Crysis One AutoGen Params In Game
- aa_maxDist
- max lock distance
- ac_animErrorClamp
- Forces the animation to stay within the maximum error distance/angle.
- ac_animErrorMaxAngle
- Degrees animation orientation is allowed to stray from entity.
- ac_animErrorMaxDistance
- Meters animation location is allowed to stray from entity.
- ac_clampTimeAnimation
- Time it takes for carry clamping to reduce the deviation to zero.
- ac_clampTimeEntity
- Time it takes for carry clamping to reduce the deviation to zero.
- ac_ColliderModeAI
- Force override collider mode for all AI.
- ac_ColliderModePlayer
- Force override collider mode for all players.
- ac_debugAnimEffects
- Print log messages when anim events spawn effects.
- ac_debugAnimError
- Display debug history graphs of anim error distance and angle.
- ac_debugAnimTarget
- Display debug history graphs of anim target correction.
- ac_debugCarryCorrection
- .
- ac_debugColliderMode
- Display filtered and requested collider modes.
- ac_debugEntityParams
- Display entity params graphs
- ac_DebugFilter
- Debug specified entity name only.
- ac_debugFutureAnimPath
- Display future animation path given current motion parameters.
- ac_debugLocations
- Debug render entity (blue), animation (red) and prediction (yellow).
- ac_debugLocationsGraphs
- Display debug history graphs of anim and entity locations and movement.
- ac_debugMotionParams
- Display graph of motion parameters.
- ac_debugMovementControlMethods
- Display movement control methods.
- ac_debugPrediction
- Display graph of motion parameters.
- ac_debugSelection
- Display locomotion state selection as text.
- ac_debugSelectionParams
- Display graph of selection parameters values.
- ac_debugText
- Display entity/animation location/movement values, etc.
- ac_debugTweakTrajectoryFit
- Don't apply any movement to entity and animation, but allow calculations to think they are moving normally.
- ac_debugXXXValues
- Display some values temporarily hooked into temp history graphs.
- ac_disableFancyTransitions
- Disabled Idle2Move and Move2Idle special transition animations.
- ac_disableSlidingContactEvents
- Force disable sliding contact events.
- ac_enableExtraSolidCollider
- Enable extra solid collider (for non-pushable characters).
- ac_enableProceduralLeaning
- Enable procedural leaning (disabled asset leaning and curving slowdown).
- ac_entityAnimClamp
- Forces the entity movement to be limited by animation.
- ac_forceSimpleMovement
- Force enable simplified movement (not visible, dedicated server, etc).
- ac_frametime
- Display a graph of the frametime.
- ac_movementControlMethodFilter
- Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
- ac_movementControlMethodHor
- Overrides the horizontal movement control method specified by AG (overrides filter).
- ac_movementControlMethodVer
- Overrides the vertical movement control method specified by AG (overrides filter).
- ac_predictionProbabilityOri
- .
- ac_predictionProbabilityPos
- .
- ac_predictionSmoothingOri
- .
- ac_predictionSmoothingPos
- .
- ac_targetcorrectiontimescale
- .
- ac_templateMCMs
- Use MCMs from AG state templates instead of AG state headers.
- ac_triggercorrectiontimescale
- .
- ag_action
- Force this action
- ag_adjustToCatchUp
- Adjust requested move direction of animation to catch up with entity
- ag_averageTravelSpeed
- Average travel speed over a few frames
- ag_breakOnQuery
- If we query for this state, enter break mode
- ag_breakmode
- 1=Enable debug break mode; 2=also lock inputs
- ag_debug
- Entity to display debug information for animation graph for
- ag_debugErrors
- Displays debug error info on the entities (0/1)
- ag_debugExactPos
- Enable/disable exact positioning debugger
- ag_debugLayer
- Animation graph layer to display debug information for
- ag_debugMusic
- Debug the music graph
- ag_drawActorPos
- Draw actor pos/dir
- ag_ep_correctMovement
- enable/disable position correction in exact positioning
- ag_ep_showPath
- ag_forceAdjust
- Enable forced small step adjustments
- ag_forceInsideErrorDisc
- Force animation to stay within maximum error distance
- ag_fpAnimPop
- ag_humanBlending
- Ivo's debug stuff. Don't ask!
- ag_item
- Force this item
- ag_lockToEntity
- Lock animation to entity (zero offsetting)
- ag_log
- Enable a log of animation graph decisions
- ag_log_entity
- Log only this entity
- ag_logeffects
- AGAttachmentEffect logging
- ag_logselections
- Log animation graph selection results
- ag_logsounds
- AGSound logging
- ag_logtransitions
- Log animation graph transition calls to the console
- ag_measureActualSpeeds
- Measure actual travel speeds of entity and animation origins
- ag_physErrorInnerRadiusFactor
- ag_physErrorMaxOuterRadius
- ag_physErrorMinOuterRadius
- ag_physErrorOuterRadiusFactor
- ag_queue
- Next state to force
- ag_reload_ag
- ag_reload_xml
- ag_safeExactPositioning
- Will teleport the entity to the requested position/orientation when EP think it's done.
- ag_showPhysSync
- Show physics sync
- ag_showmovement
- Show movement requests
- ag_signal
- Send this signal
- ag_stance
- Force this stance
- ag_step
- ag_testplanner
- ai_AdjustPathsAroundDynamicObstacles
- Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
- ai_AgentStatsDist
- Sets agent statistics draw distance, such as current goalpipe, command and target.
Usage: ai_AgentStatsDist [view distance]
Default is 20 meters. Works with ai_DebugDraw enabled.
- ai_AllTime
- Displays the update times of all agents, in milliseconds.
Usage: ai_AllTime [0/1]
Default is 0 (off). Times all agents and displays the time used updating
each of them. The name is colour coded to represent the update time.
Green: less than 1 ms (ok)
White: 1 ms to 5 ms
Red: more than 5 ms
You must enable ai_DebugDraw before you can use this tool.
- ai_AllowAccuracyDecrease
- Set to 1 to enable AI accuracy decrease when target is moving lateraly.
- ai_AllowAccuracyIncrease
- Set to 1 to enable AI accuracy increase when target is standing still.
- ai_AmbientFireQuota
- Number of units allowed to hit the player at a time.
- ai_AmbientFireUpdateInterval
- Ambient fire update interval. Controls how often puppet's ambient fire status is updated.
- ai_AttemptStraightPath
- Toggles AI attempting a simple straight path when possible.
Default is 1 (on).
- ai_Autobalance
- Set to 1 to enable autobalancing.
- ai_BannedNavSoTime
- Time indicating how long invalid navsos should be banned.
- ai_BeautifyPath
- Toggles AI optimisation of the generated path.
Usage: ai_BeautifyPath [0/1]
Default is 1 (on). Optimisation is on by default. Set to 0 to
disable path optimisation (AI uses non-optimised path).
- ai_BigBrushCheckLimitSize
- to be used for finding big objects not enclosed into forbidden areas
- ai_CalcHumanMovementTable
- ai_CloakIncrementMod
- how fast cloak fades out
- ai_CloakMaxDist
- closer than that - cloak starts to fade out
- ai_CloakMinDist
- closer than that - cloak not effective
- ai_CrowdControlInPathfind
- Toggles AI using crowd control in pathfinding.
Usage: ai_CrowdControlInPathfind [0/1]
Default is 1 (on).
- ai_DebugDraw
- Toggles the AI debugging view.
Usage: ai_DebugDraw [0/1]
Default is 0 (off). ai_DebugDraw displays AI rays and targets
and enables the view for other AI debugging tools.
- ai_DebugDrawAStarOpenList
- Draws the A* open list for the specified AI agent.
Usage: ai_DebugDrawAStarOpenList [AI agent name]
Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.
- ai_DebugDrawAdaptiveUrgency
- Enables drawing the adaptive movement urgency.
- ai_DebugDrawAmbientFire
- Displays fire quota on puppets.
- ai_DebugDrawBannedNavsos
- Toggles drawing banned navsos [default 0 is off]
- ai_DebugDrawBulletEvents
- Debug draw the bullet events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawCollisionEvents
- Debug draw the collision events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawCrowdControl
- Draws crowd control debug information. 0=off, 1=on
- ai_DebugDrawDamageControl
- Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.
- ai_DebugDrawDamageParts
- Draws the damage parts of puppets and vehicles.
- ai_DebugDrawDeadBodies
- Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).
- ai_DebugDrawDynamicHideObjectsRange
- Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).
- ai_DebugDrawExpensiveAccessoryQuota
- Displays expensive accessory usage quota on puppets.
- ai_DebugDrawGrenadeEvents
- Debug draw the grenade events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawHashSpaceAround
- Validates and draws the navigation node hash space around specified entity.
- ai_DebugDrawHidespotRange
- Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).
- ai_DebugDrawLightLevel
- Debug AI light level manager
- ai_DebugDrawObstrSpheres
- Draws all the existing obstruction spheres.
- ai_DebugDrawPlayerActions
- Debug draw special player actions.
- ai_DebugDrawReinforcements
- Enables debug draw for reinforcement logic for specified group.
Usage: ai_DebugDrawReinforcements
- ai_DebugDrawSoundEvents
- Debug draw the sound events the AI system processes. 0=disable, 1=enable.
- ai_DebugDrawStanceSize
- Draws the game logic representation of the stance size of the AI agents.
- ai_DebugDrawVegetationCollisionDist
- Enables drawing vegetation collision closer than a distance projected onto the terrain.
- ai_DebugDrawVolumeVoxels
- Toggles the AI debugging drawing of voxels in volume generation.
Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc]
Default is 0 (off)
+n draws all voxels with original value >= n-n draws all voxels with original value = n
- ai_DebugInterestSystem
- Display debugging information on interest system
- ai_DebugPathfinding
- Toggles output of pathfinding information [default 0 is off]
- ai_DebugTargetSilhouette
- Draws the silhouette used for missing the target while shooting.
- ai_DrawAreas
- Enables/Disables drawing behavior related areas.
- ai_DrawBadAnchors
- Toggles drawing out of bounds AI objects of particular type for debugging AI.
- ai_DrawDistanceLUT
- Draws the distance lookup table graph overlay.
- ai_DrawExplosions
- enable displaying all the registered explosion-spots/craters
- ai_DrawFakeDamageInd
- Draws fake damage indicators on the player.
- ai_DrawFakeHitEffects
- Draws fake hit effects the player.
- ai_DrawFakeTracers
- Draws fake tracers around the player.
- ai_DrawFormations
- Draws all the currently active formations of the AI agents.
Usage: ai_DrawFormations [0/1]
Default is 0 (off). Set to 1 to draw the AI formations.
- ai_DrawGetEnclosingFailures
- Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.
- ai_DrawGoals
- Draws all the active goal ops debug info.
Usage: ai_DrawGoals [0/1]
Default is 0 (off). Set to 1 to draw the AI goal op debug info.
- ai_DrawGroup
- draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing
- ai_DrawGroupTactic
- draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.
- ai_DrawHidespots
- Draws latest hide-spot positions for all agents withing specified range.
- ai_DrawModifiers
- Toggles the AI debugging view of navigation modifiers.
- ai_DrawNode
- Toggles visibility of named agent's position on AI triangulation.
Usage: ai_DrawNode [ai agent's name]
Default is 0. Set to 1 to show the current triangle on terrain level
and closest vertex to player.
- ai_DrawNodeLinkCutoff
- Sets the link cutoff value in ai_DrawNodeLinkType. If the link
value is more than ai_DrawNodeLinkCutoff the number gets displayed in
green, otherwise red.
- ai_DrawNodeLinkType
- Sets the link parameter to draw with ai_DrawNode.
Values are:
0 - pass radius (default)
1 - exposure
2 - water max depth
3 - water min depth
- ai_DrawOffset
- vertical offset during debug drawing
- ai_DrawPath
- Draws the generated paths of the AI agents.
Usage: ai_DrawPath [name]
Default is none (nobody).
- ai_DrawPathAdjustment
- Draws the path adjustment for the AI agents.
Usage: ai_DrawPathAdjustment [name]
Default is none (nobody).
- ai_DrawPatterns
- Draws all the currently active track patterns of the AI agents.
Usage: ai_DrawPatterns [0/1]
Default is 0 (off). Set to 1 to draw the AI track patterns.
- ai_DrawProbableTarget
- Enables/Disables drawing the position of probable target.
- ai_DrawRadar
- Draws AI radar: 0=no radar, >0 = size of the radar on screen
- ai_DrawRadarDist
- AI radar draw distance in meters, default=20m.
- ai_DrawReadibilities
- Draws all the currently active readibilities of the AI agents.
Usage: ai_DrawReadibilities [0/1]
Default is 0 (off). Set to 1 to draw the AI readibilities.
- ai_DrawRefPoints
- Toggles reference points view for debugging AI.
Usage: ai_DrawRefPoints [0/1]
Default is 0 (off). Indicates the AI reference points by drawing
cyan balls at their positions.
- ai_DrawShooting
- Name of puppet to show fire stats
- ai_DrawSmartObjects
- Draws smart object debug information.
Usage: ai_DrawSmartObjects [0/1]
Default is 0 (off). Set to 1 to draw the smart objects.
- ai_DrawStats
- Toggles drawing stats for AI objects withing range.
- ai_DrawTargets
- ai_DrawTrajectory
- Records and draws the trajectory of the stats target: 0=do not record, 1=record.
- ai_DrawType
- Toggles drawing AI objects of particular type for debugging AI.
- ai_DrawUpdate
- list of AI forceUpdated entities
- ai_DrawVisCheckQueue
- list of pending vis-check trace requests
- ai_DrawagentFOV
- Toggles the vision cone of the AI agent.
Usage: ai_DrawagentFOV [0..1]
Default is 0 (off), value 1 will draw the cone all the way to
the sight range, value 0.1 will draw the cone to distance of 10%
of the sight range, etc. ai_DebugDraw must be enabled before
this tool can be used.
- ai_DynamicTriangularUpdateTime
- How long (max) to spend updating triangular waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
- ai_DynamicVolumeUpdateTime
- How long (max) to spend updating dynamic volume regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value
- ai_DynamicWaypointUpdateTime
- How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.0005 is a sensible value
- ai_EnableAsserts
- Enable AI asserts: 1 or 0
- ai_EnableWarningsErrors
- Enable AI warnings and errors: 1 or 0
- ai_ExtraForbiddenRadiusDuringBeautification
- Extra radius added to agents close to forbidden edges during beautification.
- ai_ExtraRadiusDuringBeautification
- Extra radius added to agents during beautification.
- ai_ExtraVehicleAvoidanceRadiusBig
- Value in meters to be added to a big obstacle's own size while
computing obstacle size for purposes of vehicle steering.See also
ai_ObstacleSizeThreshold.
- ai_ExtraVehicleAvoidanceRadiusSmall
- Value in meters to be added to a big obstacle's own size while
computing obstacle size for purposes of vehicle steering.See also
ai_ObstacleSizeThreshold.
- ai_ForceAllowStrafing
- Forces all AI characters to use/not use strafing (-1 disables)
- ai_ForceLookAimTarget
- Forces all AI characters to use/not use a fixed look/aim target
none disables
x, y, xz or yz sets it to the appropriate direction
otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))
- ai_ForceStance
- Forces all AI characters to specified stance: disable = -1, stand =
0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6
- ai_HideDraw
- Toggles the triangulation display.
Usage: ai_HideDraw [0/1]
Default is 0 (off). Set to 1 to display the triangulation
which the AI uses to hide (objects made 'hideable' affect
AI triangulation). When ai_HideDraw is off, the normal
obstacle triangulation is displayed instead.
Used with ai_DebugDraw and other AI path tools.
- ai_IgnorePlayer
- Makes AI ignore the player.
Usage: ai_IgnorePlayer [0/1]
Default is 0 (off). Set to 1 to make AI ignore the player.
Used with ai_DebugDraw enabled.
- ai_IgnoreVisibilityChecks
- Makes certain visibility checks (for teleporting etc) return false.
- ai_IncludeNonColEntitiesInNavigation
- Includes/Excludes noncolliding objects from navigation.
- ai_InterestDetectMovement
- Enable movement detection in interest system
- ai_InterestEnableScan
- Enable interest system scan mode
- ai_InterestScalingAmbient
- Scale the interest value given to Ambient interest items (e.g. static/passive objects)
- ai_InterestScalingEyeCatching
- Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)
- ai_InterestScalingMovement
- Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)
- ai_InterestScalingScan
- Scale the interest value given to passively scanning the environment
- ai_InterestScalingView
- Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)
- ai_InterestSwitchBoost
- Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)
- ai_InterestSystem
- Enable interest system
- ai_Locate
- ai_LogConsoleVerbosity
- None = 0, progress = 1, event = 2, comment = 3
- ai_LogFileVerbosity
- None = 0, progress = 1, event = 2, comment = 3
- ai_LogSignals
- Maximum radius at which player can interact with other entities
- ai_MaxSignalDuration
- Maximum radius at which player can interact with other entities
- ai_MaxVisRaysPerFrame
- Maximum allowed visibility rays per frame - the rest are all assumed to succeed
Usage: ai_MaxVisRaysPerFrame
- ai_MovementSpeedDarkIllumMod
- Multiplier for movement speed when the target is in dark light condition.
- ai_MovementSpeedMediumIllumMod
- Multiplier for movement speed when the target is in medium light condition.
- ai_NoUpdate
- ai_ObstacleSizeThreshold
- Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones
- ai_OverlayMessageDuration
- How long (seconds) to overlay AI warnings/errors
- ai_PathfindTimeLimit
- Specifies how many seconds an individual AI can hold the pathfinder blocked
Usage: ai_PathfindTimeLimit 1.5
Default is 2. A lower value will result in more path requests that end in NOPATH -
although the path may actually exist.
- ai_PathfinderUpdateTime
- Maximum pathfinder time per AI update
- ai_PredictivePathFollowing
- Sets if AI should use the predictive path following if allowed by the type's config.
- ai_ProfileGoals
- Toggles timing of AI goal execution.
Usage: ai_ProfileGoals [0/1]
Default is 0 (off). Records the time used for each AI goal (like
approach, run or pathfind) to execute. The longest execution time
is displayed on screen. Used with ai_DebugDraw enabled.
- ai_ProtoROD
- Proto
- ai_ProtoRODAffectMove
- Proto
- ai_ProtoRODAliveTime
- Proto
- ai_ProtoRODFireRange
- Proto
- ai_ProtoRODGrenades
- Proto
- ai_ProtoRODHealthGraph
- Proto
- ai_ProtoRODLogScale
- Proto
- ai_ProtoRODReactionTime
- Proto
- ai_ProtoRODRegenTime
- Proto
- ai_ProtoRODSilhuette
- Proto
- ai_ProtoRODSpeedMod
- Proto
- ai_PuppetDirSpeedControl
- Does puppet speed control based on their current move dir
- ai_RODAliveTime
- The base level time the player can survive under fire.
- ai_RODAmbientFireInc
- Increment for the alive time when the target is within the kill-zone of the target.
- ai_RODCombatRangeMod
- Combat-zone distance = attackRange * combatRangeMod.
- ai_RODCoverFireTimeMod
- Multiplier for cover fire times set in weapon descriptor.
- ai_RODDirInc
- Increment how the orientation of the target affects the alive time. 0=disable
- ai_RODKillRangeMod
- Kill-zone distance = attackRange * killRangeMod.
- ai_RODKillZoneInc
- Increment how the target is within the kill-zone of the target.
- ai_RODLowHealthMercyTime
- The amount of time the AI will not hit the target when the target crosses the low health threshold.
- ai_RODMoveInc
- Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable
- ai_RODReactionDarkIllumInc
- Increase for reaction time when the target is in dark light condition.
- ai_RODReactionDirInc
- Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV.
The increment is doubled when the target is behind the player.
- ai_RODReactionDistInc
- Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.
- ai_RODReactionLeanInc
- Increase to the reaction to when the target is leaning.
- ai_RODReactionMediumIllumInc
- Increase for reaction time when the target is in medium light condition.
- ai_RODReactionTime
- Uses rate of death as damage control method.
- ai_RODStanceInc
- Increment how the stance of the target affects the alive time, 0=disable.
The base value is for crouch, and it is doubled for prone.
The crouch inc is disable in kill-zone and prone in kill and combat-near -zones
- ai_RadiusForAutoForbidden
- If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.
- ai_ReadabilityReload
- Reloads readability xml files.
- ai_ReadabilityTest
- Tests the readability pack of specified entity.
If no readability name is specified all readabilities will be played.
Usage: ai_ReadabilityTest
- ai_RecordFilter
- ai_RecordLog
- log all the AI state changes on stats_target
- ai_Recorder
- Enables AI debug recording
- ai_Recorder_Buffer
- Set the size of the AI debug recording buffer
- ai_ReloadLookUp
- Reloads perception distance scale look-up xml files.
