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config "OptimizationDL" - competitive by back3p

Автор: back3p

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6
Обновлён
14 июня 2026
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Описание

От автора, на языке оригинала.

Hi. I've been working on the Deadlock config for a long time, and I decided to publish them in the public domain for everyone. If you want the maximum FPS with minimal loss of texture quality. 
The mod includes slightly washed-out textures (render scale of 70%). There are almost no shadows, and the lighting is even and flat. Visual effects (bloom, fog, and glow) are disabled. The image will become simpler and cheaper, but the FPS will increase significantly. If it's too dark in some places, enter r_directlighting "true" in the console. The mod is a combination of game files and commands for maximum optimization and FPS boost. 

The mod is updated every time new commands or improvements are added. With each update, the config becomes better and better in terms of FPS
The mod is specialized for all types Low / Medium, High PC
  • ▪︎ Special thanks for SUPPORT with the config and design of LadyGoida<3
  • ▪︎ Creator: back3p
  • ▪︎ Discord: hollyn1ght

If you want to find a teammate, mods, skins, or just chat and have fun, come to our discord server!

▪︎ Telegramm: https://t.me/qtars1s
▪︎ Discord: https://discord.gg/Vh3SET5RJ9
▪︎ Twitch: https://www.twitch.tv/qtarsis
// ------------ Config for maximum FPS ------ boost without losing quality --------------------
//
// ──────▄▀▄─────▄▀▄────── 
// ─────▄█░░▀▀▀▀▀░░█▄──────
// ─▄▄──█░░░░░░░░░░░█──▄▄────
// █▄▄█─█░░▀░░┬░░▀░░█─█▄▄█
//
// OptimizatedDL v2.0 by back3p ty for choosing me // (ty lady goida <3) //
// ---- my contacts ---- discord: hollyn1ght ------- steam: https://steamcommunity.com/profiles/76561199143880151/ -----------
// 
// ===================================================================
// - fps_max выставь под свой монитор: 60 / 144 / 240 / 360
// - Если тормозят частицы → r_particle_timescale 1.05 (не выше)
// - Если слишком темно → r_directlighting "true"
// - Если сильный ПК → r_texturefilteringquality 4 (анизотропия 8x)
// ===================================================================
// 
"GameInfo"
{
    game        "citadel"
    title       "Citadel"
    type        multiplayer_only
    nomodels 1
    nohimodel 1
    nocrosshair 0
    hidden_maps
    {
        "test_speakers"         1
        "test_hardware"         1
    }
    nodegraph 0
    perfwizard 0
    tonemapping 0 
    GameData    "citadel.fgd"
    
    Localize
    {
        DuplicateTokensAssert   1
    }
    
    FileSystem
    {   
        SearchPaths
        {  
            Game_Language       citadel_*LANGUAGE*
            Game                citadel/addons
            Mod                 citadel
            Write               citadel          
            Game                citadel
            Mod                 core
            Write               core
            Game                core        
        }
    }
    
    MaterialSystem2
    {
        RenderModes
        {
            game Default
            game Forward
            game Deferred
            game Outline
            game Depth
            game FrontDepth

            dev ToolsVis
            dev ToolsWireframe
            tools ToolsUtil
        }
    }

    MaterialEditor
    {
        "DefaultShader" "environment_texture_set"
    }

    NetworkSystem
    {
        BetaUniverse
        {
            FakeLag         40
            FakeLoss        .1
            FakeReorderPct 0
            FakeReorderDelay 0
            FakeJitter "off"
        }

        "SkipRedundantChangeCallbacks"  "1"
    }

    RenderSystem
    {
        IndexBufferPoolSizeMB 32
        UseReverseDepth 1
        Use32BitDepthBuffer 0
        Use32BitDepthBufferWithoutStencil 0
        SwapChainSampleableDepth 1
        VulkanMutableSwapchain 1
        "LowLatency"                                "0"   // 0 = off (recommended), 1 = on (may cause microstutters). [def: "1"]
        "VulkanOnly"                                "1"    [ $LINUX || $OSX ]
        "VulkanRequireSubgroupWaveOpSupport"        "1"    [ !$OSX ]
        "VulkanRequireDescriptorIndexing"           "1"    [ !$OSX ]
        "VulkanSteamShaderCache" "1"
        "VulkanSteamAppShaderCache" "1"
        "VulkanSteamDownloadedShaderCache" "1"
        "VulkanAdditionalShaderCache" "vulkan_shader_cache.foz"
        "VulkanStagingPMBSizeLimitMB" "384"
        "GraphicsPipelineLibrary"   "1"
        "VulkanOnlyTestProbability" "0"
        "VulkanDefrag"              "1"
        "MinStreamingPoolSizeMB"    "1024"
        "MinStreamingPoolSizeMBTools" "2048"
    }

