CVars (Doom 3)
From modwiki
The information on this page is specific to Doom 3.Existing CVars as of version 1.3.1302 (1.3).
Contents |
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GAME CVar's:
| aas_goalArea | |
| aas_pullPlayer | |
| aas_randomPullPlayer | |
| aas_showAreas | |
| aas_showFlyPath | |
| aas_showHideArea | |
| aas_showPath | |
| aas_showPushIntoArea | |
| aas_showWallEdges | |
| aas_test | |
| af_contactFrictionScale | ... scales the contact friction |
| af_forceFriction | ... force the given friction value |
| af_highlightBody | ... name of the body to highlight |
| af_highlightConstraint | ... name of the constraint to highlight |
| af_jointFrictionScale | ... scales the joint friction |
| af_maxAngularVelocity | ... maximum angular velocity |
| af_maxLinearVelocity | ... maximum linear velocity |
| af_showActive | ... show tree-like structures of articulated figures not at rest |
| af_showBodies | ... show bodies |
| af_showBodyNames | ... show body names |
| af_showConstrainedBodies | ... show the two bodies contrained by the highlighted constraint |
| af_showConstraintNames | ... show constraint names |
| af_showConstraints | ... show constraints |
| af_showInertia | ... show the inertia tensor of each body |
| af_showLimits | ... show joint limits |
| af_showMass | ... show the mass of each body |
| af_showPrimaryOnly | ... show primary constraints only |
| af_showTimings | ... show articulated figure cpu usage |
| af_showTotalMass | ... show the total mass of each articulated figure |
| af_showTrees | ... show tree-like structures |
| af_showVelocity | ... show the velocity of each body |
| af_skipFriction | ... skip friction |
| af_skipLimits | ... skip joint limits |
| af_skipSelfCollision | ... skip self collision detection |
| af_testSolid | ... test for bodies initially stuck in solid |
| af_timeScale | ... scales the time |
| af_useImpulseFriction | ... use impulse based contact friction |
| af_useJointImpulseFriction | ... use impulse based joint friction |
| af_useLinearTime | ... use linear time algorithm for tree-like structures |
| af_useSymmetry | ... use constraint matrix symmetry |
| ai_blockedFailSafe | ... enable blocked fail safe handling |
| ai_debugMove | ... draws movement information for monsters |
| ai_debugScript | ... displays script calls for the specified monster entity number |
| ai_debugTrajectory | ... draws trajectory tests for monsters |
| ai_showCombatNodes | ... draws attack cones for monsters |
| ai_showObstacleAvoidance | ... draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well |
| ai_showPaths | ... draws path_* entities |
| ai_testPredictPath | |
| cl_punkbuster | ... enables the PB client code |
| cm_backFaceCull | ... cull back facing polygons |
| cm_debugCollision | ... debug the collision detection |
| cm_drawColor | ... color used to draw the collision models |
| cm_drawFilled | ... draw filled polygons |
| cm_drawInternal | ... draw internal edges green |
| cm_drawMask | ... collision mask |
| cm_drawNormals | ... draw polygon and edge normals |
| cm_testAngle | |
| cm_testBox | |
| cm_testBoxRotation | |
| cm_testCollision | |
| cm_testLength | |
| cm_testModel | |
| cm_testOrigin | |
| cm_testRadius | |
| cm_testRandomMany | |
| cm_testReset | |
| cm_testRotation | |
| cm_testTimes | |
| cm_testWalk | |
| g_armorProtection | ... armor takes this percentage of damage |
| g_armorProtectionMP | ... armor takes this percentage of damage in mp |
| g_balanceTDM | ... maintain even teams |
| g_blobSize | |
| g_blobTime | |
| g_bloodEffects | ... show blood splats, sprays and gibs |
| g_cinematic | ... skips updating entities that aren't marked 'cinematic' '1' during cinematics |
| g_cinematicMaxSkipTime | ... # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end. |
| g_countDown | ... pregame countdown in seconds |
| g_damageScale | ... scale final damage on player by this factor |
| g_debugAnim | ... displays information on which animations are playing on the specified entity number. set to -1 to disable. |
| g_debugBounds | ... checks for models with bounds > 2048 |
| g_debugCinematic | ... used to debug cinematics |
| g_debugDamage | ... prints information to the console about the damage dealt to players |
| g_debugMove | |
| g_debugMover | |
| g_debugScript | |
| g_debugTriggers | |
| g_debugWeapon | |
| g_decals | ... show decals such as bullet holes |
