Difference between revisions of "Console Variables"
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====Customization==== | ====Customization==== | ||
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− | '''name''' <br> script: | + | '''name''' <br> script: <br> <br>''' cl_hud''' <br> Default: 1 <br> Help: Show/Hide the HUD <br> <br>''' r_Fullscreen''' <br> Default: 0 <br> Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. <br> Usage: r_Fullscreen [0=window/1=fullscreen] <br> <br>''' hud_chDamageIndicator''' <br> Default: 1 <br> Help: Switch crosshair-damage indicator... (1 on, 0 off) <br> <br>''' hud_colorLine''' <br> Default: 4481854 <br> Help: HUD line color. <br> <br>''' hud_colorOver''' <br> Default: 14125840 <br> Help: HUD hovered color. <br> <br>''' hud_colorText''' <br> Default: 12386209 <br> Help: HUD text color. <br> <br>''' hud_showAllOnScreenObjectives''' <br> Default: 0 <br> Help: Show all on screen objectives, not only the active one. <br> <br>''' r_Brightness''' <br> Default: 0.5 <br> Help: Sets the display brightness. <br> Usage: r_Brightness 0.5 <br> Default is 0.5. <br> <br>''' r_Contrast''' <br> Default: 0.5 <br> Help: Sets the display contrast. <br> Usage: r_Contrast 0.5 <br> Default is 0.5. <br> <br>''' r_DisplayInfo ''' <br> Default: 1 <br> Help: Toggles debugging information display. <br> Usage: r_DisplayInfo [0=off/1=show/2=enhanced] <br> <br>''' r_Gamma''' <br> Default: 1 <br> Help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) <br> Usage: r_Gamma 1.0 <br> 1 off (default), try values like 1.6 or 2.2 <br> <br>''' r_MultiGPU''' <br> Default: 0 <br> Help: 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI), <br> 2(default)=automatic detection (currently SLI only, means off for ATI) <br> should be activated before rendering <br> <br> |
Revision as of 01:32, 3 May 2019
Overview
Prebuilt User.cfg files
Variables
Graphics
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
r_VSync
Default: 0
Help: Toggles vertical sync.
Usage: r_VSync [0/1]
sys_spec
Default: 0
Help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)
sys_spec_Full
Default: 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_MotionBlur = 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
cl_motionBlur
Default: 2
Help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
e_dissolve
Default: 0
Help: Objects alphatest_noise_fading out on distance
e_dissolve_transition_threshold
Default: 0.05
Help: Controls disabling of smooth transition if camera moves too fast
e_dissolve_transition_time
Default: 0.3
Help: Lod switch duration
r_ColorBits
Default: 32
Help: Sets the color resolution, in bits per pixel. Default is 32.
Usage: r_ColorBits [32/24/16/8]
r_ColorGrading
Default: 1
Help: Enables color grading.
Usage: r_ColorGrading [0/1]
r_ColorGradingDof
Default: 1
Help: Enables color grading dof control.
Usage: r_ColorGradingDof [0/1]
r_ColorGradingFilters
Default: 1
Help: Enables color grading.
Usage: r_ColorGradingFilters [0/1]
r_ColorGradingLevels
Default: 1
Help: Enables color grading.
Usage: r_ColorGradingLevels [0/1]
r_ColorGradingSelectiveColor
Default: 1
Help: Enables color grading.
Usage: r_ColorGradingSelectiveColor [0/1]
r_CoronaColorScale
Default: 1
Help:
r_CoronaFade
Default: 0.5
Help: Time fading factor of the light coronas.
Usage: r_CoronaFade 0.5Default is 0.5.
r_Coronas
Default: 0
Help: Toggles light coronas around light sources.
Usage: r_Coronas [0/1]Default is 1 (on).
r_CoronaSizeScale
Default: 1
Help:
r_MotionBlur
Default: 3
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
r_SSAO / 10 fps
Default: 0
Help: Enable ambient occlusion
r_SSAO_blur
Default: 4
Help: SSAO mask blur
r_SSAO_darkening
Default: 0.075
Help: Controls how much SSAO darkens flat open surfaces
r_SSAO_downscale_ztarget
Default: 1
Help: Use downscaled version of z-target
r_SSAO_quality
Default: 2
Help: SSAO shader quality
r_UseEdgeAA
Default: 2
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)
r_UsePOM
Default: 0
Help: Enables Parallax Occlusion Mapping.
