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CFG Graphics Performance Tweaks Explained
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Sat Apr 08 2017, 09:54AM

Joined: Sun May 01 2016, 10:52AM
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set r_textureMode ///N/A GL_LINEAR_MIPMAP_... NEAREST = bilinear filtering. LINEAR = trilinear
set r_ignorehwgamma /////0|1 Ignores driver etc gamma settings. Reccomended 1 so all gamma set in game.
set r_picmip ///0|3 Similar-ish to compression level for textures, 0 i svery detailed while 3 is very blurred
set r_detailtextures ///1|0 Wether to use high detail textures. Many servers restrict to 0 anyway.
set r_drawSun ///1|0 Draws an image of the sun in the sky
set r_fastsky ///0|1 At 1 it turns off the sky graphics
set r_flares ///1|0 Toggle the flare effect for “on fire” missiles
set r_dynamiclight ///0|2 Dynamic lighting, 0 = off, 1 = single pass, 2=two pass
set r_subdivisions //////// 4 – 999 Geometric Detail, 4 = high quality, 999 = very low
set r_lodbias ///// 0-2 level of detail bias; 0 = best quality, 2 = best performance
set r_lodCurveError ///250 “determines how quickly polygons are pulled out with distance” [JC]
set cg_drawGun // 1|0 Toggle displaying yoru weapon in front of you.
set cg_shadows ///1|0 The small shadow blob under players
set cg_brassTime //// 0 – 10000 Time until spent bullet casings dissapear (millisec)
set cg_coronas /0|1 Wether to draw the flare effect around lights
set cg_marktime ///0 – 10000 Duration until bullet hole marks dissapear. Bullet holes can be slightly useful information when playing.
set cg_showblood ////////1|0 Blood effect on walls etc
set cg_bloodFlash ///////0|1 Toggles the red flash when you take damage, can be annoying.
set cg_bloodDamageBlend ////// 0-1 The distracting spots of blood on the HUD when you take damage.
set cg_atmosphericEffects /////////1|0 Toggle rain and snow
set cg_wolfparticles ////////1|0 Explosion effect detail can cause big but short drops in FPS.

// Bobs

set cg_bobroll "0" // Sets extent of the bob roll (left/right) effect when moving.
set cg_bobpitch "0" // Sets extent of the bob pitch (forwards/backwards) effect when moving.
set cg_bobup "0" // Sets extent of the vertical "bob" effect when moving. ##CB## IN 0 0.005
set cg_bobyaw "0" // Sets extent of the "bob" yaw (turn left/right) effect when moving.
set cg_runroll "0" // See cg_bobpitch, runroll appears to be Q3 relic?
set cg_runpitch "0" // See cg_bobpitch, runpitch appears to be Q3 relic?

// Blood

set cg_bloodDamageBlend "0" // Amount of blood flashed on screen when you take damage.
set cg_gibs "0" // Toggles gibbage from splatted bodies. RTCW relic? Returns in ETPro.
set cg_showBlood "0" // Toggles showing blood spurt effect when player's are shot.
set cg_bloodTime "0" // Duration of blood puddle effect on walls/floor etc.
set cg_bloodFlash "0" // Amount of blood flashed on screen when you take damage.

// Crosshair

set cg_crosshairPulse "0" // Toggles the crosshair changing size according to bullet spread.
set cg_drawCrosshairPickups "1" // Supposed to toggle a hand icon when crosshair is over items you can pick up.
set cg_cursorHints "4" // Toggles displaying action hint icons when near interactive objects.
set cg_drawCrosshairNames "1" // Wether to draw the names of players when crosshair is on them.
set cg_crosshairColor "red" // Sets the colour of the crosshair
set cg_crosshairAlpha "1.0" // Sets the transparency of the crosshair
set cg_crosshairColorAlt "green" // Sets the colour of the secondary crosshair, usually the surrounding part.
set cg_crosshairAlphaAlt "1.0" // Sets the transparency of the secondary crosshair.
set cg_crosshairSize "47" // Size/scale of the crosshair
set cg_drawCrosshair "7" // Sets which crosshair to use.
set cg_crosshairHealth "0" // Toggles crosshair changing colour to indicate your health

// Marks

set cg_atmosphericeffects "0" // Toggles display of map effects like rain and snow.. set to 0 is off
set cg_marks "1" // Remove marks on map (caused by explosions/bullets etc) if set to 0.
set cg_marktime "20000" // Duration of bullet marks on walls etc
set cg_brassTime "2500" // Sets the duration ejected bullet shells etc last for.
set cg_wolfparticles "1" // Toggles display of particle effects – e.g. Explosions, some smoke effects.
set b_tracers "1" // 0 = draw no bullet tracers, 1 = normal tracers, 2 = only other player's tracers ?

