My pc specs
CPU: ryzen 5 4600h
GPU: gtx 1650
RAM: 16GB
No heating issues because I change my thermal paste in 3 months and clean my pc
Late game the issue escalates more so I am following the piggy's configuration so that I can get better fps with better visual clarity
I am posting it here so that valve developers can get a bit of idea about optmization
Video.cfg file
CPU: ryzen 5 4600h
GPU: gtx 1650
RAM: 16GB
No heating issues because I change my thermal paste in 3 months and clean my pc
Late game the issue escalates more so I am following the piggy's configuration so that I can get better fps with better visual clarity
I am posting it here so that valve developers can get a bit of idea about optmization
Video.cfg file
- "setting.defaultres" "2560" // Change to your res | 1920
- "setting.defaultresheight" "1440" // Change to your res | 1080
- "setting.recommendedheight" "1440" // Change to your res | 1080
- "setting.refreshrate_numerator" "360" // Change to your monitor hz: 144Hz | 240Hz ect
- "setting.refreshrate_denominator" "1"
- "setting.fullscreen" "1" // 0 = Borderless, 1 = Exclusive Fullscreen
- "setting.nowindowborder" "1"
- "setting.fullscreen_min_on_focus_loss" "1"
- "setting.monitor_index" "0"
- "setting.high_dpi" "0"
- "setting.aspectratiomode" "0"
- "setting.cpu_level" "2" // 2 = best balance on modern CPUs. Lower to 0–1 only if CPU is weak or you get stutter.
- "setting.mem_level" "0"
- "setting.gpu_mem_level" "2" // 0 = very low VRAM (≤4GB) 1 = medium (4–6GB) 2 = high (6GB+ recommended)
- "setting.gpu_level" "3" // Higher values improve batching on modern GPUs. Use 0–1 ONLY if GPU is constantly 95–100% loaded.
- "setting.mat_vsync" "0"
- "setting.r_low_latency" "1"
- "setting.fps_max" "0" // Change to cap fps (Leave at 0 if using RTSS) or do +3 fps above Hz like 243 if 240hz
- "setting.mat_viewportscale" "1" // Lower this to change the ingame render scaling (0.90 = 90% render scale ect)
- // =============================================================
- "setting.r_citadel_antialiasing" "0"
- "setting.r_citadel_upscaling" "0"
- "setting.r_effects_bloom" "false"
- "setting.r_post_bloom" "false"
- "setting.r_depth_of_field" "false"
- "setting.r_citadel_motion_blur" "0"
- "setting.r_reduce_flash" "1"
- "setting.r_citadel_shadow_quality" "0"
- "setting.csm_max_shadow_dist_override" "0"
- "setting.csm_viewmodel_shadows" "0"
- "setting.lb_enable_shadow_casting" "false"
- "setting.lb_dynamic_shadow_resolution" "false"
- "setting.r_arealights" "false"
- "setting.r_citadel_ssao_quality" "0"
- "setting.r_citadel_distancefield_ao_quality" "0"
- "setting.volume_fog_width" "16"
- "setting.volume_fog_height" "16"
- "setting.volume_fog_depth" "8"
- "setting.shaderquality" "0"
- "setting.r_displacement_mapping" "0"
- // ==================================
- "setting.r_texture_stream_mip_bias" "4" // 4 is the highest you can go without adding sinner light mod (8 is the lowest aka roblox)
- // ==================================
- "setting.r_particle_max_detail_level" "0"
- "setting.r_particle_shadows" "0"
- "setting.r_particle_cables_cast_shadows" "0"
- "setting.r_particle_depth_feathering" "false"
- "setting.r_citadel_half_res_noisy_effects" "true"
- "setting.cl_particle_fallback_base" "8"
- "setting.cl_particle_fallback_multiplier" "5"
- "setting.r_citadel_outlines" "1"
- "setting.r_fullscreen_gamma" "2.2"
- }
gameinfo.gi in convars
- r_aspectratio 2 // Forces higher aspect ratio (stretched view, wider perceived FOV)
- // -------------Delete this part if you care about lighting --------------------------
- r_directlighting 0 // Disables direct dynamic lighting calculations
- lb_enable_shadow_casting 0 // Prevents lights from casting shadows (removes shadow map passes)
- lb_enable_dynamic_lights 0 // Disables runtime lights from abilities, explosions, etc.