Usage: r_UsePOM [0/1]
Shadows
sys_spec_Shadows
Default: 0
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
e_volobj_shadow_strength
Default: 0.4
Help: Self shadow intensity of volume objects [0..1].
e_gsm_cache
Default: 1
Help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_gsm_cache_lod_offset
Default: 3
Help: Makes first X GSM lods not cached
e_gsm_combined
Default: 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
e_gsm_depth_bounds_debug
Default: 0
Help: Debug GSM bounds regions calculation
e_gsm_lods_num
Default: 5
Help: Number of GSM lods (0..5)
e_gsm_range
Default: 3
Help: Size of LOD 0 GSM area (in meters)
e_gsm_range_step
Default: 3
Help: Range of next GSM lod is previous range multiplied by step
e_gsm_range_step_terrain
Default: 16
Help: gsm_range_step for last gsm lod containg terrain
e_gsm_scatter_lod_dist
Default: 70
Help: Size of Scattering LOD GSM in meters
e_gsm_stats
Default: 0
Help: Show GSM statistics 0=off, 1=enable debug to the screens
e_gsm_view_space
Default: 0
Help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_shadows
Default: 0
Help: Activates drawing of shadows
e_shadows_cast_view_dist_ratio
Default: 0.8
Help: View dist ratio for shadow maps
e_shadows_clouds
Default: 1
Help: Cloud shadows
e_shadows_debug
Default: 0
Help: 0=off, 2=visualize shadow maps on the screen
e_shadows_from_terrain_in_all_lods
Default: 1
Help: Enable shadows from terrain
e_shadows_frustums
Default: 0
Help: Debug
e_shadows_max_texture_size
Default: 1024
Help: Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)
e_shadows_occ_check
Default: 0
Help: Enable/disable shadow-caster test against the occlusion buffer
e_shadows_occ_cutCaster
Default: 0
Help: Clips the caster extrusion to the zoro height.
e_shadows_on_alpha_blended
Default: 1
Help: Enable shadows on aplhablended
e_shadows_slope_bias
Default: 4
Help: Shadows slope bias for shadowgen
e_shadows_water
Default: 0
Help: Enable/disable shadows on water
r_ShadowBlur
Default: 3
Help: Selected shadow map screenspace blurring technique.
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
r_ShadowBluriness
Default: 1
Help: Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]
r_ShadowGen
Default: 1
Help: 0=disable shadow map updates, 1=enable shadow map updates
r_ShadowJittering
Default: 2.5
Help: Activate shadow map jittering.
Usage: r_ShadowJittering [0=off, 1=on]
r_ShadowPass
Default: 1
Help: Process shadow pass
r_ShadowsBias
Default: 8e-005
Help: Select shadow map bluriness if r_ShadowsBias is activated.
Usage: r_ShadowsBias [0.1 - 16]
r_ShadowsDeferredMode
Default: 1
Help: 0=Quad light bounds
1=Use light volumes
Usage: r_ShadowsDeferredMode [0/1]
r_ShadowsDepthBoundN
Default: 0
Help: 1=use NDepth Bound extension
Usage: CV_r_ShadowsDepthBoundN[0/1]
r_ShadowsForwardPass
Default: 1
Help: 1=use Forward prepare depth maps pass
Usage: CV_r_ShadowsForwardPass [0/1]
r_ShadowsGridAligned
Default: 1
Help: Selects algorithm to use for shadow mask generation:
0 - Disable shadows snapping
1 - Enable shadows snapping
r_ShadowsMaskDownScale
Default: 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]
r_ShadowsMaskResolution
Default: 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]
r_ShadowsSlopeScaleBias
Default: 1.8
Help: Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]
r_ShadowsStencilPrePass
Default: 1
Help: 1=Use Stencil pre-pass for shadows
Usage: r_ShadowsStencilPrePass [0/1]
r_ShadowTexFormat
Default: 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]
r_VarianceShadowMapBlurAmount
Default: 1
Help: Activate shadow map blur.
