Crysis console complete command list and default values

CHEAT: stays in the default value if cheats are not disabled
REQUIRE_NET_SYNC: cannot be changed on client and when connecting it´s sent to the client
SAVEGAME: stored when saving a savegame
READONLY: can not be changed by the user
————————-

Commands:

  • Command: _TestFormatMessage
    • script:
    • help:
  • Command: ag_reload_ag
    • script:
    • help:
  • Command: ag_reload_xml
    • script:
    • help:
  • Command: ag_step
    • script:
    • help:
  • Command: ag_testplanner
    • script:
    • help:
  • Command: ai_CalcHumanMovementTable
    • script:
    • help:
  • Command: ai_ReadabilityReload
    • script:
    • help: Reloads readability xml files.
  • Command: ai_ReadabilityTest
    • script:
    • help: 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.
  • Command: ai_ReloadLookUp
    • script:
    • help: Reloads perception distance scale look-up xml files.
  • Command: ban
    • script:
    • help: Bans player for 30 minutes from server.
  • Command: ban_remove
    • script:
    • help: Removes player from ban list.
  • Command: ban_status
    • script:
    • help: Shows currently banned players.
  • Command: Bind
    • script:
    • help:
  • Command: buy
    • script: if (g_gameRules and g_gameRules.Buy) then g_gameRules:Buy(%1); end
    • help:
  • Command: buyammo
    • script: if (g_gameRules and g_gameRules.BuyAmmo) then g_gameRules:BuyAmmo(%%); end
    • help:
  • Command: connect RESTRICTEDMODE
    • script:
    • help: Start a client and connect to a server
  • Command: connect_crynet
    • script:
    • help: Connect to online game server
  • Command: ConsoleHide
    • script:
    • help:
  • Command: ConsoleShow
    • script:
    • help:
  • Command: demo
    • script:
    • help: Plays a time demo from file.
    • Usage: demo demoname
  • Command: demo_StartDemoChain
    • script:
    • help: Load`s a file at 1st argument with the list of levels and play time demo on each
  • Command: disconnect
    • script:
    • help: Stop a game (or a client or a server)
  • Command: ds_Dump
    • script:
    • help:
  • Command: ds_DumpSessions
    • script:
    • help:
  • Command: ds_Reload
    • script:
    • help:
  • Command: dump_action_maps
    • script:
    • help:
  • Command: dump_maps
    • script:
    • help: Dumps currently scanned maps
  • Command: dump_stats
    • script:
    • help: Dumps some player statistics
  • Command: DumpCommandsVars
    • script:
    • help: This console command dumps all console variables and commands to disk
    • DumpCommandsVars [prefix]
  • Command: dumpnt
    • script:
    • help: Dump ItemString table.
  • Command: dumpss
    • script:
    • help: test synched storage.
  • Command: e_list_particles
    • script:
    • help: writes all effects used and counts to TestResults/particle_list.csv
  • Command: e_reloadSurfaces
    • script:
    • help:
  • Command: eqp_DumpPacks
    • script:
    • help:
  • Command: es_compile_area_grid
    • script:
    • help: Trigger a recompile of the area grid
  • Command: es_dump_entities
    • script:
    • help: Dumps current entities and their states!
  • Command: es_dump_entity_classes_in_use
    • script:
    • help: Dumps all used entity classes
  • Command: exec
    • script:
    • help: executes a batch file of console commands
  • Command: fg_InspectAction
    • script:
    • help: Inspects the specified AIAction graph
  • Command: fg_InspectEntity
    • script:
    • help: Inspects the specified Entity graph
  • Command: fg_Inspector
    • script:
    • help: Toggles FlowGraph System DefaultInspector.
    • Usage: fg_Inspector [0/1]
    • Default is 0 (off).
  • Command: freeze
    • script: g_gameRules:SetFrozenAmount(g_localActor,1)
    • help: Freezes player
  • Command: g_battleDust_reload
    • script:
    • help: Reload the battle dust parameters xml
  • Command: g_debug_minimap
    • script:
    • help:
  • Command: g_debug_objectives
    • script:
    • help:
  • Command: g_debug_spawns
    • script:
    • help:
  • Command: g_debug_teams
    • script:
    • help:
  • Command: g_dump_stats
    • script:
    • help:
  • Command: g_loadMod
    • script:
    • help:
  • Command: g_nextlevel
    • script:
    • help: Switch to next level in rotation or restart current one.
  • Command: g_quickGame
    • script:
    • help: Quick connect to good server.
  • Command: g_quickGameStop
    • script:
    • help: Cancel quick game search.
  • Command: g_reloadGameRules
    • script:
    • help: Reload GameRules script
  • Command: gamedata_playback
    • script:
    • help:
  • Command: gamedata_record
    • script:
    • help:
  • Command: gamedata_stop_record_or_playback
    • script:
    • help:
  • Command: goto
    • script: g_localActor:SetWorldPos({x=%1, y=%2, z=%3})
    • help: Sets current player position.
  • Command: gotoe
    • script: local e=System.GetEntityByName(%1); if (e) then g_localActor:SetWorldPos(e:GetWorldPos()); end
    • help: Sets current player position.
  • Command: http_startserver
    • script:
    • help: Starts an HTTP server
  • Command: http_stopserver
    • script:
    • help: Stops an HTTP server
  • Command: i_giveallitems
    • script:
    • help: Gives all available items to the player!
  • Command: i_givedebugitems
    • script:
    • help: Gives special debug items to the player!
  • Command: i_giveitem
    • script:
    • help: Gives specified item to the player!
  • Command: i_reload
    • script:
    • help: Reloads item scripts.
  • Command: join_game RESTRICTEDMODE
    • script:
    • help: Enter the current ongoing game.
  • Command: kick
    • script:
    • help: Kicks player from game
  • Command: kickid
    • script:
    • help: Kicks player from game
  • Command: kill RESTRICTEDMODE
    • script:
    • help: Kills the player.
  • Command: lastinv
    • script:
    • help: Selects last inventory item used.
  • Command: load RESTRICTEDMODE
    • script:
    • help: Load game
  • Command: loadactionmap
    • script:
    • help: Loads a key configuration file
  • Command: LoadConfig
    • script:
    • help: Load .cfg file from disk (from the Game/Config directory)
    • e.g. LoadConfig lowspec.cfg
    • Usage: LoadConfig
  • Command: loadLastSave
    • script:
    • help: Loads the last savegame if available.
  • Command: login
    • script:
    • help: Log in as to CryNetwork using nickname and password as arguments
  • Command: login_profile
    • script:
    • help: Log in as to CryNetwork using email, profile and password as arguments
  • Command: lua_debugger_show
    • script:
    • help:
  • Command: lua_dump_state
    • script:
    • help:
  • Command: map
    • script:
    • help: Load a map
  • Command: mfx_Reload
    • script:
    • help: Reload MFX Spreadsheet
  • Command: mfx_ReloadFGEffects
    • script:
    • help: Reload MaterialEffect’s FlowGraphs
  • Command: name RESTRICTEDMODE
    • script:
    • help: Sets player name.
  • Command: net_check_for_patch
    • script:
    • help: Check whether a patch is available for download
  • Command: net_download_patch
    • script:
    • help: If patch available, starts it downloading
  • Command: net_dump_object_state
    • script:
    • help:
  • Command: net_install_patch
    • script:
    • help: Quits Crysis and installs a downloaded patch
  • Command: net_next_map
    • script:
    • help: Notify clients of the next map to play
  • Command: net_pb_cl_enable
    • script:
    • help: Sets PunkBuster client enabled state
  • Command: net_pb_sv_enable
    • script:
    • help: Sets PunkBuster server enabled state
  • Command: net_set_cdkey DUMPTODISK
    • script:
    • help:
  • Command: open_url
    • script:
    • help:
  • Command: play
    • script:
    • help: Play back a recorded game
  • Command: preloadforstats
    • script: PreloadForStats()
    • help: Preload multiplayer assets for memory statistics.
  • Command: q_Quality
    • script:
    • help: If called with a parameter it sets the quality of all q_.. variables
    • otherwise it prints their current state
    • Usage: q_Quality [0=low/1=med/2=high/3=very high]
  • Command: quit RESTRICTEDMODE
    • script: System.Quit()
    • help: Quits the game
  • Command: r_FixMaterials
    • script:
    • help:
  • Command: r_MergeShaders
    • script:
    • help:
  • Command: r_OptimiseShaders
    • script:
    • help:
  • Command: r_PrecacheShaderList
    • script:
    • help:
  • Command: r_PrecacheShaders
    • script:
    • help:
  • Command: rcon_command
    • script:
    • help: Issues a console command from a RCON client to a RCON server
  • Command: rcon_connect
    • script:
    • help: Connects to a remote control server
  • Command: rcon_disconnect
    • script:
    • help: Disconnects from a remote control server
  • Command: rcon_startserver
    • script:
    • help: Starts a remote control server
  • Command: rcon_stopserver
    • script:
    • help: Stops a remote control server
  • Command: record
    • script:
    • help: Starts recording of a time demo.
    • Usage: record demoname
    • File ‘demoname.tmd’ will be created.
  • Command: ReloadDialogData
    • script:
    • help:
  • Command: restartgame
    • script:
    • help: Restarts Crysis completely.
  • Command: save RESTRICTEDMODE
    • script:
    • help: Save game
  • Command: save_genstrings
    • script:
    • help:
  • Command: SaveLevelStats
    • script:
    • help: 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.
  • Command: Screenshot
    • script:
    • help: Create a screenshot with annotation
    • e.g. Screenshot beach scene with shark
    • Usage: Screenshot
  • Command: ShowGODMode
    • script:
    • help:
  • Command: spectator
    • script:
    • help: Sets the player as a spectator.
  • Command: startKickVoting RESTRICTEDMODE
    • script:
    • help: Initiate voting.
  • Command: startNextMapVoting RESTRICTEDMODE
    • script:
    • help: Initiate voting.
  • Command: status
    • script:
    • help: Shows connection status
  • Command: stopdemo
    • script:
    • help: Stop playing a time demo.
  • Command: stoprecording
    • script:
    • help: Stops recording of a time demo.
    • Usage: stoprecording
    • File ‘demoname.?’ will be saved.
  • Command: sv_restart
    • script:
    • help: Restarts the round.
  • Command: sv_say
    • script:
    • help: Broadcasts a message to all clients.
  • Command: sys_LvlRes_finalstep
    • script:
    • help: to combine all recorded level resources and create finial stripped build
  • Command: sys_LvlRes_findunused
    • script:
    • help: find unused level resources
  • Command: sys_RestoreSpec
    • script:
    • help: Restore or test the cvar settings of game specific spec settings, ‘test*’ and ‘info’ log to the log file only
    • Usage: sys_RestoreSpec [test|test*|apply|info]
  • Command: team RESTRICTEDMODE
    • script:
    • help: Sets player team.
  • Command: test_nsbrowse
    • script:
    • help:
  • Command: test_nschat
    • script:
    • help:
  • Command: test_nsnat
    • script:
    • help:
  • Command: test_nsreport
    • script:
    • help:
  • Command: test_nsstats
    • script:
    • help:
  • Command: test_playersBounds
    • script:
    • help:
  • Command: test_profile
    • script:
    • help:
  • Command: test_reset
    • script:
    • help:
  • Command: test_timeout
    • script:
    • help:
  • Command: unload
    • script:
    • help: Unload current map
  • Command: v_exit_player
    • script:
    • help: Makes the local player exit his current vehicle.
  • Command: v_kill
    • script:
    • help: Kills the players vehicle.
  • Command: v_reload_system
    • script: VehicleSystem.ReloadVehicleSystem()
    • help: Reloads VehicleSystem script
  • Command: v_tpvDist
    • script: VehicleSystem.SetTpvDistance(%1)
    • help: Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)
  • Command: v_tpvHeight
    • script: VehicleSystem.SetTpvHeight(%1)
    • help: Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)
  • Command: viewnote
    • script:
    • help: View Note
  • Command: voice_mute
    • script:
    • help: Mute player’s voice comms
  • Command: vote RESTRICTEDMODE
    • script:
    • help: Vote on current topic.

Variables:

  • variable: aa_maxDist
    • type: float
    • current: 10
    • help: max lock distance
  • variable: ac_animErrorClamp
    • type: int
    • current: 1
    • help: Forces the animation to stay within the maximum error distance/angle.
  • variable: ac_animErrorMaxAngle
    • type: float
    • current: 45
    • help: Degrees animation orientation is allowed to stray from entity.
  • variable: ac_animErrorMaxDistance
    • type: float
    • current: 0.5
    • help: Meters animation location is allowed to stray from entity.
  • variable: ac_clampTimeAnimation
    • type: float
    • current: 0.3
    • help: Time it takes for carry clamping to reduce the deviation to zero.
  • variable: ac_clampTimeEntity
    • type: float
    • current: 0.7
    • help: Time it takes for carry clamping to reduce the deviation to zero.
  • variable: ac_ColliderModeAI
    • type: int
    • current: 0
    • help: Force override collider mode for all AI.
  • variable: ac_ColliderModePlayer
    • type: int
    • current: 0
    • help: Force override collider mode for all players.
  • variable: ac_debugAnimEffects
    • type: int
    • current: 0
    • help: Print log messages when anim events spawn effects.
  • variable: ac_debugAnimError
    • type: int
    • current: 0
    • help: Display debug history graphs of anim error distance and angle.
  • variable: ac_debugAnimTarget
    • type: int
    • current: 0
    • help: Display debug history graphs of anim target correction.
  • variable: ac_debugCarryCorrection
    • type: int
    • current: 0
    • help: .
  • variable: ac_debugColliderMode
    • type: int
    • current: 0
    • help: Display filtered and requested collider modes.
  • variable: ac_debugEntityParams
    • type: int
    • current: 0
    • help: Display entity params graphs
  • variable: ac_DebugFilter
    • type: string
    • current: 0
    • help: Debug specified entity name only.
  • variable: ac_debugFutureAnimPath
    • type: int
    • current: 0
    • help: Display future animation path given current motion parameters.
  • variable: ac_debugLocations
    • type: int
    • current: 0
    • help: Debug render entity (blue), animation (red) and prediction (yellow).
  • variable: ac_debugLocationsGraphs
    • type: int
    • current: 0
    • help: Display debug history graphs of anim and entity locations and movement.
  • variable: ac_debugMotionParams
    • type: int
    • current: 0
    • help: Display graph of motion parameters.
  • variable: ac_debugMovementControlMethods
    • type: int
    • current: 0
    • help: Display movement control methods.
  • variable: ac_debugPrediction
    • type: int
    • current: 0
    • help: Display graph of motion parameters.
  • variable: ac_debugSelection
    • type: int
    • current: 0
    • help: Display locomotion state selection as text.
  • variable: ac_debugSelectionParams
    • type: int
    • current: 0
    • help: Display graph of selection parameters values.
  • variable: ac_debugText
    • type: int
    • current: 0
    • help: Display entity/animation location/movement values, etc.
  • variable: ac_debugTweakTrajectoryFit
    • type: int
    • current: 0
    • help: Don’t apply any movement to entity and animation, but allow calculations to think they are moving normally.
  • variable: ac_debugXXXValues
    • type: int
    • current: 0
    • help: Display some values temporarily hooked into temp history graphs.
  • variable: ac_disableFancyTransitions
    • type: int
    • current: 0
    • help: Disabled Idle2Move and Move2Idle special transition animations.
  • variable: ac_disableSlidingContactEvents
    • type: int
    • current: 0
    • help: Force disable sliding contact events.
  • variable: ac_enableExtraSolidCollider
    • type: int
    • current: 0
    • help: Enable extra solid collider (for non-pushable characters).
  • variable: ac_enableProceduralLeaning
    • type: float
    • current: 1
    • help: Enable procedural leaning (disabled asset leaning and curving slowdown).
  • variable: ac_entityAnimClamp
    • type: int
    • current: 1
    • help: Forces the entity movement to be limited by animation.
  • variable: ac_forceSimpleMovement
    • type: int
    • current: 0
    • help: Force enable simplified movement (not visible, dedicated server, etc).
  • variable: ac_frametime
    • type: int
    • current: 0
    • help: Display a graph of the frametime.
  • variable: ac_movementControlMethodFilter
    • type: int
    • current: 0
    • help: Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
  • variable: ac_movementControlMethodHor
    • type: int
    • current: 0
    • help: Overrides the horizontal movement control method specified by AG (overrides filter).
  • variable: ac_movementControlMethodVer
    • type: int
    • current: 0
    • help: Overrides the vertical movement control method specified by AG (overrides filter).
  • variable: ac_predictionProbabilityOri
    • type: float
    • current: -1
    • help: .
  • variable: ac_predictionProbabilityPos
    • type: float
    • current: -1
    • help: .
  • variable: ac_predictionSmoothingOri
    • type: float
    • current: 0
    • help: .
  • variable: ac_predictionSmoothingPos
    • type: float
    • current: 0
    • help: .
  • variable: ac_targetcorrectiontimescale
    • type: float
    • current: 4
    • help: .
  • variable: ac_templateMCMs
    • type: int
    • current: 1
    • help: Use MCMs from AG state templates instead of AG state headers.
  • variable: ac_triggercorrectiontimescale
    • type: float
    • current: 0.5
    • help: .
  • variable: ag_action
    • type: string
    • current:
    • help: Force this action
  • variable: ag_adjustToCatchUp
    • type: int
    • current: 0
    • help: Adjust requested move direction of animation to catch up with entity
  • variable: ag_averageTravelSpeed
    • type: int
    • current: 0
    • help: Average travel speed over a few frames
  • variable: ag_breakmode
    • type: int
    • current: 0
    • help: 1=Enable debug break mode; 2=also lock inputs
  • variable: ag_breakOnQuery
    • type: string
    • current:
    • help: If we query for this state, enter break mode
  • variable: ag_debug
    • type: string
    • current:
    • help: Entity to display debug information for animation graph for
  • variable: ag_debugErrors
    • type: int
    • current: 0
    • help: Displays debug error info on the entities (0/1)
  • variable: ag_debugExactPos
    • type: int
    • current: 0
    • help: Enable/disable exact positioning debugger
  • variable: ag_debugLayer
    • type: int
    • current: 0
    • help: Animation graph layer to display debug information for
  • variable: ag_debugMusic
    • type: int
    • current: 0
    • help: Debug the music graph
  • variable: ag_drawActorPos
    • type: int
    • current: 0
    • help: Draw actor pos/dir
  • variable: ag_ep_correctMovement
    • type: int
    • current: 1
    • help: enable/disable position correction in exact positioning
  • variable: ag_ep_showPath
    • type: int
    • current: 0
    • help:
  • variable: ag_forceAdjust
    • type: int
    • current: 0
    • help: Enable forced small step adjustments
  • variable: ag_forceInsideErrorDisc
    • type: int
    • current: 1
    • help: Force animation to stay within maximum error distance
  • variable: ag_fpAnimPop DUMPTODISK
    • type: int
    • current: 1
    • help:
  • variable: ag_humanBlending
    • type: int
    • current: 0
    • help: Ivo’s debug stuff. Don’t ask!
  • variable: ag_item
    • type: string
    • current:
    • help: Force this item
  • variable: ag_lockToEntity
    • type: int
    • current: 0
    • help: Lock animation to entity (zero offsetting)
  • variable: ag_log
    • type: int
    • current: 0
    • help: Enable a log of animation graph decisions
  • variable: ag_log_entity
    • type: string
    • current:
    • help: Log only this entity
  • variable: ag_logeffects
    • type: int
    • current: 0
    • help: AGAttachmentEffect logging
  • variable: ag_logselections
    • type: int
    • current: 0
    • help: Log animation graph selection results
  • variable: ag_logsounds
    • type: int
    • current: 0
    • help: AGSound logging
  • variable: ag_logtransitions
    • type: int
    • current: 0
    • help: Log animation graph transition calls to the console
  • variable: ag_measureActualSpeeds
    • type: int
    • current: 0
    • help: Measure actual travel speeds of entity and animation origins
  • variable: ag_physErrorInnerRadiusFactor DUMPTODISK
    • type: float
    • current: 0.05
    • help:
  • variable: ag_physErrorMaxOuterRadius DUMPTODISK
    • type: float
    • current: 0.5
    • help:
  • variable: ag_physErrorMinOuterRadius DUMPTODISK
    • type: float
    • current: 0.2
    • help:
  • variable: ag_physErrorOuterRadiusFactor DUMPTODISK
    • type: float
    • current: 0.2
    • help:
  • variable: ag_queue
    • type: string
    • current:
    • help: Next state to force
  • variable: ag_safeExactPositioning
    • type: int
    • current: 1
    • help: Will teleport the entity to the requested position/orientation when EP think it’s done.
  • variable: ag_showmovement
    • type: int
    • current: 0
    • help: Show movement requests
  • variable: ag_showPhysSync
    • type: int
    • current: 0
    • help: Show physics sync
  • variable: ag_signal
    • type: string
    • current:
    • help: Send this signal
  • variable: ag_stance
    • type: string
    • current:
    • help: Force this stance
  • variable: ai_AdjustPathsAroundDynamicObstacles
    • type: int
    • current: 1
    • help: Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
  • variable: ai_AgentStatsDist DUMPTODISK
    • type: int
    • current: 150
    • help: 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.
  • variable: ai_AllowAccuracyDecrease SAVEGAME
    • type: int
    • current: 1
    • help: Set to 1 to enable AI accuracy decrease when target is moving lateraly.
  • variable: ai_AllowAccuracyIncrease SAVEGAME
    • type: int
    • current: 0
    • help: Set to 1 to enable AI accuracy increase when target is standing still.
  • variable: ai_AllTime
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_AmbientFireQuota DUMPTODISK
    • type: int
    • current: 2
    • help: Number of units allowed to hit the player at a time.
  • variable: ai_AmbientFireUpdateInterval DUMPTODISK
    • type: float
    • current: 0.5
    • help: Ambient fire update interval. Controls how often puppet’s ambient fire status is updated.
  • variable: ai_AttemptStraightPath
    • type: int
    • current: 1
    • help: Toggles AI attempting a simple straight path when possible.
    • Default is 1 (on).
  • variable: ai_Autobalance
    • type: int
    • current: 0
    • help: Set to 1 to enable autobalancing.
  • variable: ai_BannedNavSoTime DUMPTODISK
    • type: float
    • current: 20
    • help: Time indicating how long invalid navsos should be banned.
  • variable: ai_BeautifyPath
    • type: int
    • current: 1
    • help: 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).
  • variable: ai_BigBrushCheckLimitSize DUMPTODISK
    • type: float
    • current: 15
    • help: to be used for finding big objects not enclosed into forbidden areas
  • variable: ai_CloakIncrementMod DUMPTODISK
    • type: float
    • current: 1
    • help: how fast cloak fades out
  • variable: ai_CloakMaxDist DUMPTODISK
    • type: float
    • current: 5
    • help: closer than that – cloak starts to fade out
  • variable: ai_CloakMinDist DUMPTODISK
    • type: float
    • current: 1
    • help: closer than that – cloak not effective
  • variable: ai_CrowdControlInPathfind
    • type: int
    • current: 1
    • help: Toggles AI using crowd control in pathfinding.
    • Usage: ai_CrowdControlInPathfind [0/1]
    • Default is 1 (on).
  • variable: ai_DebugDraw DUMPTODISK
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_DebugDrawAdaptiveUrgency DUMPTODISK
    • type: int
    • current: 0
    • help: Enables drawing the adaptive movement urgency.
  • variable: ai_DebugDrawAmbientFire DUMPTODISK
    • type: int
    • current: 0
    • help: Displays fire quota on puppets.
  • variable: ai_DebugDrawAStarOpenList DUMPTODISK
    • type: string
    • current: 0
    • help: 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.
  • variable: ai_DebugDrawBannedNavsos
    • type: int
    • current: 0
    • help: Toggles drawing banned navsos [default 0 is off]
  • variable: ai_DebugDrawBulletEvents DUMPTODISK
    • type: int
    • current: 0
    • help: Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
  • variable: ai_DebugDrawCollisionEvents DUMPTODISK
    • type: int
    • current: 0
    • help: Debug draw the collision events the AI system processes. 0=disable, 1=enable.
  • variable: ai_DebugDrawCrowdControl
    • type: int
    • current: 0
    • help: Draws crowd control debug information. 0=off, 1=on
  • variable: ai_DebugDrawDamageControl DUMPTODISK
    • type: int
    • current: 0
    • help: Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
  • variable: ai_DebugDrawDamageParts DUMPTODISK
    • type: int
    • current: 0
    • help: Draws the damage parts of puppets and vehicles.
  • variable: ai_DebugDrawDeadBodies DUMPTODISK
    • type: int
    • current: 0
    • help: Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).
  • variable: ai_DebugDrawDynamicHideObjectsRange DUMPTODISK
    • type: int
    • current: 0
    • help: Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).
  • variable: ai_DebugDrawExpensiveAccessoryQuota DUMPTODISK
    • type: int
    • current: 0
    • help: Displays expensive accessory usage quota on puppets.
  • variable: ai_DebugDrawGrenadeEvents DUMPTODISK
    • type: int
    • current: 0
    • help: Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
  • variable: ai_DebugDrawHashSpaceAround DUMPTODISK
    • type: string
    • current: 0
    • help: Validates and draws the navigation node hash space around specified entity.
  • variable: ai_DebugDrawHidespotRange DUMPTODISK
    • type: int
    • current: 0
    • help: Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
  • variable: ai_DebugDrawLightLevel DUMPTODISK
    • type: int
    • current: 0
    • help: Debug AI light level manager
  • variable: ai_DebugDrawObstrSpheres DUMPTODISK
    • type: int
    • current: 0
    • help: Draws all the existing obstruction spheres.
  • variable: ai_DebugDrawPlayerActions DUMPTODISK
    • type: int
    • current: 0
    • help: Debug draw special player actions.
  • variable: ai_DebugDrawReinforcements DUMPTODISK
    • type: int
    • current: -1
    • help: Enables debug draw for reinforcement logic for specified group.
    • Usage: ai_DebugDrawReinforcements , or -1 to disable.
  • variable: ai_DebugDrawSoundEvents DUMPTODISK
    • type: int
    • current: 0
    • help: Debug draw the sound events the AI system processes. 0=disable, 1=enable.
  • variable: ai_DebugDrawStanceSize DUMPTODISK
    • type: int
    • current: 0
    • help: Draws the game logic representation of the stance size of the AI agents.
  • variable: ai_DebugDrawVegetationCollisionDist DUMPTODISK
    • type: int
    • current: 0
    • help: Enables drawing vegetation collision closer than a distance projected onto the terrain.
  • variable: ai_DebugDrawVolumeVoxels DUMPTODISK
    • type: int
    • current: 0
    • help: 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
  • variable: ai_DebugInterestSystem DUMPTODISK
    • type: int
    • current: 0
    • help: Display debugging information on interest system
  • variable: ai_DebugPathfinding
    • type: int
    • current: 0
    • help: Toggles output of pathfinding information [default 0 is off]
  • variable: ai_DebugTargetSilhouette DUMPTODISK
    • type: int
    • current: 0
    • help: Draws the silhouette used for missing the target while shooting.
  • variable: ai_DrawagentFOV
    • type: float
    • current: 0
    • help: 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.
  • variable: ai_DrawAreas DUMPTODISK
    • type: int
    • current: 0
    • help: Enables/Disables drawing behavior related areas.
  • variable: ai_DrawBadAnchors DUMPTODISK
    • type: int
    • current: -1
    • help: Toggles drawing out of bounds AI objects of particular type for debugging AI.
  • variable: ai_DrawDistanceLUT
    • type: int
    • current: 0
    • help: Draws the distance lookup table graph overlay.
  • variable: ai_DrawExplosions DUMPTODISK
    • type: int
    • current: 0
    • help: enable displaying all the registered explosion-spots/craters
  • variable: ai_DrawFakeDamageInd DUMPTODISK
    • type: int
    • current: 0
    • help: Draws fake damage indicators on the player.
  • variable: ai_DrawFakeHitEffects DUMPTODISK
    • type: int
    • current: 0
    • help: Draws fake hit effects the player.
  • variable: ai_DrawFakeTracers DUMPTODISK
    • type: int
    • current: 0
    • help: Draws fake tracers around the player.
  • variable: ai_DrawFormations DUMPTODISK
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_DrawGetEnclosingFailures DUMPTODISK
    • type: float
    • current: 0
    • help: Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
  • variable: ai_DrawGoals DUMPTODISK
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_DrawGroup DUMPTODISK
    • type: int
    • current: -2
    • help: draw groups: positive value – group ID to draw; -1 – all groups; -2 – nothing
  • variable: ai_DrawGroupTactic DUMPTODISK
    • type: int
    • current: 0
    • help: draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
  • variable: ai_DrawHidespots DUMPTODISK
    • type: int
    • current: 0
    • help: Draws latest hide-spot positions for all agents withing specified range.
  • variable: ai_DrawModifiers
    • type: int
    • current: 0
    • help: Toggles the AI debugging view of navigation modifiers.
  • variable: ai_DrawNode DUMPTODISK
    • type: string
    • current: none
    • help: 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.
  • variable: ai_DrawNodeLinkCutoff
    • type: float
    • current: 0
    • help: 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.
