obiwaN css settings, config & cfg 2012
| Full Name | - |
| Nickname | obiwaN |
| Birthday | - |
| Nationality | |
| Game | |
| Since | 2012-08-10 |
| Last Update | 2012-08-10 |
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| obiwaN Gear |
| obiwaN Setup |
| obiwaN Config |
| obiwaN Settings |
obiwaN screenshot
obiwaN Gear
| Mouse | - |
| Mousepad | - |
| Keyboard | - |
| Headset | - |
| Earbuds | - |
| Monitor | - |
| Chair | - |
| Controller | - |
| Case | - |
obiwaN Gaming PC Setup
| GPU | - |
| CPU | - |
| Memory | - |
| Motherboard | - |
| Power Supply | - |
| Storage | - |
| Fan | - |
| Cooler | - |
obiwaN config
The Counter-Strike Source config file of obiwaN has been downloaded 47 times. Download autoexec.cfg by clicking the download button below.
How to install obiwaN css config
1. Download autoexec.cfg by clicking the download button above.
2. Extract and/or copy file(s) into your Counter-Strike Source folder (Example: C:\Program Files (x86)\Steam\steamapps\[account]\counter-strike source\cstrike\cfg).
3. Launch the game and type in "exec configname.cfg" in console to load the config or make sure to add "exec autoexec.cfg", "exec userconfig.cfg" or "exec obiwaN.cfg" to config.cfg file in your Counter-Strike Source folder.
2. Extract and/or copy file(s) into your Counter-Strike Source folder (Example: C:\Program Files (x86)\Steam\steamapps\[account]\counter-strike source\cstrike\cfg).
3. Launch the game and type in "exec configname.cfg" in console to load the config or make sure to add "exec autoexec.cfg", "exec userconfig.cfg" or "exec obiwaN.cfg" to config.cfg file in your Counter-Strike Source folder.
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obiwaN Settings
FAQ
Summary
This page contains the in-game settings, config files (cfg) and hardware setup of obiwaN. The obiwaN css settings page has been viewed for 1.757 since it was added on 2012-08-10. The last time the settings of obiwaN were on 2012-08-10. Visit the css settings page to view more Counter-Strike Source settings like obiwaN or visit upload section to add your own css settings.
Other Counter-Strike Source settings
| # | Name | Country | Last Update | |
| 1 | 2024-02-15 | |||
| 2 | 2022-05-18 | |||
| 3 | 2022-09-16 | |||
| 4 | 2020-04-17 | |||
| 5 | 2024-03-04 |
Other Sweden gaming settings
| # | Name | Country | Last Update | |
| 1 | 2024-04-27 | |||
| 2 | 2024-02-20 | |||
| 3 | 2024-02-14 | |||
| 4 | 2024-02-20 | |||
| 5 | 2020-01-08 | |||
| 6 | 2021-09-22 | |||
| 7 | 2020-04-30 | |||
| 8 | 2022-09-12 | |||
| 9 | 2020-03-15 | |||
| 10 | 2020-08-27 |
obiwaN CFG file
// Obi-Wan's FPS config - REWRITTEN
clear // Clears all console output
//customisable commands (remove "//" to activate)
//bind "f1" "buy awp"
//bind "f2" "buy ak47;buy m4a1"
//bind "f3" "buy famas;buy galil"
//bind "f4" "buy mp5"
//bind "f5" "buy deagle"
//bind "f6" "buy flashbang"
//bind "f7" "buy hegrenade"
//bind "f8" "buy smokegrenade"
//bind "f9" "buy vesthelm"
//bind "f10" "buy vest"
//bind "f11" "buy defuser"
cl_autowepswitch "0" // Enable(1)/Disable(0) automatically switch to picked up weapons (if more powerful)
cl_crosshairalpha "255" //
cl_crosshaircolor "5" // Color of the crosshair (0=green, 1=red, 2=blue, 3=yellow, 4=light blue, 5=custom)
cl_crosshaircolor_b "255" //
cl_crosshaircolor_g "0" //
cl_crosshaircolor_r "255" //
//cl_crosshairsize "5" // Size of the crosshair
cl_crosshairthickness "1" // Thickness of the crosshair
cl_crosshairusealpha "1" //
cl_downloadfilter "nosounds" // Determines which files can be downloaded from the server (all, none, nosounds)
cl_dynamiccrosshair "0" //
cl_legacy_crosshair_recoil "0" //
cl_legacy_crosshair_scale "0" //
cl_minmodels "1" //
cl_min_ct "2" //
cl_min_t "3" //
cl_nowinpanel "1" // Enable(0)/Disable(1) the panel that displays the team winner, MVP, and fun fact at the end of a round
cl_playerspraydisable "1" // Enable(0)/Disable(1) player's sprays.