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
Shaders
sys_spec_Shading
Default: 4
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_rain = 0/1/1/1/1
... r_refraction = 1/1/1/1/1
... sys_flash_edgeaa = 0/1/1/1/1
... sys_spec_Quality = 1/2/3/4/4
sys_spec_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
r_ShadersAsyncCompiling
Default: 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
r_MergeShaders
script:
Help:
r_OptimiseShaders
script:
Help:
r_PrecacheShaderList
script:
Help:
r_PrecacheShaders
script:
Help:
q_ShaderFX
Default: 0
Help: Defines the shader quality of FX
Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)
q_ShaderGeneral
Default: 0
Help: Defines the shader quality of General
Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
q_ShaderGlass
Default: 0
Help: Defines the shader quality of Glass
Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)
q_ShaderHDR
Default: 0
Help: Defines the shader quality of HDR
Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default)
q_ShaderIce
Default: 0
Help: Defines the shader quality of Ice
Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)
q_ShaderMetal
Default: 0
Help: Defines the shader quality of Metal
Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)
q_ShaderPostProcess
Default: 0
Help: Defines the shader quality of PostProcess
Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
q_ShaderShadow
Default: 0
Help: Defines the shader quality of Shadow
Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
q_ShaderSky
Default: 0
Help: Defines the shader quality of Sky
Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)
q_ShaderTerrain
Default: 0
Help: Defines the shader quality of Terrain
Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
q_ShaderVegetation
Default: 0
Help: Defines the shader quality of Vegetation
Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)
q_ShaderWater
Default: 2
Help: Defines the shader quality of Water
Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default)
Particles
r_UseParticlesGlow
Default: 1
Help: Enables glow particles.
Usage: CV_r_useparticles_glow [0/1]
r_UseParticlesRefraction
Default: 1
Help: Enables refractive particles.
Usage: r_UseParticlesRefraction [0/1]
r_UseSoftParticles
Default: 0
Help: Enables soft particles.
Usage: r_UseSoftParticles [0/1]
sys_spec_Particles
Default: 4
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
Postprocessing
r_refraction
Default: 0
Help: Enables refraction.
Usage: r_refraction [0/1]
Default is 1 (on). Set to 0 to disable.
sys_spec_PostProcessing
Default: 4
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_UseEdgeAA = 0/0/1/1/1
... r_colorgrading = 0/1/0/1/1
... r_sunshafts = 0/0/0/1/1
sys_spec_GameEffects
Default: 4
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 = 0/0/0/0/0
Physics
ca_UsePhysics
Default: 1
Help: the physics is not applied (effectively, no IK)
sys_spec_Physics
Default: 4
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
Textures
sys_LowSpecPak
Default: 0
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
r_DetailDistance
Default: 0
Help: Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance (1-20)
Default is 6.
r_DetailNumLayers
Default: 0
Help: Sets the number of detail layers per surface.
Usage: r_DetailNumLayers 2
Dfault is 2.
r_DetailTextures
Default: 0
Help: Toggles detail texture overlays.
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).
r_TexBumpResolution
Default: 2
Help: Reduces texture resolution.
Usage: r_TexBumpResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc. (max 4)
r_TexNoAniso
Default: 0
Help:
r_TexNormalMapType REQUIRE_LEVEL_RELOAD
Default: 1
Help:
r_TexResolution
Default: 2
Help: Reduces texture resolution.
Usage: r_TexResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
r_TextureCompressor
Default: 1
Help: Defines which texture compressor is used (fallback is DirectX)
Usage: r_TextureCompressor [0/1]
0 uses nvDXT, 1 uses Squish if possible
r_TexturesFilteringQuality REQUIRE_LEVEL_RELOAD
Default: 9
Help: Configures texture filtering adjusting.
Usage: r_TexturesFilteringQuality [#]
where # represents:
0: Highest quality
1: Medium quality
2: Low quality
r_TexturesStreaming
Default: 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.