- ai_SOMSpeedCombat
- Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
Usage: ai_SOMSpeedCombat 4.5
Default is 4.5. A lower value causes the AI to react to the enemy
to more slowly during combat.
- ai_SOMSpeedRelaxed
- Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
Usage: ai_SOMSpeedRelaxed 1.5
Default is 4.5. A lower value causes the AI to react to the enemy
to more slowly during combat.
- ai_SightRangeDarkIllumMod
- Multiplier for sightrange when the target is in dark light condition.
- ai_SightRangeMediumIllumMod
- Multiplier for sightrange when the target is in medium light condition.
- ai_SimpleWayptPassability
- Use simplified and faster passability recalculation for human waypoint links where possible.
- ai_SmartObjectUpdateTime
- How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002
- ai_SoundPerception
- Toggles AI sound perception.
Usage: ai_SoundPerception [0/1]
Default is 1 (on). Used to prevent AI from hearing sounds for
debugging purposes. Works with ai_DebugDraw enabled.
- ai_StatsTarget
- Focus debugging information on a specific AI
Usage: ai_StatsTarget AIName
Default is 'none'. AIName is the name of the AI
on which to focus.
- ai_SteepSlopeAcrossValue
- Indicates slope value that is borderline-walkable across.
Usage: ai_SteepSlopeAcrossValue 0.8
Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue
- ai_SteepSlopeUpValue
- Indicates slope value that is borderline-walkable up.
Usage: ai_SteepSlopeUpValue 0.5
Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue
- ai_SystemUpdate
- Toggles the regular AI system update.
Usage: ai_SystemUpdate [0/1]
Default is 1 (on). Set to 0 to disable ai system updating.
- ai_ThreadedVolumeNavPreprocess
- Parallelizes volume navigation preprocessing by running it on multiple threads.
If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)
- ai_TickCounter
- Enables AI tick counter
- ai_UpdateAllAlways
- If non-zero then over-rides the auto-disabling of invisible/distant AI
- ai_UpdateInterval
- In seconds the amount of time between two full updates for AI
Usage: ai_UpdateInterval
- ai_UpdateProxy
- Toggles update of AI proxy (model).
Usage: ai_UpdateProxy [0/1]
Default is 1 (on). Updates proxy (AI representation in game)
set to 0 to disable proxy updating.
- ai_UseAlternativeReadability
- Switch between normal and alternative SoundPack for AI readability.
- ai_UseCalculationStopperCounter
- Uses a (calibrated) counter instead of time in AI updates
- ai_UseObjectPosWithExactPos
- Use object position when playing exact positioning.
- ai_WaterOcclusion
- scales how much water hides player from AI
- aim_assistAimEnabled
- Enable/disable aim assitance on aim zooming
- aim_assistAutoCoeff
- The scale of auto weapons' aim assistance at continuous fire
- aim_assistCrosshairDebug
- debug crosshair aim assistance
- aim_assistCrosshairSize
- screen size used for crosshair aim assistance
- aim_assistMaxDistance
- The maximum range at which autoaim operates
- aim_assistRestrictionTimeout
- The restriction timeout on aim assistance after user uses a mouse
- aim_assistSearchBox
- The area autoaim looks for enemies within
- aim_assistSingleCoeff
- The scale of single-shot weapons' aim assistance
- aim_assistSnapDistance
- The maximum deviation autoaim is willing to compensate for
- aim_assistTriggerEnabled
- Enable/disable aim assistance on firing the weapon
- aim_assistVerticalScale
- The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)
- aln_debug_filter
- aln_debug_movement
- ban
- Bans player for 30 minutes from server.
- ban_remove
- Removes player from ban list.
- ban_status
- Shows currently banned players.
- ban_timeout
- Ban timeout in minutes
- Bind
- c_shakeMult
- ca_AimIKFadeout
- if set to 0, the Aim-IK will not fade out when aiming in extreme directions
- ca_AnimWarningLevel
- if you set this to 0, there won't be any
frequest warnings from the animation system
- ca_AnimationsUsageStatistics
- Output animations usage statistics
- ca_AttachmentCullingRation
- ration between size of attachment and distance to camera
- ca_CharEditModel
- ca_DeathBlendTime
- Specifies the blending time between low-detail dead body skeleton and current skeleton
- ca_DebugAnimUpdates
- shows the amount of skeleton-updates
- ca_DebugAnimUsage
- shows what animation assets are used in the level
- ca_debugCaps
- Display current blended motion capabilities.
- ca_DebugFacial
- Debug facial playback info
- ca_DebugFacialEyes
- Debug facial eyes info
- ca_DebugFootPlants
- if this is 1, it will print some debug text on the screen
- ca_DebugModelCache
- shows what models are currently loaded
- ca_DebugSkeletonEffects
- If true, dump log messages when skeleton effects are handled.
- ca_DebugText
- if this is 1, it will print some debug text on the screen
- ca_DecalSizeMultiplier
- The multiplier for the decal sizes
- ca_DisableAnimEvents
- If this is not 0, then the OnAnimationEvent methods are not called upon animation events
- ca_DrawAimPoses
- draws the wireframe of the aim poses
- ca_DrawAttachmentOBB
- if this is 0, will not draw the attachments objects
- ca_DrawAttachments
- if this is 0, will not draw the attachments objects
- ca_DrawBBox
- if set to 1, the own bounding box of the character is drawn
- ca_DrawBinormals
- draws the binormals of the rendered character
- ca_DrawBodyMoveDir
- if this is 1, we will draw the body and move-direction
- ca_DrawCharacter
- if this is 0, will not draw the characters
- ca_DrawDecalsBBoxes
- if set to 1, the decals bboxes are drawn
- ca_DrawEmptyAttachments
- draws a wireframe cube if there is no object linked to an attachment
- ca_DrawFaceAttachments
- if this is 0, will not draw the skin attachments objects
- ca_DrawFootPlants
- if this is 1, it will print some debug boxes at the feet of the character
- ca_DrawIdle2MoveDir
- if this is 1, we will draw the initial Idle2Move dir
- ca_DrawLookIK
- draws a visualization of look ik
- ca_DrawMotionBlurTest
- if this is 1, we draw the motion-blur test mesh
- ca_DrawNormals
- draws the normals of the rendered character
- ca_DrawPositionPost
- draws the world position of the character (after update)
- ca_DrawPositionPre
- draws the world position of the character (before update)
- ca_DrawSkeleton
- if set to 1, the skeleton is drawn
- ca_DrawTangents
- draws the tangents of the rendered character
- ca_DrawWireframe
- draws a wireframe on top of the rendered character
- ca_DumpAssetStatistics
- writes animation asset statistics to the disk
- ca_EnableAnimationLog
- enables a special kind of log: Animation.log file, solely for debugging
- ca_EnableAssetStrafing
- asset strafing is disabled by default
- ca_EnableAssetTurning
- asset tuning is disabled by default
- ca_EnableCoolReweighting
- If this is 1, then we re-weight all vertices to fix some issues with spherical skinning
- ca_EnableCoolTransitions
- If this is 1, then we adjust all transition-times for humans
- ca_eyes_procedural
- Enables/Disables procedural eyes animation
- ca_FPWeaponInCamSpace
- if this is 1, then we attach the wepon to the camera
- ca_FacialAnimationRadius
- Maximum distance at which facial animations are updated - handles zooming correctly
- ca_FootAnchoring
- if this is 1, it will print some debug boxes at the feet of the character
- ca_ForceNullAnimation
- replaces the mocap-data by default position
- ca_GameControlledStrafing
- Use game controlled strafing/curving flag, instead of low level calculated curving weight.
- ca_GroundAlignment
- if this is 1, the legs of human characters will align with the terrain
- ca_JustRootUpdate
- if this is 1 it will force just update of the root-bone, even if
the character is visible; if it is 2, it will force everything to be
always updated.
- ca_KeepModels
- If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character
- ca_lipsync_debug
- Enables facial animation debug draw
- ca_lipsync_phoneme_crossfade
- Cross fade time between phonemes in milliseconds
- ca_lipsync_phoneme_offset
- Offset phoneme start time by this value in milliseconds
- ca_lipsync_phoneme_strength
- LipSync phoneme strength
- ca_lipsync_vertex_drag
- Vertex drag coefficient when blending morph targets
- ca_LoadDatabase
- Enable loading animations from database
- ca_LoadUncompressedChunks
- If this 1, then uncompressed chunks prefer compressed while loading
- ca_lod_ratio
- Caharcters LOD ratio
- ca_LogAnimation
- ca_MemoryUsageLog
- enables a memory usage log
- ca_NoAnim
- the animation isn't updated (the characters remain in the same pose)
- ca_NoDeform
- the skinning is not performed during rendering if this is 1
- ca_PrintDesiredSpeed
- if this is 1, it will print the desired speed of the human characters
- ca_Profile
- Enables a table of real-time profile statistics
- ca_RandomScaling
- If this is set to 1, then we apply ransom scaling to characters
- ca_SaveAABB
- if the AABB is invalid, replace it by the default AABB
- ca_SphericalSkinning
- If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex
- ca_travelSpeedScaleMax
- Maximum motion travel speed scale (default 2.0).
- ca_travelSpeedScaleMin
- Minimum motion travel speed scale (default 0.5).
- ca_UnloadAimPoses
- remove aim-poses from memory
- ca_UseAimIK
- If this is set to 1, then we are adding a look-at animation to the skeleton
- ca_UseAnimationsCache
- use dynamically unpacked animations cache
- ca_UseDecals
- if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals
- ca_UseFacialAnimation
- If this is set to 1, we can play facial animations
- ca_UseLookIK
- If this is set to 1, then we are adding a look-at animation to the skeleton
- ca_UseMorph
- the morph skinning step is skipped (it's part of overall skinning during rendering)
- ca_UsePhysics
- the physics is not applied (effectively, no IK)
- capture_file_format
- Specifies file format of captured files (jpg, bmp, tga, hdr).
- capture_folder
- Specifies sub folder to write captured frames.
- capture_frames
- Enables capturing of frames.
- cl_actorsafemode
- Enable/disable actor safe mode
- cl_bandwidth
- Bit rate on client
- cl_bob
- view/weapon bobbing multiplier
- cl_camera_nearz
- Overrides default near z-range for camera.
- cl_camera_noise
- Adds hand-held like camera noise to the camera view.
The higher the value, the higher the noise.
A value
- cl_camera_noise_freq
- Defines camera noise frequency for the camera view.
The higher the value, the higher the noise.
- cl_controllersensitivity
- Set controller sensitivity!
- cl_crouchToggle
- To make the crouch key work as a toggle
- cl_debugFreezeShake
- Toggle freeze shake debug draw
- cl_debugSwimming
- enable swimming debugging
- cl_fov
- field of view.
- cl_fpBody
- first person body
- cl_frozenAngleMax
- Frozen clamp angle max
- cl_frozenAngleMin
- Frozen clamp angle min
- cl_frozenKeyMult
- Frozen movement keys multiplier
- cl_frozenMouseMult
- Frozen mouseshake multiplier
- cl_frozenSensMax
- Frozen sensitivity max
- cl_frozenSensMin
- Frozen sensitivity min
- cl_frozenSoundDelta
- Threshold for unfreeze shake to trigger a crack sound
- cl_frozenSteps
- Number of steps for unfreeze shaking
- cl_g15lcdEnable
- enable support for Logitech G15 LCD
- cl_g15lcdTick
- milliseconds between lcd updates
- cl_gs_cdkey
- CDKey for gamespy auth
- cl_gs_email
- Email address for Gamespy login
- cl_gs_nick
- Nickname for Gamespy login
- cl_gs_password
- Password for Gamespy login
- cl_headBob
- head bobbing multiplier
- cl_headBobLimit
- head bobbing distance limit
- cl_hitBlur
- blur on hit
- cl_hitShake
- hit shake
- cl_hud
- Show/Hide the HUD
- cl_invertController
- Controller Look Up-Down invert
- cl_invertMouse
- mouse invert?
- cl_motionBlur
- motion blur type (0=off, 1=accumulation-based, 2=velocity-based)
- cl_nearPlane
- overrides the near clipping plane if != 0, just for testing.
- cl_packetRate
- Packet rate on client
- cl_righthand
- Select right-handed weapon!
- cl_screeneffects
- Enable player screen effects (depth-of-field, motion blur, ...).
- cl_sensitivity
- Set mouse sensitivity!
- cl_sensitivityZeroG
- Set mouse sensitivity in ZeroG!
- cl_serveraddr
- Server address
- cl_serverpassword
- Server password
- cl_serverport
- Server address
- cl_shallowWaterDepthHi
- Shallow water depth high (above has full slowdown)
- cl_shallowWaterDepthLo
- Shallow water depth low (below has zero slowdown)
- cl_shallowWaterSpeedMulAI
- Shallow water speed multiplier (AI only)
- cl_shallowWaterSpeedMulPlayer
- shallow water speed multiplier (Players only)
- cl_sprintBlur
- sprint blur
- cl_sprintShake
- sprint shake
- cl_strengthscale
- nanosuit strength scale
- cl_tpvDist
- camera distance in 3rd person view
- cl_tpvYaw
- camera angle offset in 3rd person view
- cl_voice_recording
- Enable client voice recording
- cl_voice_volume
- Set VOIP playback volume: 0-1
- con_debug
- Log call stack on every GetCVar call
- con_display_last_messages
- con_line_buffer_size
- con_restricted
- 0=normal mode / 1=restricted access to the console
- con_showonload
- Show console on level loading
- connect
- Start a client and connect to a server
- connect_crynet
- Connect to online game server
- ConsoleHide
- ConsoleShow
- d3d10_CBUpdateMethod
- Chooses constant buffer update method: 0 - Map()/Unmap(), 1 - UpdateSubresource()
- d3d10_CBUpdateStats
- Logs constant buffer updates statistics.
- d3d10_NumStagingBuffers
- Number of staging buffers to use for mesh updates [1, 512].
- d3d9_AllowSoftware
- d3d9_ClipPlanes
- d3d9_debugruntime
- d3d9_ForceSoftware
- d3d9_IBPoolSize
- d3d9_IBPools
- d3d9_NVPerfHUD
- d3d9_NullRefDevice
- d3d9_pip_buff_size
- d3d9_rb_Tris
- d3d9_rb_Verts
- d3d9_ResetDeviceAfterLoading
- d3d9_TextureFilter
- Specifies D3D specific texture filtering type.
Usage: d3d9_TexMipFilter [TRILINEAR/BILINEAR/LINEAR/NEAREST]
- d3d9_TripleBuffering
- d3d9_VBPoolSize
- d3d9_VBPools
- demo
- Plays a time demo from file.
Usage: demo demoname
- demo_ai
- Enable/Disable AI during the demo
- demo_file
- Time Demo Filename
- demo_fixed_timestep
- number of updates per second
- demo_max_frames
- Max number of frames to save
- demo_noinfo
- Disable info display during demo playback
- demo_num_runs
- Number of times to loop timedemo
- demo_panormaic
- Panormaic view when playing back demo
- demo_profile
- Enable profiling
- demo_quit
- Quit game after demo runs finished
- demo_restart_level
- Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start
- demo_savestats
- Save level stats at the end of the loop
- demo_screenshot_frame
- Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame
- demo_scroll_pause
- ScrollLock pauses demo play/record
- demo_StartDemoChain
- Load`s a file at 1st argument with the list of levels and play time demo on each
- demo_time_of_day
- Sets the time of day to override in game settings if not negative
- demo_vtune
- Enables VTune profiling when running time demo
- disconnect
- Stop a game (or a client or a server)
- ds_AutoReloadScripts
- Automatically reload DialogScripts when jumping into GameMode from Editor
- ds_Dump
- ds_DumpSessions
- ds_LoadExcelScripts
- Load legacy Excel based dialogs.
- ds_LoadSoundsSync
- Load Sounds synchronously
- ds_LogLevel
- Set the verbosity of DiaLOG Messages
- ds_PrecacheSounds
- Precache sounds on Dialog Begin
- ds_Reload
- ds_WarnOnMissingLoc
- Warn on Missing Localization Entries
- dt_enable
- suit actions activated by double-tapping
- dt_meleeTime
- time in seconds between double taps for melee
- dt_time
- time in seconds between double taps
- dump_action_maps
- DumpCommandsVars
- This console command dumps all console variables and commands to disk
DumpCommandsVars [prefix]
- dump_maps
- Dumps currently scanned maps
- dump_stats
- Dumps some player statistics
- dumpnt
- Dump ItemString table.
- dumpss
- test synched storage.
- e_allow_cvars_serialization
- If set to zero - will not save cvars to cfg file
- e_ambient_occlusion
- Activate non deferred terrain occlusion and indirectional lighitng system
- e_bboxes
- Activates drawing of bounding boxes
- e_brushes
- Draw brushes
- e_cbuffer
- Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check
- e_cbuffer_bias
- Coverage buffer z-biasing
- e_cbuffer_clip_planes_num
- Debug
- e_cbuffer_debug
- Display content of main camera coverage buffer
- e_cbuffer_debug_draw_scale
- Debug
- e_cbuffer_debug_freeze
- Freezes viewmatrix/-frustum
- e_cbuffer_draw_occluders
- Debug draw of occluders for coverage buffer
- e_cbuffer_hw
- Debug
- e_cbuffer_lazy_test
- Dont test visible objects every frame
- e_cbuffer_lc
- Debug
- e_cbuffer_lights_debug_side
- Debug
- e_cbuffer_max_add_render_mesh_time
- Max time for unlimited AddRenderMesh
- e_cbuffer_occluders_lod_ratio
- Debug
- e_cbuffer_occluders_test_min_tris_num
- Debug
- e_cbuffer_occluders_view_dist_ratio
- Debug
- e_cbuffer_resolution
- Resolution of software coverage buffer
- e_cbuffer_terrain
- Activates usage of coverage buffer for terrain
- e_cbuffer_terrain_elevation_shift
- Shift low lods down in order to avoid false occlusion
- e_cbuffer_terrain_lod_ratio
- Terrain lod ratio for mesh rendered into cbuffer
- e_cbuffer_terrain_lod_shift
- Controlls tesselation of terrain mesh
- e_cbuffer_terrain_max_distance
- Only near sectors are rasterized
- e_cbuffer_test_mode
- Debug
- e_cbuffer_tree_debug
- Debug
- e_cbuffer_tree_depth
- Debug
- e_cbuffer_version
- 1 Vladimir's, 2MichaelK's
- e_clouds
- Enable clouds rendering
- e_cull_lights_per_triangle_min_obj_radius
- Debug
- e_cull_veg_activation
- Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
- e_debug_draw
- Draw helpers with information for each object (same number negative hides the text)
1: Name of the used cgf, polycount, used LOD
2: Color coded polygon count
3: Show color coded LODs count, flashing color indicates no Lod
4: Display object texture memory usage
5: Display color coded number of render materials
6: Display ambient color
7: Display tri count, number of render materials, texture memory
8: RenderWorld statistics (with view cones)
9: RenderWorld statistics (with view cones without lights)
10: Render geometry with simple lines and triangles
11: Render occlusion geometry additionally
12: Render occlusion geometry without render geometry
13: Render occlusion ammount (used during AO computations)
15: Display helpers
- e_debug_lights
- Use different colors for objects affected by different number of lights
black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
- e_debug_mask
- debug variable to activate certain features for debugging (each bit represents one feature
bit 0(1): use EFSLIST_TERRAINLAYER
bit 1(2):
bit 3(4):
bit 4(8):
- e_decals
- Activates drawing of decals (game decals and hand-placed)
- e_decals_allow_game_decals
- Allows creation of decals by game (like weapon bullets marks)
- e_decals_clip
- Clip decal geometry by decal bbox
- e_decals_hit_cache
- Use smart hit cacheing for bullet hits (may cause no decals in some cases)
- e_decals_life_time_scale
- Allows to increase or reduce decals life time for different specs
- e_decals_merge
- Combine pieces of decals into one render call
- e_decals_neighbor_max_life_time
- If not zero - new decals will force old decals to fade in X seconds
- e_decals_overlapping
- If zero - new decals will not be spawned if the distance to nearest decals less than X
- e_decals_precreate
- Pre-create decals at load time
- e_decals_range
- Less precision for decals outside this range
- e_decals_wrap_around_min_size
- Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used
- e_default_material
- use gray illum as default
- e_deformable_objects
- Enable / Disable morph based deformable objects
- e_detail_materials
- Activates drawing of detail materials on terrain ground
- e_detail_materials_debug
- Shows number of materials in use per terrain sector
- e_detail_materials_view_dist_xy
- Max view distance of terrain XY materials
- e_detail_materials_view_dist_z
- Max view distance of terrain Z materials
- e_detail_objects
- Turn detail objects on/off
- e_dissolve
- Objects alphatest_noise_fading out on distance
- e_dissolve_transition_threshold
- Controls disabling of smooth transition if camera moves too fast
- e_dissolve_transition_time
- Lod switch duration
- e_dynamic_light
- Activates dynamic light sources
- e_dynamic_light_consistent_sort_order
- Debug
- e_dynamic_light_frame_id_vis_test
- Use based on last draw frame visibility test
- e_entities
- Activates drawing of entities and brushes
- e_EntitySuppressionLevel
- Defines the level at which entities are spawned.