//cl_righthand "1" // Use right(1) or left(0) handed view models
cl_scoreboard_dead_color_red "100" // Red value for dead player's text in scoreboard
cl_scoreboard_dead_color_green "100" // Green value for dead player's text in scoreboard
cl_scoreboard_dead_color_blue "100" // Blue value for dead player's text in scoreboard
cl_show_achievement_popups "0" //
fps_max "0" // Frame rate limiter (0=Unlimited)
mat_queue_mode "-1" // -1=default, 0=synchronous single thread, 1=queued single threaded mode, 2=uses multi-threaded mode
net_graph "1" // Draw the network usage graph
net_graphheight "60" //
net_graphproportionalfont "0" //
overview_health "1" // Enable(1)/Disable(0) players' health in map overview
overview_names "1" // Enable(1)/Disable(0) players' names in map overview
//overview_preferred_mode "1" // Determine the reporting regime in spectator mode (0=off, 1=mini-map, 2=full map)
//overview_tracks "0" // Enable(1)/Disable(0) players' tracks in map overview
//snd_surround_speakers "7" // 0=headphones, 1=auto, 2=stereo, 4=quadrophonic, 5=5.1, 7=7.1
//sensitivity "1" // Mouse sensitivity
//voice_scale "1.0" //
//volume "0.2" // Sound volume
//zoom_sensitivity_ratio "1.0" // Additional mouse sensitivity scale factor applied when FOV is scoped
//netcode commands
cl_cmdrate "67" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_updaterate "67" // Number of packets per second you are requesting from the server.
//budget commands
budget_averages_window "0" // Number of frames to look at when figuring out average frametimes
budget_background_alpha "0" // How translucent the budget panel is
budget_history_numsamplesvisible "0" // Number of samples to draw in the budget history window (the lower the better)
budget_history_range_ms "5" // Budget history range in milliseconds
budget_peaks_window "0" // Number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // Enable(1)/Disable(0) averages in the budget panel
budget_show_history "0" // Enable(1)/Disable(0) history graph (good to turn off on low end computers)
budget_show_peaks "0" // Enable(1)/Disable(0) peaks in the budget panel
//cl commands
cl_allowdownload "0" // Enable(1)/Disable(0) client downloading customization files
cl_allowupload "0" // Enable(1)/Disable(0) client uploading customization files
cl_autohelp "0" // Enable(1)/Disable(0) auto-help
cl_c4dynamiclight "1" // Enable(1)/Disable(0) dynamic light when planted C4 flashes
cl_c4progressbar "1" // Enable(1)/Disable(0) progress bar when defusing the C4
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_customsounds "0" // Enable(1)/Disable(0) customized player sound playback
cl_debugrumble "0" // Enable(1)/Disable(0) rumble debugging spew
cl_detaildist "0" // Distance at which detail props (e.g. grass) are shown
cl_detailfade "0" // Distance it takes for detail props to go from transparent to opaque
cl_detail_avoid_force "0" //
cl_detail_avoid_radius "0" //
cl_detail_avoid_recover_speed "0" //
cl_detail_max_sway "0" //
cl_disablefreezecam "1" // Enable(0)/Disable(1) the death freeze camera
cl_drawmonitors "0" // Enable(1)/Disable(0) the rendering of ingame "monitors" which contain 3D rendered images
cl_ejectbrass "0" // Enable(1)/Disable(0) shells ejecting from a gun
cl_forcepreload "1" // Enable(1)/Disable(0) preloading model and texture information to video memory at the beginning of a level (makes level loads longer, but can reduce stuttering caused by loading information on the fly)
cl_interp_all "0" //
cl_interp_npcs "0" // Interpolate NPC positions starting this many seconds in past
cl_logofile "0" // Spraypoint logo decal
cl_phys_props_max "50" // Maximum clientside physic props [Must be set to 50+ for CEVO]
cl_predictweapons "1" // Perform client side prediction of weapon effects
cl_radar_locked "0" // Enable(1)/Disable(0)
cl_radaralpha "250" //
cl_radartype "1" //
cl_ragdoll_collide "0" // Enable(1)/Disable(0) ragdoll collisions
cl_ragdoll_physics_enable "0" // Enable(1)/Disable(0) ragdoll physics
cl_resend "6" // Delay in seconds before the client will resend the 'connect' attempt
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 - 1.0)
cl_showhelp "0" // Enable(1)/Disable(0) on-screen help
cl_show_splashes "0" // Enable(1)/Disable(0)
cl_soundfile "0" // Jingle sound file (WTF?)
