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[转贴] 孤岛2控制台命令大全(未汉化,未测试)二楼:去除X360模式30帧限制方法 [复制链接]

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楼主
发表于 2011-3-6 12:56:30 |只看该作者 |倒序浏览
艾区提提劈://32bita点ws/b/crysis-2-all-console-commands/



非常全
只在泄露版测试过极少数命令(按~键呼出控制台)

联机demo控制台打不开所以一个也没试过

大家ctrl+F各取所需吧


CHEAT: stays in the default value if cheats are not disabled
REQUIRE_NET_SYNC: cannot be changed on client and when connecting it´s sent to the client
SAVEGAME: stored when saving a savegame
READONLY: can not be changed by the user
————————-

Command: _TestFormatMessage
script:
help:

Command: ag_reload_ag
script:
help: Reloads all Animation Graphs from their ag files

Command: ag_reload_xml
script:
help: Reloads all Animation Graphs from their xml files

Command: ag_step
script:
help:

Command: ag_testplanner
script:
help:

Command: ag_variationInput
script:
help: Set this Variation Input once

Command: ai_CheckGoalpipes
script:
help: Checks goalpipes and dumps report to console.

Command: ai_commTest
script:
help: Tests communication for the specified AI actor.
If no communication name is specified all communications will be played.
Usage: ai_commTest [commName]

Command: ai_commTestStop
script:
help: Stop currently playing communication for the specified AI actor.
Usage: ai_commTestStop

Command: ai_dumpCheckpoints
script:
help: Dump CodeCoverage checkpoints to file

Command: ai_Recorder_Start
script:
help: Reset and start the AI Recorder on demand

Command: ai_Recorder_Stop
script:
help: Stop the AI Recorder. If logging in memory, saves it to disk.

Command: ai_reload
script:
help: Reload AI system scripts and data

Command: ai_reload_voicelib
script:
help:

Command: ai_resetCommStats
script:
help: Resets current communication statistics.
Usage: ai_resetCommStats

Command: ai_start_coordination
script:
help: Starts the specified coordination.
Usage: ai_start_coordination groupId coordinationName

Command: ai_voiceTest
script:
help:

Command: ai_voiceTestStop
script:
help:

Command: ai_writeCommStats
script:
help: Dumps current statistics to log file.
Usage: ai_writeCommStats

Command: arm_resetTest
script:
help: Reset info for armour hit test

Command: arm_testHit
script:
help: Perform a test hit to test armour

Command: armorModule_reload
script:
help: Reload the Armor Module Params Xml file.

Command: ban
script:
help: Bans player for 30 minutes from server.

Command: ban_remove
script:
help: Removes player from ban list.

Command: ban_status
script:
help: Shows currently banned players.

Command: bc_play
script:
help: play battlechatter and nearby player

Command: Bind
script:
help:

Command: CacheAudioFile
script:
help: CacheAudio GameHint

Command: cc_cacheall
script:
help: Cache All Compound Characters

Command: cc_cleanupcache
script:
help: Clears characters cache

Command: cl_comment
script: g_cl_comment=tonumber(%1)
help: Hide/Unhide comments

Command: comment
script:
help: Add a comment to the AI Recorder

Command: connect RESTRICTEDMODE
script:
help: Start a client and connect to a server

Command: connect_repeatedly RESTRICTEDMODE
script:
help: Start a client and attempt to connect repeatedly to a server

Command: ConsoleHide
script:
help:

Command: ConsoleShow
script:
help:

Command: demo
script:
help: Plays a time demo from file.
Usage: demo demoname

Command: demo_StartDemoChain
script:
help: Load’s a file at 1st argument with the list of levels and play time demo on each

Command: demo_StartDemoLevel
script:
help: Prepares and starts time demos for the specified set of level names

Command: disconnect
script:
help: Stop a game (or a client or a server)

Command: disconnectchannel
script:
help: Stop a game (or a client or a server)

Command: ds_Dump
script:
help:

Command: ds_DumpSessions
script:
help:

Command: ds_Reload
script:
help:

Command: dtp_giveAwardDogtag
script:
help: Give aftermatch award dogtag

Command: dtp_giveMedalDogtag
script:
help: Give skill assessment medal dogtag

Command: dtp_pickupDogtag
script:
help: (Fake picking up and setting visible a dogtag skin.