Entities marked with lower level will not be spawned - 0 means no level.
Usage: e_EntitySuppressionLevel [0-infinity]
Default is 0 (off).
- e_flocks
- Enable Flocks (Birds/Fishes)
- e_flocks_hunt
- Birds will fall down...
- e_fog
- Activates global height/distance based fog
- e_fogvolumes
- Activates local height/distance based fog volumes
- e_foliage_branches_damping
- Damping of branch ropes
- e_foliage_branches_stiffness
- Stiffness of branch ropes
- e_foliage_branches_timeout
- Maximum lifetime of branch ropes (if there are no collisions)
- e_foliage_broken_branches_damping
- Damping of branch ropes of broken vegetation
- e_foliage_stiffness
- Stiffness of the spongy obstruct geometry
- e_foliage_wind_activation_dist
- If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
- e_force_detail_level_for_resolution
- Force sprite distance and other values used for some specific screen resolution, 0 means current
- e_gsm_cache
- Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
- e_gsm_cache_lod_offset
- Makes first X GSM lods not cached
- e_gsm_combined
- Variable to tweak the performace of directional shadow maps
0=individual textures are used for each GSM level, 1=texture are combined into one texture
- e_gsm_depth_bounds_debug
- Debug GSM bounds regions calculation
- e_gsm_lods_num
- Number of GSM lods (0..5)
- e_gsm_range
- Size of LOD 0 GSM area (in meters)
- e_gsm_range_step
- Range of next GSM lod is previous range multiplied by step
- e_gsm_range_step_terrain
- gsm_range_step for last gsm lod containg terrain
- e_gsm_scatter_lod_dist
- Size of Scattering LOD GSM in meters
- e_gsm_stats
- Show GSM statistics 0=off, 1=enable debug to the screens
- e_gsm_view_space
- 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
- e_hw_occlusion_culling_objects
- Activates usage of HW occlusion test for objects
- e_hw_occlusion_culling_water
- Activates usage of HW occlusion test for ocean
- e_joint_strength_scale
- Scales the strength of prebroken objects' joints (for tweaking)
- e_level_auto_precache_camera_jump_dist
- When not 0 - Force full pre-cache of textures, procedural
vegetation and shadersif camera moved for more than X meters in one
frame or on new cut scene start
- e_level_auto_precache_terrain_and_proc_veget
- Force auro pre-cache of terrain textures and procedural vegetation
- e_level_auto_precache_textures_and_shaders
- Force auro pre-cache of general textures and shaders
- e_list_particles
- writes all effects used and counts to TestResults/particle_list.csv
- e_lod_max
- Max LOD for objects
- e_lod_min
- Min LOD for objects
- e_lod_min_tris
- LODs with less triangles will not be used
- e_lod_ratio
- LOD distance ratio for objects
- e_lods
- Load and use LOD models for static geometry
- e_lowspec_mode
- Enables lowspec mode
- e_materials
- Activates material support for non animated objects
- e_max_entity_lights
- Set maximum number of lights affecting object
- e_max_view_dst
- Far clipping plane distance
- e_max_view_dst_full_dist_cam_height
- Debug
- e_max_view_dst_spec_lerp
- 1 - use max view distance set by designer for very high spec
0 - for very low spec
Values between 0 and 1 - will lerp between high and low spec max view distances
- e_mesh_simplify
- Mesh simplification debugging
- e_obj
- Render or not all objects
- e_obj_fast_register
- Debug
- e_obj_quality
- Current object detail quality
- e_obj_stats
- Show instances count
- e_obj_tree_max_node_size
- Debug draw of object tree bboxes
- e_obj_tree_min_node_size
- Debug draw of object tree bboxes
- e_occlusion_culling_view_dist_ratio
- Skip per object occlusion test for very far objects - culling on tree level will handle it
- e_occlusion_volumes
- Enable occlusion volumes(antiportals)
- e_occlusion_volumes_view_dist_ratio
- Controls how far occlusion volumes starts to occlude objects
- e_on_demand_maxsize
- Specifies the maximum size of vegetation objects that are physicalized on-demand
- e_on_demand_physics
- Turns on on-demand vegetation physicalization
- e_particles
- Activates drawing of particles
- e_particles_debug
- Particle debug flags:
1 = show basic stats
f+ = show fill rate stats
r+ = show reuse/reject stats
b+ = draw bounding boxes and labels
s+ = log emitter and particle counts by effect (for 1 frame)
e+ = log particle system timing info (for 1 frame)
t+ = log particle texture usage
z+ = freeze particle system
- e_particles_lights
- Allows to have simpe light source attached to every article
- e_particles_lod
- Multiplier to particle count
- e_particles_max_emitter_draw_screen
- Max screen fill per emitter -- fade out earlier
- e_particles_min_draw_pixels
- Pixel size cutoff for rendering particles -- fade out earlier
- e_particles_object_collisions
- Enable particle/object collisions for SimpleCollision
- e_particles_preload
- Enable preloading of all particle effects at the begining
- e_particles_quality
- Current particles detail quality
- e_particles_receive_shadows
- Enable shadow maps receiving for particles
- e_particles_thread
- Enable particle threading
- e_phys_foliage
- Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)
- e_phys_ocean_cell
- Cell size for ocean approximation in physics, 0 assumes flat plane
- e_portals
- Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
- e_portals_big_entities_fix
- Enables special processing of big entities like vehicles intersecting portals
- e_precache_level
- Pre-render objects right after level loading
- e_proc_vegetation
- Show procedurally distributed vegetation
- e_proc_vegetation_max_view_distance
- Debug
- e_profile_level_loading
- Output level loading stats into log
0 = Off
1 = Output basic info about loading time per function
2 = Output full statistics including loading time and memory allocations with call stack info
- e_ram_DumpDXF
- Dump DXF files of the UV-set of ram objects/brushes to visualize overlapping UVs
- e_ram_maps
- Use RAM (realtime ambient maps) on brushes
- e_recursion
- If 0 - will skip recursive render calls like render into texture
- e_recursion_occlusion_culling
- If 0 - will disable occlusion tests for recursive render calls like render into texture
- e_recursion_view_dist_ratio
- Set all view distances shorter by factor of X
- e_reloadSurfaces
- e_render
- Enable engine rendering
- e_roads
- Activates drawing of road objects
- e_ropes
- Turn Rendering of Ropes on/off
- e_scene_merging
- Merge marked brushes during loading
- e_scene_merging_compact_vertices
- Minimize number of vertices in decals and merged brushes
- e_scene_merging_max_time_ms
- Spend only X ms per frame on merging
- e_scene_merging_max_tris_in_chunk
- Only objects having less than X triangles per chunk will me merged
- e_scene_merging_min_merge_distance
- Don't merge nodes closer than X
- e_scene_merging_show_onlymerged
- Show only merged brushes
- e_scissor_debug
- Debug
- e_screenshot
- Make screenshot combined up of multiple rendered frames
(negative values for multiple frames, positive for a a single frame)
1 highres
2 360 degree panorama
3 Map top-down view
see:
e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x,
e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug
- e_screenshot_debug
- 0 off
1 show stiching borders
2 show overlapping areas
- e_screenshot_file_format
- Set output image file format for hires screen shots. Can be JPG or TGA
- e_screenshot_height
- used for e_panorama_screenshot to define the height of the destination image, 1500 default
- e_screenshot_map_camheight
- param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map
defines the y position of the bottom right corner of the screenshot-area on the terrain,
0.0 - 1.0 (1.0 is default)
- e_screenshot_map_center_x
- param for the centerX position of the camera, see e_screenshot_map
defines the x position of the top left corner of the screenshot-area on the terrain,
0.0 - 1.0 (0.0 is default)
- e_screenshot_map_center_y
- param for the centerX position of the camera, see e_screenshot_map
defines the y position of the top left corner of the screenshot-area on the terrain,
0.0 - 1.0 (0.0 is default)
- e_screenshot_map_size_x
- param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain,
0.0 - 1.0 (1.0 is default)
- e_screenshot_map_size_y
- param for the size in worldunits of area to make map screenshot, see e_screenshot_map
defines the x position of the bottom right corner of the screenshot-area on the terrain,
0.0 - 1.0 (1.0 is default)
- e_screenshot_min_slices
- used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_screenshot_quality
- used for e_panorama_screenshot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_screenshot_width
- used for e_panorama_screenshot to define the width of the destination image, 2000 default
- e_shadows
- Activates drawing of shadows
- e_shadows_cast_view_dist_ratio
- View dist ratio for shadow maps
- e_shadows_clouds
- Cloud shadows
- e_shadows_debug
- 0=off, 2=visualize shadow maps on the screen
- e_shadows_from_terrain_in_all_lods
- Enable shadows from terrain
- e_shadows_frustums
- Debug
- e_shadows_max_texture_size
- Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)
- e_shadows_occ_check
- Enable/disable shadow-caster test against the occlusion buffer
- e_shadows_occ_cutCaster
- Clips the caster extrusion to the zoro height.
- e_shadows_on_alpha_blended
- Enable shadows on aplhablended
- e_shadows_slope_bias
- Shadows slope bias for shadowgen
- e_shadows_water
- Enable/disable shadows on water
- e_sketch_mode
- Enables Sketch mode drawing
- e_sky_box
- Activates drawing of skybox and moving cloud layers
- e_sky_quality
- Quality of dynamic sky: 1 (very high), 2 (high).
- e_sky_type
- Type of sky used: 0 (static), 1 (dynamic).
- e_sky_update_rate
- Percentage of a full dynamic sky update calculated per frame (0..100].
- e_sleep
- Sleep X in C3DEngine::Draw
- e_stat_obj_merge
- Enable CGF sub-objects meshes merging
- e_stream_areas
- Stream content of terrain and indoor sectors
- e_stream_cgf
- Debug
- e_stream_for_physics
- Debug
- e_stream_for_visuals
- Debug
- e_sun
- Activates sun light source
- e_sun_angle_snap_dot
- Sun dir snap control
- e_sun_angle_snap_sec
- Sun dir snap control
- e_sun_clipplane_range
- Max range for sun shadowmap frustum
- e_terrain
- Activates drawing of terrain ground
- e_terrain_ao
- Activate deferred terrain ambient occlusion
- e_terrain_bboxes
- Show terrain nodes bboxes
- e_terrain_deformations
- Allows in-game terrain surface deformations
- e_terrain_draw_this_sector_only
- 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is
- e_terrain_lm_gen_threshold
- Debug
- e_terrain_lod_ratio
- Set heightmap LOD
- e_terrain_log
- Debug
- e_terrain_normal_map
- Use terrain normal map for base pass if available
- e_terrain_occlusion_culling
- heightmap occlusion culling with time coherency 0=off, 1=on
- e_terrain_occlusion_culling_debug
- Draw sphere onevery terrain height sample
- e_terrain_occlusion_culling_max_dist
- Max length of ray (for version 1)
- e_terrain_occlusion_culling_max_steps
- Max number of tests per ray (for version 0)
- e_terrain_occlusion_culling_precision
- Density of rays
- e_terrain_occlusion_culling_precision_dist_ratio
- Controlls density of rays depending on distance to the object
- e_terrain_occlusion_culling_step_size
- Initial size of single step (in heightmap units)
- e_terrain_occlusion_culling_step_size_delta
- Step size scale on every next step (for version 1)
- e_terrain_occlusion_culling_version
- 0 - old, 1 - new
- e_terrain_texture_debug
- Debug
- e_terrain_texture_lod_ratio
- Adjust terrain base texture resolution on distance
- e_terrain_texture_streaming_debug
- Debug
- e_time_of_day
- Current Time of Day
- e_time_of_day_speed
- Time of Day change speed
- e_time_smoothing
- 0=no smoothing, 1=smoothing
- e_timedemo_frames
- Will quit appication in X number of frames, r_DisplayInfo must be also enabled
- e_timer_debug
- Timer debug
- e_vegetation
- Activates drawing of distributed objects like trees
- e_vegetation_alpha_blend
- Allow alpha blending for vegetations
- e_vegetation_bending
- Debug
- e_vegetation_mem_sort_test
- Debug
- e_vegetation_min_size
- Minimal size of static object, smaller objects will be not rendered
- e_vegetation_node_level
- Debug
- e_vegetation_sphericalskinning
- Activates vegetation spherical skinning support
- e_vegetation_sprites
- Activates drawing of sprites instead of distributed objects at far distance
- e_vegetation_sprites_distance_custom_ratio_min
- Clamps SpriteDistRatio setting in vegetation properties
- e_vegetation_sprites_distance_ratio
- Allows changing distance on what vegetation switch into sprite
- e_vegetation_sprites_min_distance
- Sets minimal distance when distributed object can be replaced with sprite
- e_vegetation_static_instancing
- Enable 3dengine side static instancing
- e_vegetation_use_terrain_color
- Allow blend with terrain color for vegetations
- e_vegetation_wind
- Activates vegetation with wind support
- e_view_dist_custom_ratio
- View distance ratio for special marked objects (Players,AI,Vehicles)
- e_view_dist_min
- Min distance on what far objects will be culled out
- e_view_dist_ratio
- View distance ratio for objects
- e_view_dist_ratio_detail
- View distance ratio for detail objects
- e_view_dist_ratio_vegetation
- View distance ratio for vegetation
- e_volobj_shadow_strength
- Self shadow intensity of volume objects [0..1].
- e_voxel
- Render voxels
- e_voxel_ao_radius
- Ambient occlusion test range in units
- e_voxel_ao_scale
- Ambient occlusion amount
- e_voxel_build
- Regenerate voxel world
- e_voxel_debug
- Draw voxel debug info
- e_voxel_fill_mode
- Use create brush as fill brush
- e_voxel_lods_num
- Generate LODs for voxels
- e_voxel_make_physics
- Physicalize geometry
- e_voxel_make_shadows
- Calculate per vertex shadows
- e_voxel_rasterize_selected_brush
- Debug
- e_water_ocean
- Activates drawing of ocean
- e_water_ocean_bottom
- Activates drawing bottom of ocean
- e_water_ocean_fft
- Activates fft based ocean
- e_water_ocean_soft_particles
- Enables ocean soft particles
- e_water_tesselation_amount
- Set tesselation amount
- e_water_tesselation_swath_width
- Set the swath width for the boustrophedonic mesh stripping
- e_water_volumes
- Activates drawing of water volumes
- e_water_waves
- Activates drawing of water waves
- e_water_waves_tesselation_amount
- Sets water waves tesselation amount
- e_wind
- Debug
- e_wind_areas
- Debug
- eqp_DumpPacks
- es_activateEntity
- Activates an entity
- es_bboxes
- Toggles entity bounding boxes.
Usage: es_bboxes [0/1]
Default is 0 (off). Set to 1 to display bounding boxes.
- es_CharZOffsetSpeed
- sets the character Z-offset change speed (in m/s), used for IK
- es_compile_area_grid
- Trigger a recompile of the area grid
- es_deactivateEntity
- Deactivates an entity
- es_DebrisLifetimeScale
- Usage: es_DebrisLifetimeScale 1.0
- es_debug
- Enable entity debugging info
Usage: es_debug [0/1]
Default is 0 (on).
- es_DebugEvents
- Enables logging of entity events
- es_DebugFindEntity
- es_debug_not_seen_timeout
- if true, log messages when entities undergo not seen timeout
- es_DebugTimers
- This is for profiling and debugging (for game coders and level designer)
By enabling this you get a lot of console printouts that show all entities that receive OnTimer
events - it's good to minimize the call count. Certain entities might require this feature and
using less active entities can often be defined by the level designer.
Usage: es_DebugTimers 0/1
- es_DrawAreaGrid
- Enables drawing of Area Grid
- es_DrawAreas
- Enables drawing of Areas
- es_dump_entities
- Dumps current entities and their states!
- es_dump_entity_classes_in_use
- Dumps all used entity classes
- es_enable_full_script_save
- Enable (experimental) full script save functionality
- es_FarPhysTimeout
- Timeout for faraway physics forceful deactivation
- es_helpers
- Toggles helpers.
Usage: es_helpers [0/1]
Default is 0 (off). Set to 1 to display entity helpers.
- es_HitCharacters
- specifies whether alive characters are affected by bullet hits (0 or 1)
- es_HitDeadBodies
- specifies whether dead bodies are affected by bullet hits (0 or 1)
- es_ImpulseScale
- Usage: es_ImpulseScale 0.0
- es_log_collisions
- Enables collision events logging
- es_MaxImpulseAdjMass
- Usage: es_MaxImpulseAdjMass 2000.0
- es_MaxPhysDist
- Physical entities farther from the camera than this are forcefully deactivated
- es_MaxPhysDistInvisible
- Invisible physical entities farther from the camera than this are forcefully deactivated
- es_MinImpulseVel
- Usage: es_MinImpulseVel 0.0
- es_not_seen_timeout
- number of seconds after which to cleanup temporary render buffers in entity
- es_OnDemandPhysics
- Usage: es_OnDemandPhysics [0/1]
Default is 1 (on).
- es_profileentities
- Usage: 1,2,3
Default is 0 (off).
- es_removeEntity
- Removes an entity
- es_sortupdatesbyclass
- Sort entity updates by class (possible optimization)
- es_SplashThreshold
- minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
- es_SplashTimeout
- minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
- es_UpdateAI
- Toggles updating of AI entities.
Usage: es_UpdateAI [0/1]
Default is 1 (on). Set to 0 to prevent AI entities from updating.
- es_UpdateCollision
- Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1]
Default is 1 (on). Set to 0 to disable entity collision updating.
- es_UpdateCollisionScript
- Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).
- es_UpdateContainer
- Usage: es_UpdateContainer [0/1]
Default is 1 (on).
- es_UpdateEntities
- Toggles entity updating.
Usage: es_UpdateEntities [0/1]
Default is 1 (on). Set to 0 to prevent all entities from updating.
- es_UpdatePhysics
- Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1]
Default is 1 (on). Set to 0 to prevent entity physics from updating.
- es_UpdateScript
- Usage:
Default is 1 (on).
- es_UpdateTimer
- Usage: es_UpdateTimer [0/1]
Default is 1 (on).
- es_UsePhysVisibilityChecks
- Activates physics quality degradation and forceful sleeping for invisible and faraway entities
- es_VisCheckForUpdate
- Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).
- exec
- executes a batch file of console commands
- ExitOnQuit
- fg_abortOnLoadError
- Abort on load error of flowgraphs
2:abort, 1:dialog, 0:log only
- fg_InspectAction
- Inspects the specified AIAction graph
- fg_InspectEntity
- Inspects the specified Entity graph
- fg_Inspector
- Toggles FlowGraph System DefaultInspector.
Usage: fg_Inspector [0/1]
Default is 0 (off).
- fg_inspectorLog
- Log inspector on console.
- fg_noDebugText
- Don't show debug text [0/1]
Default is 0 (show debug text).
- fg_profile
- Flow graph profiling enable/disable
- fg_SystemEnable
- Toggles FlowGraph System Updates.
Usage: fg_SystemEnable [0/1]
Default is 1 (on).
- fixed_time_step
- Game updated with this fixed frame time
- freeze
- Freezes player
- g_AiSuitArmorModeHealthRegenTime
- Modify suit health recharge for AI in armor mode.
- g_AiSuitEnergyRechargeTime
- Modify suit energy recharge for AI.
- g_AiSuitHealthRegenTime
- Modify suit health recharge for AI.
- g_AiSuitStrengthMeleeMult
- Modify AI strength mode melee damage relative to player damage.
- g_aimdebug
- Enable/disable debug drawing for aiming direction
- g_alienPhysicsAnimRatio
- g_autoteambalance
- Enables auto team balance.
- g_autoteambalance_threshold
- Sets the auto team balance player threshold.
- g_avmine_limit
- Max avmines a player can place (recycled above this value)
- g_battleDust_debug
- 0: off, 1: text, 2: text+gfx
- g_battleDust_effect
- Sets the effect to use for battledust
- g_battleDust_enable
- Enable/Disable battledust
- g_battleDust_reload
- Reload the battle dust parameters xml
- g_battleRange
- sets the battle range in meters
- g_blood
- Toggle blood effects
- g_breakImpulseScale
- How big do explosions need to be to break things?
- g_breakage_particles_limit
- Imposes a limit on particles generated during 2d surfaces breaking
- g_breakagelog
- Log break events
- g_breaktimeoutframes
- g_buddyMessagesIngame
- Output incoming buddy messages in chat while playing game.