- lb_enable_stationary_lights 0 // Disables hybrid stationary lights
- // -------------------------------------------------------------------------------------
- lb_csm_draw_alpha_tested 0 // Disables alpha-tested shadow rendering
- lb_csm_draw_translucent 0 // Disables translucent shadow rendering
- csm_max_shadow_dist_override 0 // Forces shadow rendering distance to zero
- sc_disable_spotlight_shadows 1 // Disables spotlight shadow calculations
- sc_disable_shadow_materials 1 // Prevents expensive shadow materials from rendering
- cl_globallight_shadow_mode 0 // Forces lowest global shadow mode
- sparseshadowtree_enable_rendering 0 // Disables sparse shadow tree system
- sparseshadowtree_disable_for_viewmodel 1 // Prevents viewmodel from using sparse shadows
- r_distancefield_enable 1 // Enables distance fields required for hero outlines
- r_citadel_outlines 1 // Enables enemy outlines for better visibility
- r_citadel_distancefield_farfield_enable 0 // Disables long-range distance field calculations
- r_citadel_npr_outlines_max_dist 600 // Limits outline rendering distance
- r_enable_volume_fog 0 // Disables volumetric fog rendering
- r_enable_gradient_fog 0 // Disables gradient fog
- r_enable_cubemap_fog 0 // Disables cubemap fog
- r_draw3dskybox 0 // Disables distant 3D skybox rendering
- r_world_wind_strength 0 // Disables environmental wind animation
- sv_waterdist 0 // Reduces water rendering distance
- r_drawparticles 1 // Keeps particle effects enabled for gameplay clarity
- r_RainParticleDensity 0 // Removes rain particle effects
- r_physics_particle_op_spawn_scale 0 // Prevents physics-based particle spawning
- r_particle_model_new8 0 // Disables newer particle models
- citadel_npc_force_animate_every_tick false // Allows engine to skip NPC animation updates to reduce CPU load
- cl_ragdoll_limit 1 // Limits number of ragdolls active at once
- ragdoll_parallel_pose_control 1 // Enables multithreaded ragdoll simulation
- r_character_decal_resolution 1 // Low-resolution character decals
- r_drawmodeldecals 0 // Disables model decals
- r_decals 16 // Limits total decals in the world
- skeleton_instance_lod_optimization 1 // Enables model LOD optimization
- sc_clutter_enable 0 // Disables small clutter props
- r_size_cull_threshold 1.2 // Aggressive object culling threshold
- r_drawropes 0 // Disables rope rendering
- rope_collide 0 // Disables rope collision physics
- rope_subdiv 0 // Removes rope subdivisions
- rope_wind_dist 0 // Disables rope wind simulation
- r_ropetranslucent 0 // Disables translucent ropes
- r_grass_quality 0 // Lowest grass quality
- r_grass_start_fade 0 // Grass fades immediately
- r_grass_end_fade 0 // Grass not rendered at distance
- panorama_disable_box_shadow 1 // Disables UI box shadows
- panorama_max_overlay_fps 0 // Uncaps overlay UI FPS
- panorama_max_fps 0 // Uncaps UI FPS
- rate 786432 // Maximum network bandwidth
- cl_predict 1 // Enables client prediction
- cl_smooth 0 // Disables view smoothing to reduce input delay
- mat_colorcorrection 1 // Enables color correction
- // -----------------------Testing-----------------------
- r_texture_budget_update_period 0.5 // Updates texture streaming budget more often to reduce asset-loading stutters
- r_particle_parallel_simulation 1 // Lets particle simulation run on multiple CPU threads for better 1% lows in heavy fights
- r_particle_batch_simulate 1 // Batches particle simulation work for smoother frametimes and less CPU overhead
- threadpool_thread_limit 0 // Allows the engine to use all available worker threads (helps most on 8+ core CPUs)
- engine_low_latency_sleep_after_client_tick 0 // Prevents extra engine sleep between frames for more consistent frametimes at the cost of slightly higher CPU usage
I think optmization is important in this game for players to play it properly