// Hud

set cg_fov "90" // Sets the player's Field of View. 9O 120 90 is the default.
set cg_drawAttacker "0" //show last known assailant on screen? 1=yes 0=no (leftover from q3, still work?)
set cg_drawCompass "1" //draw compass@bottom of screen (1=yes 0=no)
set cg_drawFPS "1" //draw frames per second displayed? (1=yes 0=no)
set cg_drawGun "0" //draw gun on screen? (1=yes 0=no)
set cg_drawIcons "1" //draw gun icons on screen? (1=yes 0=no)
set cg_drawNotifyText "1" //display console text in notification area on scren? (1=yes 0=no)
set cg_drawReinforcementTime "1" //display friendly respawn time? (1=yes 0=no)
set cg_drawSnapshot "0" //display client-server traffic? (for debugging?) (1=yes 0=no)
set cg_drawStatus "1" //display HUD? (1=yes 0=no)
set cg_drawTeamOverlay "2" //type of team display (0=none 1=short 2=long)
set cg_drawTimer""0" //draw time left in round? (redundant, already displayed) (1=yes, 0=no)
set cg_drawWeaponIconFlash "1" // Not a muzzle = flash "weapon icon" outline colored based on state: red=firing yellow=reload white=switching (1=yes, 0=no)
set cg_drawSmallPopupIcons "1" // Show smaller popup messages (e.g. Death messages)
set cg_popuptime "0" // Delay between the event and it's popup being displayed (1000 = 1 second).
set cg_popupfadetime "0" // Time it takes for popups to fade (1000 = 1 second).
set cg_popupstaytime "3000" // Duration popups remain on screen before starting to fade away (1000 = 1 second).
set cg_numpopups "4" // Sets the number of 'popups' on the HUD, (-1 to n, where -1=default, 0=none, n=number of popups).
set cg_teamChatHeight "8" / Number of rows used chat display 0-8 |0 = no lines
set cg_teamChatTime "3500"/Sets the time a chat text stay visible 0 - 99999 |0 = no time
set cg_novoicetext 0 // vsay text Displayed 1 = no 0 =yes
set cg_obituaryFilter 0 - Filter out unwanted obituraries to avoid obituary spam. Possibly a bitflag including: team deaths, team kills, team tks, enemy deaths, enemy kills, enemy tks, self kills, and self deaths. Possilby filter more than just obituaries, filters for team joining messages, player connect/disconnect messages, map event messages ("Dynamite Planted!"), otehr cpm displayed messages too ( 0, 1, 2, 3 )

// Sound

set s_volume "0.5" // Sets volume of the game sounds, multiplier value (0.0 to 1.0)
set s_musicvolume "0" // Sets volume of the music, multiplier value (0.0 to 1.0)
set s_doppler "1" // Toggle doppler effect.
set s_khz "22" // Sets frequency of the music. Very high quality 44, high 22, low 11.
set cg_hitsounds "1" // Toggles playing az noise when your bullets hit. 0 none, 1 all hits, 2 headshots only.
set cg_shovesounds "1" // Toggles playing a noise on player's being shoved.
set cg_goatsound "1" // Wether to play the goat noise on knife kills.
set cg_noVoiceChats "0" // Voice chats like "Hello!"
set s_mixahead "0.12" // Lower values improve FPS at the cost of some sound choppiness
set s_mixPreStep "0.08" // Lower values improve FPS at the cost of some sound choppiness

// Misc

set cg_predictitems "0" // Your computer decides whether you have picked something up or not.
set b_backupcvars "0" // Wether to save a file of the original value of cvars changed via sv_cvar restrictions.
seta cl_allowdownload "1" // Toggles downloading missing files from the server.
set cg_noAmmoAutoSwitch "1" // Toggles wether to change weapon when it is out of ammo.
set cg_autoreload "1" // Toggles automatically reloading weapon when clip becomes empty.
set cg_autoactivate "1" // Toggles automatically picking up items (paks, weapons etc).
set cl_punkbuster "1" // Toggles Punkbuster anticheat for client
set cl_autoupdate "1" // 1 = Automatic PB update checks on launch.
set cg_weaponCycleDelay "0" // Delay between accepting a new weapon has been selected, due to mousewheel errors
set scr_conspeed "9999" // Speed to display the console.
set cg_autoAction "0"
//0 = off
//1 = Record demos at start of each round
//2 = Take screenshot at end of each round (stat)
//3 = 1+2 // 3 for Demo + SS
//4 = Take stats at end of each round
//5 = 1+4
//6 = 2+4
//7 = 1+2+4
//9 = Record demos at start of each round (stopwatch only)
//11 = 2+9
//13 = 4+9
//15 = 2+4+9

// Net

set cl_timenudge "0" // Supposed to be for adjusting prediction for your ping
//Usually the RTCW client waits for two world-updates from the server to extrapolate an accurate depiction of the situation in the game. By entering a negative value here you tell the client to use the information somewhat earlier. It decreases accuracy, but potentially lag as well. Never enter a positive value here unless you want to simulate Internet lag.

set cl_maxpackets "35" // Cap for data packet transmissions (upstream).
If your connection is up to it you should increase this as much as possible. More packets sent to the server per second means more accuracy. "100" is maximum allowed by Punkbuster. See what works for you. max TCP packets, Try 60-100 for a LAN, 60 for broadband, and 30 for modems. This is the info you send to the server about your play.

set cl_packetdup "1" // Duplicates your packets "n" amount of time
set snaps "20" // "Snapshots" for server to send you. ##CB## EQ 20
set rate "25000" // Cap on the connection bandwidth to use, 1000=~1KB/s.
Tells RTCW how much bandwidth it may use to communicate with the server. Higher is better, but you need broadband in order to do that. Most servers have this capped at 10000.