- g_claymore_limit
- Max claymores a player can place (recycled above this value)
- g_combatFadeTime
- sets the battle fade time in seconds
- g_combatFadeTimeDelay
- waiting time before the battle starts fading out, in seconds
- g_cutsceneSkipDelay
- Skip Delay for Cutscenes.
- g_debugCollisionDamage
- Log collision damage
- g_debugDirectMPMenu
- Jump directly to MP menu on application start.
- g_debug_fscommand
- Print incoming fscommands to console
- g_debugHits
- Log hits
- g_debugMines
- Enable debug output for mines and claymores
- g_debugNetPlayerInput
- Show some debug for player input
- g_debugaimlook
- Debug aim/look direction
- g_detachCamera
- Detach camera
- g_difficultyHintSystem
- Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)
- g_difficultyLevel
- Difficulty level
- g_difficultyRadius
- Radius in which player needs to die to display lower difficulty level hint.
- g_difficultyRadiusThreshold
- Number of times player has to die within radius to trigger difficulty hint.
- g_difficultySaveThreshold
- Number of times player has to die with same savegame active to trigger difficulty hint.
- g_displayIgnoreList
- Display ignore list in chat tab.
- g_dof_averageAdjustSpeed
- Speed that the average between min and max can be approached. Default = 20
- g_dof_distAppart
- Minimum distance that max and min can be apart. Default = 10
- g_dof_ironsight
- Enable ironsight dof. Default = 1
- g_dof_maxAdjustSpeed
- Speed that DoF can adjust the max value with. Default = 200
- g_dof_maxHitScale
- Scale of ray hit distance which Max tries to approach. Default = 2.0f
- g_dof_minAdjustSpeed
- Speed that DoF can adjust the min value with. Default = 100
- g_dof_minHitScale
- Scale of ray hit distance which Min tries to approach. Default = 0.25
- g_dof_sampleAngle
- Sample angle in degrees. Default = 5
- g_dofset_limitScale
- Scale Dof_FocusLimit param when it gets set Default = 9
- g_dofset_maxScale
- Scale Dof_FocusMax param when it gets set Default = 3
- g_dofset_minScale
- Scale Dof_FocusMin param when it gets set Default = 1
- g_dump_stats
- g_ec_enable
- Enable/Disable explosion culling of small objects. Default = 1
- g_ec_extent
- Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.
- g_ec_radiusScale
- Explosion culling scale to apply to explosion radius for object query.
- g_ec_removeThreshold
- At how many items in exploding area will it start removing items.
- g_ec_volume
- Explosion culling volume which needs to be exceed for objects to not be culled.
- g_emp_nanosuit_downtime
- Time that the nanosuit is deactivated after leaving the EMP field.
- g_emp_style
- g_enableAlternateIronSight
- Enable/Disable alternate ironsight mode
- g_enableAutoSave
- Switches all savegames created by Flowgraph (checkpoints). Does not affect user generated saves or levelstart savegames.
- g_enableFriendlyFallAndPlay
- Enables fall&play feedback for friendly actors.
- g_enableIdleCheck
- g_enableMPStealthOMeter
- Enables the stealth-o-meter to detect enemies in MP matches.
- g_enableSpeedLean
- Enables player-controlled curve leaning in speed mode.
- g_enableTracers
- Enable/Disable tracers.
- g_enableitems
- Enable/disable the item system
- g_enableloadingscreen
- Enable/disable the loading screen
- g_energy_scale_income
- Scales incoming energy.
- g_energy_scale_price
- Scales energy prices.
- g_fallAndPlayThreshold
- Minimum damage for fall and play.
- g_fraglead
- Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.
- g_fraglimit
- Number of frags before a round restarts. Default is 0, 0 means no frag-limit.
- g_friendlyfireratio
- Sets friendly damage ratio.
- g_frostDecay
- Frost decay speed when freezing actors
- g_goForceFastUpdate
- GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE
- g_godMode
- God Mode
- g_grabLog
- verbosity for grab logging (0-2)
- g_groundeffectsdebug
- Enable/disable logging for GroundEffects
- g_joint_breaking
- Toggles jointed objects breaking
- g_language
- g_loadMod
- g_localPacketRate
- Packet rate locally on faked network connection
- g_MPDeathCam
- Enables / disables the MP death camera (shows the killer's location)
- g_MPDeathEffects
- Enables / disables the MP death screen-effects
- g_meleeWhileSprinting
- Enables option to melee while sprinting, using left mouse button.
- g_minplayerlimit
- Minimum number of players to start a match.
- g_minteamlimit
- Minimum number of players in each team to start a match.
- g_mpSpeedRechargeDelay
- Toggles delay when sprinting below 20% energy.
- g_nextlevel
- Switch to next level in rotation or restart current one.
- g_PSTutorial_Enabled
- Enable/disable powerstruggle tutorial
- g_playerFallAndPlay
- When enabled, the player doesn't die from direct damage, but goes to fall and play.
- g_playerHealthValue
- Maximum player health.
- g_playerInteractorRadius
- Maximum radius at which player can interact with other entities
- g_playerLowHealthThreshold
- The player health threshold when the low health effect kicks in.
- g_playerLowHealthThreshold2
- The player health threshold when the low health effect reaches maximum.
- g_playerLowHealthThreshold2Multiplayer
- The player health threshold when the low health effect reaches maximum.
- g_playerLowHealthThresholdMultiplayer
- The player health threshold when the low health effect kicks in.
- g_playerRespawns
- Sets the player lives.
- g_playerSuitArmorModeHealthRegenTime
- Modify suit health recharge for Player in armor mode.
- g_playerSuitArmorModeHealthRegenTimeMoving
- Modify suit health recharge for Player moving in armor mode.
- g_playerSuitEnergyRechargeDelay
- Delay of energy recharge after the player has been hit.
- g_playerSuitEnergyRechargeTime
- Modify suit energy recharge for Player.
- g_playerSuitEnergyRechargeTimeArmor
- Modify suit energy recharge for Player in singleplayer in armor mode.
- g_playerSuitEnergyRechargeTimeArmorMoving
- Modify suit energy recharge for Player in singleplayer in armor mode while moving.
- g_playerSuitEnergyRechargeTimeMultiplayer
- Modify suit energy recharge for Player in multiplayer.
- g_playerSuitHealthRegenDelay
- Delay of health regeneration after the player has been hit.
- g_playerSuitHealthRegenTime
- Modify suit health recharge for Player.
- g_playerSuitHealthRegenTimeMoving
- Modify suit health recharge for moving Player.
- g_pp_scale_income
- Scales incoming PP.
- g_pp_scale_price
- Scales PP prices.
- g_preroundtime
- Frozen time before round starts. Default is 8, 0 Disables freeze time.
- g_procedural_breaking
- Toggles procedural mesh breaking (except explosion-breaking)
- g_proneAimAngleRestrict_Enable
- Test fix for matching aim restrictions between 1st and 3rd person
- g_proneNotUsableWeapon_FixType
- Test various fixes for not selecting hurricane while prone
- g_punishFriendlyDeaths
- The player gets punished by death when killing a friendly unit.
- g_quickGame
- Quick connect to good server.
- g_quickGame_debug
- QuickGame option
- g_quickGame_map
- QuickGame option
- g_quickGame_min_players
- QuickGame option
- g_quickGame_mode
- QuickGame option
- g_quickGame_ping1_level
- QuickGame option
- g_quickGame_ping2_level
- QuickGame option
- g_quickGame_prefer_favorites
- QuickGame option
- g_quickGame_prefer_lan
- QuickGame option
- g_quickGame_prefer_mycountry
- QuickGame option
- g_quickGameStop
- Cancel quick game search.
- g_radialBlur
- Radial blur on explosions. Default = 1, 0 to disable
- g_ragdollDistance
- distance in meters that the player has to be away from the ragdoll before it can disappear
- g_ragdollMinTime
- minimum time in seconds that a ragdoll will be visible
- g_ragdollPollTime
- time in seconds where 'unseen' polling is done
- g_ragdollUnseenTime
- time in seconds that the player has to look away from the ragdoll before it disappears
- g_reloadGameRules
- Reload GameRules script
- g_resetActionmapOnStart
- Resets Keyboard mapping on application start.
- g_revivetime
- Revive wave timer.
- g_roundlimit
- Maximum numbers of rounds to be played. Default is 0, 0 means no limit.
- g_roundtime
- Duration of a round (in minutes). Default is 0, 0 means no time-limit.
- g_showIdleStats
- g_show_laptop_status
- Show laptop status
- g_show_laptop_status_test
- Show fake laptop status for testing
- g_showUpdateState
- Show the game object update state of any activated entities; 3-4 -- AI objects only
- g_skipIntro
- Skip all the intro videos.
- g_spGameplayRecorderUpdateRate
- Update-delta of gameplay recorder in seconds.
- g_spRecordGameplay
- Write sp gameplay information to harddrive.
- g_spectate_FixedOrientation
- If true, spectator camera is fixed behind player. Otherwise spectator controls orientation
- g_spectate_TeamOnly
- If true, you can only spectate players on your team
- g_spectatorcollisions
- If set, spectator camera will not be able to pass through buildings
- g_stanceTransitionSpeed
- Set speed of camera transition from stance to stance
- g_stanceTransitionSpeedSecondary
- Set speed of camera transition from stance to stance
- g_startFirstTime
- 1 before the game was started first time ever.
- g_suddendeathtime
- Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.
- g_suitArmorHealthValue
- This defines how much damage is reduced by 100% energy, not considering recharge. The value should be between 1 and
- g_suitCloakEnergyDrainAdjuster
- Multiplier for energy reduction in cloak mode.
- g_suitRecoilEnergyCost
- Subtracted energy when weapon is fired in strength mode.
- g_suitSpeedEnergyConsumption
- Energy reduction in speed mode per second.
- g_suitSpeedEnergyConsumptionMultiplayer
- Energy reduction in speed mode per second in multiplayer.
- g_suitSpeedMult
- Modify speed mode effect.
- g_suitSpeedMultMultiplayer
- Modify speed mode effect for Multiplayer.
- g_teamlock
- Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.
- g_tentacle_joint_limit
- forces specific tentacle limits; used for tweaking
- g_timelimit
- Duration of a time-limited game (in minutes). Default is 0, 0 means no time-limit.
- g_tk_punish
- Turns on punishment for team kills
- g_tk_punish_limit
- Number of team kills user will be banned for
- g_tree_cut_reuse_dist
- Maximum distance from a previously made cut that allows reusing
- g_trooperBankingMultiplier
- Trooper banking multiplier coeff (0..x)
- g_trooperProneMinDistance
- Distance to move for trooper to switch to prone stance
- g_trooperTentacleAnimBlend
- Trooper tentacle physic_anim blend (0..1) - overrides the physic_blend AG parameter when it's not 0
- g_useHitSoundFeedback
- Switches hit readability feedback sounds on/off.
- g_useProfile
- Don't save anything to or load anything from profile.
- g_VisibilityTimeout
- Adds visibility timeout to IsProbablyVisible() calculations
- g_VisibilityTimeoutTime
- Visibility timeout time used by IsProbablyVisible() calculations
- g_walkMultiplier
- Modify movement speed
- gamedata_playback
- gamedata_record
- gamedata_stop_record_or_playback
- goto
- Sets current player position.
- gotoe
- Sets current player position.
- gpu_particle_physics
- Enable GPU physics if available (0=off / 1=enabled).
- gt_debug
- Debug Game Tokens
- gt_show
- Show Game Tokens with values started from specified parameter
- h_drawSlippers
- Red ball when tentacle is lifted, green when on ground
- h_turnSpeed
- h_useIK
- Hunter uses always IK
- hit_assistMultiplayerEnabled
- Enable/disable minimum damage hit assistance in multiplayer games
- hit_assistSingleplayerEnabled
- Enable/disable minimum damage hit assistance
- hr_dotAngle
- max angle for FOV change
- hr_fovAmt
- goal FOV when hit
- hr_fovTime
- fov time
- hr_rotateFactor
- rotate factor
- hr_rotateTime
- rotate time
- http_password
- http_startserver
- Starts an HTTP server
- http_stopserver
- Stops an HTTP server
- hud_alienInterferenceStrength
- Scales alien interference effect strength.
- hud_alternateCrosshairSpread
- Switch new crosshair spread code on/off.
- hud_alternateCrosshairSpreadCrouch
- hud_alternateCrosshairSpreadNeutral
- hud_aspectCorrection
- Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse
- hud_attachBoughEquipment
- Attach equipment in PS equipment packs to the last bought/selected weapon.
- hud_binocsScanningWidth
- Defines the width/height in which the binocular raycasts are offset from the center to scan objects.
- hud_chDamageIndicator
- Switch crosshair-damage indicator... (1 on, 0 off)
- hud_colorLine
- HUD line color.
- hud_colorOver
- HUD hovered color.
- hud_colorText
- HUD text color.
- hud_crosshair
- Select the crosshair (1-8)
- hud_crosshair_enable
- Toggles singleplayer crosshair visibility.
- hud_ctrl_Coeff_X
- Analog controller X rotation scale
- hud_ctrl_Coeff_Z
- Analog controller Z rotation scale
- hud_ctrl_Curve_X
- Analog controller X rotation curve
- hud_ctrl_Curve_Z
- Analog controller Z rotation curve
- hud_ctrlZoomMode
- Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release
- hud_enableAlienInterference
- Switched the alien interference effect.
- hud_faderDebug
- Show Debug Information for FullScreen Faders.
- hud_godFadeTime
- sets the fade time of the god mode message
- hud_mpNamesDuration
- MP names will fade after this duration.
- hud_mpNamesFarDistance
- MP names will be fully invisible when farther than this.
- hud_mpNamesNearDistance
- MP names will be fully visible when nearer than this.
- hud_nightVisionConsumption
- Scales the energy consumption of the night vision.
- hud_nightVisionRecharge
- Scales the energy recharge of the night vision.
- hud_onScreenFarDistance
- On screen icons won't scale anymore, when farther than this.
- hud_onScreenFarSize
- On screen icon size when farthest.
- hud_onScreenNearDistance
- On screen icons won't scale anymore, when nearer than this.
- hud_onScreenNearSize
- On screen icon size when nearest.
- hud_panoramicHeight
- Set screen border for 'cinematic view' in percent.
- hud_radarBackground
- Switches the miniMap-background for the radar.
- hud_radarJammingEffectScale
- Scales the intensity of the radar jamming effect.
- hud_radarJammingThreshold
- Threshold to disable the radar (independent from effect).
- hud_radarScanningDelay
- Defines the delay in seconds the binoculars take to scan an object.
- hud_showAllObjectives
- Show all on screen objectives, not only the active one.
- hud_showBigVehicleReload
- Enables an additional reload bar around the crosshair in big vehicles.
- hud_startPaused
- The game starts paused, waiting for user input.
- hud_subtitles
- Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly
- hud_subtitlesDebug
- Debug subtitles
- hud_subtitlesFontSize
- FontSize for Subtitles.
- hud_subtitlesHeight
- Height of Subtitles in Percent. Normally same as hud_PanoramicHeight
- hud_subtitlesQueueCount
- Maximum amount of subtitles in Update Queue
- hud_subtitlesRenderMode
- Subtitle RenderMode. 0==Flash, 1=3DEngine
- hud_subtitlesShowCharName
- Show Character talking along with Subtitle
- hud_subtitlesVisibleCount
- Maximum amount of subtitles in Visible Queue
- hud_voicemode
- Usage of the voice when switching of Nanosuit mode.
- i_auto_turret_target
- Enables/Disables auto turrets aquiring targets.
- i_auto_turret_target_tacshells
- Enables/Disables auto turrets aquiring TAC shells as targets
- i_bufferedkeys
- Toggles key buffering.
Usage: i_bufferedkeys [0/1]
Default is 0 (off). Set to 1 to process buffered key strokes.
- i_debug
- Toggles input event debugging.
Usage: i_debug [0/1]
Default is 0 (off). Set to 1 to spam console with key events (only press and release).
- i_debug_mp_flowgraph
- Displays info on the MP flowgraph node
- i_debug_projectiles
- Displays info about projectile status, where available.
- i_debug_sounds
- Enable item sound debugging
- i_debug_turrets
- Enable GunTurret debugging.
Values:
0: off1: basics
2: prediction
3: sweeping
4: searching
5: deviation
- i_debug_zoom_mods
- Use zoom mode spread/recoil mods
- i_debuggun_1
- Command to execute on primary DebugGun fire
- i_debuggun_2
- Command to execute on secondary DebugGun fire
- i_forcefeedback
- Enable/Disable force feedback output.
- i_giveallitems
- Gives all available items to the player!
- i_givedebugitems
- Gives special debug items to the player!
- i_giveitem
- Gives specified item to the player!
- i_iceeffects
- Enable/Disable specific weapon effects for ice environments
- i_lighteffectShadows
- Enable/Disable shadow casting on weapon lights. 1 - Player only, 2 - Other players/AI, 3 - All (require i_lighteffects enabled).
- i_lighteffects
- Enable/Disable lights spawned during item effects.
- i_lying_item_limit
- Max number of items lying around in a level. Only works in multiplayer.
- i_mouse_accel
- Set mouse acceleration, 0.0 means no acceleration.
Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one)
Default is 0.0 (off)
- i_mouse_accel_max
- Set mouse max mouse delta when using acceleration.
Usage: i_mouse_accel_max [float number]
Default is 100.0
- i_mouse_buffered
- Toggles mouse input buffering.
Usage: i_mouse_buffered [0/1]
Default is 0 (off). Set to 1 to process buffered mouse input.
- i_mouse_inertia
- Set mouse inertia. It is disabled (0.0) by default.
Usage: i_mouse_inertia [float number]
Default is 0.0
- i_mouse_smooth
- Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant)
Default is 0.0
- i_noweaponlimit
- Player can carry all weapons he wants
- i_offset_front
- Item position front offset
- i_offset_right
- Item position right offset
- i_offset_up
- Item position up offset
- i_particleeffects
- Enable/Disable particles spawned during item effects.
- i_precache
- Enables precaching of items during level loading.
- i_rejecteffects
- Enable/Disable ammo reject effects during weapon firing.
- i_reload
- Reloads item scripts.
- i_soundeffects
- Enable/Disable playing item sound effects.
- i_staticfiresounds
- Enable/Disable static fire sounds. Static sounds are not unloaded when idle.
- i_unlimitedammo
- unlimited ammo
- i_xinput
- Number of XInput controllers to process
Usage: i_xinput [0/1/2/3/4]
Default is 1.
- i_xinput_poll_time
- Number of ms between device polls in polling thread
Usage: i_xinput_poll_time 500
Default is 1000ms. Value must be >=0.
- int_moveZoomTime
- Number of seconds it takes to zoom out when moving. Default = 0.2
- int_zoomAmount
- Maximum zoom, between 0.0 and 1.0. Default = .75
- int_zoomInTime
- Number of seconds it takes to zoom in. Default = 5.0
- int_zoomOutTime
- Number of seconds it takes to zoom out when you stop firing. Default = 0.5
- join_game
- Enter the current ongoing game.
- kick
- Kicks player from game
- kickid
- Kicks player from game
- kill
- Kills the player.
- lastinv
- Selects last inventory item used.
- listplayers
- Initiate voting.
- load
- Load game
- LoadConfig
- Load .cfg file from disk (from the Game/Config directory)
e.g. LoadConfig lowspec.cfg
Usage: LoadConfig
- loadLastSave
- Loads the last savegame if available.
- loadactionmap
- Loads a key configuration file
- log_FileVerbosity
- defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used)
0=suppress all logs(except eAlways)
1=additional errors
2=additional warnings
3=additional messages
4=additional comments
- log_IncludeTime
- Toggles time stamping of log entries.
Usage: log_IncludeTime [0/1/2/3/4]
0=off (default)
1=current time
2=relative time
3=current+relative time
4=absolute time in seconds since this mode was started
- log_Verbosity
- defines the verbosity level for console log messages (use log_FileVerbosity for file logging)
0=suppress all logs(except eAlways)
1=additional errors
2=additional warnings
3=additional messages
4=additional comments
- login
- Log in to GameSpy using nickname and password as arguments
- login_profile
- Log in to GameSpy using email, profile and password as arguments
- lua_debugger
- Enables the script debugger.
1 to trigger on breakpoints and errors
2 to only trigger on errors
Usage: lua_debugger [0/1/2]
- lua_debugger_show
- lua_dump_state
- lua_stackonmalloc
- lua_StopOnError
- Stops on error.
- map
- Load a map
- max_time_step
- Game systems clamped to this frame time
- MemInfo
- Display memory information by modules
- MemStats
- 0/x=refresh rate in milliseconds
Use 1000 to switch on and 0 to switch off
Usage: MemStats [0..]
- MemStatsMaxDepth
- MemStatsThreshold
- mfx_Debug
- Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both
- mfx_Enable
- Enables MaterialEffects.