    NVNGX
    {
        AppID 103371621
        SupportsDLSS 1
    }

    Engine2
    {
        HasModAppSystems 1
        Capable64Bit 1
        URLName citadel
        RenderingPipeline
        {
            SupportsMSAA 0
            DistanceField 1
        }
        PauseSinglePlayerOnGameOverlay 1
        DefensiveConCommands 1
        DisableLoadingPlaque 1
    }

    ContentBuilder
    {
        ResourceCompilerDirectXUsesWARP "0"
    }

    SoundSystem
    {
        SteamAudioEnabled            "1"
        WaveDataCacheSizeMB          "256"
        "UsePlatTime"            "1"
    }
    Sounds
    {
        HierarchicalEncodingFiles    "1"
    }

    ToolsEnvironment
    {
        "Engine"    "Source 2"
        "ToolsDir"  "../sdktools"
    }
    
    pulse
    {
        "pulse_enabled"                 "1"
    }

    Hammer
    {
        "fgd"                   "citadel.fgd"
        "GameFeatureSet"        "Citadel"
        "DefaultSolidEntity"    "trigger_multiple"
        "DefaultPointEntity"    "info_player_start"
        "NavMarkupEntity"       "func_nav_markup"
        "OverlayBoxSize"            "8"
        "TileMeshesEnabled"         "1"
        "RenderMode"                "ToolsVis"
        "CreateRenderClusters"      "1"
        "DefaultMinDrawVolumeSize"  "2048"
        "DefaultMinTrianglesPerCluster" "16384"
        "TileGridSupportsBlendHeight"   "1"
        "TileGridBlendDefaultColor" "0 255 0"
        "LoadScriptEntities" "0"
        "UsesBakedLighting" "1"
        "UseAnalyticGrid" "0"
        "SupportsDisplacementMapping" "0"
        "SteamAudioEnabled"             "1"
        "LatticeDeformerEnabled"        "1"
        "ShadowAtlasWidth" "16384"
        "ShadowAtlasHeight" "16384"
        "TimeSlicedShadowMapRendering" "1"
    }

    SoundTool
    {
        "DefaultSoundEventType" "src1_3d"

        SoundEventBaseOptions
        {
            "Base.Announcer.VO.2d" ""
            "Base.World.VO.Emitter.3d" ""
            "Base.Hero.VO.Ping.2d" ""
            "Base.Hero.VO.2d" ""
            "Base.Hero.VO.3d" ""
            "Base.Hero.VO.Ability.3d" ""
            "Base.Hero.VO.Ultimate.3d" ""
            "Base.Hero.VO.Dash.3d" ""
            "Base.Hero.VO.Effort.3d" ""
            "Base.Hero.VO.Pain.3d" ""
            "Base.Hero.VO.Melee.3d" ""
            "Base.Hero.VO.Death.3d" ""
        }
    }

    RenderPipelineAliases
    {
    }

    ResourceCompiler
    {
        DefaultMapBuilders
        {
            "bakedlighting" "1"
            "envmap"    "0"
            "nav"       "1"
        }

        MeshCompiler
        {
            OptimizeForMeshlets 1
            TrianglesPerMeshlet 64
            UseMikkTSpace 1
            EncodeVertexBuffer 1
            EncodeVertexBufferVersion 1
            EncodeVertexBufferLevel 3
            EncodeIndexBuffer 1
            SplitDepthStream 1
        }

        WorldRendererBuilder
        {
            VisibilityGuidedMeshClustering      "1"
            MinimumTrianglesPerClusteredMesh    "8192"
            MinimumVerticesPerClusteredMesh     "8192"
            MinimumVolumePerClusteredMesh       "8192"
            MaxPrecomputedVisClusterMembership  "96"
            MaxCullingBoundsGroups              "128"
            UseAggregateInstances               "1"
            AggregateInstancingMeshlets         "1"
            BakePropsWithExtraVertexStreams     "1"
        }

        BakedLighting
        {
            Version 4
            ImportanceVolumeTransitionRegion 512
            LightmapChannels
            {
                direct_light_shadows 1
                debug_chart_color 1
                directional_irradiance_sh2_dc 1
                
                directional_irradiance_sh2_r
                {
                    CompressedFormat DXT1
                }
                
                directional_irradiance_sh2_g
                {
                    CompressedFormat DXT1
                }
                
                directional_irradiance_sh2_b
                {
                    CompressedFormat DXT1
                }
            }
            LightmapGutterSize 2
            UseStaticLightProbes 0
            LPVAtlas 1
            BC6HHueShiftFixup 0
            Repack2 1
        }