  • variable: ai_DrawNodeLinkType
    • type: int
    • current: 0
    • help: 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
  • variable: ai_DrawOffset
    • type: float
    • current: 0.1
    • help: vertical offset during debug drawing
  • variable: ai_DrawPath DUMPTODISK
    • type: string
    • current: none
    • help: Draws the generated paths of the AI agents.
    • Usage: ai_DrawPath [name]
    • Default is none (nobody).
  • variable: ai_DrawPathAdjustment DUMPTODISK
    • type: string
    • current: none
    • help: Draws the path adjustment for the AI agents.
    • Usage: ai_DrawPathAdjustment [name]
    • Default is none (nobody).
  • variable: ai_DrawPatterns DUMPTODISK
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_DrawProbableTarget DUMPTODISK
    • type: int
    • current: 0
    • help: Enables/Disables drawing the position of probable target.
  • variable: ai_DrawRadar DUMPTODISK
    • type: int
    • current: 0
    • help: Draws AI radar: 0=no radar, >0 = size of the radar on screen
  • variable: ai_DrawRadarDist DUMPTODISK
    • type: int
    • current: 20
    • help: AI radar draw distance in meters, default=20m.
  • variable: ai_DrawReadibilities DUMPTODISK
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_DrawRefPoints DUMPTODISK
    • type: string
    • current:
    • help: 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.
  • variable: ai_DrawShooting
    • type: string
    • current: none
    • help: Name of puppet to show fire stats
  • variable: ai_DrawSmartObjects DUMPTODISK
    • type: int
    • current: 0
    • help: Draws smart object debug information.
    • Usage: ai_DrawSmartObjects [0/1]
    • Default is 0 (off). Set to 1 to draw the smart objects.
  • variable: ai_DrawStats DUMPTODISK
    • type: int
    • current: 0
    • help: Toggles drawing stats for AI objects withing range.
  • variable: ai_DrawTargets DUMPTODISK
    • type: int
    • current: 0
    • help:
  • variable: ai_DrawTrajectory DUMPTODISK
    • type: int
    • current: 0
    • help: Records and draws the trajectory of the stats target: 0=do not record, 1=record.
  • variable: ai_DrawType DUMPTODISK
    • type: int
    • current: -1
    • help: Toggles drawing AI objects of particular type for debugging AI.
  • variable: ai_DrawUpdate DUMPTODISK
    • type: int
    • current: 0
    • help: list of AI forceUpdated entities
  • variable: ai_DrawVisCheckQueue DUMPTODISK
    • type: int
    • current: 0
    • help: list of pending vis-check trace requests
  • variable: ai_DynamicTriangularUpdateTime
    • type: float
    • current: 0.002
    • help: How long (max) to spend updating triangular waypoint regions per AI update (in sec)
    • 0 disables dynamic updates. 0.002 is a sensible value
  • variable: ai_DynamicVolumeUpdateTime
    • type: float
    • current: 0.001
    • help: How long (max) to spend updating dynamic volume regions per AI update (in sec)
    • 0 disables dynamic updates. 0.002 is a sensible value
  • variable: ai_DynamicWaypointUpdateTime
    • type: float
    • current: 0.0005
    • help: How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
    • 0 disables dynamic updates. 0.0005 is a sensible value
  • variable: ai_EnableAsserts DUMPTODISK
    • type: int
    • current: 0
    • help: Enable AI asserts: 1 or 0
  • variable: ai_EnableWarningsErrors DUMPTODISK
    • type: int
    • current: 1
    • help: Enable AI warnings and errors: 1 or 0
  • variable: ai_ExtraForbiddenRadiusDuringBeautification
    • type: float
    • current: 1
    • help: Extra radius added to agents close to forbidden edges during beautification.
  • variable: ai_ExtraRadiusDuringBeautification
    • type: float
    • current: 0.2
    • help: Extra radius added to agents during beautification.
  • variable: ai_ExtraVehicleAvoidanceRadiusBig DUMPTODISK
    • type: float
    • current: 4
    • help: 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.
  • variable: ai_ExtraVehicleAvoidanceRadiusSmall DUMPTODISK
    • type: float
    • current: 0.5
    • help: 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.
  • variable: ai_ForceAllowStrafing
    • type: int
    • current: -1
    • help: Forces all AI characters to use/not use strafing (-1 disables)
  • variable: ai_ForceLookAimTarget
    • type: string
    • current: none
    • help: 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))
  • variable: ai_ForceStance
    • type: int
    • current: -1
    • help: Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
  • variable: ai_HideDraw
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_IgnorePlayer
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_IgnoreVisibilityChecks
    • type: int
    • current: 0
    • help: Makes certain visibility checks (for teleporting etc) return false.
  • variable: ai_IncludeNonColEntitiesInNavigation
    • type: int
    • current: 1
    • help: Includes/Excludes noncolliding objects from navigation.
  • variable: ai_InterestDetectMovement DUMPTODISK
    • type: int
    • current: 0
    • help: Enable movement detection in interest system
  • variable: ai_InterestEnableScan DUMPTODISK
    • type: int
    • current: 0
    • help: Enable interest system scan mode
  • variable: ai_InterestScalingAmbient DUMPTODISK
    • type: float
    • current: 1
    • help: Scale the interest value given to Ambient interest items (e.g. static/passive objects)
  • variable: ai_InterestScalingEyeCatching DUMPTODISK
    • type: float
    • current: 14
    • help: Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
  • variable: ai_InterestScalingMovement DUMPTODISK
    • type: float
    • current: 1
    • help: Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
  • variable: ai_InterestScalingScan DUMPTODISK
    • type: float
    • current: 50
    • help: Scale the interest value given to passively scanning the environment
  • variable: ai_InterestScalingView DUMPTODISK
    • type: float
    • current: 1
    • help: Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
  • variable: ai_InterestSwitchBoost DUMPTODISK
    • type: float
    • current: 2
    • help: Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)
  • variable: ai_InterestSystem DUMPTODISK
    • type: int
    • current: 0
    • help: Enable interest system
  • variable: ai_Locate DUMPTODISK
    • type: string
    • current: none
    • help:
  • variable: ai_LogConsoleVerbosity DUMPTODISK
    • type: int
    • current: 0
    • help: None = 0, progress = 1, event = 2, comment = 3
  • variable: ai_LogFileVerbosity DUMPTODISK
    • type: int
    • current: 1
    • help: None = 0, progress = 1, event = 2, comment = 3
  • variable: ai_LogSignals
    • type: int
    • current: 0
    • help: Maximum radius at which player can interact with other entities
  • variable: ai_MaxSignalDuration
    • type: float
    • current: 3
    • help: Maximum radius at which player can interact with other entities
  • variable: ai_MaxVisRaysPerFrame
    • type: int
    • current: 100
    • help: Maximum allowed visibility rays per frame – the rest are all assumed to succeed
    • Usage: ai_MaxVisRaysPerFrame
    • Default is 100.
  • variable: ai_MovementSpeedDarkIllumMod SAVEGAME
    • type: float
    • current: 0.6
    • help: Multiplier for movement speed when the target is in dark light condition.
  • variable: ai_MovementSpeedMediumIllumMod SAVEGAME
    • type: float
    • current: 0.8
    • help: Multiplier for movement speed when the target is in medium light condition.
  • variable: ai_NoUpdate
    • type: int
    • current: 0
    • help:
  • variable: ai_ObstacleSizeThreshold DUMPTODISK
    • type: float
    • current: 1.2
    • help: Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
  • variable: ai_OverlayMessageDuration DUMPTODISK
    • type: float
    • current: 5
    • help: How long (seconds) to overlay AI warnings/errors
  • variable: ai_PathfinderUpdateTime
    • type: float
    • current: 0.005
    • help: Maximum pathfinder time per AI update
  • variable: ai_PathfindTimeLimit
    • type: float
    • current: 2
    • help: 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.
  • variable: ai_PredictivePathFollowing
    • type: int
    • current: 1
    • help: Sets if AI should use the predictive path following if allowed by the type’s config.
  • variable: ai_ProfileGoals
    • type: int
    • current: 0
    • help: 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.
  • variable: ai_ProtoROD DUMPTODISK
    • type: int
    • current: 0
    • help: Proto
  • variable: ai_ProtoRODAffectMove DUMPTODISK
    • type: int
    • current: 0
    • help: Proto
  • variable: ai_ProtoRODAliveTime DUMPTODISK
    • type: float
    • current: 10
    • help: Proto
  • variable: ai_ProtoRODFireRange DUMPTODISK
    • type: float
    • current: 35
    • help: Proto
  • variable: ai_ProtoRODGrenades DUMPTODISK
    • type: int
    • current: 1
    • help: Proto
  • variable: ai_ProtoRODHealthGraph DUMPTODISK
    • type: int
    • current: 0
    • help: Proto
  • variable: ai_ProtoRODLogScale DUMPTODISK
    • type: int
    • current: 0
    • help: Proto
  • variable: ai_ProtoRODReactionTime DUMPTODISK
    • type: float
    • current: 2
    • help: Proto
  • variable: ai_ProtoRODRegenTime DUMPTODISK
    • type: float
    • current: 8
    • help: Proto
  • variable: ai_ProtoRODSilhuette DUMPTODISK
    • type: int
    • current: 0
    • help: Proto
  • variable: ai_ProtoRODSpeedMod DUMPTODISK
    • type: int
    • current: 1
    • help: Proto
  • variable: ai_PuppetDirSpeedControl
    • type: int
    • current: 1
    • help: Does puppet speed control based on their current move dir
  • variable: ai_RadiusForAutoForbidden
    • type: float
    • current: 1
    • help: If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
  • variable: ai_Recorder DUMPTODISK
    • type: int
    • current: 0
    • help: Enables AI debug recording
  • variable: ai_Recorder_Buffer DUMPTODISK
    • type: int
    • current: 1024
    • help: Set the size of the AI debug recording buffer
  • variable: ai_RecordFilter DUMPTODISK
    • type: int
    • current: 0
    • help:
  • variable: ai_RecordLog DUMPTODISK
    • type: int
    • current: 0
    • help: log all the AI state changes on stats_target
  • variable: ai_RODAliveTime DUMPTODISK
    • type: float
    • current: 5
    • help: The base level time the player can survive under fire.
  • variable: ai_RODAmbientFireInc DUMPTODISK
    • type: float
    • current: 2
    • help: Increment for the alive time when the target is within the kill-zone of the target.
  • variable: ai_RODCombatRangeMod DUMPTODISK
    • type: float
    • current: 0.6
    • help: Combat-zone distance = attackRange * combatRangeMod.
  • variable: ai_RODCoverFireTimeMod DUMPTODISK
    • type: float
    • current: 1
    • help: Multiplier for cover fire times set in weapon descriptor.
  • variable: ai_RODDirInc DUMPTODISK
    • type: float
    • current: 1
    • help: Increment how the orientation of the target affects the alive time. 0=disable
  • variable: ai_RODKillRangeMod DUMPTODISK
    • type: float
    • current: 0.2
    • help: Kill-zone distance = attackRange * killRangeMod.
  • variable: ai_RODKillZoneInc DUMPTODISK
    • type: float
    • current: -2
    • help: Increment how the target is within the kill-zone of the target.
  • variable: ai_RODLowHealthMercyTime DUMPTODISK
    • type: float
    • current: 2.5
    • help: The amount of time the AI will not hit the target when the target crosses the low health threshold.
  • variable: ai_RODMoveInc DUMPTODISK
    • type: float
    • current: 1.3
    • help: Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
  • variable: ai_RODReactionDarkIllumInc DUMPTODISK
    • type: float
    • current: 0.3
    • help: Increase for reaction time when the target is in dark light condition.
  • variable: ai_RODReactionDirInc DUMPTODISK
    • type: float
    • current: 1
    • help: 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.
  • variable: ai_RODReactionDistInc DUMPTODISK
    • type: float
    • current: 0.1
    • help: Increase for the reaction time when the target is in combat-far-zone or warn-zone. In warn-zone the increase is doubled.
  • variable: ai_RODReactionLeanInc DUMPTODISK
    • type: float
    • current: 0.2
    • help: Increase to the reaction to when the target is leaning.
  • variable: ai_RODReactionMediumIllumInc DUMPTODISK
    • type: float
    • current: 0.2
    • help: Increase for reaction time when the target is in medium light condition.
  • variable: ai_RODReactionTime DUMPTODISK
    • type: float
    • current: 0.2
    • help: Uses rate of death as damage control method.
  • variable: ai_RODStanceInc DUMPTODISK
    • type: float
    • current: 1
    • help: 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
  • variable: ai_SightRangeDarkIllumMod SAVEGAME
    • type: float
    • current: 0.5
    • help: Multiplier for sightrange when the target is in dark light condition.
  • variable: ai_SightRangeMediumIllumMod SAVEGAME
    • type: float
    • current: 0.8
    • help: Multiplier for sightrange when the target is in medium light condition.
  • variable: ai_SimpleWayptPassability DUMPTODISK
    • type: int
    • current: 1
    • help: Use simplified and faster passability recalculation for human waypoint links where possible.
  • variable: ai_SmartObjectUpdateTime
    • type: float
    • current: 0.002
    • help: How long (max) to spend updating smart objects per AI update (in sec)
    • default value is 0.002
  • variable: ai_SOMSpeedCombat SAVEGAME
    • type: float
    • current: 0.3
    • help: 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.
  • variable: ai_SOMSpeedRelaxed SAVEGAME
    • type: float
    • current: 1.2
    • help: 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.
  • variable: ai_SoundPerception
    • type: int
    • current: 1
    • help: 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.
  • variable: ai_StatsTarget DUMPTODISK
    • type: string
    • current: none
    • help: 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.
  • variable: ai_SteepSlopeAcrossValue
    • type: float
    • current: 0.6
    • help: 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
  • variable: ai_SteepSlopeUpValue
    • type: float
    • current: 1
    • help: 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
  • variable: ai_SystemUpdate
    • type: int
    • current: 1
    • help: Toggles the regular AI system update.
    • Usage: ai_SystemUpdate [0/1]
    • Default is 1 (on). Set to 0 to disable ai system updating.
  • variable: ai_ThreadedVolumeNavPreprocess DUMPTODISK
    • type: int
    • current: 1
    • help: 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.
  • variable: ai_TickCounter DUMPTODISK
    • type: int
    • current: 0
    • help: Enables AI tick counter
  • variable: ai_UpdateAllAlways
    • type: int
    • current: 0
    • help: If non-zero then over-rides the auto-disabling of invisible/distant AI
  • variable: ai_UpdateInterval
    • type: float
    • current: 0.13
    • help: In seconds the amount of time between two full updates for AI
    • Usage: ai_UpdateInterval
    • Default is 0.1. Number is time in seconds
  • variable: ai_UpdateProxy
    • type: int
    • current: 1
    • help: 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.
  • variable: ai_UseAlternativeReadability SAVEGAME
    • type: int
    • current: 1
    • help: Switch between normal and alternative SoundPack for AI readability.
  • variable: ai_UseCalculationStopperCounter
    • type: int
    • current: 0
    • help: Uses a (calibrated) counter instead of time in AI updates
  • variable: ai_UseObjectPosWithExactPos DUMPTODISK
    • type: int
    • current: 0
    • help: Use object position when playing exact positioning.
  • variable: ai_WaterOcclusion DUMPTODISK
    • type: float
    • current: 0.5
    • help: scales how much water hides player from AI
  • variable: aim_assistAimEnabled
    • type: int
    • current: 1
    • help: Enable/disable aim assitance on aim zooming
  • variable: aim_assistAutoCoeff
    • type: float
    • current: 0.5
    • help: The scale of auto weapons’ aim assistance at continuous fire
  • variable: aim_assistCrosshairDebug
    • type: int
    • current: 0
    • help: debug crosshair aim assistance
  • variable: aim_assistCrosshairSize
    • type: int
    • current: 25
    • help: screen size used for crosshair aim assistance
  • variable: aim_assistMaxDistance
    • type: float
    • current: 150
    • help: The maximum range at which autoaim operates
  • variable: aim_assistRestrictionTimeout
    • type: float
    • current: 20
    • help: The restriction timeout on aim assistance after user uses a mouse
  • variable: aim_assistSearchBox
    • type: float
    • current: 100
    • help: The area autoaim looks for enemies within
  • variable: aim_assistSingleCoeff
    • type: float
    • current: 1
    • help: The scale of single-shot weapons’ aim assistance
  • variable: aim_assistSnapDistance
    • type: float
    • current: 3
    • help: The maximum deviation autoaim is willing to compensate for
  • variable: aim_assistTriggerEnabled
    • type: int
    • current: 1
    • help: Enable/disable aim assistance on firing the weapon
  • variable: aim_assistVerticalScale
    • type: float
    • current: 0.75
    • help: The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)
  • variable: aln_debug_filter
    • type: string
    • current:
    • help:
  • variable: aln_debug_movement
    • type: int
    • current: 0
    • help:
  • variable: ban_timeout DUMPTODISK
    • type: int
    • current: 30
    • help: Ban timeout in minutes
  • variable: c_shakeMult
    • type: float
    • current: 1
    • help:
  • variable: ca_AimIKFadeout
    • type: int
    • current: 1
    • help: if set to 0, the Aim-IK will not fade out when aiming in extreme directions
  • variable: ca_AnimationsUsageStatistics DUMPTODISK
    • type: int
    • current: 0
    • help: Output animations usage statistics
  • variable: ca_AnimWarningLevel DUMPTODISK
    • type: int
    • current: 0
    • help: if you set this to 0, there won’t be any frequest warnings from the animation system
  • variable: ca_AttachmentCullingRation
    • type: float
    • current: 120
    • help: ration between size of attachment and distance to camera
  • variable: ca_CharEditModel
    • type: string
    • current: objects/characters/human/story/martin_hawker/CharEdit_MHawker_with_Rifle.cdf
    • help:
  • variable: ca_DeathBlendTime
    • type: float
    • current: 0.3
    • help: Specifies the blending time between low-detail dead body skeleton and current skeleton
  • variable: ca_DebugAnimUpdates
    • type: int
    • current: 0
    • help: shows the amount of skeleton-updates
  • variable: ca_DebugAnimUsage
    • type: int
    • current: 0
    • help: shows what animation assets are used in the level
  • variable: ca_debugCaps
    • type: int
    • current: 0
    • help: Display current blended motion capabilities.
  • variable: ca_DebugFacial
    • type: int
    • current: 0
    • help: Debug facial playback info
  • variable: ca_DebugFacialEyes
    • type: int
    • current: 0
    • help: Debug facial eyes info
  • variable: ca_DebugFootPlants DUMPTODISK
    • type: int
    • current: 0
    • help: if this is 1, it will print some debug text on the screen
  • variable: ca_DebugModelCache
    • type: int
    • current: 0
    • help: shows what models are currently loaded
  • variable: ca_DebugSkeletonEffects
    • type: int
    • current: 0
    • help: If true, dump log messages when skeleton effects are handled.
  • variable: ca_DebugText DUMPTODISK
    • type: int
    • current: 0
    • help: if this is 1, it will print some debug text on the screen
  • variable: ca_DecalSizeMultiplier
    • type: float
    • current: 1
    • help: The multiplier for the decal sizes
  • variable: ca_DisableAnimEvents
    • type: int
    • current: 0
    • help: If this is not 0, then the OnAnimationEvent methods are not called upon animation events
  • variable: ca_DrawAimPoses
    • type: int
    • current: 0
    • help: draws the wireframe of the aim poses
  • variable: ca_DrawAttachmentOBB
    • type: int
    • current: 0
    • help: if this is 0, will not draw the attachments objects
  • variable: ca_DrawAttachments
    • type: int
    • current: 1
    • help: if this is 0, will not draw the attachments objects
  • variable: ca_DrawBBox
    • type: int
    • current: 0
    • help: if set to 1, the own bounding box of the character is drawn
  • variable: ca_DrawBinormals
    • type: int
    • current: 0
    • help: draws the binormals of the rendered character
  • variable: ca_DrawBodyMoveDir
    • type: int
    • current: 0
    • help: if this is 1, we will draw the body and move-direction
  • variable: ca_DrawCharacter
    • type: int
    • current: 1
    • help: if this is 0, will not draw the characters
  • variable: ca_DrawDecalsBBoxes
    • type: int
    • current: 0
    • help: if set to 1, the decals bboxes are drawn
  • variable: ca_DrawEmptyAttachments
    • type: int
    • current: 0
    • help: draws a wireframe cube if there is no object linked to an attachment
  • variable: ca_DrawFaceAttachments
    • type: int
    • current: 1
    • help: if this is 0, will not draw the skin attachments objects
  • variable: ca_DrawFootPlants DUMPTODISK
    • type: int
    • current: 0
    • help: if this is 1, it will print some debug boxes at the feet of the character
  • variable: ca_DrawIdle2MoveDir
    • type: int
    • current: 0
    • help: if this is 1, we will draw the initial Idle2Move dir
  • variable: ca_DrawLookIK
    • type: int
    • current: 0
    • help: draws a visualization of look ik
  • variable: ca_DrawMotionBlurTest
    • type: int
    • current: 0
    • help: if this is 1, we draw the motion-blur test mesh
  • variable: ca_DrawNormals
    • type: int
    • current: 0
    • help: draws the normals of the rendered character
  • variable: ca_DrawPositionPost
    • type: int
    • current: 0
    • help: draws the world position of the character (after update)
  • variable: ca_DrawPositionPre
    • type: int
    • current: 0
    • help: draws the world position of the character (before update)
  • variable: ca_DrawSkeleton
    • type: int
    • current: 0
    • help: if set to 1, the skeleton is drawn
  • variable: ca_DrawTangents
    • type: int
    • current: 0
    • help: draws the tangents of the rendered character
  • variable: ca_DrawWireframe
    • type: int
    • current: 0
    • help: draws a wireframe on top of the rendered character
  • variable: ca_DumpAssetStatistics
    • type: int
    • current: 0
    • help: writes animation asset statistics to the disk
  • variable: ca_EnableAnimationLog
    • type: int
    • current: 0
    • help: enables a special kind of log: Animation.log file, solely for debugging
  • variable: ca_EnableAssetStrafing
    • type: int
    • current: 1
    • help: asset strafing is disabled by default
  • variable: ca_EnableAssetTurning
    • type: int
    • current: 1
    • help: asset tuning is disabled by default
  • variable: ca_EnableCoolReweighting
    • type: int
    • current: 0
    • help: If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
  • variable: ca_EnableCoolTransitions
    • type: int
    • current: 0
    • help: If this is 1, then we adjust all transition-times for humans
  • variable: ca_eyes_procedural
    • type: int
    • current: 0
    • help: Enables/Disables procedural eyes animation
  • variable: ca_FacialAnimationRadius
    • type: float
    • current: 30
    • help: Maximum distance at which facial animations are updated – handles zooming correctly
  • variable: ca_FootAnchoring DUMPTODISK
    • type: int
    • current: 0
    • help: if this is 1, it will print some debug boxes at the feet of the character
  • variable: ca_ForceNullAnimation
    • type: int
    • current: 0
    • help: replaces the mocap-data by default position
  • variable: ca_FPWeaponInCamSpace
    • type: int
    • current: 1
    • help: if this is 1, then we attach the wepon to the camera
  • variable: ca_GameControlledStrafing
    • type: int
    • current: 1
    • help: Use game controlled strafing/curving flag, instead of low level calculated curving weight.
  • variable: ca_GroundAlignment DUMPTODISK
    • type: int
    • current: 1
    • help: if this is 1, the legs of human characters will align with the terrain
  • variable: ca_JustRootUpdate
    • type: int
    • current: 0
    • help: 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.
  • variable: ca_KeepModels
    • type: int
    • current: 0
    • help: If set to 1, will prevent models from unloading from memory upon destruction of the last referencing character
  • variable: ca_lipsync_debug
    • type: int
    • current: 0
    • help: Enables facial animation debug draw
  • variable: ca_lipsync_phoneme_crossfade
    • type: int
    • current: 70
    • help: Cross fade time between phonemes in milliseconds
  • variable: ca_lipsync_phoneme_offset
    • type: int
    • current: 20
    • help: Offset phoneme start time by this value in milliseconds
  • variable: ca_lipsync_phoneme_strength
    • type: float
    • current: 1
    • help: LipSync phoneme strength
  • variable: ca_lipsync_vertex_drag
    • type: float
    • current: 1.2
    • help: Vertex drag coefficient when blending morph targets
  • variable: ca_LoadDatabase
    • type: int
    • current: 1
    • help: Enable loading animations from database
  • variable: ca_LoadUncompressedChunks
    • type: int
    • current: 0
    • help: If this 1, then uncompressed chunks prefer compressed while loading
  • variable: ca_lod_ratio DUMPTODISK
    • type: float
    • current: 6
    • help: Caharcters LOD ratio
  • variable: ca_LogAnimation
    • type: string
    • current:
    • help:
  • variable: ca_MemoryUsageLog
    • type: int
    • current: 0
    • help: enables a memory usage log
  • variable: ca_NoAnim
    • type: int
    • current: 0
    • help: the animation isn’t updated (the characters remain in the same pose)
  • variable: ca_NoDeform
    • type: int
    • current: 0
    • help: the skinning is not performed during rendering if this is 1
  • variable: ca_PrintDesiredSpeed DUMPTODISK
    • type: int
    • current: 0
    • help: if this is 1, it will print the desired speed of the human characters
  • variable: ca_Profile
    • type: int
    • current: 0
    • help: Enables a table of real-time profile statistics
  • variable: ca_RandomScaling
    • type: int
    • current: 0
    • help: If this is set to 1, then we apply ransom scaling to characters
  • variable: ca_SaveAABB
    • type: int
    • current: 0
    • help: if the AABB is invalid, replace it by the default AABB
  • variable: ca_SphericalSkinning DUMPTODISK
    • type: int
    • current: 0
    • help: If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
  • variable: ca_travelSpeedScaleMax
    • type: float
    • current: 2
    • help: Maximum motion travel speed scale (default 2.0).
  • variable: ca_travelSpeedScaleMin
    • type: float
    • current: 0.5
    • help: Minimum motion travel speed scale (default 0.5).
  • variable: ca_UnloadAimPoses DUMPTODISK
    • type: int
    • current: 1
    • help: remove aim-poses from memory
  • variable: ca_UseAimIK
    • type: int
    • current: 1
    • help: If this is set to 1, then we are adding a look-at animation to the skeleton
  • variable: ca_UseAnimationsCache DUMPTODISK
    • type: int
    • current: 0
    • help: use dynamically unpacked animations cache
  • variable: ca_UseDecals
    • type: int
    • current: 1
    • help: if set to 0, effectively disables creation of decals on characters 2 – alternative method of calculating/building the decals
  • variable: ca_UseFacialAnimation
    • type: int
    • current: 1
    • help: If this is set to 1, we can play facial animations
  • variable: ca_UseLookIK
    • type: int
    • current: 1
    • help: If this is set to 1, then we are adding a look-at animation to the skeleton
  • variable: ca_UseMorph
    • type: int
    • current: 1
    • help: the morph skinning step is skipped (it’s part of overall skinning during rendering)
  • variable: ca_UsePhysics
    • type: int
    • current: 1
    • help: the physics is not applied (effectively, no IK)
  • variable: capture_file_format
    • type: string
    • current: jpg
    • help: Specifies file format of captured files (jpg, bmp, tga, hdr).
  • variable: capture_folder
    • type: string
    • current: CaptureOutput
    • help: Specifies sub folder to write captured frames.
  • variable: capture_frames
    • type: int
    • current: 0
    • help: Enables capturing of frames.
  • variable: cl_actorsafemode
    • type: int
    • current: 0
    • help: Enable/disable actor safe mode
  • variable: cl_bandwidth
    • type: int
    • current: 50000
    • help: Bit rate on client
  • variable: cl_bob
    • type: float
    • current: 1
    • help: view/weapon bobbing multiplier
  • variable: cl_camera_nearz
    • type: float
    • current: 0.25
    • help: Overrides default near z-range for camera.
  • variable: cl_camera_noise
    • type: float
    • current: -1
    • help: Adds hand-held like camera noise to the camera view. The higher the value, the higher the noise.
    • A value < = 0 disables it.
  • variable: cl_camera_noise_freq
    • type: float
    • current: 2.53262
    • help: Defines camera noise frequency for the camera view. The higher the value, the higher the noise.
  • variable: cl_crouchToggle DUMPTODISK
    • type: int
    • current: 0
    • help: To make the crouch key work as a toggle
  • variable: cl_debugFreezeShake DUMPTODISK
    • type: int
    • current: 0
    • help: Toggle freeze shake debug draw
  • variable: cl_debugSwimming
    • type: int
    • current: 0
    • help: enable swimming debugging
  • variable: cl_fov
    • type: float
    • current: 60
    • help: field of view.
