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Wiki » Reference » DOOM 3 BFG Cvars
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DOOM 3 BFG Cvars

Name Description
aa_targetAdhesionContributionPctMax Max Adhesion Contribution Percentage - Range 0.0 - 1.0
aa_targetAdhesionEnable Enables Target Adhesion
aa_targetAdhesionPitchSpeedMax Max Pitch Adhesion Speed
aa_targetAdhesionPlayerSpeedThreshold Speed Threshold that determines how fast the player needs to move before adhesion is allowed to kick in
aa_targetAdhesionRadius Radius used to apply adhesion amount
aa_targetAdhesionYawSpeedMax Max Yaw Adhesion Speed
aa_targetAimAssistEnable Enables/Disables the entire Aim Assist system
aa_targetFrictionEnable Enables Target Friction
aa_targetFrictionMaxDistance Minimum Distance Friction takes effect
aa_targetFrictionMultiplierMax Maximum Friction Scalar
aa_targetFrictionMultiplierMin Minimum Friction Scalar
aa_targetFrictionOptimalDistance Optimal Distance for Friction to take an effect
aa_targetFrictionOptimalRadius Friction Collision Sphere Radius when at Optimal Distance
aa_targetFrictionRadius Friction Collision Sphere Radius
aa_targetMaxDistance The Maximum Distance away for a target to be considered for adhesion, friction and target lock-to
aa_targetSelectionRadius Radius used to select targets for auto aiming
aas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
achievements_Verbose debug spam
actor_noDamage actors don't take damage -- for testing
af_contactFrictionScale scales the contact friction
af_forceFriction force the given friction value
af_highlightBody name of the body to highlight
af_highlightConstraint name of the constraint to highlight
af_jointFrictionScale scales the joint friction
af_maxAngularVelocity maximum angular velocity
af_maxLinearVelocity maximum linear velocity
af_showActive show tree-like structures of articulated figures not at rest
af_showBodies show bodies
af_showBodyNames show body names
af_showConstrainedBodies show the two bodies contrained by the highlighted constraint
af_showConstraintNames show constraint names
af_showConstraints show constraints
af_showInertia show the inertia tensor of each body
af_showLimits show joint limits
af_showMass show the mass of each body
af_showPrimaryOnly show primary constraints only
af_showTimings show articulated figure cpu usage
af_showTotalMass show the total mass of each articulated figure
af_showTrees show tree-like structures
af_showVelocity show the velocity of each body
af_skipFriction skip friction
af_skipLimits skip joint limits
af_skipSelfCollision skip self collision detection
af_testSolid test for bodies initially stuck in solid
af_timeScale scales the time
af_useImpulseFriction use impulse based contact friction
af_useJointImpulseFriction use impulse based joint friction
af_useLinearTime use linear time algorithm for tree-like structures
af_useSymmetry use constraint matrix symmetry
ai_blockedFailSafe enable blocked fail safe handling
ai_debugMove draws movement information for monsters
ai_debugScript displays script calls for the specified monster entity number
ai_debugTrajectory draws trajectory tests for monsters
ai_showCombatNodes draws attack cones for monsters
ai_showHealth Draws the AI's health above its head
ai_showObstacleAvoidance draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well
ai_showPaths draws path_* entities
ai_testPredictPath
ai_think for testing..
bearTurretAngle
bearTurretForce
binaryLoadAnim enable binary load/write of idMD5Anim
binaryLoadParticles enable binary load/write of particle decls
cg_predictedSpawn_debug Debug predictive spawning of presentables
cg_projectile_clientAuthoritative_maxCatchup
cm_backFaceCull cull back facing polygons
cm_debugCollision debug the collision detection
cm_drawColor color used to draw the collision models
cm_drawFilled draw filled polygons
cm_drawInternal draw internal edges green
cm_drawMask collision mask
cm_drawNormals draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole allow toggling console with the tilde key
com_assertOutOfDebugger by default, do not assert while not running under the debugger
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoWidth
com_deltaTimeClamp don't process more than this time in a single frame
com_deviceZeroOverride change input routing for device 0 to poll a different device
com_disableAllSaves
com_disableAutoSaves
com_engineHz Frames per second the engine runs at
com_fixedTic run a single game frame per render frame
com_forceGenericSIMD force generic platform independent SIMD
com_forceLatestSnap
com_japaneseCensorship Enable Japanese censorship
com_noSleep don't sleep if the game is running too fast
com_printFilter only print lines that contain this, add multiple filters with a ; delimeter
com_product_lang_ext Extension to use when creating language files.
com_productionMode 0 - no special behavior, 1 - building a production build, 2 - running a production build
com_requireNonProductionSignIn If true, will require sign in, even on non production builds.
