dota?
//Включать только если все совсем плохо. Макс значение 5
//Base for falling back to cheaper effects under load
cl_particle_fallback_base "4"
// [0] Cheaper particle effects under high load GPU dependent, uncomment then delete video.txt to reset
Нажмите, чтобы раскрыть...
каким образом можно угробить графику? чтобы вообще, фу, бе. (про качество обработки знаю)
и ещё, а почему тех настроек уже нет. тему удалили? мне те настройки помогали в сурс 2, не знаю о чем речь. но фпс правда был такой же как и в сурс 1. хотелось бы вернуть это как-то, либо просто угробить графончик. спасибо если че-то есть. эти команды особой прибавки к фпс не дали, все так же.
AurO^ сказал(а):↑каким образом можно угробить графику? чтобы вообще, фу, бе. (про качество обработки знаю)
и ещё, а почему тех настроек уже нет. тему удалили? мне те настройки помогали в сурс 2, не знаю о чем речь. но фпс правда был такой же как и в сурс 1. хотелось бы вернуть это как-то, либо просто угробить графончик. спасибо если че-то есть. эти команды особой прибавки к фпс не дали, все так же.Нажмите, чтобы раскрыть...
Можешь зайти в драйвер видюеокарты и оптимизировать настройки до минимальных.
Вряд ли старый конфиг будет так же хорошо работать после всех обновлений, которые повыходили.
Пока что дота почти соответствует заявленным минимальным сис. требованиям.
TocK сказал(а):↑Можешь зайти в драйвер видюеокарты и оптимизировать настройки до минимальных.
Вряд ли старый конфиг будет так же хорошо работать после всех обновлений, которые повыходили.
Пока что дота почти соответствует заявленным минимальным сис. требованиям.Нажмите, чтобы раскрыть...
так а я играл с этим кфг буквально 2 недели назад, все было нормально.
AurO^ сказал(а):↑Начиная играть в доту, у меня был маленький фпс.
Тогда я очень долго искал подходящий конфиг для улучшения производительности, многие подумают, что я сумасшедший.
Но! Поставив его, фпс с 40 стал 90-100. Эта статья была на д2.ру. Там парень ещё выкладывал скрины и писал что-то вроде "вот так мы ухудшили графику" (на скринах был аббадон или аппарат)
Все, кто помнят или могут как-то помочь вспомнить ссылку на эту статью, буду искренне благодарен вам.Нажмите, чтобы раскрыть...
Здравствуйте, у меня очень маленький пенис. Поскажите мне волшебную таблетку для его увеличения!
По факту: смотришь на железо и тесты в интернете под конкретную игру. Мало фпс: снижай графику, разрешение. Почисти комп от хлама и запускай только процесс игры. Больше ничего не поможет.
Diversant97 сказал(а):↑Здравствуйте, у меня очень маленький пенис. Поскажите мне волшебную таблетку для его увеличения!
По факту: смотришь на железо и тесты в интернете под конкретную игру. Мало фпс: снижай графику, разрешение. Почисти комп от хлама и запускай только процесс игры. Больше ничего не поможет.Нажмите, чтобы раскрыть...
воу, какой рофлер.
но у меня была волшебная таблетка, как не крути.
Спойлер: "Многобукаф"
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// ██╔══██╗██╔═══██╗╚══██╔══╝██╔══██╗ ╚════██╗
██╔════╝██╔════╝██╔════╝ //
// ██║ ██║██║
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███████║ █████╔╝
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█████╗ ██║ ███╗ //
// ██║ ██║██║
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██╔══██║ ██╔═══╝
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██║ //
// ██████╔╝╚██████╔╝
██║
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╚██████╗██║
╚██████╔╝ //
// ╚═════╝ ╚═════╝
╚═╝
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╚═════╝ //
// 21.01.16
//
//////////////////////////////////////////////////////////////////////////////
con_filter_enable 0; clear
//// NET CODE TWEAKS ////
//clientport "27005"
// [27005] Host game client port.