r_TexturesStreamingMaxAsync
Default: 0.25
Help:
r_TexturesStreamingNoUpload
Default: 0
Help:
r_TexturesStreamingOnlyVideo
Default: 0
Help:
r_TexturesStreamingSync
Default: 0
Help:
r_TexturesStreamPoolSize
Default: 128
Help:
sys_spec_Texture
Default: 4
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
Decals
ca_UseDecals
Default: 0
Help: if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals
e_decals
Default: 0
Help: Activates drawing of decals (game decals and hand-placed)
e_decals_allow_game_decals
Default: 0
Help: Allows creation of decals by game (like weapon bullets marks)
e_decals_clip
Default: 1
Help: Clip decal geometry by decal bbox
e_decals_hit_cache
Default: 1
Help: Use smart hit cacheing for bullet hits (may cause no decals in some cases)
e_decals_life_time_scale
Default: 0
Help: Allows to increase or reduce decals life time for different specs
e_decals_merge
Default: 1
Help: Combine pieces of decals into one render call
e_decals_neighbor_max_life_time
Default: 4
Help: If not zero - new decals will force old decals to fade in X seconds
e_decals_overlapping
Default: 0
Help: If zero - new decals will not be spawned if the distance to nearest decals less than X
e_decals_precreate
Default: 1
Help: Pre-create decals at load time
e_decals_range
Default: 20
Help: Less precision for decals outside this range
e_decals_wrap_around_min_size
Default: 0.05
Help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
e_foliage_wind_activation_dist
Default: 25
Help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
e_lod_max
Default: 6
Help: Max LOD for objects
e_lod_min
Default: 0
Help: Min LOD for objects
e_lod_min_tris
Default: 300
Help: LODs with less triangles will not be used
e_lod_ratio
Default: 6
Help: LOD distance ratio for objects
e_lods
Default: 1
Help: Load and use LOD models for static geometry
e_lowspec_mode
Default: 0
Help: Enables lowspec mode
e_materials
Default: 1
Help: Activates material support for non animated objects
e_max_entity_lights
Default: 16
Help: Set maximum number of lights affecting object
e_max_view_dst_spec_lerp
Default: 0
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
e_on_demand_maxsize
Default: 20
Help: Specifies the maximum size of vegetation objects that are physicalized on-demand
e_on_demand_physics
Default: 1
Help: Turns on on-demand vegetation physicalization
e_particles_lights
Default: 1
Help: Allows to have simple light source attached to every article
e_particles_lod
Default: 0
Help: Multiplier to particle count
e_particles_max_emitter_draw_screen
Default: 0
Help: Max screen fill per emitter -- fade out earlier
e_particles_min_draw_pixels
Default: 1
Help: Pixel size cutoff for rendering particles -- fade out earlier
e_particles_object_collisions
Default: 1
Help: Enable particle/object collisions for SimpleCollision
e_particles_preload
Default: 1
Help: Enable preloading of all particle effects at the begining
e_particles_quality
Default: 4
Help: Current particles detail quality
e_particles_thread
Default: 1
Help: Enable particle threading
e_phys_foliage
Default: 2
Help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
e_phys_ocean_cell
Default: 0.5
Help: Cell size for ocean approximation in physics, 0 assumes flat plane
e_portals
Default: 1
Help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
e_precache_level
Default: 0
Help: Pre-render objects right after level loading
e_proc_vegetation
Default: 0
Help: Show procedurally distributed vegetation
e_render
Default: 1
Help: Enable engine rendering
e_sky_type
Default: 0
Help: Type of sky used: 0 (static), 1 (dynamic).
e_sky_update_rate
Default: 1
Help: Percentage of a full dynamic sky update calculated per frame (0..100].
e_stream_areas
Default: 0
Help: Stream content of terrain and indoor sectors
e_vegetation_use_terrain_color
Default: 1
Help: Allow blend with terrain color for vegetations
e_view_dist_ratio_detail
Default: 30
Help: View distance ratio for detail objects
es_OnDemandPhysics
Default: 0
Help:
Usage: es_OnDemandPhysics [0/1]
Default is 1 (on).
es_VisCheckForUpdate
Default: 1
Help:
Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).
g_breakage_particles_limit
Default: 200
Help: Imposes a limit on particles generated during 2d surfaces breaking
g_ragdollDistance
Default: 40
Help: distance in meters that the player has to be away from the ragdoll before it can disappear
g_ragdollMinTime
Default: 15
Help: minimum time in seconds that a ragdoll will be visible
g_ragdollPollTime
Default: 0.5
Help: time in seconds where 'unseen' polling is done
g_ragdollUnseenTime
Default: 2
Help: time in seconds that the player has to look away from the ragdoll before it disappears
gpu_particle_physics
Default: 1
Help: Enable GPU physics if available (0=off / 1=enabled).
q_Renderer
Default: 0
Help: Defines the quality of Renderer
Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
Lighting
sys_spec_VolumetricEffects
Default: 4
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
r_Beams
Default: 0
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.
r_BeamsDistFactor
Default: 0.05
Help: Distance between slices.
Usage: r_BeamsDistFactor [fValue]
Default is 0.01 (0.01 meters between slices).
r_BeamsMaxSlices
Default: 4
Help: Number of volumetric slices allowed per light beam.
Usage: r_BeamsMaxSlices [1-300]
Default is 200 (high-spec).
r_FillLights
Default: 0
Help: Activate simple differed light sources usage
r_FillLightsMode
Default: 14
Help: Fill lights mode
r_Flares
Default: 0
Help: Toggles sunlight lens flare effect.
