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Wiki » Reference » RBDOOM-3-BFG Cvars
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RBDOOM-3-BFG Cvars

Name Description
binaryLoadGuis enable binary load/write of particle decls
binaryLoadRenderModels enable binary load/write of render models
com_activeApp this is set to 0 if running in background
com_pause set to 1 to pause game, to 0 to unpause again
com_pid process id
dmap_verbose dmap developer mode
gltf_animSampleRate The frame rate of the converted md5anim
gltf_forceBspMeshTexture all world geometry has the same forced texture
gltf_MapSceneName Scene to use when d-mapping a gltf/glb
gltf_modelSceneName Scene to use when loading specific models
gltf_parseVerbose print gltf json data while parsing
gltfParser_PrefixNodeWithID The node's id is prefixed to the node's name during load
image_pixelLook Turn off linear filtering on most textures to achieve the 90s software renderer look
imgui_showDemoWindow show big ImGui demo window
in_keyboard keyboard layout
in_nograb prevents input grabbing
in_tty terminal tab-completion and history
m_inDemoMode in demo mode
m_show_messages show messages
ng_classicFlashlight Classic flash light weapon
postLoadExportModels export models after loading to OBJ model format
r_antiAliasing 0 = None\n 1 = TAA 1x\n 2 = TAA + SMAA 1x\n 3 = MSAA 2x\n 4 = MSAA 4x\n
r_centerScale projection matrix center adjust
r_crtCurvature rounded borders
r_crtVignette fading into the borders
r_dxMaxFrameLatency Maximum frame latency for DXGI swap chains (DX12 only)
r_dxShadowMapPolygonOffset polygonOffset units for drawing shadow buffer
r_dxUsePushConstants Use D3D12 root constants / push constants for DX12 renderer
r_exposure HDR exposure or LDR brightness [-4.0 .. 4.0]
r_forceAmbient render additional ambient pass to make the game less dark
r_forceShadowMapsOnAlphaTestedSurfaces 0 = same shadowing as with stencil shadows, 1 = ignore noshadows for alpha tested materials
r_graphicsAdapter Substring in the name the DXGI graphics adapter to select a certain GPU
r_graphicsAPI Specifies the graphics api to use (dx12, vulkan)
r_hdrAdaptionRate The rate of adapting the hdr exposure value`. Defaulted to a second.
r_hdrAutoExposure EXPENSIVE: enables adapative HDR tone mapping otherwise the exposure is derived by r_exposure
r_hdrContrastDynamicThreshold if auto exposure is on, all pixels brighter than this cause HDR bloom glares
r_hdrContrastOffset
r_hdrContrastStaticThreshold if auto exposure is off, all pixels brighter than this cause HDR bloom glares
r_hdrDebug show scene luminance as heat map
r_hdrGlarePasses how many times the bloom blur is rendered offscreen. number should be even
r_hdrKey magic exposure key that works well with Doom 3 maps
r_hdrMaxLuminance
r_hdrMinLuminance
r_ldrContrastOffset
r_ldrContrastThreshold
r_lodMaterialDistance surfaces further than this distance will use lower quality versions (if their material uses the lod1-4 keywords, persistentLOD disables the max distance checks)
r_mvkAMDShadowMappingFix Use one command list per light when shadow mapping on macOS/MoltenVK + AMD
r_mvkSynchronousQueueSubmits Use MoltenVK's synchronous queue submits option.
r_mvkUseMetalArgumentBuffers Use MoltenVK's Metal argument buffers option.
r_mvkUseMTLHeap Use MoltenVK's MTLHeap option (may cause issues on AMD GPUs).