  • variable: cl_fpBody
    • type: int
    • current: 2
    • help: first person body
  • variable: cl_frozenAngleMax
    • type: float
    • current: 10
    • help: Frozen clamp angle max
  • variable: cl_frozenAngleMin
    • type: float
    • current: 1
    • help: Frozen clamp angle min
  • variable: cl_frozenKeyMult
    • type: float
    • current: 0.02
    • help: Frozen movement keys multiplier
  • variable: cl_frozenMouseMult
    • type: float
    • current: 0.00015
    • help: Frozen mouseshake multiplier
  • variable: cl_frozenSensMax
    • type: float
    • current: 1
    • help: Frozen sensitivity max
  • variable: cl_frozenSensMin
    • type: float
    • current: 1
    • help: Frozen sensitivity min
  • variable: cl_frozenSoundDelta
    • type: float
    • current: 0.004
    • help: Threshold for unfreeze shake to trigger a crack sound
  • variable: cl_frozenSteps
    • type: float
    • current: 3
    • help: Number of steps for unfreeze shaking
  • variable: cl_gs_cdkey
    • type: string
    • current:
    • help: CDKey for gamespy auth
  • variable: cl_gs_email
    • type: string
    • current:
    • help: Email address for Gamespy login
  • variable: cl_gs_nick
    • type: string
    • current:
    • help: Nickname for Gamespy login
  • variable: cl_gs_password
    • type: string
    • current:
    • help: Password for Gamespy login
  • variable: cl_headBob
    • type: float
    • current: 1
    • help: head bobbing multiplier
  • variable: cl_headBobLimit
    • type: float
    • current: 0.06
    • help: head bobbing distance limit
  • variable: cl_hitBlur
    • type: float
    • current: 0.25
    • help: blur on hit
  • variable: cl_hitShake
    • type: float
    • current: 1.25
    • help: hit shake
  • variable: cl_hud
    • type: int
    • current: 1
    • help: Show/Hide the HUD
  • variable: cl_invertController DUMPTODISK
    • type: int
    • current: 0
    • help: Controller Look Up-Down invert
  • variable: cl_invertMouse DUMPTODISK
    • type: int
    • current: 0
    • help: mouse invert?
  • variable: cl_motionBlur
    • type: float
    • current: 2
    • help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
  • variable: cl_nearPlane
    • type: float
    • current: 0
    • help: overrides the near clipping plane if != 0, just for testing.
  • variable: cl_packetRate
    • type: int
    • current: 30
    • help: Packet rate on client
  • variable: cl_righthand
    • type: int
    • current: 1
    • help: Select right-handed weapon!
  • variable: cl_screeneffects
    • type: int
    • current: 1
    • help: Enable player screen effects (depth-of-field, motion blur, …).
  • variable: cl_sensitivity DUMPTODISK
    • type: float
    • current: 45
    • help: Set mouse sensitivity!
  • variable: cl_sensitivityZeroG DUMPTODISK
    • type: float
    • current: 70
    • help: Set mouse sensitivity in ZeroG!
  • variable: cl_serveraddr DUMPTODISK
    • type: string
    • current: localhost
    • help: Server address
  • variable: cl_serverpassword DUMPTODISK
    • type: string
    • current:
    • help: Server password
  • variable: cl_serverport DUMPTODISK
    • type: int
    • current: 64087
    • help: Server address
  • variable: cl_shallowWaterDepthHi
    • type: float
    • current: 1
    • help: Shallow water depth high (above has full slowdown)
  • variable: cl_shallowWaterDepthLo
    • type: float
    • current: 0.3
    • help: Shallow water depth low (below has zero slowdown)
  • variable: cl_shallowWaterSpeedMulAI
    • type: float
    • current: 0.8
    • help: Shallow water speed multiplier (AI only)
  • variable: cl_shallowWaterSpeedMulPlayer
    • type: float
    • current: 0.6
    • help: shallow water speed multiplier (Players only)
  • variable: cl_sprintBlur
    • type: float
    • current: 0.6
    • help: sprint blur
  • variable: cl_sprintShake
    • type: float
    • current: 0
    • help: sprint shake
  • variable: cl_strengthscale
    • type: float
    • current: 1
    • help: nanosuit strength scale
  • variable: cl_tpvDist
    • type: float
    • current: 3.5
    • help: camera distance in 3rd person view
  • variable: cl_tpvYaw
    • type: float
    • current: 0
    • help: camera angle offset in 3rd person view
  • variable: cl_voice_recording
    • type: int
    • current: 0
    • help: Enable client voice recording
  • variable: cl_voice_volume
    • type: float
    • current: 1
    • help: Set VOIP playback volume: 0-1
  • variable: con_debug
    • type: int
    • current: 0
    • help: Log call stack on every GetCVar call
  • variable: con_display_last_messages
    • type: int
    • current: 0
    • help:
  • variable: con_line_buffer_size
    • type: int
    • current: 1000
    • help:
  • variable: con_restricted RESTRICTEDMODE
    • type: int
    • current: 0
    • help: 0=normal mode / 1=restricted access to the console
  • variable: con_showonload
    • type: int
    • current: 0
    • help: Show console on level loading
  • variable: d3d9_AllowSoftware REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help:
  • variable: d3d9_ClipPlanes
    • type: int
    • current: 1
    • help:
  • variable: d3d9_debugruntime
    • type: int
    • current: 0
    • help:
  • variable: d3d9_ForceSoftware REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help:
  • variable: d3d9_IBPools REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help:
  • variable: d3d9_IBPoolSize
    • type: int
    • current: 262144
    • help:
  • variable: d3d9_NullRefDevice REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help:
  • variable: d3d9_NVPerfHUD
    • type: int
    • current: 0
    • help:
  • variable: d3d9_pip_buff_size REQUIRE_APP_RESTART
    • type: float
    • current: 80
    • help:
  • variable: d3d9_rb_Tris REQUIRE_APP_RESTART
    • type: int
    • current: 32768
    • help:
  • variable: d3d9_rb_Verts REQUIRE_APP_RESTART
    • type: int
    • current: 16384
    • help:
  • variable: d3d9_ResetDeviceAfterLoading
    • type: int
    • current: 1
    • help:
  • variable: d3d9_TextureFilter DUMPTODISK
    • type: string
    • current: TRILINEAR
    • help: Specifies D3D specific texture filtering type.
    • Usage: d3d9_TexMipFilter [TRILINEAR/BILINEAR/LINEAR/NEAREST]
  • variable: d3d9_TripleBuffering REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help:
  • variable: d3d9_VBPools REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help:
  • variable: d3d9_VBPoolSize
    • type: int
    • current: 262144
    • help:
  • variable: demo_ai
    • type: int
    • current: 0
    • help: Enable/Disable AI during the demo
  • variable: demo_file
    • type: string
    • current: timedemo
    • help: Time Demo Filename
  • variable: demo_fixed_timestep
    • type: int
    • current: 30
    • help: number of updates per second
  • variable: demo_max_frames
    • type: int
    • current: 100000
    • help: Max number of frames to save
  • variable: demo_noinfo
    • type: int
    • current: 0
    • help: Disable info display during demo playback
  • variable: demo_num_runs
    • type: int
    • current: 1000
    • help: Number of times to loop timedemo
  • variable: demo_panormaic
    • type: int
    • current: 0
    • help: Panormaic view when playing back demo
  • variable: demo_profile
    • type: int
    • current: 0
    • help: Enable profiling
  • variable: demo_quit
    • type: int
    • current: 0
    • help: Quit game after demo runs finished
  • variable: demo_restart_level
    • type: int
    • current: 0
    • help: Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start
  • variable: demo_savestats
    • type: int
    • current: 0
    • help: Save level stats at the end of the loop
  • variable: demo_screenshot_frame
    • type: int
    • current: 0
    • help: Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
  • variable: demo_scroll_pause
    • type: int
    • current: 1
    • help: ScrollLock pauses demo play/record
  • variable: demo_time_of_day
    • type: int
    • current: -1
    • help: Sets the time of day to override in game settings if not negative
  • variable: demo_vtune
    • type: int
    • current: 0
    • help: Enables VTune profiling when running time demo
  • variable: ds_AutoReloadScripts
    • type: int
    • current: 0
    • help: Automatically reload DialogScripts when jumping into GameMode from Editor
  • variable: ds_LoadExcelScripts
    • type: int
    • current: 1
    • help: Load legacy Excel based dialogs.
  • variable: ds_LoadSoundsSync
    • type: int
    • current: 0
    • help: Load Sounds synchronously
  • variable: ds_LogLevel
    • type: int
    • current: 0
    • help: Set the verbosity of DiaLOG Messages
  • variable: ds_PrecacheSounds
    • type: int
    • current: 0
    • help: Precache sounds on Dialog Begin
  • variable: ds_WarnOnMissingLoc
    • type: int
    • current: 1
    • help: Warn on Missing Localization Entries
  • variable: dt_enable
    • type: int
    • current: 0
    • help: suit actions activated by double-tapping
  • variable: dt_meleeTime
    • type: float
    • current: 0.3
    • help: time in seconds between double taps for melee
  • variable: dt_time
    • type: float
    • current: 0.25
    • help: time in seconds between double taps
  • variable: e_allow_cvars_serialization
    • type: int
    • current: 1
    • help: If set to zero – will not save cvars to cfg file
  • variable: e_ambient_occlusion
    • type: int
    • current: 0
    • help: Activate non deferred terrain occlusion and indirectional lighitng system
  • variable: e_bboxes
    • type: int
    • current: 0
    • help: Activates drawing of bounding boxes
  • variable: e_brushes
    • type: int
    • current: 1
    • help: Draw brushes
  • variable: e_cbuffer
    • type: int
    • current: 1
    • help: Activates usage of software coverage buffer. 1 – camera culling only; 2 – camera culling and light-to-object check
  • variable: e_cbuffer_bias
    • type: float
    • current: 1.05
    • help: Coverage buffer z-biasing
  • variable: e_cbuffer_clip_planes_num
    • type: int
    • current: 6
    • help: Debug
  • variable: e_cbuffer_debug
    • type: int
    • current: 0
    • help: Display content of main camera coverage buffer
  • variable: e_cbuffer_debug_draw_scale
    • type: float
    • current: 1
    • help: Debug
  • variable: e_cbuffer_debug_freeze
    • type: int
    • current: 0
    • help: Freezes viewmatrix/-frustum
  • variable: e_cbuffer_draw_occluders
    • type: int
    • current: 0
    • help: Debug draw of occluders for coverage buffer
  • variable: e_cbuffer_hw
    • type: int
    • current: 0
    • help: Debug
  • variable: e_cbuffer_lazy_test
    • type: int
    • current: 1
    • help: Dont test visible objects every frame
  • variable: e_cbuffer_lc
    • type: int
    • current: 0
    • help: Debug
  • variable: e_cbuffer_lights_debug_side
    • type: int
    • current: -1
    • help: Debug
  • variable: e_cbuffer_max_add_render_mesh_time
    • type: int
    • current: 2
    • help: Max time for unlimited AddRenderMesh
  • variable: e_cbuffer_occluders_lod_ratio
    • type: float
    • current: 0.25
    • help: Debug
  • variable: e_cbuffer_occluders_test_min_tris_num
    • type: int
    • current: 0
    • help: Debug
  • variable: e_cbuffer_occluders_view_dist_ratio
    • type: float
    • current: 1
    • help: Debug
  • variable: e_cbuffer_resolution
    • type: int
    • current: 128
    • help: Resolution of software coverage buffer
  • variable: e_cbuffer_terrain
    • type: int
    • current: 0
    • help: Activates usage of coverage buffer for terrain
  • variable: e_cbuffer_terrain_elevation_shift
    • type: float
    • current: 4
    • help: Shift low lods down in order to avoid false occlusion
  • variable: e_cbuffer_terrain_lod_ratio
    • type: float
    • current: 4
    • help: Terrain lod ratio for mesh rendered into cbuffer
  • variable: e_cbuffer_terrain_lod_shift
    • type: int
    • current: 2
    • help: Controlls tesselation of terrain mesh
  • variable: e_cbuffer_terrain_max_distance
    • type: float
    • current: 512
    • help: Only near sectors are rasterized
  • variable: e_cbuffer_test_mode
    • type: int
    • current: 2
    • help: Debug
  • variable: e_cbuffer_tree_debug
    • type: int
    • current: 0
    • help: Debug
  • variable: e_cbuffer_tree_depth
    • type: int
    • current: 7
    • help: Debug
  • variable: e_cbuffer_version
    • type: int
    • current: 2
    • help: 1 Vladimir’s, 2MichaelK’s
  • variable: e_clouds
    • type: int
    • current: 0
    • help: Enable clouds rendering
  • variable: e_cull_lights_per_triangle_min_obj_radius
    • type: float
    • current: 8
    • help: Debug
  • variable: e_cull_veg_activation
    • type: int
    • current: 30
    • help: Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
  • variable: e_debug_draw
    • type: int
    • current: 0
    • help: 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
  • variable: e_debug_lights
    • type: float
    • current: 0
    • help: 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
  • variable: e_debug_mask
    • type: int
    • current: 0
    • help: 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):
  • variable: e_decals
    • type: int
    • current: 1
    • help: Activates drawing of decals (game decals and hand-placed)
  • variable: e_decals_allow_game_decals
    • type: int
    • current: 1
    • help: Allows creation of decals by game (like weapon bullets marks)
  • variable: e_decals_clip
    • type: int
    • current: 1
    • help: Clip decal geometry by decal bbox
  • variable: e_decals_hit_cache
    • type: int
    • current: 1
    • help: Use smart hit cacheing for bullet hits (may cause no decals in some cases)
  • variable: e_decals_life_time_scale DUMPTODISK
    • type: float
    • current: 1
    • help: Allows to increase or reduce decals life time for different specs
  • variable: e_decals_merge
    • type: int
    • current: 1
    • help: Combine pieces of decals into one render call
  • variable: e_decals_neighbor_max_life_time
    • type: float
    • current: 4
    • help: If not zero – new decals will force old decals to fade in X seconds
  • variable: e_decals_overlapping
    • type: float
    • current: 0
    • help: If zero – new decals will not be spawned if the distance to nearest decals less than X
  • variable: e_decals_precreate
    • type: int
    • current: 1
    • help: Pre-create decals at load time
  • variable: e_decals_range
    • type: float
    • current: 20
    • help: Less precision for decals outside this range
  • variable: e_decals_wrap_around_min_size
    • type: float
    • current: 0.05
    • help: Controls usage of wrapping around objects feature. When decal radius is smaller than X – simple quad decal is used
  • variable: e_default_material
    • type: float
    • current: 0
    • help: use gray illum as default
  • variable: e_deformable_objects
    • type: int
    • current: 1
    • help: Enable / Disable morph based deformable objects
  • variable: e_detail_materials
    • type: int
    • current: 1
    • help: Activates drawing of detail materials on terrain ground
  • variable: e_detail_materials_debug
    • type: int
    • current: 0
    • help: Shows number of materials in use per terrain sector
  • variable: e_detail_materials_view_dist_xy
    • type: float
    • current: 2048
    • help: Max view distance of terrain XY materials
  • variable: e_detail_materials_view_dist_z
    • type: float
    • current: 128
    • help: Max view distance of terrain Z materials
  • variable: e_detail_objects
    • type: int
    • current: 1
    • help: Turn detail objects on/off
  • variable: e_dissolve
    • type: int
    • current: 0
    • help: Objects alphatest_noise_fading out on distance
  • variable: e_dissolve_transition_threshold
    • type: float
    • current: 0.05
    • help: Controls disabling of smooth transition if camera moves too fast
  • variable: e_dissolve_transition_time
    • type: float
    • current: 0.3
    • help: Lod switch duration
  • variable: e_dynamic_light
    • type: int
    • current: 1
    • help: Activates dynamic light sources
  • variable: e_dynamic_light_consistent_sort_order
    • type: int
    • current: 1
    • help: Debug
  • variable: e_dynamic_light_frame_id_vis_test
    • type: int
    • current: 1
    • help: Use based on last draw frame visibility test
  • variable: e_entities
    • type: int
    • current: 1
    • help: Activates drawing of entities and brushes
  • variable: e_EntitySuppressionLevel
    • type: int
    • current: 0
    • help: 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).
  • variable: e_flocks DUMPTODISK
    • type: int
    • current: 1
    • help: Enable Flocks (Birds/Fishes)
  • variable: e_flocks_hunt
    • type: int
    • current: 1
    • help: Birds will fall down…
  • variable: e_fog
    • type: int
    • current: 1
    • help: Activates global height/distance based fog
  • variable: e_fogvolumes
    • type: int
    • current: 1
    • help: Activates local height/distance based fog volumes
  • variable: e_foliage_branches_damping
    • type: float
    • current: 10
    • help: Damping of branch ropes
  • variable: e_foliage_branches_stiffness
    • type: float
    • current: 100
    • help: Stiffness of branch ropes
  • variable: e_foliage_branches_timeout
    • type: float
    • current: 4
    • help: Maximum lifetime of branch ropes (if there are no collisions)
  • variable: e_foliage_broken_branches_damping
    • type: float
    • current: 15
    • help: Damping of branch ropes of broken vegetation
  • variable: e_foliage_stiffness
    • type: float
    • current: 3.2
    • help: Stiffness of the spongy obstruct geometry
  • variable: e_foliage_wind_activation_dist
    • type: float
    • current: 10
    • help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
  • variable: e_force_detail_level_for_resolution
    • type: int
    • current: 0
    • help: Force sprite distance and other values used for some specific screen resolution, 0 means current
  • variable: e_gsm_cache
    • type: float
    • current: 1
    • help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
  • variable: e_gsm_cache_lod_offset
    • type: int
    • current: 3
    • help: Makes first X GSM lods not cached
  • variable: e_gsm_combined
    • type: int
    • current: 0
    • help: 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
  • variable: e_gsm_depth_bounds_debug
    • type: int
    • current: 0
    • help: Debug GSM bounds regions calculation
  • variable: e_gsm_lods_num
    • type: int
    • current: 3
    • help: Number of GSM lods (0..5)
  • variable: e_gsm_range
    • type: float
    • current: 4
    • help: Size of LOD 0 GSM area (in meters)
  • variable: e_gsm_range_step
    • type: float
    • current: 3
    • help: Range of next GSM lod is previous range multiplied by step
  • variable: e_gsm_range_step_terrain
    • type: float
    • current: 16
    • help: gsm_range_step for last gsm lod containg terrain
  • variable: e_gsm_scatter_lod_dist
    • type: float
    • current: 70
    • help: Size of Scattering LOD GSM in meters
  • variable: e_gsm_stats
    • type: int
    • current: 0
    • help: Show GSM statistics 0=off, 1=enable debug to the screens
  • variable: e_gsm_view_space
    • type: int
    • current: 0
    • help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
  • variable: e_hw_occlusion_culling_objects
    • type: int
    • current: 0
    • help: Activates usage of HW occlusion test for objects
  • variable: e_hw_occlusion_culling_water
    • type: int
    • current: 1
    • help: Activates usage of HW occlusion test for ocean
  • variable: e_joint_strength_scale
    • type: float
    • current: 1
    • help: Scales the strength of prebroken objects’ joints (for tweaking)
  • variable: e_level_auto_precache_camera_jump_dist
    • type: int
    • current: 64
    • help: 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
  • variable: e_level_auto_precache_terrain_and_proc_veget
    • type: float
    • current: 1
    • help: Force auro pre-cache of terrain textures and procedural vegetation
  • variable: e_level_auto_precache_textures_and_shaders
    • type: float
    • current: 0
    • help: Force auro pre-cache of general textures and shaders
  • variable: e_lod_max
    • type: int
    • current: 6
    • help: Max LOD for objects
  • variable: e_lod_min
    • type: int
    • current: 1
    • help: Min LOD for objects
  • variable: e_lod_min_tris
    • type: int
    • current: 300
    • help: LODs with less triangles will not be used
  • variable: e_lod_ratio
    • type: float
    • current: 4
    • help: LOD distance ratio for objects
  • variable: e_lods
    • type: int
    • current: 1
    • help: Load and use LOD models for static geometry
  • variable: e_lowspec_mode
    • type: int
    • current: 0
    • help: Enables lowspec mode
  • variable: e_materials
    • type: int
    • current: 1
    • help: Activates material support for non animated objects
  • variable: e_max_entity_lights
    • type: int
    • current: 7
    • help: Set maximum number of lights affecting object
  • variable: e_max_view_dst
    • type: int
    • current: -1
    • help: Far clipping plane distance
  • variable: e_max_view_dst_full_dist_cam_height
    • type: float
    • current: 1000
    • help: Debug
  • variable: e_max_view_dst_spec_lerp
    • type: float
    • current: 0.5
    • help: 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
  • variable: e_mesh_simplify
    • type: float
    • current: 0
    • help: Mesh simplification debugging
  • variable: e_obj
    • type: int
    • current: 1
    • help: Render or not all objects
  • variable: e_obj_fast_register
    • type: int
    • current: 1
    • help: Debug
  • variable: e_obj_quality
    • type: int
    • current: 2
    • help: Current object detail quality
  • variable: e_obj_stats
    • type: int
    • current: 0
    • help: Show instances count
  • variable: e_obj_tree_max_node_size
    • type: int
    • current: 0
    • help: Debug draw of object tree bboxes
  • variable: e_obj_tree_min_node_size
    • type: int
    • current: 0
    • help: Debug draw of object tree bboxes
  • variable: e_occlusion_culling_view_dist_ratio
    • type: float
    • current: 0.5
    • help: Skip per object occlusion test for very far objects – culling on tree level will handle it
  • variable: e_occlusion_volumes
    • type: int
    • current: 1
    • help: Enable occlusion volumes(antiportals)
  • variable: e_occlusion_volumes_view_dist_ratio
    • type: float
    • current: 0.05
    • help: Controls how far occlusion volumes starts to occlude objects
  • variable: e_on_demand_maxsize
    • type: float
    • current: 20
    • help: Specifies the maximum size of vegetation objects that are physicalized on-demand
  • variable: e_on_demand_physics
    • type: int
    • current: 1
    • help: Turns on on-demand vegetation physicalization
  • variable: e_particles
    • type: int
    • current: 1
    • help: Activates drawing of particles
  • variable: e_particles_debug
    • type: int
    • current: 0
    • help: 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
  • variable: e_particles_lights
    • type: int
    • current: 0
    • help: Allows to have simpe light source attached to every article
  • variable: e_particles_lod
    • type: float
    • current: 0.75
    • help: Multiplier to particle count
  • variable: e_particles_max_emitter_draw_screen
    • type: float
    • current: 4
    • help: Max screen fill per emitter — fade out earlier
  • variable: e_particles_min_draw_pixels
    • type: float
    • current: 1
    • help: Pixel size cutoff for rendering particles — fade out earlier
  • variable: e_particles_object_collisions
    • type: int
    • current: 0
    • help: Enable particle/object collisions for SimpleCollision
  • variable: e_particles_preload
    • type: int
    • current: 1
    • help: Enable preloading of all particle effects at the begining
  • variable: e_particles_quality
    • type: int
    • current: 1
    • help: Current particles detail quality
  • variable: e_particles_receive_shadows
    • type: int
    • current: 0
    • help: Enable shadow maps receiving for particles
  • variable: e_particles_thread
    • type: int
    • current: 1
    • help: Enable particle threading
  • variable: e_phys_foliage
    • type: int
    • current: 2
    • help: Enables physicalized foliage (1 – only for dynamic objects, 2 – for static and dynamic)
  • variable: e_phys_ocean_cell
    • type: float
    • current: 1
    • help: Cell size for ocean approximation in physics, 0 assumes flat plane
  • variable: e_portals
    • type: int
    • current: 1
    • help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
  • variable: e_portals_big_entities_fix
    • type: int
    • current: 1
    • help: Enables special processing of big entities like vehicles intersecting portals
  • variable: e_precache_level
    • type: int
    • current: 0
    • help: Pre-render objects right after level loading
  • variable: e_proc_vegetation
    • type: int
    • current: 1
    • help: Show procedurally distributed vegetation
  • variable: e_proc_vegetation_max_view_distance
    • type: int
    • current: 128
    • help: Debug
  • variable: e_profile_level_loading
    • type: int
    • current: 1
    • help: 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
  • variable: e_ram_DumpDXF
    • type: int
    • current: 0
    • help: Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs
  • variable: e_ram_maps DUMPTODISK, REQUIRE_LEVEL_RELOAD
    • type: int
    • current: 1
    • help: Use RAM (realtime ambient maps) on brushes
  • variable: e_recursion
    • type: int
    • current: 1
    • help: If 0 – will skip recursive render calls like render into texture
  • variable: e_recursion_occlusion_culling
    • type: int
    • current: 0
    • help: If 0 – will disable occlusion tests for recursive render calls like render into texture
  • variable: e_recursion_view_dist_ratio
    • type: float
    • current: 0.1
    • help: Set all view distances shorter by factor of X
  • variable: e_render
    • type: int
    • current: 1
    • help: Enable engine rendering
  • variable: e_roads
    • type: int
    • current: 1
    • help: Activates drawing of road objects
  • variable: e_ropes
    • type: int
    • current: 1
    • help: Turn Rendering of Ropes on/off
  • variable: e_scene_merging
    • type: int
    • current: 0
    • help: Merge marked brushes during loading
  • variable: e_scene_merging_compact_vertices
    • type: int
    • current: 1
    • help: Minimize number of vertices in decals and merged brushes
  • variable: e_scene_merging_max_time_ms
    • type: int
    • current: 5
    • help: Spend only X ms per frame on merging
  • variable: e_scene_merging_max_tris_in_chunk
    • type: int
    • current: 64
    • help: Only objects having less than X triangles per chunk will me merged
  • variable: e_scene_merging_min_merge_distance
    • type: int
    • current: 0
    • help: Don’t merge nodes closer than X
  • variable: e_scene_merging_show_onlymerged
    • type: int
    • current: 0
    • help: Show only merged brushes
  • variable: e_scissor_debug
    • type: int
    • current: 0
    • help: Debug
  • variable: e_screenshot
    • type: int
    • current: 0
    • help: 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
  • variable: e_screenshot_debug
    • type: int
    • current: 0
    • help: 0 off
    • 1 show stiching borders
    • 2 show overlapping areas
  • variable: e_screenshot_file_format
    • type: string
    • current: tga
    • help: Set output image file format for hires screen shots. Can be JPG or TGA
  • variable: e_screenshot_height
    • type: int
    • current: 1500
    • help: used for e_panorama_screenshot to define the height of the destination image, 1500 default
  • variable: e_screenshot_map_camheight
    • type: float
    • current: 4000
    • help: 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)
  • variable: e_screenshot_map_center_x
    • type: float
    • current: 0
    • help: 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)
  • variable: e_screenshot_map_center_y
    • type: float
    • current: 0
    • help: 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)
  • variable: e_screenshot_map_size_x
    • type: float
    • current: 1024
    • help: 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)
  • variable: e_screenshot_map_size_y
    • type: float
    • current: 1024
    • help: 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)
  • variable: e_screenshot_min_slices
    • type: int
    • current: 4
    • help: used for e_panorama_screenshot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
  • variable: e_screenshot_quality
    • type: int
    • current: 30
    • help: used for e_panorama_screenshot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
  • variable: e_screenshot_width
    • type: int
    • current: 2000
    • help: used for e_panorama_screenshot to define the width of the destination image, 2000 default
  • variable: e_shadows
    • type: int
    • current: 0
    • help: Activates drawing of shadows
  • variable: e_shadows_cast_view_dist_ratio
    • type: float
    • current: 0.25
    • help: View dist ratio for shadow maps
  • variable: e_shadows_clouds
    • type: int
    • current: 1
    • help: Cloud shadows
  • variable: e_shadows_debug
    • type: int
    • current: 0
    • help: 0=off, 2=visualize shadow maps on the screen
  • variable: e_shadows_from_terrain_in_all_lods
    • type: int
    • current: 0
    • help: Enable shadows from terrain
  • variable: e_shadows_frustums
    • type: int
    • current: 0
    • help: Debug
  • variable: e_shadows_max_texture_size
    • type: int
    • current: 256
    • help: Set maximum resolution of shadow map
    • 256(faster), 512(medium), 1024(better quality)
  • variable: e_shadows_occ_check
    • type: int
    • current: 0
    • help: Enable/disable shadow-caster test against the occlusion buffer
  • variable: e_shadows_occ_cutCaster
    • type: int
    • current: 0
    • help: Clips the caster extrusion to the zoro height.
  • variable: e_shadows_on_alpha_blended
    • type: int
    • current: 0
    • help: Enable shadows on aplhablended
  • variable: e_shadows_slope_bias
    • type: float
    • current: 4
    • help: Shadows slope bias for shadowgen
  • variable: e_shadows_water
    • type: int
    • current: 0
    • help: Enable/disable shadows on water
  • variable: e_sketch_mode
    • type: int
    • current: 0
    • help: Enables Sketch mode drawing
  • variable: e_sky_box
    • type: int
    • current: 1
    • help: Activates drawing of skybox and moving cloud layers
  • variable: e_sky_quality
    • type: int
    • current: 1
    • help: Quality of dynamic sky: 1 (very high), 2 (high).
  • variable: e_sky_type
    • type: int
    • current: 1
    • help: Type of sky used: 0 (static), 1 (dynamic).
  • variable: e_sky_update_rate
    • type: float
    • current: 0.5
    • help: Percentage of a full dynamic sky update calculated per frame (0..100].
