CVars (Doom 3)
The information on this page is specific to Doom 3 .
Existing CVars as of version 1.3.1302 (1.3).
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 |
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 |
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 |
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 |
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 |
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 |
TOOL CVar’s:
Uncategorized CVar’s:
bearTurretAngle | |
bearTurretForce |
Removed CVar’s:
CVar Name | short description |
---|---|
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 |