cl_threaded_bone_setup "0" // Enable(1)/Disable(0)
cl_threaded_client_leaf_system "0" // Enable(1)/Disable(0)
cl_timeout "30" // After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_wpn_sway_interp "0" // Enable(1)/Disable(0)
//con commands
con_enable "1" // Enable(1)/Disable(0) the console
con_filter_enable "1" // Enable(1)/Disable(0) the console filter
con_filter_text_out "achievements" //
//dsp commands
dsp_enhance_stereo "0" // Enable(1)/Disable(0)
dsp_mix_max "0.9" //
dsp_room "0" //
dsp_slow_cpu "0" // Enable(1)/Disable(0)
dsp_spatial "40" //
dsp_speaker "50" //
dsp_volume "2.0" //
dsp_water "14" //
//g commands
g_ragdoll_fadespeed "0" //
g_ragdoll_important_maxcount "0" //
g_ragdoll_lvfadespeed "0" //
g_ragdoll_maxcount "0" //
//hud commands
hud_fastswitch "1" // Enable(1)/Disable(0)
hud_showtargetid "1" // Enable(1)/Disable(0)
hud_showtargetpos "0" // Center(0), upper left(1), upper right(2), lower left(3), lower right(4)
//mat commands
mat_aaquality "0" //
mat_alphacoverage "0" //
//mat_antialias "0" //
mat_autoexposure_max "0" //
mat_autoexposure_min "0" //
mat_bloomscale "0" //
mat_bloom_scalefactor_scalar "0" //
mat_bufferprimitives "1" //
mat_bumpmap "0" // Enable(1)/Disable(0) bumpmap rendering
mat_clipz "1" // Enable(1)/Disable(0)
mat_colorcorrection "0" // Enable(1)/Disable(0)
mat_colcorrection_disableentities "1" //
mat_compressedtextures "1" // Enable(1)/Disable(0)
mat_debug_postprocessing_effects "0" // [Must be set to 0 for CEVO]
mat_debugdepthmode "0" // [Must be set to 0 for CEVO]
mat_debugdepthval "128" // [Must be set to 128 for CEVO]
mat_debugdepthvalmax "256" // [Must be set to 256 for CEVO]
mat_diffuse "1" //
mat_disable_bloom "1" // Enable(1)/Disable(0)
mat_disable_fancy_blending "1" // Enable(1)/Disable(0)
mat_disable_lightwarp "1" // Enable(1)/Disable(0)
mat_disable_ps_patch "1" // Enable(1)/Disable(0)
mat_envmapsize "0" //
mat_envmaptgasize "0" //
mat_fastspecular "1" // Enable(1)/Disable(0) specularity for visual testing
mat_filterlightmaps "1" // Enable(1)/Disable(0) smoothing of lightmaps
mat_filtertextures "1" // Enable(1)/Disable(0) smoothing of textures
mat_forceaniso "0" // Anistropic filtering level
mat_forcehardwaresync "0" //
mat_forcemanagedtextureintohardware "0" //
mat_framebuffercopyoverlaysize "0" //
mat_hdr_enabled "0" // Enable(1)/Disable(0)
mat_hdr_level "0" // Level of High Dynamic Range (0=none, 1=LDR+bloom, 2=full HDR)
mat_maxframelatency "0" //
mat_max_worldmesh_vertices "0" //
mat_mipmaptextures "1" // Enable(1)/Disable(0)
mat_monitorgamma "1.6" // Monitor gamma
mat_motion_blur_enabled "0" // Enable(1)/Disable(0) motion blur
mat_parallaxmap "0" //
mat_picmip "2" // Texture quality (0=High, 1=Medium, 2=Low) [Must not be higher than 2 for CEVO]
mat_reducefillrate "1" //
mat_shadowstate "0" //
mat_softwarelighting "0" //
mat_software_aa_blur_one_pixel_lines "0" //
mat_software_aa_strength "0" //
mat_software_aa_strength_vgui "0" //
mat_software_aa_tap_offset "0" //
mat_specular "0" // Enable(1)/Disable(0) specularity for performance testing
mat_trilinear "1" // Enable(1)/Disable(0)
mat_use_compressed_hdr_textures "1" // Enable(1)/Disable(0)
mat_vsync "0" // Enable(1)/Disable(0) vsync
mat_wateroverlaysize "8" //
//mp commands
mp_decals "128" //
mp_usehwmmodels "0" //
mp_usehwmvcds "0" //
//props commands
props_break_max_pieces "0" //
props_break_max_pieces_perframe "0" //
//r commands
r_3dnow "1" // Enables the use of AMD 3DNow! registers
r_3dsky "0" // Enable(1)/Disable(0) the rendering of 3D sky boxes
r_ambientboost "0" //
r_ambientfactor "1" //
r_ambientmin "0" //
r_bloomtintg "0" //
r_bloomtintb "0" //
r_bloomtintexponent "0" //
r_bloomtintr "0" //
r_cheapwaterend "1" //
r_cheapwaterstart "1" //
r_decal_cullsize "5" // Decals under this size in pixels are culled
r_decals "128" //
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0" //