Command: dtp_testDogtagInfoInt64
script:
help: Test function for dogtag compress and uncompress into int64

Command: dump_action_maps
script:
help:

Command: dump_maps
script:
help: Dumps currently scanned maps

Command: dump_stats
script:
help: Dumps some player statistics

Command: DumpCommandsVars
script:
help: This console command dumps all console variables and commands to disk
DumpCommandsVars [prefix]

Command: DumpLoadingMessages
script:
help: List all messages which could appear during loading

Command: dumpnt
script:
help: Dump ItemString table.

Command: dumpss
script:
help: test synched storage.

Command: e_ParticleList
script:
help: Writes all effects used and counts to log

Command: e_ParticleListEmitters
script:
help: Writes all emitters to log

Command: e_ParticleMemory
script:
help: Displays current particle memory usage

Command: e_ReloadSurfaces
script:
help: Reload physical properties of all materials

Command: e_StatoscopeAddUserMarker
script:
help: Add a user marker to the perf stat logging for this frame

Command: echo
script:
help: Echo’s the text back to the console and log files.

Command: eqp_DumpPacks
script:
help:

Command: es_compile_area_grid
script:
help: Trigger a recompile of the area grid

Command: es_dump_bookmarks
script:
help: Dumps information about all bookmarked entities

Command: es_dump_entities
script:
help: Dumps current entities and their states!

Command: es_dump_entity_classes_in_use
script:
help: Dumps all used entity classes

Command: exec
script:
help: executes a batch file of console commands

Command: ffs_PlayEffect
script:
help: Play force feedback effect, passed by name as first parameter

Command: ffs_Reload
script:
help: Reload force feedback system data

Command: ffs_StopAllEffects
script:
help: Stop force feedback effect, passed by name as first parameter

Command: fg_InspectAction
script:
help: Inspects the specified AIAction graph

Command: fg_InspectEntity
script:
help: Inspects the specified Entity graph

Command: fg_Inspector
script:
help: Toggles FlowGraph System DefaultInspector.
Usage: fg_Inspector [0/1]
Default is 0 (off).

Command: FlyCamPlay
script:
help: Plays the flycam path

Command: FlyCamSetPoint
script:
help: Sets a fly cam point

Command: FreeCamDisable
script:
help: Disable the freecam

Command: FreeCamEnable
script:
help: Enable the freecam

Command: FreeCamLockCamera
script:
help: Stay in freecam but lock the camera, allowing player controls to resume

Command: FreeCamUnlockCamera
script:
help: Stay in freecam unlock the camera, stopping player controls

Command: ft_debug_checkpoint_search
script:
help: FEATURE TESTER: Search for code checkpoints that have been encountered by substring

Command: ft_load
script:
help: FEATURE TESTER: Load a feature tester data file

Command: ft_map_forceRun
script:
help: FEATURE TESTER: Force run of the provided test (even if it’s not ready)

Command: ft_map_runAll
script:
help: FEATURE TESTER: Run all enabled map feature tests

Command: ft_reload
script:
help: FEATURE TESTER: Reload current feature tester data file

Command: ft_runAll
script:
help: FEATURE TESTER: Run all enabled feature tests

Command: ft_startTest
script:
help: FEATURE TESTER: Start a feature test

Command: g_battleDust_reload
script:
help: Reload the battle dust parameters xml

Command: g_bodyDamage_reload
script:
help: Reloads bodyDamage for the specified actor, or for everyone if not specified

Command: g_bodyDestruction_reload
script:
help: Reloads all body destruction data files

Command: g_callEnsureBestHost
script:
help:

Command: g_dump_stats
script:
help:

Command: g_fillReservationSlots
script:
help:

Command: g_generateAnimPairFile
script:
help: Saves out the anim pair file used to hook up 1P & 3P animations

Command: g_giveCollectableEnergyPoints
script:
help: Give alien energy points to the player

Command: g_hitDeathReactions_dumpAssetUsage
script:
help: Dumps information about asset usage in the system, streaming, and so.

Command: g_hitDeathReactions_reload
script:
help: Reloads hitDeathReactions for the specified actor, or for everyone if not specified

Command: g_impulseHandler_reload
script:
help: Reloads the parameters for the impulse handler of every actor

Command: g_loadMod
script:
help:

Command: g_loadSave
script:
help: Load all profile & game data for use with bug reporting
Usage: g_loadSave [filename, default=SaveGame.bin] 0/1
0=without executing resume game
1=execute resume game

Command: g_movementTransitions_reload
script:
help: Reloads all movementTransitions

Command: g_nextlevel
script:
help: Switch to next level in rotation or restart current one.