| g_disasm | ... disassemble script into base/script disasm.txt on the local drive when script is compiled. See disasmScript. |
| g_doubleVision | ... show double vision when taking damage |
| g_dragDamping | |
| g_dragEntity | ... allows dragging physics objects around by placing the crosshair over them and holding the fire button |
| g_dragShowSelection | |
| g_dropItemRotation | |
| g_dvAmplitude | |
| g_dvFrequency | |
| g_dvTime | |
| g_editEntityMode | ... 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models |
| g_exportMask | |
| g_flushSave | ... 1 = don't buffer file writing for save games. |
| g_fov | |
| g_frametime | ... displays timing information for each game frame |
| g_gameReviewPause | ... scores review time in seconds (at end game) |
| g_gravity | |
| g_gunX | |
| g_gunY | |
| g_gunZ | |
| g_healthTakeAmt | ... how much health to take in nightmare mode |
| g_healthTakeLimit | ... how low can health get taken in nightmare mode |
| g_healthTakeTime | ... how often to take health in nightmare mode |
| g_kickAmplitude | |
| g_kickTime | |
| g_knockback | |
| g_mapCycle | ... map cycling script for multiplayer games - see mapcycle.scriptcfg |
| g_maxShowDistance | |
| g_monsters | |
| g_mpWeaponAngleScale | ... Control the weapon sway in MP |
| g_muzzleFlash | ... show muzzle flashes |
| g_nightmare | ... if nightmare mode is allowed |
| g_password | ... game password |
| g_projectileLights | ... show dynamic lights on projectiles |
| g_showActiveEntities | ... draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green. |
| g_showBrass | ... enables ejected shells from weapon |
| g_showcamerainfo | ... displays the current frame # for the camera when playing cinematics |
| g_showCollisionModels | |
| g_showCollisionTraces | |
| g_showCollisionWorld | |
| g_showEnemies | ... draws boxes around monsters that have targeted the the player |
| g_showEntityInfo | ... draws entity info on the screen |
| g_showHud | ... controls the display of the player's HUD |
| g_showPlayerShadow | ... enables shadow of player model |
| g_showProjectilePct | ... enables display of player hit percentage |
| g_showPVS | |
| g_showTargets | ... draws entities and thier targets. hidden entities are drawn grey. |
| g_showTestModelFrame | ... displays the current animation and frame # for testmodels |
| g_showTriggers | ... draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey. |
| g_showviewpos | ... draws the player's location and view angles to the screen on a regular basis |
| g_skill | ... sets the difficulty level for single player games |
| g_skipFX | |
| g_skipParticles | |
| g_skipViewEffects | ... skip damage and other view effects |
| g_spectatorChat | ... let spectators talk to everyone during game |
| g_stopTime | ... stops the game from increasing the global time value |
| g_TDMArrows | ... draw arrows over teammates in team deathmatch |
| g_testDeath | ... stops the game from going to the "game over" screen |
| g_testHealthVision | |
| g_testModelAnimate | ... test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once |
| g_testModelBlend | ... number of frames to blend |
| g_testModelRotate | ... test model rotation speed |
| g_testParticle | ... test particle visualation, set by the particle editor |
| g_testParticleName | ... name of the particle being tested by the particle editor |
| g_testPostProcess | ... name of material to draw over screen |
| g_timeEntities | ... when non-zero, shows entities whose think functions exceeded the # of milliseconds specified |
| g_useDynamicProtection | ... scale damage and armor dynamically to keep the player alive more often |
| g_vehicleForce | |
| g_vehicleSuspensionDamping | |
| g_vehicleSuspensionDown | |
| g_vehicleSuspensionKCompress | |
| g_vehicleSuspensionUp | |
| g_vehicleTireFriction | |
| g_vehicleVelocity | |
| g_version | |
| g_viewNodalX | |
| g_viewNodalZ | |
| g_voteFlags | ... vote flags. bit mask of votes not allowed on this server |
| gamedate | ... the game code's compile date |
| gamename | ... the title of the currently loaded game code |
| ik_debug | ... show IK debug lines |
| ik_enable | ... enable IK |
| mod_validSkins | ... valid skins for the game |
| net_clientPredictGUI | ... test guis in networking without prediction |
| net_clientShowSnapshot | |
| net_clientShowSnapshotRadius | |
| net_clientSmoothing | |
| password | ... client password used when connecting |