- mfx_EnableFGEffects
- Enabled Flowgraph based Material effects. Default: On
- mfx_ParticleImpactThresh
- Impact threshold for particle effects. Default: 2.0
- mfx_pfx_maxDist
- Max dist (how far away before scale is clamped)
- mfx_pfx_maxScale
- Max scale (when particle is far)
- mfx_pfx_minScale
- Min scale (when particle is close)
- mfx_RaisedSoundImpactThresh
- Impact threshold for sound effects if we're rolling. Default: 3.5
- mfx_Reload
- Reload MFX Spreadsheet
- mfx_ReloadFGEffects
- Reload MaterialEffect's FlowGraphs
- mfx_SerializeFGEffects
- Serialize Flowgraph based effects. Default: On
- mfx_SoundImpactThresh
- Impact threshold for sound effects. Default: 1.5
- mfx_Timeout
- Timeout (in seconds) to avoid playing effects too often
- mov_NoCutscenes
- Disable playing of Cut-Scenes
- name
- Sets player name.
- net_backofftimeout
- Maximum time to allow a remote machine to stall for before disconnecting
- net_bw_aggressiveness
- Balances TCP friendlyness versus prioritization of game traffic
- net_channelstats
- Display bandwidth statistics per-channel
- net_check_for_patch
- Check whether a patch is available for download
- net_connectivity_detection_interval
- net_defaultChannelBitRateDesired
- net_defaultChannelBitRateToleranceHigh
- net_defaultChannelBitRateToleranceLow
- net_defaultChannelIdlePacketRateDesired
- net_defaultChannelPacketRateDesired
- net_defaultChannelPacketRateToleranceHigh
- net_defaultChannelPacketRateToleranceLow
- net_disconnect_on_rmi_error
- Disconnect remote connections on script exceptions during RMI calls
- net_download_patch
- If patch available, starts it downloading
- net_dump_object_state
- net_enable_tfrc
- net_enable_voice_chat
- net_highlatencythreshold
- net_highlatencytimelimit
- net_inactivitytimeout
- Set's how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
- net_input_dump
- write net_input_trace output to a file (netinput.log)
- net_input_trace
- trace an entities input processing to assist finding sync errors
- net_install_patch
- Quits Crysis and installs a downloaded patch
- net_lan_scanport_first
- Starting port for LAN games scanning
- net_lan_scanport_num
- Num ports for LAN games scanning
- net_lanbrowser
- enable lan games browser
- net_log
- Logging level of network system
- net_log_remote_methods
- Log remote method invocations
- net_next_map
- Notify clients of the next map to play
- net_pb_cl_enable
- Sets PunkBuster client enabled state
- net_pb_sv_enable
- Sets PunkBuster server enabled state
- net_phys_debug
- net_phys_lagsmooth
- net_phys_pingsmooth
- net_rtt_convergence_factor
- net_scheduler_debug
- Show scheduler debugger for some channel
- net_set_cdkey
- net_stats_login
- Login for reporting stats on dedicated server
- net_stats_pass
- Password for reporting stats on dedicated server
- net_voice_averagebitrate
- The average bit rate for VOIP transmission
(default 15000, higher=better quality).
- net_voice_lead_packets
- net_voice_proximity
- net_voice_trail_packets
- open_url
- p_accuracy_LCPCG
- Desired accuracy of LCP CG solver (velocity-related, m/s)
- p_accuracy_LCPCG_no_improvement
- Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
- p_accuracy_MC
- Desired accuracy of microcontact solver (velocity-related, m/s)
- p_approx_caps_len
- Breakable trees are approximated with capsules of this length (0 disables approximation)
- p_break_on_validation
- Toggles break on validation error.
Usage: p_break_on_validation [0/1]
Default is 0 (off). Issues DebugBreak() call in case of
a physics parameter validation error.
- p_characterik
- Toggles character IK.
Usage: p_characterik [0/1]
Default is 1 (on). Set to 0 to disable inverse kinematics.
- p_collision_mode
- This variable is obsolete.
- p_cull_distance
- Culling distance for physics helpers rendering
- p_damping_group_size
- Sets contacting objects group size
before group damping is used.Usage: p_damping_group_size 3
Used for internal tweaking only.
- p_debug_explosions
- Turns on explosions debug mode
- p_debug_joints
- If set, breakable objects will log tensions at the weakest spots
- p_do_step
- Steps physics system forward when in single step mode.
Usage: p_do_step 1
Default is 0 (off). Each 'p_do_step 1' instruction allows
the physics system to advance a single step.
- p_draw_helpers
- Same as p_draw_helpers_num, but encoded in letters
Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
Entity Types:
t - show terrain
s - show static entities
r - show sleeping rigid bodies
R - show active rigid bodies
l - show living entities
i - show independent entities
g - show triggers
a - show areas
y - show rays in RayWorldIntersection
e - show explosion occlusion maps
Helper Types
g - show geometry
c - show contact points
b - show bounding boxes
l - show tetrahedra lattices for breakable objects
j - show structural joints (will force translucency on the main geometry)
t(#) - show bounding volume trees up to the level #
f(#) - only show geometries with this bit flag set (multiple f's stack)
Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas
- p_draw_helpers_num
- Toggles display of various physical helpers. The value is a bitmask:
bit 0 - show contact points
bit 1 - show physical geometry
bit 8 - show helpers for static objects
bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
bit 10 - show helpers for active physicalized objects
bit 11 - show helpers for players
bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes)
bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050
- p_enforce_contacts
- This variable is obsolete.
- p_fixed_timestep
- Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
Forces fixed time step when set to 1. When set to 0, the
time step is variable, based on the frame rate.
- p_fly_mode
- Toggles fly mode.
Usage: p_fly_mode [0/1]
- p_GEB_max_cells
- Specifies the cell number threshold after which GetEntitiesInBox issues a warning
- p_gravity_z
- p_group_damping
- Toggles damping for object groups.
Usage: p_group_damping [0/1]
Default is 1 (on). Used for internal tweaking only.
- p_jump_to_profile_ent
- Move the local player next to the corresponding entity in the p_profile_entities list
- p_lattice_max_iters
- Limits the number of iterations of lattice tension solver
- p_limit_simple_solver_energy
- Specifies whether the energy added by the simple solver is limited (0 or 1)
- p_list_active_objects
- p_log_lattice_tension
- If set, breakable objects will log tensions at the weakest spots
- p_max_approx_caps
- Maximum number of capsule approximation levels for breakable trees
- p_max_contact_gap
- Sets the gap, enforced whenever possible, between
contacting physical objects.Usage: p_max_contact_gap 0.01
This variable is used for internal tweaking only.
- p_max_contact_gap_player
- Sets the safe contact gap for player collisions with
the physical environment.Usage: p_max_contact_gap_player 0.01
This variable is used for internal tweaking only.
- p_max_contact_gap_simple
- Specifies the maximum contact gap for objects that use the simple solver
- p_max_contacts
- Maximum contact number, after which contact reduction mode is activated
- p_max_debris_mass
- Broken pieces with mass
- p_max_entity_cells
- Limits the number of entity grid cells an entity can occupy
- p_max_LCPCG_contacts
- Maximum number of contacts that LCPCG solver is allowed to handle
- p_max_LCPCG_fruitless_iters
- Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
- p_max_LCPCG_iters
- Maximum number of LCP CG iterations
- p_max_LCPCG_microiters
- Limits the total number of per-contact iterations during one LCP CG iteration
(number of microiters = number of subiters * number of contacts)
- p_max_LCPCG_microiters_final
- Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
- p_max_LCPCG_subiters
- Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
- p_max_LCPCG_subiters_final
- Limits the number of LCP CG solver inner iterations during the
final iteration (should be of the order of the number of contacts)
- p_max_MC_iters
- Specifies the maximum number of microcontact solver iterations
- p_max_MC_mass_ratio
- Maximum mass ratio between objects in an island that MC solver is considered safe to handle
- p_max_MC_vel
- Maximum object velocity in an island that MC solver is considered safe to handle
- p_max_object_splashes
- Specifies how many splash events one entity is allowed to generate
- p_max_plane_contacts
- Maximum number of contacts lying in one plane between two rigid bodies
(the system tries to remove the least important contacts to get to this value)
- p_max_plane_contacts_distress
- Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
- p_max_player_velocity
- Clamps players' velocities to this value
- p_max_substeps
- Limits the number of substeps allowed in variable time step mode.
Usage: p_max_substeps 5
Objects that are not allowed to perform time steps
beyond some value make several substeps.
- p_max_substeps_large_group
- Limits the number of substeps large groups of objects can make
- p_max_unproj_vel
- Limits the maximum unprojection velocity request
- p_max_velocity
- Clamps physicalized objects' velocities to this value
- p_max_world_step
- Specifies the maximum step physical world can make (larger steps will be truncated)
- p_min_LCPCG_improvement
- Defines a required residual squared length improvement, in fractions of 1
- p_min_separation_speed
- Used a threshold in some places (namely, to determine when a particle
goes to rest, and a sliding condition in microcontact solver)
- p_net_angsnapmul
- Multiplier to expand the p_net_minsnapdot based on the objects angular velocity
- p_net_minsnapdist
- Minimum distance between server position and client position at which to start snapping
- p_net_minsnapdot
- Minimum quat dot product between server orientation and client orientation at which to start snapping
- p_net_smoothtime
- How much time should non-snapped positions take to synchronize completely?
- p_net_velsnapmul
- Multiplier to expand the p_net_minsnapdist based on the objects velocity
- p_num_bodies_large_group
- Group size to be used with p_max_substeps_large_group, in bodies
- p_penalty_scale
- Scales the penalty impulse for objects that use the simple solver
- p_players_can_break
- Whether living entities are allowed to break static objects with breakable joints
- p_profile_entities
- Enables per-entity time step profiling
- p_profile_functions
- Enables detailed profiling of physical environment-sampling functions
- p_prohibit_unprojection
- This variable is obsolete.
- p_ray_fadein
- Fade-in time for ray physics helpers
- p_ray_peak_time
- Rays that take longer then this (in ms) will use different color
- p_single_step_mode
- Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
Default is 0 (off). Set to 1 to switch physics system (except
players) to single step mode. Each step must be explicitly
requested with a 'p_do_step' instruction.
- p_skip_redundant_colldet
- Specifies whether to skip furher collision checks between two convex objects using the simple solver
when they have enough contacts between them
- p_splash_dist0
- Range start for splash event distance culling
- p_splash_dist1
- Range end for splash event distance culling
- p_splash_force0
- Minimum water hit force to generate splash events at p_splash_dist0
- p_splash_force1
- Minimum water hit force to generate splash events at p_splash_dist1
- p_splash_vel0
- Minimum water hit velocity to generate splash events at p_splash_dist0
- p_splash_vel1
- Minimum water hit velocity to generate splash events at p_splash_dist1
- p_tick_breakable
- Sets the breakable objects structure update interval
- p_time_granularity
- Sets physical time step granularity.
Usage: p_time_granularity [0..0.1]
Used for internal tweaking only.
- p_unproj_vel_scale
- Requested unprojection velocity is set equal to penetration depth multiplied by this number
- p_use_distance_contacts
- Allows to use distance-based contacts (is forced off in multiplayer)
- p_use_unproj_vel
- internal solver tweak
- p_wireframe_distance
- Maximum distance at which wireframe is drawn on physics helpers
- pl_curvingSlowdownSpeedScale
- Player only slowdown speedscale when curving/leaning extremely.
- pl_debugFallDamage
- Enables console output of fall damage information.
- pl_debug_filter
- pl_debug_jumping
- pl_debug_ladders
- pl_debug_movement
- pl_fallDamage_SpeedBias
- Damage bias for medium fall speed: =1 linear, 1 less damage.
- pl_fallDamage_SpeedFatal
- Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).
- pl_fallDamage_SpeedSafe
- Safe fall speed (in all modes, including strength jump on flat ground).
- pl_inputAccel
- Movement input acceleration
- pl_swimBackSpeedMul
- Swimming backwards speed mul.
- pl_swimBaseSpeed
- Swimming base speed.
- pl_swimJumpSpeedBaseMul
- Swimming speed normal jump velocity mul (dolphin rocket).
- pl_swimJumpSpeedCost
- Swimming speed shift+jump energy cost (dolphin rocket).
- pl_swimJumpSpeedSprintMul
- Swimming speed shift+jump velocity mul (dolphin rocket).
- pl_swimJumpStrengthBaseMul
- Swimming strength normal jump velocity mul (dolphin rocket).
- pl_swimJumpStrengthCost
- Swimming strength shift+jump energy cost (dolphin rocket).
- pl_swimJumpStrengthSprintMul
- Swimming strength shift+jump velocity mul (dolphin rocket).
- pl_swimNormalSprintSpeedMul
- Swimming Non-Speed sprint speed mul.
- pl_swimSideSpeedMul
- Swimming sideways speed mul.
- pl_swimSpeedSprintSpeedMul
- Swimming Speed sprint speed mul.
- pl_swimUpSprintSpeedMul
- Swimming sprint while looking up (dolphin rocket).
- pl_swimVertSpeedMul
- Swimming vertical speed mul.
- pl_zeroGAimResponsiveness
- ZeroG aim responsiveness vs. inertia (default is 8.0).
- pl_zeroGBaseSpeed
- Maximum player speed request limit for zeroG.
- pl_zeroGDashEnergyConsumption
- Percentage consumed when doing a dash in ZeroG.
- pl_zeroGEnableGBoots
- Switch G-Boots action on/off (if button assigned).
- pl_zeroGEnableGyroFade
- Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).
- pl_zeroGFloatDuration
- Floating duration until full stop (after stopped thrusting).
- pl_zeroGGyroFadeAngleInner
- ZeroG gyro inner angle (default is 20).
- pl_zeroGGyroFadeAngleOuter
- ZeroG gyro outer angle (default is 60).
- pl_zeroGGyroFadeExp
- ZeroG gyro angle bias (default is 2.0).
- pl_zeroGGyroStrength
- ZeroG gyro strength (default is 1.0).
- pl_zeroGParticleTrail
- Enable particle trail when in zerog.
- pl_zeroGSpeedMaxSpeed
- (DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.
- pl_zeroGSpeedModeEnergyConsumption
- Percentage consumed per second while speed sprinting in ZeroG.
- pl_zeroGSpeedMultNormal
- Modify movement speed in zeroG, in normal mode.
- pl_zeroGSpeedMultNormalSprint
- Modify movement speed in zeroG, in normal sprint.
- pl_zeroGSpeedMultSpeed
- Modify movement speed in zeroG, in speed mode.
- pl_zeroGSpeedMultSpeedSprint
- Modify movement speed in zeroG, in speed sprint.
- pl_zeroGSwitchableGyro
- MERGE/REVERT
- pl_zeroGThrusterResponsiveness
- Thrusting responsiveness.
- pl_zeroGUpDown
- Scales the z-axis movement speed in zeroG.
- play
- Play back a recorded game
- pp_RSFDebugWrite
- When RichSaveGames are enabled, save plain XML Data alongside for debugging
- pp_RSFDebugWriteOnLoad
- When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame
- pp_RichSaveGames
- Enable RichSaveGame Format for SaveGames
- preloadforstats
- Preload multiplayer assets for memory statistics.
- profile
- Enable profiling.
Usage: profile #
Where # sets the profiling to:
0: Profiling off
1: Self Time
2: Hierarchical Time
3: Extended Self Time
4: Extended Hierarchical Time
5: Peaks Time
6: Subsystem Info
7: Calls Numbers
8: Standard Deviation
-1: Profiling enabled, but not displayed
Default is 0 (off).
- profile_allthreads
- Enables profiling of non-main threads.
- profile_callstack
- Logs all Call Stacks of the selected profiler function for one frame
- profile_filter
- Profiles a specified subsystem.
Usage: profile_filter subsystem
Where 'subsystem' may be:
Renderer
3DEngine
Animation
AI
Entity
Physics
Sound
System
Game
Editor
Script
Network
- profile_graph
- Enable drawing of profiling graph.
- profile_graphScale
- Sets the scale of profiling histograms.
Usage: profileGraphScale 100
- profile_log
- Logs profiler output
- profile_network
- Enables network profiling.
- profile_pagefaults
- Enable drawing of page faults graph.
- profile_peak
- Profiler Peaks Tolerance in Milliseconds.
- profile_sampler
- Set to 1 to start sampling profiling
- profile_sampler_max_samples
- Number of samples to collect for sampling profiler
- profile_smooth
- Profiler exponential smoothing interval (seconds).
- profile_threads
- Enables Threads Profiler (should be deactivated for final product)
The C++ function CryThreadSetName(threadid,"Name") needs to be called on thread creation.
o=off, 1=only active thready, 2+=show all threads
Threads profiling may not work on all combinations of OS and CPUs (does not not on Win64)
Usage: profile_threads [0/1/2+]
- profile_weighting
- Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold.
- q_Quality
- If called with a parameter it sets the quality of all q_.. variables
otherwise it prints their current state
Usage: q_Quality [0=low/1=med/2=high/3=very high]
- q_Renderer
- Defines the quality of Renderer
Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
- q_ShaderFX
- Defines the shader quality of FX
Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)
- q_ShaderGeneral
- Defines the shader quality of General
Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
- q_ShaderGlass
- Defines the shader quality of Glass
Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)
- q_ShaderHDR
- Defines the shader quality of HDR
Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default)
- q_ShaderIce
- Defines the shader quality of Ice
Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)
- q_ShaderMetal
- Defines the shader quality of Metal
Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)
- q_ShaderPostProcess
- Defines the shader quality of PostProcess
Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
- q_ShaderShadow
- Defines the shader quality of Shadow
Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
- q_ShaderSky
- Defines the shader quality of Sky
Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)
- q_ShaderTerrain
- Defines the shader quality of Terrain
Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
- q_ShaderVegetation
- Defines the shader quality of Vegetation
Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)
- q_ShaderWater
- Defines the shader quality of Water
Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default)
- quit
- Quits the game
- r_ATOC
- r_Beams
- Toggles light beams.
Usage: r_Beams [0/1/2/3]
Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
optimized and with glow support beams.
- r_BeamsDistFactor
- Distance between slices.
Usage: r_BeamsDistFactor [fValue]
Default is 0.01 (0.01 meters between slices).
- r_BeamsHelpers
- Toggles light beams helpers drawing.
Usage: r_BeamsHelpers [0/1]
Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
- r_BeamsMaxSlices
- Number of volumetric slices allowed per light beam.
Usage: r_BeamsMaxSlices [1-300]
Default is 200 (high-spec).
- r_BeamsSoftClip
- Toggles light beams clip type.
Usage: r_BeamsSoftClip [0/1]
Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
- r_Brightness
- Sets the diplay brightness.
Usage: r_Brightness 0.5
Default is 0.5.
- r_Character_NoDeform
- r_CloudsDebug
- Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2]
Usage: r_CloudsDebug = 1: render just screen imposters
Usage: r_CloudsDebug = 2: render just non-screen imposters
Default is 0 (off)
- r_CloudsUpdateAlways
- Toggles updating of clouds each frame.
Usage: r_CloudsUpdateAlways [0/1]
Default is 0 (off.
- r_ColorBits
- Sets the color resolution, in bits per pixel. Default is 32.
Usage: r_ColorBits [32/24/16/8]
- r_ColorGrading
- Enables color grading.
Usage: r_ColorGrading [0/1]
- r_ColorGradingDof
- Enables color grading dof control.
Usage: r_ColorGradingDof [0/1]
- r_ColorGradingFilters
- Enables color grading.
Usage: r_ColorGradingFilters [0/1]
- r_ColorGradingLevels
- Enables color grading.
Usage: r_ColorGradingLevels [0/1]
- r_ColorGradingSelectiveColor
- Enables color grading.
Usage: r_ColorGradingSelectiveColor [0/1]
- r_Contrast
- Sets the diplay contrast.
Usage: r_Contrast 0.5
Default is 0.5.
- r_CoronaColorScale
- r_CoronaFade
- Time fading factor of the light coronas.
Usage: r_CoronaFade 0.5Default is 0.5.
- r_CoronaSizeScale
- r_Coronas
- Toggles light coronas around light sources.
Usage: r_Coronas [0/1]Default is 1 (on).
- r_CullByClipPlanes
- r_CullGeometryForLights
- Rendering optimization for lights.
Usage: r_CullGeometryForLights [0/1/2]
Default is 0 (off). Set to 1 to cull geometry behind
light sources. Set to 2 to cull geometry behind static
lights only.
- r_CustomVisions
- Enables custom visions, like heatvision, binocular view, etc.
Usage: r_CustomVisions [0/1]
Default is 0 (disabled). 1 enables
- r_DebugExtraSceneTargetFSAA
- Disables usage of shared sceneTarget RT in case its multisampled
Usage: r_DebugSceneTargetNoFSAA [0/1]
- r_DebugLights
- Display dynamic lights for debugging.
