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.