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I found a way to modify the fov and boost FPS by tweaking shadow settings, decals, freezing some physics (like ragdolls and prop breaks), reducing prop break pieces, lowering max render distance for props, and turning off or lowering effects like particles, HDR, SSAO, fog, and more. If you want to make a vid about this config do credit me it helps me alot
All these commands actually work, but they’re hidden by default—you can’t just run them in the console nor in video.txt. You need to add them to gameinfo.gi instead.
Don’t expect a huge FPS jump, but performance is noticeably better, especially during team fights. I’ll keep updating this post as I find more tweaks, so stay tuned!
To use my settings you need to open the gameinfo.gi located in your game directory "steam\steamapps\common\Deadlock\game\citadel". After you found the file you find a string called "ConVars" then you paste my cmd after the first bracket.
Example:
ConVars
{
(cmd goes here)
"rate"
{
"min" "98304"
"default" "786432"
"max" "1000000"
}
CMD:
// ================ CORE QUALITY ================
"gpu_level" "0" // Minimum Shader Details Level
"cpu_level" "0" // Minimum Effect Details Level
"mat_set_shader_quality" "0"
// ================ FOV ================
"r_aspectratio" "1.75" // [ADJUST] FOV control: 1.33=70fov | 1.56=75fov | 1.75=80fov | 2.0=85fov | 2.15=90fov | 2.49=100fov | 3.0=110fov | 3.5=120fov
// ================ LIGHTING & SHADOWS ================
"r_directlighting" "0"
"r_ssao" "0" // Disable ambient occlusion
"r_shadows" "0" // [FPS IMPACT] 0=Off (max FPS) | 1=On (shadows enabled)
"r_rendersun" "0"
"lb_enable_shadow_casting" "0" // [FPS IMPACT] 0=Off (shadows disabled, +FPS) | 1=On (shadow casting enabled)
"lb_csm_draw_alpha_tested" "0"
"lb_csm_draw_translucent" "0"
"lb_barnlight_shadowmap_scale" "0.5"
"lb_csm_cascade_size_override" "1"
"lb_dynamic_shadow_resolution_quantization" "64"
"lb_csm_override_staticgeo_cascades_value" "0"
"lb_csm_receiver_plane_depth_bias" "0.00002"
"lb_csm_receiver_plane_depth_bias_transmissive_backface" "0.0002"
"lb_sun_csm_size_cull_threshold_texels" "30"
"lb_dynamic_shadow_resolution_base" "256"
"lb_enable_fog_mixed_shadows" "0"
"r_citadel_sun_shadow_slope_scale_depth_bias" "1.0"
"r_lightmap_size_directional_irradiance" "4"
"r_size_cull_threshold_shadow" "100"
"csm_max_shadow_dist_override" "0"
"sc_cache_envmap_lpv_lookup" "1"
"cl_retire_low_priority_lights" "1"
"sc_disable_spotlight_shadows" "1"
"sc_disable_shadow_materials" "1"
"cl_globallight_shadow_mode" "0"
"lb_enable_dynamic_lights" "0"
"lb_enable_lights" "0"
"lb_enable_stationary_lights" "0" // Disable stationary lights
"lb_max_visible_barn_lights_override" "0"
"lb_max_visible_envmaps_override" "4"
"lb_ssss_samples" "0"
"r_multiscattering" "1" // Disable multiscattering (only works with shadows disable)
// ================ SPARSE SHADOW TREE ================
"sparseshadowtree_enable_rendering" "0"
"sparseshadowtree_disable_for_viewmodel" "1"
// ================ DISTANCE FIELD ================
"r_citadel_distancefield_farfield_enable" "false"
"r_citadel_npr_outlines_max_dist" "600"
// ================ FOG & ATMOSPHERE ================
"r_enable_volume_fog" "0"
"r_enable_gradient_fog" "0"
"r_enable_cubemap_fog" "0"
"volume_fog_intermediate_textures_hdr" "0"
// ================ SKY & ENVIRONMENT ================
"r_draw3dskybox" "0"
"r_drawskybox" "1" // Set to 0 to disable skybox
"r_monitor_3dskybox" "0"
"r_world_wind_strength" "0"
"sv_waterdist" "0"
// ================ SSAO ================
"r_citadel_ssao_bent_normals" "false"
"r_citadel_ssao_denoise_passes" "0"