| pm_air | ... how long in milliseconds the player can go without air before he starts taking damage |
| pm_bboxwidth | ... x/y size of player's bounding box |
| pm_bobpitch | |
| pm_bobroll | |
| pm_bobup | |
| pm_crouchbob | ... bob much faster when crouched |
| pm_crouchheight | ... height of player's bounding box while crouched |
| pm_crouchrate | ... time it takes for player's view to change from standing to crouching |
| pm_crouchspeed | ... speed the player can move while crouched |
| pm_crouchviewheight | ... height of player's view while crouched |
| pm_deadheight | ... height of player's bounding box while dead |
| pm_deadviewheight | ... height of player's view while dead |
| pm_jumpheight | ... approximate hieght the player can jump |
| pm_maxviewpitch | ... amount player's view can look down |
| pm_minviewpitch | ... amount player's view can look up (negative values are up) |
| pm_modelView | ... draws camera from POV of player model (1 = always, 2 = when dead) |
| pm_noclipspeed | ... speed the player can move while in noclip |
| pm_normalheight | ... height of player's bounding box while standing |
| pm_normalviewheight | ... height of player's view while standing |
| pm_runbob | ... bob faster when running |
| pm_runpitch | |
| pm_runroll | |
| pm_runspeed | ... speed the player can move while running |
| pm_spectatebbox | ... size of the spectator bounding box |
| pm_spectatespeed | ... speed the player can move while spectating |
| pm_stamina | ... length of time player can run |
| pm_staminarate | ... rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge. |
| pm_staminathreshold | ... when stamina drops below this value, player gradually slows to a walk |
| pm_stepsize | ... maximum height the player can step up without jumping |
| pm_thirdPerson | ... enables third person view |
| pm_thirdPersonAngle | ... direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) |
| pm_thirdPersonClip | ... clip third person view into world space |
| pm_thirdPersonDeath | ... enables third person view when player dies |
| pm_thirdPersonHeight | ... height of camera from normal view height in 3rd person |
| pm_thirdPersonRange | ... camera distance from player in 3rd person |
| pm_usecylinder | ... use a cylinder approximation instead of a bounding box for player collision detection |
| pm_walkbob | ... bob slowly when walking |
| pm_walkspeed | ... speed the player can move while walking |
| rb_showActive | ... show rigid bodies that are not at rest |
| rb_showBodies | ... show rigid bodies |
| rb_showInertia | ... show the inertia tensor of each rigid body |
| rb_showMass | ... show the mass of each rigid body |
| rb_showTimings | ... show rigid body cpu usage |
| rb_showVelocity | ... show the velocity of each rigid body |
| si_fragLimit | ... frag limit |
| si_gameType | ... game type - singleplayer, deathmatch, Tourney, Team DM or Last Man |
| si_map | ... map to be played next on server |
| si_maxPlayers | ... max number of players allowed on the server |
| si_name | ... name of the server |
| si_pure | ... server is pure and does not allow modified data |
| si_serverURL | ... if the clients misses files, "kick" him to this page if the server does not allow auto-downloading |
| si_spectators | ... allow spectators or require all clients to play |
| si_teamDamage | ... enable team damage |
| si_timeLimit | ... time limit in minutes |
| si_usePass | ... enable client password checking |
| si_warmup | ... do pre-game warmup |
| sv_punkbuster | ... enables the PB server code |
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GAME UI Cvar's:
| ui_autoReload | ... auto reload weapon |
| ui_autoSwitch | ... auto switch weapon |
| ui_chat | |
| ui_name | ... player name |
| ui_ready | ... player is ready to start playing |
| ui_showGun | ... show gun |
| ui_skin | ... player skin |
| ui_spectate | ... play or spectate |
| ui_team | ... player team |
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GUI CVar's:
| gui_configServerRate | |
| gui_debug | |
| gui_edit | |
| gui_filter_game | |
| gui_filter_gameType | ... Gametype filter |
| gui_filter_idle | |
| gui_filter_password | ... Password filter |
| gui_filter_players | ... Players filter |
| gui_mediumFontLimit | |
| gui_smallFontLimit |
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RNDR CVar's:
| image_anisotropy | ... set the maximum texture anisotropy if available |
| image_cacheMegs | ... maximum MB set aside for temporary loading of full-sized precompressed images |