  • variable: e_sleep
    • type: int
    • current: 0
    • help: Sleep X in C3DEngine::Draw
  • variable: e_stat_obj_merge
    • type: float
    • current: 1
    • help: Enable CGF sub-objects meshes merging
  • variable: e_stream_areas
    • type: int
    • current: 0
    • help: Stream content of terrain and indoor sectors
  • variable: e_stream_cgf
    • type: int
    • current: 0
    • help: Debug
  • variable: e_stream_for_physics
    • type: int
    • current: 1
    • help: Debug
  • variable: e_stream_for_visuals
    • type: int
    • current: 1
    • help: Debug
  • variable: e_sun
    • type: int
    • current: 1
    • help: Activates sun light source
  • variable: e_sun_angle_snap_dot
    • type: float
    • current: 0.999999
    • help: Sun dir snap control
  • variable: e_sun_angle_snap_sec
    • type: float
    • current: 0.1
    • help: Sun dir snap control
  • variable: e_sun_clipplane_range
    • type: float
    • current: 192
    • help: Max range for sun shadowmap frustum
  • variable: e_terrain
    • type: int
    • current: 1
    • help: Activates drawing of terrain ground
  • variable: e_terrain_ao
    • type: int
    • current: 0
    • help: Activate deferred terrain ambient occlusion
  • variable: e_terrain_bboxes
    • type: int
    • current: 0
    • help: Show terrain nodes bboxes
  • variable: e_terrain_deformations
    • type: int
    • current: 0
    • help: Allows in-game terrain surface deformations
  • variable: e_terrain_draw_this_sector_only
    • type: int
    • current: 0
    • help: 1 – render only sector where camera is and objects registered in sector 00, 2 – render only sector where camera is
  • variable: e_terrain_lm_gen_threshold
    • type: float
    • current: 0.1
    • help: Debug
  • variable: e_terrain_lod_ratio
    • type: float
    • current: 1
    • help: Set heightmap LOD
  • variable: e_terrain_log
    • type: int
    • current: 0
    • help: Debug
  • variable: e_terrain_normal_map
    • type: int
    • current: 0
    • help: Use terrain normal map for base pass if available
  • variable: e_terrain_occlusion_culling
    • type: int
    • current: 1
    • help: heightmap occlusion culling with time coherency 0=off, 1=on
  • variable: e_terrain_occlusion_culling_debug
    • type: int
    • current: 0
    • help: Draw sphere onevery terrain height sample
  • variable: e_terrain_occlusion_culling_max_dist
    • type: float
    • current: 130
    • help: Max length of ray (for version 1)
  • variable: e_terrain_occlusion_culling_max_steps
    • type: int
    • current: 50
    • help: Max number of tests per ray (for version 0)
  • variable: e_terrain_occlusion_culling_precision
    • type: float
    • current: 0.25
    • help: Density of rays
  • variable: e_terrain_occlusion_culling_precision_dist_ratio
    • type: float
    • current: 3
    • help: Controlls density of rays depending on distance to the object
  • variable: e_terrain_occlusion_culling_step_size
    • type: int
    • current: 4
    • help: Initial size of single step (in heightmap units)
  • variable: e_terrain_occlusion_culling_step_size_delta
    • type: float
    • current: 1.05
    • help: Step size scale on every next step (for version 1)
  • variable: e_terrain_occlusion_culling_version
    • type: int
    • current: 1
    • help: 0 – old, 1 – new
  • variable: e_terrain_texture_debug
    • type: int
    • current: 0
    • help: Debug
  • variable: e_terrain_texture_lod_ratio
    • type: float
    • current: 1
    • help: Adjust terrain base texture resolution on distance
  • variable: e_terrain_texture_streaming_debug
    • type: int
    • current: 0
    • help: Debug
  • variable: e_time_of_day
    • type: float
    • current: 15
    • help: Current Time of Day
  • variable: e_time_of_day_speed
    • type: float
    • current: 0
    • help: Time of Day change speed
  • variable: e_time_smoothing
    • type: int
    • current: 1
    • help: 0=no smoothing, 1=smoothing
  • variable: e_timedemo_frames
    • type: int
    • current: 0
    • help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled
  • variable: e_timer_debug
    • type: int
    • current: 0
    • help: Timer debug
  • variable: e_vegetation
    • type: int
    • current: 1
    • help: Activates drawing of distributed objects like trees
  • variable: e_vegetation_alpha_blend
    • type: int
    • current: 1
    • help: Allow alpha blending for vegetations
  • variable: e_vegetation_bending
    • type: int
    • current: 2
    • help: Debug
  • variable: e_vegetation_mem_sort_test
    • type: int
    • current: 0
    • help: Debug
  • variable: e_vegetation_min_size DUMPTODISK, REQUIRE_LEVEL_RELOAD
    • type: float
    • current: 0.5
    • help: Minimal size of static object, smaller objects will be not rendered
  • variable: e_vegetation_node_level
    • type: int
    • current: -1
    • help: Debug
  • variable: e_vegetation_sphericalskinning
    • type: int
    • current: 1
    • help: Activates vegetation spherical skinning support
  • variable: e_vegetation_sprites
    • type: int
    • current: 1
    • help: Activates drawing of sprites instead of distributed objects at far distance
  • variable: e_vegetation_sprites_distance_custom_ratio_min
    • type: float
    • current: 0.75
    • help: Clamps SpriteDistRatio setting in vegetation properties
  • variable: e_vegetation_sprites_distance_ratio
    • type: float
    • current: 1
    • help: Allows changing distance on what vegetation switch into sprite
  • variable: e_vegetation_sprites_min_distance
    • type: float
    • current: 8
    • help: Sets minimal distance when distributed object can be replaced with sprite
  • variable: e_vegetation_static_instancing
    • type: int
    • current: 0
    • help: Enable 3dengine side static instancing
  • variable: e_vegetation_use_terrain_color
    • type: int
    • current: 1
    • help: Allow blend with terrain color for vegetations
  • variable: e_vegetation_wind
    • type: int
    • current: 1
    • help: Activates vegetation with wind support
  • variable: e_view_dist_custom_ratio
    • type: float
    • current: 100
    • help: View distance ratio for special marked objects (Players,AI,Vehicles)
  • variable: e_view_dist_min
    • type: float
    • current: 0
    • help: Min distance on what far objects will be culled out
  • variable: e_view_dist_ratio
    • type: float
    • current: 60
    • help: View distance ratio for objects
  • variable: e_view_dist_ratio_detail
    • type: float
    • current: 19
    • help: View distance ratio for detail objects
  • variable: e_view_dist_ratio_vegetation
    • type: float
    • current: 21
    • help: View distance ratio for vegetation
  • variable: e_volobj_shadow_strength
    • type: float
    • current: 0.4
    • help: Self shadow intensity of volume objects [0..1].
  • variable: e_voxel
    • type: int
    • current: 1
    • help: Render voxels
  • variable: e_voxel_ao_radius
    • type: int
    • current: 6
    • help: Ambient occlusion test range in units
  • variable: e_voxel_ao_scale
    • type: int
    • current: 8
    • help: Ambient occlusion amount
  • variable: e_voxel_build
    • type: int
    • current: 0
    • help: Regenerate voxel world
  • variable: e_voxel_debug
    • type: int
    • current: 0
    • help: Draw voxel debug info
  • variable: e_voxel_fill_mode
    • type: int
    • current: 0
    • help: Use create brush as fill brush
  • variable: e_voxel_lods_num
    • type: int
    • current: 1
    • help: Generate LODs for voxels
  • variable: e_voxel_make_physics
    • type: int
    • current: 1
    • help: Physicalize geometry
  • variable: e_voxel_make_shadows
    • type: int
    • current: 0
    • help: Calculate per vertex shadows
  • variable: e_voxel_rasterize_selected_brush
    • type: float
    • current: 0
    • help: Debug
  • variable: e_water_ocean
    • type: int
    • current: 1
    • help: Activates drawing of ocean
  • variable: e_water_ocean_bottom
    • type: int
    • current: 1
    • help: Activates drawing bottom of ocean
  • variable: e_water_ocean_fft
    • type: int
    • current: 0
    • help: Activates fft based ocean
  • variable: e_water_ocean_soft_particles
    • type: int
    • current: 0
    • help: Enables ocean soft particles
  • variable: e_water_tesselation_amount
    • type: int
    • current: 1
    • help: Set tesselation amount
  • variable: e_water_tesselation_swath_width
    • type: int
    • current: 5
    • help: Set the swath width for the boustrophedonic mesh stripping
  • variable: e_water_volumes
    • type: int
    • current: 1
    • help: Activates drawing of water volumes
  • variable: e_water_waves
    • type: int
    • current: 0
    • help: Activates drawing of water waves
  • variable: e_water_waves_tesselation_amount
    • type: int
    • current: 5
    • help: Sets water waves tesselation amount
  • variable: e_wind
    • type: int
    • current: 1
    • help: Debug
  • variable: e_wind_areas
    • type: int
    • current: 1
    • help: Debug
  • variable: es_activateEntity
    • type: string
    • current:
    • help: Activates an entity
  • variable: es_bboxes
    • type: int
    • current: 0
    • help: Toggles entity bounding boxes.
    • Usage: es_bboxes [0/1]
    • Default is 0 (off). Set to 1 to display bounding boxes.
  • variable: es_CharZOffsetSpeed DUMPTODISK
    • type: float
    • current: 2
    • help: sets the character Z-offset change speed (in m/s), used for IK
  • variable: es_deactivateEntity
    • type: string
    • current:
    • help: Deactivates an entity
  • variable: es_DebrisLifetimeScale
    • type: float
    • current: 0.6
    • help:
    • Usage: es_DebrisLifetimeScale 1.0
  • variable: es_debug
    • type: int
    • current: 0
    • help: Enable entity debugging info
    • Usage: es_debug [0/1]
    • Default is 0 (on).
  • variable: es_debug_not_seen_timeout DUMPTODISK
    • type: int
    • current: 0
    • help: if true, log messages when entities undergo not seen timeout
  • variable: es_DebugEvents
    • type: int
    • current: 0
    • help: Enables logging of entity events
  • variable: es_DebugFindEntity
    • type: int
    • current: 0
    • help:
  • variable: es_DebugTimers
    • type: int
    • current: 0
    • help: 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
  • variable: es_DrawAreaGrid
    • type: int
    • current: 0
    • help: Enables drawing of Area Grid
  • variable: es_DrawAreas
    • type: int
    • current: 0
    • help: Enables drawing of Areas
  • variable: es_enable_full_script_save SAVEGAME, DUMPTODISK
    • type: int
    • current: 0
    • help: Enable (experimental) full script save functionality
  • variable: es_FarPhysTimeout
    • type: float
    • current: 4
    • help: Timeout for faraway physics forceful deactivation
  • variable: es_helpers
    • type: int
    • current: 0
    • help: Toggles helpers.
    • Usage: es_helpers [0/1]
    • Default is 0 (off). Set to 1 to display entity helpers.
  • variable: es_HitCharacters
    • type: int
    • current: 1
    • help: specifies whether alive characters are affected by bullet hits (0 or 1)
  • variable: es_HitDeadBodies
    • type: int
    • current: 1
    • help: specifies whether dead bodies are affected by bullet hits (0 or 1)
  • variable: es_ImpulseScale
    • type: float
    • current: 0
    • help:
    • Usage: es_ImpulseScale 0.0
  • variable: es_log_collisions
    • type: int
    • current: 0
    • help: Enables collision events logging
  • variable: es_MaxImpulseAdjMass
    • type: float
    • current: 2000
    • help:
    • Usage: es_MaxImpulseAdjMass 2000.0
  • variable: es_MaxPhysDist
    • type: float
    • current: 100
    • help: Physical entities farther from the camera than this are forcefully deactivated
  • variable: es_MaxPhysDistInvisible
    • type: float
    • current: 15
    • help: Invisible physical entities farther from the camera than this are forcefully deactivated
  • variable: es_MinImpulseVel
    • type: float
    • current: 0
    • help:
    • Usage: es_MinImpulseVel 0.0
  • variable: es_not_seen_timeout DUMPTODISK
    • type: int
    • current: 30
    • help: number of seconds after which to cleanup temporary render buffers in entity
  • variable: es_OnDemandPhysics
    • type: int
    • current: 0
    • help:
    • Usage: es_OnDemandPhysics [0/1]
    • Default is 1 (on).
  • variable: es_profileentities
    • type: int
    • current: 0
    • help:
    • Usage: 1,2,3
    • Default is 0 (off).
  • variable: es_removeEntity
    • type: string
    • current:
    • help: Removes an entity
  • variable: es_sortupdatesbyclass
    • type: int
    • current: 0
    • help: Sort entity updates by class (possible optimization)
  • variable: es_SplashThreshold
    • type: float
    • current: 1
    • help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
  • variable: es_SplashTimeout
    • type: float
    • current: 3
    • help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
  • variable: es_UpdateAI
    • type: int
    • current: 1
    • help: Toggles updating of AI entities.
    • Usage: es_UpdateAI [0/1]
    • Default is 1 (on). Set to 0 to prevent AI entities from updating.
  • variable: es_UpdateCollision
    • type: int
    • current: 1
    • help: Toggles updating of entity collisions.
    • Usage: es_UpdateCollision [0/1]
    • Default is 1 (on). Set to 0 to disable entity collision updating.
  • variable: es_UpdateCollisionScript
    • type: int
    • current: 1
    • help:
    • Usage: es_UpdateCollisionScript [0/1]
    • Default is 1 (on).
  • variable: es_UpdateContainer
    • type: int
    • current: 1
    • help:
    • Usage: es_UpdateContainer [0/1]
    • Default is 1 (on).
  • variable: es_UpdateEntities
    • type: int
    • current: 1
    • help: Toggles entity updating.
    • Usage: es_UpdateEntities [0/1]
    • Default is 1 (on). Set to 0 to prevent all entities from updating.
  • variable: es_UpdatePhysics
    • type: int
    • current: 1
    • help: Toggles updating of entity physics.
    • Usage: es_UpdatePhysics [0/1]
    • Default is 1 (on). Set to 0 to prevent entity physics from updating.
  • variable: es_UpdateScript
    • type: int
    • current: 1
    • help:
    • Usage:
    • Default is 1 (on).
  • variable: es_UpdateTimer
    • type: int
    • current: 1
    • help:
    • Usage: es_UpdateTimer [0/1]
    • Default is 1 (on).
  • variable: es_UsePhysVisibilityChecks
    • type: int
    • current: 1
    • help: Activates physics quality degradation and forceful sleeping for invisible and faraway entities
  • variable: es_VisCheckForUpdate
    • type: int
    • current: 1
    • help:
    • Usage: es_VisCheckForUpdate [0/1]
    • Default is 1 (on).
  • variable: ExitOnQuit
    • type: int
    • current: 1
    • help:
  • variable: fg_abortOnLoadError
    • type: int
    • current: 1
    • help: Abort on load error of flowgraphs
    • 2:abort, 1:dialog, 0:log only
  • variable: fg_inspectorLog
    • type: int
    • current: 0
    • help: Log inspector on console.
  • variable: fg_noDebugText
    • type: int
    • current: 0
    • help: Don’t show debug text [0/1]
    • Default is 0 (show debug text).
  • variable: fg_profile
    • type: int
    • current: 0
    • help: Flow graph profiling enable/disable
  • variable: fg_SystemEnable
    • type: int
    • current: 1
    • help: Toggles FlowGraph System Updates.
    • Usage: fg_SystemEnable [0/1]
    • Default is 1 (on).
  • variable: fixed_time_step
    • type: float
    • current: 0
    • help: Game updated with this fixed frame time
  • variable: g_aimdebug
    • type: int
    • current: 0
    • help: Enable/disable debug drawing for aiming direction
  • variable: g_AiSuitArmorModeHealthRegenTime
    • type: float
    • current: 20
    • help: Modify suit health recharge for AI in armor mode.
  • variable: g_AiSuitEnergyRechargeTime
    • type: float
    • current: 10
    • help: Modify suit energy recharge for AI.
  • variable: g_AiSuitHealthRegenTime
    • type: float
    • current: 33.3
    • help: Modify suit health recharge for AI.
  • variable: g_AiSuitStrengthMeleeMult
    • type: float
    • current: 0.4
    • help: Modify AI strength mode melee damage relative to player damage.
  • variable: g_alienPhysicsAnimRatio
    • type: float
    • current: 0
    • help:
  • variable: g_autoteambalance
    • type: int
    • current: 0
    • help: Enables auto team balance.
  • variable: g_avmine_limit
    • type: int
    • current: 3
    • help: Max avmines a player can place (recycled above this value)
  • variable: g_battleDust_debug
    • type: int
    • current: 0
    • help: 0: off, 1: text, 2: text+gfx
  • variable: g_battleDust_effect
    • type: string
    • current: misc.battledust.light
    • help: Sets the effect to use for battledust
  • variable: g_battleDust_enable
    • type: int
    • current: 0
    • help: Enable/Disable battledust
  • variable: g_battleRange
    • type: float
    • current: 50
    • help: sets the battle range in meters
  • variable: g_blood
    • type: int
    • current: 1
    • help: Toggle blood effects
  • variable: g_breakage_particles_limit
    • type: int
    • current: 130
    • help: Imposes a limit on particles generated during 2d surfaces breaking
  • variable: g_breakagelog
    • type: int
    • current: 0
    • help: Log break events
  • variable: g_breakImpulseScale REQUIRE_LEVEL_RELOAD
    • type: float
    • current: 1
    • help: How big do explosions need to be to break things?
  • variable: g_breaktimeoutframes
    • type: int
    • current: 140
    • help:
  • variable: g_buddyMessagesIngame DUMPTODISK
    • type: int
    • current: 1
    • help: Output incoming buddy messages in chat while playing game.
  • variable: g_claymore_limit
    • type: int
    • current: 3
    • help: Max claymores a player can place (recycled above this value)
  • variable: g_combatFadeTime
    • type: float
    • current: 17
    • help: sets the battle fade time in seconds
  • variable: g_combatFadeTimeDelay
    • type: float
    • current: 7
    • help: waiting time before the battle starts fading out, in seconds
  • variable: g_cutsceneSkipDelay
    • type: float
    • current: 0
    • help: Skip Delay for Cutscenes.
  • variable: g_debug_fscommand
    • type: int
    • current: 0
    • help: Print incoming fscommands to console
  • variable: g_debugaimlook
    • type: int
    • current: 0
    • help: Debug aim/look direction
  • variable: g_debugCollisionDamage DUMPTODISK
    • type: int
    • current: 0
    • help: Log collision damage
  • variable: g_debugDirectMPMenu
    • type: int
    • current: 0
    • help: Jump directly to MP menu on application start.
  • variable: g_debugHits DUMPTODISK
    • type: int
    • current: 0
    • help: Log hits
  • variable: g_debugMines
    • type: int
    • current: 0
    • help: Enable debug output for mines and claymores
  • variable: g_debugNetPlayerInput
    • type: int
    • current: 0
    • help: Show some debug for player input
  • variable: g_detachCamera
    • type: int
    • current: 0
    • help: Detach camera
  • variable: g_difficultyHintSystem READONLY
    • type: int
    • current: 2
    • help: Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)
  • variable: g_difficultyLevel READONLY
    • type: int
    • current: 1
    • help: Difficulty level
  • variable: g_difficultyRadius READONLY
    • type: float
    • current: 300
    • help: Radius in which player needs to die to display lower difficulty level hint.
  • variable: g_difficultyRadiusThreshold READONLY
    • type: int
    • current: 5
    • help: Number of times player has to die within radius to trigger difficulty hint.
  • variable: g_difficultySaveThreshold READONLY
    • type: int
    • current: 5
    • help: Number of times player has to die with same savegame active to trigger difficulty hint.
  • variable: g_displayIgnoreList DUMPTODISK
    • type: int
    • current: 1
    • help: Display ignore list in chat tab.
  • variable: g_dof_averageAdjustSpeed
    • type: float
    • current: 20
    • help: Speed that the average between min and max can be approached. Default = 20
  • variable: g_dof_distAppart
    • type: float
    • current: 10
    • help: Minimum distance that max and min can be apart. Default = 10
  • variable: g_dof_ironsight
    • type: int
    • current: 1
    • help: Enable ironsight dof. Default = 1
  • variable: g_dof_maxAdjustSpeed
    • type: float
    • current: 200
    • help: Speed that DoF can adjust the max value with. Default = 200
  • variable: g_dof_maxHitScale
    • type: float
    • current: 2
    • help: Scale of ray hit distance which Max tries to approach. Default = 2.0f
  • variable: g_dof_minAdjustSpeed
    • type: float
    • current: 100
    • help: Speed that DoF can adjust the min value with. Default = 100
  • variable: g_dof_minHitScale
    • type: float
    • current: 0.25
    • help: Scale of ray hit distance which Min tries to approach. Default = 0.25
  • variable: g_dof_sampleAngle
    • type: float
    • current: 5
    • help: Sample angle in degrees. Default = 5
  • variable: g_dofset_limitScale
    • type: float
    • current: 9
    • help: Scale Dof_FocusLimit param when it gets set Default = 9
  • variable: g_dofset_maxScale
    • type: float
    • current: 3
    • help: Scale Dof_FocusMax param when it gets set Default = 3
  • variable: g_dofset_minScale
    • type: float
    • current: 1
    • help: Scale Dof_FocusMin param when it gets set Default = 1
  • variable: g_ec_enable
    • type: int
    • current: 1
    • help: Enable/Disable explosion culling of small objects. Default = 1
  • variable: g_ec_extent
    • type: float
    • current: 2
    • help: Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
  • variable: g_ec_radiusScale
    • type: float
    • current: 2
    • help: Explosion culling scale to apply to explosion radius for object query.
  • variable: g_ec_removeThreshold
    • type: int
    • current: 20
    • help: At how many items in exploding area will it start removing items.
  • variable: g_ec_volume
    • type: float
    • current: 0.75
    • help: Explosion culling volume which needs to be exceed for objects to not be culled.
  • variable: g_emp_nanosuit_downtime
    • type: float
    • current: 10
    • help: Time that the nanosuit is deactivated after leaving the EMP field.
  • variable: g_emp_style
    • type: int
    • current: 0
    • help:
  • variable: g_enableAlternateIronSight
    • type: int
    • current: 0
    • help: Enable/Disable alternate ironsight mode
  • variable: g_enableFriendlyFallAndPlay
    • type: int
    • current: 0
    • help: Enables fall&play feedback for friendly actors.
  • variable: g_enableIdleCheck
    • type: int
    • current: 1
    • help:
  • variable: g_enableitems
    • type: int
    • current: 1
    • help: Enable/disable the item system
  • variable: g_enableloadingscreen DUMPTODISK
    • type: int
    • current: 1
    • help: Enable/disable the loading screen
  • variable: g_enableMPStealthOMeter
    • type: int
    • current: 0
    • help: Enables the stealth-o-meter to detect enemies in MP matches.
  • variable: g_enableSpeedLean
    • type: int
    • current: 0
    • help: Enables player-controlled curve leaning in speed mode.
  • variable: g_enableTracers
    • type: int
    • current: 1
    • help: Enable/Disable tracers.
  • variable: g_energy_scale_income
    • type: float
    • current: 1
    • help: Scales incoming energy.
  • variable: g_energy_scale_price
    • type: float
    • current: 0
    • help: Scales energy prices.
  • variable: g_fallAndPlayThreshold
    • type: float
    • current: 50
    • help: Minimum damage for fall and play.
  • variable: g_fraglead
    • type: int
    • current: 1
    • help: Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.
  • variable: g_fraglimit
    • type: int
    • current: 0
    • help: Number of frags before a round restarts. Default is 0, 0 means no frag-limit.
  • variable: g_friendlyfireratio
    • type: float
    • current: 1
    • help: Sets friendly damage ratio.
  • variable: g_frostDecay
    • type: float
    • current: 0.25
    • help: Frost decay speed when freezing actors
  • variable: g_godMode
    • type: int
    • current: 0
    • help: God Mode
  • variable: g_goForceFastUpdate
    • type: int
    • current: 0
    • help: GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
  • variable: g_grabLog
    • type: int
    • current: 0
    • help: verbosity for grab logging (0-2)
  • variable: g_groundeffectsdebug
    • type: int
    • current: 0
    • help: Enable/disable logging for GroundEffects
  • variable: g_joint_breaking
    • type: int
    • current: 1
    • help: Toggles jointed objects breaking
  • variable: g_language
    • type: string
    • current: English
    • help:
  • variable: g_localPacketRate
    • type: float
    • current: 50
    • help: Packet rate locally on faked network connection
  • variable: g_meleeWhileSprinting
    • type: int
    • current: 0
    • help: Enables option to melee while sprinting, using left mouse button.
  • variable: g_minplayerlimit
    • type: int
    • current: 2
    • help: Minimum number of players to start a match.
  • variable: g_minteamlimit
    • type: int
    • current: 1
    • help: Minimum number of players in each team to start a match.
  • variable: g_MPDeathCam
    • type: int
    • current: 1
    • help: Enables / disables the MP death camera (shows the killer’s location)
  • variable: g_mpSpeedRechargeDelay
    • type: int
    • current: 1
    • help: Toggles delay when sprinting below 20% energy.
  • variable: g_playerFallAndPlay
    • type: int
    • current: 0
    • help: When enabled, the player doesn’t die from direct damage, but goes to fall and play.
  • variable: g_playerHealthValue
    • type: int
    • current: 200
    • help: Maximum player health.
  • variable: g_playerInteractorRadius
    • type: float
    • current: 2
    • help: Maximum radius at which player can interact with other entities
  • variable: g_playerLowHealthThreshold
    • type: float
    • current: 40
    • help: The player health threshold when the low health effect kicks in.
  • variable: g_playerRespawns SAVEGAME
    • type: int
    • current: 0
    • help: Sets the player lives.
  • variable: g_playerSuitArmorModeHealthRegenTime
    • type: float
    • current: 8
    • help: Modify suit health recharge for Player in armor mode.
  • variable: g_playerSuitArmorModeHealthRegenTimeMoving
    • type: float
    • current: 10
    • help: Modify suit health recharge for Player moving in armor mode.
  • variable: g_playerSuitEnergyRechargeDelay
    • type: float
    • current: 1
    • help: Delay of energy recharge after the player has been hit.
  • variable: g_playerSuitEnergyRechargeTime
    • type: float
    • current: 8
    • help: Modify suit energy recharge for Player.
  • variable: g_playerSuitEnergyRechargeTimeArmor
    • type: float
    • current: 6
    • help: Modify suit energy recharge for Player in singleplayer in armor mode.
  • variable: g_playerSuitEnergyRechargeTimeArmorMoving
    • type: float
    • current: 7
    • help: Modify suit energy recharge for Player in singleplayer in armor mode while moving.
  • variable: g_playerSuitEnergyRechargeTimeMultiplayer
    • type: float
    • current: 20
    • help: Modify suit energy recharge for Player in multiplayer.
  • variable: g_playerSuitHealthRegenDelay
    • type: float
    • current: 2.51
    • help: Delay of health regeneration after the player has been hit.
  • variable: g_playerSuitHealthRegenTime
    • type: float
    • current: 12
    • help: Modify suit health recharge for Player.
  • variable: g_playerSuitHealthRegenTimeMoving
    • type: float
    • current: 15
    • help: Modify suit health recharge for moving Player.
  • variable: g_pp_scale_income
    • type: float
    • current: 1
    • help: Scales incoming PP.
  • variable: g_pp_scale_price
    • type: float
    • current: 1
    • help: Scales PP prices.
  • variable: g_preroundtime
    • type: int
    • current: 8
    • help: Frozen time before round starts. Default is 8, 0 Disables freeze time.
  • variable: g_procedural_breaking
    • type: int
    • current: 1
    • help: Toggles procedural mesh breaking (except explosion-breaking)
  • variable: g_proneAimAngleRestrict_Enable
    • type: int
    • current: 1
    • help: Test fix for matching aim restrictions between 1st and 3rd person
  • variable: g_proneNotUsableWeapon_FixType
    • type: int
    • current: 1
    • help: Test various fixes for not selecting hurricane while prone
  • variable: g_PSTutorial_Enabled
    • type: int
    • current: 1
    • help: Enable/disable powerstruggle tutorial
  • variable: g_punishFriendlyDeaths
    • type: int
    • current: 1
    • help: The player gets punished by death when killing a friendly unit.
  • variable: g_quickGame_debug
    • type: int
    • current: 0
    • help: QuickGame option
  • variable: g_quickGame_map DUMPTODISK
    • type: string
    • current:
    • help: QuickGame option
  • variable: g_quickGame_min_players DUMPTODISK
    • type: int
    • current: 1
    • help: QuickGame option
  • variable: g_quickGame_mode DUMPTODISK
    • type: string
    • current:
    • help: QuickGame option
  • variable: g_quickGame_ping1_level DUMPTODISK
    • type: int
    • current: 80
    • help: QuickGame option
  • variable: g_quickGame_ping2_level DUMPTODISK
    • type: int
    • current: 170
    • help: QuickGame option
  • variable: g_quickGame_prefer_favorites DUMPTODISK
    • type: int
    • current: 1
    • help: QuickGame option
  • variable: g_quickGame_prefer_lan DUMPTODISK
    • type: int
    • current: 1
    • help: QuickGame option
  • variable: g_quickGame_prefer_mycountry DUMPTODISK
    • type: int
    • current: 1
    • help: QuickGame option
  • variable: g_radialBlur
    • type: float
    • current: 1
    • help: Radial blur on explosions. Default = 1, 0 to disable
  • variable: g_ragdollDistance
    • type: float
    • current: 10
    • help: distance in meters that the player has to be away from the ragdoll before it can disappear
  • variable: g_ragdollMinTime
    • type: float
    • current: 5
    • help: minimum time in seconds that a ragdoll will be visible
  • variable: g_ragdollPollTime
    • type: float
    • current: 0.5
    • help: time in seconds where ‘unseen’ polling is done
  • variable: g_ragdollUnseenTime
    • type: float
    • current: 2
    • help: time in seconds that the player has to look away from the ragdoll before it disappears
  • variable: g_resetActionmapOnStart
    • type: int
    • current: 0
    • help: Resets Keyboard mapping on application start.