        SteamAudio
        {
            ReverbDefaults
            {
                GridSpacing         "3.0"
                HeightAboveFloor    "1.5"
                RebakeOption        "0"
                NumRays             "32768"
                NumBounces          "64"
                IRDuration          "1.0"
                AmbisonicsOrder     "1"
            }
            PathingDefaults
            {
                GridSpacing         "3.0"
                HeightAboveFloor    "1.5"
                RebakeOption        "0"
                NumVisSamples       "1"
                ProbeVisRadius      "0"
                ProbeVisThreshold   "0.1"
                ProbeVisPathRange   "1000.0"
            }
        }
        SoundStackScripts
        {
            CompileStacksStrict "1"
        }
        VisBuilder
        {
            MaxVisClusters "4096"
            PreMergeOpenSpaceDistanceThreshold "128.0"
            PreMergeOpenSpaceMaxDimension "2048.0"
            PreMergeOpenSpaceMaxRatio "8.0"
            PreMergeSmallRegionsSizeThreshold "20.0"
        }

        VDataLocalization
        {
            GameOutputPath  "resource/localization/citadel_vdata"
            TokenPrefix     "Citadel_VData_"
        }
    }

    Source1Import
    {
        "forcevtxfileupconvert" 1
    }

    WorldRenderer
    {
        EnvironmentMaps                 1
        EnvironmentMapFaceSize          256
        EnvironmentMapRenderSize        1024
        EnvironmentMapFormat            BC6H
        EnvironmentMapPreviewFormat     BC6H
        EnvironmentMapColorSpace        linear
        EnvironmentMapMipProcessor      GGXCubeMapBlur
        "EnvironmentMapUseCubeArray"    1
        "EnvironmentMapCacheSizeTools"  300
        BindlessSceneObjectDesc         CitadelBindlessDesc
        GrassCastsShadows               1
    }

    SceneSystem
    {
        GpuLightBinner 1
        FogCachedShadowAtlasWidth 0
        FogCachedShadowAtlasHeight 0
        FogCachedShadowTileSize 0
        GpuLightBinnerSunLightFastPath 1
        CSMCascadeResolution 0
        SunLightManagerCount 0
        SunLightManagerCountTools 0
        DefaultShadowTextureWidth 0
        DefaultShadowTextureHeight 0
        DynamicShadowResolution 0

        TransformTextureRowCount    1024
        TransformTextureRowCountToolsMode 6144
        SunLightMaxCascadeSize        4
        SunLightShadowRenderMode    Depth
        LayerBatchThresholdFullsort 20
        NonTexturedGradientFog        0
        DisableLateAllocatedTransformBuffer 1
        MinimumLateAllocatedVertexCacheBufferSizeMB 64
        CubemapFog 0
        VolumetricFog 0
        FrameBufferCopyFormat R11G11B10F
        Tonemapping 0

        WellKnownLightCookies
        {
            "blank" "materials/effects/lightcookies/blank.vtex"
            "flashlight" "materials/effects/lightcookies/flashlight.vtex"
        }

        ComputeShaderSkinning 1
    }

    NavSystem
    {
        "NavTileSize" "128.0"
        "NavCellSize" "1.5"
        "NavCellHeight" "2.0"
        "NavHullsPreset" "default"
        "NavRegionMinSize" "8"
        "NavRegionMergeSize" "20"
        "NavEdgeMaxLen" "1200"
        "NavEdgeMaxError" "51.0"
        "NavVertsPerPoly" "4"
        "NavDetailSampleDistance" "120.0"
        "NavDetailSampleMaxError" "2.0"
        "NavSmallAreaOnEdgeRemovalSize" "81.0"
    }

    AnimationSystem
    {
        "DisableServerInterpCompensation"   "1"
        "DisableAnimationScript"    "1"
        "ServerPoseRecipeHistorySize"   "60"
        "ClientPoseRecipeHistorySize"   "60"
    }

    ModelDoc
    {
        "models_gamedata"           "models_gamedata.fgd"
        "features"                  "animgraph;modelconfig;gamepreview;wireframe_backfaces;distancefield"
    }

    Particles
    {
        "EnableParticleShaderFeatureBranching"  "1"
        "Float16HDRBackBuffer" "1"
        "PET_SupportFadingOpaqueModels" "1"
        "Features" "non_homogenous_forward_layer_only"
    }

    ConVars
    {   
// ================ BACK3P CONFIG v2.0 — MAX FPS + VISIBLE MAP ================
//     Updated: 23.04.2026 (ty lady goida <3)
// ======================================================

