Консольные команды и CVar

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Содержание

_

_TestFormatMessage
WIP

aa

aa_maxDist
Максимальное расстояние блокировки

ac

ac_animErrorClamp
Заставляют анимацию оставаться в пределе максимального расстояния/угла.
ac_animErrorMaxAngle
Degrees animation orientation is allowed to stray from entity.
ac_animErrorMaxDistance
Meters animation location is allowed to stray from entity.
ac_clampTimeAnimation
Время, необходимое для выполнения клэмпинга, в целях уменьшения отклонение до нуля.
ac_clampTimeEntity
Время, необходимое для выполнения клэмпинга, в целях уменьшения отклонение до нуля.
ac_ColliderModeAI
Переопределяет режим коллайдера для всех AI.
ac_ColliderModePlayer
Переопределяет режим коллайдера для всех игроков.
ac_debugAnimEffects
Выводит сообщения в лог, когда AnimEvents порождают эффекты.
ac_debugAnimError
Отображает историю графиков отладки ошибок расстояния и угла анимации.
ac_debugAnimTarget
Отображает историю графиков отладки коррекции целей анимации.
ac_debugCarryCorrection
ac_debugColliderMode
Отображает отфильтрованные и запрашиваемые режимы коллайдера.
ac_debugEntityParams
Отображает графики параметров сущности
ac_DebugFilter
Отлаживает только указанную сущность.
ac_debugFutureAnimPath
Отображает будущий путь анимации определённый текущими параметрами движения.
ac_debugLocations
Отлаживать рендерируемую сущность (синим), анимацию (красным) и прогнозируемый путь (желтым).
ac_debugLocationsGraphs
Отображает историю графиков отладки расположения и перемещения анимации и сущности.
ac_debugMotionParams
Отображает график параметров движения.
ac_debugMovementControlMethods
Отображает методы управления передвижением.
ac_debugPrediction
Отображает график параметров движения.
ac_debugSelection
Отображает состояние передвижения в виде текста.
ac_debugSelectionParams
Отображает график значений параметров.
ac_debugText
Отображает значения расположения/передвижения сущности/анимации, и т.д.
ac_debugTweakTrajectoryFit
Не применять любые передвижения к сущности и анимации, но разрешить вычислять обычное движение.
ac_debugXXXValues
Display some values temporarily hooked into temp history graphs.
ac_disableFancyTransitions
Disabled Idle2Move and Move2Idle special transition animations.
ac_disableSlidingContactEvents
Force disable sliding contact events.
ac_enableExtraSolidCollider
Enable extra solid collider (for non-pushable characters).
ac_enableProceduralLeaning
Enable procedural leaning (disabled asset leaning and curving slowdown).
ac_entityAnimClamp
Forces the entity movement to be limited by animation.
ac_forceSimpleMovement
Force enable simplified movement (not visible, dedicated server, etc).
ac_frametime
Display a graph of the frametime.
ac_movementControlMethodFilter
Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
ac_movementControlMethodHor
Overrides the horizontal movement control method specified by AG (overrides filter).
ac_movementControlMethodVer
Overrides the vertical movement control method specified by AG (overrides filter).
ac_predictionProbabilityOri
ac_predictionProbabilityPos
ac_predictionSmoothingOri
ac_predictionSmoothingPos
ac_targetcorrectiontimescale
ac_templateMCMs
Use MCMs from AG state templates instead of AG state headers.
ac_triggercorrectiontimescale

ag

ag_action
Force this action
ag_adjustToCatchUp
Adjust requested move direction of animation to catch up with entity
ag_averageTravelSpeed
Average travel speed over a few frames
ag_breakmode
1=Enable debug break mode; 2=also lock inputs
ag_breakOnQuery
If we query for this state, enter break mode
ag_debug
Entity to display debug information for animation graph for
ag_debugErrors
Displays debug error info on the entities (0/1)
ag_debugExactPos
Enable/disable exact positioning debugger
ag_debugLayer
Animation graph layer to display debug information for
ag_debugMusic
Debug the music graph
ag_drawActorPos
Draw actor pos/dir
ag_ep_correctMovement
enable/disable position correction in exact positioning
ag_ep_showPath
WIP
ag_forceAdjust
Enable forced small step adjustments
ag_forceInsideErrorDisc
Force animation to stay within maximum error distance
ag_fpAnimPop
WIP
ag_humanBlending
Ivo's debug stuff. Don't ask!
ag_item
Force this item
ag_lockToEntity
Lock animation to entity (zero offsetting)
ag_log
Enable a log of animation graph decisions
ag_log_entity
Log only this entity
ag_logeffects
AGAttachmentEffect logging
ag_logselections
Log animation graph selection results
ag_logsounds
AGSound logging
ag_logtransitions
Log animation graph transition calls to the console
ag_measureActualSpeeds
Measure actual travel speeds of entity and animation origins
ag_physErrorInnerRadiusFactor
WIP
ag_physErrorMaxOuterRadius
WIP
ag_physErrorMinOuterRadius
WIP
ag_physErrorOuterRadiusFactor
WIP
ag_queue
Next state to force
ag_reload_ag
WIP
ag_reload_xml
WIP
ag_safeExactPositioning
Will teleport the entity to the requested position/orientation when EP think it's done.
ag_showmovement
Show movement requests
ag_showPhysSync
Show physics sync
ag_signal
Send this signal
ag_stance
Force this stance
ag_step
WIP
ag_testplanner
WIP

ai

ai_AdjustPathsAroundDynamicObstacles
Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
ai_AgentStatsDist
Sets agent statistics draw distance, such as current goalpipe, command and target.
Usage: ai_AgentStatsDist [view distance]
Default is 20 meters. Works with ai_DebugDraw enabled.
ai_AllowAccuracyDecrease
Set to 1 to enable AI accuracy decrease when target is moving lateraly.
ai_AllowAccuracyIncrease
Set to 1 to enable AI accuracy increase when target is standing still.
ai_AllTime
Displays the update times of all agents, in milliseconds.
Usage: ai_AllTime [0/1]
Default is 0 (off). Times all agents and displays the time used updating
each of them. The name is colour coded to represent the update time.
Green: less than 1 ms (ok)
White: 1 ms to 5 ms
Red: more than 5 ms
You must enable ai_DebugDraw before you can use this tool.
ai_AmbientFireQuota
Number of units allowed to hit the player at a time.
ai_AmbientFireUpdateInterval
Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
ai_AttemptStraightPath
Toggles AI attempting a simple straight path when possible.
Default is 1 (on).
ai_Autobalance
Set to 1 to enable autobalancing.
ai_BannedNavSoTime
Time indicating how long invalid navsos should be banned.
ai_BeautifyPath
Toggles AI optimisation of the generated path.
Usage: ai_BeautifyPath [0/1]
Default is 1 (on). Optimisation is on by default. Set to 0 to
disable path optimisation (AI uses non-optimised path).
ai_BigBrushCheckLimitSize
To be used for finding big objects not enclosed into forbidden areas
ai_CalcHumanMovementTable
WIP
ai_CloakIncrementMod
How fast cloak fades out
ai_CloakMaxDist
Closer than that - cloak starts to fade out
ai_CloakMinDist
Closer than that - cloak not effective
ai_CrowdControlInPathfind
Toggles AI using crowd control in pathfinding.
Usage: ai_CrowdControlInPathfind [0/1]
Default is 1 (on).
ai_DebugDraw
Toggles the AI debugging view.
Usage: ai_DebugDraw [0/1]
Default is 0 (off). ai_DebugDraw displays AI rays and targets
and enables the view for other AI debugging tools.
ai_DebugDrawAdaptiveUrgency
Enables drawing the adaptive movement urgency.
ai_DebugDrawAmbientFire
Displays fire quota on puppets.
ai_DebugDrawAStarOpenList
Draws the A* open list for the specified AI agent.
Usage: ai_DebugDrawAStarOpenList [AI agent name]
Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.
ai_DebugDrawBannedNavsos
Toggles drawing banned navsos [default 0 is off]
ai_DebugDrawBulletEvents
Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawCollisionEvents
Debug draw the collision events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawCrowdControl
Draws crowd control debug information. 0=off, 1=on
ai_DebugDrawDamageControl
Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
ai_DebugDrawDamageParts
Draws the damage parts of puppets and vehicles.
ai_DebugDrawDeadBodies
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).
ai_DebugDrawDynamicHideObjectsRange
Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).
ai_DebugDrawExpensiveAccessoryQuota
Displays expensive accessory usage quota on puppets.
ai_DebugDrawGrenadeEvents
Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawHashSpaceAround
Validates and draws the navigation node hash space around specified entity.
ai_DebugDrawHidespotRange
Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
ai_DebugDrawLightLevel
Debug AI light level manager
ai_DebugDrawObstrSpheres
Draws all the existing obstruction spheres.
ai_DebugDrawPlayerActions
Debug draw special player actions.
ai_DebugDrawReinforcements
Enables debug draw for reinforcement logic for specified group.

Usage: ai_DebugDrawReinforcements

ai_DebugDrawSoundEvents
Debug draw the sound events the AI system processes. 0=disable, 1=enable.
ai_DebugDrawStanceSize
Draws the game logic representation of the stance size of the AI agents.
ai_DebugDrawVegetationCollisionDist
Enables drawing vegetation collision closer than a distance projected onto the terrain.
ai_DebugDrawVolumeVoxels
Toggles the AI debugging drawing of voxels in volume generation.

Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc] Default is 0 (off) +n draws all voxels with original value >= n-n draws all voxels with original value = n

ai_DebugInterestSystem
Display debugging information on interest system
ai_DebugPathfinding
Toggles output of pathfinding information [default 0 is off]
ai_DebugTargetSilhouette
Draws the silhouette used for missing the target while shooting.
ai_DrawagentFOV
Toggles the vision cone of the AI agent.

Usage: ai_DrawagentFOV [0..1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value 0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used.

ai_DrawAreas
Enables/Disables drawing behavior related areas.
ai_DrawBadAnchors
Toggles drawing out of bounds AI objects of particular type for debugging AI.
ai_DrawDistanceLUT
Draws the distance lookup table graph overlay.
ai_DrawExplosions
enable displaying all the registered explosion-spots/craters
ai_DrawFakeDamageInd
Draws fake damage indicators on the player.
ai_DrawFakeHitEffects
Draws fake hit effects the player.
ai_DrawFakeTracers
Draws fake tracers around the player.
ai_DrawFormations
Draws all the currently active formations of the AI agents.

Usage: ai_DrawFormations [0/1] Default is 0 (off). Set to 1 to draw the AI formations.

ai_DrawGetEnclosingFailures
Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
ai_DrawGoals
Draws all the active goal ops debug info.

Usage: ai_DrawGoals [0/1] Default is 0 (off). Set to 1 to draw the AI goal op debug info.

ai_DrawGroup
draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing
ai_DrawGroupTactic
draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
ai_DrawHidespots
Draws latest hide-spot positions for all agents withing specified range.
ai_DrawModifiers
Toggles the AI debugging view of navigation modifiers.
ai_DrawNode
Toggles visibility of named agent's position on AI triangulation.

Usage: ai_DrawNode [ai agent's name] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player.

ai_DrawNodeLinkCutoff
Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.
ai_DrawNodeLinkType
Sets the link parameter to draw with ai_DrawNode.

Values are: 0 - pass radius (default) 1 - exposure 2 - water max depth 3 - water min depth

ai_DrawOffset
vertical offset during debug drawing
ai_DrawPath
Draws the generated paths of the AI agents.

Usage: ai_DrawPath [name] Default is none (nobody).

ai_DrawPathAdjustment
Draws the path adjustment for the AI agents.

Usage: ai_DrawPathAdjustment [name] Default is none (nobody).

ai_DrawPatterns
Draws all the currently active track patterns of the AI agents.

Usage: ai_DrawPatterns [0/1] Default is 0 (off). Set to 1 to draw the AI track patterns.

ai_DrawProbableTarget
Enables/Disables drawing the position of probable target.
ai_DrawRadar
Draws AI radar: 0=no radar, >0 = size of the radar on screen
ai_DrawRadarDist
AI radar draw distance in meters, default=20m.
ai_DrawReadibilities
Draws all the currently active readibilities of the AI agents.

Usage: ai_DrawReadibilities [0/1] Default is 0 (off). Set to 1 to draw the AI readibilities.

ai_DrawRefPoints
Toggles reference points view for debugging AI.

Usage: ai_DrawRefPoints [0/1] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions.

ai_DrawShooting
Name of puppet to show fire stats
ai_DrawSmartObjects
Draws smart object debug information.

Usage: ai_DrawSmartObjects [0/1] Default is 0 (off). Set to 1 to draw the smart objects.

ai_DrawStats
Toggles drawing stats for AI objects withing range.
ai_DrawTargets
WIP
ai_DrawTrajectory
Records and draws the trajectory of the stats target: 0=do not record, 1=record.
ai_DrawType
Toggles drawing AI objects of particular type for debugging AI.
ai_DrawUpdate
list of AI forceUpdated entities
ai_DrawVisCheckQueue
list of pending vis-check trace requests
ai_DynamicTriangularUpdateTime
How long (max) to spend updating triangular waypoint regions per AI update (in sec)

0 disables dynamic updates. 0.002 is a sensible value

ai_DynamicVolumeUpdateTime
How long (max) to spend updating dynamic volume regions per AI update (in sec)

0 disables dynamic updates. 0.002 is a sensible value

ai_DynamicWaypointUpdateTime
How long (max) to spend updating dynamic waypoint regions per AI update (in sec)

0 disables dynamic updates. 0.0005 is a sensible value

ai_EnableAsserts
Enable AI asserts: 1 or 0
ai_EnableWarningsErrors
Enable AI warnings and errors: 1 or 0
ai_ExtraForbiddenRadiusDuringBeautification
Extra radius added to agents close to forbidden edges during beautification.
ai_ExtraRadiusDuringBeautification
Extra radius added to agents during beautification.
ai_ExtraVehicleAvoidanceRadiusBig
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
ai_ExtraVehicleAvoidanceRadiusSmall
Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.
ai_ForceAllowStrafing
Forces all AI characters to use/not use strafing (-1 disables)
ai_ForceLookAimTarget
Forces all AI characters to use/not use a fixed look/aim target

none disables x, y, xz or yz sets it to the appropriate direction otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))

ai_ForceStance
Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
ai_HideDraw
Toggles the triangulation display.

Usage: ai_HideDraw [0/1] Default is 0 (off). Set to 1 to display the triangulation which the AI uses to hide (objects made 'hideable' affect AI triangulation). When ai_HideDraw is off, the normal obstacle triangulation is displayed instead. Used with ai_DebugDraw and other AI path tools.

ai_IgnorePlayer
Makes AI ignore the player.

Usage: ai_IgnorePlayer [0/1] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled.

ai_IgnoreVisibilityChecks
Makes certain visibility checks (for teleporting etc) return false.
ai_IncludeNonColEntitiesInNavigation
Includes/Excludes noncolliding objects from navigation.
ai_InterestDetectMovement
Enable movement detection in interest system
ai_InterestEnableScan
Enable interest system scan mode
ai_InterestScalingAmbient
Scale the interest value given to Ambient interest items (e.g. static/passive objects)
ai_InterestScalingEyeCatching
Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
ai_InterestScalingMovement
Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
ai_InterestScalingScan
Scale the interest value given to passively scanning the environment
ai_InterestScalingView
Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
ai_InterestSwitchBoost
Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)
ai_InterestSystem
Enable interest system
ai_Locate
ai_LogConsoleVerbosity
None = 0, progress = 1, event = 2, comment = 3
ai_LogFileVerbosity
None = 0, progress = 1, event = 2, comment = 3
ai_LogSignals
Maximum radius at which player can interact with other entities
ai_MaxSignalDuration
Maximum radius at which player can interact with other entities
ai_MaxVisRaysPerFrame
Maximum allowed visibility rays per frame - the rest are all assumed to succeed

Usage: ai_MaxVisRaysPerFrame <number> Default is 100.

ai_MovementSpeedDarkIllumMod
Multiplier for movement speed when the target is in dark light condition.
ai_MovementSpeedMediumIllumMod
Multiplier for movement speed when the target is in medium light condition.
ai_NoUpdate
WIP
ai_ObstacleSizeThreshold
Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
ai_OverlayMessageDuration
How long (seconds) to overlay AI warnings/errors
ai_PathfinderUpdateTime
Maximum pathfinder time per AI update
ai_PathfindTimeLimit
Specifies how many seconds an individual AI can hold the pathfinder blocked

Usage: ai_PathfindTimeLimit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist.

ai_PredictivePathFollowing
Sets if AI should use the predictive path following if allowed by the type's config.
ai_ProfileGoals
Toggles timing of AI goal execution.

Usage: ai_ProfileGoals [0/1] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled.

ai_ProtoROD
Proto
ai_ProtoRODAffectMove
Proto
ai_ProtoRODAliveTime
Proto
ai_ProtoRODFireRange
Proto
ai_ProtoRODGrenades
Proto
ai_ProtoRODHealthGraph
Proto
ai_ProtoRODLogScale
Proto
ai_ProtoRODReactionTime
Proto
ai_ProtoRODRegenTime
Proto
ai_ProtoRODSilhuette
Proto
ai_ProtoRODSpeedMod
Proto
ai_PuppetDirSpeedControl
Does puppet speed control based on their current move dir
ai_RadiusForAutoForbidden
If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
ai_ReadabilityReload
Reloads readability xml files.
ai_ReadabilityTest
Tests the readability pack of specified entity.