Usage: r_DebugLights [0/1/2/3]
Default is 0 (off). Set to 1 to display centres of light sources,
or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen
- r_DebugMotionBlur
- Usage: r_MotionBlur [0/1]
- r_DebugRefraction
- Debug refraction usage. Displays red instead of refraction
Usage: r_DebugRefraction
Default is 0 (off)
- r_DebugRenderMode
- r_DebugScreenEffects
- Debugs screen effects textures.
Usage: r_DebugScreenEffects #
Where # represents:
0: disabled (default)
1: enabled
- r_DepthBits
- r_DepthOfField
- Enables depth of field.
Usage: r_DepthOfField [0/1/2]
Default is 0 (disabled). 1 enables, 2 enables and overrides game settings
- r_DetailDistance
- Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance (1-20)
Default is 6.
- r_DetailNumLayers
- Sets the number of detail layers per surface.
Usage: r_DetailNumLayers 2
Default is 2.
- r_DetailScale
- Sets the default scaling for detail overlays.
Usage: r_DetailScale 8
Default is 8. This scale applies only if the object's
detail scale was not previously defined (in MAX).
- r_DetailTextures
- Toggles detail texture overlays.
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).
- r_DisplayInfo
- Toggles debugging information display.
Usage: r_DisplayInfo [0=off/1=show/2=enhanced]
- r_distant_rain
- Enables distant rain rendering.
Usage: r_distant_rain [0/1]
Default is 1 (on). Set to 0 to disable.
- r_DrawNearFoV
- Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n]
Default is 60.
- r_Driver
- Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise.
Specify in system.cfg like this: r_Driver = "DX10"
- r_DumpFontNames
- Displays a list of fonts currently loaded!
- r_DumpFontTexture
- Dumps the specified font's texture to a bitmap file!
Usage: r_DumpFontTexture fontname
- r_DynTexAtlasCloudsMaxSize
- r_DynTexAtlasSpritesMaxSize
- r_DynTexMaxSize
- r_EnvCMResolution
- Sets resolution for target environment cubemap, in pixels.
Usage: r_EnvCMResolution #
where # represents:
0: 64
1: 128
2: 256
Default is 2 (256 by 256 pixels).
- r_EnvCMWrite
- Writes cube-map textures to disk.
Usage: r_EnvCMWrite [0/1]
Default is 0 (off). The textures are written to 'Cube_posx.jpg'
'Cube_negx.jpg',...,'Cube_negz.jpg'. At least one of the real-time
cube-map shaders should be present in the current scene.
- r_EnvCMupdateInterval
- Sets the interval between environmental cube map texture updates.
Usage: r_EnvCMupdateInterval #
Default is 0.1.
- r_EnvLCMupdateInterval
- LEGACY - not used
- r_EnvLightCMDebug
- Draw debug cube for env radiosity.
Usage: r_EnvLightCMDebug [0/1]
Default is 0 (off).
- r_EnvTexResolution
- Sets resolution for 2d target environment texture, in pixels.
Usage: r_EnvTexResolution #
where # represents:
0: 64
1: 128
2: 256
3: 512
Default is 3 (512 by 512 pixels).
- r_EnvTexUpdateInterval
- Sets the interval between environmental 2d texture updates.
Usage: r_EnvTexUpdateInterval 0.001
Default is 0.001.
- r_ExcludeShader
- Exclude the named shader from the render list.
Usage: r_ExcludeShader ShaderName
Sometimes this is useful when debugging.
- r_EyeAdaptationBase
- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
Usage: r_EyeAdaptationBase [Value]
- r_EyeAdaptationFactor
- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
Usage: r_HDREyeAdaptionFactor [Value]
Default is 0.5
- r_EyeAdaptionBase
- HDR eye adaption property (0..1)
Usage: r_EyeAdaptionBase [Value]
Default is 0.0
- r_EyeAdaptionClamp
- HDR eye adaption property (0=full clamp .. ) unfinished feature -
value around 3 is good, big values e.g. 10 to disable the clamp
Usage: r_EyeAdaptionClamp [Value]
Default is 4
- r_EyeAdaptionMax
- HDR eye adaption property (0..128)
Usage: r_EyeAdaptionMax [Value]
Default is 4
- r_EyeAdaptionMin
- HDR eye adaption property (0..128)
Usage: r_EyeAdaptionMin [Value]
Default is 0.1
- r_EyeAdaptionScale
- HDR eye adaption property (0..1, to scale the final result)
Usage: r_EyeAdaptionScale [Value]
Default is 1.0
- r_EyeAdaptionSpeed
- HDR eye adaption property (percent of adaption per second)
Usage: r_EyeAdaptionMax [Value]
Default is 50
- r_FSAA
- r_FSAA_quality
- r_FSAA_samples
- r_FillLights
- Activate simple differed light sources usage
- r_FillLightsDebug
- Visualize fill lights as spheres
- r_FillLightsMode
- Fill lights mode
- r_FixMaterials
- r_Flares
- Toggles sunlight lens flare effect.
Usage: r_Flares [0/1]
Default is 1 (on).
- r_Flush
- r_Force3DcEmulation
- Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only).
(Emulation: DXT5, less quality but same memory requirements)
0=use only if driver doesn't support 3Dc
1=enforce on any hardware
2=use only if hardware doesn't support 3Dc
Usage: r_Force3DcEmulation [0/1/2]
- r_Fullscreen
- Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
Usage: r_Fullscreen [0=window/1=fullscreen]
- r_Gamma
- Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
Usage: r_Gamma 1.0
1 off (default), try values like 1.6 or 2.2
- r_GeomInstancing
- Toggles HW geometry instancing.
Usage: r_GeomInstancing [0/1]
Default is 1 (on). Set to 0 to disable geom. instancing.
- r_GeomInstancingThreshold
- If the instance count gets bigger than the specified value the instancing feature is used.
Usage: r_GeomInstancingThreshold [Num]
Default is 0 (automatic depending on hardware, used value can be found in the log)
- r_GetScreenShot
- To capture one screenshot (variable is set to 0 after capturing)
0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot
- r_GlitterAmount
- Sets amount of glitter sprites.
Usage: r_GlitterAmount n (default is 1024)
Where n represents a number: eg: 256
- r_GlitterSize
- Sets glitter sprite size.
Usage: r_GlitterSize n (default is 1)
Where n represents a number: eg: 0.5
- r_GlitterSpecularPow
- Sets glitter specular power.
Usage: r_GlitterSpecularPow n (default is 2.0f)
Where n represents a number: eg: 16.0
- r_GlitterVariation
- Sets glitter variation.
Usage: r_GlitterVariation n (default is 1)
Where n represents a number: eg: 0.5
- r_Glow
- Toggles the glow effect.
Usage: r_Glow [0/1]
Default is 0 (off). Set to 1 to enable glow effect.
- r_GlowScreenMultiplier
- Sets fullscreen glow multiplier.
Usage: r_GlowScreenMultiplier [value]
Default is 0.5
- r_GlowScreenThreshold
- Sets fullscreen glow threshold.
Usage: r_GlowScreenThreshold [value]
Default is 0.5
- r_GraphStyle
- r_HDRAllowNonFP
- Selects HDR FP blending.
Usage: r_HDRAllowNonFP [0/1]
Default is 0. Set to 1 to enable.
- r_HDRBrightOffset
- HDR rendering bright offset.
Usage: r_HDRBrightOffset [Value]
Default is 6.0f
- r_HDRBrightThreshold
- HDR rendering bright threshold.
Usage: r_HDRBrightThreshold [Value]
Default is 3.0f
- r_HDRDebug
- Toggles HDR debugging info (to debug HDR/eye adaptaion)
Usage: r_HDRDebug [0/1/2]
0 off (default)
1 to show some internal HDR textures on the screen
2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)
- r_HDRHistogram
- Toggles HDR luminance measuring using histogram.
Usage: r_HDRHistogram [0/1/2/3]
Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable
- r_HDRLevel
- HDR rendering level (bloom multiplier, tweak together with threshold)
Usage: r_HDRLevel [Value]
Default is 0.6
- r_HDRRendering
- Toggles HDR rendering.
Usage: r_HDRRendering [0/1]
Default is 1 (on). Set to 0 to disable HDR rendering.
- r_HDRType
- Selects HDR type.
Usage: r_HDRType [0/1/2]
Default is 1 (OpenEXR). Set to 0 to disable.
- r_HairSortingQuality
- Enables higher quality hair sorting.
Usage: r_HairSortingQuality [0/1]
- r_Height
- Sets the display height, in pixels. Default is 768.
Usage: r_Height [600/768/..]
- r_ImposterRatio
- Allows to scale the texture resolution of imposters (clouds)
Usage: r_ImposterRatio [1..]
Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)
- r_ImpostersDraw
- Toggles imposters drawing.
Usage: r_ImpostersDraw [0/1]
Default is 1 (on). Set to 0 to disable imposters.
- r_ImpostersUpdatePerFrame
- How many kilobytes to update per-frame.
Usage: r_ImpostersUpdatePerFrame [1000-30000]
Default is 6000 (6 megabytes).
- r_LightVolumesDebug
- 0=Disable
1=Enable
Usage: r_LightVolumesDebug[0/1]
- r_LightsSinglePass
- r_Log
- Logs rendering information to Direct3DLog.txt.
Usage: r_Log [0/1/2/3/4]
1: Logs a list of all shaders without profile info.
2: Log contains a list of all shaders with profile info.
3: Logs all API function calls.
4: Highly detailed pipeline log, including all passes,
states, lights and pixel/vertex shaders.
Default is 0 (off). Use this function carefully, because
log files grow very quickly.
- r_LogShaders
- Logs shaders info to Direct3DLogShaders.txt
0: off
1: normal
2: extended
- r_LogTexStreaming
- Logs streaming info to Direct3DLogStreaming.txt
0: off
1: normal
2: extended
- r_LogVBuffers
- Logs vertex buffers in memory to 'LogVBuffers.txt'.
Usage: r_LogVBuffers [0/1]
Default is 0 (off).
- r_MeasureOverdraw
- 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
Usage: r_MeasureOverdraw [0/1]
- r_MeasureOverdrawScale
- r_MergeRenderChunksForDepth
- r_MergeShaders
- r_MeshPrecache
- r_MeshShort
- r_MotionBlur
- Enables per object and screen motion blur.
Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104]
Default is 1 (screen motion blur on). 1 enables screen motion blur. 2
enables screen and object motion blur. 3 all motion blur and freezing.
4. only per object; modes above 100 also enable motion blur in
multiplayer
- r_MotionBlurDynQualityRotationAccStiffness
- Usage: r_MotionBlurDynQualityRotationAccStiffness value (default 1.0f)
- r_MotionBlurDynQualityRotationThreshold
- Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynQualityRotationThreshold value (default 1.0f)
- r_MotionBlurDynQualityTranslationThreshold
- Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynQualityTranslationThreshold value (default 1.0f)
- r_MotionBlurDynamicQuality
- Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynamicQuality [0/1]
- r_MotionBlurFrameTimeScale
- Enables motion blur.frame time scalling - visually nicer on lower frame rates
Usage: r_MotionBlurFrameTimeScale [0/1]
- r_MotionBlurShutterSpeed
- Sets motion blur camera shutter speed.
Usage: r_MotionBlurShutterSpeed [0...1]
Default is 0.015f.
- r_MultiGPU
- 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
2(default)=automatic detection (currently SLI only, means off for ATI)
should be activated before rendering
- r_NightVision
- Toggles nightvision enabling.
Usage: r_NightVision [0/1]
Default is 1 (on). Set to 0 to completely disable nightvision.
- r_NoDrawNear
- Disable drawing of near objects.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).
- r_NoDrawShaders
- Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.
- r_NoHWGamma
- Sets renderer to ignore hardware gamma correction.
Usage: r_NoHWGamma [0/1]
Default is 0 (allow hardware gamma correction).
- r_NoLoadTextures
- r_NoPreprocess
- r_NormalsLength
- Sets the length of displayed vectors.
r_NormalsLength 0.1
Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.
- r_OcclusionQueriesMGPU
- 0=disabled, 1=enabled (if mgpu supported),
- r_OceanHeightScale
- r_OceanLodDist
- r_OceanMaxSplashes
- r_OceanRendType
- r_OceanSectorSize
- r_OceanSplashScale
- r_OceanTexUpdate
- r_OptimiseShaders
- r_OptimisedLightSetup
- r_PolygonMode
- r_PostProcessEffects
- Enables post processing special effects.
Usage: r_PostProcessEffects [0/1/2]
Default is 1 (enabled). 2 enables and displays active effects
- r_PostProcessEffectsFilters
- Enables post processing special effects filters.
Usage: r_PostProcessEffectsFilters [0/1]
Default is 1 (enabled). 0 disabled
- r_PostProcessEffectsGameFx
- Enables post processing special effects game fx.
Usage: r_PostProcessEffectsGameFx [0/1]
Default is 1 (enabled). 0 disabled
- r_PostProcessEffectsParamsBlending
- Enables post processing effects parameters smooth blending
Usage: r_PostProcessEffectsParamsBlending [0/1]
Default is 1 (enabled).
- r_PostProcessEffectsReset
- Enables post processing special effects reset.
Usage: r_PostProcessEffectsReset [0/1]
Default is 0 (disabled). 1 enabled
- r_PostProcessProfileFillrate
- Enables profile fillrate.
Usage: r_PostProcessProfileFillrate [0/1]
Default is 0 (disabled). 1 enabled
- r_PrecacheShaderList
- r_PrecacheShaders
- r_PrintMemoryLeaks
- r_ProfileDIPs
- 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
r_ProfileShaders needs to be activated to see the statistics
- r_ProfileShaders
- Enables display of render profiling information.
Usage: r_ProfileShaders [0/1]
Default is 0 (off). Set to 1 to display profiling
of rendered shaders.
- r_ProfileShadersSmooth
- Enables display of render profiling information.
Usage: r_ProfileShaders [0/1]
Default is 0 (off). Set to 1 to display profiling
of rendered shaders.
- r_RAM
- Toggles Realtime Ambient Maps
- r_RC_AutoInvoke
- Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
showes that the destination is older or does not exist.
Usage: r_RC_AutoInvoke 0 (default is 1)
- r_Rain
- Enables rain rendering
Usage: r_Rain [0/1/2]
Default is 0 (disabled). 1 enables. 2 enables rain and rain fins
- r_RainMaxViewDist
- Sets rain max view distance
Usage: r_RainMaxViewDist
- r_Reflections
- Toggles reflections.
Usage: r_Reflections [0/1]
Default is 1 (reflects).
- r_ReflectionsOffset
- r_ReflectionsQuality
- Toggles reflections quality.
Usage: r_ReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- r_refraction
- Enables refraction.
Usage: r_refraction [0/1]
Default is 1 (on). Set to 0 to disable.
- r_ReleaseAllResourcesOnExit
- r_ReloadShaders
- Reloads shaders.
Usage: r_ReloadShaders [0/1]
Default is 0. Set to 1 to reload shaders.
- r_SSAO
- Enable ambient occlusion
- r_SSAO_amount
- Controls how much SSAO affects ambient
- r_SSAO_blur
- SSAO mask blur
- r_SSAO_blurriness
- SSAO post-blur kernel size
- r_SSAO_darkening
- Controls how much SSAO darkens flat open surfaces
- r_SSAO_depth_range
- Use depth test to avoid SSAO computations on sky, 0 = disabled
- r_SSAO_downscale_result_mask
- Downscale final mask
- r_SSAO_downscale_ztarget
- Use downscaled version of z-target
- r_SSAO_quality
- SSAO shader quality
- r_SSAO_radius
- Controls size of area tested
- r_Scissor
- Enables scissor test
- r_ShadersAlwaysUseColors
- r_ShadersAsyncCompiling
- Enable asynchronous shader compiling
Usage: r_ShadersAsyncCompiling [0/1]
0 = off, (stalling) shadering compiling
1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
2 = on, shaders are compiled in parallel, missing shaders are not rendered
- r_ShadersAsyncMaxThreads
- r_ShadersCacheOptimiseLog
- r_ShadersDebug
- Enable special logging when shaders become compiled
Usage: r_ShadersDebug [0/1/2/3]
1 = assembly into directory Main/Game/shaders/cache/d3d9
2 = compiler input into directory Main/Game/testcg
3 = compiler input into directory Main/Game/testcg_1pass
Default is 0 (off)
- r_ShadersDynamicBranching
- r_ShadersIgnoreIncludesChanging
- r_ShadersIntCompiler
- r_ShadersPreactivate
- r_ShadersPrecacheAllLights
- r_ShadersStaticBranching
- r_ShadersUserFolder
- r_ShadowBlur
- Selected shadow map screenspace blurring technique.
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
- r_ShadowBluriness
- Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]
- r_ShadowGen
- 0=disable shadow map updates, 1=enable shadow map updates
- r_ShadowGenGS
- Use geometry shader for shadow map generation (DX10 only, don't change at runtime)
Usage: r_ShadowGenGS [0=off, 1=on]
- r_ShadowGenMode
- 0=Use Frustums Mask
1=Regenerate all sides
Usage: r_ShadowGenMode [0/1]
- r_ShadowJittering
- Activate shadow map jittering.
Usage: r_ShadowJittering [0=off, 1=on]
- r_ShadowPass
- Process shadow pass
- r_ShadowTexFormat
- 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target
2=use R32F texture format for depth map
3=use ATI's DF24 texture format for depth map
4=use NVIDIA's D24S8 texture format for depth map
5=use NVIDIA's D16 texture format for depth map
Usage: r_ShadowTexFormat [0-5]
- r_ShadowsBias
- Select shadow map bluriness if r_ShadowsBias is activated.
Usage: r_ShadowsBias [0.1 - 16]
- r_ShadowsDeferredMode
- 0=Quad light bounds
1=Use light volumes
Usage: r_ShadowsDeferredMode [0/1]
- r_ShadowsDepthBoundNV
- 1=use NV Depth Bound extension
Usage: CV_r_ShadowsDepthBoundNV [0/1]
- r_ShadowsForwardPass
- 1=use Forward prepare depth maps pass
Usage: CV_r_ShadowsForwardPass [0/1]
- r_ShadowsGridAligned
- Selects algorithm to use for shadow mask generation:
0 - Disable shadows snapping
1 - Enable shadows snapping
- r_ShadowsMaskDownScale
- Saves video memory by using lower resolution for shadow masks except first one
0=per pixel shadow mask
1=half resolution shadow mask
Usage: r_ShadowsMaskDownScale [0/1]
- r_ShadowsMaskResolution
- 0=per pixel shadow mask
1=horizontal half resolution shadow mask
2=horizontal and vertical half resolution shadow mask
Usage: r_ShadowsMaskResolution [0/1/2]
- r_ShadowsSlopeScaleBias
- Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]
- r_ShadowsStencilPrePass
- 1=Use Stencil pre-pass for shadows
Usage: r_ShadowsStencilPrePass [0/1]
- r_ShowDynTextureFilter
- Usage: r_ShowDynTextureFilter *end
Usage: r_ShowDynTextureFilter *mid*
Usage: r_ShowDynTextureFilter start*
Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
- r_ShowDynTextures
- Display a dyn. textures, filtered by r_ShowDynTextureFilter
Usage: r_ShowDynTextures 0/1/2
Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
- r_ShowLight
- Display a light source by name.
Usage: r_ShowLight lightname
Default is 0. Set to 'lightname' to show only the light
from the source named 'lightname'.
- r_ShowLightBounds
- Display light bounds - for debug purpose
Usage: r_ShowLightBounds [0=off/1=on]
- r_ShowLines
- Toggles visibility of wireframe overlay.
Usage: r_ShowLines [0/1]Default is 0 (off).
- r_ShowLumHistogram
- Configures graphic display of luminance histogram.
Usage: r_ShowLumHistogram [0/1/2]
1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_ShowNormals
- Toggles visibility of normal vectors.
Usage: r_ShowNormals [0/1]Default is 0 (off).
- r_ShowOnlyShader
- Render only the named shader, ignoring all others.
Usage: r_ShowOnlyShader ShaderName
- r_ShowRenderTarget
- Displays special render targets - for debug purpose
Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9]
1: m_Text_ZTarget
2: m_Text_SceneTarget
3: m_Text_ScreenShadowMap[0]
4: m_Text_ScreenShadowMap[1]
5: m_Text_ScreenShadowMap[2]
6: gTexture
7: gTexture2
8: m_Text_ScatterLayer
9: pEnvTex->m_pTex->m_pTexture
10: m_Text_LightInfo[0]
11: SSAO render target
16: Downscaled depth target for SSAO
- r_ShowRenderTarget_FullScreen
- r_ShowTangents
- Toggles visibility of three tangent space vectors.
Usage: r_ShowTangents [0/1]
Default is 0 (off).
- r_ShowTexTimeGraph
- Configures graphic display of frame-times.
Usage: r_ShowTexTimeGraph [0/1/2]
1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_ShowTimeGraph
- Configures graphic display of frame-times.