com_showFPS show frames rendered per second
com_showMemoryUsage show total and per frame memory usage
com_skipGameDraw
com_skipIntroVideos skips intro videos
com_sleepDraw intentionally add a sleep in the draw time
com_sleepGame intentionally add a sleep in the game time
com_sleepRender intentionally add a sleep in the render time
com_smp run the game and draw code in a separate thread
com_speeds show engine timings
com_timestampPrints print time with each console print, 1 = msec, 2 = sec
com_updateLoadSize update the load size after loading a map
com_wipeSeconds
developer developer mode
dialog_saveClearLevel Time required to show long message
flashlight_batteryChargeTimeMS amount of time (in MS) it takes to fully recharge battery
flashlight_batteryDrainTimeMS amount of time (in MS) it takes for full battery to drain (-1 == no battery drain)
flashlight_batteryFlickerPercent chance of flickering when battery is low
flashlight_minActivatePercent ( 0.0 - 1.0 ) minimum amount of battery (%) needed to turn on flashlight
fs_basepath
fs_enableBackgroundCaching if 1 allow the 360 to precache game files in the background
fs_resourceLoadPriority if 1, open requests will be honored from resource files first; if 0, the resource files are checked after normal search paths
fs_savepath
g_armorProtection armor takes this percentage of damage
g_armorProtectionMP armor takes this percentage of damage in mp
g_blobSize
g_blobTime
g_bloodEffects show blood splats, sprays and gibs
g_checkpoints Enable/Disable checkpoints
g_cinematic skips updating entities that aren't marked 'cinematic' '1' during cinematics
g_cinematicMaxSkipTime # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.
g_clientFire_checkLineOfSightDebug
g_countDown pregame countdown in seconds
g_CTFArrows draw arrows over teammates in CTF
g_damageScale scale final damage on player by this factor
g_debugAnim displays information on which animations are playing on the specified entity number. set to -1 to disable.
g_debugBounds checks for models with bounds > 2048
g_debugCinematic set to the name of the state you want to debug or * for all
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugShockwave Debug the shockwave
g_debugTriggers
g_debugWeapon
g_decals show decals such as bullet holes
g_demoMode this is a demo
g_disasm disassemble script into base/script/disasm.txt on the local drive when script is compiled
g_dragDamping
g_dragEntity allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode 0 = off\n1 = lights\n2 = sounds\n3 = articulated figures\n4 = particle systems\n5 = monsters\n6 = entity names\n7 = entity models
g_enablePortalSky enables the portal sky
g_enableSlowmo for testing purposes only
g_flagAttachAngleX X angle of CTF flag when carried
g_flagAttachAngleY Y angle of CTF flag when carried
g_flagAttachAngleZ Z angle of CTF flag when carried
g_flagAttachJoint player joint to attach CTF flag to
g_flagAttachOffsetX X offset of CTF flag when carried
g_flagAttachOffsetY Y offset of CTF flag when carried
g_flagAttachOffsetZ Z offset of CTF flag when carried
g_flushSave 1 = don't buffer file writing for save games.
g_fov
g_frametime displays timing information for each game frame
g_gameReviewPause scores review time in seconds (at end game)
g_grabberDamping damping of grabber
g_grabberEnableShake enable the grabber shake
g_grabberHardStop hard stops object if too fast
g_grabberHoldSeconds number of seconds to hold object
g_grabberRandomMotion enable random motion on the grabbed object
g_gravity singleplayer gravity
g_gunScale
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt how much health to take in nightmare mode
g_healthTakeLimit how low can health get taken in nightmare mode
g_healthTakeTime how often to take health in nightmare mode
g_infiniteAmmo infinite ammo
g_kickAmplitude
g_kickTime
g_knockback
g_laserSightLength laser sight beam length
g_laserSightWidth laser sight beam width
g_leNightmare if nightmare mode is allowed for le
g_maxShowDistance Distance at which to draw clipmodels and clipworld - Will significantly hurt performance at values above 512
g_monsters
g_moveableDamageScale scales damage wrt mass of object in multiplayer
g_mpWeaponAngleScale Control the weapon sway in MP
g_muzzleFlash show muzzle flashes
g_nightmare if nightmare mode is allowed
g_projectileDebug Debug projectiles
g_projectileLights show dynamic lights on projectiles
g_recordSaveGameTrace
g_recordTrace
g_roeNightmare if nightmare mode is allowed for roe
g_showActiveEntities draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showBrass enables ejected shells from weapon
g_showcamerainfo displays the current frame # for the camera when playing cinematics
g_showCollisionModels 0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance.