If no readability name is specified all readabilities will be played. Usage: ai_ReadabilityTest <entity name> [readability name] - to play a readability

      ai_ReadabilityTest stop   - to stop the currently playing readability set.
ai_Recorder
Enables AI debug recording
ai_Recorder_Buffer
Set the size of the AI debug recording buffer
ai_RecordFilter
WIP
ai_RecordLog
log all the AI state changes on stats_target
ai_ReloadLookUp
Reloads perception distance scale look-up xml files.
ai_RODAliveTime
The base level time the player can survive under fire.
ai_RODAmbientFireInc
Increment for the alive time when the target is within the kill-zone of the target.
ai_RODCombatRangeMod
Combat-zone distance = attackRange * combatRangeMod.
ai_RODCoverFireTimeMod
Multiplier for cover fire times set in weapon descriptor.
ai_RODDirInc
Increment how the orientation of the target affects the alive time. 0=disable
ai_RODKillRangeMod
Kill-zone distance = attackRange * killRangeMod.
ai_RODKillZoneInc
Increment how the target is within the kill-zone of the target.
ai_RODLowHealthMercyTime
The amount of time the AI will not hit the target when the target crosses the low health threshold.
ai_RODMoveInc
Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
ai_RODReactionDarkIllumInc
Increase for reaction time when the target is in dark light condition.
ai_RODReactionDirInc
Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV.

The increment is doubled when the target is behind the player.

ai_RODReactionDistInc
Increase for the reaction time when the target is in combat-far-zone or warn-zone.

In warn-zone the increase is doubled.

ai_RODReactionLeanInc
Increase to the reaction to when the target is leaning.
ai_RODReactionMediumIllumInc
Increase for reaction time when the target is in medium light condition.
ai_RODReactionTime
Uses rate of death as damage control method.
ai_RODStanceInc
Increment how the stance of the target affects the alive time, 0=disable.

The base value is for crouch, and it is doubled for prone. The crouch inc is disable in kill-zone and prone in kill and combat-near -zones

ai_SightRangeDarkIllumMod
Multiplier for sightrange when the target is in dark light condition.
ai_SightRangeMediumIllumMod
Multiplier for sightrange when the target is in medium light condition.
ai_SimpleWayptPassability
Use simplified and faster passability recalculation for human waypoint links where possible.
ai_SmartObjectUpdateTime
How long (max) to spend updating smart objects per AI update (in sec)

default value is 0.002

ai_SOMSpeedCombat
Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.

Usage: ai_SOMSpeedCombat 4.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.

ai_SOMSpeedRelaxed
Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.

Usage: ai_SOMSpeedRelaxed 1.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.

ai_SoundPerception
Toggles AI sound perception.

Usage: ai_SoundPerception [0/1] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled.

ai_StatsTarget
Focus debugging information on a specific AI

Usage: ai_StatsTarget AIName Default is 'none'. AIName is the name of the AI on which to focus.

ai_SteepSlopeAcrossValue
Indicates slope value that is borderline-walkable across.

Usage: ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue

ai_SteepSlopeUpValue
Indicates slope value that is borderline-walkable up.

Usage: ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue

ai_SystemUpdate
Toggles the regular AI system update.

Usage: ai_SystemUpdate [0/1] Default is 1 (on). Set to 0 to disable ai system updating.

ai_ThreadedVolumeNavPreprocess
Parallelizes volume navigation preprocessing by running it on multiple threads.

If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)

ai_TickCounter
Enables AI tick counter
ai_UpdateAllAlways
If non-zero then over-rides the auto-disabling of invisible/distant AI
ai_UpdateInterval
In seconds the amount of time between two full updates for AI

Usage: ai_UpdateInterval <number> Default is 0.1. Number is time in seconds

ai_UpdateProxy
Toggles update of AI proxy (model).

Usage: ai_UpdateProxy [0/1] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating.

ai_UseAlternativeReadability
Switch between normal and alternative SoundPack for AI readability.
ai_UseCalculationStopperCounter
Uses a (calibrated) counter instead of time in AI updates
ai_UseObjectPosWithExactPos
Use object position when playing exact positioning.
ai_WaterOcclusion
scales how much water hides player from AI ==aim==
aim_assistAimEnabled
Enable/disable aim assitance on aim zooming
aim_assistAutoCoeff
The scale of auto weapons' aim assistance at continuous fire
aim_assistCrosshairDebug
debug crosshair aim assistance
aim_assistCrosshairSize
screen size used for crosshair aim assistance
aim_assistMaxDistance
The maximum range at which autoaim operates
aim_assistRestrictionTimeout
The restriction timeout on aim assistance after user uses a mouse
aim_assistSearchBox
The area autoaim looks for enemies within
aim_assistSingleCoeff
The scale of single-shot weapons' aim assistance
aim_assistSnapDistance
The maximum deviation autoaim is willing to compensate for
aim_assistTriggerEnabled
Enable/disable aim assistance on firing the weapon
aim_assistVerticalScale
The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated) ==aln==
aln_debug_filter
WIP
aln_debug_movement
WIP ==ban==
ban_remove
Removes player from ban list.
ban_status
Shows currently banned players.
ban_timeout
Ban timeout in minutes ==c==
c_shakeMult
WIP ==ca==
ca_AimIKFadeout
if set to 0, the Aim-IK will not fade out when aiming in extreme directions
ca_AnimationsUsageStatistics
Output animations usage statistics
ca_AnimWarningLevel
if you set this to 0, there won't be any

frequest warnings from the animation system

ca_AttachmentCullingRation
ration between size of attachment and distance to camera
ca_CharEditModel
WIP
ca_DeathBlendTime
Specifies the blending time between low-detail dead body skeleton and current skeleton
ca_DebugAnimUpdates
shows the amount of skeleton-updates
ca_DebugAnimUsage
shows what animation assets are used in the level
ca_debugCaps
Display current blended motion capabilities.
ca_DebugFacial
Debug facial playback info
ca_DebugFacialEyes
Debug facial eyes info
ca_DebugFootPlants
if this is 1, it will print some debug text on the screen
ca_DebugModelCache
shows what models are currently loaded
ca_DebugSkeletonEffects
If true, dump log messages when skeleton effects are handled.
ca_DebugText
if this is 1, it will print some debug text on the screen
ca_DecalSizeMultiplier
The multiplier for the decal sizes
ca_DisableAnimEvents
If this is not 0, then the OnAnimationEvent methods are not called upon animation events
ca_DrawAimPoses
draws the wireframe of the aim poses
ca_DrawAttachmentOBB
if this is 0, will not draw the attachments objects
ca_DrawAttachments
if this is 0, will not draw the attachments objects
ca_DrawBBox
if set to 1, the own bounding box of the character is drawn
ca_DrawBinormals
draws the binormals of the rendered character
ca_DrawBodyMoveDir
if this is 1, we will draw the body and move-direction
ca_DrawCharacter
if this is 0, will not draw the characters
ca_DrawDecalsBBoxes
if set to 1, the decals bboxes are drawn
ca_DrawEmptyAttachments
draws a wireframe cube if there is no object linked to an attachment
ca_DrawFaceAttachments
if this is 0, will not draw the skin attachments objects
ca_DrawFootPlants
if this is 1, it will print some debug boxes at the feet of the character
ca_DrawIdle2MoveDir
if this is 1, we will draw the initial Idle2Move dir
ca_DrawLookIK
draws a visualization of look ik
ca_DrawMotionBlurTest
if this is 1, we draw the motion-blur test mesh
ca_DrawNormals
draws the normals of the rendered character
ca_DrawPositionPost
draws the world position of the character (after update)
ca_DrawPositionPre
draws the world position of the character (before update)
ca_DrawSkeleton
if set to 1, the skeleton is drawn
ca_DrawTangents
draws the tangents of the rendered character
ca_DrawWireframe
draws a wireframe on top of the rendered character
ca_DumpAssetStatistics
writes animation asset statistics to the disk
ca_EnableAnimationLog
enables a special kind of log: Animation.log file, solely for debugging
ca_EnableAssetStrafing
asset strafing is disabled by default
ca_EnableAssetTurning
asset tuning is disabled by default
ca_EnableCoolReweighting
If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
ca_EnableCoolTransitions
If this is 1, then we adjust all transition-times for humans
ca_eyes_procedural
Enables/Disables procedural eyes animation
ca_FacialAnimationRadius
Maximum distance at which facial animations are updated - handles zooming correctly
ca_FootAnchoring
if this is 1, it will print some debug boxes at the feet of the character
ca_ForceNullAnimation
replaces the mocap-data by default position
ca_FPWeaponInCamSpace
if this is 1, then we attach the wepon to the camera
ca_GameControlledStrafing
Use game controlled strafing/curving flag, instead of low level calculated curving weight.
ca_GroundAlignment
if this is 1, the legs of human characters will align with the terrain
ca_JustRootUpdate
if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.
ca_KeepModels
If set to 1, will prevent models from unloading from memory

upon destruction of the last referencing character

ca_lipsync_debug
Enables facial animation debug draw
ca_lipsync_phoneme_crossfade
Cross fade time between phonemes in milliseconds
ca_lipsync_phoneme_offset
Offset phoneme start time by this value in milliseconds
ca_lipsync_phoneme_strength
LipSync phoneme strength
ca_lipsync_vertex_drag
Vertex drag coefficient when blending morph targets
ca_LoadDatabase
Enable loading animations from database
ca_LoadUncompressedChunks
If this 1, then uncompressed chunks prefer compressed while loading
ca_lod_ratio
Caharcters LOD ratio
ca_LogAnimation
WIP
ca_MemoryUsageLog
enables a memory usage log
ca_NoAnim
the animation isn't updated (the characters remain in the same pose)
ca_NoDeform
the skinning is not performed during rendering if this is 1
ca_PrintDesiredSpeed
if this is 1, it will print the desired speed of the human characters
ca_Profile
Enables a table of real-time profile statistics
ca_RandomScaling
If this is set to 1, then we apply ransom scaling to characters
ca_SaveAABB
if the AABB is invalid, replace it by the default AABB
ca_SphericalSkinning
If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
ca_travelSpeedScaleMax
Maximum motion travel speed scale (default 2.0).
ca_travelSpeedScaleMin
Minimum motion travel speed scale (default 0.5).
ca_UnloadAimPoses
remove aim-poses from memory
ca_UseAimIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseAnimationsCache
use dynamically unpacked animations cache
ca_UseDecals
if set to 0, effectively disables creation of decals on characters

2 - alternative method of calculating/building the decals

ca_UseFacialAnimation
If this is set to 1, we can play facial animations
ca_UseLookIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseMorph
the morph skinning step is skipped (it's part of overall skinning during rendering)
ca_UsePhysics
the physics is not applied (effectively, no IK) ==capture==
capture_file_format
Specifies file format of captured files (jpg, bmp, tga, hdr).
capture_folder
Specifies sub folder to write captured frames.
capture_frames
Enables capturing of frames. ==cl==
cl_actorsafemode
Enable/disable actor safe mode
cl_bandwidth
Bit rate on client
cl_bob
view/weapon bobbing multiplier
cl_camera_nearz
Overrides default near z-range for camera.
cl_camera_noise
Adds hand-held like camera noise to the camera view.
The higher the value, the higher the noise.
A value
cl_camera_noise_freq
Defines camera noise frequency for the camera view.
The higher the value, the higher the noise.
cl_crouchToggle
To make the crouch key work as a toggle
cl_debugFreezeShake
Toggle freeze shake debug draw
cl_debugSwimming
enable swimming debugging
cl_fov
field of view.
cl_fpBody
first person body
cl_frozenAngleMax
Frozen clamp angle max
cl_frozenAngleMin
Frozen clamp angle min
cl_frozenKeyMult
Frozen movement keys multiplier
cl_frozenMouseMult
Frozen mouseshake multiplier
cl_frozenSensMax
Frozen sensitivity max
cl_frozenSensMin
Frozen sensitivity min
cl_frozenSoundDelta
Threshold for unfreeze shake to trigger a crack sound
cl_frozenSteps
Number of steps for unfreeze shaking
cl_gs_cdkey
CDKey for gamespy auth
cl_gs_email
Email address for Gamespy login
cl_gs_nick
Nickname for Gamespy login
cl_gs_password
Password for Gamespy login
cl_headBob
head bobbing multiplier
cl_headBobLimit
head bobbing distance limit
cl_hitBlur
blur on hit
cl_hitShake
hit shake
cl_hud
Show/Hide the HUD
cl_invertController
Controller Look Up-Down invert
cl_invertMouse
mouse invert?
cl_motionBlur
motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
cl_nearPlane
overrides the near clipping plane if != 0, just for testing.
cl_packetRate
Packet rate on client
cl_righthand
Select right-handed weapon!
cl_screeneffects
Enable player screen effects (depth-of-field, motion blur, ...).
cl_sensitivity
Set mouse sensitivity!
cl_sensitivityZeroG
Set mouse sensitivity in ZeroG!
cl_serveraddr
Server address
cl_serverpassword
Server password
cl_serverport
Server address
cl_shallowWaterDepthHi
Shallow water depth high (above has full slowdown)
cl_shallowWaterDepthLo
Shallow water depth low (below has zero slowdown)
cl_shallowWaterSpeedMulAI
Shallow water speed multiplier (AI only)
cl_shallowWaterSpeedMulPlayer
shallow water speed multiplier (Players only)
cl_sprintBlur
sprint blur
cl_sprintShake
sprint shake
cl_strengthscale
nanosuit strength scale
cl_tpvDist
camera distance in 3rd person view
cl_tpvYaw
camera angle offset in 3rd person view
cl_voice_recording
Enable client voice recording
cl_voice_volume
Set VOIP playback volume: 0-1 ==con==
con_debug
Log call stack on every GetCVar call
con_display_last_messages
WIP
con_line_buffer_size
WIP
con_restricted
0=normal mode / 1=restricted access to the console
con_showonload
Show console on level loading ==connect==
connect_crynet
Connect to online game server ==demo==
demo_ai
Enable/Disable AI during the demo
demo_file
Time Demo Filename
demo_fixed_timestep
number of updates per second
demo_max_frames
Max number of frames to save
demo_noinfo
Disable info display during demo playback
demo_num_runs
Number of times to loop timedemo
demo_panormaic
Panormaic view when playing back demo
demo_profile
Enable profiling
demo_quit
Quit game after demo runs finished
demo_restart_level
Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start
demo_savestats
Save level stats at the end of the loop
demo_screenshot_frame
Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
demo_scroll_pause
ScrollLock pauses demo play/record
demo_StartDemoChain
Load`s a file at 1st argument with the list of levels and play time demo on each
demo_time_of_day
Sets the time of day to override in game settings if not negative
demo_vtune
Enables VTune profiling when running time demo ==ds==
ds_AutoReloadScripts
Automatically reload DialogScripts when jumping into GameMode from Editor
ds_Dump
WIP
ds_DumpSessions
WIP
ds_LoadExcelScripts
Load legacy Excel based dialogs.
ds_LoadSoundsSync
Load Sounds synchronously
ds_LogLevel
Set the verbosity of DiaLOG Messages
ds_PrecacheSounds
Precache sounds on Dialog Begin
ds_Reload
WIP
ds_WarnOnMissingLoc
Warn on Missing Localization Entries ==dt==
dt_enable
suit actions activated by double-tapping
dt_meleeTime
time in seconds between double taps for melee
dt_time
time in seconds between double taps ==dump==
dump_action_maps
WIP
dump_maps
Dumps currently scanned maps
dump_stats
Dumps some player statistics ==e==
e_allow_cvars_serialization
If set to zero - will not save cvars to cfg file
e_ambient_occlusion
Activate non deferred terrain occlusion and indirectional lighitng system
e_bboxes
Activates drawing of bounding boxes
e_brushes
Draw brushes
e_cbuffer
Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check
e_cbuffer_bias
Coverage buffer z-biasing
e_cbuffer_clip_planes_num
Debug
e_cbuffer_debug
Display content of main camera coverage buffer
e_cbuffer_debug_draw_scale
Debug
e_cbuffer_debug_freeze
Freezes viewmatrix/-frustum
e_cbuffer_draw_occluders
Debug draw of occluders for coverage buffer
e_cbuffer_hw
Debug
e_cbuffer_lazy_test
Dont test visible objects every frame
e_cbuffer_lc
Debug
e_cbuffer_lights_debug_side
Debug
e_cbuffer_max_add_render_mesh_time
Max time for unlimited AddRenderMesh
e_cbuffer_occluders_lod_ratio
Debug
e_cbuffer_occluders_test_min_tris_num
Debug
e_cbuffer_occluders_view_dist_ratio
Debug
e_cbuffer_resolution
Resolution of software coverage buffer
e_cbuffer_terrain
Activates usage of coverage buffer for terrain
e_cbuffer_terrain_elevation_shift
Shift low lods down in order to avoid false occlusion
e_cbuffer_terrain_lod_ratio
Terrain lod ratio for mesh rendered into cbuffer
e_cbuffer_terrain_lod_shift
Controlls tesselation of terrain mesh
e_cbuffer_terrain_max_distance
Only near sectors are rasterized
e_cbuffer_test_mode
Debug
e_cbuffer_tree_debug
Debug
e_cbuffer_tree_depth
Debug
e_cbuffer_version
1 Vladimir's, 2MichaelK's
e_clouds
Enable clouds rendering
e_cull_lights_per_triangle_min_obj_radius
Debug
e_cull_veg_activation
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
e_debug_draw
Draw helpers with information for each object (same number negative hides the text)
1: Name of the used cgf, polycount, used LOD
2: Color coded polygon count
3: Show color coded LODs count, flashing color indicates no Lod
4: Display object texture memory usage
5: Display color coded number of render materials
6: Display ambient color
7: Display tri count, number of render materials, texture memory
8: RenderWorld statistics (with view cones)
9: RenderWorld statistics (with view cones without lights)

10: Render geometry with simple lines and triangles 11: Render occlusion geometry additionally 12: Render occlusion geometry without render geometry 13: Render occlusion ammount (used during AO computations) 15: Display helpers

e_debug_lights
Use different colors for objects affected by different number of lights
black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
e_debug_mask
debug variable to activate certain features for debugging (each bit represents one feature

bit 0(1): use EFSLIST_TERRAINLAYER bit 1(2): bit 3(4): bit 4(8):

e_decals
Activates drawing of decals (game decals and hand-placed)
e_decals_allow_game_decals
Allows creation of decals by game (like weapon bullets marks)
e_decals_clip
Clip decal geometry by decal bbox
e_decals_hit_cache
Use smart hit cacheing for bullet hits (may cause no decals in some cases)
e_decals_life_time_scale
Allows to increase or reduce decals life time for different specs
e_decals_merge
Combine pieces of decals into one render call
e_decals_neighbor_max_life_time
If not zero - new decals will force old decals to fade in X seconds
e_decals_overlapping
If zero - new decals will not be spawned if the distance to nearest decals less than X
e_decals_precreate
Pre-create decals at load time
e_decals_range
Less precision for decals outside this range
e_decals_wrap_around_min_size
Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
e_default_material
use gray illum as default
e_deformable_objects
Enable / Disable morph based deformable objects
e_detail_materials
Activates drawing of detail materials on terrain ground
e_detail_materials_debug
Shows number of materials in use per terrain sector
e_detail_materials_view_dist_xy
Max view distance of terrain XY materials
e_detail_materials_view_dist_z
Max view distance of terrain Z materials
e_detail_objects
Turn detail objects on/off
e_dissolve
Objects alphatest_noise_fading out on distance
e_dissolve_transition_threshold
Controls disabling of smooth transition if camera moves too fast
e_dissolve_transition_time
Lod switch duration
e_dynamic_light
Activates dynamic light sources
e_dynamic_light_consistent_sort_order
Debug
e_dynamic_light_frame_id_vis_test
Use based on last draw frame visibility test
e_entities
Activates drawing of entities and brushes
e_EntitySuppressionLevel
Defines the level at which entities are spawned.