//clientportany "1"
// [1] If set use system allocated port.
cl_interp_ratio "1"
// [2] Sets the interpolation amount.
cl_interp "0.033"
// [0.05] Sets the interpolation amount.
cl_cmdrate "60"
// [30] Max number of command packets sent to server per second.
cl_updaterate "60"
// [30] Number of packets per second of updates you are requesting from the server.
cl_smooth "1"
// [1] Smooth view/eye origin after prediction errors.
cl_smoothtime "0.01"
// [0.1] Smooth client's view after prediction error over this many seconds.
cl_lagcompensation "1"
// [1] Perform server side lag compensation of weapon firing events.
cl_lagcomp_errorcheck "0"
// [0] It should do less jumping around when packet loss.
cl_pred_optimize "2"
// [2] Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
rate "128000"
// [80000] Max bytes/sec the host can receive data.
net_maxcleartime "0"
// Max # of seconds we can wait for next packets to be sent based on rate setting.
cl_resend "15"
// [6] Delay in seconds before the client will resend the 'connect' attempt.
cl_predictweapons "1"
// [1] Guess not used in dota ?!
cl_timeout "120"
// [30] Increases server connection timeout.
net_max_network_processing_frame_time_ms "20" // [20] Undocumented.
net_queued_packet_thread "1"
// [1] Use a high priority thread to send queued packets out instead of sending them each frame.
net_splitrate "2"
// [1] Number of fragments for a splitpacket that can be sent per frame - helps with client choke
net_threaded_socket_burst_cap "256"
// [256] Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
net_threaded_socket_recovery_rate "6400"
// [6400] Number of packets per second that threaded socket pump algorithm allows from client.
net_threaded_socket_recovery_time "60"
// [60] Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
//// MOUSE SETTINGS /////
m_customaccel "0"
// [0] Custom mouse acceleration.
m_rawinput "1"
// [0] Use Raw Input for mouse input.
m_mouseaccel1 "0"
// [0] Windows mouse acceleration initial threshold. (2x movement)
m_mouseaccel2 "0"
// [0] Windows mouse acceleration secondary threshold. (4x movement)
m_mousespeed "0"
// [1] Set 2 to enable secondary threshold.
//// INGAME SETTINGS ////
dota_player_units_auto_attack "0"
// [0] Auto Attack.
dota_player_units_auto_attack_after_spell "0" // [1] Auto Attack After Spell.
dota_force_right_click_attack "1"
// [0] Right-click deny.
dota_player_auto_purchase_items "0"
// [0] Auto Purchase Items.
dota_player_add_summoned_to_selection "0"
// [0] Auto Select Summoned Units.
dota_ability_quick_cast "1"
// [0] Double Tap Ability to Self Cast.
dota_player_multipler_orders "0"
// [0] Unified Unit Orders.
dota_player_teleport_requires_halt "1"
// [0] Teleport Requires Stop.
dota_show_hero_finder "1"
// [1] Holding ALT Highlights Hero.
dota_always_show_player_names "1"
// [0] Show Player Names Over Health bar.
dota_hud_healthbar_number "1"
// [1] Show Hit points Over Player Health bar.
dota_shop_force_hotkeys "0"
// [0] Shop Always Uses Hot keys.
dota_spectator_use_broadcaster_stats_panel "1" // [1] Use Broadcaster Stats.
dota_hud_colorblind "0"
// [0] Color Blind Mode.
dota_hud_reduced_flash "1"
// [0] Reduced Flash.
dota_fight_recap_pause "0"
// [0] Pause During Fight Recap.
dota_fight_recap_terse "1"
// [0] Terse Fight Recap.
con_enable "1"
// [0] Allows the console to be activated.
//// CAMERA SETTINGS /////
dota_minimap_hero_size "800"
// [600] Hero icons size on minimap.
dota_screen_shake "0"
// [1] Enable Screen Shake.
dota_reset_camera_on_spawn "0"
// [1] If enabled, camera will reset to your hero when you respawn.
dota_camera_accelerate "50"
// [10] Decelerating map scroll. [50=insta stop, 1=smooth slowdown]
dota_camera_speed "6500"
// [3000] Scrolling speed. [vanilla DotA-like is 6500]
dota_camera_dotatv_smooth_drag "0"
// [0] Smooth drag Camera when Spectating.
dota_camera_deatheffect "1"
// [1] Camera Color-shift when Dead.
dota_camera_edgemove "1"
// [1] Edge Pan.
dota_camera_reverse "0"
// [0] Reverse Camera Grip.