r_drawbatchdecals "0" // Enable(1)/Disable(0) the rendering of decals in batch
r_drawdetailprops "0" // Enable(1)/Disable(0)
r_drawflecks "0" // Enable(1)/Disable(0)
r_drawmodeldecals "0" //
r_dynamic "0" //
r_eyegloss "0" //
r_eyemove "0" //
r_eyes "0" // Enable(1)/Disable(0) the rendering of eyes
r_eyeshift_x "0" //
r_eyeshift_y "0" //
r_eyeshift_z "0" //
r_eyesize "0" //
r_fastzreject "-1" // Enable(1)/Disable(0) a fast z-setting algorithm to take advantage of hardware with fast z reject (use -1 to default to hardware settings)
r_flashlightrendermodels "0" //
r_flex "0" //
r_ForceWaterLeaf "0" // Enable(1)/Disable(0) a water optimization
r_hunkalloclightmaps "0" //
r_lightaverage "1" // Enable(1)/Disable(0) light averaging [Must be set to 1 for CEVO]
r_lightcache_zbuffercache "0" //
r_lod "2" // [Must be set to -1/0/1/2 for CEVO]
r_maxdlights "32" // [Must be set to 32 for CEVO]
r_maxmodeldecal "0" //
r_maxnewsamples "0" //
r_maxsampledist "0" //
r_minnewsamples "0" //
r_norefresh "0" //
r_occlusion "1" // Enable(1)/Disable(0) the occlusion system
r_PhysPropStaticLighting "0" //
r_propsmaxdist "0" // Maximum visible distance for props
r_queued_decals "0" // Enable(1)/Disable(0)
r_queued_post_processing "1" // Enable(1)/Disable(0)
r_queued_ropes "1" // Enable(1)/Disable(0)
r_renderoverlayfragment "0" //
r_rootlod "2" // Root LOD [Must be set to 0/1/2 for CEVO]
r_ropetranslucent "0" //
r_shadowmaxrendered "32" //
r_shadowrendertotexture "1" // Determines shadow quality
r_shadows "1" // Enable(1)/Disable(0) shadows
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_sse2 "1" // Enable(1)/Disable(0) the use of SSE2 registers
r_sse_s "1" // Enable(1)/Disable(0)
r_staticprop_lod "3" //
r_teeth "0" // Enable(1)/Disable(0)
r_threaded_client_shadow_manager "1" //
r_threaded_particles "1" //
r_threaded_renderables "1" //
r_visualizeproplightcaching "1" //
r_WaterDrawReflection "0" // Enable(1)/Disable(0) water reflection
r_WaterDrawRefraction "0" // Enable(1)/Disable(0) water refraction
r_waterforceexpensive "0" //
r_waterforcereflectentities "0" //
r_worldlightmin "0.0002" // [Must be set to .0002 for CEVO]
r_worldlights "2" // Number of world lights to use per vertex [Must be set to 2 for CEVO]
//rope commands
rope_averagelight "0" // Enable(1)/Disable(0) the use average of cubemap lighting instead of max intensity for ropes
rope_collide "0" // Enable(1)/Disable(0) ropes colliding with the world
rope_rendersolid "0" //
rope_shake "0" //
rope_smooth "0" // Enable(1)/Disable(0) an antialiasing effect on ropes
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha "0" // Maximum alpha for rope antialiasing effect
rope_smooth_maxalphawidth "0" //
rope_smooth_minalpha "0" // Minimum alpha for rope antialiasing effect
rope_smooth_minwidth "0" // The minimum screenspace width the rope uses When using smoothing
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0.01" //
//snd commands
snd_async_fullyasync "0" // All playback is fully async (sound doesn't play until data arrives)
snd_duckerattacktime "0.5" //
snd_duckerreleasetime "2.5" //
snd_duckerthreshold "0.15" //
snd_ducktovolume "0.55" //
snd_musicvolume "0" // Music volume
snd_noextraupdate "1" //
snd_pitchquality "1" //
snd_profile "0" //
//texture commands
texture_budget_background_alpha "999" // How translucent the budget panel is
texture_budget_panel_height "0" // Height in pixels of the budget panel
texture_budget_panel_width "0" // Width in pixels of the budget panel
//violence commands
violence_ablood "1" // Draw alien blood
violence_agibs "1" // Show alien gib entities
violence_hblood "1" // Draw human blood
violence_hgibs "1" // Show human gib entities
//voice commands
voice_enable "1" // Enable(1)/Disable(0)
voice_fadeouttime "0" //
voice_forcemicrecord "1" //
voice_modenable "1" // Enable(1)/Disable(0) voice in this mod
