You don't have to copy the "echo" part but I just copy it cause I am too lazy to edit it all out.

While we're at it, new patch actually broke the game for me. Added 15-20 second freeze every min compared to the occasional 1-2 second freezes I was getting every 5-10 mins before. I re-installed the game and didn't apply the patch this time. Now I can run the game just fine with textures loading pretty fast compared to what id shipped, all thanks to the cfg maker. Good job OP.
BTW, if anyone wants, for dual core users with a 512 MB cards (I have 9800GTX+). Set all in-game options, turn on CUDA transcoding in-game as well along with resolution and AA. Then use this CFG while forcing Vsync through nvidia control panel (in-game Vsync is broken in new patch, made the game worse):
echo console and intro skip activecom_allowconsole "1"com_skipIntroVideo "1"echo Render Settings activer_sb_imageSize "768"r_useNewPrivateLighting "1"r_useHardwareTextures "1"r_useSMP "1"r_dimShadowHeightTweak "0.9"r_dimShadowForceHighQuality "0"r_dimShadowResolution "768"r_noBreakableShadows "0"echo Game Settings activeg_showPlayerShadow "0"echo Virtual Texture Settings activevt_nopreload "0"vt_minMipLevelInstalled "0"vt_uncompressedVmtr "1"image_useCompression "0"vt_maxPPF "8"vt_maxaniso "4"image_anisotropy "4"vt_minlod "-2"vt_lodBias "-2"image_lodbias "-1"vt_vmtrcompression "none"mt_genCompression "none"vt_qualityDCTChroma "80"vt_qualityDCTLuma "90"vt_qualityDCTNormal "60"vt_qualityDCTPower "80"vt_qualityDCTSpecular "80"vt_qualityHDPLossless "1"vt_qualityHDPDiffuse "30"vt_qualityHDPNormal "30"vt_qualityHDPPower "40"vt_qualityHDPSpecular "25"r_sb_frustomFOV "92"echo make sure the engine does not skip any settingsaf_skipAirFriction "0"af_skipFriction "0"af_skipLimits "0"af_skipSelfCollision "0"echo Sound Settings actives_useCompression "1"s_streamBufferSizeK "52"s_reverb "1"s_occlusionDistance "1024"s_maxSamples "8"s_maxEmitterChannels "32"com_skipDiscSwapStateManager "0"com_skipGameRenderView "0"com_skipInputRouting "0"com_skipIntroVideo "0"com_skipSignInManager "0"face_skipBlink "0"face_skipGestures "0"face_skipHead "0"face_skipLidDeform "0"face_skipLipsync "0"face_skipMood "0"face_skipProcedural "0"g_skipBombTimerFailTarget "0"g_skipBreakableParticles "0"g_skipCloth "0"g_skipFXManager "0"g_skipViewEffects "0"g_skipWaterSim "0"g_weaponSkipSound "0"gc_skipFiction "0"pm_skipAnimation "0"r_skipAugment "0"r_skipAutosprites "0"r_skipBaseSurfaces "0"r_skipBeams "0"r_skipBlendedSurfaces "0"r_skipBlendLights "0"r_skipCloth "0"r_skipCommits "0"r_skipDecals "0"r_skipDetailModels "0"r_skipDetailTris "0"r_skipDimShadows "0"r_skipDistortionSurfaces "0"r_skipDynamic "0"r_skipDynamicLighting "0"r_skipEffects "0"r_skipEmissiveGlare "0"r_skipFeedback "0"r_skipFlares "0"r_skipFoliage "0"r_skipGeneratedFileCheck "0"r_skipGlare "0"r_skipGuis "0"r_skipLightCPUCulling "0"r_skipLightGPUCulling "0"r_skipLights "0"r_skipMergeMeshes "0"r_skipModelCPUCulling "0"r_skipModelGPUCulling "0"r_skipModelRangeCulling "0"r_skipModels "0"r_skipNodeCPUCulling "0"r_skipNodeGPUCulling "0"r_skipOcclusionBaseModel "0"r_skipParticles "0"r_skipSlowLights "0"r_skipStripDeadCode "0"r_skipSuppress "0"r_skipSurfaceCPUCulling "0"r_skipTransparencySort "0"r_skipUpdateInView "0"r_skipViewParms "0"r_skipVmtrs "0"r_skipWaterSurfaces "0"r_skipWorld "0"r_skipZCullReconstruct "0"r_multiSamples "2"r_shadows "1"r_lazyBindParms "0"r_lazyBindPrograms "0"r_lazyBindTextures "0"vt_restart r_forceVmtrReload "1"
Do note that I am not forcing texture resolution. Game automatically resizes textures everywhere. If you force them through CFG the game will use that resolution for every texture. Let the game decide the resolution and you will see high-low res texture variation, which is way better as far as I am concerned. I have AA set to x2 in CFG and in-game (game runs at 1980x1080 at like 60 FPS on my dual core), you can remove that CFG option if you want.