  • variable: g_revivetime
    • type: int
    • current: 20
    • help: Revive wave timer.
  • variable: g_roundlimit
    • type: int
    • current: 30
    • help: Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
  • variable: g_roundtime
    • type: float
    • current: 2
    • help: Duration of a round (in minutes). Default is 0, 0 means no time-limit.
  • variable: g_show_laptop_status
    • type: int
    • current: 0
    • help: Show laptop status
  • variable: g_show_laptop_status_test
    • type: int
    • current: 0
    • help: Show fake laptop status for testing
  • variable: g_showIdleStats
    • type: int
    • current: 0
    • help:
  • variable: g_showUpdateState
    • type: int
    • current: 0
    • help: Show the game object update state of any activated entities; 3-4 — AI objects only
  • variable: g_skipIntro
    • type: int
    • current: 0
    • help: Skip all the intro videos.
  • variable: g_spectate_TeamOnly
    • type: int
    • current: 1
    • help: If true, you can only spectate players on your team
  • variable: g_spectatorcollisions
    • type: int
    • current: 1
    • help: If set, spectator camera will not be able to pass through buildings
  • variable: g_stanceTransitionSpeed
    • type: float
    • current: 15
    • help: Set speed of camera transition from stance to stance
  • variable: g_startFirstTime DUMPTODISK
    • type: int
    • current: 0
    • help: 1 before the game was started first time ever.
  • variable: g_suddendeathtime
    • type: int
    • current: 30
    • help: Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.
  • variable: g_suitArmorHealthValue
    • type: float
    • current: 100
    • help: This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and .
  • variable: g_suitCloakEnergyDrainAdjuster
    • type: float
    • current: 1
    • help: Multiplier for energy reduction in cloak mode.
  • variable: g_suitRecoilEnergyCost
    • type: float
    • current: 7
    • help: Subtracted energy when weapon is fired in strength mode.
  • variable: g_suitSpeedEnergyConsumption
    • type: float
    • current: 110
    • help: Energy reduction in speed mode per second.
  • variable: g_suitSpeedEnergyConsumptionMultiplayer
    • type: float
    • current: 50
    • help: Energy reduction in speed mode per second in multiplayer.
  • variable: g_suitSpeedMult
    • type: float
    • current: 1.85
    • help: Modify speed mode effect.
  • variable: g_suitSpeedMultMultiplayer
    • type: float
    • current: 0.35
    • help: Modify speed mode effect for Multiplayer.
  • variable: g_teamlock
    • type: int
    • current: 2
    • help: Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.
  • variable: g_tentacle_joint_limit
    • type: float
    • current: -1
    • help: forces specific tentacle limits; used for tweaking
  • variable: g_timelimit
    • type: float
    • current: 60
    • help: Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.
  • variable: g_tk_punish
    • type: int
    • current: 1
    • help: Turns on punishment for team kills
  • variable: g_tk_punish_limit
    • type: int
    • current: 5
    • help: Number of team kills user will be banned for
  • variable: g_tree_cut_reuse_dist
    • type: float
    • current: 0.35
    • help: Maximum distance from a previously made cut that allows reusing
  • variable: g_trooperBankingMultiplier DUMPTODISK
    • type: float
    • current: 1
    • help: Trooper banking multiplier coeff (0..x)
  • variable: g_trooperProneMinDistance DUMPTODISK
    • type: float
    • current: 10
    • help: Distance to move for trooper to switch to prone stance
  • variable: g_trooperTentacleAnimBlend DUMPTODISK
    • type: float
    • current: 0
    • help: Trooper tentacle physic_anim blend (0..1) – overrides the physic_blend AG parameter when it’s not 0
  • variable: g_useProfile
    • type: int
    • current: 1
    • help: Don’t save anything to or load anything from profile.
  • variable: g_VisibilityTimeout
    • type: int
    • current: 0
    • help: Adds visibility timeout to IsProbablyVisible() calculations
  • variable: g_VisibilityTimeoutTime
    • type: float
    • current: 30
    • help: Visibility timeout time used by IsProbablyVisible() calculations
  • variable: g_walkMultiplier SAVEGAME
    • type: float
    • current: 1
    • help: Modify movement speed
  • variable: gpu_particle_physics REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Enable GPU physics if available (0=off / 1=enabled).
  • variable: gt_debug
    • type: int
    • current: 0
    • help: Debug Game Tokens
  • variable: gt_show
    • type: int
    • current: 0
    • help: Show Game Tokens with values started from specified parameter
  • variable: h_drawSlippers
    • type: int
    • current: 0
    • help: Red ball when tentacle is lifted, green when on ground
  • variable: h_turnSpeed
    • type: float
    • current: 1.3
    • help:
  • variable: h_useIK
    • type: int
    • current: 1
    • help: Hunter uses always IK
  • variable: hit_assistMultiplayerEnabled
    • type: int
    • current: 1
    • help: Enable/disable minimum damage hit assistance in multiplayer games
  • variable: hit_assistSingleplayerEnabled
    • type: int
    • current: 1
    • help: Enable/disable minimum damage hit assistance
  • variable: hr_dotAngle
    • type: float
    • current: 0.75
    • help: max angle for FOV change
  • variable: hr_fovAmt
    • type: float
    • current: 0.03
    • help: goal FOV when hit
  • variable: hr_fovTime
    • type: float
    • current: 0.05
    • help: fov time
  • variable: hr_rotateFactor
    • type: float
    • current: -0.1
    • help: rotate factor
  • variable: hr_rotateTime
    • type: float
    • current: 0.07
    • help: rotate time
  • variable: hud_alienInterferenceStrength SAVEGAME
    • type: float
    • current: 0.8
    • help: Scales alien interference effect strength.
  • variable: hud_aspectCorrection
    • type: int
    • current: 2
    • help: Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse
  • variable: hud_attachBoughEquipment
    • type: int
    • current: 0
    • help: Attach equipment in PS equipment packs to the last bought/selected weapon.
  • variable: hud_binocsScanningWidth
    • type: float
    • current: 0.3
    • help: Defines the width/height in which the binocular raycasts are offset from the center to scan objects.
  • variable: hud_chDamageIndicator
    • type: int
    • current: 1
    • help: Switch crosshair-damage indicator… (1 on, 0 off)
  • variable: hud_colorLine
    • type: int
    • current: 4481854
    • help: HUD line color.
  • variable: hud_colorOver
    • type: int
    • current: 14125840
    • help: HUD hovered color.
  • variable: hud_colorText
    • type: int
    • current: 12386209
    • help: HUD text color.
  • variable: hud_crosshair
    • type: int
    • current: 6
    • help: Select the crosshair (1-8)
  • variable: hud_crosshair_enable
    • type: int
    • current: 1
    • help: Toggles singleplayer crosshair visibility.
  • variable: hud_ctrl_Coeff_X
    • type: float
    • current: 12.25
    • help: Analog controller X rotation scale
  • variable: hud_ctrl_Coeff_Z
    • type: float
    • current: 25
    • help: Analog controller Z rotation scale
  • variable: hud_ctrl_Curve_X
    • type: float
    • current: 3
    • help: Analog controller X rotation curve
  • variable: hud_ctrl_Curve_Z
    • type: float
    • current: 3
    • help: Analog controller Z rotation curve
  • variable: hud_ctrlZoomMode
    • type: int
    • current: 0
    • help: Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release
  • variable: hud_enableAlienInterference SAVEGAME
    • type: int
    • current: 0
    • help: Switched the alien interference effect.
  • variable: hud_faderDebug
    • type: int
    • current: 0
    • help: Show Debug Information for FullScreen Faders.
  • variable: hud_godFadeTime
    • type: int
    • current: 3
    • help: sets the fade time of the god mode message
  • variable: hud_mpNamesDuration
    • type: int
    • current: 2
    • help: MP names will fade after this duration.
  • variable: hud_mpNamesFarDistance
    • type: int
    • current: 100
    • help: MP names will be fully invisible when farther than this.
  • variable: hud_mpNamesNearDistance
    • type: int
    • current: 1
    • help: MP names will be fully visible when nearer than this.
  • variable: hud_nightVisionConsumption
    • type: float
    • current: 0.5
    • help: Scales the energy consumption of the night vision.
  • variable: hud_nightVisionRecharge
    • type: float
    • current: 2
    • help: Scales the energy recharge of the night vision.
  • variable: hud_onScreenFarDistance
    • type: int
    • current: 500
    • help: On screen icons won’t scale anymore, when farther than this.
  • variable: hud_onScreenFarSize
    • type: float
    • current: 0.7
    • help: On screen icon size when farthest.
  • variable: hud_onScreenNearDistance
    • type: int
    • current: 10
    • help: On screen icons won’t scale anymore, when nearer than this.
  • variable: hud_onScreenNearSize
    • type: float
    • current: 1.4
    • help: On screen icon size when nearest.
  • variable: hud_panoramicHeight
    • type: int
    • current: 10
    • help: Set screen border for ‘cinematic view’ in percent.
  • variable: hud_radarBackground
    • type: int
    • current: 1
    • help: Switches the miniMap-background for the radar.
  • variable: hud_radarJammingEffectScale
    • type: float
    • current: 0.75
    • help: Scales the intensity of the radar jamming effect.
  • variable: hud_radarJammingThreshold
    • type: float
    • current: 0.99
    • help: Threshold to disable the radar (independent from effect).
  • variable: hud_radarScanningDelay
    • type: float
    • current: 0.55
    • help: Defines the delay in seconds the binoculars take to scan an object.
  • variable: hud_showAllObjectives
    • type: int
    • current: 0
    • help: Show all on screen objectives, not only the active one.
  • variable: hud_showBigVehicleReload
    • type: int
    • current: 0
    • help: Enables an additional reload bar around the crosshair in big vehicles.
  • variable: hud_startPaused
    • type: int
    • current: 1
    • help: The game starts paused, waiting for user input.
  • variable: hud_subtitles
    • type: int
    • current: 1
    • help: Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly
  • variable: hud_subtitlesDebug
    • type: int
    • current: 0
    • help: Debug subtitles
  • variable: hud_subtitlesFontSize
    • type: int
    • current: 16
    • help: FontSize for Subtitles.
  • variable: hud_subtitlesHeight
    • type: int
    • current: 10
    • help: Height of Subtitles in Percent. Normally same as hud_PanoramicHeight
  • variable: hud_subtitlesQueueCount
    • type: int
    • current: 1
    • help: Maximum amount of subtitles in Update Queue
  • variable: hud_subtitlesRenderMode
    • type: int
    • current: 0
    • help: Subtitle RenderMode. 0==Flash, 1=3DEngine
  • variable: hud_subtitlesShowCharName
    • type: int
    • current: 1
    • help: Show Character talking along with Subtitle
  • variable: hud_subtitlesVisibleCount
    • type: int
    • current: 1
    • help: Maximum amount of subtitles in Visible Queue
  • variable: hud_voicemode
    • type: int
    • current: 1
    • help: Usage of the voice when switching of Nanosuit mode.
  • variable: i_auto_turret_target
    • type: int
    • current: 1
    • help: Enables/Disables auto turrets aquiring targets.
  • variable: i_auto_turret_target_tacshells
    • type: int
    • current: 0
    • help: Enables/Disables auto turrets aquiring TAC shells as targets
  • variable: i_bufferedkeys
    • type: int
    • current: 1
    • help: Toggles key buffering.
    • Usage: i_bufferedkeys [0/1]
    • Default is 0 (off). Set to 1 to process buffered key strokes.
  • variable: i_debug
    • type: int
    • current: 0
    • help: Toggles input event debugging.
    • Usage: i_debug [0/1]
    • Default is 0 (off). Set to 1 to spam console with key events (only press and release).
  • variable: i_debug_mp_flowgraph
    • type: int
    • current: 0
    • help: Displays info on the MP flowgraph node
  • variable: i_debug_projectiles
    • type: int
    • current: 0
    • help: Displays info about projectile status, where available.
  • variable: i_debug_sounds
    • type: int
    • current: 0
    • help: Enable item sound debugging
  • variable: i_debug_turrets
    • type: int
    • current: 0
    • help: Enable GunTurret debugging.
    • Values:
    • 0: off1: basics
    • 2: prediction
    • 3: sweeping
    • 4: searching
    • 5: deviation
  • variable: i_debug_zoom_mods
    • type: int
    • current: 0
    • help: Use zoom mode spread/recoil mods
  • variable: i_debuggun_1 DUMPTODISK
    • type: string
    • current: ai_statsTarget
    • help: Command to execute on primary DebugGun fire
  • variable: i_debuggun_2 DUMPTODISK
    • type: string
    • current: ag_debug
    • help: Command to execute on secondary DebugGun fire
  • variable: i_forcefeedback
    • type: int
    • current: 1
    • help: Enable/Disable force feedback output.
  • variable: i_iceeffects
    • type: int
    • current: 0
    • help: Enable/Disable specific weapon effects for ice environments
  • variable: i_lighteffects DUMPTODISK
    • type: int
    • current: 0
    • help: Enable/Disable lights spawned during item effects.
  • variable: i_lying_item_limit
    • type: int
    • current: 64
    • help: Max number of items lying around in a level. Only works in multiplayer.
  • variable: i_mouse_accel DUMPTODISK
    • type: float
    • current: 0
    • help: Set mouse acceleration, 0.0 means no acceleration.
    • Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one)
    • Default is 0.0 (off)
  • variable: i_mouse_accel_max DUMPTODISK
    • type: float
    • current: 100
    • help: Set mouse max mouse delta when using acceleration.
    • Usage: i_mouse_accel_max [float number]
    • Default is 100.0
  • variable: i_mouse_buffered
    • type: int
    • current: 0
    • help: Toggles mouse input buffering.
    • Usage: i_mouse_buffered [0/1]
    • Default is 0 (off). Set to 1 to process buffered mouse input.
  • variable: i_mouse_inertia DUMPTODISK
    • type: float
    • current: 0
    • help: Set mouse inertia. It is disabled (0.0) by default.
    • Usage: i_mouse_inertia [float number]
    • Default is 0.0
  • variable: i_mouse_smooth DUMPTODISK
    • type: float
    • current: 0
    • help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
    • Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant)
    • Default is 0.0
  • variable: i_noweaponlimit
    • type: int
    • current: 0
    • help: Player can carry all weapons he wants
  • variable: i_offset_front
    • type: float
    • current: 0
    • help: Item position front offset
  • variable: i_offset_right
    • type: float
    • current: 0
    • help: Item position right offset
  • variable: i_offset_up
    • type: float
    • current: 0
    • help: Item position up offset
  • variable: i_particleeffects DUMPTODISK
    • type: int
    • current: 1
    • help: Enable/Disable particles spawned during item effects.
  • variable: i_precache DUMPTODISK
    • type: int
    • current: 1
    • help: Enables precaching of items during level loading.
  • variable: i_rejecteffects DUMPTODISK
    • type: int
    • current: 1
    • help: Enable/Disable ammo reject effects during weapon firing.
  • variable: i_soundeffects DUMPTODISK
    • type: int
    • current: 1
    • help: Enable/Disable playing item sound effects.
  • variable: i_staticfiresounds DUMPTODISK
    • type: int
    • current: 1
    • help: Enable/Disable static fire sounds. Static sounds are not unloaded when idle.
  • variable: i_unlimitedammo
    • type: int
    • current: 0
    • help: unlimited ammo
  • variable: i_xinput
    • type: int
    • current: 1
    • help: Number of XInput controllers to process
    • Usage: i_xinput [0/1/2/3/4]
    • Default is 1.
  • variable: i_xinput_poll_time
    • type: int
    • current: 1000
    • help: Number of ms between device polls in polling thread
    • Usage: i_xinput_poll_time 500
    • Default is 1000ms. Value must be >=0.
  • variable: int_moveZoomTime
    • type: float
    • current: 0.1
    • help: Number of seconds it takes to zoom out when moving. Default = 0.2
  • variable: int_zoomAmount
    • type: float
    • current: 0.75
    • help: Maximum zoom, between 0.0 and 1.0. Default = .75
  • variable: int_zoomInTime
    • type: float
    • current: 5
    • help: Number of seconds it takes to zoom in. Default = 5.0
  • variable: int_zoomOutTime
    • type: float
    • current: 0.1
    • help: Number of seconds it takes to zoom out when you stop firing. Default = 0.5
  • variable: log_FileVerbosity DUMPTODISK
    • type: int
    • current: 1
    • help: 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
  • variable: log_IncludeTime
    • type: int
    • current: 0
    • help: 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
  • variable: log_Verbosity DUMPTODISK
    • type: int
    • current: 1
    • help: 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
  • variable: lua_debugger
    • type: int
    • current: 0
    • help: Enables the script debugger.
    • 1 to trigger on breakpoints and errors 2 to only trigger on errors
    • Usage: lua_debugger [0/1/2]
  • variable: lua_stackonmalloc
    • type: int
    • current: 0
    • help:
  • variable: lua_StopOnError
    • type: int
    • current: 0
    • help: Stops on error.
  • variable: max_time_step
    • type: float
    • current: 0.25
    • help: Game systems clamped to this frame time
  • variable: MemInfo
    • type: int
    • current: 0
    • help: Display memory information by modules
  • variable: MemStats
    • type: int
    • current: 0
    • help: 0/x=refresh rate in milliseconds
    • Use 1000 to switch on and 0 to switch off
    • Usage: MemStats [0..]
  • variable: MemStatsMaxDepth
    • type: int
    • current: 4
    • help:
  • variable: MemStatsThreshold
    • type: int
    • current: 32000
    • help:
  • variable: mfx_Debug
    • type: int
    • current: 0
    • help: Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both
  • variable: mfx_Enable
    • type: int
    • current: 1
    • help: Enables MaterialEffects.
  • variable: mfx_EnableFGEffects
    • type: int
    • current: 1
    • help: Enabled Flowgraph based Material effects. Default: On
  • variable: mfx_ParticleImpactThresh
    • type: float
    • current: 2
    • help: Impact threshold for particle effects. Default: 2.0
  • variable: mfx_pfx_maxDist
    • type: float
    • current: 35
    • help: Max dist (how far away before scale is clamped)
  • variable: mfx_pfx_maxScale
    • type: float
    • current: 1.5
    • help: Max scale (when particle is far)
  • variable: mfx_pfx_minScale
    • type: float
    • current: 0.5
    • help: Min scale (when particle is close)
  • variable: mfx_RaisedSoundImpactThresh
    • type: float
    • current: 3.5
    • help: Impact threshold for sound effects if we’re rolling. Default: 3.5
  • variable: mfx_SerializeFGEffects
    • type: int
    • current: 1
    • help: Serialize Flowgraph based effects. Default: On
  • variable: mfx_SoundImpactThresh
    • type: float
    • current: 1.5
    • help: Impact threshold for sound effects. Default: 1.5
  • variable: mfx_Timeout
    • type: float
    • current: 0.2
    • help: Timeout (in seconds) to avoid playing effects too often
  • variable: mov_NoCutscenes
    • type: int
    • current: 0
    • help: Disable playing of Cut-Scenes
  • variable: net_backofftimeout
    • type: int
    • current: 360
    • help: Maximum time to allow a remote machine to stall for before disconnecting
  • variable: net_bw_aggressiveness
    • type: float
    • current: 0.5
    • help: Balances TCP friendlyness versus prioritization of game traffic
  • variable: net_channelstats
    • type: int
    • current: 0
    • help: Display bandwidth statistics per-channel
  • variable: net_connectivity_detection_interval
    • type: float
    • current: 1
    • help:
  • variable: net_defaultChannelBitRateDesired READONLY
    • type: float
    • current: 200000
    • help:
  • variable: net_defaultChannelBitRateToleranceHigh READONLY
    • type: float
    • current: 0.001
    • help:
  • variable: net_defaultChannelBitRateToleranceLow READONLY
    • type: float
    • current: 0.5
    • help:
  • variable: net_defaultChannelIdlePacketRateDesired READONLY
    • type: float
    • current: 0.05
    • help:
  • variable: net_defaultChannelPacketRateDesired READONLY
    • type: float
    • current: 50
    • help:
  • variable: net_defaultChannelPacketRateToleranceHigh READONLY
    • type: float
    • current: 2
    • help:
  • variable: net_defaultChannelPacketRateToleranceLow READONLY
    • type: float
    • current: 0.1
    • help:
  • variable: net_disconnect_on_rmi_error DUMPTODISK
    • type: int
    • current: 0
    • help: Disconnect remote connections on script exceptions during RMI calls
  • variable: net_enable_tfrc
    • type: int
    • current: 1
    • help:
  • variable: net_enable_voice_chat REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help:
  • variable: net_highlatencythreshold
    • type: float
    • current: 0.5
    • help:
  • variable: net_highlatencytimelimit
    • type: float
    • current: 1.5
    • help:
  • variable: net_inactivitytimeout
    • type: float
    • current: 30
    • help: Set’s how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
  • variable: net_input_dump
    • type: int
    • current: 0
    • help: write net_input_trace output to a file (netinput.log)
  • variable: net_input_trace
    • type: string
    • current: 0
    • help: trace an entities input processing to assist finding sync errors
  • variable: net_lan_scanport_first DUMPTODISK
    • type: int
    • current: 64087
    • help: Starting port for LAN games scanning
  • variable: net_lan_scanport_num DUMPTODISK
    • type: int
    • current: 5
    • help: Num ports for LAN games scanning
  • variable: net_lanbrowser
    • type: int
    • current: 0
    • help: enable lan games browser
  • variable: net_log
    • type: int
    • current: 0
    • help: Logging level of network system
  • variable: net_log_remote_methods DUMPTODISK
    • type: int
    • current: 0
    • help: Log remote method invocations
  • variable: net_phys_debug
    • type: int
    • current: 0
    • help:
  • variable: net_phys_lagsmooth
    • type: float
    • current: 0.1
    • help:
  • variable: net_phys_pingsmooth
    • type: float
    • current: 0.1
    • help:
  • variable: net_rtt_convergence_factor
    • type: int
    • current: 995
    • help:
  • variable: net_scheduler_debug
    • type: string
    • current: 0
    • help: Show scheduler debugger for some channel
  • variable: net_stats_login DUMPTODISK
    • type: string
    • current:
    • help: Login for reporting stats on dedicated server
  • variable: net_stats_pass DUMPTODISK
    • type: string
    • current:
    • help: Password for reporting stats on dedicated server
  • variable: net_voice_lead_packets
    • type: int
    • current: 5
    • help:
  • variable: net_voice_proximity
    • type: float
    • current: 0
    • help:
  • variable: net_voice_trail_packets
    • type: int
    • current: 5
    • help:
  • variable: p_accuracy_LCPCG
    • type: float
    • current: 0.005
    • help: Desired accuracy of LCP CG solver (velocity-related, m/s)
  • variable: p_accuracy_LCPCG_no_improvement
    • type: float
    • current: 0.05
    • help: Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
  • variable: p_accuracy_MC
    • type: float
    • current: 0.005
    • help: Desired accuracy of microcontact solver (velocity-related, m/s)
  • variable: p_approx_caps_len
    • type: float
    • current: 1.2
    • help: Breakable trees are approximated with capsules of this length (0 disables approximation)
  • variable: p_break_on_validation
    • type: int
    • current: 0
    • help: 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.
  • variable: p_characterik
    • type: int
    • current: 1
    • help: Toggles character IK.
    • Usage: p_characterik [0/1]
    • Default is 1 (on). Set to 0 to disable inverse kinematics.
  • variable: p_collision_mode
    • type: int
    • current: 0
    • help: This variable is obsolete.
  • variable: p_cull_distance
    • type: float
    • current: 100
    • help: Culling distance for physics helpers rendering
  • variable: p_damping_group_size
    • type: int
    • current: 8
    • help: Sets contacting objects group size
    • before group damping is used.Usage: p_damping_group_size 3
    • Used for internal tweaking only.
  • variable: p_debug_explosions
    • type: int
    • current: 0
    • help: Turns on explosions debug mode
  • variable: p_debug_joints
    • type: int
    • current: 0
    • help: If set, breakable objects will log tensions at the weakest spots
  • variable: p_do_step
    • type: int
    • current: 0
    • help: 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.
  • variable: p_draw_helpers
    • type: string
    • current: 0
    • help: Same as p_draw_helpers_num, but encoded in letters
    • Usage [Entity_Types]_[Helper_Types] – [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
    • Entity Types:
    • t – show terrain
    • s – show static entities
    • r – show sleeping rigid bodies
    • R – show active rigid bodies
    • l – show living entities
    • i – show independent entities
    • g – show triggers
    • a – show areas
    • y – show rays in RayWorldIntersection
    • e – show explosion occlusion maps
  • Helper Types
    • g – show geometry
    • c – show contact points
    • b – show bounding boxes
    • l – show tetrahedra lattices for breakable objects
    • j – show structural joints (will force translucency on the main geometry)
    • t(#) – show bounding volume trees up to the level #
    • f(#) – only show geometries with this bit flag set (multiple f’s stack)
  • Example: p_draw_helpers larRis_g – show geometry for static, sleeping, active, independent entities and areas
  • variable: p_draw_helpers_num
    • type: int
    • current: 0
    • help: 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
  • variable: p_enforce_contacts
    • type: int
    • current: 1
    • help: This variable is obsolete.
  • variable: p_fixed_timestep
    • type: float
    • current: 0
    • help: 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.
  • variable: p_fly_mode
    • type: int
    • current: 0
    • help: Toggles fly mode.
    • Usage: p_fly_mode [0/1]
  • variable: p_GEB_max_cells
    • type: int
    • current: 800
    • help: Specifies the cell number threshold after which GetEntitiesInBox issues a warning
  • variable: p_gravity_z
    • type: float
    • current: -9.8
    • help:
  • variable: p_group_damping
    • type: float
    • current: 0.5
    • help: Toggles damping for object groups.
    • Usage: p_group_damping [0/1]
    • Default is 1 (on). Used for internal tweaking only.
  • variable: p_jump_to_profile_ent
    • type: int
    • current: 0
    • help: Move the local player next to the corresponding entity in the p_profile_entities list
  • variable: p_lattice_max_iters
    • type: int
    • current: 100000
    • help: Limits the number of iterations of lattice tension solver
  • variable: p_limit_simple_solver_energy
    • type: int
    • current: 1
    • help: Specifies whether the energy added by the simple solver is limited (0 or 1)
  • variable: p_list_active_objects
    • type: int
    • current: 0
    • help:
  • variable: p_log_lattice_tension
    • type: int
    • current: 0
    • help: If set, breakable objects will log tensions at the weakest spots
  • variable: p_max_approx_caps
    • type: int
    • current: 7
    • help: Maximum number of capsule approximation levels for breakable trees
  • variable: p_max_contact_gap
    • type: float
    • current: 0.01
    • help: 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.
  • variable: p_max_contact_gap_player
    • type: float
    • current: 0.01
    • help: 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.
  • variable: p_max_contact_gap_simple
    • type: float
    • current: 0.03
    • help: Specifies the maximum contact gap for objects that use the simple solver
  • variable: p_max_contacts
    • type: int
    • current: 150
    • help: Maximum contact number, after which contact reduction mode is activated
  • variable: p_max_debris_mass
    • type: float
    • current: 10
    • help: Broken pieces with mass< =this limit use debris collision settings
  • variable: p_max_entity_cells
    • type: int
    • current: 300000
    • help: Limits the number of entity grid cells an entity can occupy
  • variable: p_max_LCPCG_contacts
    • type: int
    • current: 100
    • help: Maximum number of contacts that LCPCG solver is allowed to handle
  • variable: p_max_LCPCG_fruitless_iters
    • type: int
    • current: 4
    • help: Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
  • variable: p_max_LCPCG_iters
    • type: int
    • current: 5
    • help: Maximum number of LCP CG iterations
  • variable: p_max_LCPCG_microiters
    • type: int
    • current: 12000
    • help: Limits the total number of per-contact iterations during one LCP CG iteration (number of microiters = number of subiters * number of contacts)
  • variable: p_max_LCPCG_microiters_final
    • type: int
    • current: 25000
    • help: Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
  • variable: p_max_LCPCG_subiters
    • type: int
    • current: 120
    • help: Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
  • variable: p_max_LCPCG_subiters_final
    • type: int
    • current: 250
    • help: Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
  • variable: p_max_MC_iters
    • type: int
    • current: 5000
    • help: Specifies the maximum number of microcontact solver iterations
  • variable: p_max_MC_mass_ratio
    • type: float
    • current: 100
    • help: Maximum mass ratio between objects in an island that MC solver is considered safe to handle
  • variable: p_max_MC_vel
    • type: float
    • current: 15
    • help: Maximum object velocity in an island that MC solver is considered safe to handle
  • variable: p_max_object_splashes
    • type: int
    • current: 3
    • help: Specifies how many splash events one entity is allowed to generate
  • variable: p_max_plane_contacts
    • type: int
    • current: 8
    • help: 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)
  • variable: p_max_plane_contacts_distress
    • type: int
    • current: 4
    • help: Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
  • variable: p_max_player_velocity
    • type: float
    • current: 150
    • help: Clamps players’ velocities to this value
  • variable: p_max_substeps
    • type: int
    • current: 5
    • help: 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.