"r_citadel_ssao_quality" "0"
"r_citadel_ssao_radius" "0"
"r_citadel_ssao_thin_occluder_compensation" "0"
// ================ PARTICLE SYSTEM ================
"r_particle_max_detail_level" "0"
"r_particle_cables_cast_shadows" "0"
"r_RainParticleDensity" "0"
"r_physics_particle_op_spawn_scale" "0"
"r_particle_max_size_cull" "800"
"particle_cluster_nodraw" "1"
"r_particle_mixed_resolution_viewstart" "800"
"r_particle_max_draw_distance" "550000" // Lower = less particle range, more FPS
"r_particle_model_new8" "0"
"cl_show_splashes" "0"
"r_particle_skip_postsim" "1"
"r_limit_particle_job_duration" "1"
"cl_particle_sim_fallback_threshold_ms" "1" // [ADJUST] Lower = more aggressive fallback to simple particles (higher FPS, less detail)
"cl_particle_fallback_base" "10"
"cl_particle_fallback_multiplier" "10"
"cl_particle_sim_fallback_base_multiplier" "10"
"r_particle_min_timestep" "0.0019" // [ADJUST] Lower = less particles glitch
// ================ PHYSICS & CLOTH ================
"cloth_update" "1" // [FPS IMPACT] 0=Off (cosmetic only, +FPS) | 1=On (cloth physics enabled)
"cloth_sim_on_tick" "0"
"presettle_cloth_iterations" "3"
"pred_cloth_pos_max" "1.0" // Reduce cloth prediction
"pred_cloth_pos_multiplier" "0.3"
"pred_cloth_pos_strength" "0.1"
"pred_cloth_rot_high" "0.05"
"pred_cloth_rot_low" "0.005"
"pred_cloth_rot_multiplier" "0.2"
"cl_phys_timescale" "1" // [FPS IMPACT] 0=Disable physics (max FPS) | 1=Normal physics | Lower = slower physics, less CPU
"cl_fasttempentcollision" "20"
"phys_threaded_cloth_bone_update" "1"
"phys_threaded_kinematic_bone_update" "1"
"phys_threaded_transform_update" "1"
// ================ RAGDOLL ================
"cl_ragdoll_limit" "0" // Set it on console if ragdoll still lingers longer
"ragdoll_parallel_pose_control" "1"
// ================ MODEL & DECAL OPTIMIZATIONS ================
"r_drawmodeldecals" "0"
"r_character_decal_resolution" "1"
"r_decals" "16" // [ADJUST] Max decals visible: 0=No decals (max FPS) | 16=Low | 64=Medium | 256=High
"r_propsmaxdist" "800"
"props_break_max_pieces_perframe" "0"
"r_citadel_screenspace_particles_full_res" "0"
"r_citadel_gpu_culling_shadows" "1"
"skeleton_instance_lod_optimization" "1"
"r_size_cull_threshold" "1.2"
"r_hair_ao" "0"
"r_render_hair" "0" // [FPS IMPACT] 0=Off (max FPS boost, bald heroes) | 1=On (hair rendered)
"r_haircull_percent" "100"
"ik_final_fixup_enable" "0"
"ik_fabrik_align_chain" "0"
"cl_impacteffects" "0"
"enable_boneflex" "false" // cloth flexing
"cl_eye_yaw_multiplier" "0"
// ================ LOD & CULLING ================
"sc_instanced_mesh_lod_bias" "10" // [FPS IMPACT] Higher = lower quality models, more FPS | 0=High quality | 10=Low quality
"sc_instanced_mesh_lod_bias_shadow" "10" // Bias for LOD selection of instanced meshes in shadowmaps
"sc_instanced_mesh_motion_vectors" "0" // Set 1 if you use motion blur
"sc_instanced_mesh_size_cull_bias" "10" // Bias for size culling of instanced meshes
"sc_instanced_mesh_size_cull_bias_shadow" "10" // Bias for size culling instanced meshes in shadowmaps
"sc_fade_distance_scale_override" "180"
"sc_clutter_enable" "0" // [FPS IMPACT] 0=No debris/props (max FPS) | 1=Props visible (immersive)
"sc_aggregate_bvh_threshold" "64" // Lower BVH threshold (default: 128)
"sc_layer_batch_threshold" "64" // Lower batch threshold (default: 128)
"sc_layer_batch_threshold_fullsort" "80"
// ================ ROPE PHYSICS ================
"rope_collide" "0"
"rope_subdiv" "0"
"rope_wind_dist" "0"
"rope_smooth_enlarge" "0"
"rope_smooth_maxalpha" "0"
"rope_smooth_maxalphawidth" "0"
"rope_smooth_minalpha" "0"
"rope_smooth_minwidth" "0"