Command: g_reloadActionMaps
script:
help: Reloads action maps

Command: g_reloadGameRules
script:
help: Reload GameRules script

Command: g_saveLoadDumpEntity
script:
help: Print to console the xml data saved for a specified entity

Command: g_setcontrollerlayout
script:
help: Sets controller layout (params: type(button,stick) name(default,lefty, etc.. See Libs/Config/controller

Command: g_setlevelstat
script:
help: Sets level stat (Used to unlock collectables in extras menu)
Usage: g_setlevelstat [keyname, stattype, statvalue]
Or: g_setLevelstat all lock
Or: g_setLevelstat all unlock
Example: g_setlevelstat BatteryPark souvenirs 1 — Sets batterypark photogallery to newly unlocked
keyname=levelname/flashbackname/dogtagID/vehicleID/musicID/videoID/emailID
stattype=souvenirs/flashbacks/dogtags/vehiclekeys/music/videos/emails
statvalue=0(Not found)/1(Newunlocked)/2(Unlocked)

Command: g_spectacularKill_reload
script:
help: Reloads the parameters for the spectacular kill class for every actor

Command: g_testMuteTeam
script:
help:

Command: g_testTeamBalancing
script:
help:

Command: gamedata_playback
script:
help:

Command: gamedata_record
script:
help:

Command: gamedata_stop_record_or_playback
script:
help:

Command: gamespy_accept_friend_request
script:
help: Accept a GameSpy friend request

Command: gamespy_accept_invite
script:
help: Accept a GameSpy invite

Command: gamespy_block_profile_id
script:
help: Block a profile id

Command: gamespy_find_user
script:
help: Gets the ID of a profile with the given unique nick

Command: gamespy_get_name
script:
help: Gets the unique nick of a profile with the given ID

Command: gamespy_get_profile_id
script:
help: Get GameSpy profile ID for user 0

Command: gamespy_is_profile_id_blocked
script:
help: Checks if a profile is blocked

Command: gamespy_is_user_friend
script:
help: Checks if a profile is a friend

Command: gamespy_list_friends
script:
help: List GameSpy friends

Command: gamespy_log_friend_events
script:
help: Log GameSpy friend events

Command: gamespy_log_invites
script:
help: Log GameSpy invites

Command: gamespy_revoke_friend_status
script:
help: Revoke GameSpy friend status

Command: gamespy_send_friend_request
script:
help: Send a GameSpy friend request

Command: gamespy_send_invite
script:
help: Send a GameSpy invite

Command: gamespy_unblock_profile_id
script:
help: Unblock a profile id

Command: gfm_useDummyData
script:
help: Enable/disable dummy data for the friends menus.

Command: giveAchievement
script:
help: Award an achievement based upon index

Command: gl_advancePlaylist
script:
help:

Command: gl_GameRules
script:
help: Set the game rules for the lobby

Command: gl_Map
script:
help: Set map for the lobby

Command: gl_say
script:
help: Send a chat message

Command: gl_StartGame
script:
help: force start a game

Command: gl_teamsay
script:
help: Send a chat message to team

Command: gl_Vote
script:
help: Vote for next map in lobby (left or right)

Command: goto
script:
help: Get or set the current position and orientation for the player
Usage: goto
Usage: goto x y z
Usage: goto x y z wx wy wz

Command: gotoe
script: local e=System.GetEntityByName(%1); if (e) then g_localActor:SetWorldPos(e:GetWorldPos()); end
help: Set the position of a entity with an given name

Command: gt_AddToDebugList
script:
help: Adds a game token by name to the list of game tokens to be shown on screen

Command: gt_RemoveFromDebugList
script:
help: Removes a game token by name from the list of game tokens to be shown on screen

Command: http_startserver
script:
help: Starts an HTTP server

Command: http_stopserver
script:
help: Stops an HTTP server

Command: hud_battlelog_test
script:
help: Add a test message to the battle log

Command: hud_clearinteractionmsg
script:
help: Clears a interaction msg on the hud interactive. Takes EHUDInteractionMsgType as parameter

Command: hud_cmdClearDebugState
script:
help: Clears any debug state set by hud_createStateWithSingleObject.

Command: hud_createStateWithSingleObject
script:
help: Creates and sets the current state to a state with only the named HUDObject.