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies draws boxes around monsters that have targeted the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow enables shadow of player model
g_showProjectilePct enables display of player hit percentage
g_showPVS
g_showTargets draws entities and thier targets. hidden entities are drawn grey.
g_showTestModelFrame displays the current animation and frame # for testmodels
g_showTriggers draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey.
g_showviewpos
g_skill difficulty level
g_skipFX
g_skipViewEffects skip damage and other view effects
g_slowmoStepRate
g_spectatorChat let spectators talk to everyone during game
g_stopTime
g_testBloomIntensity
g_testBloomNumPasses
g_testDeath
g_testFullscreenFX index will activate specific fx, -2 is for all on, -1 is off
g_testHealthVision
g_testHelltimeFX set to 0, 1, 2 to test helltime, -1 is off
g_testModelAnimate test model animation,\n0 = cycle anim with origin reset\n1 = cycle anim with fixed origin\n2 = cycle anim with continuous origin\n3 = frame by frame with
g_testModelBlend number of frames to blend
g_testModelRotate test model rotation speed
g_testMultiplayerFX set to 0, 1, 2 to test multiplayer, -1 is off
g_testParticle test particle visualation, set by the particle editor
g_testParticleName name of the particle being tested by the particle editor
g_testPostProcess name of material to draw over screen
g_timeEntities when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_useDynamicProtection scale damage and armor dynamically to keep the player alive more often
g_useNewGuiCode use optimized device context code, 2 = toggle on/off every frame
g_useOldPDAStrings Read strings from the .pda files rather than from the .lang file
g_useWeaponDepthHack Crunch z depth on weapons
g_vehicleDebug print out vehicle physics debug info
g_vehicleForce
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_viewNodalX
g_viewNodalZ
g_weaponShadows Cast shadows from weapons
g_xp_bind_run_once Rebind all controls once for D3XP.
gamedate
gamename
hud_titlesafe fraction of the screen to leave around hud for titlesafe area
ik_debug show IK debug lines
ik_enable enable IK
image_highQualityCompression Use high quality (slow) compression
in_alwaysRun always run (reverse _speed button) - only in MP
in_invertLook inverts the look controls so the forward looks up (flight controls) - the proper way to play games!
in_joystickRumble enable joystick rumble
in_mouseInvertLook inverts the look controls so the forward looks up (flight controls) - the proper way to play games!
in_mouseSpeed speed at which the mouse moves
in_useJoystick enables/disables the gamepad for PC use
jobs_longJobMicroSec print a warning for jobs that take more than this number of microseconds
jobs_numThreads number of threads used to crunch through jobs
jobs_prioritize prioritize job lists
joy_dampenLook Do not allow full acceleration on look
joy_deadZone specifies how large the dead-zone is on the joystick
joy_deltaPerMSLook Max amount to be added on look per MS
joy_gammaLook use a log curve instead of a power curve for movement
joy_mergedThreshold If the thresholds aren't merged, you drift more off center
joy_newCode Use the new codepath
joy_pitchSpeed pitch speed when pressing up or down on the joystick
joy_powerScale Raise joystick values to this power
joy_range allow full range to be mapped to a smaller offset
joy_triggerThreshold how far the joystick triggers have to be pressed before they register as down
joy_yawSpeed pitch speed when pressing left or right on the joystick
lang_maskLocalizedStrings Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string
lcp_showFailures show LCP solver failures
logfile 1 = buffer log, 2 = flush after each print
logFileName name of log file, if empty, qconsole.log will be used
memcpyImpl Which implementation of memcpy to use for idFile_Memory::Write() [0/1 - standard (1 eliminates branch misprediction), 2 - auto-vectorized]
mp_bot_input_override Override local input routing for bot control
net_allowCheats Allow cheats in multiplayer
net_bw_challenge_enable Enable pre game bandwidth challenge for throttling snap rate
net_bw_test_host_timeout How long host will wait in MS to hear bw results from peers
net_bw_test_interval MS - how often to send packets in bandwidth test
net_bw_test_numPackets Number of bandwidth challenge packets to send
net_bw_test_packetSizeBytes Size of each packet to send out
net_bw_test_throttle_byte_pct Min byte % a peer must match in bandwidth challenge before being throttled. 1.0=perfect (received everything) 0.0=Received nothing
net_bw_test_throttle_rate_pct Min rate % a peer must match in bandwidth challenge before being throttled. 1.0=perfect, 0.0=received nothing
net_bw_test_throttle_seq_pct Min sequence % a peer must match in bandwidth test before being throttled. 1.0=perfect. This score will be more adversely affected by packet loss than byte %
net_bw_test_timeout MS after receiving a bw test packet that client will time out
net_checkVersion Check for matching version when clients connect. 0: normal rules, 1: force check, otherwise no check (pass always)
net_clientMaxPrediction maximum number of milliseconds a client can predict ahead of server.