//// MINIMAP ////
dota_unit_use_player_color "1";
// [0] Decorate units with player color.
dota_friendly_color_b "0.8"; dota_friendly_color_g "0.7"; dota_friendly_color_r "0.3";
dota_enemy_color_b "0.4"; dota_enemy_color_g "0.4"; dota_enemy_color_r "0.8";
//// SETTINGS MISSING FROM INGAME GUI ////
dota_health_hurt_decay_time_max "0"
// [0.8] Health bars fade over max time once receiving a hit.
dota_health_hurt_decay_time_min "0"
// [0.3] Health bars fade over min time once receiving a hit.
dota_health_hurt_delay "0"
// [0.1] Health bars delay once receiving a hit.
dota_pain_decay "0"
// [0.8] Health bars fade time for damage over time.
dota_pain_factor "0"
// [3.0] Health bars factor for damage over time.
dota_pain_fade_rate "0"
// [3.0] Health bars fade rate for damage over time.
dota_pain_multiplier "0"
// [0.8] Health bars multiplier for damage over time.
dota_health_hurt_threshold "0.01"
// [0.01] Health bars threshold once receiving a hit - high number to directly show final damage.
dota_health_per_vertical_marker "250"
// [250] How much health between each vertical line in the health bars. (Default 250)
//// AUDIO_SETTINGS /////
speaker_config "2"
// [-1] Speakers. [1=headphones, 2=stereo, 4=4 surround, 5=5.1 surround, 7=7.1 surround]
volume "1"
// [1.0] Master Volume.
snd_gamevolume "1"
// [1.0] Game Volume.
snd_musicvolume "0.75"
// [1.0] Music Volume.
snd_voipvolume "1"
// [1.0] Voice Volume.
snd_gamevoicevolume "1"
// [1.0] Unit Speech Volume.
closecaption "0"
// [0] Use Captions.
chat_sound "1"
// [0] Chat Message Sound.
dota_mute_cobroadcasters "0"
// [0] Mute Co-Broadcasters.
/// AUDIO TWEAKS ////
dsp_enhance_stereo "0"
// [0] Headphones enhancements.
snd_async_fullyasync "1"
// [1] All playback is fully async. (sound doesn't play until data arrives)
snd_dvar_dist_max "1800"
// [1320] Play full 'far' sound at this distance.
snd_dvar_dist_min "700"
// [240] Play full 'near' sound at this distance.
snd_mixahead "0.2"
// [0.1] Sound engine buffer - Increase for fixing crackling, but can lead to delayed sounds.
snd_noextraupdate "1"
// [0] Undocumented.
//// ADVANCED VIDEO SETTINGS ////
[Default]
[Tweaked]
[Potato]
Notes:
r_deferred_additive_pass "1"
// [1] Additive light pass [0]
[0]
r_deferred_simple_light "1"
// [1] World lighting
[0]
[0]
dota_ambient_creatures "1"
// [1] Ambient creatures
[1]
[0]
mat_triplebuffered "0"
// [0] Triple buffering
[0]
[0]
mat_picmip "0"
// [0] Textures
[0]
[1]
//// CPU TWEAKS ////
engine_no_focus_sleep "0"
// [50] Disables game freezing on minimized game.
mat_queue_mode "2"
// [-1] Queued loading. [0=disabled, 1=enabled, 2=Enabled+multicore threaded]
studio_queue_mode "1"
// [1]
r_queued_ropes "1"
// [1] Queued ropes loading for SLIGHT fps gain, enabled by default.
snd_mix_async "1"
// [0] Separate thread for the sound engine.
host_threaded_sound "1"
// [0] Separate thread for sounds when hosting.
vphysics_threadmode "1"
// [1] Parallel physics computations.
cl_threaded_bone_setup "0"
// [0] Parallel skeleton animations computations. (Fps gain, but might cause crashes or graphical glitches!)
r_threaded_particles "1"
// [1] Parallel particles computations.
r_threadeddetailprops "1"
// [1] Parallel detail props drawing.
r_threaded_shadow_clip "0"
// [0] Parallel shadows computations.
g_ai_threadedgraphbuild "0"
// [0] Experimental threaded node graph building.
cl_threaded_init "1"
// [0] Parallel client launch.
sv_threaded_init "1"
// [0] Parallel server launch.