Entities marked with lower level will not be spawned - 0 means no level. Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off).

e_flocks
Enable Flocks (Birds/Fishes)
e_flocks_hunt
Birds will fall down...
e_fog
Activates global height/distance based fog
e_fogvolumes
Activates local height/distance based fog volumes
e_foliage_branches_damping
Damping of branch ropes
e_foliage_branches_stiffness
Stiffness of branch ropes
e_foliage_branches_timeout
Maximum lifetime of branch ropes (if there are no collisions)
e_foliage_broken_branches_damping
Damping of branch ropes of broken vegetation
e_foliage_stiffness
Stiffness of the spongy obstruct geometry
e_foliage_wind_activation_dist
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
e_force_detail_level_for_resolution
Force sprite distance and other values used for some specific screen resolution, 0 means current
e_gsm_cache
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_gsm_cache_lod_offset
Makes first X GSM lods not cached
e_gsm_combined
Variable to tweak the performace of directional shadow maps

0=individual textures are used for each GSM level, 1=texture are combined into one texture

e_gsm_depth_bounds_debug
Debug GSM bounds regions calculation
e_gsm_lods_num
Number of GSM lods (0..5)
e_gsm_range
Size of LOD 0 GSM area (in meters)
e_gsm_range_step
Range of next GSM lod is previous range multiplied by step
e_gsm_range_step_terrain
gsm_range_step for last gsm lod containg terrain
e_gsm_scatter_lod_dist
Size of Scattering LOD GSM in meters
e_gsm_stats
Show GSM statistics 0=off, 1=enable debug to the screens
e_gsm_view_space
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_hw_occlusion_culling_objects
Activates usage of HW occlusion test for objects
e_hw_occlusion_culling_water
Activates usage of HW occlusion test for ocean
e_joint_strength_scale
Scales the strength of prebroken objects' joints (for tweaking)
e_level_auto_precache_camera_jump_dist
When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start
e_level_auto_precache_terrain_and_proc_veget
Force auro pre-cache of terrain textures and procedural vegetation
e_level_auto_precache_textures_and_shaders
Force auro pre-cache of general textures and shaders
e_lod_max
Max LOD for objects
e_lod_min
Min LOD for objects
e_lod_min_tris
LODs with less triangles will not be used
e_lod_ratio
LOD distance ratio for objects
e_lods
Load and use LOD models for static geometry
e_lowspec_mode
Enables lowspec mode
e_materials
Activates material support for non animated objects
e_max_entity_lights
Set maximum number of lights affecting object
e_max_view_dst
Far clipping plane distance
e_max_view_dst_full_dist_cam_height
Debug
e_max_view_dst_spec_lerp
1 - use max view distance set by designer for very high spec

0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances

e_mesh_simplify
Mesh simplification debugging
e_obj
Render or not all objects
e_obj_fast_register
Debug
e_obj_quality
Current object detail quality
e_obj_stats
Show instances count
e_obj_tree_max_node_size
Debug draw of object tree bboxes
e_obj_tree_min_node_size
Debug draw of object tree bboxes
e_occlusion_culling_view_dist_ratio
Skip per object occlusion test for very far objects - culling on tree level will handle it
e_occlusion_volumes
Enable occlusion volumes(antiportals)
e_occlusion_volumes_view_dist_ratio
Controls how far occlusion volumes starts to occlude objects
e_on_demand_maxsize
Specifies the maximum size of vegetation objects that are physicalized on-demand
e_on_demand_physics
Turns on on-demand vegetation physicalization
e_particles
Activates drawing of particles
e_particles_debug
Particle debug flags:
1 = show basic stats
f+ = show fill rate stats
r+ = show reuse/reject stats
b+ = draw bounding boxes and labels
s+ = log emitter and particle counts by effect (for 1 frame)
e+ = log particle system timing info (for 1 frame)
t+ = log particle texture usage
z+ = freeze particle system
e_particles_lights
Allows to have simpe light source attached to every article
e_particles_lod
Multiplier to particle count
e_particles_max_emitter_draw_screen
Max screen fill per emitter -- fade out earlier
e_particles_min_draw_pixels
Pixel size cutoff for rendering particles -- fade out earlier
e_particles_object_collisions
Enable particle/object collisions for SimpleCollision
e_particles_preload
Enable preloading of all particle effects at the begining
e_particles_quality
Current particles detail quality
e_particles_receive_shadows
Enable shadow maps receiving for particles
e_particles_thread
Enable particle threading
e_phys_foliage
Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
e_phys_ocean_cell
Cell size for ocean approximation in physics, 0 assumes flat plane
e_portals
Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
e_portals_big_entities_fix
Enables special processing of big entities like vehicles intersecting portals
e_precache_level
Pre-render objects right after level loading
e_proc_vegetation
Show procedurally distributed vegetation
e_proc_vegetation_max_view_distance
Debug
e_profile_level_loading
Output level loading stats into log

0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info

e_ram_DumpDXF
Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs
e_ram_maps
Use RAM (realtime ambient maps) on brushes
e_recursion
If 0 - will skip recursive render calls like render into texture
e_recursion_occlusion_culling
If 0 - will disable occlusion tests for recursive render calls like render into texture
e_recursion_view_dist_ratio
Set all view distances shorter by factor of X
e_reloadSurfaces
WIP
e_render
Enable engine rendering
e_roads
Activates drawing of road objects
e_ropes
Turn Rendering of Ropes on/off
e_scene_merging
Merge marked brushes during loading
e_scene_merging_compact_vertices
Minimize number of vertices in decals and merged brushes
e_scene_merging_max_time_ms
Spend only X ms per frame on merging
e_scene_merging_max_tris_in_chunk
Only objects having less than X triangles per chunk will be merged
e_scene_merging_min_merge_distance
Don't merge nodes closer than X
e_scene_merging_show_onlymerged
Show only merged brushes
e_scissor_debug
Debug
e_screenshot
Make screenshot combined up of multiple rendered frames

(negative values for multiple frames, positive for a a single frame)

1 highres
2 360 degree panorama
3 Map top-down view

see:

 e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x,
 e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug
e_screenshot_debug
0 off

1 show stiching borders 2 show overlapping areas

e_screenshot_file_format
Set output image file format for hires screen shots. Can be JPG or TGA
e_screenshot_height
used for e_panorama_screenshot to define the height of the destination image, 1500 default
e_screenshot_map_camheight
param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map

defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)

e_screenshot_map_center_x
param for the centerX position of the camera, see e_screenshot_map

defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)

e_screenshot_map_center_y
param for the centerX position of the camera, see e_screenshot_map

defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)

e_screenshot_map_size_x
param for the size in worldunits of area to make map screenshot, see e_screenshot_map

defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)

e_screenshot_map_size_y
param for the size in worldunits of area to make map screenshot, see e_screenshot_map

defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)

e_screenshot_min_slices
used for e_panorama_screenshot to define the quality

0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

e_screenshot_quality
used for e_panorama_screenshot to define the quality

0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

e_screenshot_width
used for e_panorama_screenshot to define the width of the destination image, 2000 default
e_shadows
Activates drawing of shadows
e_shadows_cast_view_dist_ratio
View dist ratio for shadow maps
e_shadows_clouds
Cloud shadows
e_shadows_debug
0=off, 2=visualize shadow maps on the screen
e_shadows_from_terrain_in_all_lods
Enable shadows from terrain
e_shadows_frustums
Debug
e_shadows_max_texture_size
Set maximum resolution of shadow map

256(faster), 512(medium), 1024(better quality)

e_shadows_occ_check
Enable/disable shadow-caster test against the occlusion buffer
e_shadows_occ_cutCaster
Clips the caster extrusion to the zoro height.
e_shadows_on_alpha_blended
Enable shadows on aplhablended
e_shadows_slope_bias
Shadows slope bias for shadowgen
e_shadows_water
Enable/disable shadows on water
e_sketch_mode
Enables Sketch mode drawing
e_sky_box
Activates drawing of skybox and moving cloud layers
e_sky_quality
Quality of dynamic sky: 1 (very high), 2 (high).
e_sky_type
Type of sky used: 0 (static), 1 (dynamic).
e_sky_update_rate
Percentage of a full dynamic sky update calculated per frame (0..100].
e_sleep
Sleep X in C3DEngine::Draw
e_stat_obj_merge
Enable CGF sub-objects meshes merging
e_stream_areas
Stream content of terrain and indoor sectors
e_stream_cgf
Debug
e_stream_for_physics
Debug
e_stream_for_visuals
Debug
e_sun
Activates sun light source
e_sun_angle_snap_dot
Sun dir snap control
e_sun_angle_snap_sec
Sun dir snap control
e_sun_clipplane_range
Max range for sun shadowmap frustum
e_terrain
Activates drawing of terrain ground
e_terrain_ao
Activate deferred terrain ambient occlusion
e_terrain_bboxes
Show terrain nodes bboxes
e_terrain_deformations
Allows in-game terrain surface deformations
e_terrain_draw_this_sector_only
1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
e_terrain_lm_gen_threshold
Debug
e_terrain_lod_ratio
Set heightmap LOD
e_terrain_log
Debug
e_terrain_normal_map
Use terrain normal map for base pass if available
e_terrain_occlusion_culling
heightmap occlusion culling with time coherency 0=off, 1=on
e_terrain_occlusion_culling_debug
Draw sphere onevery terrain height sample
e_terrain_occlusion_culling_max_dist
Max length of ray (for version 1)
e_terrain_occlusion_culling_max_steps
Max number of tests per ray (for version 0)
e_terrain_occlusion_culling_precision
Density of rays
e_terrain_occlusion_culling_precision_dist_ratio
Controlls density of rays depending on distance to the object
e_terrain_occlusion_culling_step_size
Initial size of single step (in heightmap units)
e_terrain_occlusion_culling_step_size_delta
Step size scale on every next step (for version 1)
e_terrain_occlusion_culling_version
0 - old, 1 - new
e_terrain_texture_debug
Debug
e_terrain_texture_lod_ratio
Adjust terrain base texture resolution on distance
e_terrain_texture_streaming_debug
Debug
e_time_of_day
Current Time of Day
e_time_of_day_speed
Time of Day change speed
e_time_smoothing
0=no smoothing, 1=smoothing
e_timedemo_frames
Will quit appication in X number of frames, r_DisplayInfo must be also enabled
e_timer_debug
Timer debug
e_vegetation
Activates drawing of distributed objects like trees
e_vegetation_alpha_blend
Allow alpha blending for vegetations
e_vegetation_bending
Debug
e_vegetation_mem_sort_test
Debug
e_vegetation_min_size
Minimal size of static object, smaller objects will be not rendered
e_vegetation_node_level
Debug
e_vegetation_sphericalskinning
Activates vegetation spherical skinning support
e_vegetation_sprites
Activates drawing of sprites instead of distributed objects at far distance
e_vegetation_sprites_distance_custom_ratio_min
Clamps SpriteDistRatio setting in vegetation properties
e_vegetation_sprites_distance_ratio
Allows changing distance on what vegetation switch into sprite
e_vegetation_sprites_min_distance
Sets minimal distance when distributed object can be replaced with sprite
e_vegetation_static_instancing
Enable 3dengine side static instancing
e_vegetation_use_terrain_color
Allow blend with terrain color for vegetations
e_vegetation_wind
Activates vegetation with wind support
e_view_dist_custom_ratio
View distance ratio for special marked objects (Players,AI,Vehicles)
e_view_dist_min
Min distance on what far objects will be culled out
e_view_dist_ratio
View distance ratio for objects
e_view_dist_ratio_detail
View distance ratio for detail objects
e_view_dist_ratio_vegetation
View distance ratio for vegetation
e_volobj_shadow_strength
Self shadow intensity of volume objects [0..1].
e_voxel
Render voxels
e_voxel_ao_radius
Ambient occlusion test range in units
e_voxel_ao_scale
Ambient occlusion amount
e_voxel_build
Regenerate voxel world
e_voxel_debug
Draw voxel debug info
e_voxel_fill_mode
Use create brush as fill brush
e_voxel_lods_num
Generate LODs for voxels
e_voxel_make_physics
Physicalize geometry
e_voxel_make_shadows
Calculate per vertex shadows
e_voxel_rasterize_selected_brush
Debug
e_water_ocean
Activates drawing of ocean
e_water_ocean_bottom
Activates drawing bottom of ocean
e_water_ocean_fft
Activates fft based ocean
e_water_ocean_soft_particles
Enables ocean soft particles
e_water_tesselation_amount
Set tesselation amount
e_water_tesselation_swath_width
Set the swath width for the boustrophedonic mesh stripping
e_water_volumes
Activates drawing of water volumes
e_water_waves
Activates drawing of water waves
e_water_waves_tesselation_amount
Sets water waves tesselation amount
e_wind
Debug
e_wind_areas
Debug ==eqp==
eqp_DumpPacks
WIP ==es==
es_activateEntity
Activates an entity
es_bboxes
Toggles entity bounding boxes.

Usage: es_bboxes [0/1] Default is 0 (off). Set to 1 to display bounding boxes.

es_CharZOffsetSpeed
sets the character Z-offset change speed (in m/s), used for IK
es_compile_area_grid
Trigger a recompile of the area grid
es_deactivateEntity
Deactivates an entity
es_DebrisLifetimeScale
Usage: es_DebrisLifetimeScale 1.0
es_debug
Enable entity debugging info

Usage: es_debug [0/1] Default is 0 (on).

es_debug_not_seen_timeout
if true, log messages when entities undergo not seen timeout
es_DebugEvents
Enables logging of entity events
es_DebugFindEntity
WIP
es_DebugTimers
This is for profiling and debugging (for game coders and level designer)

By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it's good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer. Usage: es_DebugTimers 0/1

es_DrawAreaGrid
Enables drawing of Area Grid
es_DrawAreas
Enables drawing of Areas
es_dump_entities
Dumps current entities and their states!
es_dump_entity_classes_in_use
Dumps all used entity classes
es_enable_full_script_save
Enable (experimental) full script save functionality
es_FarPhysTimeout
Timeout for faraway physics forceful deactivation
es_helpers
Toggles helpers.

Usage: es_helpers [0/1]

Default is 0 (off). Set to 1 to display entity helpers.

es_HitCharacters
specifies whether alive characters are affected by bullet hits (0 or 1)
es_HitDeadBodies
specifies whether dead bodies are affected by bullet hits (0 or 1)
es_ImpulseScale
Usage: es_ImpulseScale 0.0
es_log_collisions
Enables collision events logging
es_MaxImpulseAdjMass
Usage: es_MaxImpulseAdjMass 2000.0
es_MaxPhysDist
Physical entities farther from the camera than this are forcefully deactivated
es_MaxPhysDistInvisible
Invisible physical entities farther from the camera than this are forcefully deactivated
es_MinImpulseVel
Usage: es_MinImpulseVel 0.0
es_not_seen_timeout
number of seconds after which to cleanup temporary render buffers in entity
es_OnDemandPhysics
Usage: es_OnDemandPhysics [0/1]

Default is 1 (on).

es_profileentities
Usage: 1,2,3

Default is 0 (off).

es_removeEntity
Removes an entity
es_sortupdatesbyclass
Sort entity updates by class (possible optimization)
es_SplashThreshold
minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
es_SplashTimeout
minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
es_UpdateAI
Toggles updating of AI entities.

Usage: es_UpdateAI [0/1] Default is 1 (on). Set to 0 to prevent AI entities from updating.

es_UpdateCollision
Toggles updating of entity collisions.