  • variable: p_max_substeps_large_group
    • type: int
    • current: 5
    • help: Limits the number of substeps large groups of objects can make
  • variable: p_max_unproj_vel
    • type: float
    • current: 2.5
    • help: Limits the maximum unprojection velocity request
  • variable: p_max_velocity
    • type: float
    • current: 100
    • help: Clamps physicalized objects’ velocities to this value
  • variable: p_max_world_step
    • type: float
    • current: 0.2
    • help: Specifies the maximum step physical world can make (larger steps will be truncated)
  • variable: p_min_LCPCG_improvement
    • type: float
    • current: 0.05
    • help: Defines a required residual squared length improvement, in fractions of 1
  • variable: p_min_separation_speed
    • type: float
    • current: 0.02
    • help: Used a threshold in some places (namely, to determine when a particle goes to rest, and a sliding condition in microcontact solver)
  • variable: p_net_angsnapmul
    • type: float
    • current: 0.01
    • help: Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
  • variable: p_net_minsnapdist
    • type: float
    • current: 0.1
    • help: Minimum distance between server position and client position at which to start snapping
  • variable: p_net_minsnapdot
    • type: float
    • current: 0.99
    • help: Minimum quat dot product between server orientation and client orientation at which to start snapping
  • variable: p_net_smoothtime
    • type: float
    • current: 5
    • help: How much time should non-snapped positions take to synchronize completely?
  • variable: p_net_velsnapmul
    • type: float
    • current: 0.1
    • help: Multiplier to expand the p_net_minsnapdist based on the objects velocity
  • variable: p_num_bodies_large_group
    • type: int
    • current: 100
    • help: Group size to be used with p_max_substeps_large_group, in bodies
  • variable: p_penalty_scale
    • type: float
    • current: 0.3
    • help: Scales the penalty impulse for objects that use the simple solver
  • variable: p_players_can_break
    • type: int
    • current: 0
    • help: Whether living entities are allowed to break static objects with breakable joints
  • variable: p_profile_entities
    • type: int
    • current: 0
    • help: Enables per-entity time step profiling
  • variable: p_profile_functions
    • type: int
    • current: 0
    • help: Enables detailed profiling of physical environment-sampling functions
  • variable: p_prohibit_unprojection
    • type: int
    • current: 1
    • help: This variable is obsolete.
  • variable: p_ray_fadein
    • type: float
    • current: 0.2
    • help: Fade-in time for ray physics helpers
  • variable: p_ray_peak_time
    • type: float
    • current: 0
    • help: Rays that take longer then this (in ms) will use different color
  • variable: p_single_step_mode
    • type: int
    • current: 0
    • help: 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.
  • variable: p_skip_redundant_colldet
    • type: int
    • current: 1
    • help: Specifies whether to skip furher collision checks between two convex objects using the simple solver when they have enough contacts between them
  • variable: p_splash_dist0
    • type: float
    • current: 7
    • help: Range start for splash event distance culling
  • variable: p_splash_dist1
    • type: float
    • current: 30
    • help: Range end for splash event distance culling
  • variable: p_splash_force0
    • type: float
    • current: 10
    • help: Minimum water hit force to generate splash events at p_splash_dist0
  • variable: p_splash_force1
    • type: float
    • current: 100
    • help: Minimum water hit force to generate splash events at p_splash_dist1
  • variable: p_splash_vel0
    • type: float
    • current: 4.5
    • help: Minimum water hit velocity to generate splash events at p_splash_dist0
  • variable: p_splash_vel1
    • type: float
    • current: 10
    • help: Minimum water hit velocity to generate splash events at p_splash_dist1
  • variable: p_tick_breakable
    • type: float
    • current: 0.1
    • help: Sets the breakable objects structure update interval
  • variable: p_time_granularity
    • type: float
    • current: 0.0001
    • help: Sets physical time step granularity.
    • Usage: p_time_granularity [0..0.1]
    • Used for internal tweaking only.
  • variable: p_unproj_vel_scale
    • type: float
    • current: 10
    • help: Requested unprojection velocity is set equal to penetration depth multiplied by this number
  • variable: p_use_distance_contacts
    • type: int
    • current: 0
    • help: Allows to use distance-based contacts (is forced off in multiplayer)
  • variable: p_use_unproj_vel
    • type: int
    • current: 0
    • help: internal solver tweak
  • variable: p_wireframe_distance
    • type: float
    • current: 5
    • help: Maximum distance at which wireframe is drawn on physics helpers
  • variable: pl_curvingSlowdownSpeedScale
    • type: float
    • current: 0.5
    • help: Player only slowdown speedscale when curving/leaning extremely.
  • variable: pl_debug_filter
    • type: string
    • current:
    • help:
  • variable: pl_debug_jumping
    • type: int
    • current: 0
    • help:
  • variable: pl_debug_ladders
    • type: int
    • current: 0
    • help:
  • variable: pl_debug_movement
    • type: int
    • current: 0
    • help:
  • variable: pl_debugFallDamage
    • type: int
    • current: 0
    • help: Enables console output of fall damage information.
  • variable: pl_fallDamage_SpeedBias
    • type: float
    • current: 1.5
    • help: Damage bias for medium fall speed: =1 linear, <1 more damage, >1 less damage.
  • variable: pl_fallDamage_SpeedFatal
    • type: float
    • current: 13.7
    • help: Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).
  • variable: pl_fallDamage_SpeedSafe
    • type: float
    • current: 8
    • help: Safe fall speed (in all modes, including strength jump on flat ground).
  • variable: pl_inputAccel
    • type: float
    • current: 30
    • help: Movement input acceleration
  • variable: pl_swimBackSpeedMul
    • type: float
    • current: 0.8
    • help: Swimming backwards speed mul.
  • variable: pl_swimBaseSpeed
    • type: float
    • current: 4
    • help: Swimming base speed.
  • variable: pl_swimJumpSpeedBaseMul
    • type: float
    • current: 1
    • help: Swimming speed normal jump velocity mul (dolphin rocket).
  • variable: pl_swimJumpSpeedCost
    • type: float
    • current: 50
    • help: Swimming speed shift+jump energy cost (dolphin rocket).
  • variable: pl_swimJumpSpeedSprintMul
    • type: float
    • current: 2.5
    • help: Swimming speed shift+jump velocity mul (dolphin rocket).
  • variable: pl_swimJumpStrengthBaseMul
    • type: float
    • current: 1
    • help: Swimming strength normal jump velocity mul (dolphin rocket).
  • variable: pl_swimJumpStrengthCost
    • type: float
    • current: 50
    • help: Swimming strength shift+jump energy cost (dolphin rocket).
  • variable: pl_swimJumpStrengthSprintMul
    • type: float
    • current: 2.5
    • help: Swimming strength shift+jump velocity mul (dolphin rocket).
  • variable: pl_swimNormalSprintSpeedMul
    • type: float
    • current: 1.5
    • help: Swimming Non-Speed sprint speed mul.
  • variable: pl_swimSideSpeedMul
    • type: float
    • current: 0.9
    • help: Swimming sideways speed mul.
  • variable: pl_swimSpeedSprintSpeedMul
    • type: float
    • current: 2.5
    • help: Swimming Speed sprint speed mul.
  • variable: pl_swimUpSprintSpeedMul
    • type: float
    • current: 2
    • help: Swimming sprint while looking up (dolphin rocket).
  • variable: pl_swimVertSpeedMul
    • type: float
    • current: 0.5
    • help: Swimming vertical speed mul.
  • variable: pl_zeroGAimResponsiveness
    • type: float
    • current: 8
    • help: ZeroG aim responsiveness vs. inertia (default is 8.0).
  • variable: pl_zeroGBaseSpeed
    • type: float
    • current: 3
    • help: Maximum player speed request limit for zeroG.
  • variable: pl_zeroGDashEnergyConsumption
    • type: float
    • current: 0.25
    • help: Percentage consumed when doing a dash in ZeroG.
  • variable: pl_zeroGEnableGBoots
    • type: int
    • current: 0
    • help: Switch G-Boots action on/off (if button assigned).
  • variable: pl_zeroGEnableGyroFade
    • type: int
    • current: 2
    • help: Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).
  • variable: pl_zeroGFloatDuration
    • type: float
    • current: 1.25
    • help: Floating duration until full stop (after stopped thrusting).
  • variable: pl_zeroGGyroFadeAngleInner
    • type: float
    • current: 20
    • help: ZeroG gyro inner angle (default is 20).
  • variable: pl_zeroGGyroFadeAngleOuter
    • type: float
    • current: 60
    • help: ZeroG gyro outer angle (default is 60).
  • variable: pl_zeroGGyroFadeExp
    • type: float
    • current: 2
    • help: ZeroG gyro angle bias (default is 2.0).
  • variable: pl_zeroGGyroStrength
    • type: float
    • current: 1
    • help: ZeroG gyro strength (default is 1.0).
  • variable: pl_zeroGParticleTrail
    • type: int
    • current: 0
    • help: Enable particle trail when in zerog.
  • variable: pl_zeroGSpeedMaxSpeed
    • type: float
    • current: -1
    • help: (DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.
  • variable: pl_zeroGSpeedModeEnergyConsumption
    • type: float
    • current: 0.5
    • help: Percentage consumed per second while speed sprinting in ZeroG.
  • variable: pl_zeroGSpeedMultNormal
    • type: float
    • current: 1.2
    • help: Modify movement speed in zeroG, in normal mode.
  • variable: pl_zeroGSpeedMultNormalSprint
    • type: float
    • current: 1.7
    • help: Modify movement speed in zeroG, in normal sprint.
  • variable: pl_zeroGSpeedMultSpeed
    • type: float
    • current: 1.7
    • help: Modify movement speed in zeroG, in speed mode.
  • variable: pl_zeroGSpeedMultSpeedSprint
    • type: float
    • current: 5
    • help: Modify movement speed in zeroG, in speed sprint.
  • variable: pl_zeroGSwitchableGyro
    • type: int
    • current: 0
    • help: MERGE/REVERT
  • variable: pl_zeroGThrusterResponsiveness
    • type: float
    • current: 0.3
    • help: Thrusting responsiveness.
  • variable: pl_zeroGUpDown
    • type: float
    • current: 1
    • help: Scales the z-axis movement speed in zeroG.
  • variable: pp_RichSaveGames
    • type: int
    • current: 1
    • help: Enable RichSaveGame Format for SaveGames
  • variable: pp_RSFDebugWrite
    • type: int
    • current: 0
    • help: When RichSaveGames are enabled, save plain XML Data alongside for debugging
  • variable: pp_RSFDebugWriteOnLoad
    • type: int
    • current: 0
    • help: When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame
  • variable: profile
    • type: int
    • current: 0
    • help: 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).
  • variable: profile_allthreads
    • type: int
    • current: 0
    • help: Enables profiling of non-main threads.
  • variable: profile_callstack
    • type: int
    • current: 0
    • help: Logs all Call Stacks of the selected profiler function for one frame
  • variable: profile_filter
    • type: string
    • current:
    • help: Profiles a specified subsystem.
    • Usage: profile_filter subsystem
    • Where ‘subsystem’ may be:
    • Renderer
    • 3DEngine
    • Animation
    • AI
    • Entity
    • Physics
    • Sound
    • System
    • Game
    • Editor
    • Script
    • Network
  • variable: profile_graph
    • type: int
    • current: 0
    • help: Enable drawing of profiling graph.
  • variable: profile_graphScale
    • type: float
    • current: 100
    • help: Sets the scale of profiling histograms.
    • Usage: profileGraphScale 100
  • variable: profile_log
    • type: int
    • current: 0
    • help: Logs profiler output
  • variable: profile_network
    • type: int
    • current: 0
    • help: Enables network profiling.
  • variable: profile_pagefaults
    • type: int
    • current: 0
    • help: Enable drawing of page faults graph.
  • variable: profile_peak
    • type: float
    • current: 10
    • help: Profiler Peaks Tolerance in Milliseconds.
  • variable: profile_sampler
    • type: float
    • current: 0
    • help: Set to 1 to start sampling profiling
  • variable: profile_sampler_max_samples
    • type: float
    • current: 2000
    • help: Number of samples to collect for sampling profiler
  • variable: profile_smooth
    • type: float
    • current: 0.35
    • help: Profiler exponential smoothing interval (seconds).
  • variable: profile_threads
    • type: int
    • current: 0
    • help: 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+]
  • variable: profile_weighting
    • type: int
    • current: 0
    • help: Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold.
  • variable: q_Renderer
    • type: int
    • current: 1
    • help: Defines the quality of Renderer
    • Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderFX
    • type: int
    • current: 1
    • help: Defines the shader quality of FX
    • Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderGeneral
    • type: int
    • current: 1
    • help: Defines the shader quality of General
    • Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderGlass
    • type: int
    • current: 1
    • help: Defines the shader quality of Glass
    • Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderHDR
    • type: int
    • current: 1
    • help: Defines the shader quality of HDR
    • Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderIce
    • type: int
    • current: 1
    • help: Defines the shader quality of Ice
    • Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderMetal
    • type: int
    • current: 1
    • help: Defines the shader quality of Metal
    • Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderPostProcess
    • type: int
    • current: 1
    • help: Defines the shader quality of PostProcess
    • Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderShadow
    • type: int
    • current: 1
    • help: Defines the shader quality of Shadow
    • Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderSky
    • type: int
    • current: 1
    • help: Defines the shader quality of Sky
    • Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderTerrain
    • type: int
    • current: 1
    • help: Defines the shader quality of Terrain
    • Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderVegetation
    • type: int
    • current: 1
    • help: Defines the shader quality of Vegetation
    • Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)
  • variable: q_ShaderWater
    • type: int
    • current: 0
    • help: Defines the shader quality of Water
    • Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default)
  • variable: r_ATOC DUMPTODISK
    • type: int
    • current: 0
    • help:
  • variable: r_Beams
    • type: int
    • current: 4
    • help: 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.
  • variable: r_BeamsDistFactor
    • type: float
    • current: 1
    • help: Distance between slices.
    • Usage: r_BeamsDistFactor [fValue]
    • Default is 0.01 (0.01 meters between slices).
  • variable: r_BeamsHelpers
    • type: int
    • current: 0
    • help: Toggles light beams helpers drawing.
    • Usage: r_BeamsHelpers [0/1]
    • Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
  • variable: r_BeamsMaxSlices
    • type: int
    • current: 16
    • help: Number of volumetric slices allowed per light beam.
    • Usage: r_BeamsMaxSlices [1-300]
    • Default is 200 (high-spec).
  • variable: r_BeamsSoftClip
    • type: int
    • current: 1
    • help: Toggles light beams clip type.
    • Usage: r_BeamsSoftClip [0/1]
    • Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
  • variable: r_Brightness DUMPTODISK
    • type: float
    • current: 0.5
    • help: Sets the diplay brightness.
    • Usage: r_Brightness 0.5
    • Default is 0.5.
  • variable: r_Character_NoDeform
    • type: int
    • current: 0
    • help:
  • variable: r_CloudsDebug
    • type: int
    • current: 0
    • help: 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)
  • variable: r_CloudsUpdateAlways
    • type: int
    • current: 0
    • help: Toggles updating of clouds each frame.
    • Usage: r_CloudsUpdateAlways [0/1]
    • Default is 0 (off.
  • variable: r_ColorBits DUMPTODISK
    • type: int
    • current: 32
    • help: Sets the color resolution, in bits per pixel. Default is 32.
    • Usage: r_ColorBits [32/24/16/8]
  • variable: r_ColorGrading
    • type: int
    • current: 0
    • help: Enables color grading.
    • Usage: r_ColorGrading [0/1]
  • variable: r_ColorGradingDof
    • type: int
    • current: 1
    • help: Enables color grading dof control.
    • Usage: r_ColorGradingDof [0/1]
  • variable: r_ColorGradingFilters
    • type: int
    • current: 1
    • help: Enables color grading.
    • Usage: r_ColorGradingFilters [0/1]
  • variable: r_ColorGradingLevels
    • type: int
    • current: 1
    • help: Enables color grading.
    • Usage: r_ColorGradingLevels [0/1]
  • variable: r_ColorGradingSelectiveColor
    • type: int
    • current: 1
    • help: Enables color grading.
    • Usage: r_ColorGradingSelectiveColor [0/1]
  • variable: r_Contrast DUMPTODISK
    • type: float
    • current: 0.5
    • help: Sets the diplay contrast.
    • Usage: r_Contrast 0.5
    • Default is 0.5.
  • variable: r_CoronaColorScale
    • type: float
    • current: 1
    • help:
  • variable: r_CoronaFade
    • type: float
    • current: 0.5
    • help: Time fading factor of the light coronas.
    • Usage: r_CoronaFade 0.5Default is 0.5.
  • variable: r_Coronas DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles light coronas around light sources.
    • Usage: r_Coronas [0/1]Default is 1 (on).
  • variable: r_CoronaSizeScale
    • type: float
    • current: 1
    • help:
  • variable: r_CullByClipPlanes
    • type: int
    • current: 1
    • help:
  • variable: r_CullGeometryForLights
    • type: int
    • current: 0
    • help: 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.
  • variable: r_CustomVisions
    • type: int
    • current: 1
    • help: Enables custom visions, like heatvision, binocular view, etc.
    • Usage: r_CustomVisions [0/1]
    • Default is 0 (disabled). 1 enables
  • variable: r_DebugLights
    • type: int
    • current: 0
    • help: 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
  • variable: r_DebugRefraction
    • type: int
    • current: 0
    • help: Debug refraction usage. Displays red instead of refraction
    • Usage: r_DebugRefraction
    • Default is 0 (off)
  • variable: r_DebugRenderMode
    • type: int
    • current: 0
    • help:
  • variable: r_DebugScreenEffects
    • type: int
    • current: 0
    • help: Debugs screen effects textures.
    • Usage: r_DebugScreenEffects #
    • Where # represents:
    • 0: disabled (default)
    • 1: enabled
  • variable: r_DepthBits DUMPTODISK
    • type: int
    • current: 32
    • help:
  • variable: r_DepthOfField
    • type: int
    • current: 0
    • help: Enables depth of field.
    • Usage: r_DepthOfField [0/1/2]
    • Default is 0 (disabled). 1 enables, 2 enables and overrides game settings
  • variable: r_DetailDistance DUMPTODISK
    • type: float
    • current: 4
    • help: Distance used for per-pixel detail layers blending.
    • Usage: r_DetailDistance (1-20)
    • Default is 6.
  • variable: r_DetailNumLayers DUMPTODISK
    • type: int
    • current: 1
    • help: Sets the number of detail layers per surface.
    • Usage: r_DetailNumLayers 2
    • Default is 2.
  • variable: r_DetailScale
    • type: float
    • current: 8
    • help: 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).
  • variable: r_DetailTextures DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles detail texture overlays.
    • Usage: r_DetailTextures [0/1]
    • Default is 1 (detail textures on).
  • variable: r_DisplayInfo DUMPTODISK, RESTRICTEDMODE
    • type: int
    • current: 0
    • help: Toggles debugging information display.
    • Usage: r_DisplayInfo [0=off/1=show/2=enhanced]
  • variable: r_distant_rain
    • type: int
    • current: 1
    • help: Enables distant rain rendering.
    • Usage: r_distant_rain [0/1]
    • Default is 1 (on). Set to 0 to disable.
  • variable: r_DrawNearFoV
    • type: int
    • current: 60
    • help: Sets the FoV for drawing of near objects.
    • Usage: r_DrawNearFoV [n]
    • Default is 60.
  • variable: r_Driver DUMPTODISK
    • type: string
    • current: DX9
    • help: 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″
  • variable: r_DumpFontNames
    • type: int
    • current: 0
    • help: Displays a list of fonts currently loaded!
  • variable: r_DumpFontTexture
    • type: string
    • current:
    • help: Dumps the specified font’s texture to a bitmap file!
  • Usage: r_DumpFontTexture fontname
  • variable: r_DynTexAtlasCloudsMaxSize
    • type: int
    • current: 24
    • help:
  • variable: r_DynTexAtlasSpritesMaxSize
    • type: int
    • current: 16
    • help:
  • variable: r_DynTexMaxSize
    • type: int
    • current: 60
    • help:
  • variable: r_EnvCMResolution DUMPTODISK
    • type: int
    • current: 1
    • help: 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).
  • variable: r_EnvCMupdateInterval DUMPTODISK
    • type: float
    • current: 0.04
    • help: Sets the interval between environmental cube map texture updates.
    • Usage: r_EnvCMupdateInterval #
    • Default is 0.1.
  • variable: r_EnvCMWrite
    • type: int
    • current: 0
    • help: 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.
  • variable: r_EnvLCMupdateInterval DUMPTODISK
    • type: float
    • current: 0.1
    • help: LEGACY – not used
  • variable: r_EnvLightCMDebug
    • type: int
    • current: 0
    • help: Draw debug cube for env radiosity.
    • Usage: r_EnvLightCMDebug [0/1]
    • Default is 0 (off).
  • variable: r_EnvTexResolution DUMPTODISK
    • type: int
    • current: 2
    • help: 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).
  • variable: r_EnvTexUpdateInterval DUMPTODISK
    • type: float
    • current: 0.075
    • help: Sets the interval between environmental 2d texture updates.
    • Usage: r_EnvTexUpdateInterval 0.001
    • Default is 0.001.
  • variable: r_ExcludeShader
    • type: string
    • current: 0
    • help: Exclude the named shader from the render list.
    • Usage: r_ExcludeShader ShaderName
    • Sometimes this is useful when debugging.
  • variable: r_EyeAdaptationBase
    • type: float
    • current: 0.25
    • help: HDR rendering eye adaptation base value (smaller values result in brighter adaption)
    • Usage: r_EyeAdaptationBase [Value]
  • variable: r_EyeAdaptationFactor DUMPTODISK
    • type: float
    • current: 0.5
    • help: 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
  • variable: r_EyeAdaptionBase DUMPTODISK
    • type: float
    • current: 0
    • help: HDR eye adaption property (0..1)
    • Usage: r_EyeAdaptionBase [Value]
    • Default is 0.0
  • variable: r_EyeAdaptionClamp DUMPTODISK
    • type: float
    • current: 4
    • help: 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
  • variable: r_EyeAdaptionMax DUMPTODISK
    • type: float
    • current: 4
    • help: HDR eye adaption property (0..128)
    • Usage: r_EyeAdaptionMax [Value]
    • Default is 4
  • variable: r_EyeAdaptionMin DUMPTODISK
    • type: float
    • current: 0.1
    • help: HDR eye adaption property (0..128)
    • Usage: r_EyeAdaptionMin [Value]
    • Default is 0.1
  • variable: r_EyeAdaptionScale DUMPTODISK
    • type: float
    • current: 1
    • help: HDR eye adaption property (0..1, to scale the final result)
    • Usage: r_EyeAdaptionScale [Value]
    • Default is 1.0
  • variable: r_EyeAdaptionSpeed DUMPTODISK
    • type: float
    • current: 50
    • help: HDR eye adaption property (percent of adaption per second)
    • Usage: r_EyeAdaptionMax [Value]
    • Default is 50
  • variable: r_FillLights
    • type: int
    • current: 0
    • help: Activate simple differed light sources usage
  • variable: r_FillLightsDebug
    • type: int
    • current: 0
    • help: Visualize fill lights as spheres
  • variable: r_FillLightsMode
    • type: int
    • current: 14
    • help: Fill lights mode
  • variable: r_Flares DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles sunlight lens flare effect.
    • Usage: r_Flares [0/1]
    • Default is 1 (on).
  • variable: r_Flush
    • type: int
    • current: 1
    • help:
  • variable: r_Force3DcEmulation
    • type: int
    • current: 2
    • help: 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]
  • variable: r_FSAA DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help:
  • variable: r_FSAA_quality DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help:
  • variable: r_FSAA_samples DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help:
  • variable: r_Fullscreen DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
    • Usage: r_Fullscreen [0=window/1=fullscreen]
  • variable: r_Gamma DUMPTODISK
    • type: float
    • current: 1
    • help: 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
  • variable: r_GeomInstancing
    • type: int
    • current: 1
    • help: Toggles HW geometry instancing.
    • Usage: r_GeomInstancing [0/1]
    • Default is 1 (on). Set to 0 to disable geom. instancing.
  • variable: r_GeomInstancingThreshold
    • type: int
    • current: 0
    • help: 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)
  • variable: r_GetScreenShot
    • type: int
    • current: 0
    • help: 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
  • variable: r_GlitterAmount
    • type: int
    • current: 1024
    • help: Sets amount of glitter sprites.
    • Usage: r_GlitterAmount n (default is 1024)
    • Where n represents a number: eg: 256
  • variable: r_GlitterSize
    • type: float
    • current: 1
    • help: Sets glitter sprite size.
    • Usage: r_GlitterSize n (default is 1)
    • Where n represents a number: eg: 0.5
  • variable: r_GlitterSpecularPow
    • type: float
    • current: 2
    • help: Sets glitter specular power.
    • Usage: r_GlitterSpecularPow n (default is 2.0f)
    • Where n represents a number: eg: 16.0
  • variable: r_GlitterVariation
    • type: float
    • current: 1
    • help: Sets glitter variation.
    • Usage: r_GlitterVariation n (default is 1)
    • Where n represents a number: eg: 0.5
  • variable: r_Glow
    • type: int
    • current: 1
    • help: Toggles the glow effect.
    • Usage: r_Glow [0/1]
    • Default is 0 (off). Set to 1 to enable glow effect.
  • variable: r_GlowScreenMultiplier
    • type: float
    • current: 0.2
    • help: Sets fullscreen glow multiplier.
    • Usage: r_GlowScreenMultiplier [value]
    • Default is 0.5
  • variable: r_GlowScreenThreshold
    • type: float
    • current: 0.5
    • help: Sets fullscreen glow threshold.
    • Usage: r_GlowScreenThreshold [value]
    • Default is 0.5
  • variable: r_GraphStyle
    • type: int
    • current: 0
    • help:
  • variable: r_HairSortingQuality
    • type: int
    • current: 0
    • help: Enables higher quality hair sorting.
    • Usage: r_HairSortingQuality [0/1]
  • variable: r_HDRAllowNonFP
    • type: int
    • current: 0
    • help: Selects HDR FP blending.
    • Usage: r_HDRAllowNonFP [0/1]
    • Default is 0. Set to 1 to enable.
  • variable: r_HDRBrightOffset DUMPTODISK
    • type: float
    • current: 6
    • help: HDR rendering bright offset.
    • Usage: r_HDRBrightOffset [Value]
    • Default is 6.0f
  • variable: r_HDRBrightThreshold DUMPTODISK
    • type: float
    • current: 3
    • help: HDR rendering bright threshold.
    • Usage: r_HDRBrightThreshold [Value]
    • Default is 3.0f
  • variable: r_HDRDebug
    • type: int
    • current: 0
    • help: 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)
  • variable: r_HDRHistogram
    • type: int
    • current: 0
    • help: 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
  • variable: r_HDRLevel DUMPTODISK
    • type: float
    • current: 0.6
    • help: HDR rendering level (bloom multiplier, tweak together with threshold)
    • Usage: r_HDRLevel [Value]
    • Default is 0.6
  • variable: r_HDRRendering DUMPTODISK
    • type: int
    • current: 0
    • help: Toggles HDR rendering.
    • Usage: r_HDRRendering [0/1]
    • Default is 1 (on). Set to 0 to disable HDR rendering.
  • variable: r_HDRType
    • type: int
    • current: 1
    • help: Selects HDR type.
    • Usage: r_HDRType [0/1/2]
    • Default is 1 (OpenEXR). Set to 0 to disable.
  • variable: r_Height DUMPTODISK
    • type: int
    • current: 864
    • help: Sets the display height, in pixels. Default is 768.
    • Usage: r_Height [600/768/..]
  • variable: r_ImposterRatio
    • type: float
    • current: 1.5
    • help: 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)
  • variable: r_ImpostersDraw
    • type: int
    • current: 1
    • help: Toggles imposters drawing.
    • Usage: r_ImpostersDraw [0/1]
    • Default is 1 (on). Set to 0 to disable imposters.
  • variable: r_ImpostersUpdatePerFrame
    • type: int
    • current: 6000
    • help: How many kilobytes to update per-frame.
    • Usage: r_ImpostersUpdatePerFrame [1000-30000]
    • Default is 6000 (6 megabytes).
  • variable: r_LightsSinglePass
    • type: int
    • current: 0
    • help:
  • variable: r_LightVolumesDebug
    • type: int
    • current: 0
    • help: 0=Disable
    • 1=Enable
    • Usage: r_LightVolumesDebug[0/1]
  • variable: r_Log
    • type: int
    • current: 0
    • help: 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.