| image_cacheMinK | ... maximum KB of precompressed files to read at specification time |
| image_colorMipLevels | ... development aid to see texture mip usage |
| image_downSize | ... controls texture downsampling |
| image_downSizeBump | ... controls normal map downsampling |
| image_downSizeBumpLimit | ... controls normal map downsample limit |
| image_downSizeLimit | ... controls diffuse map downsample limit |
| image_downSizeSpecular | ... controls specular downsampling |
| image_downSizeSpecularLimit | ... controls specular downsampled limit |
| image_filter | ... changes texture filtering on mipmapped images |
| image_forceDownSize | |
| image_ignoreHighQuality | ... ignore high quality setting on materials |
| image_lodbias | ... change lod bias on mipmapped images |
| image_preload | ... if 0, dynamically load all images |
| image_roundDown | ... round bad sizes down to nearest power of two |
| image_showBackgroundLoads | ... 1 = print number of outstanding background loads |
| image_useAllFormats | ... allow alpha/intensity/luminance luminance+alpha |
| image_useCache | ... 1 = do background load image caching |
| image_useCompression | ... 0 = force everything to high quality |
| image_useNormalCompression | ... 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available |
| image_useOfflineCompression | ... write a batch file for offline compression of DDS files |
| image_usePrecompressedTextures | ... use .dds files if present |
| image_writeNormalTGA | ... write .tgas of the final normal maps for debugging |
| image_writeNormalTGAPalletized | ... write .tgas of the final palletized normal maps for debugging |
| image_writePrecompressedTextures | ... write .dds files if necessary |
| image_writeTGA | ... write .tgas of the non normal maps for debugging |
| r_aspectRatio | |
| r_brightness | ... changes gamma tables |
| r_cgFragmentProfile | ... arbfp1, fp30 |
| r_cgVertexProfile | ... arbvp1, vp20, vp30 |
| r_checkBounds | ... compare all surface bounds with precalculated ones |
| r_clear | ... force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom |
| r_customHeight | ... custom screen height |
| r_customWidth | ... custom screen width |
| r_debugArrowStep | ... step size of arrow cone line rotation in degrees |
| r_debugLineDepthTest | ... perform depth test on debug lines |
| r_debugLineWidth | ... width of debug lines |
| r_debugPolygonFilled | ... draw a filled polygon |
| r_debugRenderToTexture | |
| r_demonstrateBug | ... used during development to show IHV's their problems |
| r_displayRefresh | ... optional display refresh rate option for vid mode |
| r_finish | ... force a call to glFinish() every frame |
| r_flareSize | ... scale the flare deforms from the material def |
| r_forceLoadImages | ... draw all images to screen after registration |
| r_frontBuffer | ... draw to front buffer for debugging |
| r_fullscreen | ... 0 = windowed, 1 = full screen |
| r_gamma | ... changes gamma tables |
| r_glDriver | ... "opengl32", etc. |
| r_ignore | ... used for random debugging without defining new vars |
| r_ignore2 | ... used for random debugging without defining new vars |
| r_ignoreGLErrors | ... ignore GL errors |
| r_inhibitFragmentProgram | ... ignore the fragment program extension |
| r_jitter | ... randomly subpixel jitter the projection matrix |
| r_jointNameOffset | ... offset of joint names when r_showskel is set to 1 |
| r_jointNameScale | ... size of joint names when r_showskel is set to 1 |
| r_lightAllBackFaces | ... light all the back faces, even when they would be shadowed |
| r_lightScale | ... all light intensities are multiplied by this |
| r_lightSourceRadius | ... for soft-shadow sampling |
| r_lockSurfaces | ... allow moving the view point without changing the composition of the scene, including culling |
| r_logFile | ... number of frames to emit GL logs |
| r_materialOverride | ... overrides all materials |
| r_megaTextureLevel | ... draw only a specific level |
| r_mergeModelSurfaces | ... combine model surfaces with the same material |
| r_mode | ... video mode number |
| r_multiSamples | ... number of antialiasing samples |
| r_offsetfactor | ... polygon offset parameter |
| r_offsetunits | ... polygon offset parameter |
| r_orderIndexes | ... perform index reorganization to optimize vertex use |
| r_renderer | ... hardware specific renderer path to use |