Usage: es_UpdateCollision [0/1] Default is 1 (on). Set to 0 to disable entity collision updating.

es_UpdateCollisionScript
Usage: es_UpdateCollisionScript [0/1]

Default is 1 (on).

es_UpdateContainer
Usage: es_UpdateContainer [0/1]

Default is 1 (on).

es_UpdateEntities
Toggles entity updating.

Usage: es_UpdateEntities [0/1] Default is 1 (on). Set to 0 to prevent all entities from updating.

es_UpdatePhysics
Toggles updating of entity physics.

Usage: es_UpdatePhysics [0/1] Default is 1 (on). Set to 0 to prevent entity physics from updating.

es_UpdateScript
Usage:

Default is 1 (on).

es_UpdateTimer
Usage: es_UpdateTimer [0/1]

Default is 1 (on).

es_UsePhysVisibilityChecks
Activates physics quality degradation and forceful sleeping for invisible and faraway entities
es_VisCheckForUpdate
Usage: es_VisCheckForUpdate [0/1]

Default is 1 (on). ==fg==

fg_abortOnLoadError
Abort on load error of flowgraphs

2:abort, 1:dialog, 0:log only

fg_InspectAction
Inspects the specified AIAction graph
fg_InspectEntity
Inspects the specified Entity graph
fg_Inspector
Toggles FlowGraph System DefaultInspector.

Usage: fg_Inspector [0/1] Default is 0 (off).

fg_inspectorLog
Log inspector on console.
fg_noDebugText
Don't show debug text [0/1]

Default is 0 (show debug text).

fg_profile
Flow graph profiling enable/disable
fg_SystemEnable
Toggles FlowGraph System Updates.

Usage: fg_SystemEnable [0/1] Default is 1 (on). ==fixed==

fixed_time_step
Game updated with this fixed frame time ==g==
g_aimdebug
Enable/disable debug drawing for aiming direction
g_AiSuitArmorModeHealthRegenTime
Modify suit health recharge for AI in armor mode.
g_AiSuitEnergyRechargeTime
Modify suit energy recharge for AI.
g_AiSuitHealthRegenTime
Modify suit health recharge for AI.
g_AiSuitStrengthMeleeMult
Modify AI strength mode melee damage relative to player damage.
g_alienPhysicsAnimRatio
WIP
g_autoteambalance
Enables auto team balance.
g_avmine_limit
Max avmines a player can place (recycled above this value)
g_battleDust_debug
0: off, 1: text, 2: text+gfx
g_battleDust_effect
Sets the effect to use for battledust
g_battleDust_enable
Enable/Disable battledust
g_battleDust_reload
Reload the battle dust parameters xml
g_battleRange
sets the battle range in meters
g_blood
Toggle blood effects
g_breakage_particles_limit
Imposes a limit on particles generated during 2d surfaces breaking
g_breakagelog
Log break events
g_breakImpulseScale
How big do explosions need to be to break things?
g_breaktimeoutframes
WIP
g_buddyMessagesIngame
Output incoming buddy messages in chat while playing game.
g_claymore_limit
Max claymores a player can place (recycled above this value)
g_combatFadeTime
sets the battle fade time in seconds
g_combatFadeTimeDelay
waiting time before the battle starts fading out, in seconds
g_cutsceneSkipDelay
Skip Delay for Cutscenes.
g_debug_fscommand
Print incoming fscommands to console
g_debugaimlook
Debug aim/look direction
g_debugCollisionDamage
Log collision damage
g_debugDirectMPMenu
Jump directly to MP menu on application start.
g_debugHits
Log hits
g_debugMines
Enable debug output for mines and claymores
g_debugNetPlayerInput
Show some debug for player input
g_detachCamera
Detach camera
g_difficultyHintSystem
Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)
g_difficultyLevel
Difficulty level
g_difficultyRadius
Radius in which player needs to die to display lower difficulty level hint.
g_difficultyRadiusThreshold
Number of times player has to die within radius to trigger difficulty hint.
g_difficultySaveThreshold
Number of times player has to die with same savegame active to trigger difficulty hint.
g_displayIgnoreList
Display ignore list in chat tab.
g_dof_averageAdjustSpeed
Speed that the average between min and max can be approached. Default = 20
g_dof_distAppart
Minimum distance that max and min can be apart. Default = 10
g_dof_ironsight
Enable ironsight dof. Default = 1
g_dof_maxAdjustSpeed
Speed that DoF can adjust the max value with. Default = 200
g_dof_maxHitScale
Scale of ray hit distance which Max tries to approach. Default = 2.0f
g_dof_minAdjustSpeed
Speed that DoF can adjust the min value with. Default = 100
g_dof_minHitScale
Scale of ray hit distance which Min tries to approach. Default = 0.25
g_dof_sampleAngle
Sample angle in degrees. Default = 5
g_dofset_limitScale
Scale Dof_FocusLimit param when it gets set Default = 9
g_dofset_maxScale
Scale Dof_FocusMax param when it gets set Default = 3
g_dofset_minScale
Scale Dof_FocusMin param when it gets set Default = 1
g_dump_stats
WIP
g_ec_enable
Enable/Disable explosion culling of small objects. Default = 1
g_ec_extent
Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
g_ec_radiusScale
Explosion culling scale to apply to explosion radius for object query.
g_ec_removeThreshold
At how many items in exploding area will it start removing items.
g_ec_volume
Explosion culling volume which needs to be exceed for objects to not be culled.
g_emp_nanosuit_downtime
Time that the nanosuit is deactivated after leaving the EMP field.
g_emp_style
WIP
g_enableAlternateIronSight
Enable/Disable alternate ironsight mode
g_enableFriendlyFallAndPlay
Enables fall&play feedback for friendly actors.
g_enableIdleCheck
WIP
g_enableitems
Enable/disable the item system
g_enableloadingscreen
Enable/disable the loading screen
g_enableMPStealthOMeter
Enables the stealth-o-meter to detect enemies in MP matches.
g_enableSpeedLean
Enables player-controlled curve leaning in speed mode.
g_enableTracers
Enable/Disable tracers.
g_energy_scale_income
Scales incoming energy.
g_energy_scale_price
Scales energy prices.
g_fallAndPlayThreshold
Minimum damage for fall and play.
g_fraglead
Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.
g_fraglimit
Number of frags before a round restarts. Default is 0, 0 means no frag-limit.
g_friendlyfireratio
Sets friendly damage ratio.
g_frostDecay
Frost decay speed when freezing actors
g_godMode
God Mode
g_goForceFastUpdate
GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
g_grabLog
verbosity for grab logging (0-2)
g_groundeffectsdebug
Enable/disable logging for GroundEffects
g_joint_breaking
Toggles jointed objects breaking
g_language
WIP
g_loadMod
WIP
g_localPacketRate
Packet rate locally on faked network connection
g_meleeWhileSprinting
Enables option to melee while sprinting, using left mouse button.
g_minplayerlimit
Minimum number of players to start a match.
g_minteamlimit
Minimum number of players in each team to start a match.
g_MPDeathCam
Enables / disables the MP death camera (shows the killer's location)
g_mpSpeedRechargeDelay
Toggles delay when sprinting below 20% energy.
g_nextlevel
Switch to next level in rotation or restart current one.
g_playerFallAndPlay
When enabled, the player doesn't die from direct damage, but goes to fall and play.
g_playerHealthValue
Maximum player health.
g_playerInteractorRadius
Maximum radius at which player can interact with other entities
g_playerLowHealthThreshold
The player health threshold when the low health effect kicks in.
g_playerRespawns
Sets the player lives.
g_playerSuitArmorModeHealthRegenTime
Modify suit health recharge for Player in armor mode.
g_playerSuitArmorModeHealthRegenTimeMoving
Modify suit health recharge for Player moving in armor mode.
g_playerSuitEnergyRechargeDelay
Delay of energy recharge after the player has been hit.
g_playerSuitEnergyRechargeTime
Modify suit energy recharge for Player.
g_playerSuitEnergyRechargeTimeArmor
Modify suit energy recharge for Player in singleplayer in armor mode.
g_playerSuitEnergyRechargeTimeArmorMoving
Modify suit energy recharge for Player in singleplayer in armor mode while moving.
g_playerSuitEnergyRechargeTimeMultiplayer
Modify suit energy recharge for Player in multiplayer.
g_playerSuitHealthRegenDelay
Delay of health regeneration after the player has been hit.
g_playerSuitHealthRegenTime
Modify suit health recharge for Player.
g_playerSuitHealthRegenTimeMoving
Modify suit health recharge for moving Player.
g_pp_scale_income
Scales incoming PP.
g_pp_scale_price
Scales PP prices.
g_preroundtime
Frozen time before round starts. Default is 8, 0 Disables freeze time.
g_procedural_breaking
Toggles procedural mesh breaking (except explosion-breaking)
g_proneAimAngleRestrict_Enable
Test fix for matching aim restrictions between 1st and 3rd person
g_proneNotUsableWeapon_FixType
Test various fixes for not selecting hurricane while prone
g_PSTutorial_Enabled
Enable/disable powerstruggle tutorial
g_punishFriendlyDeaths
The player gets punished by death when killing a friendly unit.
g_quickGame
Quick connect to good server.
g_quickGame_debug
QuickGame option
g_quickGame_map
QuickGame option
g_quickGame_min_players
QuickGame option
g_quickGame_mode
QuickGame option
g_quickGame_ping1_level
QuickGame option
g_quickGame_ping2_level
QuickGame option
g_quickGame_prefer_favorites
QuickGame option
g_quickGame_prefer_lan
QuickGame option
g_quickGame_prefer_mycountry
QuickGame option
g_quickGameStop
Cancel quick game search.
g_radialBlur
Radial blur on explosions. Default = 1, 0 to disable
g_ragdollDistance
distance in meters that the player has to be away from the ragdoll before it can disappear
g_ragdollMinTime
minimum time in seconds that a ragdoll will be visible
g_ragdollPollTime
time in seconds where 'unseen' polling is done
g_ragdollUnseenTime
time in seconds that the player has to look away from the ragdoll before it disappears
g_reloadGameRules
Reload GameRules script
g_resetActionmapOnStart
Resets Keyboard mapping on application start.
g_revivetime
Revive wave timer.
g_roundlimit
Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
g_roundtime
Duration of a round (in minutes). Default is 0, 0 means no time-limit.
g_show_laptop_status
Show laptop status
g_show_laptop_status_test
Show fake laptop status for testing
g_showIdleStats
WIP
g_showUpdateState
Show the game object update state of any activated entities; 3-4 -- AI objects only
g_skipIntro
Skip all the intro videos.
g_spectate_TeamOnly
If true, you can only spectate players on your team
g_spectatorcollisions
If set, spectator camera will not be able to pass through buildings
g_stanceTransitionSpeed
Set speed of camera transition from stance to stance
g_startFirstTime
1 before the game was started first time ever.
g_suddendeathtime
Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.
g_suitArmorHealthValue
This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and
g_suitCloakEnergyDrainAdjuster
Multiplier for energy reduction in cloak mode.
g_suitRecoilEnergyCost
Subtracted energy when weapon is fired in strength mode.
g_suitSpeedEnergyConsumption
Energy reduction in speed mode per second.
g_suitSpeedEnergyConsumptionMultiplayer
Energy reduction in speed mode per second in multiplayer.
g_suitSpeedMult
Modify speed mode effect.
g_suitSpeedMultMultiplayer
Modify speed mode effect for Multiplayer.
g_teamlock
Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.
g_tentacle_joint_limit
forces specific tentacle limits; used for tweaking
g_timelimit
Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.
g_tk_punish
Turns on punishment for team kills
g_tk_punish_limit
Number of team kills user will be banned for
g_tree_cut_reuse_dist
Maximum distance from a previously made cut that allows reusing
g_trooperBankingMultiplier
Trooper banking multiplier coeff (0..x)
g_trooperProneMinDistance
Distance to move for trooper to switch to prone stance
g_trooperTentacleAnimBlend
Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0
g_useProfile
Don't save anything to or load anything from profile.
g_VisibilityTimeout
Adds visibility timeout to IsProbablyVisible() calculations
g_VisibilityTimeoutTime
Visibility timeout time used by IsProbablyVisible() calculations
g_walkMultiplier
Modify movement speed ==gamedata==
gamedata_playback
WIP
gamedata_record
WIP
gamedata_stop_record_or_playback
WIP ==gpu==
gpu_particle_physics
Enable GPU physics if available (0=off / 1=enabled). ==gt==
gt_debug
Debug Game Tokens
gt_show
Show Game Tokens with values started from specified parameter ==h==
h_drawSlippers
Red ball when tentacle is lifted, green when on ground
h_turnSpeed
WIP
h_useIK
Hunter uses always IK ==hit==
hit_assistMultiplayerEnabled
Enable/disable minimum damage hit assistance in multiplayer games
hit_assistSingleplayerEnabled
Enable/disable minimum damage hit assistance ==hr==
hr_dotAngle
max angle for FOV change
hr_fovAmt
goal FOV when hit
hr_fovTime
fov time
hr_rotateFactor
rotate factor
hr_rotateTime
rotate time ==http==
http_password
WIP
http_startserver
Starts an HTTP server
http_stopserver
Stops an HTTP server ==hud==
hud_alienInterferenceStrength
Scales alien interference effect strength.
hud_aspectCorrection
Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse
hud_attachBoughEquipment
Attach equipment in PS equipment packs to the last bought/selected weapon.
hud_binocsScanningWidth
Defines the width/height in which the binocular raycasts are offset from the center to scan objects.
hud_chDamageIndicator
Switch crosshair-damage indicator... (1 on, 0 off)
hud_colorLine
HUD line color.
hud_colorOver
HUD hovered color.
hud_colorText
HUD text color.
hud_crosshair
Select the crosshair (1-8)
hud_crosshair_enable
Toggles singleplayer crosshair visibility.
hud_ctrl_Coeff_X
Analog controller X rotation scale
hud_ctrl_Coeff_Z
Analog controller Z rotation scale
hud_ctrl_Curve_X
Analog controller X rotation curve
hud_ctrl_Curve_Z
Analog controller Z rotation curve
hud_ctrlZoomMode
Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release
hud_enableAlienInterference
Switched the alien interference effect.
hud_faderDebug
Show Debug Information for FullScreen Faders.
hud_godFadeTime
sets the fade time of the god mode message
hud_mpNamesDuration
MP names will fade after this duration.
hud_mpNamesFarDistance
MP names will be fully invisible when farther than this.
hud_mpNamesNearDistance
MP names will be fully visible when nearer than this.
hud_nightVisionConsumption
Scales the energy consumption of the night vision.
hud_nightVisionRecharge
Scales the energy recharge of the night vision.
hud_onScreenFarDistance
On screen icons won't scale anymore, when farther than this.
hud_onScreenFarSize
On screen icon size when farthest.
hud_onScreenNearDistance
On screen icons won't scale anymore, when nearer than this.
hud_onScreenNearSize
On screen icon size when nearest.
hud_panoramicHeight
Set screen border for 'cinematic view' in percent.
hud_radarBackground
Switches the miniMap-background for the radar.
hud_radarJammingEffectScale
Scales the intensity of the radar jamming effect.
hud_radarJammingThreshold
Threshold to disable the radar (independent from effect).
hud_radarScanningDelay
Defines the delay in seconds the binoculars take to scan an object.
hud_showAllObjectives
Show all on screen objectives, not only the active one.
hud_showBigVehicleReload
Enables an additional reload bar around the crosshair in big vehicles.
hud_startPaused
The game starts paused, waiting for user input.
hud_subtitles
Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly
hud_subtitlesDebug
Debug subtitles
hud_subtitlesFontSize
FontSize for Subtitles.
hud_subtitlesHeight
Height of Subtitles in Percent. Normally same as hud_PanoramicHeight
hud_subtitlesQueueCount
Maximum amount of subtitles in Update Queue
hud_subtitlesRenderMode
Subtitle RenderMode. 0==Flash, 1=3DEngine
hud_subtitlesShowCharName
Show Character talking along with Subtitle
hud_subtitlesVisibleCount
Maximum amount of subtitles in Visible Queue
hud_voicemode
Usage of the voice when switching of Nanosuit mode. ==i==
i_auto_turret_target
Enables/Disables auto turrets aquiring targets.
i_auto_turret_target_tacshells
Enables/Disables auto turrets aquiring TAC shells as targets
i_debug_mp_flowgraph
Displays info on the MP flowgraph node
i_debug_projectiles
Displays info about projectile status, where available.
i_debug_sounds
Enable item sound debugging
i_debug_turrets
Enable GunTurret debugging.

Values: 0: off1: basics 2: prediction 3: sweeping 4: searching 5: deviation

i_debug_zoom_mods
Use zoom mode spread/recoil mods
i_debuggun_1
Command to execute on primary DebugGun fire
i_debuggun_2
Command to execute on secondary DebugGun fire
i_giveallitems
Gives all available items to the player!
i_givedebugitems
Gives special debug items to the player!
i_giveitem
Gives specified item to the player!
i_iceeffects
Enable/Disable specific weapon effects for ice environments
i_lighteffects
Enable/Disable lights spawned during item effects.
i_lying_item_limit
Max number of items lying around in a level. Only works in multiplayer.
i_noweaponlimit
Player can carry all weapons he wants
i_offset_front
Item position front offset
i_offset_right
Item position right offset
i_offset_up
Item position up offset
i_particleeffects
Enable/Disable particles spawned during item effects.
i_precache
Enables precaching of items during level loading.
i_rejecteffects
Enable/Disable ammo reject effects during weapon firing.
i_reload
Reloads item XML scripts (weapons, etc).
i_soundeffects
Enable/Disable playing item sound effects.
i_staticfiresounds
Enable/Disable static fire sounds. Static sounds are not unloaded when idle.
i_unlimitedammo
unlimited ammo ==int==
int_moveZoomTime
Number of seconds it takes to zoom out when moving. Default = 0.2
int_zoomAmount
Maximum zoom, between 0.0 and 1.0. Default = .75
int_zoomInTime
Number of seconds it takes to zoom in. Default = 5.0
int_zoomOutTime
Number of seconds it takes to zoom out when you stop firing. Default = 0.5 ==join==
join_game
Enter the current ongoing game. ==log==
log_FileVerbosity
defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used)

0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments

log_IncludeTime
Toggles time stamping of log entries.