Command: hud_crosshair_triggerCantFire
script:
help: Triggers `can’t fire` feed back

Command: hud_customtextmsg
script:
help: Sends a custom text msg to the hud custom text display

Command: hud_fakeGameStateNotify
script:
help: Send a fake Game state notify message to the HUD

Command: hud_fakelowenergy
script:
help: Shows a fake low energy message

Command: hud_fakeobjectives
script:
help: Enable/disable fake objective

Command: hud_fakePerks
script:
help: Send fake perks to the HUD. Takes a parameter 1,2,3 to choose the sets of perks to send

Command: hud_fakeradardata
script:
help: Enable/disable fake radar data

Command: hud_fakeRankMessages
script:
help: Send fake rank messages to the HUD

Command: hud_fakeScores
script:
help: Send fake score messages to the HUD

Command: hud_faketransmission
script:
help: Shows fake transmission

Command: hud_fakeweaponinfo
script:
help: Enable/disable fake weapon info

Command: hud_fakeXP
script:
help: Send fake XP messages to the HUD

Command: hud_forceDrawAllAssets
script:
help: Forces all HUDObjects in the active state to render (if listed in teh func).

Command: hud_leavingBattleAreaToggle
script:
help: Force display/non-display of battle area notification.

Command: hud_reload
script:
help: Reload HUD

Command: hud_scores_showX
script:
help: Shows a specific Score asset, 1-9 inclusive.

Command: hud_setActiveState
script:
help: Sets the active HUD state

Command: HUD_setCustomSafeArea
script:
help: Set a custom safe area 0->1 is proportion or, >1 is an ID.

Command: hud_setinteractionmsg
script:
help: Sends a interaction msg to the hud interactive. Takes msg, EHUDInteractionMsgType, duration as parameters

Command: hud_test
script:
help: Runs TRC checks on the HUD.

Command: hud_testDone
script:
help: Stops the test.

Command: hud_threats_setLookAtThreat
script:
help: Sets the entity that the player is looking at as the threat entity!

Command: hud_throttle
script:
help: Force HUD to continual update many elements.

Command: i_dropitem
script:
help: Drops the current selected item!

Command: i_dump_ammo_pool_stats
script:
help: Dumps statistics related to the weapon ammo pool.

Command: i_giveallitems
script:
help: Gives all available items to the player!

Command: i_giveammo
script:
help: Gives specified ammo to the player!

Command: i_givedebugitems
script:
help: Gives special debug items to the player!

Command: i_giveitem
script:
help: Gives specified item to the player!

Command: i_listitems
script:
help: List all item names matching the string provided as paramater.

Command: i_reload
script:
help: Reloads item scripts.

Command: i_saveweaponposition
script:
help: Saves weapon offset

Command: IgnoreAllAsserts
script:
help: Ignore all asserts

Command: join_game RESTRICTEDMODE
script:
help: Enter the current ongoing game.

Command: kick
script:
help: Kicks player from game

Command: kickid
script:
help: Kicks player from game

Command: kill RESTRICTEDMODE
script:
help: Kills the player.

Command: lastinv
script:
help: Selects last inventory item used.

Command: load RESTRICTEDMODE
script:
help: Load game

Command: loadactionmap
script:
help: Loads a key configuration file

Command: LoadConfig
script:
help: Load .cfg file from disk (from the {Game}/Config directory)
e.g. LoadConfig lowspec.cfg
Usage: LoadConfig

Command: loadLastSave
script:
help: Loads the last savegame if available.

Command: loadOnlineAttributes
script:
help: Loads online attributes

Command: loadProfile
script:
help: Load current user profile

Command: lua_debugger_show
script:
help: Shows the Lua debugger window

Command: lua_dump_coverage
script:
help: Dumps lua states

Command: lua_dump_state
script:
help: Dumps the current state of the lua memory (defined symbols and values) into the file LuaState.txt

Command: lua_garbagecollect
script:
help: Forces a garbage collection of the lua state

Command: lua_reload_script
script:
help: Reloads given script files and their dependencies

Command: map
script:
help: Load a map

Command: memDumpAllocs
script:
help: print allocs with stack traces

Command: memReplayAddSizerTree
script:
help: output in-game sizer information to the log

Command: memReplayDumpSymbols
script:
help: dump symbol info to mem replay log

Command: memReplayInfo
script:
help: output some info about the replay log

Command: memReplayLabel
script:
help: record a label in the mem replay log

Command: memReplayPause
script:
help: Pause collection of mem replay data

Command: memReplayResume
script:
help: Resume collection of mem replay data (use with -memReplayPaused cmdline)

Command: memReplayStop
script:
help: stop logging to mem replay

Command: memResetAllocs
script:
help: clears memHierarchy tree

Command: menu_addWarning
script:
help: Displays the warning dialog of the name provided. The returns of the warning will not be handled.