// ================ PREFERENCES ================
citadel_boss_glow_disabled                  "0"             // Disables boss/walker glow. [def: "0"]
citadel_damage_offscreen_indicator_disabled "true"          // Disables trooper portraits behind walls. [def: "true"]
citadel_player_glow_disabled                "0"             // Disables player glow when pinged. [def: "0"]
citadel_trooper_outline_enabled             "true"          // Enables outline on troopers. [def: "true"]
citadel_trooper_glow_disabled               "0"             // Disables trooper glow. [def: "0"]
citadel_unit_status_allies_see_thru_walls_max_distance "40" // Distance for ally status through walls. 0 = no limit. [def: "0"]

// ================ FIELD OF VIEW ================
"r_aspectratio" "2.15"                                      // Camera zoom (1.75=80fov, 2.15=90fov, 2.49=100fov). [def: "2.15"]
r_ambientmin "0.35" 
r_ambientfactor "12"
r_ambientboost "1"
mm_prefer_solo_only "true"
mat_tonemapping_occlusion_use_stencil "0"
r_fastzreject "1"
r_force_ambient "2"
mat_tonemap_boost "1.15"
cl_entityiter_allow_world_occlusion "0"
sv_force_transmit_players "1"
r_lod "-5"

// ================ HUD ================
citadel_crosshair_hit_marker_duration       "0.00001"       // Removes hitmarker duration. [def: "0.1"]
citadel_damage_report_enable                "1"             // Enables damage report tab. [def: "1"]
citadel_damage_text_batching_window_ability "1000"          // Batching window for damage text. [def: "1000"]
citadel_hideout_ball_show_juggle_count      "1"             // Shows juggle count for hideout ball. [def: "0"]
citadel_hideout_ball_show_juggle_fx         "1"             // Shows juggle FX for hideout ball. [def: "0"]
citadel_hud_objective_health_enabled        "2"             // 0=Off, 1=Shrines, 2=T1/T2, 3=Barracks. [def: "2"]
citadel_unit_status_use_new                 "1"             // 1=new health bar, 0=old. [def: "0"]

// ================ LIGHTING & SHADOWS ================
lb_enable_baked_shadows                     "1"             // Enables baked shadows (static). [def: "1"]
mat_global_lighting_boost                   "1"        
lb_enable_dynamic_lights                    "1"             // Enables dynamic lights (abilities, walkers). [def: "1"]
lb_enable_stationary_lights                 "1"             // Enables stationary lights (map lighting). [def: "1"]
lb_barnlight_shadowmap_scale                "0.5"           // Scale for barnlight shadows (lower = cheaper). [def: "1"]
lb_csm_cascade_size_override                "1"             // Enables CSM cascade size override. [def: "1536"]
lb_csm_draw_alpha_tested                    "0"             // Disables alpha-tested geometry in CSM. [def: "1"]
lb_csm_draw_translucent                     "0"             // Disables translucent objects in CSM. [def: "1"]
lb_csm_override_staticgeo_cascades          "0"             // Disables static geo cascades override. [def: "1"]
lb_csm_override_staticgeo_cascades_value    "-1"            // Static cascade range. -1 = minimal. [def: "-1"]
lb_dynamic_shadow_resolution_base           "256"           // Dynamic shadow resolution (lower = cheaper). [def: "1536"]
lb_enable_shadow_casting                    "0"             // Disables shadow casting (performance). [def: "1"]
lb_ssss_samples                             "1"             // Subsurface scattering samples (lower = cheaper). [def: "11"]
lb_sun_csm_size_cull_threshold_texels       "30"            // Culls tiny CSM contributions. [def: "10"]
r_citadel_gpu_culling_shadows               "1"             // GPU-driven shadow culling. [def: "0"]
r_citadel_shadow_quality                    "0"             // Shadow quality (0=lowest). [def: "2"]
r_shadows                                   "0"             // Disables dynamic shadows completely. [def: "1"]
r_size_cull_threshold_shadow                "1"             // Shadow culling threshold (higher = more culling). [def: "0.2"]
sc_disable_spotlight_shadows                "1"             // Disables spotlight shadows. [def: "0"]
sparseshadowtree_disable_for_viewmodel      "0"             // Disable SST for viewmodel. [def: "1"]
sparseshadowtree_enable_rendering           "1"             // Enables Sparse Shadow Tree for static geo. [def: "0"]

