FPS issues, Steam Sauce Config program and AOC config files



  • Hey guys found this really helpful program that builds config files for all of your steam games. Weather you want to tweak for mulitplayer for more FPS or various degrees of tweaking this is a really fast and easy way. If you are like me and want to squeeze every FPS out of an old machine nothing beats a auto config file but over the years mine has gotten pretty specific for maximum FPS along with various rate settings.

    http://kix.r3versed.com/site/sourcesauce Free config creator-easy to use.

    http://fakkelbrigade.eu/chris/configs/ This guy’s site is for TF2 but it applies and works for AOC and most Steam games. The site has various levels of configs from Max FPS to full on graphics.

    Here is the main config I have been currently using for the old laptop I play on 2gig, 64bit single core, ATI 9600 on board graphics card. While it isn’t pretty it does surprisingly well considering it is a 2004 model. Post up yours maybe others can use all of it or parts of it.

    Single CORE Config:
    //revert Revert convars to their default values
    //rate settings
    rate 67000
    cl_cmdrate 40
    cl_interp 0
    cl_updaterate 40
    cl_interp .1 //.03 .015
    cl_interp_ratio 2
    cl_lagcomp_errorcheck 0
    cl_lagcompensation 1
    cl_smooth 0
    cl_smoothtime 0.01
    cl_interp_all “0”
    cl_interp_npcs “0”
    cl_pred_optimize “2”
    cl_predictweapons “1”
    cl_resend “6”
    cl_timeout “20”
    net_maxfragments “1280”
    net_showevents “0”
    cl_downloadfilter “nosounds” // Disables annoying pub sound downloads
    cl_showfps 1 // Show unsmoothed FPS meter

    //memory settings
    mat_forcemanagedtextureintohardware 1 //Setting this variable to 0 may improve performance on some machines.
    cl_forcepreload 1 // If set to 1 forces all information to preload, reducing loading pauses and stuttering by not loading information on the fly.
    sv_forcepreload 1 //If set to 1, forces server-side preloading, once again reducing loading pauses.
    mem_max_heapsize 1024
    mem_min_heapsize 64
    mat_forcehardwaresync 0

    //grahpic effects

    //Shadows disabled
    mat_shadowstate 0 //(def 1)
    r_shadowmaxrendered 0 //def 32 number of shadows to cast
    r_shadowrendertotexture 0 // The amount of how many fully rendered player shadows will be drawn - anything else is rendered as a blur oval shadow
    r_shadows 0

    sv_showimpacts 1
    cl_show_splashes 0
    cl_ejectbrass 0
    r_drawparticles 0
    r_drawflecks 0 // Impact debris
    flex_smooth “0” // (def. 1)Applies smoothing/decay curve to flex animation controller
    smoke_trail 0
    sv_robust_explosions 0
    func_break_max_pieces 0
    r_staticprop_lod 4

    //Graphic Settings
    r_shadowrendertotexture 0 // Shadow details 0=low 1=high
    cl_maxrenderable_dist 1500 // (def 3000) max distance objects are rendered cheat
    budget_show_history 0
    ai_expression_optimization 1
    lod_TransitionDist 0
    dsp_slow_cpu “1”

    //2012 additions
    mat_colcorrection_disableentities 1
    mat_disable_bloom 1
    mat_disable_fancy_blending 1
    mat_disable_lightwarp 1
    mat_envmapsize 8
    mat_envmaptgasize 8
    mat_filtertextures 1
    mat_motion_blur_enabled 0
    r_avglight 0
    r_decalstaticprops 0
    r_lightaverage 0
    r_maxnewsamples 2
    r_maxsampledist 1
    rope_rendersolid 0
    rope_wind_dist 0
    tracer_extra 0
    mat_levelflush 1
    snd_spatialize_roundrobin 1
    snd_async_fullyasync 1