Usage: r_ShowTimeGraph [0/1/2]
1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_ShowVideoMemoryStats
- r_Stats
- Toggles render statistics.
0=disabled,
1=global render stats,
2=print shaders for selected object,
11=print info about used RT's (switches),
12=print info about used unique RT's,
13=print info about cleared RT's
Usage: r_Stats [0/1/2/3/11/12/13]
- r_StencilBits
- r_sunshafts
- Enables sun shafts.
Usage: r_sunshafts [0/1]
Default is 1 (on). Set to 0 to disable.
- r_TerrainAO
- 7=Activate terrain AO deferred passes
- r_TerrainAO_FadeDist
- Controls sky light fading in tree canopy in Z direction
- r_TexAtlasSize
- r_TexBindMode
- r_TexBumpHeightmap
- Allows to combine _DDN and _BUMP and _BUMP to _DDN on load
conversion (processing adds to loading time and compression might be
less)
This is a legacy feature and should not be used
Usage: r_TexBumpHeightmap [0/1]
When 0 (default) the feature is deactivated, 1 enables it
- r_TexBumpResolution
- Reduces texture resolution.
Usage: r_TexBumpResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexGrid
- r_TexHWMipsGeneration
- r_TexLMResolution
- Reduces texture resolution.
Usage: r_TexLMResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexLog
- Configures texture information logging.
Usage: r_TexLog #
where # represents:
0: Texture logging off
1: Texture information logged to screen
2: All loaded textures logged to 'UsedTextures.txt'
3: Missing textures logged to 'MissingTextures.txt
- r_TexMaxAnisotropy
- r_TexMaxSize
- r_TexMinSize
- r_TexNoAniso
- r_TexNoLoad
- Disables loading of textures.
Usage: r_TexNoLoad [0/1]
When 1 texture loading is disabled.
- r_TexNormalMapType
- r_TexPostponeLoading
- r_TexResolution
- Reduces texture resolution.
Usage: r_TexResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexSkyQuality
- r_TexSkyResolution
- r_Texture_Anisotropic_Level
- r_TextureCompressor
- Defines which texture compressor is used (fallback is DirectX)
Usage: r_TextureCompressor [0/1]
0 uses nvDXT, 1 uses Squish if possible
- r_TextureLodDistanceRatio
- Controls dynamic LOD system for textures used in materials.
Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
Values bigger than 0 will activate texture LOD selection depending on distance to the objects.
- r_TextureLodMaxLod
- Controls dynamic LOD system for textures used in materials.
Usage: r_TextureLodMaxLod [1 or bigger]
Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame
- r_TexturesFilteringQuality
- Configures texture filtering adjusting.
Usage: r_TexturesFilteringQuality [#]
where # represents:
0: Highest quality
1: Medium quality
2: Low quality
- r_TexturesMipBiasing
- r_TexturesStreamPoolSize
- r_TexturesStreaming
- Enables direct streaming of textures from disk during game.
Usage: r_TexturesStreaming [0/1]
Default is 0 (off). All textures save in native format with mips in a
cache file. Textures are then loaded into texture memory from the cache.
- r_TexturesStreamingMaxAsync
- r_TexturesStreamingNoUpload
- r_TexturesStreamingOnlyVideo
- r_TexturesStreamingSync
- r_UseAlphaBlend
- Toggles alpha blended objects.
Usage: r_UseAlphaBlend [0/1]
Default is 1 (on). Set to 0 to disable all alpha blended object.
- r_UseEdgeAA
- Toggles edge blurring/antialiasing
Usage: r_UseEdgeAA [0/1/2]
Default is 1 (edge blurring)
1 = activate edge blurring mode
2 = activate edge antialiasing mode (previous version)
- r_UseGSParticles
- Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]
- r_UseHWSkinning
- Toggles HW skinning.
Usage: r_UseHWSkinning [0/1]
Default is 1 (on). Set to 0 to disable HW-skinning.
- r_UseMaterialLayers
- Enables material layers rendering.
Usage: r_UseMaterialLayers [0/1/2]
Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
- r_UsePOM
- Enables Parallax Occlusion Mapping.
Usage: r_UsePOM [0/1]
- r_UseParticlesGlow
- Enables glow particles.
Usage: CV_r_useparticles_glow [0/1]
- r_UseParticlesRefraction
- Enables refractive particles.
Usage: r_UseParticlesRefraction [0/1]
- r_UseShadowsPool
- 0=Disable
1=Enable
Usage: r_UseShadowsPool[0/1]
- r_UseSoftParticles
- Enables soft particles.
Usage: r_UseSoftParticles [0/1]
- r_UseZPass
- Toggles Z pass optimizations.
Usage: r_UseZPass [0/1]
Default is 1 (on). Set to 0 to disable Z-pass.
- r_VSync
- Toggles vertical sync.
Usage: r_VSync [0/1]
- r_ValidateDraw
- 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
- r_VarianceShadowMapBlurAmount
- Activate shadow map blur.
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
- r_VegetationSpritesAlphaBlend
- r_VegetationSpritesGenAlways
- r_VegetationSpritesNoBend
- r_VegetationSpritesNoGen
- r_VegetationSpritesTexRes
- r_WaterCaustics
- Toggles under water caustics.
Usage: r_WaterCaustics [0/1]
Default is 1 (enabled).
- r_WaterGodRays
- Enables under water god rays.
Usage: r_WaterGodRays [0/1]
Default is 1 (enabled).
- r_WaterReflections
- Toggles water reflections.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).
- r_WaterReflectionsMGPU
- Toggles water reflections.multi-gpu support
Usage: r_WaterReflectionsMGPU [0/1/2]
Default is 0 (single render update), 1 (multiple render updates)
- r_WaterReflectionsMinVisUpdateDistanceMul
- Activates update distance multiplier when water mostly occluded.
- r_WaterReflectionsMinVisUpdateFactorMul
- Activates update factor multiplier when water mostly occluded.
- r_WaterReflectionsMinVisiblePixelsUpdate
- Activates water reflections if visible pixels above a certain threshold.
- r_WaterReflectionsQuality
- Activates water reflections quality setting.
Usage: r_WaterReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- r_WaterReflectionsUseMinOffset
- Activates water reflections use min distance offset.
- r_WaterRefractions
- Toggles water refractions.
Usage: r_WaterRefractions [0/1]
Default is 1 (water refracts).
- r_WaterUpdateDistance
- r_WaterUpdateFactor
- Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame
- r_Width
- Sets the display width, in pixels. Default is 1024.
Usage: r_Width [800/1024/..]
- r_ZFightingDepthScale
- Controls anti z-fighting measures in shaders (scaling homogeneous z).
- r_ZFightingExtrude
- Controls anti z-fighting measures in shaders (extrusion along normal in world units).
- r_ZPassOnly
- rcon_command
- Issues a console command from a RCON client to a RCON server
- rcon_connect
- Connects to a remote control server
- rcon_disconnect
- Disconnects from a remote control server
- rcon_startserver
- Starts a remote control server
- rcon_stopserver
- Stops a remote control server
- record
- Starts recording of a time demo.
Usage: record demoname
File 'demoname.tmd' will be created.
- register
- Register nickname with email, nickname and password
- ReloadDialogData
- restartgame
- Restarts Crysis completely.
- s_ADPCMDecoders
- Sets maximum number of ADPCM Decoder.
Usage: s_ADPCMDecoders 32
Default is 32.
- s_CacheSize
- Sets the size of the sound memory cache in MB.
Usage: s_CacheSize [0..]
Default is 80.
- s_CompressedDialog
- toggles if dialog data are stored compressed in memory.
Usage: s_CompressedDialog [0/1]
Default is 1 (on).
- s_DebugMusic
- Changes music-debugging verbosity level.
Usage: s_DebugMusic [0/4]
Default is 0 (off). Set to 1 (up to 4) to debug music.
- s_DebugSound
- Toggles sound debugging mode.
Usage: s_DebugSound [0/4]
0: Disables debugging.
1: Enables sound debugging.
4: Enables AudioDevice debugging.
5: Enables more AudioDevice debugging.
6: Enables AudioDevice command logging to SoundCommands.xml
Default is 0 (off).
- s_DialogVolume
- Sets the volume of all dialog sounds.
Usage: s_DialogVolume 0.5
Default is 1, which is full volume.
- s_Doppler
- Toggles Doppler effect on and off.
Usage: s_Doppler [0/1]
Default is 1 (on).
- s_DopplerScale
- Sets the strength of the Doppler effect.
Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.
- s_DrawObstruction
- Toggles drawing of a blue radius around the sound's position and rays casted to test obstruction.
Usage: s_DrawObstruction [0/1]
Default is 0 (off).
1: Draws the ball and casts rays to show the obstruction tests.
- s_DrawSounds
- Toggles drawing of a small red ball at the sound's position and additional information.
Usage: s_DrawSounds [0..4]
Default is 0 (off).
1: Draws the ball, filename and the current volume of the used channel for all active sounds.
2: Draws the ball, used channel, static volume, current volume, SoundID of the used channel for all active sounds.
3: Draws the ball, all information for all active sounds.
4: Draws the ball, and information for all sounds (also unactive).
- s_DummySound
- Toggles dummy(NULL) sound system.
- s_DumpEventStructure
- Toggles to save a file of event structure.
Default is 0 (off).
1: dumps event structure to eventstructure.txt.
Usage: s_DumpEventStructure [0/1].
- s_ErrorSound
- Toggles error sound playback.
Usage: s_ErrorSound [0/1]
Default is 1 (on).
- s_FormatResampler
- Toggles internal resampling method.
Usage: s_FormatResampler [0..3]
0: none
1: linear
2: cubic
3: spline
Default is 1 (linear).
- s_FormatSampleRate
- Sets the output sample rate.
Usage: s_FormatSampleRate 44100
Default is 48000. Sets the rate, in samples per second,
at which the output of the sound system is played.
- s_FormatType
- Sets the format data type.
Usage: s_FormatType [0..5]
0: none
1: PCM 8bit
2: PCM 16bit
3: PCM 24bit
4: PCM 32bit
5: PCM 32bit float
Default is 2 (PCM 16bit).
- s_GameDialogVolume
- Controls the dialog volume for game use.
Usage: s_GameDialogVolume 0.5
Default is 1, which is full volume.
- s_GameMusicVolume
- Controls the music volume for game use.
Usage: s_GameMusicVolume 0.2
Default is 1.0
- s_GameSFXVolume
- Controls the sfx volume for game use.
Usage: s_GameSFXVolume 0.5
Default is 1, which is full volume.
- s_HRTF_DSP
- Toggles extra lowpass filter for enhanced HRTF.
Usage: s_HRTF_DSP [0/1]
Default is 0 (on).
- s_InactiveSoundIterationTimeout
- This variable is for internal use only.
- s_LanguagesConversion
- Controls conversion of legacy event name to direct wav files (only for languages).
Usage: s_LanguagesConversion [0/1]
Default is 0 (off).
- s_LoadNonBlocking
- Toggles loading data non-blocking.
Usage: s_LoadNonBlocking [0/1]
Default is 1.
- s_MPEGCompression
- Toggles if MP2, MP3 or WAV should be played back.
Default is 2 (MP2).
0: Prefers WAV
1: Unused
2: Prefers MP2
3: Prefers MP3
- s_MPEGDecoders
- Sets maximum number of MPEG Decoder.
Usage: s_MPEGDecoders 16
Default is 32.
- s_MaxActiveSounds
- Sets the maximum number of active sounds.
- s_MaxChannels
- Sets the maximum number of sound channels.
Default is 64.
- s_MaxHWChannels
- Sets the maximum number of sound hardware channels used./nSo even if you have 256 channels only max of them will be used.
Default is 0.
- s_MinHWChannels
- Sets the minimum number of sound hardware channels used.
Usage: s_MinHWChannels 16
Default value is 0. This is the number of hardware channels
used to play back game sound. If the hardware does not have
the required channels, the system will use software mixing,
resulting in reduced performance (no eax).
0 forces software mixing.
- s_MinRepeatSoundTimeout
- Prevents playback of a sound within time range in MS.
Usage: s_MinRepeatSoundTimeout [0..]
Default is 200.0.
- s_MusicEnable
- enable/disable music
- s_MusicMaxPatterns
- Max simultaniously playing music patterns.
- s_MusicSpeakerBackVolume
- Sets the volume of the back speakers.
Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.
- s_MusicSpeakerCenterVolume
- Sets the volume of the center speakers (front and back).
Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.
- s_MusicSpeakerFrontVolume
- Sets the volume of the front speakers.
Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.
- s_MusicSpeakerLFEVolume
- Sets the volume of the LFE speaker.
Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.
- s_MusicSpeakerSideVolume
- Sets the volume of the side speakers.
Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.
- s_MusicStreamedData
- Data used for streaming music data.
0 - (AD)PCM
1 - OGG
- s_MusicVolume
- Sets the music volume from 0 to 1 in the games option.
Usage: s_MusicVolume 0.2
Default is 0.5
- s_NetworkAudition
- Toggles network audition (opens port/needs restart).
Usage: s_NetworkAudition [0/1]
Default is 0 (off).
- s_Obstruction
- Toggles sound obstruction effect.
Usage: s_Obstruction [0..2]
0: off
1: DSP based obstruction
2: volume based obstruction
Default is 1 (DSP).
- s_ObstructionAccuracy
- Toggles maximum obstruction effect.
Usage: s_ObstructionAccuracy [1..5]
1: test Direct
2: also test left side
3: also test right side
4: also test up
5: also test down
Default is 1 (for now)
- s_ObstructionMaxPierecability
- Normalizes accumulated pierecability value for obstruction.
Usage: s_ObstructionMaxPierecability [0..]
0: none
100: a sound that is obstructed by accumulated material pierecability of 50 gets half obstruction
Default is 100
- s_ObstructionMaxRadius
- Controls how much loud sounds are affected by obstruction.
Usage: s_ObstructionMaxRadius [0..]
0: none
500: a sound with a radius of 500m is not affected by obstruction
Default is 500m
- s_ObstructionMaxValue
- Toggles maximum obstruction effect.
Usage: s_ObstructionMaxValue [0..1.0f]
0: off
1.0f: total maximum obstruction
Default is 0.85f.
- s_ObstructionUpdate
- Controls how fast obstruction is re-evaluated in seconds.
Usage: s_ObstructionUpdate [0..]
0: every frame
0.5: every half seconds
Default is 0.5 (for now)
- s_ObstructionVisArea
- Controls the effect of additional obstruction per VisArea/portal step.
Usage: s_ObstructionVisArea [0..1]
0: none
0.15: obstruction per step
Default is 0.15
- s_OutputConfig
- Sets up the preferred output configuration.
Usage: s_OutputConfig #
where # is a number between 0 and 3 representing
0: AutoDetect
1: DirectSound
2: WAV-Writer
3: WAV-Writer-NRT
Default is 0 (DirectSound).
- s_PlaybackFilter
- Toggles filter to select certain sounds to be played only.
Default is 0 (off).
1 : Only Voice Sounds
2 : No Voice Sounds
+a : Ambience
+b : Ambience Oneshots
+c : Collisions
+d : Dialog
+e : MP Chat
+f : Footsteps
+g : General Physics
+h : HUD
+i : Unused
+j : FlowGraph
+k : Unused
+l : Living Entity
+m : Mechanic Entity
+n : NanoSuit
+o : SoundSpot
+p : Particles
+q : AI Pain/Death
+r : AI Readability
+s : AI Readability Response
+t : TrackView
+u : Projectile
+v : Vehicle
+w : Weapon
+x : Explosion
+y : Player Foley
+z : Animation
Usage: s_PlaybackFilter [1,2,a..z].
- s_PrecacheData
- Toggles precaching of static sounds on level loading.
Usage: s_PrecacheData [0/1]
Default is 1 (on for E3).
- s_PriorityThreshold
- Controls rejection of sounds lower(higher) than this priority if 80% of voices are used.
Usage: s_PriorityThreshold [0..128]
Default is 45, value of 0 disables priority rejection.
- s_Profiling
- Toggles profiling of some sound calls.
Usage: s_Profiling [0/1]
Default is 0 (off).
- s_ReverbInstances
- Number of reverb instances.
Usage: s_ReverbInstances [1]
Default is 1
1: One reverb instance is created.
(multiple reverb in development)
- s_ReverbType
- Toggles type of reverb effect.
Usage: s_ReverbType [0..6]
Default is 2 (software).
0: Disables reverb completely.
1: Enables HW I3DL2 reverb (EAX).
2: Enables SW I3DL2 reverb.
3: Enables DSP based FreeVerb Reverb.
4: Enables DSP based VST plugin: Classic Reverb.
5: Enables DSP based Princeton2016 (disabled).
6: Enables DSP based RoomMachine844.
- s_SFXVolume
- Sets the percentile volume of the sound effects.
Usage: s_SFXVolume 0.5
Default is 1, which is full volume.
- s_SoftwareChannels
- Sets the maximum number of software sound channels.
Default is 256.
- s_SoundEnable
- Toggles sound on and off.
Usage: s_SoundEnable [0/1]
Default is 1 (on). Set to 0 to disable sound.
- s_SoundInfo
- Toggles onscreen sound statistics.
Usage: s_SoundInfo [0..9]
1: simple list of playing sounds.
2: extended list of registered sounds.
3: list of lost sounds.
4: simple list of playing sounds.
5: list of soundbuffers.
6: simple list of playing sounds.
8: displays music information.
9: displays sound moods.
Default is 0 (off).
- s_SoundMoods
- Controls using sound moods for mixing.
Usage: s_SoundMoods [0/1]
Default is 1 (on).
- s_SoundMoodsDSP
- enables DSP effects being used in soundmoods.
Usage: s_SoundMoodsDSP [0/1]
Default is 1 (on).
- s_SpeakerConfig
- Sets up the preferred speaker configuration.
Usage: s_SpeakerConfig #
where # is a number between 0 and 7 representing
0: Control Panel Settings
1: Mono
2: Stereo
3: Headphone
4: 4Point1
5: 5Point1
6: Prologic
7: 7Point1
Default is 0 (Control Panel Setting).
- s_StopSoundsImmediately
- Toggles to stop sounds without internal fadeout.
Default is 0 (off).
0: Stops sound with fadeout.
1: Stops sounds without fadeout.
Usage: s_StopSoundsImmediately [0/1].
- s_UnloadData
- Toggles unloading of sound data by the AssetManager.
Usage: s_UnloadData [0/1]
Default is 1 (on could be off for E3 machines).
- s_VariationLimiter
- Sets limiter to control sound variation.
Usage: s_VariationLimiter [0..1]
Default is 1.0.
- s_VisAreasPropagation
- Sets the vis area propagation number.
Usage: s_VisAreasPropagation 5
Default is 5. This number defines how far sound will
propagate, in vis areas from the player's position. A
value of 1 means the sound is only heard in the current
vis area, while 3 means sound is heard in adjacent areas
which are connected by one portal.
- s_Vol0TurnsVirtual
- Toggles if sounds with zero volume force to go virtual.
Usage: s_Vol0TurnsVirtual [0/1]
Default is 1 (on).
- s_XMADecoders
- Sets maximum number of XMA Decoder.
Usage: s_XMADecoders 32
Default is 0.
- save
- Save game
- save_genstrings
- SaveLevelStats
- Calling this command creates multiple XML files with level statistics.
The data includes file usage, dependencies, size in more/disk.
The files can be loaded in Excel.
- Screenshot
- Create a screenshot with annotation
e.g. Screenshot beach scene with shark
Usage: Screenshot
- spectator
- Sets the player as a spectator.
- startKickVoting
- Initiate voting.
- startNextMapVoting
- Initiate voting.
- status
- Shows connection status
- stopdemo
- Stop playing a time demo.
- stoprecording
- Stops recording of a time demo.
Usage: stoprecording
File 'demoname.?' will be saved.
- sv_AISystem
- Load and use the AI system on the server
- sv_autoconfigurl
- Automatically download configuration data from a URL
- sv_bandwidth
- Bit rate on server
- sv_bind
- Bind the server to a specific IP address
- sv_cheatprotection
- sv_DedicatedCPUPercent
- Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero.
Usage: sv_DedicatedCPUPercent [0..100]
Default is 0 (disabled).
- sv_DedicatedCPUVariance
- Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.
Usage: sv_DedicatedCPUVariance [5..50]
Default is 10.
- sv_DedicatedMaxRate
- Sets the maximum update rate when running as a dedicated server.
Usage: sv_DedicatedMaxRate [5..500]
Default is 50.
- sv_gamerules
- The game rules that the server should use
- sv_gs_report
- Enable Gamespy server reporting, this is necessary for NAT negotiation
- sv_gs_trackstats
- Enable Gamespy stats tracking
- sv_input_timeout
- Experimental timeout in ms to stop interpolating client inputs since last update.