Usage: log_IncludeTime [0/1/2/3/4]

 0=off (default)
 1=current time
 2=relative time
 3=current+relative time
 4=absolute time in seconds since this mode was started
log_Verbosity
defines the verbosity level for console log messages (use log_FileVerbosity for file logging)

0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments ==login==

login_profile
Log in as to CryNetwork using email, profile and password as arguments ==lua==
lua_debugger
Enables the script debugger.

1 to trigger on breakpoints and errors 2 to only trigger on errors Usage: lua_debugger [0/1/2]

lua_debugger_show
WIP
lua_dump_state
WIP
lua_stackonmalloc
WIP
lua_StopOnError
Stops on error. ==max==
max_time_step
Game systems clamped to this frame time ==mfx==
mfx_Debug
Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both
mfx_Enable
Enables MaterialEffects.
mfx_EnableFGEffects
Enabled Flowgraph based Material effects. Default: On
mfx_ParticleImpactThresh
Impact threshold for particle effects. Default: 2.0
mfx_pfx_maxDist
Max dist (how far away before scale is clamped)
mfx_pfx_maxScale
Max scale (when particle is far)
mfx_pfx_minScale
Min scale (when particle is close)
mfx_RaisedSoundImpactThresh
Impact threshold for sound effects if we're rolling. Default: 3.5
mfx_Reload
Reload MFX Spreadsheet
mfx_ReloadFGEffects
Reload MaterialEffect's FlowGraphs
mfx_SerializeFGEffects
Serialize Flowgraph based effects. Default: On
mfx_SoundImpactThresh
Impact threshold for sound effects. Default: 1.5
mfx_Timeout
Timeout (in seconds) to avoid playing effects too often ==net==
net_backofftimeout
Maximum time to allow a remote machine to stall for before disconnecting
net_bw_aggressiveness
Balances TCP friendlyness versus prioritization of game traffic
net_channelstats
Display bandwidth statistics per-channel
net_check_for_patch
Check whether a patch is available for download
net_connectivity_detection_interval
WIP
net_defaultChannelBitRateDesired
WIP
net_defaultChannelBitRateToleranceHigh
WIP
net_defaultChannelBitRateToleranceLow
WIP
net_defaultChannelIdlePacketRateDesired
WIP
net_defaultChannelPacketRateDesired
WIP
net_defaultChannelPacketRateToleranceHigh
WIP
net_defaultChannelPacketRateToleranceLow
WIP
net_disconnect_on_rmi_error
Disconnect remote connections on script exceptions during RMI calls
net_download_patch
If patch available, starts it downloading
net_dump_object_state
WIP
net_enable_tfrc
WIP
net_enable_voice_chat
WIP
net_highlatencythreshold
WIP
net_highlatencytimelimit
WIP
net_inactivitytimeout
Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
net_input_dump
write net_input_trace output to a file (netinput.log)
net_input_trace
trace an entities input processing to assist finding sync errors
net_install_patch
Quits Crysis and installs a downloaded patch
net_lan_scanport_first
Starting port for LAN games scanning
net_lan_scanport_num
Num ports for LAN games scanning
net_lanbrowser
enable lan games browser
net_log
Logging level of network system
net_log_remote_methods
Log remote method invocations
net_next_map
Notify clients of the next map to play
net_pb_cl_enable
Sets PunkBuster client enabled state
net_pb_sv_enable
Sets PunkBuster server enabled state
net_phys_debug
WIP
net_phys_lagsmooth
WIP
net_phys_pingsmooth
WIP
net_rtt_convergence_factor
WIP
net_scheduler_debug
Show scheduler debugger for some channel
net_set_cdkey
WIP
net_stats_login
Login for reporting stats on dedicated server
net_stats_pass
Password for reporting stats on dedicated server
net_voice_lead_packets
WIP
net_voice_proximity
WIP
net_voice_trail_packets
WIP ==No Prefix==
ban
Bans player for 30 minutes from server.
Bind
WIP - attatches a key to a CVar: bind [key] [CVar]
connect
Start a client and connect to a server
ConsoleHide
WIP
ConsoleShow
WIP
demo
Plays a time demo from file.

Usage: demo demoname

disconnect
Stop a game (or a client or a server)
DumpCommandsVars
This console command dumps all console variables and commands to disk

DumpCommandsVars [prefix]

dumpitem
My help message here
dumpnt
Dump ItemString table.
dumpss
test synched storage.
exec
executes a batch file of console commands
ExitOnQuit
WIP
freeze
Freezes player
goto
Sets current player position.
gotoe
Sets current player position.
kick
Kicks player from game
kickid
Kicks player from game
kill
Kills the player.
lastinv
Selects last inventory item used.
load
Load game
loadactionmap
Loads a key configuration file
LoadConfig
Load .cfg file from disk (from the Game/Config directory)

e.g. LoadConfig lowspec.cfg Usage: LoadConfig

loadLastSave
Loads the last savegame if available.
login
Log in as to CryNetwork using nickname and password as arguments
map
Load a map
MemInfo
Display memory information by modules
MemStats
0/x=refresh rate in milliseconds

Use 1000 to switch on and 0 to switch off Usage: MemStats [0..]

MemStatsMaxDepth
WIP
MemStatsThreshold
WIP
name
Sets player name.
play
Play back a recorded game
preloadforstats
Preload multiplayer assets for memory statistics.
profile
Enable profiling.

Usage: profile # Where # sets the profiling to: 0: Profiling off 1: Self Time 2: Hierarchical Time 3: Extended Self Time 4: Extended Hierarchical Time 5: Peaks Time 6: Subsystem Info 7: Calls Numbers 8: Standard Deviation -1: Profiling enabled, but not displayed Default is 0 (off).

quit
Quits the game
record
Starts recording of a time demo.

Usage: record demoname File 'demoname.tmd' will be created.

ReloadDialogData
WIP
restartgame
Restarts Crysis completely.
save
Save game
SaveLevelStats
Calling this command creates multiple XML files with level statistics.

The data includes file usage, dependencies, size in more/disk. The files can be loaded in Excel.

Screenshot
Create a screenshot with annotation

e.g. Screenshot beach scene with shark Usage: Screenshot

spectator
Sets the player as a spectator.
startKickVoting
Initiate voting.
startNextMapVoting
Initiate voting.
status
Shows connection status
stopdemo
Stop playing a time demo.
stoprecording
Stops recording of a time demo.

Usage: stoprecording File 'demoname.?' will be saved.

team
Sets player team.
unload
Unload current map
viewnote
View Note
vote
Vote on current topic. ==open==
open_url
WIP ==p==
p_accuracy_LCPCG
Desired accuracy of LCP CG solver (velocity-related, m/s)
p_accuracy_LCPCG_no_improvement
Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
p_accuracy_MC
Desired accuracy of microcontact solver (velocity-related, m/s)
p_approx_caps_len
Breakable trees are approximated with capsules of this length (0 disables approximation)
p_break_on_validation
Toggles break on validation error.

Usage: p_break_on_validation [0/1] Default is 0 (off). Issues DebugBreak() call in case of a physics parameter validation error.

p_characterik
Toggles character IK.

Usage: p_characterik [0/1] Default is 1 (on). Set to 0 to disable inverse kinematics.

p_collision_mode
This variable is obsolete.
p_cull_distance
Culling distance for physics helpers rendering
p_damping_group_size
Sets contacting objects group size

before group damping is used.Usage: p_damping_group_size 3 Used for internal tweaking only.

p_debug_explosions
Turns on explosions debug mode
p_debug_joints
If set, breakable objects will log tensions at the weakest spots
p_do_step
Steps physics system forward when in single step mode.

Usage: p_do_step 1 Default is 0 (off). Each 'p_do_step 1' instruction allows the physics system to advance a single step.

p_draw_helpers
Same as p_draw_helpers_num, but encoded in letters

Usage [Entity_Types]_[Helper_Types] - [t

p_draw_helpers_num
Toggles display of various physical helpers. The value is a bitmask:

bit 0 - show contact points bit 1 - show physical geometry bit 8 - show helpers for static objects bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls) bit 10 - show helpers for active physicalized objects bit 11 - show helpers for players bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes) bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050

p_enforce_contacts
This variable is obsolete.
p_fixed_timestep
Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]

Forces fixed time step when set to 1. When set to 0, the time step is variable, based on the frame rate.

p_fly_mode
Toggles fly mode.

Usage: p_fly_mode [0/1]

p_GEB_max_cells
Specifies the cell number threshold after which GetEntitiesInBox issues a warning
p_gravity_z
WIP
p_group_damping
Toggles damping for object groups.

Usage: p_group_damping [0/1] Default is 1 (on). Used for internal tweaking only.

p_jump_to_profile_ent
Move the local player next to the corresponding entity in the p_profile_entities list
p_lattice_max_iters
Limits the number of iterations of lattice tension solver
p_limit_simple_solver_energy
Specifies whether the energy added by the simple solver is limited (0 or 1)
p_list_active_objects
WIP
p_log_lattice_tension
If set, breakable objects will log tensions at the weakest spots
p_max_approx_caps
Maximum number of capsule approximation levels for breakable trees
p_max_contact_gap
Sets the gap, enforced whenever possible, between

contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only.

p_max_contact_gap_player
Sets the safe contact gap for player collisions with

the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only.

p_max_contact_gap_simple
Specifies the maximum contact gap for objects that use the simple solver
p_max_contacts
Maximum contact number, after which contact reduction mode is activated
p_max_debris_mass
Broken pieces with mass
p_max_entity_cells
Limits the number of entity grid cells an entity can occupy
p_max_LCPCG_contacts
Maximum number of contacts that LCPCG solver is allowed to handle
p_max_LCPCG_fruitless_iters
Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
p_max_LCPCG_iters
Maximum number of LCP CG iterations
p_max_LCPCG_microiters
Limits the total number of per-contact iterations during one LCP CG iteration

(number of microiters = number of subiters * number of contacts)

p_max_LCPCG_microiters_final
Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
p_max_LCPCG_subiters
Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
p_max_LCPCG_subiters_final
Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
p_max_MC_iters
Specifies the maximum number of microcontact solver iterations
p_max_MC_mass_ratio
Maximum mass ratio between objects in an island that MC solver is considered safe to handle
p_max_MC_vel
Maximum object velocity in an island that MC solver is considered safe to handle
p_max_object_splashes
Specifies how many splash events one entity is allowed to generate
p_max_plane_contacts
Maximum number of contacts lying in one plane between two rigid bodies

(the system tries to remove the least important contacts to get to this value)

p_max_plane_contacts_distress
Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
p_max_player_velocity
Clamps players' velocities to this value
p_max_substeps
Limits the number of substeps allowed in variable time step mode.

Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps.

p_max_substeps_large_group
Limits the number of substeps large groups of objects can make
p_max_unproj_vel
Limits the maximum unprojection velocity request
p_max_velocity
Clamps physicalized objects' velocities to this value
p_max_world_step
Specifies the maximum step physical world can make (larger steps will be truncated)
p_min_LCPCG_improvement
Defines a required residual squared length improvement, in fractions of 1
p_min_separation_speed
Used a threshold in some places (namely, to determine when a particle

goes to rest, and a sliding condition in microcontact solver)

p_net_angsnapmul
Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
p_net_minsnapdist
Minimum distance between server position and client position at which to start snapping
p_net_minsnapdot
Minimum quat dot product between server orientation and client orientation at which to start snapping
p_net_smoothtime
How much time should non-snapped positions take to synchronize completely?
p_net_velsnapmul
Multiplier to expand the p_net_minsnapdist based on the objects velocity
p_num_bodies_large_group
Group size to be used with p_max_substeps_large_group, in bodies
p_penalty_scale
Scales the penalty impulse for objects that use the simple solver
p_players_can_break
Whether living entities are allowed to break static objects with breakable joints
p_profile_entities
Enables per-entity time step profiling
p_profile_functions
Enables detailed profiling of physical environment-sampling functions
p_prohibit_unprojection
This variable is obsolete.
p_ray_fadein
Fade-in time for ray physics helpers
p_ray_peak_time
Rays that take longer then this (in ms) will use different color
p_single_step_mode
Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]

Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a 'p_do_step' instruction.

p_skip_redundant_colldet
Specifies whether to skip furher collision checks between two convex objects using the simple solver

when they have enough contacts between them

p_splash_dist0
Range start for splash event distance culling
p_splash_dist1
Range end for splash event distance culling
p_splash_force0
Minimum water hit force to generate splash events at p_splash_dist0
p_splash_force1
Minimum water hit force to generate splash events at p_splash_dist1
p_splash_vel0
Minimum water hit velocity to generate splash events at p_splash_dist0
p_splash_vel1
Minimum water hit velocity to generate splash events at p_splash_dist1
p_tick_breakable
Sets the breakable objects structure update interval
p_time_granularity
Sets physical time step granularity.

Usage: p_time_granularity [0..0.1] Used for internal tweaking only.

p_unproj_vel_scale
Requested unprojection velocity is set equal to penetration depth multiplied by this number
p_use_distance_contacts
Allows to use distance-based contacts (is forced off in multiplayer)
p_use_unproj_vel
internal solver tweak
p_wireframe_distance
Maximum distance at which wireframe is drawn on physics helpers ==pl==
pl_curvingSlowdownSpeedScale
Player only slowdown speedscale when curving/leaning extremely.
pl_debug_filter
WIP
pl_debug_jumping
WIP
pl_debug_ladders
WIP
pl_debug_movement
WIP
pl_debugFallDamage
Enables console output of fall damage information.
pl_fallDamage_SpeedBias
Damage bias for medium fall speed: =1 linear,
pl_fallDamage_SpeedFatal
Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).
pl_fallDamage_SpeedSafe
Safe fall speed (in all modes, including strength jump on flat ground).
pl_inputAccel
Movement input acceleration
pl_swimBackSpeedMul
Swimming backwards speed mul.
pl_swimBaseSpeed
Swimming base speed.
pl_swimJumpSpeedBaseMul
Swimming speed normal jump velocity mul (dolphin rocket).
pl_swimJumpSpeedCost
Swimming speed shift+jump energy cost (dolphin rocket).
pl_swimJumpSpeedSprintMul
Swimming speed shift+jump velocity mul (dolphin rocket).
pl_swimJumpStrengthBaseMul
Swimming strength normal jump velocity mul (dolphin rocket).
pl_swimJumpStrengthCost
Swimming strength shift+jump energy cost (dolphin rocket).
pl_swimJumpStrengthSprintMul
Swimming strength shift+jump velocity mul (dolphin rocket).
pl_swimNormalSprintSpeedMul
Swimming Non-Speed sprint speed mul.
pl_swimSideSpeedMul
Swimming sideways speed mul.
pl_swimSpeedSprintSpeedMul
Swimming Speed sprint speed mul.
pl_swimUpSprintSpeedMul
Swimming sprint while looking up (dolphin rocket).
pl_swimVertSpeedMul
Swimming vertical speed mul.
pl_zeroGAimResponsiveness
ZeroG aim responsiveness vs. inertia (default is 8.0).
pl_zeroGBaseSpeed
Maximum player speed request limit for zeroG.
pl_zeroGDashEnergyConsumption
Percentage consumed when doing a dash in ZeroG.
pl_zeroGEnableGBoots
Switch G-Boots action on/off (if button assigned).
pl_zeroGEnableGyroFade
Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).
pl_zeroGFloatDuration
Floating duration until full stop (after stopped thrusting).
pl_zeroGGyroFadeAngleInner
ZeroG gyro inner angle (default is 20).
pl_zeroGGyroFadeAngleOuter
ZeroG gyro outer angle (default is 60).
pl_zeroGGyroFadeExp
ZeroG gyro angle bias (default is 2.0).
pl_zeroGGyroStrength
ZeroG gyro strength (default is 1.0).
pl_zeroGParticleTrail
Enable particle trail when in zerog.
pl_zeroGSpeedMaxSpeed
(DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.
pl_zeroGSpeedModeEnergyConsumption
Percentage consumed per second while speed sprinting in ZeroG.
pl_zeroGSpeedMultNormal
Modify movement speed in zeroG, in normal mode.
pl_zeroGSpeedMultNormalSprint
Modify movement speed in zeroG, in normal sprint.
pl_zeroGSpeedMultSpeed
Modify movement speed in zeroG, in speed mode.
pl_zeroGSpeedMultSpeedSprint
Modify movement speed in zeroG, in speed sprint.
pl_zeroGSwitchableGyro
MERGE/REVERT
pl_zeroGThrusterResponsiveness
Thrusting responsiveness.
pl_zeroGUpDown
Scales the z-axis movement speed in zeroG. ==pp==
pp_RichSaveGames
Enable RichSaveGame Format for SaveGames
pp_RSFDebugWrite
When RichSaveGames are enabled, save plain XML Data alongside for debugging
pp_RSFDebugWriteOnLoad
When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame ==profile==
profile_allthreads
Enables profiling of non-main threads.
profile_callstack
Logs all Call Stacks of the selected profiler function for one frame
profile_filter
Profiles a specified subsystem.