//miscellaneous commands
adsp_debug "0" //
blink_duration "0" // How many seconds an eye blink will last
closecaption "0" // Enable(1)/Disable(0) closecaptioning
commentary "0" // Enable(1)/Disable(0)
crosshair "1" // Enable(1)/Disable(0) the crosshair
datacachesize "128" // Determines the amount in MB to allocate to the game's general data caches
flex_smooth "0" // Enable(1)/Disable(0) smoothing/decay curve to flex animation controller changes
func_break_max_pieces "0" //
gl_clear "1" // [Must be set to 1 for CEVO]
host_thread_mode "1" //
jpeg_quality "100" // Jpeg screeshot quality (Low(0)-High(100)) [Must be set to 100 for CEVO]
lod_TransitionDist "0" //
muzzleflash_light "1" //
prop_active_gib_limit "0" //
rate "30000" // Max bytes/sec the host can receive data [Must be set to 25000+ for CEVO]
room_type "0" //
showhitlocation "1" //
suitvolume "0" //
sv_forcepreload "1" //
weapon_showproficiency "1" //
//end commands
mat_savechanges // Saves current video configuration to the registry
echo "***********************************"
echo "obiwaN's CS:S FPS Config v1.03 Loaded"
echo "***********************************"
clear // Clears all console output
//customisable commands (remove "//" to activate)
//bind "f1" "buy awp"
//bind "f2" "buy ak47;buy m4a1"
//bind "f3" "buy famas;buy galil"
//bind "f4" "buy mp5"
//bind "f5" "buy deagle"
//bind "f6" "buy flashbang"
//bind "f7" "buy hegrenade"
//bind "f8" "buy smokegrenade"
//bind "f9" "buy vesthelm"
//bind "f10" "buy vest"
//bind "f11" "buy defuser"
cl_autowepswitch "0" // Enable(1)/Disable(0) automatically switch to picked up weapons (if more powerful)
cl_crosshairalpha "255" //
cl_crosshaircolor "5" // Color of the crosshair (0=green, 1=red, 2=blue, 3=yellow, 4=light blue, 5=custom)
cl_crosshaircolor_b "255" //
cl_crosshaircolor_g "0" //
cl_crosshaircolor_r "255" //
//cl_crosshairsize "5" // Size of the crosshair
cl_crosshairthickness "1" // Thickness of the crosshair
cl_crosshairusealpha "1" //
cl_downloadfilter "nosounds" // Determines which files can be downloaded from the server (all, none, nosounds)
cl_dynamiccrosshair "0" //
cl_legacy_crosshair_recoil "0" //
cl_legacy_crosshair_scale "0" //
cl_minmodels "1" //
cl_min_ct "2" //
cl_min_t "3" //
cl_nowinpanel "1" // Enable(0)/Disable(1) the panel that displays the team winner, MVP, and fun fact at the end of a round
cl_playerspraydisable "1" // Enable(0)/Disable(1) player's sprays.
//cl_righthand "1" // Use right(1) or left(0) handed view models
cl_scoreboard_dead_color_red "100" // Red value for dead player's text in scoreboard
cl_scoreboard_dead_color_green "100" // Green value for dead player's text in scoreboard
cl_scoreboard_dead_color_blue "100" // Blue value for dead player's text in scoreboard
cl_show_achievement_popups "0" //
fps_max "0" // Frame rate limiter (0=Unlimited)
mat_queue_mode "-1" // -1=default, 0=synchronous single thread, 1=queued single threaded mode, 2=uses multi-threaded mode
net_graph "1" // Draw the network usage graph
net_graphheight "60" //
net_graphproportionalfont "0" //
overview_health "1" // Enable(1)/Disable(0) players' health in map overview
overview_names "1" // Enable(1)/Disable(0) players' names in map overview
//overview_preferred_mode "1" // Determine the reporting regime in spectator mode (0=off, 1=mini-map, 2=full map)
//overview_tracks "0" // Enable(1)/Disable(0) players' tracks in map overview
//snd_surround_speakers "7" // 0=headphones, 1=auto, 2=stereo, 4=quadrophonic, 5=5.1, 7=7.1
//sensitivity "1" // Mouse sensitivity
//voice_scale "1.0" //
//volume "0.2" // Sound volume
//zoom_sensitivity_ratio "1.0" // Additional mouse sensitivity scale factor applied when FOV is scoped
//netcode commands
cl_cmdrate "67" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_updaterate "67" // Number of packets per second you are requesting from the server.