| r_screenFraction | ... for testing fill rate, the resolution of the entire screen can be changed |
| r_shadowPolygonFactor | ... scale value for stencil shadow drawing |
| r_shadowPolygonOffset | ... bias value added to depth test for stencil shadow drawing |
| r_shadows | ... enable shadows |
| r_showAlloc | ... report alloc/free counts |
| r_showCull | ... report sphere and box culling stats |
| r_showDefs | ... report the number of modeDefs and lightDefs in view |
| r_showDemo | ... report reads and writes to the demo file |
| r_showDepth | ... display the contents of the depth buffer and the depth range |
| r_showDominantTri | ... draw lines from vertexes to center of dominant triangles |
| r_showDynamic | ... report stats on dynamic surface generation |
| r_showEdges | ... draw the sil edges |
| r_showEntityScissors | ... show entity scissor rectangles |
| r_showImages | ... 1 = show all images instead of rendering, 2 = show in proportional size |
| r_showIntensity | ... draw the screen colors based on intensity, red = 0, green = 128, blue = 255 |
| r_showInteractionFrustums | ... 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox |
| r_showInteractions | ... report interaction generation activity |
| r_showInteractionScissors | ... 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines |
| r_showLightCount | ... 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw |
| r_showLights | ... 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume |
| r_showLightScale | ... report the scale factor applied to drawing for overbrights |
| r_showLightScissors | ... show light scissor rectangles |
| r_showMegaTexture | ... display all the level images |
| r_showMegaTextureLabels | ... draw colored blocks in each tile |
| r_showMemory | ... print frame memory utilization |
| r_showNormals | ... draws wireframe normals |
| r_showOverDraw | ... 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw |
| r_showPortals | ... draw portal outlines in color based on passed / not passed |
| r_showPrimitives | ... report drawsurf/index/vertex counts |
| r_showShadowCount | ... colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows |
| r_showShadows | ... 1 = visualize the stencil shadow volumes, 2 = draw filled in |
| r_showSilhouette | ... highlight edges that are casting shadow planes |
| r_showSkel | ... draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only |
| r_showSmp | ... show which end (front or back) is blocking |
| r_showSurfaceInfo | ... show surface material name under crosshair |
| r_showSurfaces | ... report surface/light/shadow counts |
| r_showTangentSpace | ... shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector |
| r_showTexturePolarity | ... shade triangles by texture area polarity |
| r_showTextureVectors | ... if > 0 draw each triangles texture (tangent) vectors |
| r_showTrace | ... show the intersection of an eye trace with the world |
| r_showTris | ... enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all |
| r_showUnsmoothedTangents | ... if 1, put all nvidia register combiner programming in display lists |
| r_showUpdates | ... report entity and light updates and ref counts |
| r_showVertexCache | |
| r_showVertexColor | ... draws all triangles with the solid vertex color |
| r_showViewEntitys | ... 1 = displays the bounding boxes of all view models, 2 = print index numbers |
| r_singleArea | ... only draw the portal area the view is actually in |
| r_singleEntity | ... suppress all but one entity |
| r_singleLight | ... suppress all but one light |
| r_singleSurface | ... suppress all but one surface on each entity |
| r_singleTriangle | ... only draw a single triangle per primitive |
| r_skipAmbient | ... bypasses all non-interaction drawing |
| r_skipBackEnd | ... don't draw anything |
| r_skipBlendLights | ... skip all blend lights |
| r_skipBump | ... uses a flat surface instead of the bump map |
| r_skipCopyTexture | ... do all rendering, but don't actually copyTexSubImage2D |
| r_skipDeforms | ... leave all deform materials in their original state |
| r_skipDiffuse | ... use black for diffuse |
| r_skipDynamicTextures | ... don't dynamically create textures |
| r_skipFogLights | ... skip all fog lights |
| r_skipFrontEnd | ... bypasses all front end work, but 2D gui rendering still draws |
| r_skipGuiShaders | ... 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events |