// ================ LIGHTING ================
cl_retire_low_priority_lights               "1"             // Drops low-priority dynamic lights. [def: "0"]
mat_async_shader_load                       "1"             // Async shader loading (performance). [def: "0"]
mat_set_shader_quality                      "0"             // Shader quality (0 or 1). [def: null]
r_citadel_distancefield_farfield_enable     "0"             // Disables farfield distance field. [def: "1"]
r_citadel_ssao_quality                      "0"             // SSAO quality (0=lowest/off). [def: "3"]
r_citadel_ssao_thin_occluder_compensation   "0"             // Disables thin occluder SSAO. [def: "0.5"]
r_citadel_sun_shadow_slope_scale_depth_bias "1.2"           // Sun shadow bias. [def: "3.54"]
r_directlighting                            "false"         // Set to "true" if characters are too dark. [def: "true"]
r_distancefield_enable                      "0"             // Disables distance field system. [def: "1"]
r_light_flickering_enabled                  "1"             // Enables light flicker effects. [def: "1"]
r_lightmap_bicubic_filtering                "1"             // Bicubic filtering on lightmaps. [def: "1"]
r_lightmap_size                             "4"             // Max lightmap resolution (lower = cheaper). [def: "65536"]
r_lightmap_size_directional_irradiance      "4"             // Directional irradiance size. [def: "-1"]
r_multiscattering                           "1"             // Multi-scattering lighting. [def: "1"]
r_rendersun                                 "0"             // Disables sun lighting (big FPS boost). [def: "1"]
r_ssao                                      "0"             // Disables SSAO completely. [def: "1"]
r_ssao_strength                             "0"             // SSAO strength multiplier. [def: "1.2"]

// ================ SKYBOX ================
r_draw3dskybox                              "0"             // Disables 3D skybox (distant geometry). [def: "1"]

// ================ FPS CAPS ================
engine_low_latency_sleep_after_client_tick  "true"          // Sleep after client tick for lower latency. [def: "false"]
engine_no_focus_sleep                       "20"            // Sleep when unfocused (ms). [def: "20"]
fps_max                                     "0"             // Max FPS. Set to your monitor refresh rate (60/144/240). [def: "400"]
panorama_max_fps                            "30"            // Menu FPS cap. [def: "120"]
panorama_max_overlay_fps                    "30"            // Overlay FPS cap (ESC menu). [def: "60"]

// ================ OBJECT CULLING ================
r_size_cull_threshold                       "0.9"           // Culls small objects sooner (higher = more culling). [def: "0.8"]
sc_clutter_enable false

// ================ CAMERA ================
citadel_camera_soft_collision_angle         "360"           // Camera collision angle. [def: "360"]
r_citadel_clip_sphere_min_opacity           "0"             // Removes pinhole camera blur. [def: "40"]

// ================ TEXTURES ================
r_texture_budget_threshold                  "0.7"           // Texture pool reduction threshold. [def: "0.8"]
r_texture_budget_update_period              "0.5"           // Update period for texture budget (seconds). [def: "0.1"]
r_texture_stream_mip_bias                   "1"             // Texture streaming mip bias (higher = lower quality). [def: "1"]
r_texturefilteringquality                   "2"             // 0=Bilinear,1=Trilinear,2=Aniso2x,3=Aniso4x,4=Aniso8x,5=Aniso16x. [def: "5"]

// ================ RENDER DISTANCE ================
r_farz                                      "8000"          // Far clipping plane. Lower = more culling. [def: "-1"]
r_mapextents                                "9000"          // Map extents for culling. [def: "16384"]

// ================ PARTICLES ================
r_particle_max_size_cull                    "999"           // Skip culling for particles larger than this. [def: "1200"]
cl_particle_batch_mode                      "1"             // 1 or 2 (2 breaks some abilities). [def: "1"]
cl_particle_fallback_base                   "10"            // Base for cheaper particle effects. [def: "0"]
cl_particle_fallback_multiplier             "40"            // Multiplier for fallback effects. [def: "0"]
cl_particle_sim_fallback_base_multiplier    "40"            // Aggressiveness of fallback switching. [def: "5"]
cl_particle_sim_fallback_threshold_ms       "0.001"         // Threshold for fallback activation. [def: "6"]
particle_cluster_nodraw                     "1"             // Skips drawing particle clusters. [def: "0"]
r_RainParticleDensity                       "0"             // Rain particle density (0-1). [def: "1"]
r_draw_particle_children_with_parents       "0"             // Draws child particles with parents. [def: "-1"]
r_late_particle_job_sync                    "true"          // Late particle job sync. [def: "false"]
r_limit_particle_job_duration               "true"          // Limits particle job duration. [def: "false"]
r_particle_allowprerender                   "false"         // Disables particle prerendering. [def: "true"]
r_particle_batch_collections                "true"          // Batches particle collections. [def: "false"]
r_particle_max_detail_level                 "1"             // Max particle detail level (0-3). [def: "3"]
r_particle_max_texture_layers               "4"             // Minimum 4 for ability visuals. [def: "-1"]
r_particle_model_per_thread_count           "64"            // Particle models per thread. [def: "32"]
r_particle_skip_postsim                     "true"          // Skips post-simulation. [def: "false"]
r_particle_timescale                        "1.1"           //
r_physics_particle_op_spawn_scale           "0"             // Disables physics particle spawns. [def: "1"]
r_world_wind_strength                       "0"             // Disables wind effects. [def: "40"]