// FPS/Memory
set com_maxfps "76" // Sets cap on the frames per second. 125, 76 and 43 common 'tweak' values. 71 = less recoil.
76 fps is one of the sweet refresh rates for the Q3/RTCW engine. At 76 fps you'll jump higher and further which will give you an important edge. It enables you to jump onto the big boxes, which gives you access to strategically very important areas! Other sweet refresh rates are "43" and "125". Use "125" if you've got a powerful computer that's up to the job. Remember if you are on a server with more then 32 players FPS rate of 76 and 126 is hard to maintain use 43.

set com_hunkMegs "128" // Amount of memory (MB) assign to the hunk.
// Amount of RAM to allocate to... Zone? Map & texture loading? and sound
com_zoneMegs "64" ///can be adjusted to provide better performance on systems with more than 64mb of memory. the default configuration is set to allow the game to run on a 64 MB
com_soundmegs "16" //// Sets the amount of memory (MB) to allocate for loaded sound files.

// Mouse

set m_pitch "0.01501" // Sets the mouse pitch (up/down). ##CB## OUT -0.015 0.015
set m_yaw "0.022 // Sets the mouse yaw ( Inverted mouse = seta m_pitch "-0.022000")
set m_filter "0" // Toggles mouse filter (mouse smoothing).
set cl_mouseAccel "0" // Toggles mouse accelleration.
set sensitivity "1.6" // Used for setting the mouse sensitivity.

// Graphics
set r_mode "4" // Set resolution.

set r_gamma "1.7" // Sets gamma (form of brightness) level, gamma correction.
set r_allowextensions "1" // Toggle allowing video-driver opengl extensions. ##CB## EQ 1
set r_colorbits "0" // Colour depth, 16/32.
set r_texturebits "0" // Number of bits for textures, stick to 32 as 16 is hardly better performance.
set r_fastsky "0" // Toggles wether the detailed skybox is drawn or just a basic sky
set r_drawsun "1" // Toggles drawing the image of the sun in the sky
set r_dynamiclight "1" // Toggles use of dynamic lighting effect
set r_picmip "0" // 0 is max quality, 3 for max performance... (0 - 5, 5=fastest 0=quality) –> use 0 or 1 for making headshots easier
set r_mapoverbrightbits "3" // Set brightness of light on textures. [1.2.3]
set r_overbrightbits "1" // Brightness setting.
set r_customwidth "1024" // To set width of a custom resolution. Use it with r_mode "-1".
set r_customheight "768" // To set height of a custom resolution. Use it with r_mode -1.
set r_flares "0" // Toggle flare effect around certain dynamic lights. ##CB## IN 0 1.
set cg_coronas "1" // Toggles the corona effect around lights
set r_detailtextures "0" //// Detailed textures. Small patterns in walls stones get clear as you approach the texture. Set to 0 for more FPS. Use 1 for best quality.
set r_subdivisions "999" //set maximum level of detail (curves complexity, helps on long range) 1 most detailed, 999 the least smooth but with most performance boost.
set r_lodbias "2 " //change the geometric level of detail on models. 1default,but 2 least as detailed and faster.
set r_lodcurveerror "250" ///(Default of 250) determines how polygons are culled from a scene when further away. When set to a low number, polygons are culled off at shorter distances, while when x is set to a higher number they are not culled for a long distance. For optimal image quality increase this value up to 999 ..for best performance set to 100

set r_ext_compiled_vertex_array "1" ///If you experience flickering textures in the game set this to "0" to make them stop.
//This is set to "1" for best performance and is the default .
//defines an interface which allows static vertex array data to be cached or pre-compiled for more efficient rendering at the default of "1" ....but "1" may cause flickering to someone with a big monitor or someone that has brightness set high.

set cl_yawspeed "140" //sets turningspeed when using keyboard. 140 is server max
set cl_anonymous "0" //if enabled, use anonymous login
seta cl_allowDownload "1" //if enabled, allow automatic downloads from the server
seta cl_autoupdate "1" //if enabled, allow autoupdate patches on
seta cl_punkbuster "1" //if enabled, use PunkBuster
seta cl_run "1" //if enabled always run
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Sun Apr 09 2017, 06:42AM

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Joined: Mon May 02 2016, 02:22AM
Posts: 46
Thanked 14 time in 12 post
Ba da un cfg sa curga berea prin monitor nu gasesti..arditear gazarii....
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