  • variable: r_LogShaders
    • type: int
    • current: 0
    • help: Logs shaders info to Direct3DLogShaders.txt
    • 0: off
    • 1: normal
    • 2: extended
  • variable: r_LogTexStreaming
    • type: int
    • current: 0
    • help: Logs streaming info to Direct3DLogStreaming.txt
    • 0: off
    • 1: normal
    • 2: extended
  • variable: r_LogVBuffers
    • type: int
    • current: 0
    • help: Logs vertex buffers in memory to ‘LogVBuffers.txt’.
    • Usage: r_LogVBuffers [0/1]
    • Default is 0 (off).
  • variable: r_MeasureOverdraw
    • type: int
    • current: 0
    • help: 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
    • Usage: r_MeasureOverdraw [0/1]
  • variable: r_MeasureOverdrawScale
    • type: float
    • current: 1.5
    • help:
  • variable: r_MergeRenderChunksForDepth
    • type: int
    • current: 0
    • help:
  • variable: r_MeshPrecache
    • type: int
    • current: 1
    • help:
  • variable: r_MeshShort
    • type: int
    • current: 0
    • help:
  • variable: r_MotionBlur
    • type: int
    • current: 0
    • help: 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
  • variable: r_MotionBlurFrameTimeScale
    • type: int
    • current: 1
    • help: Enables motion blur.frame time scalling – visually nicer on lower frame rates
    • Usage: r_MotionBlurFrameTimeScale [0/1]
  • variable: r_MotionBlurShutterSpeed
    • type: float
    • current: 0.015
    • help: Sets motion blur camera shutter speed.
    • Usage: r_MotionBlurShutterSpeed [0...1]
    • Default is 0.015f.
  • variable: r_MultiGPU
    • type: int
    • current: 2
    • help: 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
  • variable: r_NightVision
    • type: int
    • current: 1
    • help: Toggles nightvision enabling.
    • Usage: r_NightVision [0/1]
    • Default is 1 (on). Set to 0 to completely disable nightvision.
  • variable: r_NoDrawNear
    • type: int
    • current: 0
    • help: Disable drawing of near objects.
    • Usage: r_NoDrawNear [0/1]
    • Default is 0 (near objects are drawn).
  • variable: r_NoDrawShaders
    • type: int
    • current: 0
    • help: Disable entire render pipeline.
    • Usage: r_NoDrawShaders [0/1]
    • Default is 0 (render pipeline enabled). Used for debugging and profiling.
  • variable: r_NoHWGamma DUMPTODISK
    • type: int
    • current: 0
    • help: Sets renderer to ignore hardware gamma correction.
    • Usage: r_NoHWGamma [0/1]
    • Default is 0 (allow hardware gamma correction).
  • variable: r_NoLoadTextures
    • type: int
    • current: 0
    • help:
  • variable: r_NoPreprocess
    • type: int
    • current: 0
    • help:
  • variable: r_NormalsLength
    • type: float
    • current: 0.1
    • help: Sets the length of displayed vectors.
    • r_NormalsLength 0.1
    • Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.
  • variable: r_OceanHeightScale
    • type: int
    • current: 4
    • help:
  • variable: r_OceanLodDist
    • type: int
    • current: 100
    • help:
  • variable: r_OceanMaxSplashes
    • type: int
    • current: 8
    • help:
  • variable: r_OceanRendType
    • type: int
    • current: 0
    • help:
  • variable: r_OceanSectorSize
    • type: int
    • current: 128
    • help:
  • variable: r_OceanSplashScale
    • type: float
    • current: 1
    • help:
  • variable: r_OceanTexUpdate
    • type: int
    • current: 1
    • help:
  • variable: r_OptimisedLightSetup
    • type: int
    • current: 2
    • help:
  • variable: r_PolygonMode
    • type: int
    • current: 1
    • help:
  • variable: r_PostProcessEffects
    • type: int
    • current: 1
    • help: Enables post processing special effects.
    • Usage: r_PostProcessEffects [0/1/2]
    • Default is 1 (enabled). 2 enables and displays active effects
  • variable: r_PostProcessEffectsFilters
    • type: int
    • current: 1
    • help: Enables post processing special effects filters.
    • Usage: r_PostProcessEffectsFilters [0/1]
    • Default is 1 (enabled). 0 disabled
  • variable: r_PostProcessEffectsGameFx
    • type: int
    • current: 1
    • help: Enables post processing special effects game fx.
    • Usage: r_PostProcessEffectsGameFx [0/1]
    • Default is 1 (enabled). 0 disabled
  • variable: r_PostProcessEffectsParamsBlending
    • type: int
    • current: 1
    • help: Enables post processing effects parameters smooth blending
    • Usage: r_PostProcessEffectsParamsBlending [0/1]
    • Default is 1 (enabled).
  • variable: r_PostProcessEffectsReset
    • type: int
    • current: 0
    • help: Enables post processing special effects reset.
    • Usage: r_PostProcessEffectsReset [0/1]
    • Default is 0 (disabled). 1 enabled
  • variable: r_PostProcessProfileFillrate
    • type: int
    • current: 0
    • help: Enables profile fillrate.
    • Usage: r_PostProcessProfileFillrate [0/1]
    • Default is 0 (disabled). 1 enabled
  • variable: r_PrintMemoryLeaks
    • type: int
    • current: 0
    • help:
  • variable: r_ProfileDIPs
    • type: int
    • current: 1
    • help: 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
    • r_ProfileShaders needs to be activated to see the statistics
  • variable: r_ProfileShaders
    • type: int
    • current: 0
    • help: Enables display of render profiling information.
    • Usage: r_ProfileShaders [0/1]
    • Default is 0 (off). Set to 1 to display profiling of rendered shaders.
  • variable: r_ProfileShadersSmooth
    • type: int
    • current: 2
    • help: Enables display of render profiling information.
    • Usage: r_ProfileShaders [0/1]
    • Default is 0 (off). Set to 1 to display profiling of rendered shaders.
  • variable: r_Rain
    • type: int
    • current: 1
    • help: Enables rain rendering
    • Usage: r_Rain [0/1/2]
    • Default is 0 (disabled). 1 enables. 2 enables rain and rain fins
  • variable: r_RainMaxViewDist
    • type: float
    • current: 32
    • help: Sets rain max view distance
    • Usage: r_RainMaxViewDist
  • variable: r_RAM
    • type: int
    • current: 1
    • help: Toggles Realtime Ambient Maps
  • variable: r_RC_AutoInvoke
    • type: int
    • current: 0
    • help: 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)
  • variable: r_Reflections DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles reflections.
    • Usage: r_Reflections [0/1]
    • Default is 1 (reflects).
  • variable: r_ReflectionsOffset
    • type: float
    • current: 0
    • help:
  • variable: r_ReflectionsQuality DUMPTODISK
    • type: int
    • current: 3
    • help: Toggles reflections quality.
    • Usage: r_ReflectionsQuality [0/1/2/3]
    • Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
  • variable: r_refraction
    • type: int
    • current: 1
    • help: Enables refraction.
    • Usage: r_refraction [0/1]
    • Default is 1 (on). Set to 0 to disable.
  • variable: r_ReleaseAllResourcesOnExit
    • type: int
    • current: 0
    • help:
  • variable: r_ReloadShaders
    • type: int
    • current: 0
    • help: Reloads shaders.
    • Usage: r_ReloadShaders [0/1]
    • Default is 0. Set to 1 to reload shaders.
  • variable: r_Scissor
    • type: int
    • current: 1
    • help: Enables scissor test
  • variable: r_ShadersAlwaysUseColors
    • type: int
    • current: 1
    • help:
  • variable: r_ShadersAsyncCompiling
    • type: int
    • current: 1
    • help: 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
  • variable: r_ShadersAsyncMaxThreads DUMPTODISK
    • type: int
    • current: 1
    • help:
  • variable: r_ShadersCacheOptimiseLog
    • type: int
    • current: 0
    • help:
  • variable: r_ShadersDebug DUMPTODISK
    • type: int
    • current: 0
    • help: 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)
  • variable: r_ShadersDynamicBranching
    • type: int
    • current: 0
    • help:
  • variable: r_ShadersIgnoreIncludesChanging
    • type: int
    • current: 0
    • help:
  • variable: r_ShadersIntCompiler DUMPTODISK
    • type: int
    • current: 1
    • help:
  • variable: r_ShadersPreactivate DUMPTODISK
    • type: int
    • current: 0
    • help:
  • variable: r_ShadersPrecacheAllLights
    • type: int
    • current: 1
    • help:
  • variable: r_ShadersStaticBranching
    • type: int
    • current: 1
    • help:
  • variable: r_ShadersUserFolder
    • type: int
    • current: 1
    • help:
  • variable: r_ShadowBlur DUMPTODISK
    • type: int
    • current: 0
    • help: Selected shadow map screenspace blurring technique.
    • Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
  • variable: r_ShadowBluriness DUMPTODISK
    • type: float
    • current: 1
    • help: Select shadow map bluriness if r_ShadowBlur is activated.
    • Usage: r_ShadowBluriness [0.1 - 16]
  • variable: r_ShadowGen
    • type: int
    • current: 1
    • help: 0=disable shadow map updates, 1=enable shadow map updates
  • variable: r_ShadowGenGS DUMPTODISK
    • type: int
    • current: 0
    • help: Use geometry shader for shadow map generation (DX10 only, don’t change at runtime)
    • Usage: r_ShadowGenGS [0=off, 1=on]
  • variable: r_ShadowGenMode
    • type: int
    • current: 0
    • help: 0=Use Frustums Mask
    • 1=Regenerate all sides
    • Usage: r_ShadowGenMode [0/1]
  • variable: r_ShadowJittering
    • type: float
    • current: 0
    • help: Activate shadow map jittering.
    • Usage: r_ShadowJittering [0=off, 1=on]
  • variable: r_ShadowPass
    • type: int
    • current: 1
    • help: Process shadow pass
  • variable: r_ShadowsBias DUMPTODISK
    • type: float
    • current: 8e-005
    • help: Select shadow map bluriness if r_ShadowsBias is activated.
    • Usage: r_ShadowsBias [0.1 - 16]
  • variable: r_ShadowsDeferredMode
    • type: int
    • current: 1
    • help: 0=Quad light bounds
    • 1=Use light volumes
    • Usage: r_ShadowsDeferredMode [0/1]
  • variable: r_ShadowsDepthBoundNV
    • type: int
    • current: 0
    • help: 1=use NV Depth Bound extension
    • Usage: CV_r_ShadowsDepthBoundNV [0/1]
  • variable: r_ShadowsForwardPass
    • type: int
    • current: 1
    • help: 1=use Forward prepare depth maps pass
    • Usage: CV_r_ShadowsForwardPass [0/1]
  • variable: r_ShadowsGridAligned DUMPTODISK
    • type: int
    • current: 1
    • help: Selects algorithm to use for shadow mask generation:
    • 0 – Disable shadows snapping
    • 1 – Enable shadows snapping
  • variable: r_ShadowsMaskDownScale
    • type: int
    • current: 0
    • help: 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]
  • variable: r_ShadowsMaskResolution
    • type: int
    • current: 0
    • help: 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]
  • variable: r_ShadowsSlopeScaleBias DUMPTODISK
    • type: float
    • current: 1.8
    • help: Select shadow map bluriness if r_ShadowBlur is activated.
    • Usage: r_ShadowBluriness [0.1 - 16]
  • variable: r_ShadowsStencilPrePass
    • type: int
    • current: 1
    • help: 1=Use Stencil pre-pass for shadows
    • Usage: r_ShadowsStencilPrePass [0/1]
  • variable: r_ShadowTexFormat
    • type: int
    • current: 4
    • help:
    • 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]
  • variable: r_ShowDynTextureFilter
    • type: string
    • current: *
    • help: 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)
  • variable: r_ShowDynTextures
    • type: int
    • current: 0
    • help: 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
  • variable: r_ShowLight
    • type: string
    • current: 0
    • help: 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’.
  • variable: r_ShowLightBounds
    • type: int
    • current: 0
    • help: Display light bounds – for debug purpose
    • Usage: r_ShowLightBounds [0=off/1=on]
  • variable: r_ShowLines
    • type: int
    • current: 0
    • help: Toggles visibility of wireframe overlay.
    • Usage: r_ShowLines [0/1]Default is 0 (off).
  • variable: r_ShowLumHistogram
    • type: int
    • current: 0
    • help: 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).

  • variable: r_ShowNormals
    • type: int
    • current: 0
    • help: Toggles visibility of normal vectors.
    • Usage: r_ShowNormals [0/1]Default is 0 (off).
  • variable: r_ShowOnlyShader
    • type: string
    • current: 0
    • help: Render only the named shader, ignoring all others.
    • Usage: r_ShowOnlyShader ShaderName
  • variable: r_ShowRenderTarget
    • type: int
    • current: 0
    • help: 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
  • variable: r_ShowRenderTarget_FullScreen
    • type: int
    • current: 0
    • help:
  • variable: r_ShowTangents
    • type: int
    • current: 0
    • help: Toggles visibility of three tangent space vectors.
    • Usage: r_ShowTangents [0/1]
    • Default is 0 (off).
  • variable: r_ShowTexTimeGraph
    • type: int
    • current: 0
    • help: 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).

  • variable: r_ShowTimeGraph
    • type: int
    • current: 0
    • help: 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).
  • variable: r_ShowVideoMemoryStats
    • type: int
    • current: 0
    • help:
  • variable: r_SSAO
    • type: int
    • current: 0
    • help: Enable ambient occlusion
  • variable: r_SSAO_amount
    • type: float
    • current: 1
    • help: Controls how much SSAO affects ambient
  • variable: r_SSAO_blur
    • type: int
    • current: 4
    • help: SSAO mask blur
  • variable: r_SSAO_blurriness
    • type: float
    • current: 1
    • help: SSAO post-blur kernel size
  • variable: r_SSAO_darkening
    • type: float
    • current: 0.075
    • help: Controls how much SSAO darkens flat open surfaces
  • variable: r_SSAO_depth_range
    • type: float
    • current: 0.99999
    • help: Use depth test to avoid SSAO computations on sky, 0 = disabled
  • variable: r_SSAO_downscale_result_mask
    • type: int
    • current: 0
    • help: Downscale final mask
  • variable: r_SSAO_downscale_ztarget
    • type: int
    • current: 1
    • help: Use downscaled version of z-target
  • variable: r_SSAO_quality
    • type: int
    • current: 1
    • help: SSAO shader quality
  • variable: r_SSAO_radius
    • type: float
    • current: 1
    • help: Controls size of area tested
  • variable: r_Stats
    • type: int
    • current: 0
    • help: 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]
  • variable: r_StencilBits DUMPTODISK
    • type: int
    • current: 8
    • help:
  • variable: r_sunshafts
    • type: int
    • current: 0
    • help: Enables sun shafts.
    • Usage: r_sunshafts [0/1]
    • Default is 1 (on). Set to 0 to disable.
  • variable: r_TerrainAO
    • type: int
    • current: 7
    • help: 7=Activate terrain AO deferred passes
  • variable: r_TerrainAO_FadeDist
    • type: int
    • current: 8
    • help: Controls sky light fading in tree canopy in Z direction
  • variable: r_TexAtlasSize
    • type: int
    • current: 1024
    • help:
  • variable: r_TexBindMode
    • type: int
    • current: 0
    • help:
  • variable: r_TexBumpHeightmap
    • type: int
    • current: 0
    • help: 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
  • variable: r_TexBumpResolution DUMPTODISK
    • type: int
    • current: 0
    • help: Reduces texture resolution.
    • Usage: r_TexBumpResolution [0/1/2 etc]
    • When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  • variable: r_TexGrid
    • type: int
    • current: 0
    • help:
  • variable: r_TexHWMipsGeneration
    • type: int
    • current: 1
    • help:
  • variable: r_TexLMResolution DUMPTODISK
    • type: int
    • current: 0
    • help: Reduces texture resolution.
    • Usage: r_TexLMResolution [0/1/2 etc]
    • When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  • variable: r_TexLog
    • type: int
    • current: 0
    • help: 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
  • variable: r_TexMaxAnisotropy REQUIRE_LEVEL_RELOAD
    • type: int
    • current: 8
    • help:
  • variable: r_TexMaxSize
    • type: int
    • current: 0
    • help:
  • variable: r_TexMinSize
    • type: int
    • current: 64
    • help:
  • variable: r_TexNoAniso DUMPTODISK
    • type: int
    • current: 0
    • help:
  • variable: r_TexNoLoad
    • type: int
    • current: 0
    • help: Disables loading of textures.
    • Usage: r_TexNoLoad [0/1]
    • When 1 texture loading is disabled.
  • variable: r_TexNormalMapType REQUIRE_LEVEL_RELOAD
    • type: int
    • current: 1
    • help:
  • variable: r_TexPostponeLoading
    • type: int
    • current: 1
    • help:
  • variable: r_TexResolution DUMPTODISK
    • type: int
    • current: 0
    • help: Reduces texture resolution.
    • Usage: r_TexResolution [0/1/2 etc]
    • When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  • variable: r_TexSkyQuality
    • type: int
    • current: 0
    • help:
  • variable: r_TexSkyResolution DUMPTODISK
    • type: int
    • current: 0
    • help:
  • variable: r_Texture_Anisotropic_Level DUMPTODISK
    • type: int
    • current: 1
    • help:
  • variable: r_TextureCompressor DUMPTODISK
    • type: int
    • current: 1
    • help: Defines which texture compressor is used (fallback is DirectX)
    • Usage: r_TextureCompressor [0/1]
    • 0 uses nvDXT, 1 uses Squish if possible
  • variable: r_TextureLodDistanceRatio
    • type: float
    • current: -1
    • help: 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.
  • variable: r_TextureLodMaxLod
    • type: int
    • current: 1
    • help: 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
  • variable: r_TexturesFilteringQuality REQUIRE_LEVEL_RELOAD
    • type: int
    • current: 1
    • help: Configures texture filtering adjusting.
    • Usage: r_TexturesFilteringQuality [#]
    • where # represents:
    • 0: Highest quality
    • 1: Medium quality
    • 2: Low quality
  • variable: r_TexturesMipBiasing
    • type: int
    • current: 0
    • help: (null)
  • variable: r_TexturesStreaming REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: 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.
  • variable: r_TexturesStreamingMaxAsync
    • type: float
    • current: 0.25
    • help:
  • variable: r_TexturesStreamingNoUpload
    • type: int
    • current: 0
    • help:
  • variable: r_TexturesStreamingOnlyVideo
    • type: int
    • current: 0
    • help:
  • variable: r_TexturesStreamingSync
    • type: int
    • current: 0
    • help:
  • variable: r_TexturesStreamPoolSize
    • type: int
    • current: 128
    • help:
  • variable: r_UseAlphaBlend
    • type: int
    • current: 1
    • help: Toggles alpha blended objects.
    • Usage: r_UseAlphaBlend [0/1]
    • Default is 1 (on). Set to 0 to disable all alpha blended object.
  • variable: r_UseEdgeAA
    • type: int
    • current: 0
    • help: 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)
  • variable: r_UseGSParticles
    • type: int
    • current: 1
    • help: Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]
  • variable: r_UseHWSkinning
    • type: int
    • current: 1
    • help: Toggles HW skinning.
    • Usage: r_UseHWSkinning [0/1]
    • Default is 1 (on). Set to 0 to disable HW-skinning.
  • variable: r_UseMaterialLayers
    • type: int
    • current: 2
    • help: 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).
  • variable: r_UseParticlesGlow
    • type: int
    • current: 1
    • help: Enables glow particles.
    • Usage: CV_r_useparticles_glow [0/1]
  • variable: r_UseParticlesRefraction
    • type: int
    • current: 1
    • help: Enables refractive particles.
    • Usage: r_UseParticlesRefraction [0/1]
  • variable: r_UsePOM
    • type: int
    • current: 0
    • help: Enables Parallax Occlusion Mapping.
    • Usage: r_UsePOM [0/1]
  • variable: r_UseShadowsPool
    • type: int
    • current: 0
    • help: 0=Disable
    • 1=Enable
    • Usage: r_UseShadowsPool[0/1]
  • variable: r_UseSoftParticles
    • type: int
    • current: 0
    • help: Enables soft particles.
    • Usage: r_UseSoftParticles [0/1]
  • variable: r_UseZPass
    • type: int
    • current: 1
    • help: Toggles Z pass optimizations.
    • Usage: r_UseZPass [0/1]
    • Default is 1 (on). Set to 0 to disable Z-pass.
  • variable: r_ValidateDraw
    • type: int
    • current: 0
    • help: 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
  • variable: r_VarianceShadowMapBlurAmount DUMPTODISK
    • type: float
    • current: 1
    • help: Activate shadow map blur.
    • Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
  • variable: r_VegetationSpritesAlphaBlend
    • type: int
    • current: 0
    • help:
  • variable: r_VegetationSpritesGenAlways
    • type: int
    • current: 0
    • help:
  • variable: r_VegetationSpritesNoBend
    • type: int
    • current: 2
    • help:
  • variable: r_VegetationSpritesNoGen
    • type: int
    • current: 0
    • help:
  • variable: r_VegetationSpritesTexRes
    • type: int
    • current: 64
    • help:
  • variable: r_VSync DUMPTODISK, RESTRICTEDMODE
    • type: int
    • current: 0
    • help: Toggles vertical sync.
    • Usage: r_VSync [0/1]
  • variable: r_WaterCaustics
    • type: int
    • current: 0
    • help: Toggles under water caustics.
    • Usage: r_WaterCaustics [0/1]
    • Default is 1 (enabled).
  • variable: r_WaterGodRays
    • type: int
    • current: 1
    • help: Enables under water god rays.
    • Usage: r_WaterGodRays [0/1]
    • Default is 1 (enabled).
  • variable: r_WaterReflections DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles water reflections.
    • Usage: r_WaterReflections [0/1]
    • Default is 1 (water reflects).
  • variable: r_WaterReflectionsMinVisiblePixelsUpdate DUMPTODISK
    • type: float
    • current: 0.05
    • help: Activates water reflections if visible pixels above a certain threshold.
  • variable: r_WaterReflectionsMinVisUpdateDistanceMul DUMPTODISK
    • type: float
    • current: 10
    • help: Activates update distance multiplier when water mostly occluded.
  • variable: r_WaterReflectionsMinVisUpdateFactorMul DUMPTODISK
    • type: float
    • current: 20
    • help: Activates update factor multiplier when water mostly occluded.
  • variable: r_WaterReflectionsQuality DUMPTODISK
    • type: int
    • current: 0
    • help: 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)
  • variable: r_WaterReflectionsUseMinOffset DUMPTODISK
    • type: int
    • current: 1
    • help: Activates water reflections use min distance offset.
  • variable: r_WaterRefractions
    • type: int
    • current: 0
    • help: Toggles water refractions.
    • Usage: r_WaterRefractions [0/1]
    • Default is 1 (water refracts).
  • variable: r_WaterUpdateDistance
    • type: float
    • current: 0.2
    • help:
  • variable: r_WaterUpdateFactor DUMPTODISK
    • type: float
    • current: 0.5
    • help: Distance factor for water reflected texture updating.
    • Usage: r_WaterUpdateFactor 0.01
    • Default is 0.01. 0 means update every frame
  • variable: r_Width DUMPTODISK
    • type: int
    • current: 1152
    • help: Sets the display width, in pixels. Default is 1024.
    • Usage: r_Width [800/1024/..]
  • variable: r_ZFightingDepthScale
    • type: float
    • current: 0.995
    • help: Controls anti z-fighting measures in shaders (scaling homogeneous z).
  • variable: r_ZFightingExtrude
    • type: float
    • current: 0.001
    • help: Controls anti z-fighting measures in shaders (extrusion along normal in world units).
  • variable: r_ZPassOnly
    • type: int
    • current: 0
    • help:
  • variable: s_ADPCMDecoders REQUIRE_APP_RESTART
    • type: int
    • current: 32
    • help: Sets maximum number of ADPCM Decoder.
    • Usage: s_ADPCMDecoders 32
    • Default is 32.
  • variable: s_CacheSize
    • type: int
    • current: 50
    • help: Sets the size of the sound memory cache in MB.
    • Usage: s_CacheSize [0..]
    • Default is 80.
  • variable: s_CompressedDialog
    • type: int
    • current: 1
    • help: toggles if dialog data are stored compressed in memory.
    • Usage: s_CompressedDialog [0/1]
    • Default is 1 (on).
  • variable: s_DebugMusic DUMPTODISK
    • type: int
    • current: 0
    • help: Changes music-debugging verbosity level.
    • Usage: s_DebugMusic [0/4]
    • Default is 0 (off). Set to 1 (up to 4) to debug music.
  • variable: s_DebugSound
    • type: int
    • current: 0
    • help: Toggles sound debugging mode.
    • Usage: s_DebugSound [0/4]
    • 0: Disables debugging.
    • 1: Enables sound debugging.
    • 4: Enables AudioDevice debugging.
    • 5: Enables more AudioDevice debugging.
    • 6: Enables AudioDevice command logging to SoundCommands.xml
  • Default is 0 (off).
  • variable: s_DialogVolume DUMPTODISK
    • type: float
    • current: 1
    • help: Sets the volume of all dialog sounds.
    • Usage: s_DialogVolume 0.5
    • Default is 1, which is full volume.
  • variable: s_Doppler DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles Doppler effect on and off.
    • Usage: s_Doppler [0/1]
    • Default is 1 (on).
  • variable: s_DopplerScale DUMPTODISK
    • type: float
    • current: 1
    • help: Sets the strength of the Doppler effect.
    • Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.
  • variable: s_DrawObstruction
    • type: int
    • current: 0
    • help: Toggles drawing of a blue radius around the sound’s position and rays casted to test obstruction.
    • Usage: s_DrawObstruction [0/1]
    • Default is 0 (off).
    • 1: Draws the ball and casts rays to show the obstruction tests.
  • variable: s_DrawSounds
    • type: int
    • current: 0
    • help: Toggles drawing of a small red ball at the sound’s position and additional information.
    • Usage: s_DrawSounds [0..4]
    • Default is 0 (off).
    • 1: Draws the ball, filename and the current volume of the used channel for all active sounds.
    • 2: Draws the ball, used channel, static volume, current volume, SoundID of the used channel for all active sounds.
    • 3: Draws the ball, all information for all active sounds.
    • 4: Draws the ball, and information for all sounds (also unactive).
  • variable: s_DummySound DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Toggles dummy(NULL) sound system.
  • variable: s_DumpEventStructure
    • type: int
    • current: 0
    • help: Toggles to save a file of event structure.
    • Default is 0 (off).
    • 1: dumps event structure to eventstructure.txt.
    • Usage: s_DumpEventStructure [0/1].
  • variable: s_ErrorSound
    • type: int
    • current: 1
    • help: Toggles error sound playback.
    • Usage: s_ErrorSound [0/1]
    • Default is 1 (on).
  • variable: s_FormatResampler REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help: Toggles internal resampling method.
    • Usage: s_FormatResampler [0..3]
    • 0: none
    • 1: linear
    • 2: cubic
    • 3: spline
  • Default is 1 (linear).
  • variable: s_FormatSampleRate REQUIRE_APP_RESTART
    • type: int
    • current: 44100
    • help: Sets the output sample rate.
    • Usage: s_FormatSampleRate 44100
    • Default is 48000. Sets the rate, in samples per second, at which the output of the sound system is played.
  • variable: s_FormatType REQUIRE_APP_RESTART
    • type: int
    • current: 2
    • help: Sets the format data type.
    • Usage: s_FormatType [0..5]
    • 0: none
    • 1: PCM 8bit
    • 2: PCM 16bit
    • 3: PCM 24bit
    • 4: PCM 32bit
    • 5: PCM 32bit float
  • Default is 2 (PCM 16bit).
  • variable: s_GameDialogVolume
    • type: float
    • current: 1
    • help: Controls the dialog volume for game use.
    • Usage: s_GameDialogVolume 0.5
    • Default is 1, which is full volume.
  • variable: s_GameMusicVolume
    • type: float
    • current: 1
    • help: Controls the music volume for game use.
    • Usage: s_GameMusicVolume 0.2
    • Default is 1.0
  • variable: s_GameSFXVolume
    • type: float
    • current: 1
    • help: Controls the sfx volume for game use.
    • Usage: s_GameSFXVolume 0.5
    • Default is 1, which is full volume.
  • variable: s_HRTF_DSP REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Toggles extra lowpass filter for enhanced HRTF.
    • Usage: s_HRTF_DSP [0/1]
    • Default is 0 (on).
  • variable: s_InactiveSoundIterationTimeout DUMPTODISK
    • type: float
    • current: 1
    • help: This variable is for internal use only.
  • variable: s_LanguagesConversion
    • type: int
    • current: 1
    • help: Controls conversion of legacy event name to direct wav files (only for languages).
    • Usage: s_LanguagesConversion [0/1]
    • Default is 0 (off).
  • variable: s_LoadNonBlocking
    • type: int
    • current: 1
    • help: Toggles loading data non-blocking.
    • Usage: s_LoadNonBlocking [0/1]
    • Default is 1.