net_clientPredictGUI test guis in networking without prediction
net_clientSelfSmoothing smooth self position if network causes prediction error.
net_clientSmoothing smooth other clients angles and position.
net_connectTimeoutInSeconds timeout (in seconds) while connecting
net_debug_snapShotTime
net_debugBaseStates Log out base state information
net_debughud3_bps_max Highest factor of server base snapRate that a client can be throttled
net_drawDebugHud 0 = None, 1 = Hud 1, 2 = Hud 2, 3 = Snapshots
net_effectiveSnapRateDebug Debug
net_effectiveSnapRateEnable Dynamically adjust client snaprate
net_errorSmoothingDecay Rate at which error smoothing decays (in percent per game frame)
net_errorSmoothingMaxDecay Max rate at which origin error smoothing decays (in units per game frame)
net_forceDrop percentage packet loss
net_forceDropSnap wait on snaps
net_forceLatency milliseconds latency
net_forceUpstream Force a maximum upstream in kB/s (256kbps <-> 32kB/s)
net_forceUpstreamQueue How much data is queued when enforcing upstream (in kB)
net_headlessServer toggle to automatically host a game and allow peer[0] to control menus
net_ignoreConnects Test as if no one can connect to me. 0 = off, 1 = ignore with no reply, 2 = send goodbye
net_ignoreTitleStorage Ignore title storage
net_interpolationBaseRate Scale interpolationg rate when we fall behind
net_interpolationCatchupRate Scale interpolationg rate when we fall behind
net_interpolationFallbackRate Scale interpolationg rate when we fall behind
net_interpolationSlowdownStart Scale interpolation rate when we fall behind
net_inviteOnly whether or not the private server you create allows friends to join or invite only
net_ip local IP address
net_LobbyCoalesceTimeInSeconds Time in seconds when a lobby will try to coalesce with another lobby when there is only one user.
net_LobbyRandomCoalesceTimeInSeconds Random time to add to net_LobbyCoalesceTimeInSeconds
net_maxBufferedSnapMS Max time to allow for interpolation cushion
net_maxExtrapolationInMS Max time in MS that extrapolation is allowed to occur.
net_maxFailedPingRecoveries Max failed ping recoveries before we stop trying
net_maxLoadResourcesTimeInSeconds How long, in seconds, clients have to load resources. Used for loose asset builds.
net_maxRate max send rate in kilobytes per second
net_maxSearchResults Max results that are allowed to be returned in a search request
net_maxSearchResultsToTry Max results to try before giving up.
net_migrateHost Become host of session (0 = party, 1 = game) for testing purposes
net_migration_debug debug
net_migration_disable debug
net_migration_forcePeerAsHost When set to >-1, it forces that peer number to be the new host during migration
net_min_ping_in_ms Ping has to be higher than this before we consider throttling to recover
net_minBufferedSnapPCT_Static Min amount of snapshot buffer time we want need to buffer
net_minBufferedSnapWinPCT_Static Min amount of snapshot buffer time we want need to buffer
net_offlineTransitionThreshold Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game
net_optimalDynamic How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us
net_optimalSnapDeltaSize Optimal size of snapshot delta msgs.
net_optimalSnapTime How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us
net_optimalSnapWindow
net_peer_throttle_bps_decay If peer exceeds this number of queued snap deltas, then throttle his effective snap rate
net_peer_throttle_bps_duration If peer exceeds this number of queued snap deltas, then throttle his effective snap rate
net_peer_throttle_bps_host_threshold Min outgoing bps of host for bps based throttling to be considered
net_peer_throttle_bps_peer_threshold_pct Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in
net_peer_throttle_maxSnapRate Highest factor of server base snapRate that a client can be throttled
net_peer_throttle_minSnapSeq Minumum number of snapshot exchanges before throttling can be triggered
net_peer_throttle_mode = 0 off, 1 = enable fixed, 2 = absolute, 3 = both
net_peer_timeout_loading time in MS to disconnect clients during loading - production only
net_peerTimeoutInSeconds If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected.
net_peerTimeoutInSeconds_Lobby If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected.
net_pingIncPercentBeforeRecover Percentage change increase of ping before we try to recover
net_pingRecoveryThrottleTimeInSeconds Throttle snaps for this amount of time in seconds to recover from ping spike
net_port local IP port number
net_queueSnapAcks
net_showReliableCompression Show reliable compression ratio.
net_skipClientDeltaAppend Simulate delta receive buffer overflowing
net_skipGoodbye
net_snap_bw_test_throttle_max_scale When clamping bandwidth to reported values, scale reported value by this
net_snap_redundant_resend_in_ms Delay between redundantly sending snaps during initial snap exchange
net_snapRate How many milliseconds between sending snapshots
net_snapshot_send_warntime Print warning messages if we take longer than this to send a client a snapshot.