Usage: r_Flares [0/1]
Default is 1 (on).
r_sunshafts
Default: 0
Help: Enables sun shafts.
Usage: r_sunshafts [0/1]
Default is 1 (on). Set to 0 to disable
Environment
Terrain
r_TerrainAO
Default: 7
Help: 7=Activate terrain AO deferred passes
r_TerrainAO_FadeDist
Default: 8
Help: Controls sky light fading in tree canopy in Z direction
e_detail_materials
Default: 1
Help: Activates drawing of detail materials on terrain ground
e_detail_materials_view_dist_xy
Default: 50
Help: Max view distance of terrain XY materials
e_detail_materials_view_dist_z
Default: 100
Help: Max view distance of terrain Z materials
Sky
r_CloudsUpdateAlways
Default: 0
Help: Toggles updating of clouds each frame.
Usage: r_CloudsUpdateAlways [0/1]
Default is 0 (off.
r_TexSkyResolution
Default: 2
Help:
Water
sys_spec_Water
Default: 4
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
e_hw_occlusion_culling_water
Default: 1
Help: Activates usage of HW occlusion test for ocean
e_water_ocean
Default: 1
Help: Activates drawing of ocean
e_water_ocean_bottom
Default: 1
Help: Activates drawing bottom of ocean
e_water_ocean_fft
Default: 1
Help: Activates fft based ocean
e_water_ocean_soft_particles
Default: 0
Help: Enables ocean soft particles
e_water_tesselation_amount
Default: 0
Help: Set tesselation amount
e_water_tesselation_swath_width
Default: 10
Help: Set the swath width for the boustrophedonic mesh stripping
e_water_volumes
Default: 1
Help: Activates drawing of water volumes
e_water_waves
Default: 0
Help: Activates drawing of water waves
e_water_waves_tesselation_amount
Default: 5
Help: Sets water waves tesselation amount
r_WaterCaustics
Default: 0
Help: Toggles under water caustics.
Usage: r_WaterCaustics [0/1]
Default is 1 (enabled).
r_WaterGodRays
Default: 0
Help: Enables under water god rays.
Usage: r_WaterGodRays [0/1]
Default is 1 (enabled).
r_WaterReflections
Default: 0
Help: Toggles water reflections.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).
r_WaterReflectionsMGPU
Default: 1
Help: Toggles water reflections.multi-gpu support
Usage: r_WaterReflectionsMGPU [0/1/2]
Default is 0 (single render update), 1 (multiple render updates)
r_WaterReflectionsMinVisiblePixelsUpdate
Default: 0.05
Help: Activates water reflections if visible pixels above a certain threshold.
r_WaterReflectionsMinVisUpdateDistanceMul
Default: 10
Help: Activates update distance multiplier when water mostly occluded.
r_WaterReflectionsMinVisUpdateFactorMul
Default: 20
Help: Activates update factor multiplier when water mostly occluded.
r_WaterReflectionsQuality
Default: 4
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)
r_WaterReflectionsUseMinOffset
Default: 1
Help: Activates water reflections use min distance offset.
r_WaterRefractions
Default: 0
Help: Toggles water refractions.
Usage: r_WaterRefractions [0/1]
Default is 1 (water refracts).
r_WaterUpdateDistance
Default: 0.2
Help:
r_WaterUpdateFactor
Default: 0.05
Help: Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame
r_OceanLodDist
Default: 100
Help:
r_OceanMaxSplashes
Default: 8
Help:
r_OceanRendType
Default: 0
Help:
r_OceanSectorSize
Default: 128
Help:
r_OceanSplashScale
Default: 1
Help:
r_OceanTexUpdate
Default: 1
Help:
Sounds
sys_spec_Sound
Default: 4
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
s_DialogVolume
Default: 1
Help: Sets the volume of all dialog sounds.
Usage: s_DialogVolume 0.5
Default is 1, which is full volume.
s_Doppler
Default: 1
Help: Toggles Doppler effect on and off.
Usage: s_Doppler [0/1]
Default is 1 (on).
s_DopplerScale
Default: 1
Help: Sets the strength of the Doppler effect.
Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.
s_GameDialogVolume
Default: 1
Help: Controls the dialog volume for game use.
Usage: s_GameDialogVolume 0.5
Default is 1, which is full volume.
s_GameMusicVolume
Default: 1
Help: Controls the music volume for game use.
Usage: s_GameMusicVolume 0.2
Default is 1.0
s_GameSFXVolume
Default: 1
Help: Controls the sfx volume for game use.