  • variable: s_MaxActiveSounds DUMPTODISK
    • type: int
    • current: 100
    • help: Sets the maximum number of active sounds.
  • variable: s_MaxChannels DUMPTODISK
    • type: int
    • current: 64
    • help: Sets the maximum number of sound channels.
    • Default is 64.
  • variable: s_MaxHWChannels DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Sets the maximum number of sound hardware channels used./nSo even if you have 256 channels only max of them will be used.
    • Default is 0.
  • variable: s_MinHWChannels DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Sets the minimum number of sound hardware channels used.
    • Usage: s_MinHWChannels 16
    • Default value is 0. This is the number of hardware channels used to play back game sound. If the hardware does not have the required channels, the system will use software mixing, resulting in reduced performance (no eax). 0 forces software mixing.
  • variable: s_MinRepeatSoundTimeout DUMPTODISK
    • type: float
    • current: 200
    • help: Prevents playback of a sound within time range in MS.
    • Usage: s_MinRepeatSoundTimeout [0..]
    • Default is 200.0.
  • variable: s_MPEGCompression DUMPTODISK
    • type: int
    • current: 2
    • help: Toggles if MP2, MP3 or WAV should be played back.
    • Default is 2 (MP2).
    • 0: Prefers WAV
    • 1: Unused
    • 2: Prefers MP2
    • 3: Prefers MP3
  • variable: s_MPEGDecoders REQUIRE_APP_RESTART
    • type: int
    • current: 16
    • help: Sets maximum number of MPEG Decoder.
    • Usage: s_MPEGDecoders 16
    • Default is 32.
  • variable: s_MusicEnable DUMPTODISK
    • type: int
    • current: 1
    • help: enable/disable music
  • variable: s_MusicMaxPatterns DUMPTODISK
    • type: int
    • current: 12
    • help: Max simultaniously playing music patterns.
  • variable: s_MusicSpeakerBackVolume DUMPTODISK
    • type: float
    • current: 0
    • help: Sets the volume of the back speakers.
    • Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.
  • variable: s_MusicSpeakerCenterVolume DUMPTODISK
    • type: float
    • current: 0
    • help: Sets the volume of the center speakers (front and back).
    • Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.
  • variable: s_MusicSpeakerFrontVolume DUMPTODISK
    • type: float
    • current: 1
    • help: Sets the volume of the front speakers.
    • Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.
  • variable: s_MusicSpeakerLFEVolume DUMPTODISK
    • type: float
    • current: 0.5
    • help: Sets the volume of the LFE speaker.
    • Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.
  • variable: s_MusicSpeakerSideVolume DUMPTODISK
    • type: float
    • current: 0.5
    • help: Sets the volume of the side speakers.
    • Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.
  • variable: s_MusicStreamedData DUMPTODISK
    • type: int
    • current: 1
    • help: Data used for streaming music data.
    • 0 – (AD)PCM
    • 1 – OGG
  • variable: s_MusicVolume DUMPTODISK
    • type: float
    • current: 0.6
    • help: Sets the music volume from 0 to 1 in the games option.
    • Usage: s_MusicVolume 0.2
    • Default is 0.5
  • variable: s_NetworkAudition REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Toggles network audition (opens port/needs restart).
    • Usage: s_NetworkAudition [0/1]
    • Default is 0 (off).
  • variable: s_Obstruction REQUIRE_APP_RESTART
    • type: int
    • current: 2
    • help: Toggles sound obstruction effect.
    • Usage: s_Obstruction [0..2]
    • 0: off
    • 1: DSP based obstruction
    • 2: volume based obstruction
  • Default is 1 (DSP).
  • variable: s_ObstructionAccuracy
    • type: int
    • current: 0
    • help: Toggles maximum obstruction effect.
    • Usage: s_ObstructionAccuracy [1..5]
    • 1: test Direct
    • 2: also test left side
    • 3: also test right side
    • 4: also test up
    • 5: also test down
  • Default is 1 (for now)
  • variable: s_ObstructionMaxPierecability
    • type: float
    • current: 100
    • help: Normalizes accumulated pierecability value for obstruction.
    • Usage: s_ObstructionMaxPierecability [0..]
    • 0: none
    • 100: a sound that is obstructed by accumulated material pierecability of 50 gets half obstruction
  • Default is 100
  • variable: s_ObstructionMaxRadius
    • type: float
    • current: 500
    • help: Controls how much loud sounds are affected by obstruction.
    • Usage: s_ObstructionMaxRadius [0..]
    • 0: none
    • 500: a sound with a radius of 500m is not affected by obstruction
  • Default is 500m
  • variable: s_ObstructionMaxValue
    • type: float
    • current: 0.95
    • help: Toggles maximum obstruction effect.
    • Usage: s_ObstructionMaxValue [0..1.0f]
    • 0: off
    • 1.0f: total maximum obstruction
  • Default is 0.85f.
  • variable: s_ObstructionUpdate
    • type: float
    • current: 1
    • help: Controls how fast obstruction is re-evaluated in seconds.
    • Usage: s_ObstructionUpdate [0..]
    • 0: every frame
    • 0.5: every half seconds
  • Default is 0.5 (for now)
  • variable: s_ObstructionVisArea
    • type: float
    • current: 0.15
    • help: Controls the effect of additional obstruction per VisArea/portal step.
    • Usage: s_ObstructionVisArea [0..1]
    • 0: none
    • 0.15: obstruction per step
  • Default is 0.15
  • variable: s_OutputConfig DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Sets up the preferred output configuration.
    • Usage: s_OutputConfig #
    • where # is a number between 0 and 3 representing
    • 0: AutoDetect
    • 1: DirectSound
    • 2: WAV-Writer
    • 3: WAV-Writer-NRT
  • Default is 0 (DirectSound).
  • variable: s_PlaybackFilter
    • type: int
    • current: 0
    • help: Toggles filter to select certain sounds to be played only.
    • Default is 0 (off).
    • 1 : Only Voice Sounds
    • 2 : No Voice Sounds
    • +a : Ambience
    • +b : Ambience Oneshots
    • +c : Collisions
    • +d : Dialog
    • +e : MP Chat
    • +f : Footsteps
    • +g : General Physics
    • +h : HUD
    • +i : Unused
    • +j : FlowGraph
    • +k : Unused
    • +l : Living Entity
    • +m : Mechanic Entity
    • +n : NanoSuit
    • +o : SoundSpot
    • +p : Particles
    • +q : AI Pain/Death
    • +r : AI Readability
    • +s : AI Readability Response
    • +t : TrackView
    • +u : Projectile
    • +v : Vehicle
    • +w : Weapon
    • +x : Explosion
    • +y : Player Foley
    • +z : Animation
  • Usage: s_PlaybackFilter [1,2,a..z].
  • variable: s_PrecacheData
    • type: int
    • current: 1
    • help: Toggles precaching of static sounds on level loading.
    • Usage: s_PrecacheData [0/1]
    • Default is 1 (on for E3).
  • variable: s_PriorityThreshold
    • type: int
    • current: 45
    • help: Controls rejection of sounds lower(higher) than this priority if 80% of voices are used.
    • Usage: s_PriorityThreshold [0..128]
    • Default is 45, value of 0 disables priority rejection.
  • variable: s_Profiling
    • type: int
    • current: 0
    • help: Toggles profiling of some sound calls.
    • Usage: s_Profiling [0/1]
    • Default is 0 (off).
  • variable: s_ReverbInstances
    • type: int
    • current: 1
    • help: Number of reverb instances.
    • Usage: s_ReverbInstances [1]
    • Default is 1
    • 1: One reverb instance is created. (multiple reverb in development)
  • variable: s_ReverbType
    • type: int
    • current: 0
    • help: Toggles type of reverb effect.
    • Usage: s_ReverbType [0..6]
    • Default is 2 (software).
    • 0: Disables reverb completely.
    • 1: Enables HW I3DL2 reverb (EAX).
    • 2: Enables SW I3DL2 reverb.
    • 3: Enables DSP based FreeVerb Reverb.
    • 4: Enables DSP based VST plugin: Classic Reverb.
    • 5: Enables DSP based Princeton2016 (disabled).
    • 6: Enables DSP based RoomMachine844.
  • variable: s_SFXVolume DUMPTODISK
    • type: float
    • current: 1
    • help: Sets the percentile volume of the sound effects.
    • Usage: s_SFXVolume 0.5
    • Default is 1, which is full volume.
  • variable: s_SoftwareChannels DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 256
    • help: Sets the maximum number of software sound channels.
    • Default is 256.
  • variable: s_SoundEnable DUMPTODISK
    • type: int
    • current: 1
    • help: Toggles sound on and off.
    • Usage: s_SoundEnable [0/1]
    • Default is 1 (on). Set to 0 to disable sound.
  • variable: s_SoundInfo
    • type: int
    • current: 0
    • help: Toggles onscreen sound statistics.
    • Usage: s_SoundInfo [0..9]
    • 1: simple list of playing sounds.
    • 2: extended list of registered sounds.
    • 3: list of lost sounds.
    • 4: simple list of playing sounds.
    • 5: list of soundbuffers.
    • 6: simple list of playing sounds.
    • 8: displays music information.
    • 9: displays sound moods.
  • Default is 0 (off).
  • variable: s_SoundMoods
    • type: int
    • current: 1
    • help: Controls using sound moods for mixing.
    • Usage: s_SoundMoods [0/1]
    • Default is 1 (on).
  • variable: s_SoundMoodsDSP
    • type: int
    • current: 0
    • help: enables DSP effects being used in soundmoods.
    • Usage: s_SoundMoodsDSP [0/1]
    • Default is 1 (on).
  • variable: s_SpeakerConfig DUMPTODISK, REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Sets up the preferred speaker configuration.
    • Usage: s_SpeakerConfig #
    • where # is a number between 0 and 7 representing
    • 0: Control Panel Settings
    • 1: Mono
    • 2: Stereo
    • 3: Headphone
    • 4: 4Point1
    • 5: 5Point1
    • 6: Prologic
    • 7: 7Point1
  • Default is 0 (Control Panel Setting).
  • variable: s_StopSoundsImmediately
    • type: int
    • current: 0
    • help: Toggles to stop sounds without internal fadeout.
    • Default is 0 (off).
    • 0: Stops sound with fadeout.
    • 1: Stops sounds without fadeout.
  • Usage: s_StopSoundsImmediately [0/1].
  • variable: s_UnloadData
    • type: int
    • current: 1
    • help: Toggles unloading of sound data by the AssetManager.
    • Usage: s_UnloadData [0/1]
    • Default is 1 (on could be off for E3 machines).
  • variable: s_VariationLimiter REQUIRE_APP_RESTART
    • type: float
    • current: 0.3
    • help: Sets limiter to control sound variation.
    • Usage: s_VariationLimiter [0..1]
    • Default is 1.0.
  • variable: s_VisAreasPropagation DUMPTODISK
    • type: int
    • current: 5
    • help: Sets the vis area propagation number.
    • Usage: s_VisAreasPropagation 5
    • Default is 5. This number defines how far sound will propagate, in vis areas from the player’s position. A value of 1 means the sound is only heard in the current vis area, while 3 means sound is heard in adjacent areas which are connected by one portal.
  • variable: s_Vol0TurnsVirtual REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help: Toggles if sounds with zero volume force to go virtual.
    • Usage: s_Vol0TurnsVirtual [0/1]
    • Default is 1 (on).
  • variable: s_XMADecoders REQUIRE_APP_RESTART
    • type: int
    • current: 0
    • help: Sets maximum number of XMA Decoder.
    • Usage: s_XMADecoders 32
    • Default is 0.
  • variable: sv_AISystem REQUIRE_APP_RESTART
    • type: int
    • current: 1
    • help: Load and use the AI system on the server
  • variable: sv_autoconfigurl
    • type: string
    • current:
    • help: Automatically download configuration data from a URL
  • variable: sv_bandwidth
    • type: int
    • current: 50000
    • help: Bit rate on server
  • variable: sv_bind REQUIRE_LEVEL_RELOAD
    • type: string
    • current: 0.0.0.0
    • help: Bind the server to a specific IP address
  • variable: sv_cheatprotection
    • type: int
    • current: 1
    • help:
  • variable: sv_DedicatedCPUPercent
    • type: float
    • current: 0
    • help: 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).
  • variable: sv_DedicatedCPUVariance
    • type: float
    • current: 10
    • help: 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.
  • variable: sv_DedicatedMaxRate
    • type: float
    • current: 30
    • help: Sets the maximum update rate when running as a dedicated server.
    • Usage: sv_DedicatedMaxRate [5..500]
    • Default is 50.
  • variable: sv_gamerules
    • type: string
    • current: SinglePlayer
    • help: The game rules that the server should use
  • variable: sv_gs_report
    • type: int
    • current: 1
    • help: Enable Gamespy server reporting, this is necessary for NAT negotiation
  • variable: sv_gs_trackstats
    • type: int
    • current: 1
    • help: Enable Gamespy stats tracking
  • variable: sv_input_timeout
    • type: int
    • current: 0
    • help: Experimental timeout in ms to stop interpolating client inputs since last update.
  • variable: sv_lanonly DUMPTODISK
    • type: int
    • current: 0
    • help: Set for LAN games
  • variable: sv_levelrotation
    • type: string
    • current: levelrotation
    • help: Sequence of levels to load after each game ends
  • variable: sv_map
    • type: string
    • current: ps_port
    • help: The map the server should load
  • variable: sv_maxmemoryusage
    • type: int
    • current: 0
    • help: Maximum memory a dedicated server is allowed to use
  • variable: sv_maxplayers DUMPTODISK
    • type: int
    • current: 32
    • help: Maximum number of players allowed to join server.
  • variable: sv_maxspectators DUMPTODISK
    • type: int
    • current: 32
    • help: Maximum number of players allowed to be spectators during the game.
  • variable: sv_pacifist
    • type: int
    • current: 0
    • help: Pacifist mode (only works on dedicated server)
  • variable: sv_packetRate
    • type: int
    • current: 30
    • help: Packet rate on server
  • variable: sv_password DUMPTODISK
    • type: string
    • current:
    • help: Server password
  • variable: sv_port DUMPTODISK
    • type: int
    • current: 64087
    • help: Server address
  • variable: sv_ranked
    • type: int
    • current: 0
    • help: Enable statistics report, for official servers only.
  • variable: sv_requireinputdevice DUMPTODISK, REQUIRE_LEVEL_RELOAD
    • type: string
    • current: dontcare
    • help: Which input devices to require at connection (dontcare, none, gamepad, keyboard)
  • variable: sv_servername DUMPTODISK
    • type: string
    • current:
    • help: Server name will be displayed in server list. If empty, machine name will be used.
  • variable: sv_timeofdayenable DUMPTODISK
    • type: int
    • current: 1
    • help: Enables time of day simulation.
  • variable: sv_timeofdaylength DUMPTODISK
    • type: float
    • current: 1
    • help: Sets time of day changing speed.
  • variable: sv_timeofdaystart DUMPTODISK
    • type: float
    • current: 12
    • help: Sets time of day start time.
  • variable: sv_timeout_disconnect
    • type: int
    • current: 0
    • help: Timeout for fully disconnecting timeout connections
  • variable: sv_voice_enable_groups
    • type: int
    • current: 1
    • help:
  • variable: sv_voicecodec REQUIRE_LEVEL_RELOAD
    • type: string
    • current: speex
    • help:
  • variable: sv_voting_cooldown
    • type: int
    • current: 180
    • help: Voting cooldown
  • variable: sv_voting_ratio
    • type: float
    • current: 0.51
    • help: Part of player’s votes needed for successful vote.
  • variable: sv_voting_team_ratio
    • type: float
    • current: 0.67
    • help: Part of team member’s votes needed for successful vote.
  • variable: sv_voting_timeout
    • type: int
    • current: 60
    • help: Voting timeout
  • variable: sys_affinity
    • type: int
    • current: 0
    • help:
  • variable: sys_AI
    • type: int
    • current: 1
    • help: Enables AI Update
  • variable: sys_budget_frametime DUMPTODISK
    • type: float
    • current: 50
    • help: Sets the upper limit for frame time (in ms) when monitoring budget.
  • variable: sys_budget_numdrawcalls DUMPTODISK
    • type: int
    • current: 2000
    • help: Sets the upper limit for number of draw calls per frame.
  • variable: sys_budget_soundchannels DUMPTODISK
    • type: int
    • current: 64
    • help: Sets the upper limit for sound channels playing when monitoring budget.
  • variable: sys_budget_soundmem DUMPTODISK
    • type: int
    • current: 128
    • help: Sets the upper limit for sound memory (in MB) when monitoring budget.
  • variable: sys_budget_sysmem DUMPTODISK
    • type: int
    • current: 512
    • help: Sets the upper limit for system memory (in MB) when monitoring budget.
  • variable: sys_budget_videomem DUMPTODISK
    • type: int
    • current: 256
    • help: Sets the upper limit for video memory (in MB) when monitoring budget.
  • variable: sys_crashtest
    • type: int
    • current: 0
    • help:
  • variable: sys_DeactivateConsole
    • type: int
    • current: 0
    • help: 0: normal console behavior
    • 1: hide the console
  • variable: sys_EarlyMovieUpdate
    • type: int
    • current: 0
    • help: 0 needed for game, 1 better for having artifact free movie playback
    • Usage: sys_EarlyMovieUpdate [0/1]
    • Default is 0
  • variable: sys_enable_budgetmonitoring
    • type: int
    • current: 0
    • help: 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.
  • variable: sys_entities
    • type: int
    • current: 1
    • help: Enables Entities Update
  • variable: sys_firstlaunch
    • type: int
    • current: 0
    • help: Indicates that the game was run for the first time.
  • variable: sys_flash
    • type: int
    • current: 1
    • help: Enables/disables execution of flash files.
  • variable: sys_flash_curve_tess_error
    • type: float
    • current: 4
    • help: Controls curve tessellation. Larger values result in coarser, more angular curves.
  • variable: sys_flash_debugdraw
    • type: int
    • current: 0
    • help: Enables/disables debug drawing of flash files.
  • variable: sys_flash_debuglog
    • type: int
    • current: 0
    • help:
  • variable: sys_flash_edgeaa
    • type: int
    • current: 1
    • help: Enables/disables edge anti-aliased rendering of flash files.
  • variable: sys_flash_info
    • type: int
    • current: 0
    • help: Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).
  • variable: sys_flash_info_histo_scale
    • type: float
    • current: 1
    • help: Defines scaling of function histogram inside the flash profiler.
  • variable: sys_flash_info_peak_exclude
    • type: string
    • current:
    • help: Comma separated list of flash functions to excluded from peak history.
  • variable: sys_flash_info_peak_tolerance
    • type: float
    • current: 5
    • help: Defines tolerance value for peaks (in ms) inside the flash profiler.
  • variable: sys_flash_log_options
    • type: int
    • current: 0
    • help: 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
  • variable: sys_flash_newstencilclear
    • type: int
    • current: 0
    • help:
  • variable: sys_flash_warning_level
    • type: int
    • current: 1
    • help: Sets verbosity level for CryEngine related warnings…
    • 0) Omit warning
    • 1) Log warning
    • 2) Log warning and display message box
  • variable: sys_float_exceptions
    • type: int
    • current: 0
    • help: Use or not use floating point exceptions.
  • variable: sys_logallocations DUMPTODISK
    • type: int
    • current: 0
    • help: Save allocation call stack
  • variable: sys_LowSpecPak
    • type: int
    • current: 1
    • help: 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
  • variable: sys_max_step
    • type: float
    • current: 0.05
    • help: Specifies the maximum physics step in a separate thread
  • variable: sys_memory_debug
    • type: int
    • current: 0
    • help: Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off
  • variable: sys_min_step
    • type: float
    • current: 0.01
    • help: Specifies the minimum physics step in a separate thread
  • variable: sys_no_crash_dialog
    • type: int
    • current: 1
    • help:
  • variable: sys_noupdate
    • type: int
    • current: 0
    • help: Toggles updating of system with sys_script_debugger.
    • Usage: sys_noupdate [0/1]
    • Default is 0 (system updates during debug).
  • variable: sys_PakLogMissingFiles
    • type: int
    • current: 0
    • help: 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
  • variable: sys_PakPriority READONLY
    • type: int
    • current: 1
    • help: If set to 1, tells CryPak to try to open the file in pak first, then go to file system
  • variable: sys_PakReadSlice
    • type: int
    • current: 0
    • help: If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels
  • variable: sys_physics
    • type: int
    • current: 1
    • help: Enables Physics Update
  • variable: sys_physics_CPU
    • type: int
    • current: 1
    • help: Specifies the physical CPU index physics will run on
  • variable: sys_preload
    • type: int
    • current: 0
    • help: Preload Game Resources
  • variable: sys_root READONLY
    • type: string
    • current:
    • help:
  • variable: sys_SaveCVars
    • type: int
    • current: 0
    • help: 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
  • variable: sys_spec
    • type: int
    • current: 0
    • help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)
  • variable: sys_spec_Full
    • type: int
    • current: 4
    • help: 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
  • variable: sys_spec_GameEffects
    • type: int
    • current: 1
    • help: 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
  • variable: sys_spec_ObjectDetail
    • type: int
    • current: 2
    • help: 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
  • variable: sys_spec_Particles
    • type: int
    • current: 1
    • help: 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
  • variable: sys_spec_Physics
    • type: int
    • current: 2
    • help: 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
  • variable: sys_spec_PostProcessing
    • type: int
    • current: 1
    • help: 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
  • variable: sys_spec_Quality
    • type: int
    • current: 2
    • help: 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
  • variable: sys_spec_Shading
    • type: int
    • current: 2
    • help: 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
  • variable: sys_spec_Shadows
    • type: int
    • current: 1
    • help: 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
  • variable: sys_spec_Sound
    • type: int
    • current: 1
    • help: 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
  • variable: sys_spec_Texture
    • type: int
    • current: 2
    • help: 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
  • variable: sys_spec_VolumetricEffects
    • type: int
    • current: 1
    • help: 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
  • variable: sys_spec_Water
    • type: int
    • current: 1
    • help: 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
  • variable: sys_SSInfo
    • type: int
    • current: 0
    • help: Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
    • Default is 0 (off).
  • variable: sys_StreamCallbackTimeBudget
    • type: int
    • current: 50000
    • help: 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.
  • variable: sys_streaming_sleep
    • type: int
    • current: 0
    • help:
  • variable: sys_trackview
    • type: int
    • current: 1
    • help: Enables TrackView Update
  • variable: sys_vtune
    • type: int
    • current: 0
    • help:
  • variable: sys_warnings
    • type: int
    • current: 0
    • help: Toggles printing system warnings.
    • Usage: sys_warnings [0/1]
    • Default is 0 (off).
  • variable: sys_WER
    • type: int
    • current: 1
    • help: Enables Windows Error Reporting
  • variable: time_scale
    • type: float
    • current: 1
    • help: Game time scaled by this – for variable slow motion
  • variable: tracer_max_count
    • type: int
    • current: 32
    • help: Max number of active tracers.
  • variable: tracer_max_distance
    • type: float
    • current: 50
    • help: Distance at which to stop scaling/lengthening tracers.
  • variable: tracer_max_scale
    • type: float
    • current: 5
    • help: Scale at max distance.
  • variable: tracer_min_distance
    • type: float
    • current: 4
    • help: Distance at which to start scaling/lengthening tracers.
  • variable: tracer_min_scale
    • type: float
    • current: 0.5
    • help: Scale at min distance.
  • variable: tracer_player_radiusSqr
    • type: float
    • current: 400
    • help: Sqr Distance around player at which to start decelerate/acelerate tracer speed.
  • variable: v_altitudeLimit
    • type: float
    • current: 600
    • help: Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.
  • variable: v_altitudeLimitLowerOffset
    • type: float
    • current: 0.1
    • help: Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.
  • variable: v_autoDisable
    • type: int
    • current: 1
    • help: Enables/disables vehicle autodisabling
  • variable: v_damage
    • type: int
    • current: 1
    • help: Enables/disables vehicle damage processing
  • variable: v_debugCollisionDamage
    • type: int
    • current: 0
    • help: Enable debug output for vehicle collisions
  • variable: v_debugdraw DUMPTODISK
    • type: int
    • current: 0
    • help: 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
  • variable: v_debugMountedWeapon
    • type: int
    • current: 0
    • help: Enable/disable vehicle mounted weapon camera debug draw
  • variable: v_debugSounds
    • type: int
    • current: 0
    • help: Enable/disable vehicle sound debug drawing
  • variable: v_debugVehicle
    • type: string
    • current:
    • help: Vehicle entity name to use for debugging output
  • variable: v_debugView DUMPTODISK
    • type: int
    • current: 0
    • help: Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class
  • variable: v_deformable
    • type: int
    • current: 0
    • help: Enables/disables DeformMorph calls on vehicle parts
  • variable: v_disable_hull
    • type: int
    • current: 0
    • help: Disable hull proxies
  • variable: v_draw_components DUMPTODISK
    • type: int
    • current: 0
    • help: Enables/disables display of components and their damage count
  • variable: v_draw_helpers
    • type: int
    • current: 0
    • help: Enables/disables display of vehicle helpers
  • variable: v_draw_passengers
    • type: int
    • current: 0
    • help: draw passenger TMs set by VehicleSeat
  • variable: v_draw_seats
    • type: int
    • current: 0
    • help: Enables/disables display of seat positions
  • variable: v_draw_slip DUMPTODISK
    • type: int
    • current: 0
    • help: Draw wheel slip status
  • variable: v_draw_suspension DUMPTODISK
    • type: int
    • current: 0
    • help: Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled
  • variable: v_draw_tm
    • type: int
    • current: 0
    • help: Enables/disables drawing of local part matrices
  • variable: v_driverControlledMountedGuns
    • type: int
    • current: 1
    • help: Specifies if the driver can control the vehicles mounted gun when driving without gunner.
  • variable: v_dumpFriction
    • type: int
    • current: 0
    • help: Dump vehicle friction status
  • variable: v_enable_lumberjacks
    • type: int
    • current: 0
    • help: Enable/disable physicalization of lumberjack parts
  • variable: v_enterDirRadius
    • type: float
    • current: 7
    • help: Maximum direction radius tolerated to enter with transition animation (AI only)
  • variable: v_goliathMode
    • type: int
    • current: 0
    • help: Makes all vehicles invincible
  • variable: v_help_tank_steering
    • type: int
    • current: 0
    • help: Enable tank steering help for AI
  • variable: v_independentMountedGuns
    • type: int
    • current: 1
    • help: Whether mounted gunners operate their turret independently from the parent vehicle
  • variable: v_invertPitchControl DUMPTODISK
    • type: int
    • current: 0
    • help: Invert the pitch control for driving some vehicles, including the helicopter and the vtol
  • variable: v_lights
    • type: int
    • current: 2
    • help: Controls vehicle lights. 0: disable all lights, 1: disable all dynamic lights, 2: enable dynamic lights only for local player, 3: enable all lights
  • variable: v_lights_enable_always
    • type: int
    • current: 0
    • help: Vehicle lights are always on (debugging)
  • variable: v_maxHeightBegin
    • type: float
    • current: 0
    • help: Indicate the beginning of the max height zone (0 means that this feature is disabled)
  • variable: v_maxHeightEnd
    • type: float
    • current: 0
    • help: Indicate the end of the max height zone (0 means that this feature is disabled)
  • variable: v_pa_surface
    • type: int
    • current: 1
    • help: Enables/disables vehicle surface particles
  • variable: v_profileMovement
    • type: int
    • current: 0
    • help: Used to enable profiling of the current vehicle movement (1 to enable)
  • variable: v_ragdollPassengers
    • type: int
    • current: 0
    • help: Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle
  • variable: v_rockBoats
    • type: int
    • current: 1
    • help: Enable/disable boats idle rocking
  • variable: v_set_passenger_tm
    • type: int
    • current: 1
    • help: enable/disable passenger entity tm update
  • variable: v_show_all
    • type: int
    • current: 0
    • help:
  • variable: v_slipFrictionModFront
    • type: float
    • current: 0
    • help: if non-zero, used as slip friction modifier (front wheels)
  • variable: v_slipFrictionModRear
    • type: float
    • current: 0
    • help: if non-zero, used as slip friction modifier (rear wheels)
  • variable: v_slipSlopeFront
    • type: float
    • current: 0
    • help: coefficient for slip friction slope calculation (front wheels)
  • variable: v_slipSlopeRear
    • type: float
    • current: 0
    • help: coefficient for slip friction slope calculation (rear wheels)
  • variable: v_sprintSpeed
    • type: float
    • current: 0
    • help: Set speed for acceleration measuring
  • variable: v_stabilizeVTOL DUMPTODISK
    • type: float
    • current: 0.35
    • help: Specifies if the air movements should automatically stabilize
  • variable: v_transitionAnimations
    • type: int
    • current: 1
    • help: Enables enter/exit transition animations for vehicles
  • variable: v_treadUpdateTime
    • type: float
    • current: 0
    • help: delta time for tread UV update, 0 means always update
  • variable: v_vehicle_quality
    • type: int
    • current: 4
    • help: Geometry/Physics quality (1-lowspec, 4-highspec)
  • variable: v_wind_minspeed
    • type: float
    • current: 0
    • help: If non-zero, vehicle wind areas always set wind >= specified value
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