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_ssTemplateDebug Debug snapshot template states
net_ssTemplateDebug_len Offset to start template state debugging
net_ssTemplateDebug_start length of template state to print in debugging
net_testPartyMemberConnectFail Force this party member index to fail to connect to games.
net_ucmdRate How many milliseconds between sending usercmds
net_useGameStateLobby
net_usercmd_timing_debug Print messages about usercmd timing.
net_verbose Print a bunch of message about the network session
net_verboseReliable Prints the more spammy messages about reliable network msgs
net_verboseResource Prints a bunch of message about network resources
net_verboseSimulatedTraffic Print some stats about simulated traffic (net_force* cvars)
net_verboseSnapshot Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verboseSnapshotCompression Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verboseSnapshotReport Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verifyReliableQueue 0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test
player_allowScreenFXInStereo allow full screen fx in stereo mode
pm_air how long in milliseconds the player can go without air before he starts taking damage
pm_bboxwidth x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_clientAuthoritative_debug
pm_clientAuthoritative_Divergence
pm_clientAuthoritative_Lerp
pm_clientAuthoritative_minDist
pm_clientAuthoritative_minDistZ
pm_clientAuthoritative_minSpeedSquared
pm_clientAuthoritative_warnDist
pm_clientInterpolation_Divergence
pm_controllerShake_damageMaxDur
pm_controllerShake_damageMaxMag
pm_crouchbob bob much faster when crouched
pm_crouchheight height of player's bounding box while crouched
pm_crouchrate time it takes for player's view to change from standing to crouching
pm_crouchspeed speed the player can move while crouched
pm_crouchviewheight height of player's view while crouched
pm_deadheight height of player's bounding box while dead
pm_deadviewheight height of player's view while dead
pm_jumpheight approximate hieght the player can jump
pm_maxviewpitch amount player's view can look down
pm_minviewpitch amount player's view can look up (negative values are up)
pm_modelView draws camera from POV of player model (1 = always, 2 = when dead)
pm_noclipspeed speed the player can move while in noclip
pm_normalheight height of player's bounding box while standing
pm_normalviewheight height of player's view while standing
pm_runbob bob faster when running
pm_runpitch
pm_runroll
pm_runspeed speed the player can move while running
pm_spectatebbox size of the spectator bounding box
pm_spectatespeed speed the player can move while spectating
pm_stamina length of time player can run
pm_staminarate rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.
pm_staminathreshold when stamina drops below this value, player gradually slows to a walk
pm_stepsize maximum height the player can step up without jumping
pm_thirdPerson enables third person view
pm_thirdPersonAngle direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip clip third person view into world space
pm_thirdPersonDeath enables third person view when player dies
pm_thirdPersonHeight height of camera from normal view height in 3rd person
pm_thirdPersonRange camera distance from player in 3rd person
pm_usecylinder use a cylinder approximation instead of a bounding box for player collision detection
pm_walkbob bob slowly when walking
pm_walkspeed speed the player can move while walking
popupDialog_debug display debug spam
preLoad_Collision preload collision beginlevelload
preload_CommonAssets preload common assets
preLoad_Images preload images during beginlevelload
preload_MapModels preload models during begin or end levelload
preLoad_Samples preload samples during beginlevelload
profile_verbose Turns on debug spam for profiles
r_binaryLoadRenderModels enable binary load/write of render models
r_brightness changes gamma tables
r_centerX projection matrix center adjust
r_centerY projection matrix center adjust
r_checkBounds compare all surface bounds with precalculated ones
r_clear force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_cullDynamicLightTriangles cull surface triangles that are outside the light frustum so they do not get rendered for interactions
r_cullDynamicShadowTriangles cull occluder triangles that are outside the light frustum so they do not contribute to the dynamic shadow volume
r_customheight custom screen height. set r_mode to -1 to activate
r_customwidth custom screen width. set r_mode to -1 to activate
r_debugArrowStep step size of arrow cone line rotation in degrees
r_debugContext Enable various levels of context debug.
r_debugLineDepthTest perform depth test on debug lines
r_debugLineWidth width of debug lines
r_debugPolygonFilled draw a filled polygon
r_debugRenderToTexture
r_displayRefresh optional display refresh rate option for vid mode
r_drawEyeColor Draw a colored box, red = left eye, blue = right eye, grey = non-stereo
r_drawFlickerBox visual test for dropping frames
r_flareSize scale the flare deforms from the material def
r_forceScreenWidthCentimeters Override screen width returned by hardware
r_forceShadowCaps 0 = skip rendering shadow caps if view is outside shadow volume, 1 = always render shadow caps
r_forceSoundOpAmplitude Don't call into the sound system for amplitudes
r_forceZPassStencilShadows force Z-pass rendering for performance testing
r_fullscreen 0 = windowed, 1 = full screen
r_gamma changes gamma tables
r_glDriver \"opengl32\", etc.