Command: menu_cmd
script:
help: Do a frontend menu command.

Command: menu_gotoPage
script:
help: Goes the to page with the name provided.

Command: menu_hostMigration
script:
help: Spoof a host migration. Param 1 to start, 0 to end.

Command: menu_list_loading_hints
script:
help: List all the available loading hints loaded

Command: menu_newDisplayFlagsSet
script:
help: Spoof display of new items available icon. Enter a flag value e.g. dogtag token is 512.

Command: menu_refreshPage
script:
help: Refresh the current page.

Command: mfx_Reload
script:
help: Reload MFX Spreadsheet

Command: mfx_ReloadFGEffects
script:
help: Reload MaterialEffect’s FlowGraphs

Command: mov_goToFrame
script:
help: Set specified sequence to given frame time.

Command: mov_useCam
script:
help: Set specified sequence to given frame time.

Command: name RESTRICTEDMODE
script:
help: Sets player name.

Command: net_check_for_patch
script:
help: Check whether a patch is available for download

Command: net_download_patch
script:
help: If patch available, starts it downloading

Command: net_dump_object_state
script:
help:

Command: net_install_patch
script:
help: Quits Crysis and installs a downloaded patch

Command: net_next_map
script:
help: Notify clients of the next map to play

Command: net_pb_cl_enable
script:
help: Sets PunkBuster client enabled state

Command: net_pb_sv_enable
script:
help: Sets PunkBuster server enabled state

Command: net_set_cdkey DUMPTODISK
script:
help:

Command: net_setOnlineMode
script:
help: Sets the net mode where available. Options are online or lan.

Command: open_url
script:
help:

Command: perk
script:
help: Enable and disable perks for local player

Command: perkActivateTeamPerk
script:
help: Activate the current team perk

Command: perkLock
script:
help: Lock perk availability (server only)

Command: perks
script:
help: See what perks you have and their descriptions

Command: perksClear
script:
help: Clear perks for local player

Command: perkTier
script:
help: Get or set Perk tier

Command: perkUnlock
script:
help: Unlock perk availability (server only)

Command: pl_health
script:
help: Sets a player’s health.

Command: pl_pickAndThrow.reloadProxies
script:
help: Reloads the parameters for the pick and throw proxies

Command: pl_reload
script:
help: Reload player’s data including nanosuit.

Command: play
script:
help: Play back a recorded game

Command: PlayAllSignals
script:
help: Play all signals…

Command: playerGoto
script:
help: Get or set the current position and orientation for the player – unlike goto it actually sets the player rotation correctly
Usage: goto
Usage: goto x y z
Usage: goto x y z wx wy wz

Command: PlaySignal
script:
help: Play an signal

Command: PlaySignalOnEntity
script:
help: Play an signal on an entity

Command: pp_AllActorsDropDogTags
script:
help: Make all actors drop dogtags

Command: pp_DropOwnDogTag
script:
help: Drop own DogTag with own progression stats.

Command: pp_FakeProgression
script:
help: (,,,, ) Fake player progression values for local player.

Command: pp_GainSuitXP
script:
help: increments your suits xp

Command: pp_GainXP
script:
help: increments your xp

Command: pp_GameEnd
script:
help: increments your xp and applies end of round bonus

Command: pp_ResetXP
script:
help: resets xp to 0

Command: pp_UnlockAll
script:
help: applies any unlocks gained immediately

Command: pp_UnlocksNow
script:
help: applies any unlocks gained immediately

Command: preloadforstats
script: PreloadForStats()
help: Preload multiplayer assets for memory statistics.

Command: ps_DumpTelemetryDescription
script:
help: Dumps an xml description of stats in telemetry

Command: ps_set
script:
help: Sets persistant stats

Command: pts_addToken
script:
help: Add unlock tokens

Command: pts_dump
script:
help: Add unlock tokens

Command: pts_spendToken
script:
help: Add unlock tokens

Command: q_Quality
script:
help: 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]

Command: quit RESTRICTEDMODE
script: System.Quit()
help: Quits the game

Command: r_ColorGradingChartImage
script:
help: If called with a parameter it loads a color chart image. This image will overwrite
the dynamic color chart blending result and be used during post processing instead.
If called with no parameter it displays the name of the previously loaded chart.
To reset a previously loaded chart call r_ColorGradingChartImage 0.
Usage: r_ColorGradingChartImage [path of color chart image/reset]