//// TEXTURES TWEAKS ////
cl_detaildist "600"
// [1200] HQ Details range limit.
cl_detailfade "200"
// [400] HQ Details fade limit.
mat_bumpmap "0"
// [1] Realistic terrain - linked to phong and specular.
mat_colcorrection_disableentities "0"
// [0] Color-correction for entities?!
mat_envmapsize "128"
// [128] Environment map size limit.
mat_envmaptgasize "32"
// [32] Environment map size limit for tga image export.
mat_forceaniso "0"
// [1] Anisotropic texture filtering.
mat_phong "0"
// [1] Phong reflections - linked to specular and bump map.
mat_specular "0"
// [1] Chrome shine - linked to phong and bump map.
r_rootlod "0"
// [0] General detail - don't change while a map is loaded or you get artifacts.
r_lod "0"
// [-1] Model detail.
r_decals "0"
// [2048] General limit for decorations.
r_decal_overlap_count "2"
// [3] Overlapping limit for decorations.
r_drawmodeldecals "0"
// [1] Enable decorations over models.
r_maxmodeldecal "0"
// [50] Models decorations limit.
r_DrawDetailProps "0"
// [1] Enable static props.
r_propsmaxdist "600"
// [1200] Range limit for static props.
r_renderoverlayfragment "0"
// [1] Enable decorations over terrain.
//// RENDER TWEAKS ////
mat_monitorgamma_tv_enabled "0"
// [1] PC=0 or TV=1.
mat_disable_bloom "0"
// [0] HDR-like lighting.
mat_bloomscale "0"
// [1] Progressive/superexposed HDR?!
mat_disable_fancy_blending "0"
// [0] Realistic alpha blending.
mat_disable_lightwarp "0"
// [0] Realistic brightness with color tint.
mat_clipz "1"
// [1] Clip out-of-view parts of textures, might cause artifacts on old GPUs, used to be 0 as default before 2015 first patches
r_fastzreject "1"
// [0] Hardware optimized z-setting algorithm.
r_occlusion "1"
// [1] Don't render obscured objects, used to be 0 as default before 2015 first patches.
r_frustumcullworld "1"
// [1] Should be the same as r_occlusion, but only for current viewport.
r_dynamic "1"
// [1] Dynamic lighting.
r_maxdlights "16"
// [32] Maximum number of dynamic lights.
r_worldlights "3"
// [3] World lights per vertex used.
r_globallight_singlepass "1"
// [1] Global light is drawn as a single pass.
r_lightaverage "1"
// [1] Activates/deactivate light averaging.
r_RainParticleDensity "0.3"
// [1] Number of rain drops - noticeable in the sniper tutorial or if you have the weather effects equipped.
r_twopasspaint "1"
// [1] Two pass shader processing.
r_dopixelvisibility "1"
// [1] Per-pixel light visibility - only seems to affect world lights.
r_3dsky "1"
// [1] Does nothing since dota heroes are like pigs and can't look up to the sky?!
r_flashlightrender "1"
// [1] Enable post-processing render.
r_flashlightnodraw "1"
// [0] Disable post-processing drawing.
r_flashlightmodels "1"
// [1] Post-processing for models.
r_FlashlightDetailProps "1"
// [1] Post-processing for detail props.
//// SHADOWS TWEAKS - only if [cl_globallight_shadow_mode=2] ////
//mat_shadowstate "1"
// [1] Undocumented.
//nb_shadow_dist "400"
// [400] Shadows range limit.
//r_shadowfromworldlights "1"
// [1] Render shadows from tree lights.
//r_shadowmaxrendered "32"
// [32] Not the same thing as actual number of shadows visible on screen!
//r_shadowrendertotexture "0"
// [0] Wasteful plot shadows on textures directly.
//r_shadows "1"
// [1] Shadows rendering - needs to be 1 or else you get glitches.
//r_shadows_on_renderables_enable "1"
// [0] Wasteful shadows onto other renderable's.
//r_shadow_deferred_downsample "1"
// [0] Lower-res deferred shadow rendering.
//r_shadow_deferred_simd "1"
// [0] Use CPU optimizations for computing shadows.
//r_shadow_half_update_rate "1"
// [0] Half update rate shadow rendering.
//// WATER TWEAKS - only if [dota_cheap_water=1] ////
cl_disable_water_render_targets "0"
// [0] Don't render extra effects for objects while in water.
mat_wateroverlaysize "128"
// [128] Water overlay limit.
r_forcewaterleaf "1"
// [1] Optimization to water - considers view in leaf under water for purposes of culling.
r_WaterDrawRefraction "1"
// [1] Wasteful river realistic refractions.
r_waterforceexpensive "0"
// [0] Wasteful river renderer.
r_waterforcereflectentities "0"
// [0] Wasteful river reflections for entities.