r_ignoreGLErrors ignore GL errors
r_jitter randomly subpixel jitter the projection matrix
r_jointNameOffset offset of joint names when r_showskel is set to 1
r_jointNameScale size of joint names when r_showskel is set to 1
r_lightAllBackFaces light all the back faces, even when they would be shadowed
r_lightScale all light intensities are multiplied by this
r_lodbias image lod bias
r_logFile number of frames to emit GL logs
r_logLevel 1 = blocks only, 2 = everything
r_materialOverride overrides all materials
r_maxAnisotropicFiltering limit aniso filtering
r_motionBlur 1 - 5, log2 of the number of motion blur samples
r_multiSamples number of antialiasing samples
r_offsetfactor polygon offset parameter
r_offsetunits polygon offset parameter
r_orderIndexes perform index reorganization to optimize vertex use
r_pix print GPU/CPU event timing
r_requestStereoPixelFormat Ask for a stereo GL pixel format on startup
r_screenFraction for testing fill rate, the resolution of the entire screen can be changed
r_shadowPolygonFactor scale value for stencil shadow drawing
r_shadowPolygonOffset bias value added to depth test for stencil shadow drawing
r_showAddModel report stats from tr_addModel
r_showBuffers
r_showCenterOfProjection Draw a cross to show the center of projection
r_showCull report sphere and box culling stats
r_showDemo report reads and writes to the demo file
r_showDepth display the contents of the depth buffer and the depth range
r_showDominantTri draw lines from vertexes to center of dominant triangles
r_showDynamic report stats on dynamic surface generation
r_showEdges draw the sil edges
r_showIntensity draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showLightCount 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_showLights 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLightScissors show light scissor rectangles
r_showLines 1 = draw alternate horizontal lines, 2 = draw alternate vertical lines
r_showMemory print frame memory utilization
r_shownormals draws wireframe normals
r_showOverDraw 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
r_showPortals draw portal outlines in color based on passed / not passed
r_showPrimitives report drawsurf/index/vertex counts
r_showShadows 1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showSilhouette highlight edges that are casting shadow planes
r_showSkel draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSurfaceInfo show surface material name under crosshair
r_showSurfaces report surface/light/shadow counts
r_showSwapBuffers Show timings from GL_BlockingSwapBuffers
r_showTangentSpace shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexturePolarity shade triangles by texture area polarity
r_showTextureVectors if > 0 draw each triangles texture (tangent) vectors
r_showTrace show the intersection of an eye trace with the world
r_showtris enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showUnsmoothedTangents if 1, put all nvidia register combiner programming in display lists
r_showUpdates report entity and light updates and ref counts
r_showVertexCache Print stats about the vertex cache every frame
r_showVertexColor draws all triangles with the solid vertex color
r_showViewEntitys 1 = displays the bounding boxes of all view models, 2 = print index numbers
r_singleArea only draw the portal area the view is actually in
r_singleEntity suppress all but one entity
r_singleLight suppress all but one light
r_singleSurface suppress all but one surface on each entity
r_singleTriangle only draw a single triangle per primitive
r_skipAmbient bypasses all non-interaction drawing
r_skipBackEnd don't draw anything
r_skipBlendLights skip all blend lights
r_skipBump uses a flat surface instead of the bump map
r_skipCopyTexture do all rendering, but don't actually copyTexSubImage2D
r_skipDecals skip decal surfaces
r_skipDeforms leave all deform materials in their original state
r_skipDiffuse use black for diffuse
r_skipDynamicInteractions skip interactions created after level load
r_skipDynamicShadows skip dynamic shadows
r_skipDynamicTextures don't dynamically create textures
r_skipFogLights skip all fog lights
r_skipFrontEnd bypasses all front end work, but 2D gui rendering still draws
r_skipGuiShaders 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
r_skipIntelWorkarounds skip workarounds for Intel driver bugs
r_skipInteractionFastPath
r_skipInteractions skip all light/surface interaction drawing
r_skipNewAmbient bypasses all vertex/fragment program ambient drawing
r_skipOverlays skip overlay surfaces
r_skipParticles 1 = skip all particle systems
r_skipPostProcess skip all post-process renderings
r_skipPrelightShadows skip the dmap generated static shadow volumes