//budget commands
budget_averages_window "0" // Number of frames to look at when figuring out average frametimes
budget_background_alpha "0" // How translucent the budget panel is
budget_history_numsamplesvisible "0" // Number of samples to draw in the budget history window (the lower the better)
budget_history_range_ms "5" // Budget history range in milliseconds
budget_peaks_window "0" // Number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // Enable(1)/Disable(0) averages in the budget panel
budget_show_history "0" // Enable(1)/Disable(0) history graph (good to turn off on low end computers)
budget_show_peaks "0" // Enable(1)/Disable(0) peaks in the budget panel
//cl commands
cl_allowdownload "0" // Enable(1)/Disable(0) client downloading customization files
cl_allowupload "0" // Enable(1)/Disable(0) client uploading customization files
cl_autohelp "0" // Enable(1)/Disable(0) auto-help
cl_c4dynamiclight "1" // Enable(1)/Disable(0) dynamic light when planted C4 flashes
cl_c4progressbar "1" // Enable(1)/Disable(0) progress bar when defusing the C4
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_customsounds "0" // Enable(1)/Disable(0) customized player sound playback
cl_debugrumble "0" // Enable(1)/Disable(0) rumble debugging spew
cl_detaildist "0" // Distance at which detail props (e.g. grass) are shown
cl_detailfade "0" // Distance it takes for detail props to go from transparent to opaque
cl_detail_avoid_force "0" //
cl_detail_avoid_radius "0" //
cl_detail_avoid_recover_speed "0" //
cl_detail_max_sway "0" //
cl_disablefreezecam "1" // Enable(0)/Disable(1) the death freeze camera
cl_drawmonitors "0" // Enable(1)/Disable(0) the rendering of ingame "monitors" which contain 3D rendered images
cl_ejectbrass "0" // Enable(1)/Disable(0) shells ejecting from a gun
cl_forcepreload "1" // Enable(1)/Disable(0) preloading model and texture information to video memory at the beginning of a level (makes level loads longer, but can reduce stuttering caused by loading information on the fly)
cl_interp_all "0" //
cl_interp_npcs "0" // Interpolate NPC positions starting this many seconds in past
cl_logofile "0" // Spraypoint logo decal
cl_phys_props_max "50" // Maximum clientside physic props [Must be set to 50+ for CEVO]
cl_predictweapons "1" // Perform client side prediction of weapon effects
cl_radar_locked "0" // Enable(1)/Disable(0)
cl_radaralpha "250" //
cl_radartype "1" //
cl_ragdoll_collide "0" // Enable(1)/Disable(0) ragdoll collisions
cl_ragdoll_physics_enable "0" // Enable(1)/Disable(0) ragdoll physics
cl_resend "6" // Delay in seconds before the client will resend the 'connect' attempt
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 - 1.0)
cl_showhelp "0" // Enable(1)/Disable(0) on-screen help
cl_show_splashes "0" // Enable(1)/Disable(0)
cl_soundfile "0" // Jingle sound file (WTF?)
cl_threaded_bone_setup "0" // Enable(1)/Disable(0)
cl_threaded_client_leaf_system "0" // Enable(1)/Disable(0)
cl_timeout "30" // After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_wpn_sway_interp "0" // Enable(1)/Disable(0)
//con commands
con_enable "1" // Enable(1)/Disable(0) the console
con_filter_enable "1" // Enable(1)/Disable(0) the console filter
con_filter_text_out "achievements" //
//dsp commands
dsp_enhance_stereo "0" // Enable(1)/Disable(0)
dsp_mix_max "0.9" //
dsp_room "0" //
dsp_slow_cpu "0" // Enable(1)/Disable(0)
dsp_spatial "40" //
dsp_speaker "50" //
dsp_volume "2.0" //
dsp_water "14" //
//g commands
g_ragdoll_fadespeed "0" //
g_ragdoll_important_maxcount "0" //
g_ragdoll_lvfadespeed "0" //
g_ragdoll_maxcount "0" //
//hud commands
hud_fastswitch "1" // Enable(1)/Disable(0)
hud_showtargetid "1" // Enable(1)/Disable(0)
hud_showtargetpos "0" // Center(0), upper left(1), upper right(2), lower left(3), lower right(4)
//mat commands
mat_aaquality "0" //
mat_alphacoverage "0" //
//mat_antialias "0" //
mat_autoexposure_max "0" //
