| 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 |