Mit einer simplen Config-Änderung können Nutzer des bekannten Cinematic-Mods für Half-Life² jetzt eine enorme Performance-Steigerung in Bezug auf Ressourcen-Nutzung vornehmen. Demnach wird der VRAM-Verbrauch von 2,4GB Spitze auf 1,2GB Spitze reduziert und die Ladezeiten um gut zwei Drittel kürzer als bisher.
// Optimal Settings for CINEMATIC MOD
// Better leave this settings alone, until you know what to do!
// -------------------------------------------------------------------------------------------------------------
// Allow further low-level commands
// -------------------------------------------------------------------------------------------------------------
sv_cheats "1"
// forcemanagedtextureintohardware can prevent stuttering on texture-loading,
// but FPS will most likely drop. Set to "1" only when serious stuttering is
// showing, otherwise set to "0", because this cvar was reported to crash
// the game sporadicaly.
// -------------------------------------------------------------------------------------------------------------
// mat_forcemanagedtextureintohardware "0"
// Fix for Audio Distortion with 5.1 setups. Set this to "1" only, when
// using a 5.1 or 7.1 setup.
// DISABLED FOR NOW - CURRENT ENGINE SHOULD NOT NEED THIS ANYMORE
// -------------------------------------------------------------------------------------------------------------
// snd_digital_surround "1"
// Soundmix Ahead
// Give the source engine some time to fill the soundbuffer. This should prevent
// stuttering on model loading. Lower to 0.1 if you encounter asynchronous sounds
// DISABLED FOR NOW, BECAUSE OF ORANGE BOX MULTICORE CVARS
// -------------------------------------------------------------------------------------------------------------
// snd_mixahead "0.15"
// Use asynchronous sound (possible crashfix)
// Uncomment the line, if you encounter crashes or sound-dropouts:
// DISABLED FOR NOW, BECAUSE OF ORANGE BOX MULTICORE CVARS
// -------------------------------------------------------------------------------------------------------------
// snd_async_fullyasync "1"
// Force the engine to preload as much as possible
// Set to "0", if crashes occurs.
// -------------------------------------------------------------------------------------------------------------
sv_forcepreload "1"
cl_forcepreload "1"
// DON'T precache all the HD civilian textures stuff, because this would need a 2+ VRAM graphics card
// -------------------------------------------------------------------------------------------------------------
npc_citizen_dont_precache_all "1"
// Disable Automatic Save after each Level-Loading
// -------------------------------------------------------------------------------------------------------------
//sv_autosave "0"
// Console enabled
// -------------------------------------------------------------------------------------------------------------
con_enable "1"
bind "" "toggleconsole"
// Automatically add newfound citizens to the squad?
// -------------------------------------------------------------------------------------------------------------
//npc_citizen_auto_player_squad 0
// Do allow me to manually add and remove squad members via "use" key.
// -------------------------------------------------------------------------------------------------------------
npc_citizen_auto_player_squad_allow_use 1
// Time for squad to wait before automatically returning.
// This is not measured in seconds. A value of "5" equals
// about 10 seconds for me, and a value of "10" equals about
// 30 seconds.
// -------------------------------------------------------------------------------------------------------------
player_squad_autosummon_time "30"
// Slow down normal stepping to realistic speed
// Defaults to :
// hl2_normspeed "190"
// hl2_walkspeed "150"
// -------------------------------------------------------------------------------------------------------------
hl2_normspeed "160"
hl2_walkspeed "140"
// Tune the Mega-Physcannon slightly - because the Enemies are
// a lot stronger
// -------------------------------------------------------------------------------------------------------------
physcannon_mega_tracelength "2000"
// I'm an hard and brutal badass. Therefore show me all the gibs
// -------------------------------------------------------------------------------------------------------------
violence_ablood "1"
violence_agibs "1"
violence_hblood "1"
violence_hgibs "1"
// Sets the amount of decals that stay on objects to the max amount.