mat_autoexposure_min "0" //
mat_bloomscale "0" //
mat_bloom_scalefactor_scalar "0" //
mat_bufferprimitives "1" //
mat_bumpmap "0" // Enable(1)/Disable(0) bumpmap rendering
mat_clipz "1" // Enable(1)/Disable(0)
mat_colorcorrection "0" // Enable(1)/Disable(0)
mat_colcorrection_disableentities "1" //
mat_compressedtextures "1" // Enable(1)/Disable(0)
mat_debug_postprocessing_effects "0" // [Must be set to 0 for CEVO]
mat_debugdepthmode "0" // [Must be set to 0 for CEVO]
mat_debugdepthval "128" // [Must be set to 128 for CEVO]
mat_debugdepthvalmax "256" // [Must be set to 256 for CEVO]
mat_diffuse "1" //
mat_disable_bloom "1" // Enable(1)/Disable(0)
mat_disable_fancy_blending "1" // Enable(1)/Disable(0)
mat_disable_lightwarp "1" // Enable(1)/Disable(0)
mat_disable_ps_patch "1" // Enable(1)/Disable(0)
mat_envmapsize "0" //
mat_envmaptgasize "0" //
mat_fastspecular "1" // Enable(1)/Disable(0) specularity for visual testing
mat_filterlightmaps "1" // Enable(1)/Disable(0) smoothing of lightmaps
mat_filtertextures "1" // Enable(1)/Disable(0) smoothing of textures
mat_forceaniso "0" // Anistropic filtering level
mat_forcehardwaresync "0" //
mat_forcemanagedtextureintohardware "0" //
mat_framebuffercopyoverlaysize "0" //
mat_hdr_enabled "0" // Enable(1)/Disable(0)
mat_hdr_level "0" // Level of High Dynamic Range (0=none, 1=LDR+bloom, 2=full HDR)
mat_maxframelatency "0" //
mat_max_worldmesh_vertices "0" //
mat_mipmaptextures "1" // Enable(1)/Disable(0)
mat_monitorgamma "1.6" // Monitor gamma
mat_motion_blur_enabled "0" // Enable(1)/Disable(0) motion blur
mat_parallaxmap "0" //
mat_picmip "2" // Texture quality (0=High, 1=Medium, 2=Low) [Must not be higher than 2 for CEVO]
mat_reducefillrate "1" //
mat_shadowstate "0" //
mat_softwarelighting "0" //
mat_software_aa_blur_one_pixel_lines "0" //
mat_software_aa_strength "0" //
mat_software_aa_strength_vgui "0" //
mat_software_aa_tap_offset "0" //
mat_specular "0" // Enable(1)/Disable(0) specularity for performance testing
mat_trilinear "1" // Enable(1)/Disable(0)
mat_use_compressed_hdr_textures "1" // Enable(1)/Disable(0)
mat_vsync "0" // Enable(1)/Disable(0) vsync
mat_wateroverlaysize "8" //
//mp commands
mp_decals "128" //
mp_usehwmmodels "0" //
mp_usehwmvcds "0" //
//props commands
props_break_max_pieces "0" //
props_break_max_pieces_perframe "0" //
//r commands
r_3dnow "1" // Enables the use of AMD 3DNow! registers
r_3dsky "0" // Enable(1)/Disable(0) the rendering of 3D sky boxes
r_ambientboost "0" //
r_ambientfactor "1" //
r_ambientmin "0" //
r_bloomtintg "0" //
r_bloomtintb "0" //
r_bloomtintexponent "0" //
r_bloomtintr "0" //
r_cheapwaterend "1" //
r_cheapwaterstart "1" //
r_decal_cullsize "5" // Decals under this size in pixels are culled
r_decals "128" //
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0" //
r_drawbatchdecals "0" // Enable(1)/Disable(0) the rendering of decals in batch
r_drawdetailprops "0" // Enable(1)/Disable(0)
r_drawflecks "0" // Enable(1)/Disable(0)
r_drawmodeldecals "0" //
r_dynamic "0" //
r_eyegloss "0" //
r_eyemove "0" //
r_eyes "0" // Enable(1)/Disable(0) the rendering of eyes
r_eyeshift_x "0" //
r_eyeshift_y "0" //
r_eyeshift_z "0" //
r_eyesize "0" //
r_fastzreject "-1" // Enable(1)/Disable(0) a fast z-setting algorithm to take advantage of hardware with fast z reject (use -1 to default to hardware settings)
r_flashlightrendermodels "0" //
r_flex "0" //
r_ForceWaterLeaf "0" // Enable(1)/Disable(0) a water optimization
r_hunkalloclightmaps "0" //
r_lightaverage "1" // Enable(1)/Disable(0) light averaging [Must be set to 1 for CEVO]
r_lightcache_zbuffercache "0" //
r_lod "2" // [Must be set to -1/0/1/2 for CEVO]
r_maxdlights "32" // [Must be set to 32 for CEVO]
r_maxmodeldecal "0" //
r_maxnewsamples "0" //
r_maxsampledist "0" //
r_minnewsamples "0" //
r_norefresh "0" //
r_occlusion "1" // Enable(1)/Disable(0) the occlusion system
r_PhysPropStaticLighting "0" //