| r_skipInteractions | ... skip all light/surface interaction drawing |
| r_skipLightScale | ... don't do any post-interaction light scaling, makes things dim on low-dynamic range cards |
| r_skipMegaTexture | ... only use the lowest level image |
| r_skipNewAmbient | ... bypasses all vertex/fragment program ambient drawing |
| r_skipOverlays | ... skip overlay surfaces |
| r_skipParticles | ... 1 = skip all particle systems |
| r_skipPostProcess | ... skip all post-process renderings |
| r_skipRender | ... skip 3D rendering, but pass 2D |
| r_skipRenderContext | ... NULL the rendering context during backend 3D rendering |
| r_skipROQ | ... skip ROQ decoding |
| r_skipSpecular | ... use black for specular1 |
| r_skipSubviews | ... 1 = don't render any gui elements on surfaces |
| r_skipSuppress | ... ignore the per-view suppressions |
| r_skipTranslucent | ... skip the translucent interaction rendering |
| r_skipUpdates | ... 1 = don't accept any entity or light updates making everything static |
| r_slopNormal | ... merge normals that dot less than this |
| r_slopTexCoord | ... merge texture coordinates this far apart |
| r_slopVertex | ... merge xyz coordinates this far apart |
| r_subviewOnly | ... 1 = don't render main view, allowing subviews to be debugged |
| r_swapInterval | ... changes wglSwapIntarval |
| r_terrainScale | ... vertically scale USGS data |
| r_testARBProgram | ... experiment with vertex/fragment programs |
| r_testGamma | ... if > 0 draw a grid pattern to test gamma levels |
| r_testGammaBias | ... if > 0 draw a grid pattern to test gamma levels |
| r_testStepGamma | ... if > 0 draw a grid pattern to test gamma levels |
| r_useCachedDynamicModels | ... cache snapshots of dynamic models |
| r_useClippedLightScissors | ... 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always |
| r_useCombinerDisplayLists | ... put all nvidia register combiner programming in display lists |
| r_useConstantMaterials | ... use pre-calculated material registers if possible |
| r_useCulling | ... 0 = none, 1 = sphere, 2 = sphere + box |
| r_useDeferredTangents | ... defer tangents calculations after deform |
| r_useDepthBoundsTest | ... use depth bounds test to reduce shadow fill |
| r_useEntityCallbacks | ... if 0, issue the callback immediately at update time, rather than defering |
| r_useEntityCulling | ... 0 = none, 1 = box |
| r_useEntityScissors | ... 1 = use custom scissor rectangle for each entity |
| r_useExternalShadows | ... 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing |
| r_useFrustumFarDistance | ... if != 0 force the view frustum far distance to this distance |
| r_useIndexBuffers | ... use ARB_vertex_buffer_object for indexes |
| r_useInfiniteFarZ | ... use the no-far-clip-plane trick |
| r_useInteractionCulling | ... 1 = cull interactions |
| r_useInteractionScissors | ... 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors |
| r_useInteractionTable | ... create a full entityDefs * lightDefs table to make finding interactions faster |
| r_useLightCulling | ... 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas |
| r_useLightPortalFlow | ... use a more precise area reference determination |
| r_useLightScissors | ... 1 = use custom scissor rectangle for each light |
| r_useNodeCommonChildren | ... stop pushing reference bounds early when possible |
| r_useNV20MonoLights | ... use pass optimization for mono lights |
| r_useOptimizedShadows | ... use the dmap generated static shadow volumes |
| r_usePortals | ... 1 = use portals to perform area culling, otherwise draw everything |
| r_usePreciseTriangleInteractions | ... 1 = do winding clipping to determine if each ambiguous tri should be lit |
| r_useScissor | ... scissor clip as portals and lights are processed |
| r_useShadowCulling | ... try to cull shadows from partially visible lights |
| r_useShadowProjectedCull | ... discard triangles outside light volume before shadowing |
| r_useShadowSurfaceScissor | ... scissor shadows by the scissor rect of the interaction surfaces |
| r_useShadowVertexProgram | ... do the shadow projection in the vertex program on capable cards |
| r_useSilRemap | ... consider verts with the same XYZ, but different ST the same for shadows |
| r_useStateCaching | ... avoid redundant state changes in GL_*() calls |
| r_useTripleTextureARB | ... cards with 3+ texture units do a two pass instead of three pass |
| r_useTurboShadow | ... use the infinite projection with W technique for dynamic shadows |