// (Disabled for now - this can crash < 512 MB VRAM cards on heavy firefights)
// -------------------------------------------------------------------------------------------------------------
//r_decals "512"
//r_decal_cullsize "0"
// Screenshot Quality
// -------------------------------------------------------------------------------------------------------------
jpeg_quality "100"
// Delay fading of dead opponents
// -------------------------------------------------------------------------------------------------------------
g_ragdoll_lvfadespeed "2"
// Force High quality models. This is NEEDED, because the HD facial animations are depending on it
// -------------------------------------------------------------------------------------------------------------
r_rootlod "0"
// Force high texture quality
// -------------------------------------------------------------------------------------------------------------
// mat_picmip "-10"
// push the LOD swapping (Disabled for now - HD models without normal LOD'ing will drop the fps to ground)
// -------------------------------------------------------------------------------------------------------------
// r_lod "-1"
// Force HDR
// -------------------------------------------------------------------------------------------------------------
mat_hdr_level "2"
// Force expensive reflectivity on water surfaces
// -------------------------------------------------------------------------------------------------------------
r_waterforceexpensive "1"
r_waterforcereflectentities "1"
// Force Colorcorrection
// -------------------------------------------------------------------------------------------------------------
mat_colorcorrection "1"
// Disable NPC facial expressions when the npc is not seen by the player
// -------------------------------------------------------------------------------------------------------------
// ai_expression_optimization "1"
// Experimental dynamic muzzle flashlights (Disabled - heavy FPS drops with high precission lightmapped maps)
// -------------------------------------------------------------------------------------------------------------
ff_dynamic_muzzle "0"
// Flashlight Settings
// -------------------------------------------------------------------------------------------------------------
// Maximum length for player flashlight
r_flashlightfar "1000"
// flashlight cone field of view
r_flashlightfov "65"
// Maximum length for buggy headlight
r_headlightfar "3000"
// Enables or disables dynamic shadows with buggy headlights. Should be off, because of shadow cut problems
FF_vehicle_dynamicflashlight "0"
// headlight cone field of view (horizontal)
FF_vehicle_flashlightfov_h "120"
// headlight cone field of view (vertical)
FF_vehicle_flashlightfov_v "60"
// Some graphics / color / gamma tweaks
// This fits my personal taste with my hardware (high end IPS-PVA display). Comment this block, if you want vanilla settings
// -------------------------------------------------------------------------------------------------------------
// LOD swap distance (800 default)
lod_TransitionDist 1000
// Shadows darkener
r_shadowcolor 75 75 75
// This gives a slightly darker image with more vibrant colors and more defined details
// You should re-adjust your brightness settings in the video config tab
mat_monitorgamma_tv_enabled 0
mat_monitorgamma_tv_exp 1.6
mat_monitorgamma_tv_range_max 255
mat_monitorgamma_tv_range_min 1
// Multicore Optimizations #1
// -------------------------------------------------------------------------------------------------------------
snd_mix_async "1"
// Multicore Optimizations #2 - COMMENT OUT THIS BLOCK, WHEN RUNNING INTO STABILITY PROBLEMS OR USING SINGLE CPU SYSTEMS!
// Note:
// mat_queue_mode is set to default (-1). This is conservative.
// Full multicore would mean setting mat_queue_mode to 2, but this leads to heavy instabilities.
// -------------------------------------------------------------------------------------------------------------
// FAILSAVE FIRST: Disabled this, because some instabilities were reported
Host_thread_mode "1"
mat_queue_mode "-1"
// Grab more memory for datacaching (min heapsizte: default 48 - max heapsize: default 256 - datacache: default 32)
// -------------------------------------------------------------------------------------------------------------
mem_min_heapsize "128"
mem_max_heapsize "1024"
datacachesize "128"
// r_hunkalloclightmaps
// The command prevents lightmaps from loading to the hunk memory set aside for the engine.
// At 1, all the light maps are loaded into the hunk memory. In theory this is faster, since all
// lightmaps are generated at once. When there is too many lightmaps, the hunk memory cannot
// take no more and crashes. At 0, the lightmaps do the opposite, and are not allocated.
// This is a slower method, and can cost a few FPS. However, in larger maps, this is the only work around.
// -------------------------------------------------------------------------------------------------------------
r_hunkalloclightmaps "0"
// Disable Ingame-Voice-Recorder. Not needed, because we are in Singleplayer-mode
// -------------------------------------------------------------------------------------------------------------
voice_enable "0"
sv_voiceenable "0"
voice_modenable "0"