r_pbrDebug show which materials have PBR support (green = PBR, red = oldschool D3)
r_psxAffineTextures
r_psxVertexJitter
r_renderMode 0 = Doom, 1 = CGA, 2 = CGA Highres, 3 = Commodore 64, 4 = Commodore 64 Highres, 5 = Amstrad CPC 6128, 6 = Amstrad CPC 6128 Highres, 7 = Sega Genesis, 8 = Sega
r_retroDitherScale
r_shadowMapAtlasSize size of the shadowmap atlas
r_shadowMapBiasScale scale factor for jitter bias
r_shadowMapFrustumFOV oversize FOV for point light side matching
r_shadowMapImageSize
r_shadowMapJitterScale scale factor for jitter offset
r_shadowMapLodBias
r_shadowMapLodScale
r_shadowMapOccluderFacing 0 = front faces, 1 = back faces, 2 = twosided
r_shadowMapPolygonFactor polygonOffset factor for drawing shadow buffer
r_shadowMapRandomizeJitter randomly offset jitter texture each draw
r_shadowMapRegularDepthBiasScale shadowmap bias to fight shadow acne for point and spot lights
r_shadowMapSamples 1, 4, 12 or 16
r_shadowMapSingleSide only draw a single side (0-5) of point lights
r_shadowMapSplits number of splits for cascaded shadow mapping with parallel lights
r_shadowMapSplitWeight
r_shadowMapSunDepthBiasScale shadowmap bias to fight shadow acne for cascaded shadow mapping with parallel lights
r_showLightGrid show Quake 3 style light grid points
r_showShadowMapLODs
r_showShadowMaps
r_showVertexCacheTimings Print stats about the vertex cache every frame
r_showViewEnvprobes 1 = displays the bounding boxes of all view environment probes, 2 = show irradiance
r_singleEnvprobe suppress all but one environment probe
r_skipBloom Skip bloom
r_ssaoAmount
r_ssaoBackgroundViewDepth specified in meters
r_ssaoBlurSharpness
r_ssaoDebug
r_ssaoFiltering
r_ssaoPowerExponent
r_ssaoRadiusWorld specified in meters
r_ssaoSurfaceBias specified in meters
r_ssrJitter
r_ssrMaxDistance In meters
r_ssrMaxSteps
r_ssrStride
r_ssrZThickness
r_taaClampingFactor
r_taaEnableHistoryClamping
r_taaJitter 0: None, 1: MSAA, 2: Halton, 3: R2 Sequence, 4: White Noise
r_taaMaxRadiance
r_taaMotionVectors
r_taaNewFrameWeight
r_useCRTPostFX RetroArch CRT shader: 1 = Matthias CRT, 1 = New Pixie, 2 = Zfast
r_useFilmicPostFX filmic look with chromatic abberation and film grain
r_useHierarchicalDepthBuffer
r_useLightGrid
r_useMaskedOcclusionCulling SIMD optimized software culling by Intel
r_useMikktspace Use the mikktspace standard to derive tangents
r_useNewSSAOPass use the new SSAO pass from Donut
r_useShadowAtlas
r_useSSAO use screen space ambient occlusion to darken corners
r_useSSR
r_useTemporalAA only disable for debugging
r_useValidationLayers 1 is just the NVRHI and 2 will turn on additional DX12, VK validation layers
r_useVirtualScreenResolution do 2D rendering at 640x480 and stretch to the current resolution
r_vkPreferFastSync Prefer Fast Sync/no-tearing in place of VSync off/tearing
r_vkShadowMapPolygonOffset polygonOffset units for drawing shadow buffer
r_vkUploadBufferSizeMB Size of gpu upload buffer (Vulkan only)
r_vkUsePushConstants Use push constants for Vulkan renderer
r_vmaAllocateBufferMemory Use VMA allocator for buffer memory.
r_vmaDeviceLocalMemoryMB Size of VMA allocation block for gpu memory.
s_playCinematicAudio Play audio if available in cinematic video files
s_volume_midi music volume
s_volume_sound sound volume
swf_show
swf_skipBitmaps
swf_skipGradients
swf_skipLineDraws
swf_skipSolids
swf_useChannelScale compress texture atlas colors
ui_name player name

Last changed Sep 21, 2026
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