    mat_monitorgamma 1.6
    mat_picmip “2” // Texture Level 0=HIGH 1-MED 2=LOW 3=RATHER LOW 4=VERY LOW
    mat_antialias “0” // Antialias 0/2/4/6
    mat_aaquality “0” // [!0] 4/2 = 8xCSAA, 8/2 = 16xCSAA
    mat_forceaniso 0 // Texture Filtering 0/2/4/8/16
    mat_trilinear 0 // Texture Filtering 0/1
    mat_reducefillrate “1” // Shader Detail 0=high 1=low
    mat_hdr_level “0” // High Dynamic Range Lighting
    mat_bumpmap “0” // Bumpmap Texturing
    mat_specular “0” // Specular Lighting
    mat_vsync 0 // V-Sync 0/1
    mat_colorcorrection 0 // color correction
    mat_clipz “1” // Disables optimized Z-Buffer rendering.
    mat_compressedtextures “1” // Texture compression. Users with low amounts of system memory should turn this on FPS BOOST!
    mat_mipmaptextures “1” // (def 1) Enables the use of mipmapping to make textures look smooth. Textures quality worsens with distance
    mat_bufferprimitives 1 // default 1
    mat_fastnobump 1 // faster bump mapping
    mat_showlowresimage 0 // If set to 1, loads extremely low resolution blocky textures in place of the normal ones for a significant performance boost at the cost of a great deal of realism.
    mat_parallaxmap 0 // ( def.0)If set to 1, enables Parallax Mapping which can improve visual quality but may reduce performance.
    mat_fastspecular 0 // (def. “1”)Enable/Disable specularity for visual testing.
    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
    muzzleflash_light 0
    mat_softwarelighting 0 //If set to 1, uses only software-supported lighting
    mat_filterlightmaps 0 // (def 1) This controls whether filtering is applied to a level’s light maps.

    r_lod “2” // (-8 to 8)Model level of detail The lower the value, the more detail remains visible on objects as they progress into the distance
    r_rootlod “2” // Root model level of detail 0=H 1=MED 2=LOW
    r_fastzreject -1 // ( def.“0”)Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
    r_fastzrejectdisp 1 // (def.“0”)Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
    mat_max_worldmesh_vertices “512” // (def.“65536”) 1024-2011

    //Gibs
    cl_phys_props_max 0 // Maximum clientside physic props
    cl_phys_props_enable 0 // Disable clientside physics props (must be set before loading a level)
    r_propsmaxdist 0 // (def 1200) Maximum visible distance of props

    r_drawdetailprops 0 // Detailed’ props, such as grass
    r_dynamic 0 // Dynamic lighting
    r_3dsky 1 // Render the 3D skybox projection
    r_worldlights 0 // Lights that reflect off your weapon
    r_renderoverlayfragment 0 // Overlaid textures that make up decal like effects
    r_maxdlights 1 // (def 32) max lights rendered
    r_PhysPropStaticLighting 0 // (def 1)
    r_proplightingfromdisk 1 // 0=Off, 1=On, 2=Show Errors
    mp_decals 9 // 200 default By decreasing, fewer bullet holes will appear, causing an increase in performance.

    //model details
    r_occlusion “0” // Enables the Model Occlusion system.
    r_drawmodeldecals “1” // Models decals (i.e. blood).
    r_eyes “0” // Disables eyes in models.
    r_eyeglintlodpixels “0”
    r_eyegloss “0”
    r_eyemove “0”
    r_eyeshift_x “0”
    r_eyeshift_y “0”
    r_eyeshift_z “0”
    r_eyesize “0”
    r_flex 0
    r_teeth “0” // Disables teeth in models.

    //Ragdoll
    g_ragdoll_maxcount 1 // (def 8 )
    cl_ragdoll_physics_enable 0 // Enable/disable ragdoll physics
    cl_ragdoll_collide 0 // Ragdoll collisions
    g_ragdoll_important_maxcount 0 // (def.“2”)
    g_ragdoll_maxcount 0 // (def.“8”)
    g_ragdoll_lvfadespeed 1 // (def. “100” )
    g_ragdoll_fadespeed 1 // (def. “600”)Time until ragdolls disappear
    ragdoll_sleepaftertime 1

    r_renderoverlayfragment “0” // Default 1
    r_visualizeproplightcaching 1 // Default )
    cl_detailfade 300000 // ( def. “400” )Distance across which detail props fade in decrease for performance
    cl_detaildist 1 // ( def. “1200” )Distance at which detail props are no longer visible increase for preformance
    mp_usehwmmodels -1 // Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
    mp_usehwmvcds -1 // Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
    cl_wpn_sway_interp 0 // ( def “0.1”)