r_skipRender skip 3D rendering, but pass 2D
r_skipRenderContext NULL the rendering context during backend 3D rendering
r_skipShaderPasses
r_skipShadows disable shadows
r_skipSpecular use black for specular1
r_skipStaticInteractions skip interactions created at level load
r_skipStaticShadows skip static shadows
r_skipStripDeadCode Skip stripping dead code
r_skipSubviews 1 = don't render any gui elements on surfaces
r_skipSuppress ignore the per-view suppressions
r_skipTranslucent skip the translucent interaction rendering
r_skipUpdates 1 = don't accept any entity or light updates, making everything static
r_subviewOnly 1 = don't render main view, allowing subviews to be debugged
r_swapInterval changes wglSwapIntarval
r_syncEveryFrame Don't let the GPU buffer execution past swapbuffers
r_testGamma if > 0 draw a grid pattern to test gamma levels
r_testGammaBias if > 0 draw a grid pattern to test gamma levels
r_useAreasConnectedForShadowCulling cull entities cut off by doors
r_useCachedDynamicModels cache snapshots of dynamic models
r_useConstantMaterials use pre-calculated material registers if possible
r_useEntityCallbacks if 0, issue the callback immediately at update time, rather than defering
r_useEntityPortalCulling 0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces
r_useGPUSkinning animate normals and tangents instead of deriving
r_useLightAreaCulling 0 = off, 1 = on
r_useLightDepthBounds use depth bounds test on lights to reduce both shadow and interaction fill
r_useLightPortalCulling 0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces
r_useLightPortalFlow use a more precise area reference determination
r_useLightScissors 1 = use custom scissor rectangle for each light
r_useLightStencilSelect use stencil select pass
r_useNodeCommonChildren stop pushing reference bounds early when possible
r_useOpenGL32 0 = OpenGL 2.0, 1 = OpenGL 3.2 compatibility profile, 2 = OpenGL 3.2 core profile
r_useParallelAddLights aadd all lights in parallel with jobs
r_useParallelAddModels add all models in parallel with jobs
r_useParallelAddShadows 0 = off, 1 = threaded
r_usePortals 1 = use portals to perform area culling, otherwise draw everything
r_useScissor scissor clip as portals and lights are processed
r_useSeamlessCubeMap use ARB_seamless_cube_map if available
r_useShadowDepthBounds use depth bounds test on individual shadow volumes to reduce shadow fill
r_useShadowPreciseInsideTest use a precise and more expensive test to determine whether the view is inside a shadow volume
r_useShadowSurfaceScissor scissor shadows by the scissor rect of the interaction surfaces
r_useSilRemap consider verts with the same XYZ, but different ST the same for shadows
r_useSRGB 1 = both texture and framebuffer, 2 = framebuffer only, 3 = texture only
r_useStateCaching avoid redundant state changes in GL_*() calls
r_useStencilShadowPreload use stencil shadow preload algorithm instead of Z-fail
r_useTrilinearFiltering Extra quality filtering
r_useUniformArrays
r_useViewBypass bypass a frame of latency to the view
r_vidMode fullscreen video mode number
r_windowHeight Non-fullscreen parameter
r_windowWidth Non-fullscreen parameter
r_windowX Non-fullscreen parameter
r_windowY Non-fullscreen parameter
r_znear near Z clip plane distance
rb_showActive show rigid bodies that are not at rest
rb_showBodies show rigid bodies
rb_showInertia show the inertia tensor of each rigid body
rb_showMass show the mass of each rigid body
rb_showTimings show rigid body cpu usage
rb_showVelocity show the velocity of each rigid body
rs_display 0 - percentages, 1 - pixels per frame
rs_dropFraction Drop the resolution in increments of this
rs_dropMilliseconds Drop the resolution when GPU time exceeds this
rs_enable Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both
rs_forceFractionX Force a specific 0.0 to 1.0 horizontal resolution scale
rs_forceFractionY Force a specific 0.0 to 1.0 vertical resolution scale
rs_raiseFraction Raise the resolution in increments of this
rs_raiseFrames Require this many frames below rs_raiseMilliseconds
rs_raiseMilliseconds Raise the resolution when GPU time is below this for several frames
rs_showResolutionChanges 1 = Print whenever the resolution scale changes, 2 = always
s_centerFractionVO Portion of VO sounds routed to the center channel
s_constantAmplitude
s_cushionFadeChannels Ramp currentCushionDB so this many emitter channels should be silent
s_cushionFadeLimit Never cushion fade beyond this level
s_cushionFadeOver DB above s_cushionFadeLimit to start ramp to silence
s_cushionFadeRate DB / second change to currentCushionDB
s_debugHardware Print a message any time a hardware voice changes
s_device Sound device to use. -1 for default device