| r_useTwoSidedStencil | ... do stencil shadows in one pass with different ops on each side |
| r_useVertexBuffers | ... use ARB_vertex_buffer_object for vertexes |
| r_vertexBufferMegs | |
| r_znear | ... near Z clip plane distance |
[edit]
SND CVar's:
| s_clipVolumes | |
| s_constantAmplitude | |
| s_decompressionLimit | |
| s_doorDistanceAdd | ... reduce sound volume with this distance when going through a door |
| s_dotbias2 | |
| s_dotbias6 | |
| s_drawSounds | |
| s_enviroSuitCutoffFreq | |
| s_enviroSuitCutoffQ | |
| s_enviroSuitSkipLowpass | |
| s_enviroSuitSkipReverb | |
| s_enviroSuitVolumeScale | |
| s_force22kHz | |
| s_globalFraction | ... volume to all speakers when not spatialized |
| s_libOpenAL | |
| s_maxSoundsPerShader | |
| s_meterTopTime | |
| s_minVolume2 | |
| s_minVolume6 | |
| s_muteEAXReverb | |
| s_noSound | |
| s_numberOfSpeakers | ... number of speakers |
| s_playDefaultSound | ... play a beep for missing sounds |
| s_quadraticFalloff | |
| s_realTimeDecoding | |
| s_reverbFeedback | |
| s_reverbTime | |
| s_reverse | |
| s_showLevelMeter | |
| s_showStartSound | |
| s_singleEmitter | ... mute all sounds but this emitter |
| s_skipHelltimeFX | |
| s_slowAttenuate | |
| s_spatializationDecay | |
| s_subFraction | ... volume to subwoofer in 5.1 |
| s_useEAXReverb | |
| s_useOcclusion | |
| s_useOpenAL | |
| s_volume_dB | ... volume in dB |
[edit]
SYS CVar's:
| com_allowConsole | ... allow ~ to toggle console |
| com_asyncInput | ... sample input from the async thread |
| com_asyncSound | ... mix sound from the async thread |
| com_aviDemoHeight | |
| com_aviDemoSamples | |
| com_aviDemoTics | |
| com_aviDemoWidth | |
| com_compressDemos | |
| com_compressSaveGame | ... compress save games |
| com_fixedTic | |
| com_forceGenericSIMD | ... force generic platform independent SIMD |
| com_guid | |
| com_journal | ... 1 = record journal, 2 = play back journal |
| com_logDemos | |
| com_machineSpec | ... hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality |
| com_makingBuild | ... 1 when making a build |
| com_memoryMarker | ... used as a marker for memory stats |
| com_minTics | |
| com_preciseTic | ... run one game tick every async thread update |
| com_preloadDemos | |
| com_product_lang_ext | |
| com_purgeAll | ... purge everything between level loads |
| com_showAngles | |
| com_showAsyncStats | ... show async network stats |
| com_showDemo | |
| com_showFPS | ... show frames rendered per second |
| com_showMemoryUsage | ... show total and per frame memory usage |
| com_showSoundDecoders | ... show sound decoders |
| com_showTics | |
| com_skipGameDraw | |
| com_skipRenderer | ... skip the renderer completely |
| com_speeds | ... show engine timings |
| com_timestampPrints | ... print time with each console print, 1 = msec 2 = sec |
| com_updateLoadSize | ... update the load size after loading a map |
| com_videoRam | ... holds the last amount of detected video ram |
| com_wipeSeconds | |
| con_noPrint | ... print on the console but not onscreen when console is pulled up |
| con_notifyTime | ... time messages are displayed onscreen when console is pulled up |
| con_speed | ... speed at which the console moves up and down |
| decl_show | ... set to 1 to print parses, 2 to also print references |
| developer | |
| fs_basepath | |
| fs_caseSensitiveOS | |
| fs_cdpath | |
| fs_copyfiles | |
| fs_debug | |
| fs_devpath | |
| fs_game | |
| fs_game_base | |
| fs_restrict | |
| fs_savepath | |
| fs_searchAddons | |
| in_alwaysRun | ... always run (reverse _speed button) - only in MP |
| in_anglespeedkey | ... angle change scale when holding down _speed button |
| in_freeLook | ... look around with mouse (reverse _mlook button) |
| in_mouse | ... enable mouse input |
| in_pitchspeed | ... pitch change speed when holding down look _lookUp or _lookDown button |
| in_toggleCrouch | |
| in_toggleRun | |
| in_toggleZoom | |
| in_yawspeed | ... yaw change speed when holding down _left or _right button |
| lcp_showFailures | ... show LCP solver failures |
| logFile | ... 1 = buffer log, 2 = flush after each print |
| logFileName | ... name of log file, if empty, qconsole.log will be used |
| m_pitch | ... mouse pitch scale |
| m_showMouseRate | ... shows mouse movement |
| m_smooth | ... number of samples blended for mouse viewing |
| m_strafeScale | ... mouse strafe movement scale |
| m_strafeSmooth | ... number of samples blended for mouse moving |