Usage: profile_filter subsystem Where 'subsystem' may be: Renderer 3DEngine Animation AI Entity Physics Sound System Game Editor Script Network

profile_graph
Enable drawing of profiling graph.
profile_graphScale
Sets the scale of profiling histograms.

Usage: profileGraphScale 100

profile_log
Logs profiler output
profile_network
Enables network profiling.
profile_pagefaults
Enable drawing of page faults graph.
profile_peak
Profiler Peaks Tolerance in Milliseconds.
profile_sampler
Set to 1 to start sampling profiling
profile_sampler_max_samples
Number of samples to collect for sampling profiler
profile_smooth
Profiler exponential smoothing interval (seconds).
profile_threads
Enables Threads Profiler (should be deactivated for final product)

The C++ function CryThreadSetName(threadid,"Name") needs to be called on thread creation. o=off, 1=only active thready, 2+=show all threads Threads profiling may not work on all combinations of OS and CPUs (does not not on Win64) Usage: profile_threads [0/1/2+]

profile_weighting
Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold. ==r==
r_ATOC
WIP
r_Beams
Toggles light beams.

Usage: r_Beams [0/1/2/3] Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use optimized and with glow support beams.

r_BeamsDistFactor
Distance between slices.

Usage: r_BeamsDistFactor [fValue] Default is 0.01 (0.01 meters between slices).

r_BeamsHelpers
Toggles light beams helpers drawing.

Usage: r_BeamsHelpers [0/1] Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.

r_BeamsMaxSlices
Number of volumetric slices allowed per light beam.

Usage: r_BeamsMaxSlices [1-300] Default is 200 (high-spec).

r_BeamsSoftClip
Toggles light beams clip type.

Usage: r_BeamsSoftClip [0/1] Default is 1 (software clip beams). Set to 0 to enable hardware clipping.

r_Brightness
Sets the diplay brightness.

Usage: r_Brightness 0.5 Default is 0.5.

r_Character_NoDeform
WIP
r_CloudsDebug
Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2]

Usage: r_CloudsDebug = 1: render just screen imposters Usage: r_CloudsDebug = 2: render just non-screen imposters Default is 0 (off)

r_CloudsUpdateAlways
Toggles updating of clouds each frame.

Usage: r_CloudsUpdateAlways [0/1] Default is 0 (off.

r_ColorBits
Sets the color resolution, in bits per pixel. Default is 32.

Usage: r_ColorBits [32/24/16/8]

r_ColorGrading
Enables color grading.

Usage: r_ColorGrading [0/1]

r_ColorGradingDof
Enables color grading dof control.

Usage: r_ColorGradingDof [0/1]

r_ColorGradingFilters
Enables color grading.

Usage: r_ColorGradingFilters [0/1]

r_ColorGradingLevels
Enables color grading.

Usage: r_ColorGradingLevels [0/1]

r_ColorGradingSelectiveColor
Enables color grading.

Usage: r_ColorGradingSelectiveColor [0/1]

r_Contrast
Sets the diplay contrast.

Usage: r_Contrast 0.5 Default is 0.5.

r_CoronaColorScale
WIP
r_CoronaFade
Time fading factor of the light coronas.

Usage: r_CoronaFade 0.5Default is 0.5.

r_Coronas
Toggles light coronas around light sources.

Usage: r_Coronas [0/1]Default is 1 (on).

r_CoronaSizeScale
WIP
r_CullByClipPlanes
WIP
r_CullGeometryForLights
Rendering optimization for lights.

Usage: r_CullGeometryForLights [0/1/2] Default is 0 (off). Set to 1 to cull geometry behind light sources. Set to 2 to cull geometry behind static lights only.

r_CustomVisions
Enables custom visions, like heatvision, binocular view, etc.

Usage: r_CustomVisions [0/1] Default is 0 (disabled). 1 enables

r_debug_renderer_set_eye_pos
WIP
r_debug_renderer_show_window
WIP
r_DebugExtraSceneTargetFSAA
Disables usage of shared sceneTarget RT in case its multisampled

Usage: r_DebugSceneTargetNoFSAA [0/1]

r_DebugLights
Display dynamic lights for debugging.

Usage: r_DebugLights [0/1/2/3] Default is 0 (off). Set to 1 to display centres of light sources, or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen

r_DebugMotionBlur
Usage: r_MotionBlur [0/1]
r_DebugRefraction
Debug refraction usage. Displays red instead of refraction

Usage: r_DebugRefraction Default is 0 (off)

r_DebugRenderMode
WIP
r_DebugScreenEffects
Debugs screen effects textures.

Usage: r_DebugScreenEffects # Where # represents: 0: disabled (default) 1: enabled

r_DepthBits
WIP
r_DepthOfField
Enables depth of field.

Usage: r_DepthOfField [0/1/2] Default is 0 (disabled). 1 enables, 2 enables and overrides game settings

r_DetailDistance
Distance used for per-pixel detail layers blending.

Usage: r_DetailDistance (1-20) Default is 6.

r_DetailNumLayers
Sets the number of detail layers per surface.

Usage: r_DetailNumLayers 2 Default is 2.

r_DetailScale
Sets the default scaling for detail overlays.

Usage: r_DetailScale 8 Default is 8. This scale applies only if the object's detail scale was not previously defined (in MAX).

r_DetailTextures
Toggles detail texture overlays.

Usage: r_DetailTextures [0/1] Default is 1 (detail textures on).

r_DisplayInfo
Toggles debugging information display.

Usage: r_DisplayInfo [0=off/1=show/2=enhanced (displays frame time)] also see FPS Versus Frame Time

r_distant_rain
Enables distant rain rendering.

Usage: r_distant_rain [0/1] Default is 1 (on). Set to 0 to disable.

r_DrawNearFoV
Sets the FoV for drawing of near objects.

Usage: r_DrawNearFoV [n] Default is 60.

r_Driver
Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise.

Specify in system.cfg like this: r_Driver = "DX10"

r_DynTexAtlasCloudsMaxSize
WIP
r_DynTexAtlasSpritesMaxSize
WIP
r_DynTexMaxSize
WIP
r_EnvCMResolution
Sets resolution for target environment cubemap, in pixels.

Usage: r_EnvCMResolution # where # represents: 0: 64 1: 128 2: 256 Default is 2 (256 by 256 pixels).

r_EnvCMupdateInterval
Sets the interval between environmental cube map texture updates.

Usage: r_EnvCMupdateInterval # Default is 0.1.

r_EnvCMWrite
Writes cube-map textures to disk.

Usage: r_EnvCMWrite [0/1] Default is 0 (off). The textures are written to 'Cube_posx.jpg' 'Cube_negx.jpg',...,'Cube_negz.jpg'. At least one of the real-time cube-map shaders should be present in the current scene.

r_EnvLCMupdateInterval
LEGACY - not used
r_EnvLightCMDebug
Draw debug cube for env radiosity.

Usage: r_EnvLightCMDebug [0/1] Default is 0 (off).

r_EnvTexResolution
Sets resolution for 2d target environment texture, in pixels.

Usage: r_EnvTexResolution # where # represents: 0: 64 1: 128 2: 256 3: 512 Default is 3 (512 by 512 pixels).

r_EnvTexUpdateInterval
Sets the interval between environmental 2d texture updates.

Usage: r_EnvTexUpdateInterval 0.001 Default is 0.001.

r_ExcludeShader
Exclude the named shader from the render list.

Usage: r_ExcludeShader ShaderName Sometimes this is useful when debugging.

r_EyeAdaptationBase
HDR rendering eye adaptation base value (smaller values result in brighter adaption)

Usage: r_EyeAdaptationBase [Value]

r_EyeAdaptationFactor
HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)

Usage: r_HDREyeAdaptionFactor [Value] Default is 0.5

r_EyeAdaptionBase
HDR eye adaption property (0..1)

Usage: r_EyeAdaptionBase [Value] Default is 0.0

r_EyeAdaptionClamp
HDR eye adaption property (0=full clamp .. ) unfinished feature - value around 3 is good, big values e.g. 10 to disable the clamp

Usage: r_EyeAdaptionClamp [Value] Default is 4

r_EyeAdaptionMax
HDR eye adaption property (0..128)

Usage: r_EyeAdaptionMax [Value] Default is 4

r_EyeAdaptionMin
HDR eye adaption property (0..128)

Usage: r_EyeAdaptionMin [Value] Default is 0.1

r_EyeAdaptionScale
HDR eye adaption property (0..1, to scale the final result)

Usage: r_EyeAdaptionScale [Value] Default is 1.0

r_EyeAdaptionSpeed
HDR eye adaption property (percent of adaption per second)

Usage: r_EyeAdaptionMax [Value] Default is 50

r_FillLights
Activate simple differed light sources usage
r_FillLightsDebug
Visualize fill lights as spheres
r_FillLightsMode
Fill lights mode
r_FixMaterials
WIP
r_Flares
Toggles sunlight lens flare effect.

Usage: r_Flares [0/1] Default is 1 (on).

r_Flush
WIP
r_Force3DcEmulation
Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only).

(Emulation: DXT5, less quality but same memory requirements) 0=use only if driver doesn't support 3Dc 1=enforce on any hardware 2=use only if hardware doesn't support 3Dc Usage: r_Force3DcEmulation [0/1/2]

r_FSAA
WIP
r_FSAA_quality
WIP
r_FSAA_samples
WIP
r_Fullscreen
Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.

Usage: r_Fullscreen [0=window/1=fullscreen]

r_Gamma
Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)

Usage: r_Gamma 1.0 1 off (default), try values like 1.6 or 2.2

r_GeomInstancingThreshold
If the instance count gets bigger than the specified value the instancing feature is used.

Usage: r_GeomInstancingThreshold [Num] Default is 0 (automatic depending on hardware, used value can be found in the log)

r_GetScreenShot
To capture one screenshot (variable is set to 0 after capturing)

0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot

r_GlitterAmount
Sets amount of glitter sprites.

Usage: r_GlitterAmount n (default is 1024) Where n represents a number: eg: 256

r_GlitterSize
Sets glitter sprite size.

Usage: r_GlitterSize n (default is 1) Where n represents a number: eg: 0.5

r_GlitterSpecularPow
Sets glitter specular power.

Usage: r_GlitterSpecularPow n (default is 2.0f) Where n represents a number: eg: 16.0

r_GlitterVariation
Sets glitter variation.

Usage: r_GlitterVariation n (default is 1) Where n represents a number: eg: 0.5

r_Glow
Toggles the glow effect.

Usage: r_Glow [0/1] Default is 0 (off). Set to 1 to enable glow effect.

r_GlowScreenMultiplier
Sets fullscreen glow multiplier.

Usage: r_GlowScreenMultiplier [value] Default is 0.5

r_GlowScreenThreshold
Sets fullscreen glow threshold.

Usage: r_GlowScreenThreshold [value] Default is 0.5

r_GraphStyle
WIP
r_HairSortingQuality
Enables higher quality hair sorting.

Usage: r_HairSortingQuality [0/1]

r_HDRAllowNonFP
Selects HDR FP blending.

Usage: r_HDRAllowNonFP [0/1] Default is 0. Set to 1 to enable.

r_HDRBrightOffset
HDR rendering bright offset.

Usage: r_HDRBrightOffset [Value] Default is 6.0f

r_HDRBrightThreshold
HDR rendering bright threshold.

Usage: r_HDRBrightThreshold [Value] Default is 3.0f

r_HDRDebug
Toggles HDR debugging info (to debug HDR/eye adaptaion)

Usage: r_HDRDebug [0/1/2] 0 off (default) 1 to show some internal HDR textures on the screen 2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)

r_HDRHistogram
Toggles HDR luminance measuring using histogram.

Usage: r_HDRHistogram [0/1/2/3] Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable

r_HDRLevel
HDR rendering level (bloom multiplier, tweak together with threshold)

Usage: r_HDRLevel [Value] Default is 0.6

r_HDRRendering
Toggles HDR rendering.

Usage: r_HDRRendering [0/1] Default is 1 (on). Set to 0 to disable HDR rendering.

r_HDRType
Selects HDR type.

Usage: r_HDRType [0/1/2] Default is 1 (OpenEXR). Set to 0 to disable.

r_Height
Sets the display height, in pixels. Default is 768.

Usage: r_Height [600/768/..]

r_ImposterRatio
Allows to scale the texture resolution of imposters (clouds)

Usage: r_ImposterRatio [1..] Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)

r_ImpostersDraw
Toggles imposters drawing.

Usage: r_ImpostersDraw [0/1] Default is 1 (on). Set to 0 to disable imposters.

r_ImpostersUpdatePerFrame
How many kilobytes to update per-frame.

Usage: r_ImpostersUpdatePerFrame [1000-30000] Default is 6000 (6 megabytes).

r_LightsSinglePass
WIP
r_LightVolumesDebug
0=Disable

1=Enable Usage: r_LightVolumesDebug[0/1]

r_Log
Logs rendering information to Direct3DLog.txt.

Usage: r_Log [0/1/2/3/4] 1: Logs a list of all shaders without profile info. 2: Log contains a list of all shaders with profile info. 3: Logs all API function calls. 4: Highly detailed pipeline log, including all passes, states, lights and pixel/vertex shaders. Default is 0 (off). Use this function carefully, because log files grow very quickly.

r_LogShaders
Logs shaders info to Direct3DLogShaders.txt

0: off 1: normal 2: extended

r_LogTexStreaming
Logs streaming info to Direct3DLogStreaming.txt

0: off 1: normal 2: extended

r_LogVBuffers
Logs vertex buffers in memory to 'LogVBuffers.txt'.

Usage: r_LogVBuffers [0/1] Default is 0 (off).

r_MeasureOverdraw
0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour

Usage: r_MeasureOverdraw [0/1]

r_MeasureOverdrawScale
WIP
r_MergeRenderChunksForDepth
WIP
r_MergeShaders
WIP
r_MeshPrecache
WIP
r_MeshShort
WIP
r_MotionBlur
Enables per object and screen motion blur.

Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer

r_MotionBlurDynamicQuality
Enables motion blur.dynamic quality setting depending on movement amount

Usage: r_MotionBlurDynamicQuality [0/1]

r_MotionBlurDynQualityRotationAccStiffness
Usage: r_MotionBlurDynQualityRotationAccStiffness value (default 1.0f)
r_MotionBlurDynQualityRotationThreshold
Enables motion blur.dynamic quality setting depending on movement amount

Usage: r_MotionBlurDynQualityRotationThreshold value (default 1.0f)

r_MotionBlurDynQualityTranslationThreshold
Enables motion blur.dynamic quality setting depending on movement amount

Usage: r_MotionBlurDynQualityTranslationThreshold value (default 1.0f)

r_MotionBlurFrameTimeScale
Enables motion blur.frame time scalling - visually nicer on lower frame rates

Usage: r_MotionBlurFrameTimeScale [0/1]

r_MotionBlurShutterSpeed
Sets motion blur camera shutter speed.

Usage: r_MotionBlurShutterSpeed [0...1] Default is 0.015f.

r_MultiGPU
0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),

2(default)=automatic detection (currently SLI only, means off for ATI) should be activated before rendering

r_NightVision
Toggles nightvision enabling.

Usage: r_NightVision [0/1] Default is 1 (on). Set to 0 to completely disable nightvision.

r_NoDrawNear
Disable drawing of near objects.

Usage: r_NoDrawNear [0/1] Default is 0 (near objects are drawn).

r_NoDrawShaders
Disable entire render pipeline.

Usage: r_NoDrawShaders [0/1] Default is 0 (render pipeline enabled). Used for debugging and profiling.

r_NoHWGamma
Sets renderer to ignore hardware gamma correction.

Usage: r_NoHWGamma [0/1] Default is 0 (allow hardware gamma correction).

r_NoLoadTextures
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r_NoPreprocess
WIP
r_NormalsLength
Sets the length of displayed vectors.

r_NormalsLength 0.1 Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.

r_OcclusionQueriesMGPU
0=disabled, 1=enabled (if mgpu supported),
r_OceanHeightScale
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r_OceanLodDist
WIP
r_OceanMaxSplashes
WIP
r_OceanRendType
WIP
r_OceanSectorSize
WIP
r_OceanSplashScale
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r_OceanTexUpdate
WIP
r_OptimisedLightSetup
WIP
r_OptimiseShaders
WIP
r_PolygonMode
WIP
r_PostProcessEffects
Enables post processing special effects.

Usage: r_PostProcessEffects [0/1/2] Default is 1 (enabled). 2 enables and displays active effects

r_PostProcessEffectsFilters
Enables post processing special effects filters.

Usage: r_PostProcessEffectsFilters [0/1] Default is 1 (enabled). 0 disabled

r_PostProcessEffectsGameFx
Enables post processing special effects game fx.

Usage: r_PostProcessEffectsGameFx [0/1] Default is 1 (enabled). 0 disabled

r_PostProcessEffectsParamsBlending
Enables post processing effects parameters smooth blending

Usage: r_PostProcessEffectsParamsBlending [0/1] Default is 1 (enabled).

r_PostProcessEffectsReset
Enables post processing special effects reset.

Usage: r_PostProcessEffectsReset [0/1] Default is 0 (disabled). 1 enabled

r_PostProcessProfileFillrate
Enables profile fillrate.

Usage: r_PostProcessProfileFillrate [0/1] Default is 0 (disabled). 1 enabled

r_PrecacheShaderList
WIP
r_PrecacheShaders
WIP
r_PrintMemoryLeaks
WIP
r_ProfileDIPs
0=disabled, 1=profile each DIP performance (may cause very low frame rate)

r_ProfileShaders needs to be activated to see the statistics

r_ProfileShaders
Enables display of render profiling information.

Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.

r_ProfileShadersSmooth
Enables display of render profiling information.

Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.

r_Rain
Enables rain rendering

Usage: r_Rain [0/1/2] Default is 0 (disabled). 1 enables. 2 enables rain and rain fins

r_RainMaxViewDist
Sets rain max view distance

Usage: r_RainMaxViewDist

r_RAM
Toggles Realtime Ambient Maps
r_RC_AutoInvoke
Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check

showes that the destination is older or does not exist. Usage: r_RC_AutoInvoke 0 (default is 1)

r_Reflections
Toggles reflections.

Usage: r_Reflections [0/1] Default is 1 (reflects).

r_ReflectionsOffset
WIP
r_ReflectionsQuality
Toggles reflections quality.

Usage: r_ReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

r_refraction
Enables refraction.

Usage: r_refraction [0/1] Default is 1 (on). Set to 0 to disable.

r_ReleaseAllResourcesOnExit
WIP
r_ReloadShaders
Reloads shaders.

Usage: r_ReloadShaders [0/1] Default is 0. Set to 1 to reload shaders.

r_Scissor
Enables scissor test
r_ShadersAlwaysUseColors
WIP
r_ShadersAsyncCompiling
Enable asynchronous shader compiling

Usage: r_ShadersAsyncCompiling [0/1]

0 = off, (stalling) shadering compiling
1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
2 = on, shaders are compiled in parallel, missing shaders are not rendered
r_ShadersAsyncMaxThreads
WIP
r_ShadersCacheOptimiseLog
WIP
r_ShadersDebug
Enable special logging when shaders become compiled

Usage: r_ShadersDebug [0/1/2/3]

1 = assembly into directory Main/Game/shaders/cache/d3d9
2 = compiler input into directory Main/Game/testcg
3 = compiler input into directory Main/Game/testcg_1pass

Default is 0 (off)

r_ShadersDynamicBranching
WIP
r_ShadersIgnoreIncludesChanging
WIP
r_ShadersIntCompiler
WIP
r_ShadersPreactivate
WIP
r_ShadersPrecacheAllLights
WIP
r_ShadersStaticBranching
WIP
r_ShadersUserFolder
WIP
r_ShadowBlur
Selected shadow map screenspace blurring technique.

Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]

r_ShadowBluriness
Select shadow map bluriness if r_ShadowBlur is activated.

Usage: r_ShadowBluriness [0.1 - 16]

r_ShadowGen
0=disable shadow map updates, 1=enable shadow map updates
r_ShadowGenGS
Use geometry shader for shadow map generation (DX10 only, don't change at runtime)

Usage: r_ShadowGenGS [0=off, 1=on]

r_ShadowGenMode
0=Use Frustums Mask

1=Regenerate all sides Usage: r_ShadowGenMode [0/1]

r_ShadowJittering
Activate shadow map jittering.

Usage: r_ShadowJittering [0=off, 1=on]

r_ShadowPass
Process shadow pass
r_ShadowsBias
Select shadow map bluriness if r_ShadowsBias is activated.

Usage: r_ShadowsBias [0.1 - 16]

r_ShadowsDeferredMode
0=Quad light bounds

1=Use light volumes Usage: r_ShadowsDeferredMode [0/1]

r_ShadowsDepthBoundNV
1=use NV Depth Bound extension

Usage: CV_r_ShadowsDepthBoundNV [0/1]

r_ShadowsForwardPass
1=use Forward prepare depth maps pass

Usage: CV_r_ShadowsForwardPass [0/1]

r_ShadowsGridAligned
Selects algorithm to use for shadow mask generation:

0 - Disable shadows snapping 1 - Enable shadows snapping

r_ShadowsMaskDownScale
Saves video memory by using lower resolution for shadow masks except first one

0=per pixel shadow mask 1=half resolution shadow mask Usage: r_ShadowsMaskDownScale [0/1]

r_ShadowsMaskResolution
0=per pixel shadow mask

1=horizontal half resolution shadow mask 2=horizontal and vertical half resolution shadow mask Usage: r_ShadowsMaskResolution [0/1/2]

r_ShadowsSlopeScaleBias
Select shadow map bluriness if r_ShadowBlur is activated.

Usage: r_ShadowBluriness [0.1 - 16]

r_ShadowsStencilPrePass
1=Use Stencil pre-pass for shadows

Usage: r_ShadowsStencilPrePass [0/1]

r_ShadowTexFormat
0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target

2=use R32F texture format for depth map 3=use ATI's DF24 texture format for depth map 4=use NVIDIA's D24S8 texture format for depth map 5=use NVIDIA's D16 texture format for depth map Usage: r_ShadowTexFormat [0-5]

r_ShowDynTextureFilter
Usage: r_ShowDynTextureFilter *end

Usage: r_ShowDynTextureFilter *mid* Usage: r_ShowDynTextureFilter start* Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)

r_ShowDynTextures
Display a dyn. textures, filtered by r_ShowDynTextureFilter

Usage: r_ShowDynTextures 0/1/2 Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame

r_ShowLight
Display a light source by name.

Usage: r_ShowLight lightname Default is 0. Set to 'lightname' to show only the light from the source named 'lightname'.

r_ShowLightBounds
Display light bounds - for debug purpose

Usage: r_ShowLightBounds [0=off/1=on]

r_ShowLines
Toggles visibility of wireframe overlay.

Usage: r_ShowLines [0/1]Default is 0 (off).

r_ShowLumHistogram
Configures graphic display of luminance histogram.

Usage: r_ShowLumHistogram [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

r_ShowNormals
Toggles visibility of normal vectors.

Usage: r_ShowNormals [0/1]Default is 0 (off).

r_ShowOnlyShader
Render only the named shader, ignoring all others.

Usage: r_ShowOnlyShader ShaderName

r_ShowRenderTarget
Displays special render targets - for debug purpose

Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9] 1: m_Text_ZTarget 2: m_Text_SceneTarget 3: m_Text_ScreenShadowMap[0] 4: m_Text_ScreenShadowMap[1] 5: m_Text_ScreenShadowMap[2] 6: gTexture 7: gTexture2 8: m_Text_ScatterLayer 9: pEnvTex->m_pTex->m_pTexture 10: m_Text_LightInfo[0] 11: SSAO render target 16: Downscaled depth target for SSAO

r_ShowRenderTarget_FullScreen
WIP
r_ShowTangents
Toggles visibility of three tangent space vectors.

Usage: r_ShowTangents [0/1] Default is 0 (off).

r_ShowTexTimeGraph
Configures graphic display of frame-times.

Usage: r_ShowTexTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

r_ShowTimeGraph
Configures graphic display of frame-times.

Usage: r_ShowTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

r_ShowVideoMemoryStats
WIP
r_SSAO
Enable ambient occlusion
r_SSAO_amount
Controls how much SSAO affects ambient
r_SSAO_blur
SSAO mask blur
r_SSAO_blurriness
SSAO post-blur kernel size
r_SSAO_darkening
Controls how much SSAO darkens flat open surfaces
r_SSAO_depth_range
Use depth test to avoid SSAO computations on sky, 0 = disabled
r_SSAO_downscale_result_mask
Downscale final mask
r_SSAO_downscale_ztarget
Use downscaled version of z-target
r_SSAO_quality
SSAO shader quality
r_SSAO_radius
Controls size of area tested
r_Stats
Toggles render statistics.

0=disabled, 1=global render stats, 2=print shaders for selected object, 11=print info about used RT's (switches), 12=print info about used unique RT's, 13=print info about cleared RT's Usage: r_Stats [0/1/2/3/11/12/13]

r_StencilBits
WIP
r_sunshafts
Enables sun shafts.

Usage: r_sunshafts [0/1] Default is 1 (on). Set to 0 to disable.

r_TerrainAO
7=Activate terrain AO deferred passes
r_TerrainAO_FadeDist
Controls sky light fading in tree canopy in Z direction
r_TexAtlasSize
WIP
r_TexBindMode
WIP
r_TexBumpHeightmap
Allows to combine _DDN and _BUMP and _BUMP to _DDN on load conversion (processing adds to loading time and compression might be less)

This is a legacy feature and should not be used Usage: r_TexBumpHeightmap [0/1] When 0 (default) the feature is deactivated, 1 enables it

r_TexBumpResolution
Reduces texture resolution.

Usage: r_TexBumpResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

r_TexGrid
WIP
r_TexHWMipsGeneration
WIP
r_TexLMResolution
Reduces texture resolution.

Usage: r_TexLMResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

r_TexLog
Configures texture information logging.

Usage: r_TexLog # where # represents: 0: Texture logging off 1: Texture information logged to screen 2: All loaded textures logged to 'UsedTextures.txt' 3: Missing textures logged to 'MissingTextures.txt

r_TexMaxAnisotropy
WIP
r_TexMaxSize
WIP
r_TexMinSize
WIP
r_TexNoAniso
WIP
r_TexNoLoad
Disables loading of textures.

Usage: r_TexNoLoad [0/1] When 1 texture loading is disabled.

r_TexNormalMapType
WIP
r_TexPostponeLoading
WIP
r_TexResolution
Reduces texture resolution.

Usage: r_TexResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

r_TexSkyQuality
WIP
r_TexSkyResolution
WIP
r_Texture_Anisotropic_Level
WIP
r_TextureCompressor
Defines which texture compressor is used (fallback is DirectX)

Usage: r_TextureCompressor [0/1] 0 uses nvDXT, 1 uses Squish if possible

r_TextureLodDistanceRatio
Controls dynamic LOD system for textures used in materials.

Usage: r_TextureLodDistanceRatio [-1, 0 and bigger] Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. Values bigger than 0 will activate texture LOD selection depending on distance to the objects.

r_TextureLodMaxLod
Controls dynamic LOD system for textures used in materials.

Usage: r_TextureLodMaxLod [1 or bigger] Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame

r_TexturesFilteringQuality
Configures texture filtering adjusting.

Usage: r_TexturesFilteringQuality [#] where # represents: 0: Highest quality 1: Medium quality 2: Low quality

r_TexturesMipBiasing
WIP
r_TexturesStreaming
Enables direct streaming of textures from disk during game.

Usage: r_TexturesStreaming [0/1] Default is 0 (off). All textures save in native format with mips in a cache file. Textures are then loaded into texture memory from the cache.

r_TexturesStreamingMaxAsync
WIP
r_TexturesStreamingNoUpload
WIP
r_TexturesStreamingOnlyVideo
WIP
r_TexturesStreamingSync
WIP
r_TexturesStreamPoolSize
WIP
r_UseAlphaBlend
Toggles alpha blended objects.

Usage: r_UseAlphaBlend [0/1] Default is 1 (on). Set to 0 to disable all alpha blended object.

r_UseEdgeAA
Toggles edge blurring/antialiasing

Usage: r_UseEdgeAA [0/1/2] Default is 1 (edge blurring) 1 = activate edge blurring mode 2 = activate edge antialiasing mode (previous version)

r_UseGSParticles
Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]
r_UseHWSkinning
Toggles HW skinning.

Usage: r_UseHWSkinning [0/1] Default is 1 (on). Set to 0 to disable HW-skinning.

r_UseMaterialLayers
Enables material layers rendering.

Usage: r_UseMaterialLayers [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).

r_UseParticlesGlow
Enables glow particles.

Usage: CV_r_useparticles_glow [0/1]

r_UseParticlesRefraction
Enables refractive particles.

Usage: r_UseParticlesRefraction [0/1]

r_UsePOM
Enables Parallax Occlusion Mapping.

Usage: r_UsePOM [0/1]

r_UseShadowsPool
0=Disable

1=Enable Usage: r_UseShadowsPool[0/1]

r_UseSoftParticles
Enables soft particles.

Usage: r_UseSoftParticles [0/1]

r_UseZPass
Toggles Z pass optimizations.

Usage: r_UseZPass [0/1] Default is 1 (on). Set to 0 to disable Z-pass.

r_ValidateDraw
0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
r_VarianceShadowMapBlurAmount
Activate shadow map blur.

Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]

r_VegetationSpritesAlphaBlend
WIP
r_VegetationSpritesGenAlways
WIP
r_VegetationSpritesNoBend
WIP
r_VegetationSpritesNoGen
WIP
r_VegetationSpritesTexRes
WIP
r_VSync
Toggles vertical sync.

Usage: r_VSync [0/1]

r_WaterCaustics
Toggles under water caustics.

Usage: r_WaterCaustics [0/1] Default is 1 (enabled).

r_WaterGodRays
Enables under water god rays.

Usage: r_WaterGodRays [0/1] Default is 1 (enabled).

r_WaterReflections
Toggles water reflections.

Usage: r_WaterReflections [0/1] Default is 1 (water reflects).

r_WaterReflectionsMGPU
Toggles water reflections.multi-gpu support

Usage: r_WaterReflectionsMGPU [0/1/2] Default is 0 (single render update), 1 (multiple render updates)

r_WaterReflectionsMinVisiblePixelsUpdate
Activates water reflections if visible pixels above a certain threshold.
r_WaterReflectionsMinVisUpdateDistanceMul
Activates update distance multiplier when water mostly occluded.
r_WaterReflectionsMinVisUpdateFactorMul
Activates update factor multiplier when water mostly occluded.
r_WaterReflectionsQuality
Activates water reflections quality setting.

Usage: r_WaterReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

r_WaterReflectionsUseMinOffset
Activates water reflections use min distance offset.
r_WaterRefractions
Toggles water refractions.

Usage: r_WaterRefractions [0/1] Default is 1 (water refracts).

r_WaterUpdateDistance
WIP
r_WaterUpdateFactor
Distance factor for water reflected texture updating.

Usage: r_WaterUpdateFactor 0.01 Default is 0.01. 0 means update every frame

r_Width
Sets the display width, in pixels. Default is 1024.

Usage: r_Width [800/1024/..]

r_ZFightingDepthScale
Controls anti z-fighting measures in shaders (scaling homogeneous z).
r_ZFightingExtrude
Controls anti z-fighting measures in shaders (extrusion along normal in world units).
r_ZPassOnly
WIP ==rcon==
rcon_command
Issues a console command from a RCON client to a RCON server
rcon_connect
Connects to a remote control server
rcon_disconnect
Disconnects from a remote control server
rcon_startserver
Starts a remote control server
rcon_stopserver
Stops a remote control server ==save==
save_genstrings
WIP ==s_
sound & audio commands==
s_GameSFXVolume
changes volume of the game audio
s_SFXVolume
s_SoundDisable
Disable all audio. Useful to fix any sounds that are looping endlessly.
s_SoundEnable
Enable all audio. Useful to fix any sounds that are looping endlessly.
s_GameDialogVolume
s_GameMusicVolume
s_MusicVolume
s_DebugSound
s_MusicSpeakerBackVolume

s_MaxActiveSounds s_MaxChannels s_DrawSounds s_ReverbType s_Profiling ==sv==

sv_AISystem
Load and use the AI system on the server
sv_autoconfigurl
Automatically download configuration data from a URL
sv_bandwidth
Bit rate on server
sv_bind
Bind the server to a specific IP address
sv_cheatprotection
WIP
sv_DedicatedCPUPercent
Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero.

Usage: sv_DedicatedCPUPercent [0..100] Default is 0 (disabled).

sv_DedicatedCPUVariance
Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.

Usage: sv_DedicatedCPUVariance [5..50] Default is 10.

sv_DedicatedMaxRate
Sets the maximum update rate when running as a dedicated server.

Usage: sv_DedicatedMaxRate [5..500] Default is 50.

sv_gamerules
The game rules that the server should use
sv_gs_report
Enable Gamespy server reporting, this is necessary for NAT negotiation
sv_gs_trackstats
Enable Gamespy stats tracking
sv_input_timeout
Experimental timeout in ms to stop interpolating client inputs since last update.
sv_lanonly
Set for LAN games
sv_levelrotation
Sequence of levels to load after each game ends
sv_map
The map the server should load
sv_maxmemoryusage
Maximum memory a dedicated server is allowed to use
sv_maxplayers
Maximum number of players allowed to join server.
sv_maxspectators
Maximum number of players allowed to be spectators during the game.
sv_pacifist
Pacifist mode (only works on dedicated server)
sv_packetRate
Packet rate on server
sv_password
Server password
sv_port
Server address
sv_ranked
Enable statistics report, for official servers only.
sv_requireinputdevice
Which input devices to require at connection (dontcare, none, gamepad, keyboard)
sv_restart
Restarts the round.
sv_say
Broadcasts a message to all clients.
sv_servername
Server name will be displayed in server list. If empty, machine name will be used.
sv_timeofdayenable
Enables time of day simulation.
sv_timeofdaylength
Sets time of day changing speed.
sv_timeofdaystart
Sets time of day start time.
sv_timeout_disconnect
Timeout for fully disconnecting timeout connections
sv_voice_enable_groups
WIP
sv_voicecodec
WIP
sv_voting_cooldown
Voting cooldown
sv_voting_ratio
Part of player's votes needed for successful vote.
sv_voting_team_ratio
Part of team member's votes needed for successful vote.
sv_voting_timeout
Voting timeout ==sys==
sys_affinity
WIP
sys_AI
Enables AI Update
sys_budget_frametime
Sets the upper limit for frame time (in ms) when monitoring budget.
sys_budget_numdrawcalls
Sets the upper limit for number of draw calls per frame.
sys_budget_soundchannels
Sets the upper limit for sound channels playing when monitoring budget.
sys_budget_soundmem
Sets the upper limit for sound memory (in MB) when monitoring budget.
sys_budget_sysmem
Sets the upper limit for system memory (in MB) when monitoring budget.
sys_budget_videomem
Sets the upper limit for video memory (in MB) when monitoring budget.
sys_crashtest
WIP
sys_DeactivateConsole
0: normal console behavior

1: hide the console

sys_EarlyMovieUpdate
0 needed for game, 1 better for having artifact free movie playback

Usage: sys_EarlyMovieUpdate [0/1] Default is 0

sys_enable_budgetmonitoring
Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB,

frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem or sys_budget_fps to set budget limits.

sys_entities
Enables Entities Update
sys_firstlaunch
Indicates that the game was run for the first time.
sys_flash
Enables/disables execution of flash files.
sys_flash_curve_tess_error
Controls curve tessellation. Larger values result in coarser, more angular curves.
sys_flash_edgeaa
Enables/disables edge anti-aliased rendering of flash files.
sys_flash_info
Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).
sys_flash_info_histo_scale
Defines scaling of function histogram inside the flash profiler.
sys_flash_info_peak_exclude
Comma separated list of flash functions to excluded from peak history.
sys_flash_info_peak_tolerance
Defines tolerance value for peaks (in ms) inside the flash profiler.
sys_flash_log_options
Enables logging of several flash related aspects (add them to combine logging)...

