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:

EntityPlacement
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinutes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClipping
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextures
radiant_InspectorDockedDialogs
radiant_InspectorsWindow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPlace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyle
radiant_NewMapFormat
radiant_NewRightClick
radiant_NewTextureWindowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWindows
radiant_RadiantMapPath
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeEntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointSize
radiant_SwitchClipKey
radiant_TextureLock
radiant_TextureQuality
radiant_TextureScale
radiant_TextureScrollbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLists
radiant_UseGLLighting
radiant_UseTextureBar
radiant_WideToolBar
radiant_xywindow
radiant_xzwindow
radiant_XZVIS
radiant_yzwindow
radiant_YZVIS
radiant_ZClipBottom
radiant_ZClipEnabled
radiant_ZClipTop
radiant_zwindow
radiant_ZVIS

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