| m_yaw | ... mouse yaw scale |
| net_allowCheats | ... Allow cheats in network game |
| net_channelShowDrop | ... show dropped packets |
| net_channelShowPackets | ... show all packets |
| net_clientDownload | |
| net_clientLagOMeter | |
| net_clientMaxPrediction | |
| net_clientMaxRate | ... maximum rate requested by client from server in bytes/sec |
| net_clientPrediction | ... additional client side prediction in milliseconds |
| net_clientRemoteConsoleAddress | ... remote console address |
| net_clientRemoteConsolePassword | ... remote console password |
| net_clientSelfSmoothing | |
| net_clientServerTimeout | ... server time out in seconds |
| net_clientUsercmdBackup | ... number of usercmds to resend |
| net_forceDrop | ... percentage packet loss |
| net_forceLatency | ... milliseconds latency |
| net_ip | ... local IP address |
| net_LANServer | ... config LAN games only - affects clients and servers |
| net_master0 | ... idnet master server address |
| net_master1 | ... 1st master server address |
| net_master2 | ... 2nd master server address |
| net_master3 | ... 3rd master server address |
| net_master4 | ... 4th master server address |
| net_port | ... local IP port number |
| net_serverAllowServerMod | ... allow server-side mods |
| net_serverClientTimeout | ... client time out in seconds |
| net_serverDedicated | ... 1 = text console dedicated server, 2 = graphical dedicated server |
| net_serverDlBaseURL | |
| net_serverDlTable | |
| net_serverDownload | |
| net_serverDrawClient | ... number of client for which to draw view on server |
| net_serverMaxClientRate | ... maximum rate to a client in bytes/sec |
| net_serverMaxUsercmdRelay | ... maximum number of usercmds from other clients the server relays to a client |
| net_serverReloadEngine | ... perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 |
| net_serverRemoteConsolePassword | ... remote console password |
| net_serverSnapshotDelay | ... delay between snapshots in milliseconds |
| net_serverZombieTimeout | ... disconnected client timeout in seconds |
| net_socksEnabled | |
| net_socksPassword | |
| net_socksPort | |
| net_socksServer | |
| net_socksUsername | |
| net_verbose | ... 1 = verbose output, 2 = even more verbose output |
| sensitivity | ... mouse view sensitivity |
| si_idleServer | |
| si_version | ... engine version |
| sys_arch | |
| sys_cpustring | |
| sys_lang | |
| timescale | ... scales the time |
| win_allowAltTab | |
| win_allowMultipleInstances | ... allow multiple instances running concurrently |
| win_notaskkeys | ... disable windows task keys |
| win_outputDebugString | |
| win_outputEditString | |
| win_timerUpdate | ... allows the game to be updated while dragging the window |
| win_username | ... windows user name |
| win_viewlog | |
| win_xpos | ... horizontal position of window |
| win_ypos | ... vertical position of window |
[edit]
TOOL CVar's:
[edit]
Uncategorized CVar's:
| bearTurretAngle | |
| bearTurretForce |
[edit]
Removed CVar's:
| r_hdr_bloomFraction | ... fraction to smear across neighbors |
| r_hdr_exposure | ... maximum light scale |
| r_hdr_gamma | ... monitor gamma power |
| r_hdr_monitorDither | ... random dither in monitor space |
| r_hdr_useFloats | ... use a floating point rendering buffer |
| r_sb_biasScale | ... scale factor for jitter bias |
| r_sb_frustomFOV | ... oversize FOV for point light side matching |
| r_sb_jitterScale | ... scale factor for jitter offset |
| r_sb_lightResolution | ... Pixel dimensions for each shadow buffer, 64 - 2048 |
| r_sb_linearFilter | ... use GL_LINEAR instead of GL_NEAREST on shadow maps |
| r_sb_noShadows | ... don't draw any occluders |
| r_sb_occluderFacing | ... 0 = front faces, 1 = back faces, 2 = midway between |
| r_sb_polyOfsFactor | ... polygonOffset factor for drawing shadow buffer |
| r_sb_polyOfsUnits | ... polygonOffset units for drawing shadow buffer |
| r_sb_randomize | ... randomly offset jitter texture each draw |
| r_sb_samples | ... 0, 1, 4, or 16 |
| r_sb_screenSpaceShadow | ... build shadows in screen space instead of on surfaces |
| r_sb_showFrustumPixels | ... color the pixels contained in the frustum |
| r_sb_singleSide | ... only draw a single side (0-5) of point lights |
| r_sb_useCulling | ... cull geometry to individual side frustums |
| r_sb_usePbuffer | ... draw offscreen |
| r_sb_viewResolution | ... Width of screen space shadow sampling |