// ================ UI ================
citadel_damage_text_show_effectiveness      "0"             // Hides damage effectiveness info. [def: "0"]
closecaption                                "false"         // Disables closed captions. [def: "false"]
panorama_allow_transitions                  "false"         // Disables UI animations. [def: "1"]
panorama_disable_blur                       "1"             // Disables UI blur effects. [def: "0"]
panorama_disable_box_shadow                 "1"             // Disables UI box shadows. [def: "0"]
panorama_temp_comp_layer_min_dimension      "128"           // Minimum size for UI compositing. [def: "512"]
r_citadel_enable_pano_world_blur            "true"          // Enables panorama world blur. [def: "true"]
r_dashboard_render_quality                  "0"             // Lower = cheaper UI rendering. [def: "1"]

// ================ RAGDOLLS ================
cl_disable_ragdolls                         "0"             // Do NOT enable (breaks Doorman ult). [def: "0"]
cl_ragdoll_limit                            "-1"            // Max ragdolls rendered. -1 = no limit. [def: "-1"]
ragdoll_parallel_pose_control               "1"             // Multithreaded ragdoll handling. [def: "0"]

// ================ MODELS ================
animgraph_enable_parallel_op_evaluation     "1"             // Parallel animgraph evaluation. [def: "0"]
animgraph_enable_parallel_preupdate         "1"             // Parallel animgraph pre-update. [def: "0"]
cl_fasttempentcollision                     "1000"          // Fast collision for temp entities. [def: "5"]
cloth_sim_on_tick                           "0"             // Disables cloth simulation. [def: "1"]
enable_boneflex                             "0"             // Disables bone flexes (facial animations). [def: "1"]
ik_fabrik_align_chain                       "0"             // Disables FABRIK alignment. [def: "1"]
ik_final_fixup_enable                       "0"             // Disables final IK fixup. [def: "1"]
phys_threaded_cloth_bone_update             "1"             // Threaded cloth bone update. [def: "0"]
phys_threaded_kinematic_bone_update         "1"             // Threaded kinematic bone update. [def: "0"]
phys_threaded_transform_update              "1"             // Threaded transform update. [def: "0"]
props_break_max_pieces_perframe             "0"             // Disables breakable pieces. [def: "16"]
r_hair_ao                                   "0"             // Disables hair ambient occlusion. [def: "1"]

// ================ VISUAL CLARITY ================
cl_show_splashes                            "0"             // Disables splash effects. [def: "1"]
mat_colorcorrection                         "1"             // Color correction (looks less vibrant when off). [def: "1"]
r_character_decal_resolution                "1"             // Character decal resolution (lower = cheaper). [def: "1024"]
r_decals                                    "1"             // Max decals allowed. [def: "2048"]
r_decals_default_fade_duration              "1"             // Decal fade duration (seconds). [def: "3"]
r_depth_of_field                            "0"             // Disables depth of field. [def: "1"]
r_drawdecals                                "1"             // Enables decal rendering. [def: "1"]
r_effects_bloom                             "0"             // Disables effects bloom. [def: "1"]
r_post_bloom                                "0"             // Disables post-process bloom. [def: "1"]
sc_clutter_enable                           "false"         // Disables clutter props (better visibility). [def: "true"]
violence_ablood                             "0"             // Disables alien blood. [def: "1"]
violence_agibs                              "0"             // Disables alien gibs. [def: "1"]
violence_hblood                             "0"             // Disables human blood. [def: "1"]
violence_hgibs                              "0"             // Disables human gibs. [def: "1"]
volume_fog_intermediate_textures_hdr        "false"         // Lower fog color depth. [def: "true"]

// ================ NETWORK ================
cl_async_usercmd_send                       "true"          // Async user command sending. [def: "false"]

// ================ SYSTEM ================
battery_saver                               "0"             // Disables battery saver. [def: "0"]
cpu_level                                   "1"             // CPU level (ignored by engine). [def: "2"]
enable_priority_boost                       "true"          // Priority boost. [def: "true"]
gpu_mem_level                               "1"             // GPU memory level (ignored). [def: "2"]

// ================ INPUT ================
cl_input_enable_raw_keyboard                "1"             // Raw keyboard input. [def: "0"]

