Mat_disable_bloom "1" // Disables bloom effects. Users with low amounts of system memory should turn this on. Mat_compressedtextures "1" // Disables texture compression. Mat_clipz "0" // Disables optimized Z-Buffer rendering. Mat_bumpmap "0" // Disables bump mapping. Mat_antialias "0" // Disables the use of multisampling to smooth out edges.
Props_break_max_pieces "0" // Disables prop fragmenting Gl_clear "0" // Disables the gl_clear convariable. R_waterforceexpensive "0" // Forces cheap water. R_waterdrawreflection "0" // Disables the rendering of water reflections. R_shadows "1" // Enables shadows (Change be disabled for additional performance.) R_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model. R_shadowmaxrendered "32" // Max shadows the game will render. R_rootlod "2" // Base lod of the model in the memory. R_propsmaxdist "100" // Max distance at which props are rendered. R_occlusion "0" // Enables the Model Occlusion system. R_modellodscale "1.0" // The transitioning power of LOD. R_lod "-1" // Different level of details on models. R_drawmodeldecals "0" // Models decals (i.e. R_drawflecks "0" // Disables the sparks and dirt from bullet impacts. R_drawdetailprops "1" // Enables the rendering of detail props. R_drawbatchdecals "1" // Enables the rendering of decals in batch. R_decal_cullsize "9999" // Any decals under this size are not rendered. R_3dsky "0" // Disables the rendering of 3d sky boxes. Mp_decals "0" // How many player sprays will be shown.Ĭl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.Ĭl_ejectbrass "0" // Disables brass ejectionĬl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.Ĭl_phys_props_enable "1" // Enables phsyics props.Ĭl_phys_props_max "50" // Maximum amount of physics props allowed.Ĭl_ragdoll_physics_enable "0" // Disables ragdoll.Ĭl_restrict_server_commands "0" // Compatible/needed with serverpluginsĬl_show_splashes "0" // Disables water splashes. Updated 01/23/07 - Added misc settings sectionĬl_lagcomp_errorcheck "0" // Disables lagcompensation error checking, only needed if you're having any registration/loss/choke problems. Note: The comments will not interfere with the commands.Ĭode: // Casey's Config v2 (CAL compliant) Simply paste the following into Notepad, and save the file as autoexec.cfg in your source\cstrike\cfg folder. I tried to maintain the appeal of Source while making it playable. You can find other CFGs that basically destroy the look of the game. These commands help to strike an appropriate balance between quality and performance. The following is a list of CVAR tweaks I've compiled through experimenting and various research. It is recommended you dedicate half of your system memory.
Dedicating too much or too little could actually cause a performance decrease. However, it is important that you dedicate the right amount of memory. Increasing the allotted memory can yield substantial performance gains.
heapsize: Dedicates a specific amount of memory to Source. Again, it is best to test various settings to find out what is right for you. For example, a DirectX 9 card may run significantly faster in DirectX 8.1. You may find that setting this value lower to than what your card can actually support yields a performance increase. dxlevel: Sets the DirectX level Source runs in. Launch properties can be added by right-clicking Counter-Strike: Source in Steam's My Games menu, clicking Properties, then Launch Options. Source has many performance-friendly launch options built-in that you may find give you a significant performance gain. cfg file already created hereīelow is my expanded tweak guide for getting the best performance out of CS: Source. Updated 01/23/07 - Added misc settings sectionĭownload the.