s_doorDistanceAdd reduce sound volume with this distance when going through a door
s_drawSounds
s_lockListener lock listener updates
s_maxEmitterChannels Can be set lower than the absolute max of MAX_HARDWARE_VOICES
s_maxSamples max samples to load per shader
s_meterPosition VU meter location (x y w h)
s_meterTopTime How long (in milliseconds) peaks are displayed on the VU meter
s_noSound returns NULL for all sounds loaded and does not update the sound rendering
s_playDefaultSound play a beep for missing sounds
s_showLevelMeter Show VU meter
s_showPerfData Show XAudio2 Performance data
s_showStartSound print a message every time a sound starts/stops
s_showVoices show active voices
s_singleEmitter mute all sounds but this emitter
s_skipHardwareSets Do all calculation, but skip XA2 calls
s_subFraction Amount of each sound to send to the LFE channel
s_unpauseFadeInTime When unpausing a sound world, milliseconds to fade sounds in over
s_useCompression Use compressed sound files (mp3/xma)
s_useOcclusion Attenuate sounds based on walls
s_volume_dB volume in dB
saveGame_checksum data integrity check
saveGame_enable are savegames enabled
savegame_error Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error
saveGame_verbose debug spam
savegame_winInduceDelay on windows, this is a delay induced before any file operation occurs
sgf_checksums enable save game file checksums
sgf_testCorruption test corruption at the 128 kB compressed block
sgf_threads 0 = all foreground, 1 = background write, 2 = background write + compress
sgf_windowBits zlib window bits
si_flagDropTimeLimit seconds before a dropped CTF flag is returned
si_fragLimit frag limit
si_map map to be played next on server
si_midnight Start the game up in midnight CTF (completely dark)
si_mode default mode choice for profile
si_pointlimit team points limit to win in CTF
si_spectators allow spectators or require all clients to play
si_splitscreen force splitscreen
si_teamDamage enable team damage
si_timeLimit time limit in minutes
si_version engine version
stereoRender_convergence 0 = head mounted display, otherwise world units to convergence plane
stereoRender_defaultGuiDepth Fraction of separation when not specified
stereoRender_deGhost subtract from opposite eye to reduce ghosting
stereoRender_enable 1 = side-by-side compressed, 2 = top and bottom compressed, 3 = side-by-side, 4 = 720 frame packed, 5 = interlaced, 6 = OpenGL quad buffer
stereoRender_interOccularCentimeters Distance between eyes
stereoRender_swapEyes reverse eye adjustments
stereoRender_warp use the optical warping renderprog instead of stereoDeGhost
stereoRender_warpCenterX center for left eye, right eye will be 1.0 - this
stereoRender_warpCenterY center for both eyes
stereoRender_warpParmW development parm
stereoRender_warpParmZ development parm
stereoRender_warpStrength amount of pre-distortion
stereoRender_warpTargetFraction fraction of half-width the through-lens view covers
swf_debug debug swf scripts. 1 shows traces/errors. 2 also shows warnings. 3 also shows disassembly. 4 shows parameters in the disassembly.
swf_debugInvoke debug swf functions being called from game.
swf_debugShowAddress shows addresses along with object types when they are serialized
swf_forceAlpha force an alpha value on all elements, useful to show invisible animating elements
swf_loadBinary used to set whether to load binary swf from generated
swf_stopat stop at a specific frame
swf_subtitleEarlyTrans early time out to switch the line
swf_subtitleExtraTime time after subtitles vo is complete
swf_subtitleLengthGuess early time out to switch the line
swf_textMaxInputLength max number of characters that can go into the input line
swf_textParagraphInc scroll speed for text
swf_textParagraphSpeed scroll speed for text
swf_textRndLetterDelay scroll speed for text
swf_textRndLetterSpeed scroll speed for text
swf_textScrollSpeed scroll speed for text
swf_textStrokeSize size of font glyph stroke
swf_textStrokeSizeGlyphSpacer additional space for spacing glyphs using stroke
swf_timescale timescale for swf files
swf_titleSafe space between UI elements and screen edge
sys_lang
sys_showMallocs
timescale scales the time
ui_autoReload auto reload weapon
ui_autoSwitch auto switch weapon
ui_showGun show gun
ui_skinIndex Selected skin index
win_isInParty debugging cvar for platform party status
win_partyCount debugginc var for platform party count
win_userOnline debugging cvar for profile online status
win_userPersistent debugging cvar for profile persistence status
zip_avgSeekDistance
zip_numSeeks
zip_seeksBackward
zip_seeksForward
zip_skippedSeeks
zip_verbosity 1 = verbose logging when building zip files

Last changed Sep 21, 2026
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