"r_ropetranslucent" "0"
"r_drawropes" "0"
// ================ TERRAIN & FOLIAGE ================
"r_grass_quality" "0"
"r_grass_start_fade" "0"
"r_grass_end_fade" "0"
// ================ UI & HUD ================
"panorama_disable_box_shadow" "1"
"r_dashboard_render_quality" "1"
"closecaption" "false"
"citadel_hud_objective_health_enabled" "2" // [ADJUST] Objective health display: 0=Off | 1=Shrines only | 2=T1/T2 Towers | 3=Barracks
"citadel_boss_glow_disabled" "1"
"citadel_damage_offscreen_indicator_disabled" "0" // Set 1 to disable
"citadel_portrait_world_renderer_off" "false" // Set true to disable hero hud
"panorama_use_new_occlusion_invalidation" "1"
"panorama_temp_comp_layer_min_dimension" "128"
"panorama_max_overlay_fps" "30"
"panorama_max_fps" "60" // [ADJUST] UI FPS cap - 0=Unlimited (smooth UI) | 30/60=Standard | Higher = smoother HUD but more CPU
"panorama_async_compute_mipgen" "1"
"citadel_damage_text_lifetime" "1.5"
"citadel_damage_text_lifetime_new" "0.75"
"citadel_damage_text_lifetime_accumulated_new" "2"
"citadel_show_new_damage_feedback_numbers" "1" // Set 1 to enable
"hud_free_cursor" "0" // Reduces UI input delay in minimap/spectator modes (not sure if this is true)
"citadel_camera_soft_collision" "0"
"citadel_camera_wobble_disable" "1"
"citadel_unit_status_use_new" "1"
"mm_idle_show_warning_at_s" "999" // How many seconds to wait before showing the idle warning dialog
"citadel_hideout_ball_show_juggle_count" "1"
"citadel_hideout_ball_show_juggle_fx" "1"
// ================ NETWORK & PREDICTION ================
"cl_prediction_savedata_postentitypacketreceived" "1"
"r_frame_sync_enable" "0"
"cl_clock_buffer_ticks" "0" // Testing set 1 to smooth over packet loss
"cl_async_usercmd_send" "true"
"cl_smooth" "0" // [ADJUST] 0=No smoothing (lower input lag) | 1=Smoothing enabled (may add delay)
"cl_smoothtime" "0.01"
"cl_smooth_draw_debug" "0"
"cl_interp_parallel" "1"
"cl_parallel_readpacketentities" "1"
"cl_parallel_readpacketentities_threshold" "2"
"net_async_clientconnect" "1"
"engine_max_ticks_to_simulate" "33"
// ================ AI OPTIMIZATIONS ================
"ai_strong_optimizations_no_checkstand" "1"
"ai_expression_optimization" "1"
// ================ AUDIO ================
"audio_enable_vmix_mastering" "0" // [FPS IMPACT] 0=Off (saves CPU, +FPS) | 1=On (audio mastering enabled)"
"dsp_volume" "0" // idk
"snd_occlusion_bounces" "0"
"snd_steamaudio_num_threads" "1" // [ADJUST] Audio thread count - 1=Low CPU usage | Higher = better audio quality, more CPU
"snd_mix_async" "1"
"soundsystem_update_async" "1"
// ================ TEXTURE STREAMING ================
"r_texture_pool_size" "800" // [ADJUST] VRAM usage in MB - Lower = less VRAM used, may cause texture pop-in | 512-1024 range
"r_texture_stream_mip_bias" "2" // [FPS IMPACT] Higher = blurrier textures, more FPS | 0=High quality | 2=Balanced | 4=Low quality
"r_texture_lod_scale" "2" // [FPS IMPACT] 0=High quality (sharp) | 2=Medium | 4=Low quality (blurry, max FPS)
"r_fallback_texture_lod_scale" "4"
"r_texture_budget_update_period" "0.05" // Faster texture streaming adjustment
"r_texture_pool_reduce_rate" "512"
// ================ MEMORY BUDGET ================
"r_texture_budget_dynamic" "1" // Dynamic texture budget adjustment
"r_texture_budget_threshold" "0.8"
// ================ SHADER & RENDERING ================
"mat_async_shader_load" "1"
"r_renderdoc_auto_shader_pdbs" "0"
"sc_hdr_enabled_override" "0"
"r_texturefilteringquality" "0"
"r_max_portal_render_targets" "2" // Set how many amount to render portals
"mat_colcorrection_disableentities" "0" // Disable map color-correction entities