// ================ LOD & CULLING ================
citadel_use_pvs_for_players                 "true"          // Culls players out of view. [def: "false"]
mat_viewportscale                           "0.70"          // Render scale (0.5-1.0). Lower = more FPS but blurrier. [def: "1"]
phys_cull_internal_mesh_contacts            "true"          // Culls internal mesh contacts. [def: "false"]
sc_aggregate_bvh_threshold                  "128"           // BVH aggregation threshold. [def: "128"]
sc_fade_distance_scale_override             "85"            // Distance for object fade. [def: "-1"]
sc_instanced_mesh_lod_bias                  "0.15"          // LOD bias for instanced meshes (lower = less detail). [def: "1.25"]
sc_instanced_mesh_lod_bias_shadow           "0.10"          // LOD bias for shadow meshes. [def: "1.75"]
sc_instanced_mesh_motion_vectors            "0"             // Disables motion vectors. [def: "1"]
sc_instanced_mesh_size_cull_bias_shadow     "10"            // Size cull bias for shadow meshes. [def: "2"]
sc_layer_batch_threshold                    "128"           // Layer batch threshold. [def: "128"]
sc_layer_batch_threshold_fullsort           "80"            // Fullsort batch threshold. [def: "80"]
sc_screen_size_lod_scale_override           "0.5"           // LOD scale (lower = less polygons). [def: "-1"]
skeleton_instance_lod_optimization          "false"         // Skeleton LOD optimization. [def: "false"]

// ================ MISC ================
cl_batch_entity_list_ops_during_latch       "true"          // Batch entity operations. [def: "false"]
cl_interp_parallel                          "true"          // Parallel interpolation. [def: "false"]
cl_modifier_parallel_gather_status_effect_updates   "true"  // Parallel modifier updates. [def: "false"]
cl_phys_assume_fixed_tick_interval          "false"         // Assume fixed tick interval. [def: "true"]
engine_max_ticks_to_simulate                "2"             // Max ticks per frame. [def: "-1"]
nav_obstruction_async_update                "true"          // Async nav obstruction. [def: "false"]
parallel_perform_invalidate_physics         "true"          // Parallel physics invalidation. [def: "false"]
r_async_compute_fog                         "true"          // Async fog computation. [def: "false"]
r_citadel_depth_prepass_dynamic_objects     "false"         // Disables depth prepass for dynamic objects. [def: "true"]
r_low_latency                               "0"             // Low latency mode. 0 = stable, 1 = possible stutters. [def: "1"]
r_renderdoc_auto_shader_pdbs                "false"         // Disables automatic shader PDBs. [def: "true"]
save_parallel                               "true"          // Parallel save operations. [def: "false"]
sc_force_materials_batchable                "true"          // Forces materials to be batchable. [def: "false"]
r_max_portal_render_targets                 "2"             // Max Doorman portals. 0=off, 2=safe. [def: "0"]

// ================ GRASS ================
r_grass_end_fade                            "0"             // Grass end fade distance (0 = culled). [def: "300"]
r_grass_quality                             "0"             // Grass quality (0=lowest). [def: "2"]
r_grass_start_fade                          "0"             // Grass start fade distance. [def: "0"]

// ================ CREEP AI ================
ai_strong_optimizations_no_checkstand       "1"             // Strong AI optimizations. [def: "0"]
citadel_npc_force_animate_every_tick        "false"         // Disables forced NPC animation. [def: "true"]
cl_simulate_dormant_entities                "false"         // Disables dormant entity simulation. [def: "true"]

// ================ AUDIO ================
audio_enable_vmix_mastering                 "false"         // Disables vmix mastering. [def: "true"]
snd_mixahead                                "0.05"          // Audio latency (higher = less CPU). [def: "0.001"]
snd_occlusion_bounces                       "0"             // Disables occlusion bounces. [def: "1"]
snd_occlusion_rays                          "0"             // Disables occlusion rays. [def: "4"]
snd_soundmixer_version                      "1"             // Soundmixer version. [def: "2"]
snd_steamaudio_reverb_order_rendering       "0"             // Reverb order (0=off). [def: "0"]
snd_ui_positional                           "false"         // Disables positional UI audio. [def: "true"]
snd_steamaudio_num_threads                  "4"             // Audio threads (adjust for your CPU). [def: "4"]