- sv_lanonly
- Set for LAN games
- sv_levelrotation
- Sequence of levels to load after each game ends
- sv_map
- The map the server should load
- sv_maxmemoryusage
- Maximum memory a dedicated server is allowed to use
- sv_maxplayers
- Maximum number of players allowed to join server.
- sv_maxspectators
- Maximum number of players allowed to be spectators during the game.
- sv_pacifist
- Pacifist mode (only works on dedicated server)
- sv_packetRate
- Packet rate on server
- sv_password
- Server password
- sv_port
- Server address
- sv_ranked
- Enable statistics report, for official servers only.
- sv_requireinputdevice
- Which input devices to require at connection (dontcare, none, gamepad, keyboard)
- sv_restart
- Restarts the round.
- sv_say
- Broadcasts a message to all clients.
- sv_servername
- Server name will be displayed in server list. If empty, machine name will be used.
- sv_timeofdayenable
- Enables time of day simulation.
- sv_timeofdaylength
- Sets time of day changing speed.
- sv_timeofdaystart
- Sets time of day start time.
- sv_timeout_disconnect
- Timeout for fully disconnecting timeout connections
- sv_voice_enable_groups
- sv_voicecodec
- sv_voting_cooldown
- Voting cooldown
- sv_voting_ratio
- Part of player's votes needed for successful vote.
- sv_voting_team_ratio
- Part of team member's votes needed for successful vote.
- sv_voting_timeout
- Voting timeout
- sys_AI
- Enables AI Update
- sys_affinity
- sys_budget_frametime
- Sets the upper limit for frame time (in ms) when monitoring budget.
- sys_budget_numdrawcalls
- Sets the upper limit for number of draw calls per frame.
- sys_budget_soundchannels
- Sets the upper limit for sound channels playing when monitoring budget.
- sys_budget_soundmem
- Sets the upper limit for sound memory (in MB) when monitoring budget.
- sys_budget_sysmem
- Sets the upper limit for system memory (in MB) when monitoring budget.
- sys_budget_videomem
- Sets the upper limit for video memory (in MB) when monitoring budget.
- sys_crashtest
- sys_DeactivateConsole
- 0: normal console behavior
1: hide the console
- sys_EarlyMovieUpdate
- 0 needed for game, 1 better for having artifact free movie playback
Usage: sys_EarlyMovieUpdate [0/1]
Default is 0
- sys_enable_budgetmonitoring
- Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB,
frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem
or sys_budget_fps to set budget limits.
- sys_entities
- Enables Entities Update
- sys_firstlaunch
- Indicates that the game was run for the first time.
- sys_flash
- Enables/disables execution of flash files.
- sys_flash_curve_tess_error
- Controls curve tessellation. Larger values result in coarser, more angular curves.
- sys_flash_debugdraw
- Enables/disables debug drawing of flash files.
- sys_flash_debuglog
- sys_flash_edgeaa
- Enables/disables edge anti-aliased rendering of flash files.
- sys_flash_info
- Enables flash profiling (1). Additionally sorts the list of flash files lexicographically (2, automatically resets to 1).
- sys_flash_info_histo_scale
- Defines scaling of function histogram inside the flash profiler.
- sys_flash_info_peak_exclude
- Comma separated list of flash functions to excluded from peak history.
- sys_flash_info_peak_tolerance
- Defines tolerance value for peaks (in ms) inside the flash profiler.
- sys_flash_log_options
- Enables logging of several flash related aspects (add them to combine logging)...
1) Flash loading : 1
2) Flash actions script execution : 2
3) Flash related high-level calls inspected by the profiler into a file: 4
Please note that for (3) the following cvars apply:
* sys_flash_info
* sys_flash_info_peak_exclude
- sys_flash_newstencilclear
- sys_flash_warning_level
- Sets verbosity level for CryEngine related warnings...
0) Omit warning
1) Log warning
2) Log warning and display message box
- sys_float_exceptions
- Use or not use floating point exceptions.
- sys_logallocations
- Save allocation call stack
- sys_LowSpecPak
- use low resolution textures from special pak file or emulate if no such pak exists
0=don't use lowspec.pak (full texture quality)
1=use lowspec.pak (faster loading of textures, reduced texture quality)
Usage: sys_LowSpecPak 0/1
- sys_LvlRes_finalstep
- to combine all recorded level resources and create finial stripped build
- sys_LvlRes_findunused
- find unused level resources
- sys_max_step
- Specifies the maximum physics step in a separate thread
- sys_memory_debug
- Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off
- sys_min_step
- Specifies the minimum physics step in a separate thread
- sys_no_crash_dialog
- sys_noupdate
- Toggles updating of system with sys_script_debugger.
Usage: sys_noupdate [0/1]
Default is 0 (system updates during debug).
- sys_PakLogMissingFiles
- If non-0, missing file names go to mastercd/MissingFilesX.log.
1) only resulting report
2) run-time report is ON, one entry per file
3) full run-time report
- sys_PakPriority
- If set to 1, tells CryPak to try to open the file in pak first, then go to file system
- sys_PakReadSlice
- If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels
- sys_physics
- Enables Physics Update
- sys_physics_CPU
- Specifies the physical CPU index physics will run on
- sys_preload
- Preload Game Resources
- sys_RestoreSpec
- Restore or test the cvar settings of game specific spec settings,
'test*' and 'info' log to the log file only
Usage: sys_RestoreSpec [test|test*|apply|info]
- sys_root
- sys_SSInfo
- Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
Default is 0 (off).
- sys_SaveCVars
- 1 to activate saving of console variables, 0 to deactivate
The variables are stored in 'system.cfg' on quit, only marked variables are saved (0)
Usage: sys_SaveCVars [0/1]
Default is 0
- sys_spec
- Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)
- sys_spec_Full
- Console variable group to apply settings to multiple variables
sys_spec_Full [1/2/3/4/x]:
... sys_spec_GameEffects = 1/2/3/4/4
... sys_spec_ObjectDetail = 1/2/3/4/4
... sys_spec_Particles = 1/2/3/4/4
... sys_spec_Physics = 1/2/3/4/4
... sys_spec_PostProcessing = 1/2/3/4/4
... sys_spec_Shading = 1/2/3/4/4
... sys_spec_Shadows = 1/2/3/4/4
... sys_spec_Sound = 1/2/3/4/4
... sys_spec_Texture = 1/2/3/4/4
... sys_spec_VolumetricEffects = 1/2/3/4/4
... sys_spec_Water = 1/2/3/4/4
- sys_spec_GameEffects
- Console variable group to apply settings to multiple variables
sys_spec_GameEffects [1/2/3/4/x]:
... g_battleDust_enable = 0/0/0/1/1
... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0
... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0
... g_ragdollUnseenTime = 2/2/2/2/2
... i_lighteffects = 0/0/1/1/1
- sys_spec_MotionBlur
- Console variable group to apply settings to multiple variables
sys_spec_MotionBlur [1/2/3/4/x]:
... r_MotionBlur = 0/1/1/3/3
- sys_spec_ObjectDetail
- Console variable group to apply settings to multiple variables
sys_spec_ObjectDetail [1/2/3/4/x]:
... ca_AttachmentCullingRation = 100/120/160/200/200
... ca_DrawFaceAttachments = 0/1/1/1/1
... ca_useDecals = 0/1/1/1/1
... e_cbuffer_resolution = 128/128/256/256/256
... e_decals_allow_game_decals = 0/1/1/1/1
... e_decals_life_time_scale = 0.5/1/2/2/2
... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048
... e_detail_materials_view_dist_z = 64/128/128/128/128
... e_dissolve = 0/0/1/1/1
... e_lod_min = 2/1/0/0/0
... e_lod_ratio = 3/4/6/6/6
... e_lods = 1/1/1/1/1
... e_max_view_dst_spec_lerp = 0/0.5/1/1/1
... e_obj_quality = 1/2/3/4/4
... e_proc_vegetation = 0/1/1/1/1
... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200
... e_vegetation_bending = 1/2/2/2/2
... e_vegetation_min_size = 1.0/0.5/0/0/0
... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1
... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5
... e_view_dist_ratio = 40/60/60/60/60
... e_view_dist_ratio_detail = 15/19/24/30/30
... e_view_dist_ratio_vegetation = 15/21/31/45/45
... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1
... i_rejecteffects = 0/1/1/1/1
... sys_flash_curve_tess_error = 8/4/2/2/2
- sys_spec_Particles
- Console variable group to apply settings to multiple variables
sys_spec_Particles [1/2/3/4/x]:
... e_particles_lod = 0.75/1/1/1/1
... e_particles_max_emitter_draw_screen = 4/8/16/32/32
... e_particles_object_collisions = 0/1/1/1/1
... e_particles_quality = 1/2/3/4/4
... e_water_ocean_soft_particles = 0/1/1/1/1
... r_UseSoftParticles = 0/1/1/1/1
- sys_spec_Physics
- Console variable group to apply settings to multiple variables
sys_spec_Physics [1/2/3/4/x]:
... e_cull_veg_activation = 20/30/50/50/50
... e_foliage_wind_activation_dist = 0/10/20/25/25
... e_phys_foliage = 1/2/2/2/2
... e_phys_ocean_cell = 0/1/0.5/0.5/0.5
... es_MaxPhysDist = 50/100/200/200/200
... es_MaxPhysDistInvisible = 10/15/25/25/25
... g_breakage_particles_limit = 80/130/200/250/250
... g_joint_breaking = 0/1/1/1/1
... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0
... p_max_MC_iters = 4000/5000/6000/6000/6000
... p_max_object_splashes = 3/3/3/3/3
... p_max_substeps_large_group = 3/5/5/5/5
... p_num_bodies_large_group = 30/100/100/100/100
... p_splash_dist0 = 7/7/7/7/7
... p_splash_dist1 = 30/30/30/30/30
... p_splash_force0 = 10/10/10/10/10
... p_splash_force1 = 100/100/100/100/100
... p_splash_vel0 = 4.5/4.5/4.5/4.5/4.5
... p_splash_vel1 = 10/10/10/10/10
... v_vehicle_quality = 1/4/4/4/4
- sys_spec_PostProcessing
- Console variable group to apply settings to multiple variables
sys_spec_PostProcessing [1/2/3/4/x]:
... r_Coronas = 1/1/1/1/1
... r_DepthOfField = 0/1/1/2/2
... r_Flares = 1/1/1/1/1
... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2
... r_MotionBlur = 0/0/1/3/3
... r_UseEdgeAA = 0/0/1/1/1
... r_colorgrading = 0/1/0/1/1
... r_sunshafts = 0/0/0/1/1
- sys_spec_Quality
- Console variable group to apply settings to multiple variables
sys_spec_Quality [1/2/3/4/x]:
... q_Renderer = 0/1/2/3/3
... q_ShaderFX = 0/1/2/3/3
... q_ShaderGeneral = 0/1/2/3/3
... q_ShaderGlass = 0/1/2/3/3
... q_ShaderHDR = 0/1/2/3/3
... q_ShaderIce = 0/1/2/3/3
... q_ShaderMetal = 0/1/2/3/3
... q_ShaderPostProcess = 0/1/2/3/3
... q_ShaderShadow = 0/1/2/3/3
... q_ShaderSky = 0/1/2/3/3
... q_ShaderTerrain = 0/1/2/3/3
... q_ShaderVegetation = 0/1/2/3/3
... r_LightsSinglePass = 1/0/0/0/0
- sys_spec_Shading
- Console variable group to apply settings to multiple variables
sys_spec_Shading [1/2/3/4/x]:
... e_max_entity_lights = 4/7/11/16/16
... e_particles_lights = 0/0/1/1/1
... e_ram_maps = 0/1/1/1/1
... e_sky_type = 0/1/1/1/1
... e_sky_update_rate = 0.12/0.5/1/1/1
... e_terrain_ao = 0/0/1/1/1
... e_terrain_normal_map = 0/0/1/1/1
... e_vegetation_use_terrain_color = 0/1/1/1/1
... r_DetailDistance = 0/4/8/8/8
... r_DetailNumLayers = 0/1/1/2/2
... r_DetailTextures = 0/1/1/1/1
... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05
... r_FillLights = 0/0/14/14/14
... r_HDRRendering = 0/0/2/2/2
... r_HairSortingQuality = 0/0/1/1/1
... r_SSAO = 0/0/1/1/1
... r_SSAO_quality = 1/1/1/2/2
... r_SSAO_radius = 1/1/1/2/2
... r_TexturesFilteringQuality = 2/1/0/0/0
... r_UsePom = 0/0/0/1/1
... r_refraction = 1/1/1/1/1
... sys_flash_edgeaa = 0/1/1/1/1
... sys_spec_Quality = 1/2/3/4/4
- sys_spec_Shadows
- Console variable group to apply settings to multiple variables
sys_spec_Shadows [1/2/3/4/x]:
... e_gsm_cache = 1/1/1/0/0
... e_gsm_lods_num = 3/4/5/5/5
... e_gsm_range = 4/3/3/3/3
... e_shadows = 0/1/1/1/1
... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8
... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1
... e_shadows_max_texture_size = 256/512/1024/1024/1024
... e_shadows_on_alpha_blended = 0/0/1/1/1
... r_ShadowBlur = 0/0/3/3/3
... r_ShadowJittering = 0/1/1/2.5/2.5
... r_ShadowsMaskResolution = 0/0/0/0/0
- sys_spec_Sound
- Console variable group to apply settings to multiple variables
sys_spec_Sound [1/2/3/4/x]:
... s_CacheSize = 50/60/70/80/80
... s_FormatSampleRate = 44100/48000/48000/48000/48000
... s_MPEGDecoders = 16/24/32/32/32
... s_Obstruction = 2/2/1/1/1
... s_ObstructionAccuracy = 0/1/1/1/1
... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1
... s_ReverbType = 0/2/2/2/2
... s_SoundMoodsDSP = 0/1/1/1/1
... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0
- sys_spec_Texture
- Console variable group to apply settings to multiple variables
sys_spec_Texture [1/2/3/4/x]:
... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32
... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32
... r_DynTexMaxSize = 50/60/80/80/80
... r_EnvCMResolution = 0/1/2/2/2
... r_EnvTexResolution = 1/2/3/3/3
... r_ImposterRatio = 2/1.5/1/1/1
... r_TexAtlasSize = 512/1024/1024/2048/2048
... r_TexSkyResolution = 1/0/0/0/0
... r_TexturesStreaming = 0/0/2/2/2
... r_VegetationSpritesTexRes = 64/64/64/64/64
... sys_LowSpecPak = 1/1/0/0/0
- sys_spec_VolumetricEffects
- Console variable group to apply settings to multiple variables
sys_spec_VolumetricEffects [1/2/3/4/x]:
... e_Clouds = 0/1/1/1/1
... r_Beams = 4/3/3/3/3
... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05
... r_BeamsMaxSlices = 16/32/64/200/200
... r_CloudsUpdateAlways = 0/0/0/0/0
- sys_spec_Water
- Console variable group to apply settings to multiple variables
sys_spec_Water [1/2/3/4/x]:
... e_water_ocean_fft = 0/0/0/1/1
... e_water_tesselation_amount = 1/6/7/10/10
... e_water_tesselation_swath_width = 5/10/10/10/10
... q_ShaderWater = 0/1/2/2/2
... r_WaterCaustics = 0/1/1/1/1
... r_WaterReflections = 1/1/1/1/1
... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05
... r_WaterReflectionsQuality = 0/1/2/4/4
... r_WaterRefractions = 0/0/1/1/1
... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2
... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05
- sys_StreamCallbackTimeBudget
- Time budget, in microseconds, to be spent every frame in StreamEngine callbacks.
Additive with cap: if more time is spent, the next frame gets less budget, and
there's never more than this value per frame.
- sys_streaming_sleep
- sys_trackview
- Enables TrackView Update
- sys_vtune
- sys_WER
- Enables Windows Error Reporting
- sys_warnings
- Toggles printing system warnings.
Usage: sys_warnings [0/1]
Default is 0 (off).
- team
- Sets player team.
- _TestFormatMessage
- test_nsbrowse
- test_nschat
- test_nsnat
- test_nsreport
- test_nsstats
- test_playersBounds
- test_profile
- test_reset
- test_timeout
- time_scale
- Game time scaled by this - for variable slow motion
- tracer_max_count
- Max number of active tracers.
- tracer_max_distance
- Distance at which to stop scaling/lengthening tracers.
- tracer_max_scale
- Scale at max distance.
- tracer_min_distance
- Distance at which to start scaling/lengthening tracers.
- tracer_min_scale
- Scale at min distance.
- tracer_player_radiusSqr
- Sqr Distance around player at which to start decelerate/acelerate tracer speed.
- unload
- Unload current map
- v_altitudeLimit
- Used to restrict the helicopter and VTOL movement from going
higher than a set altitude. If set to zero, the altitude limit is
disabled.
- v_altitudeLimitLowerOffset
- Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.
- v_autoDisable
- Enables/disables vehicle autodisabling
- v_damage
- Enables/disables vehicle damage processing
- v_debugCollisionDamage
- Enable debug output for vehicle collisions
- v_debugMountedWeapon
- Enable/disable vehicle mounted weapon camera debug draw
- v_debugSounds
- Enable/disable vehicle sound debug drawing
- v_debugVehicle
- Vehicle entity name to use for debugging output
- v_debugView
- Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class
- v_debugdraw
- Displays vehicle status info on HUD
Values:
1: common stuff
2: vehicle particles
3: parts
4: views
6: parts + partIds
7: parts + transformations and bboxes
8: component damage
10: vehicle editor
- v_deformable
- Enables/disables DeformMorph calls on vehicle parts
- v_disable_hull
- Disable hull proxies
- v_draw_components
- Enables/disables display of components and their damage count
- v_draw_helpers
- Enables/disables display of vehicle helpers
- v_draw_passengers
- draw passenger TMs set by VehicleSeat
- v_draw_seats
- Enables/disables display of seat positions
- v_draw_slip
- Draw wheel slip status
- v_draw_suspension
- Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled
- v_draw_tm
- Enables/disables drawing of local part matrices
- v_driverControlledMountedGuns
- Specifies if the driver can control the vehicles mounted gun when driving without gunner.
- v_dumpFriction
- Dump vehicle friction status
- v_enable_lumberjacks
- Enable/disable physicalization of lumberjack parts
- v_enterDirRadius
- Maximum direction radius tolerated to enter with transition animation (AI only)
- v_exit_player
- Makes the local player exit his current vehicle.
- v_goliathMode
- Makes all vehicles invincible
- v_help_tank_steering
- Enable tank steering help for AI
- v_independentMountedGuns
- Whether mounted gunners operate their turret independently from the parent vehicle
- v_invertPitchControl
- Invert the pitch control for driving some vehicles, including the helicopter and the vtol
- v_kill
- Kills the players vehicle.
- v_lights
- Controls vehicle lights. 0: disable all lights, 1: disable all
dynamic lights, 2: enable dynamic lights only for local player, 3:
enable all lights
- v_lights_disable_time
- How long after passenger exits seat before lights are turned off. Zero for immediate, negative disables auto-turn-off
- v_lights_enable_always
- Vehicle lights are always on (debugging)
- v_maxHeightBegin
- Indicate the beginning of the max height zone (0 means that this feature is disabled)
- v_maxHeightEnd
- Indicate the end of the max height zone (0 means that this feature is disabled)
- v_newBoost
- Apply new boost scheme (true/false)
- v_newBrakingFriction
- Change rear wheel friction under handbraking (true/false)
- v_pa_surface
- Enables/disables vehicle surface particles
- v_profileMovement
- Used to enable profiling of the current vehicle movement (1 to enable)
- v_ragdollPassengers
- Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle
- v_reload_system
- Reloads VehicleSystem script
- v_rockBoats
- Enable/disable boats idle rocking
- v_set_passenger_tm
- enable/disable passenger entity tm update
- v_show_all
- v_slipFrictionModFront
- if non-zero, used as slip friction modifier (front wheels)
- v_slipFrictionModRear
- if non-zero, used as slip friction modifier (rear wheels)
- v_slipSlopeFront
- coefficient for slip friction slope calculation (front wheels)
- v_slipSlopeRear
- coefficient for slip friction slope calculation (rear wheels)
- v_sprintSpeed
- Set speed for acceleration measuring
- v_stabilizeVTOL
- Specifies if the air movements should automatically stabilize
- v_tpvDist
- Set default distance for vehicle thirdperson cam (0 means distance from vehicle class is used)
- v_tpvHeight
- Set default height offset for vehicle thirdperson cam (0 means height from vehicle class is used, if present)
- v_transitionAnimations
- Enables enter/exit transition animations for vehicles
- v_treadUpdateTime
- delta time for tread UV update, 0 means always update
- v_vehicle_quality
- Geometry/Physics quality (1-lowspec, 4-highspec)
- v_wind_minspeed
- If non-zero, vehicle wind areas always set wind >= specified value
- viewnote
- View Note
- voice_mute
- Mute player's voice comms
- vote
- Vote on current topic.