Difference between revisions of "Console Variables"

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====Lighting====  
 
====Lighting====  
 
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'''sys_spec_VolumetricEffects''' <br> Default: 4 <br> Help: Console variable group to apply settings to multiple variables <br>  <br> sys_spec_VolumetricEffects [1/2/3/4/x]: <br>  ... e_Clouds = 0/1/1/1/1 <br>  ... r_Beams = 4/3/3/3/3 <br>  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 <br>  ... r_BeamsMaxSlices = 16/32/64/200/200 <br>  ... r_CloudsUpdateAlways = 0/0/0/0/0 <br>  <br>''' r_Beams''' <br> Default: 0 <br> Help: Toggles light beams. <br> Usage: r_Beams [0/1/2/3] <br> Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to <br> use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use <br> optimized and with glow support beams. <br>  <br>''' r_BeamsDistFactor''' <br> Default: 0.05 <br> Help: Distance between slices. <br> Usage: r_BeamsDistFactor [fValue] <br> Default is 0.01 (0.01 meters between slices). <br>  <br>''' r_BeamsMaxSlices''' <br> Default: 4 <br> Help: Number of volumetric slices allowed per light beam. <br> Usage: r_BeamsMaxSlices [1-300] <br> Default is 200 (high-spec). <br>  <br>''' r_FillLights''' <br> Default: 0 <br> Help: Activate simple differed light sources usage <br>''' r_FillLightsMode''' <br> Default: 14 <br> Help: Fill lights mode <br>  <br>''' r_Flares''' <br> Default: 0 <br> Help: Toggles sunlight lens flare effect. <br> Usage: r_Flares [0/1] <br> Default is 1 (on). <br>  <br>''' r_sunshafts''' <br> Default: 0 <br> Help: Enables sun shafts. <br> Usage: r_sunshafts [0/1] <br> Default is 1 (on). Set to 0 to disable <br>  
+
'''sys_spec_VolumetricEffects''' <br> Default: 4 <br> Help: Console variable group to apply settings to multiple variables <br> sys_spec_VolumetricEffects [1/2/3/4/x]: <br>  ... e_Clouds = 0/1/1/1/1 <br>  ... r_Beams = 4/3/3/3/3 <br>  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 <br>  ... r_BeamsMaxSlices = 16/32/64/200/200 <br>  ... r_CloudsUpdateAlways = 0/0/0/0/0 <br>  <br>''' r_Beams''' <br> Default: 0 <br> Help: Toggles light beams. <br> Usage: r_Beams [0/1/2/3] <br> Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to <br> use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use <br> optimized and with glow support beams. <br>  <br>''' r_BeamsDistFactor''' <br> Default: 0.05 <br> Help: Distance between slices. <br> Usage: r_BeamsDistFactor [fValue] <br> Default is 0.01 (0.01 meters between slices). <br>  <br>''' r_BeamsMaxSlices''' <br> Default: 4 <br> Help: Number of volumetric slices allowed per light beam. <br> Usage: r_BeamsMaxSlices [1-300] <br> Default is 200 (high-spec). <br>  <br>''' r_FillLights''' <br> Default: 0 <br> Help: Activate simple differed light sources usage <br><br>''' r_FillLightsMode''' <br> Default: 14 <br> Help: Fill lights mode <br>  <br>''' r_Flares''' <br> Default: 0 <br> Help: Toggles sunlight lens flare effect. <br> Usage: r_Flares [0/1] <br> Default is 1 (on). <br>  <br>''' r_sunshafts''' <br> Default: 0 <br> Help: Enables sun shafts. <br> Usage: r_sunshafts [0/1] <br> Default is 1 (on). Set to 0 to disable <br>
 
 
  
 
====Environment====  
 
====Environment====  

Revision as of 20:50, 7 May 2019

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This article is only a stub - it's far from covering the topic to match the MWLL Wiki standards.
You may help MWLL Wiki by expanding it


Overview

Each Console Variable controls one specific feature of the games graphics, performance or controls. For instance, r_TexResolution controls the texture resolution of assets ingame, and can be set anywhere from 0 (r_TexResolution = 0) for higher; or 4 (r_TexResolution = 4) for lower resolution at your own discretion. A few console variables aren't tied directly to a features, but direct groups of other variables- these Group Console Variables are what you're changing when you change your settings via the ingame Settings menu.