// ================ CSM SHADOWS ================
csm_cascade0_override_dist                  "0"             // Shadow cascade override. [def: "0"]
csm_cascade1_override_dist                  "0"             // Shadow cascade override. [def: "0"]
csm_cascade2_override_dist                  "0"             // Shadow cascade override. [def: "0"]
csm_cascade3_override_dist                  "0"             // Shadow cascade override. [def: "0"]
csm_max_dist_between_caster_and_receiver    "0"             // Shadow distance override. [def: "0"]
csm_max_num_cascades_override               "0"             // Cascade count override. [def: "0"]
csm_max_shadow_dist_override                "1"             // Shadow distance override. [def: "1"]
csm_max_visible_dist                        "0"             // Visible shadow distance. [def: "0"]
csm_res_override_0                          "1"             // Cascade 0 resolution override. [def: "1"]
csm_res_override_1                          "1"             // Cascade 1 resolution override. [def: "1"]
csm_res_override_2                          "1"             // Cascade 2 resolution override. [def: "1"]
csm_res_override_3                          "1"             // Cascade 3 resolution override. [def: "1"]
csm_viewmodel_shadows                       "false"         // Disables viewmodel shadows. [def: "false"]

// ================ MISC CVARS ================
gpu_level                                   "1"             // GPU level (ignored by engine). [def: "1"]
r_citadel_npr_force_solid_outline           "false"         // Forces solid outlines (causes visual bugs). [def: "false"]
r_citadel_npr_outlines                      "true"         // Disables enemy outlines. [def: "true"]
r_citadel_npr_outlines_max_dist             "1"             // Max outline distance. [def: "1000"]
r_citadel_selection_outline2_alpha          "0.2"           // Outline alpha (0-1). [def: "0.8"]
r_drawskybox                                "true"          // Cannot be changed anymore. [def: "true"]

// ======================================================
//   ----------- Config By BACK3P v2.0 --------------
// ======================================================

        "rate"
        {
            "min"       "98304"
            "default"   "786432"
            "max"       "1000000"
        }
        "sv_minrate"    "98304"
        "sv_maxunlag"   "0.500"
        "sv_maxunlag_player" "0.200"
        "sv_lagcomp_filterbyviewangle" "false"

        "panorama_classes_perf_warning_threshold_ms" "0.75"
        "panorama_js_minidumps" "1"
        "panorama_disable_render_target_cache" "0"
        "panorama_skip_composition_layer_content_paint" "1"

        "snd_steamaudio_load_reverb_data" "0"
        "snd_steamaudio_load_pathing_data" "0"
        "snd_steamaudio_enable_custom_hrtf"     "0"
        "snd_steamaudio_active_hrtf"            "0"
        "snd_steamaudio_reverb_update_rate"     "10.0"
        "snd_steamaudio_ir_duration"            "1.0"
        "snd_steamaudio_enable_pathing"         "0"
        "snd_steamaudio_invalid_path_length"    "0.0"
        "cl_disconnect_soundevent"              "citadel.convar.stop_all_game_layer_soundevents"
        "snd_event_browser_default_stack"       "citadel_default_3d"
        
        "voice_in_process"                      "1"
        "snd_report_audio_nan" "1"
        "snd_sos_max_event_base_depth" "10"
        "sos_use_guid_filter" "1"

        "voice_always_sample_mic"               
        {
            "version"   "2"
            "default"   "0"
        }

        "reset_voice_on_input_stallout"         "0"
        "voice_input_stallout"                  "0.5"
        "cl_usesocketsforloopback" "1"
        "cl_poll_network_early" "0"
        "iv_parallel_restore" "1"
        "disable_source_soundscape_trace"       "1"
        
        "cl_tickpacket_recvmargin_desired" "5"
        "cl_tickpacket_desired_queuelength" "0"
        "cl_async_usercmd_send_disabled_recvmargin_min" "0.5"
        "cl_clock_buffer_ticks" "1"
        "cl_interp_ratio" "0"
        "cl_async_usercmd_send" "true"

        "fps_max_ui"    "120"
        "in_button_double_press_window" "0.3"
        "snd_ui_positional"                             "false"
        "snd_ui_spatialization_spread"                  "2.4"
        "snd_envelope_rate"                             "100.0"
        "snd_soundmixer_update_maximum_frame_rate"      "0"

        "speaker_config"
        {
            "min"       "0"
            "default"   "0"
            "max"       "2"
        }

        "cq_buffer_bloat_msecs_max" "120"
        "snd_soundmixer"                        "Default_Mix"
        "cloth_filter_transform_stateless" "0"
        "cl_joystick_enabled" "0"
        "panorama_joystick_enabled" "0"
        "snd_event_browser_focus_events" "true"
        "cl_max_particle_pvs_aabb_edge_length" "100"
        "cl_aggregate_particles" "false"
        "citadel_enable_vdata_sound_preload" "true"
    }

    Memory
    {
        "EstimatedMaxCPUMemUsageMB" "1"
        "EstimatedMinGPUMemUsageMB" "1"
        "ShowInsufficientPageFileMessageBox" "1"
        "ShowLowAvailableVirtualMemoryMessageBox" "1"
    }
}

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