r_propsmaxdist "0" // Maximum visible distance for props
r_queued_decals "0" // Enable(1)/Disable(0)
r_queued_post_processing "1" // Enable(1)/Disable(0)
r_queued_ropes "1" // Enable(1)/Disable(0)
r_renderoverlayfragment "0" //
r_rootlod "2" // Root LOD [Must be set to 0/1/2 for CEVO]
r_ropetranslucent "0" //
r_shadowmaxrendered "32" //
r_shadowrendertotexture "1" // Determines shadow quality
r_shadows "1" // Enable(1)/Disable(0) shadows
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_sse2 "1" // Enable(1)/Disable(0) the use of SSE2 registers
r_sse_s "1" // Enable(1)/Disable(0)
r_staticprop_lod "3" //
r_teeth "0" // Enable(1)/Disable(0)
r_threaded_client_shadow_manager "1" //
r_threaded_particles "1" //
r_threaded_renderables "1" //
r_visualizeproplightcaching "1" //
r_WaterDrawReflection "0" // Enable(1)/Disable(0) water reflection
r_WaterDrawRefraction "0" // Enable(1)/Disable(0) water refraction
r_waterforceexpensive "0" //
r_waterforcereflectentities "0" //
r_worldlightmin "0.0002" // [Must be set to .0002 for CEVO]
r_worldlights "2" // Number of world lights to use per vertex [Must be set to 2 for CEVO]
//rope commands
rope_averagelight "0" // Enable(1)/Disable(0) the use average of cubemap lighting instead of max intensity for ropes
rope_collide "0" // Enable(1)/Disable(0) ropes colliding with the world
rope_rendersolid "0" //
rope_shake "0" //
rope_smooth "0" // Enable(1)/Disable(0) an antialiasing effect on ropes
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha "0" // Maximum alpha for rope antialiasing effect
rope_smooth_maxalphawidth "0" //
rope_smooth_minalpha "0" // Minimum alpha for rope antialiasing effect
rope_smooth_minwidth "0" // The minimum screenspace width the rope uses When using smoothing
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0.01" //
//snd commands
snd_async_fullyasync "0" // All playback is fully async (sound doesn't play until data arrives)
snd_duckerattacktime "0.5" //
snd_duckerreleasetime "2.5" //
snd_duckerthreshold "0.15" //
snd_ducktovolume "0.55" //
snd_musicvolume "0" // Music volume
snd_noextraupdate "1" //
snd_pitchquality "1" //
snd_profile "0" //
//texture commands
texture_budget_background_alpha "999" // How translucent the budget panel is
texture_budget_panel_height "0" // Height in pixels of the budget panel
texture_budget_panel_width "0" // Width in pixels of the budget panel
//violence commands
violence_ablood "1" // Draw alien blood
violence_agibs "1" // Show alien gib entities
violence_hblood "1" // Draw human blood
violence_hgibs "1" // Show human gib entities
//voice commands
voice_enable "1" // Enable(1)/Disable(0)
voice_fadeouttime "0" //
voice_forcemicrecord "1" //
voice_modenable "1" // Enable(1)/Disable(0) voice in this mod
//miscellaneous commands
adsp_debug "0" //
blink_duration "0" // How many seconds an eye blink will last
closecaption "0" // Enable(1)/Disable(0) closecaptioning
commentary "0" // Enable(1)/Disable(0)
crosshair "1" // Enable(1)/Disable(0) the crosshair
datacachesize "128" // Determines the amount in MB to allocate to the game's general data caches
flex_smooth "0" // Enable(1)/Disable(0) smoothing/decay curve to flex animation controller changes
func_break_max_pieces "0" //
gl_clear "1" // [Must be set to 1 for CEVO]
host_thread_mode "1" //
jpeg_quality "100" // Jpeg screeshot quality (Low(0)-High(100)) [Must be set to 100 for CEVO]
lod_TransitionDist "0" //
muzzleflash_light "1" //
prop_active_gib_limit "0" //
rate "30000" // Max bytes/sec the host can receive data [Must be set to 25000+ for CEVO]
room_type "0" //
showhitlocation "1" //
suitvolume "0" //
sv_forcepreload "1" //
weapon_showproficiency "1" //
//end commands
mat_savechanges // Saves current video configuration to the registry
echo "***********************************"
echo "obiwaN's CS:S FPS Config v1.03 Loaded"
echo "***********************************"
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