Essentially, Control Variables (cvar) are the hidden, 'Advanced Settings' page to Mechwarrior Living Legends. The ingame settings page serves as an easy to use, but rough method of setting these variables- but fails to explore the full spectrum of possibilities with its simple design. Fine tuning your settings using a user.cfg file opens the door to all of the games console variables and individual control on their adjustment- giving you the ability to run your game with settings customized to matching your tastes for performance and appearance.

Both the extreme high ends of maximum performance, and maximum graphical output are only available using User.cfg files, and many players seeking a middle ground utilize one to find their own personal sweet-spot between the two, homing in on their preferred FPS by reducing visual amenities of their choice.

Beyond fine adjustment to graphics, there are many other features hidden in the Console Variables, with immense flexibility granted by combining the bind and exec functions- players can change other control variables, change batches of variables, or run scripts with the press of a button ingame.

The User.cfg File

Usercfghome.png

While the filename user.cfg may seem intimidating- rest assured there's no programming knowledge needed here. Fundamentally, adding a user.cfg file is as easy as placing a text file with a specific name in a specific folder. You can either write your own, download a prebuilt one from this page, or use one that another player has shared with you.

To add your user.cfg file:

  1. Right click on your desktop, and selecting 'New Text File'
  2. Write, or copy-&-paste the variables and their preferred settings as you wish into the document
  3. Save the file, and then manually rename it to user.cfg (make sure to replace the original extension, a user.cfg.txt file will not work)
  4. Place the file into the MWLL / Client directory. By default its file tree is Documents / My_Games / Crysis_Wars / MWLL / Client

If you downloaded a user.cfg file from here or a friend, you just need to place it in the MWLL / Client folder

Functionally, the user.cfg file is a set of instructions that the game runs whenever it opens. Whatever settings you specify in this file will be set on each launch, and is a reliable method to save your preferred settings- especially for users tired of the bug where the ingame settings menu occasionally resets their preferences between launches.

Variables

todo: testing variables (displayinfo and console

barebones of every user.cfg (open and close console, resolution, windowed, sound contrast etc) Just to explain few of the basic concepts in short:
Cryengine became such a big deal just for the efficiency of not caring about stuff that does not need to be rendered.
In order to get there a whole lot of terms and options need be understood and applied, few, most significant, we try to cover here.

LOD - Level Of Detail - cryengine takes a lot of consideration just how detailed an object is drawn in the game engine - moreover - the artist alone can make 3 (or more) gradually simpler objects for the engine to pick from - massively important on vegetation or in cities.

View Distance - the artist (map maker) and the engine compete just when the switchover of various LODs will happen - some is left to the tweaker of the config files we discuss here.

Ray Cast - the engine uses a straight line between view-port camera ("player's eye") and the object to determine if it is visible or whatever.

Occluder - the map maker can place a plane (called occlusion plane) that cuts (culls) any visual raycasts and thus speeds up the view-port drawing time significantly - one special occluder is the maximum view distance one - it "travels" with us.

quality levels - there are few: 0 - automatic, 1 - low, 2 - medium, 3 - high, 4 - maximum; Note - below 3 only LOD 1 and onward (LOD 2, LOD 3...) are rendered - to ever see LOD 0 designs one has to set quality to high ie 3 or better.

As one can imagine, there might be intentional exploits in game quality settings - that is the main reason some are locked for the end user to tweak. Just to keep the playground even for the best fun of everyone involved.

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

Note: Roads belong to decals too - they are effectively decals on the terrain

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: 2
Help: 0 = disabled, 1 = extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2 = automatic detection (currently SLI only, means off for ATI). Should be activated before rendering on systems mounting multiple compatible GPU's.