////// OTHER ENGINE TWEAKS ////
mat_forcehardwaresync "1"
// [1] Set it to 0 if you get crashes.
mat_reducefillrate "1"
// [0] Fill rate optimization.
mat_reduceparticles "1"
// [0] Particles optimization.
fast_fogvolume "1"
// [0] Fog optimization.
cl_particle_fallback_base "4"
// [0] Cheaper particle effects under high load. (GPU dependent, uncomment then delete video.txt to reset)
cl_particle_fallback_multiplier "0"
// [0] Cheaper particle effects limit. (GPU dependent, uncomment then delete video.txt to reset)
cl_phys_maxticks "2"
// [2] Physics priority. (GPU dependent, uncomment then delete video.txt to reset)
dota_ambient_creatures_pop "1"
// [0] Pop into view?! (GPU dependent, uncomment then delete video.txt to reset)
mat_motion_blur_enabled "0"
// [1] Motion blur. (GPU dependent, uncomment then delete video.txt to reset)
mp_usehwmmodels "1"
// [0] Use realistic models. (GPU dependent=0 always=1 never=-1 not used in dota?)
mp_usehwmvcds "1"
// [0] Use realistic expressions. [GPU dependent=0 always=1 never=-1] (not used in dota?)
cl_jiggle_bone_sanity "0"
// [1] Reinitiate jiggle bones setup in case of numerical instability.
cl_simdbones "1"
// [0] Use CPU optimizations for bone setup.
cl_use_simd_bones "1"
// [1] Use CPU optimized bones or scalar bones.
r_jiggle_bones "1"
// [1] Render jiggle bones.
ai_expression_optimization "1"
// [0] Ignore out-of-view NPC expressions.
ragdoll_sleepaftertime "1"
// [5] Idle timeout for rag dolls.
r_drawflecks "0"
// [1] Bullet impacts. (not used by Dota?)
flex_smooth "1"
// [1] Applies smoothing/decay curve to flex animation controller changes.
r_flex "1"
// [1] Facial animations.
r_ropetranslucent "1"
// [1] Translucent ropes.
//// SHUTNIK ENHANCED ALL-PICK LOADOUT ////
sf_fulldeck_intro_curve "0"
//-[0.5]
sf_fulldeck_intro_time "0"
// [0]
sf_fulldeck_raise_speed "0"
//-[10]
sf_loadout_tutorial_enable "0"
//-[1]
sf_turntable_curve_16x10 "0.44"
//-[0.69]
sf_turntable_curve_16x9 "0.41"
//-[0.65]
sf_turntable_curve_4x3 "0.51"
//-[0.76]
sf_turntable_curve_5x4 "0.51"
//-[0.76]
sf_turntable_end "0"
//-[1]
sf_turntable_indent "0.02"
//-[0.05]
sf_turntable_moviecards_fromcenter "1"
//-[5]
sf_turntable_scale_max_ingame "120"
//-[150]
sf_turntable_scale_min "100"
//-[40]
sf_turntable_tint_curve "1.0"
//+[0.9]
//// GAME END TWEAKS - prevent some stuttering ////
game_end_item_anim_delay "6.0"
// [2.0]
game_end_speech_delay "3.0"
// [1.0]
game_end_xmas_intro_delay "6.0"
// [2.0]
game_end_xp_anim_delay "3.0"
// [1.0]
game_end_xp_anim_duration "0"
// [1.0]
dota_sf_game_end_delay "0"
// [10]
//// BINDINGS ////
bind "f4" "quick_courier"
// Quick Courier.
bind "MOUSE4" "+voicerecord"
// Voice chat.
bind "/" "autorepeat"
// Auto repeat right mouse.
////
S C R I P T S
////
alias "quick_courier" "say_team Courier is coming to me! Please wait.; dota_courier_burst; dota_courier_deliver;"
//////////////////////////////////////////////////////////////////
alias "autorepeat" "autorepeaton"
alias "autorepeaton" "dota_player_auto_repeat_right_mouse 1; say_student auto repeat RMb on (apm 440+); alias autorepeat autorepeatoff"
alias "autorepeatoff" "dota_player_auto_repeat_right_mouse 0; say_student auto repeat RMb off (apm 110+); alias autorepeat autorepeaton"
//////////////////////////////////////////////////////////////////
host_writeconfig
// write settings to config.cfg
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