    //Blood Settings
    violence_ablood 0 //If set to 1 shows alien blood when they are hit. Disabling this can improve performance but reduce realism.
    violence_agibs 0 //If set to 1 shows alien gore when they are hit. Disabling this can improve performance but reduce realism.
    violence_hblood 0 //If set to 1 shows human blood when they are hit. Disabling this can improve performance but reduce realism.
    violence_hgibs 0 //If set to 1 shows human gore when they are hit. Disabling this can improve performance but reduce realism.
    cl_show_bloodspray 0
    aoc_gore_blood_head “1” //Amount of blood sprayed from the decapitated head
    aoc_gore_blood_impact “1” //Scaled amount of blood at weapon impact
    aoc_gore_blood_kill “1”

    //Water Settings
    r_waterdrawreflection “0” // Water reflection
    r_waterforceexpensive “0” // Detailed water
    r_waterforcereflectentities “0” // Allow water object reflection
    mat_wateroverlaysize “1” // Sets the resolution of water distortion. Must be multiple of 8.
    r_cheapwaterend 1 // (def. 1400)distance water detail is rendered
    r_cheapwaterstart 1 // (def. 1000)

    //ROPE settings
    r_ropetranslucent 1 // Enable/Disable ropes
    rope_smooth 0 // Antialiasing effect on ropes
    rope_wind_dist 0 // Don’t simulate wind on ropes past X distance
    rope_collide 0 // Collide rope with the world
    rope_subdiv 0 // Rope subdivision amount
    rope_averagelight “0” // disables average lighting on ropes
    rope_shake “0”
    rope_smooth_enlarge “0”
    rope_smooth_maxalpha “0”
    rope_smooth_maxalphawidth “0”
    rope_smooth_minalpha “0”
    rope_smooth_minwidth “0”
    rope_subdiv “0”

    //Decals
    r_maxmodeldecal 5 // (def.“50”)Max number of decals drawn on a model
    r_decals 1 // Amount of decals (Bulletholes, sprays, etc) that can be on the world at one time
    r_decal_cullsize “9999” // Any decals under this size are not rendered.
    r_drawbatchdecals “1” // Enables the rendering of decals in batch

    //r_3dnow “0”

    //Test stuff
    //cl_detail_max_sway “5”
    //cl_detail_avoid_radius “64”
    //cl_detail_avoid_force “0.4”
    //cl_detail_avoid_recover_speed “0.25”
    gl_clear 1
    exec hldj_init.cfg

    //New configs for testing
    props_break_max_pieces 0 //Maximum prop breakable piece count (-1 = model default)

    clear
    echo “–-----------------------------------------------------”
    echo " 2012 maxframes config loaded. "
    echo “-------------------------------------------------------”
    echo “-------------------------------------------------------”
    echo " Memory stats "
    echo “-------------------------------------------------------”
    memory
    echo “”
    echo “-------------------------------------------------------”
    echo " Code support "
    echo “-------------------------------------------------------”
    r_3dnow
    r_sse2
    echo “-------------------------------------------------------”



  • Noob question, but where are you supposed to write down all the cvars ?



  • There are a few links that can do it for you but basically you copy and paste that onto a text file and save it as a cfg file. like myconfig.cfg then in game load myconfig in console



  • Completely irrelevant but I find it kind of awesome you happened to make a post on almost the same day you made the topic a year ago :)



  • at least I am consistent and steadfast.
    :D



  • Ok, I got this one problem : “no source game launched”. I only got Chivalry and Dawn of War II installed now. Do I really need to install CSS to get access to this marvellous software ?



  • @delta:

    Ok, I got this one problem : “no source game launched”. I only got Chivalry and Dawn of War II installed now. Do I really need to install CSS to get access to this marvellous software ?

    Hold on a second… These configs are for the free game Age of Chivalry which is the Half-Life 2 Mod that was the precursor to Chivalry: medieval Warfare as indicated in the Age of Chivalry section of this forum. While there are still many people that play the free game that is the reason the devs kept this section up for those that still play it.

    These configs will not work for Chivalry. There are tweaks for Chivalry in the Techical Support that may help you.



  • I made a hotkeys menu / config.cfg system for the Source and Gold Source engines. My mod focuses on hotkeys. I wanted to add more on FPS and InterwebZ settings, but that has been done to death by everybody else, so, I haven’t bothered yet.

    http://www.moddb.com/mods/elements-of-w … 7-board-v8


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