Usage: s_GameSFXVolume 0.5
Default is 1, which is full volume.
s_MusicEnable
Default: 1
Help: enable/disable music
s_MusicVolume
Default: 0.6
Help: Sets the music volume from 0 to 1 in the games option.
Usage: s_MusicVolume 0.2
Default is 0.5
s_SpeakerConfig
Default: 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).
Misc
Controls
exec
script:
Help: executes a batch file of console commands
Bind
script:
Help:
toggleIntCvar
script:
Help: toggleIntCvar cvarName [value1 value2] - toggles an int cvar between 1 and 0 or, if set, value1 and value2 to ease keybindings. E.g.:
"bind f4 toggleIntCvar cl_hud"
"bind f5 toggleIntCvar profile 6 0"
aln_debug_filter
Default:
Help:
cl_controllersensitivity
Default: 45
Help: Set controller sensitivity!
cl_crouchToggle
Default: 0
Help: To make the crouch key work as a toggle
cl_free_reticle_independent
Default: 0
Help: if 1 the reticle is freed from the torso
cl_invertController
Default: 0
Help: Controller Look Up-Down invert
cl_invertMouse
Default: 0
Help: mouse invert?
cl_sensitivity
Default: 100
Help: Set mouse sensitivity!
cl_sensitivityAerospace
Default: 45
Help: Set joystick sensitivity for aerospace!
cl_sensitivityZeroG
Default: 70
Help: Set mouse sensitivity in ZeroG!
cl_turretsensitivity
Default: 1
Help: Mouse sensitivity multiplier for turret aiming
hud_ctrl_Coeff_X
Default: 12.25
Help: Analog controller X rotation scale
hud_ctrl_Coeff_Z
Default: 25
Help: Analog controller Z rotation scale
hud_ctrl_Curve_X
Default: 3
Help: Analog controller X rotation curve
hud_ctrl_Curve_Z
Default: 3
Help: Analog controller Z rotation curve
i_mouse_accel
Default: 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)
i_mouse_accel_max
Default: 100
Help: Set mouse max mouse delta when using acceleration.
Usage: i_mouse_accel_max [float number]
Default is 100.0
i_mouse_buffered
Default: 0
Help: Toggles mouse input buffering.
Usage: i_mouse_buffered [0/1]
Default is 0 (off). Set to 1 to process buffered mouse input.
i_mouse_inertia
Default: 0
Help: Set mouse inertia. It is disabled (0.0) by default.
Usage: i_mouse_inertia [float number]
Default is 0.0
i_mouse_smooth
Default: 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
Screenshot
e_screenshot
Default: 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
e_screenshot_debug
Default: 0
Help: 0 off
1 show stiching borders
2 show overlapping areas
e_screenshot_file_format
Default: tga
Help: Set output image file format for hires screen shots. Can be JPG or TGA
e_screenshot_height
Default: 1500
Help: used for e_panorama_screenshot to define the height of the destination image, 1500 default
e_screenshot_map_camheight
Default: 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)
e_screenshot_map_center_x
Default: 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)
e_screenshot_map_center_y
Default: 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)
e_screenshot_map_size_x
Default: 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)
e_screenshot_map_size_y
Default: 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)
e_screenshot_min_slices
Default: 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
e_screenshot_quality
Default: 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
e_screenshot_width
Default: 2000
Help: used for e_panorama_screenshot to define the width of the destination image, 2000 default
Customization
name
script:
cl_hud
Default: 1
Help: Show/Hide the HUD
r_Fullscreen
Default: 0
Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
Usage: r_Fullscreen [0=window/1=fullscreen]
hud_chDamageIndicator
Default: 1
Help: Switch crosshair-damage indicator... (1 on, 0 off)
hud_colorLine
Default: 4481854
Help: HUD line color.
hud_colorOver
Default: 14125840
Help: HUD hovered color.
hud_colorText
Default: 12386209
Help: HUD text color.
hud_showAllOnScreenObjectives
Default: 0
Help: Show all on screen objectives, not only the active one.
r_Brightness
Default: 0.5
Help: Sets the display brightness.
Usage: r_Brightness 0.5
Default is 0.5.
r_Contrast
Default: 0.5
Help: Sets the display contrast.
Usage: r_Contrast 0.5
Default is 0.5.
r_DisplayInfo
Default: 1
Help: Toggles debugging information display.
Usage: r_DisplayInfo [0=off/1=show/2=enhanced]
r_Gamma
Default: 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
r_MultiGPU
Default: 0
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