1) Flash loading  : 1 2) Flash actions script execution  : 2 3) Flash related high-level calls inspected by the profiler into a file: 4

  Please note that for (3) the following cvars apply:
  * sys_flash_info
  * sys_flash_info_peak_exclude
sys_flash_warning_level
Sets verbosity level for CryEngine related warnings...

0) Omit warning 1) Log warning 2) Log warning and display message box

sys_float_exceptions
Use or not use floating point exceptions.
sys_logallocations
Save allocation call stack
sys_LowSpecPak
use low resolution textures from special pak file or emulate if no such pak exists

0=don't use lowspec.pak (full texture quality) 1=use lowspec.pak (faster loading of textures, reduced texture quality) Usage: sys_LowSpecPak 0/1

sys_LvlRes_finalstep
to combine all recorded level resources and create finial stripped build
sys_LvlRes_findunused
find unused level resources
sys_max_step
Specifies the maximum physics step in a separate thread
sys_memory_debug
Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off
sys_min_step
Specifies the minimum physics step in a separate thread
sys_no_crash_dialog
WIP
sys_noupdate
Toggles updating of system with sys_script_debugger.

Usage: sys_noupdate [0/1] Default is 0 (system updates during debug).

sys_PakLogMissingFiles
If non-0, missing file names go to mastercd/MissingFilesX.log.

1) only resulting report 2) run-time report is ON, one entry per file 3) full run-time report

sys_PakPriority
If set to 1, tells CryPak to try to open the file in pak first, then go to file system
sys_PakReadSlice
If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels
sys_physics
Enables Physics Update
sys_physics_CPU
Specifies the physical CPU index physics will run on
sys_preload
Preload Game Resources
sys_RestoreSpec
Restore or test the cvar settings of game specific spec settings,

'test*' and 'info' log to the log file only Usage: sys_RestoreSpec [test

sys_root
Returns root path (on server this can be set by -root command line parameter
sys_SaveCVars
1 to activate saving of console variables, 0 to deactivate

The variables are stored in 'system.cfg' on quit, only marked variables are saved (0) Usage: sys_SaveCVars [0/1] Default is 0

sys_spec
Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)
sys_spec_Full
Console variable group to apply settings to multiple variables

sys_spec_Full [1/2/3/4/x]:

... sys_spec_GameEffects = 1/2/3/4/4
... sys_spec_ObjectDetail = 1/2/3/4/4
... sys_spec_Particles = 1/2/3/4/4
... sys_spec_Physics = 1/2/3/4/4
... sys_spec_PostProcessing = 1/2/3/4/4
... sys_spec_Shading = 1/2/3/4/4
... sys_spec_Shadows = 1/2/3/4/4
... sys_spec_Sound = 1/2/3/4/4
... sys_spec_Texture = 1/2/3/4/4
... sys_spec_VolumetricEffects = 1/2/3/4/4
... sys_spec_Water = 1/2/3/4/4
sys_spec_GameEffects
Console variable group to apply settings to multiple variables

sys_spec_GameEffects [1/2/3/4/x]:

... g_battleDust_enable = 0/0/0/1/1
... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0
... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0
... g_ragdollUnseenTime = 2/2/2/2/2
... i_lighteffects = 0/0/1/1/1
sys_spec_MotionBlur
Console variable group to apply settings to multiple variables

sys_spec_MotionBlur [1/2/3/4/x]:

... r_MotionBlur = 0/1/1/3/3
sys_spec_ObjectDetail
Console variable group to apply settings to multiple variables

sys_spec_ObjectDetail [1/2/3/4/x]:

... ca_AttachmentCullingRation = 100/120/160/200/200
... ca_DrawFaceAttachments = 0/1/1/1/1
... ca_useDecals = 0/1/1/1/1
... e_cbuffer_resolution = 128/128/256/256/256
... e_decals_allow_game_decals = 0/1/1/1/1
... e_decals_life_time_scale = 0.5/1/2/2/2
... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048
... e_detail_materials_view_dist_z = 64/128/128/128/128
... e_dissolve = 0/0/1/1/1
... e_lod_min = 2/1/0/0/0
... e_lod_ratio = 3/4/6/6/6
... e_lods = 1/1/1/1/1
... e_max_view_dst_spec_lerp = 0/0.5/1/1/1
... e_obj_quality = 1/2/3/4/4
... e_proc_vegetation = 0/1/1/1/1
... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200
... e_vegetation_bending = 1/2/2/2/2
... e_vegetation_min_size = 1.0/0.5/0/0/0
... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1
... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5
... e_view_dist_ratio = 40/60/60/60/60
... e_view_dist_ratio_detail = 15/19/24/30/30
... e_view_dist_ratio_vegetation = 15/21/31/45/45
... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1
... i_rejecteffects = 0/1/1/1/1
... sys_flash_curve_tess_error = 8/4/2/2/2
sys_spec_Particles
Console variable group to apply settings to multiple variables

sys_spec_Particles [1/2/3/4/x]:

... e_particles_lod = 0.75/1/1/1/1
... e_particles_max_emitter_draw_screen = 4/8/16/32/32
... e_particles_object_collisions = 0/1/1/1/1
... e_particles_quality = 1/2/3/4/4
... e_water_ocean_soft_particles = 0/1/1/1/1
... r_UseSoftParticles = 0/1/1/1/1
sys_spec_Physics
Console variable group to apply settings to multiple variables

sys_spec_Physics [1/2/3/4/x]:

... e_cull_veg_activation = 20/30/50/50/50
... e_foliage_wind_activation_dist = 0/10/20/25/25
... e_phys_foliage = 1/2/2/2/2
... e_phys_ocean_cell = 0/1/0.5/0.5/0.5
... es_MaxPhysDist = 50/100/200/200/200
... es_MaxPhysDistInvisible = 10/15/25/25/25
... g_breakage_particles_limit = 80/130/200/250/250
... g_joint_breaking = 0/1/1/1/1
... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0
... p_max_MC_iters = 4000/5000/6000/6000/6000
... p_max_object_splashes = 3/3/3/3/3
... p_max_substeps_large_group = 3/5/5/5/5
... p_num_bodies_large_group = 30/100/100/100/100
... p_splash_dist0 = 7/7/7/7/7
... p_splash_dist1 = 30/30/30/30/30
... p_splash_force0 = 10/10/10/10/10
... p_splash_force1 = 100/100/100/100/100
... p_splash_vel0 = 4.5/4.5/4.5/4.5/4.5
... p_splash_vel1 = 10/10/10/10/10
... v_vehicle_quality = 1/4/4/4/4
sys_spec_PostProcessing
Console variable group to apply settings to multiple variables

sys_spec_PostProcessing [1/2/3/4/x]:

... r_Coronas = 1/1/1/1/1
... r_DepthOfField = 0/1/1/2/2
... r_Flares = 1/1/1/1/1
... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2
... r_MotionBlur = 0/0/1/3/3
... r_UseEdgeAA = 0/0/1/1/1
... r_colorgrading = 0/1/0/1/1
... r_sunshafts = 0/0/0/1/1
sys_spec_Quality
Console variable group to apply settings to multiple variables

sys_spec_Quality [1/2/3/4/x]:

... q_Renderer = 0/1/2/3/3
... q_ShaderFX = 0/1/2/3/3
... q_ShaderGeneral = 0/1/2/3/3
... q_ShaderGlass = 0/1/2/3/3
... q_ShaderHDR = 0/1/2/3/3
... q_ShaderIce = 0/1/2/3/3
... q_ShaderMetal = 0/1/2/3/3
... q_ShaderPostProcess = 0/1/2/3/3
... q_ShaderShadow = 0/1/2/3/3
... q_ShaderSky = 0/1/2/3/3
... q_ShaderTerrain = 0/1/2/3/3
... q_ShaderVegetation = 0/1/2/3/3
... r_LightsSinglePass = 1/0/0/0/0
sys_spec_Shading
Console variable group to apply settings to multiple variables

sys_spec_Shading [1/2/3/4/x]:

... e_max_entity_lights = 4/7/11/16/16
... e_particles_lights = 0/0/1/1/1
... e_ram_maps = 0/1/1/1/1
... e_sky_type = 0/1/1/1/1
... e_sky_update_rate = 0.12/0.5/1/1/1
... e_terrain_ao = 0/0/1/1/1
... e_terrain_normal_map = 0/0/1/1/1
... e_vegetation_use_terrain_color = 0/1/1/1/1
... r_DetailDistance = 0/4/8/8/8
... r_DetailNumLayers = 0/1/1/2/2
... r_DetailTextures = 0/1/1/1/1
... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05
... r_FillLights = 0/0/14/14/14
... r_HDRRendering = 0/0/2/2/2
... r_HairSortingQuality = 0/0/1/1/1
... r_SSAO = 0/0/1/1/1
... r_SSAO_quality = 1/1/1/2/2
... r_SSAO_radius = 1/1/1/2/2
... r_TexturesFilteringQuality = 2/1/0/0/0
... r_UsePom = 0/0/0/1/1
... r_refraction = 1/1/1/1/1
... sys_flash_edgeaa = 0/1/1/1/1
... sys_spec_Quality = 1/2/3/4/4
sys_spec_Shadows
Console variable group to apply settings to multiple variables

sys_spec_Shadows [1/2/3/4/x]:

... e_gsm_cache = 1/1/1/0/0
... e_gsm_lods_num = 3/4/5/5/5
... e_gsm_range = 4/3/3/3/3
... e_shadows = 0/1/1/1/1
... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8
... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1
... e_shadows_max_texture_size = 256/512/1024/1024/1024
... e_shadows_on_alpha_blended = 0/0/1/1/1
... r_ShadowBlur = 0/0/3/3/3
... r_ShadowJittering = 0/1/1/2.5/2.5
... r_ShadowsMaskResolution = 0/0/0/0/0
sys_spec_Sound
Console variable group to apply settings to multiple variables

sys_spec_Sound [1/2/3/4/x]:

... s_CacheSize = 50/60/70/80/80
... s_FormatSampleRate = 44100/48000/48000/48000/48000
... s_MPEGDecoders = 16/24/32/32/32
... s_Obstruction = 2/2/1/1/1
... s_ObstructionAccuracy = 0/1/1/1/1
... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1
... s_ReverbType = 0/2/2/2/2
... s_SoundMoodsDSP = 0/1/1/1/1
... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0
sys_spec_Texture
Console variable group to apply settings to multiple variables

sys_spec_Texture [1/2/3/4/x]:

... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32
... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32
... r_DynTexMaxSize = 50/60/80/80/80
... r_EnvCMResolution = 0/1/2/2/2
... r_EnvTexResolution = 1/2/3/3/3
... r_ImposterRatio = 2/1.5/1/1/1
... r_TexAtlasSize = 512/1024/1024/2048/2048
... r_TexSkyResolution = 1/0/0/0/0
... r_TexturesStreaming = 0/0/2/2/2
... r_VegetationSpritesTexRes = 64/64/64/64/64
... sys_LowSpecPak = 1/1/0/0/0
sys_spec_VolumetricEffects
Console variable group to apply settings to multiple variables

sys_spec_VolumetricEffects [1/2/3/4/x]:

... e_Clouds = 0/1/1/1/1
... r_Beams = 4/3/3/3/3
... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05
... r_BeamsMaxSlices = 16/32/64/200/200
... r_CloudsUpdateAlways = 0/0/0/0/0
sys_spec_Water
Console variable group to apply settings to multiple variables

sys_spec_Water [1/2/3/4/x]:

... e_water_ocean_fft = 0/0/0/1/1
... e_water_tesselation_amount = 1/6/7/10/10
... e_water_tesselation_swath_width = 5/10/10/10/10
... q_ShaderWater = 0/1/2/2/2
... r_WaterCaustics = 0/1/1/1/1
... r_WaterReflections = 1/1/1/1/1
... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05
... r_WaterReflectionsQuality = 0/1/2/4/4
... r_WaterRefractions = 0/0/1/1/1
... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2
... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05
sys_SSInfo
Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]

Default is 0 (off).

sys_StreamCallbackTimeBudget
Time budget, in microseconds, to be spent every frame in StreamEngine callbacks.

Additive with cap: if more time is spent, the next frame gets less budget, and there's never more than this value per frame.

sys_streaming_sleep
WIP
sys_trackview
Enables TrackView Update
sys_vtune
WIP
sys_warnings
Toggles printing system warnings.
Usage: sys_warnings [0/1]
Default is 0 (off).
sys_WER
Enables Windows Error Reporting

test

test_nsbrowse
WIP
test_nschat
WIP
test_nsnat
WIP
test_nsreport
WIP
test_nsstats
WIP
test_playersBounds
WIP
test_profile
WIP
test_reset
WIP
test_timeout
WIP

time

time_scale
Game time scaled by this - for variable slow motion

tracer

tracer_max_count
Max number of active tracers.
tracer_max_distance
Distance at which to stop scaling/lengthening tracers.
tracer_max_scale
Scale at max distance.
tracer_min_distance
Distance at which to start scaling/lengthening tracers.
tracer_min_scale
Scale at min distance.
tracer_player_radiusSqr
Sqr Distance around player at which to start decelerate/acelerate tracer speed.

v

v_altitudeLimit
Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.
v_altitudeLimitLowerOffset
Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.
v_autoDisable
Enables/disables vehicle autodisabling
v_damage
Enables/disables vehicle damage processing
v_debugCollisionDamage
Enable debug output for vehicle collisions
v_debugdraw
Displays vehicle status info on HUD
Values:
1: common stuff
2: vehicle particles
3: parts
4: views
6: parts + partIds
7: parts + transformations and bboxes
8: component damage
10: vehicle editor
v_debugMountedWeapon
Enable/disable vehicle mounted weapon camera debug draw
v_debugSounds
Enable/disable vehicle sound debug drawing
v_debugVehicle
Vehicle entity name to use for debugging output
v_debugView
Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class
v_deformable
Enables/disables DeformMorph calls on vehicle parts
v_disable_hull
Disable hull proxies
v_draw_components
Enables/disables display of components and their damage count
v_draw_helpers
Enables/disables display of vehicle helpers
v_draw_passengers
Draw passenger TMs set by VehicleSeat
v_draw_seats
Enables/disables display of seat positions
v_draw_slip
Draw wheel slip status
v_draw_suspension
Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled
v_draw_tm
Enables/disables drawing of local part matrices
v_driverControlledMountedGuns
Specifies if the driver can control the vehicles mounted gun when driving without gunner.
v_dumpFriction
Dump vehicle friction status
v_enable_lumberjacks
Enable/disable physicalization of lumberjack parts
v_enterDirRadius
Maximum direction radius tolerated to enter with transition animation (AI only)
v_exit_player
Makes the local player exit his current vehicle.
v_goliathMode
Makes all vehicles invincible
v_help_tank_steering
Enable tank steering help for AI
v_independentMountedGuns
Whether mounted gunners operate their turret independently from the parent vehicle
v_invertPitchControl
Invert the pitch control for driving some vehicles, including the helicopter and the vtol
v_kill
Kills the players vehicle.
v_lights
Controls vehicle lights. 0: disable all lights, 1: disable all dynamic lights, 2: enable dynamic lights only for local player, 3: enable all lights
v_lights_enable_always
Vehicle lights are always on (debugging)
v_maxHeightBegin
Indicate the beginning of the max height zone (0 means that this feature is disabled)
v_maxHeightEnd
Indicate the end of the max height zone (0 means that this feature is disabled)
v_pa_surface
Enables/disables vehicle surface particles
v_profileMovement
Used to enable profiling of the current vehicle movement (1 to enable)
v_ragdollPassengers
Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle
v_reload_system
Reloads VehicleSystem script
v_rockBoats
Enable/disable boats idle rocking
v_set_passenger_tm
Enable/disable passenger entity tm update
v_show_all
WIP
v_slipFrictionModFront
If non-zero, used as slip friction modifier (front wheels)
v_slipFrictionModRear
If non-zero, used as slip friction modifier (rear wheels)
v_slipSlopeFront
Coefficient for slip friction slope calculation (front wheels)
v_slipSlopeRear
Coefficient for slip friction slope calculation (rear wheels)
v_sprintSpeed
Set speed for acceleration measuring
v_stabilizeVTOL
Specifies if the air movements should automatically stabilize
v_tpvDist
Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)
v_tpvHeight
Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)
v_transitionAnimations
Enables enter/exit transition animations for vehicles
v_treadUpdateTime
delta time for tread UV update, 0 means always update
v_vehicle_quality
Geometry/Physics quality (1-lowspec, 4-highspec)
v_wind_minspeed
If non-zero, vehicle wind areas always set wind >= specified value

voice

voice_mute
Mute player's voice comms