// Draw the weapon model. Turn off to gain 2 fps r_drawviewmodel "1" // smooth dynamic lights. Older cards set to 0 for a speedup. gl_dlight_smooth "0" // smooth lighting on models ~2 fps increase on my system set to 0, however // others with newer cards (I have a voodoo 1) report setting it to 1 gives // them a .1 fps speed *increase.* Fiddle with it in game to find out what // works best for you. gl_smooth "0" // dimensions of displayed textures. 0 is normal, 1 is blurry, 2 isn't worth it // 1 is pretty good for a decent speed up - you can still tell what you're // looking at gl_picmip "1" // Set to 0 to turn off colinear vertexes upon level load. You'll be able to // see through junctions of some objects and walls - will give you ~1 fps // if you turn it off. gl_keeptjunctions "0" // How blurry is the player model? 2 makes them still identifyable, but speeds // it up enough to be noticable. 4 is highest setting, 0 is default. gl_playermip "2" // Turn off most dynamic lighting. An enourmous speed increase if you can bear // it r_dynamic "0" // If not, turn this on as well and it'll speed it up slightly as you'll be // using a type of lighting easier on the GL card. // NOTE: Setting r_dynamic to 0 and this to 1 will cause it to light // many things anyway. Yes, it's schitzo. gl_dlight_polyblend "0" // turn these two on to turn on fullbrights for all models - mostly useful // in MegaTF/2k to see the proximity mines in dark places! If you don't play // those, or stay out of dark places which go beep, turn them off to gain 2 fps. gl_fb_bmodels "0" gl_fb_models "0" // Rocket trails, smoke etc. Turn off to gain a LOT of fps in battles, as well // as make it a hell of a lot easier to see your enemy. r_particles "0" // Toggles lavaball and rocket fireballs, - 0 gives a bit of a speed up. gl_fires "0" // Speed at which the console background spins. Leave it off unless you like // your console background to spin :P gl_conspin "0" // Alpha value for the console background. gl_conalpha "0.6" // Slide the console or stretch it. gl_constretch "0" // Lighting mode, 0 glquake style, 1 new style. Setting 0 is 1 fps faster. gl_lightmode "0" // Sets the division value for the sky brushes. Higher is faster, however // Setting it this high is a bit rediculous. Real fast compared to default // of 128 though - assuming you have sky ON. gl_subdivide_size "128" // Set to 1 by default. Fixes status bar flicker on some buggy hardware. // Normally sane people set it to 0... Because it's a speed hit if it's on. gl_triplebuffer "0" // Set to 0 *default* to draw sky before anything else, 1 to draw it last, >1 // to not do it at all. I have it at 3 because I've been assured there will // eventually be a setting 2. gl_sky_clip "3" // The next four options can be set to 1 by the SERVER, so if it doesn't // work, check that the server admin hasn't set them to 1 himself. // Set to 0 to turn off quad/suit/pent screen filling color. 2 fps increase. cl_cshift_powerup "0" // Set to 0 to turn off 'bonus' flash, and item pickup flash. 2 fps increase. cl_cshift_bonus "0" // Set to 0 to turn off pain screen filling color. 2 fps increase. cl_cshift_damage "0" // Set to 0 to turn off water/lava screen filling color. 2 fps increase... // However, it can be used to cheat in megatf/mega2k with flash grens/mines. // Smart server admins would force this to 1 for quakeforge servers running // megatf/2k. Older quakeworld servers couldn't disable gl_polyblend anyway. cl_cshift_content "1" // client's maximum fps allowed. 72 is the highest it can be set to cl_maxfps "72" // Set to 0 to go faster, 1 is older mode and slower // Or not. Some people say 0 is slower and 1 is faster. // *shrugs* Pick your favorite I guess. cl_sbar "0" // If you set this to 120 your status bar will disappear completely and // your fps will improve slightly. But I like my status bar. viewsize 100 // Don't show gibs. Should improve speed slightly if you're experiencing lots // of gibs in battle :) cl_gibfilter 1 // Don't show dead bodies. Should improve speed slightly if... well, a lot // of people are dying. Note in TF/Megatf/2k this is BAD TO USE, spies // can feign and you won't be able to see them at *all* cl_deadbodyfilter 0