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CS:Source CVAR's & Tweeks
Here is a list of CounterStrike Source cvars to improve FPS & Eye Candy & Perfomance.. Hope this helps!!
Performance
net_graph 3 -- to show your fps/choke/& loss: If you get choke while playing lower your cl_updaterate. If you get loss lower your cl_cmdrate.
rate 30000 -- for our server 30,000 is the MINIMUM - that would be 3mb DL speed. The server forces this high setting. You might want to set it higher e.g. 50000 or 99999
cl_updaterate 66 to 120 -- our server forces a MINIMUM of 66- You might want to set yours higher e.g. 100 or 120 (120 is the max the server allows)
cl_cmdrate 66 to 120 -- our server forces a MINIMUM- You might want to set yours higher e.g. 100 or 120 (120 is the max the server allows)
Eye Candy
cl_c4dynamiclight 1 -- makes the light on the C4 look much better
cl_ejectbrass 1 -- supposedly something cool
cl_phys_props_max 1 -- sets range at which props show up
cl_ragdoll_collide 1 -- the ragdolls don't clip inside of each other. Makes body pileups look a lot better
cl_ragdoll_physics_enable 1 -- needs to be on for collisions to work
cl_show_bloodspray 1 -- more blood!!
cl_show_splashes 1 -- splashes!!
jpeg_quality 100 -- 100% quality screenshots that you take
mat_clipz 1 -- Water reflections on chateau and such using geforce fx dx9 (-dxlevel 90 -clipz 1 in command line)
mat_filterlightmaps 1 -- light filtering
mat_filtertextures 1 -- textures filtering
mat_trilinear 1 -- trilennear buffering
mat_mipmaptextures 1 -- textures look their best from any distance
mp_decals 4096 -- the maximum number of decals visible at one time
r_avglight 3 -- more lighting on objects
r_decal_cullsize 0 -- makes decals appear from any distance
r_lod -5 -- the models always look their best from any distance
r_propsmaxdist 5000 (or more) -- the maximum visible distance for props, it prevents props from fading in/out as you get closer/further away from them
r_rainradius 3000 (or more) -- Let's you see the rain from farther away.
r_rainsplashpercentage 100 -- 100% of rain frops make splashes in the water.
r_rootlod 7 -- maximum detalization level
FPS Tweaking
cl_phys_props_enable 0 -- disables all the little cans and the rubbish
cl_phys_props_max 0 -- sets range at which props show up
cl_ragdoll_physics_enable 0 -- makes the models disappear once they are killed
cl_show_splashes 0 -- no splashes, i don't know which ones, but who cares lol
cl_smooth 0 -- a little less beauty, but 5-10 more fps
mat_bloom 0 -- disables the bloom
mat_bumpmap 0 -- removes bumpmapping, but yields a substantial fps gain
mat_clipz 0 -- water wuality taken off, more fps (-dxlevel 90 -clipz 0 in command line)
mat_dxlevel -- directx that css should use
mat_fastnobump 1 -- faster bump mapping
mat_fastspecular 1 -- faster specular mapping
mat_mipmaptextures 0 -- makes textures lose their quality with distance, more fps
mat_specular 0 -- removes specular lighting but may yield fps gain
mp_decals 300 and less -- how much stuff will be kept in memory like bullet holes in walls, lesser = better performance
r_avglight 0 -- average lighting on objects won't exist anymore (default 2)
r_decal_cullsize 1 -- makes textures look good only when you get close, better fps
r_decals 0 -- no decals, way more fps
r_eyeglintlodpixels 0 -- this command and all the next ones with eye in it disable eyes!
r_eyegloss 0 -- -
r_eyemove 0 -- -
r_eyeshift_x 0 -- -
r_eyeshift_y 0 -- -
r_eyeshift_z 0 -- -
r_eyesize 0 -- -
r_lod -1 -- worse texture quality, big fps boost
r_propsmaxdist 1000 and less -- less objects fading distance = better performance
r_rainradius 0 -- as i understand it, you won't see the rain
r_rainsimulate 0 -- disables rain, thus more fps
r_rainsplashpercentage 0 -- no splashes on the water from the rain
r_rootlod # -- level of detail, from 1(min) to 7(max)
Useful console commands
cl_crosshairscale (number) -- changes your crosshair size in-game
cl_interp 0 -- only way to get sv_showhitboxes 1 to register hitboxes in same place as model
cl_interpolate 0 -- same as before, to use together
cl_lagcomp_errorcheck 1 --
cl_showfps 1 -- shows your current fps in upper right corner
con_enable 1 -- enables console
jpeg_quality 100 -- 100% quality screenshots that you take
mat_show_texture_memory_usage 1 -- puts a nifty little thing in ur top right screen that shows how much memory (in kilobytes) is being taken up by textures
perfvisualbenchmark -- built in benchmarking utility
showhitlocation 1 -- shows where you're hit
soundscape_fadetime 9999 and soundscape_flush -- works similar to "stopsound" command from goldsource.
cl_setautobuy weapon -- this will set 'autobuy' - buy: weapon of your choice (for weapon names check autobuy.txt in cstrike directory, this is good for making 1 key buy all you need buy aliases)
autobuy -- you just bought a weapon(s) you chose in cl_setautobuy
Start up options (place in shortcut to start CSS)
-condebug -- add debug messages to ingame console
-console -- enables console in your game
-developer # -- Sets developer mode to on/off/verbose (0-off, 1-on, 2-verbose)
-heapsize (number) -- dependant on the amount of ram you have (usually you should put the half of the full ammount), it MAY increase fps
-exec -- executes a .cfg file in cfg directory (like autoexec for example)
-motdfile -- executes a .txt file, motd like in 1.6
-nojoy -- i heard it could boost a little the game load speed (took it from 1.6, didn't try)
-noipx -- same thing
-noforcemaccel -- cpl fix for mouse
-noforcemparms -- that disables
-noforcemspd -- XP mouse acceleration
-startwindowed -- run in window
-sw -- software rendering mode
If you have a new or a different command, or see one here that doesn't work anymore, please PM me so I can modify this page.