- Dec 18, 2010
- 208
- 244
Thought this might be useful to the few of you out there playing Portal 2 on suboptimal computers! Just copy the block of code and put it in a file called autoexec.cfg in the directory Steam/steamapps/common/portal 2/portal2/cfg/.
It occasionally and unpredictably crashes when turrets are firing, so suggestions on how to fix that are appreciated.
It occasionally and unpredictably crashes when turrets are firing, so suggestions on how to fix that are appreciated.
Code:
// Zhan's modifications of Chris' TF2 FPS config, to work for Portal 2.
// Chris suggests command line options like "-dxlevel 81 -sw -w YOURWIDTH -h YOURHEIGHT -console -noborder -nojoy -noipx -novid -useforcedmparms -noforcemaccel -noforcemspd"
sv_cheats "1"
cl_cmdrate "40"
cl_interp "0.025" // Change to 0.0375 for hitscan
cl_interp_ratio "1"
cl_lagcompensation "1"
cl_pred_optimize "2"
cl_smooth "0"
cl_smoothtime "0.01"
cl_updaterate "40"
rate "35000"
cl_playerspraydisable "1"
r_decals "9" // Enough to show scatter pellets without decreasing performance
r_spray_lifetime "0"
blink_duration "0"
r_eyes "0"
r_flex "0"
r_lod "2"
r_rootlod "2"
r_teeth "0"
flex_rules "0"
flex_smooth "0"
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
ragdoll_sleepaftertime "0"
props_break_max_pieces "0"
r_propsmaxdist "1"
violence_ablood "0"
violence_agibs "0"
violence_hblood "0"
violence_hgibs "0"
adsp_debug "0"
cl_clearhinthistory "1"
cl_debugrumble "0"
cl_rumblescale "0"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_debug_postprocessing_effects "0"
cl_burninggibs "0"
cl_detaildist "0"
cl_detailfade "0"
cl_drawmonitors "0"
cl_ejectbrass "0"
cl_ragdoll_collide "0"
cl_show_splashes "0"
func_break_max_pieces "1"
glow_outline_effect_enable "0"
mat_aaquality "0"
mat_antialias "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomscale "0"
mat_bloom_scalefactor_scalar "0"
mat_bumpmap "0"
mat_colcorrection_disableentities "1"
mat_compressedtextures "1"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_excludetextures "1"
mat_fastnobump "0"
mat_fastspecular "0"
mat_filterlightmaps "0"
mat_filtertextures "0"
mat_forceaniso "0"
mat_forcehardwaresync "0"
// mat_hdr_level "0" // this was in Chris' config but it appears to break the lighting in Portal 2
mat_max_worldmesh_vertices "0"
mat_mipmaptextures "1"
mat_monitorgamma "1.8" // Controls brightness, try 1.8 to get it brighter or 2.2 to get it darker. Only works in fullscreen.
mat_motion_blur_enabled "0"
mat_non_hdr_bloom_scalefactor "0"
mat_parallaxmap "0"
mat_picmip "1"
mat_postprocess_x "0"
mat_postprocess_y "0"
mat_reducefillrate "1"
mat_reduceparticles "1"
mat_softwarelighting "0"
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_strength "0"
mat_software_aa_strength "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_tap_offset "0"
mat_software_aa_tap_offset "0"
mat_specular "0"
mat_wateroverlaysize "2"
mp_usehwmmodels "0"
mp_usehwmvcds "0"
rope_averagelight "0"
rope_collide "0"
rope_rendersolid "0"
rope_shake "0"
rope_smooth "0"
rope_smooth_enlarge "0"
rope_smooth_maxalpha "0"
rope_smooth_maxalphawidth "0"
rope_smooth_minalpha "0"
rope_smooth_minwidth "0"
rope_solid_maxalpha "0"
rope_solid_maxwidth "0"
rope_solid_minalpha "0"
rope_solid_minwidth "0"
rope_subdiv "0"
rope_wind_dist "0"
r_3dsky "0"
r_ambientboost "0"
r_ambientfactor "0"
r_ambientmin "0"
r_avglight "0"
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintg "0"
r_bloomtintr "0"
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_decalstaticprops "0"
r_dopixelvisibility "0"
r_drawbatchdecals "0"
r_drawdetailprops "0"
r_drawflecks "0"
r_drawmodeldecals "0"
r_drawspecificstaticprop "0"
// r_dynamic "0" // commented this out to try and stop Portal 2 crashing when turrets are firing but not sure if it helps, might get better performance with it set to 0
r_eyemove "0"
cl_predict "1"
cl_predictweapons "1"
cl_showpluginmessages "0"
cl_forcepreload "1" // Preloads maps, may cause a few seconds more loading the map at the benefit of a more consistent FPS (because the whole map is preloaded)
//m_rawinput "1" // Uncomment to enable raw mouse input -- DO NOT ENABLE IF YOU ARE USING XFIRE OVERLAY
mat_bufferprimitives "1"
mat_clipz "1" // FX owners should set this to 0
mat_forcehardwaresync "0"
mat_framebuffercopyoverlaysize "0"
mat_levelflush "0"
mat_maxframelatency "0"
mat_vsync "0"
r_fastzreject "-1" // Some ATI cards aren't autodetected, if you know that your card supports it, try setting it to 1.
r_hunkalloclightmaps "0"
r_lightcache_zbuffercache "0"
r_occlusion "1"
r_unloadlightmaps "0"
cl_threaded_bone_setup "0"
mat_queue_mode "-1"
r_threaded_particles "1"
r_queued_decals "0"
r_queued_post_processing "0"
r_queued_ropes "1"
sv_cheats "0"