Vielleicht solltest du auch mal Bump-mapping ausmachen!
sonst hier noch ein paar auszüge aus meiner alten config.
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
fog_enable 0 -- removes the fog, better fps and visability
mat_bloom 0 -- disables the bloom smile
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_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_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)
cl_lagcompensation "1"
cl_lagcomp_errorcheck "1"
cl_radartype "1"
cl_crosshairalpha "200"
cl_c4dynamiclight "0"
cl_smooth "0"
cl_drawshadowtexture "0"
cl_ejectbrass "0"
cl_phys_props_enable "0"
cl_smoothtime "0.1"
cl_predict "1"
r_rainradius "0"
r_rainsimulate "0"
r_skin "5"
r_dynamic "0"
r_propsmaxdist "0"
r_avglight"0"
r_decals "0"
r_dispfullradius "0"
r_lightaverage "0"
r_lightinterp "0"
r_modellodscale "0.3"
r_renderoverlayfragment "0"
r_rootlod "0"
r_shadows "1"
r_shadowmaxrendered "32"
r_shadowrendertotexture "1"
r_worldlightmin "0"
r_worldlights "0"
r_mmx "1"
r_DispUseStaticMeshes "1"
mat_bumpmap "0"
mat_dxlevel ""
mat_forcedynamic "0"
mat_numtextureunits "0"
mat_picmip "2"
mat_specular "0"
mp_decals "30"
mat_loadtextures "1"
mat_debugdepth
mat_debugdepthmode "0"
mat_diffuse "1"
mat_norendering "0"
mat_showlightmapcomponent "0"
mat_texture_limit "-1"
fog_enable "0"
fog_enable_water_fog "0"