Command: r_DumpFontNames
script:
help: Logs a list of fonts currently loaded

Command: r_DumpFontTexture
script:
help: Dumps the specified font’s texture to a bitmap file
Use r_DumpFontTexture to get the loaded font names
Usage: r_DumpFontTexture

Command: r_MergeShaders
script:
help:

Command: r_OptimiseShaders
script:
help:

Command: r_OverscanBorders
script:
help: Changes the size of the overscan borders for the left/right and top/bottom
of the screen for adjusting the title safe area. This is for logo placements
and text printout to account for the TV overscan and is mostly needed for consoles.
If only one value is specified, the overscan borders for left/right and top/bottom
are set simultaneously, but you may also specify different percentages for left/right
and top/bottom.
Usage: r_OverscanBorders [0..25]
r_OverscanBorders [0..25] [0..25]
Default is 0=off, >0 defines the size of the overscan borders for left/right
or top/bottom as percentages of the whole screen size (e.g. 7.5).

Command: r_PrecacheShaderList
script:
help:

Command: r_PrecacheShaders
script:
help:

Command: r_PrecacheShadersLevels
script:
help:

Command: r_StatsShaderList
script:
help:

Command: r_StatsShaders
script:
help:

Command: rcon_command
script:
help: Issues a console command from a RCON client to a RCON server

Command: rcon_connect
script:
help: Connects to a remote control server

Command: rcon_disconnect
script:
help: Disconnects from a remote control server

Command: rcon_startserver
script:
help: Starts a remote control server

Command: rcon_stopserver
script:
help: Stops a remote control server

Command: readabilityReload
script:
help: Reloads readability xml files.

Command: record
script:
help: Starts recording of a time demo.
Usage: record demoname
File ‘demoname.tmd’ will be created.

Command: ReloadDialogData
script:
help: Reloads all localization dependent XML sheets for the currently set language.

Command: reloadFrontEnd
script:
help: Reload FrontEnd User Interface.

Command: removeDummyPlayers
script:
help: Remove all dummy players.

Command: restartgame
script:
help: Restarts Crysis completely.

Command: revive RESTRICTEDMODE
script:
help: Revives the player.

Command: RunUnitTests
script:
help: Execute a set of unit tests

Command: sa_unlock
script:
help: Unlock a skill assessment by index

Command: save RESTRICTEDMODE
script:
help: Save game

Command: save_genstrings
script:
help:

Command: SaveLevelStats
script:
help: 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.

Command: saveOnlineAttributes
script:
help: Saves online attributes

Command: saveProfile
script:
help: Save current user profile

Command: Screenshot
script:
help: Create a screenshot with annotation
e.g. Screenshot beach scene with shark
Usage: Screenshot

Command: setDummyPlayerState
script:
help: (, ) Set the state of a dummy player.

Command: sm_create
script:
help: Create a squad session

Command: sm_kick
script:
help: Kick a player from the squad

Command: sm_leave
script:
help: Leave a squad session

Command: spawnActorAtPos
script:
help: (, ,,) Spawn an actor of class , at position (,,).

Command: spawnDummyPlayers
script:
help: Spawn some dummy players for profiling purposes.

Command: spectator
script:
help: Sets the player as a spectator.

Command: startKickVoting RESTRICTEDMODE
script:
help: Initiate voting.

Command: startNextMapVoting RESTRICTEDMODE
script:
help: Initiate voting.

Command: status
script:
help: Shows connection status

Command: stopdemo
script:
help: Stop playing a time demo.

Command: stoprecording
script:
help: Stops recording of a time demo.
Usage: stoprecording
File ‘demoname.?’ will be saved.

Command: StopSignalsOnEntity
script:
help: Stop playing signals on an entity

Command: sv_moveClientsTo
script:
help: Get or set the current position and rotation for connected players
Usage: sv_moveClientsTo x y z
Usage: sv_moveClientsTo x y z wx wy wz

Command: sv_restart
script:
help: Restarts the round.

Command: sv_say
script:
help: Broadcasts a message to all clients.

Command: sv_sendConsoleCommand
script:
help: Makes all other connected machines execute a console command.

Command: switch_game_multiplayer
script:
help: Switches game between single and multiplayer

Command: sys_crashtest
script:
help: Make the game crash
0=off
1=null pointer exception
2=floating point exception
3=memory allocation exception
4=cry fatal error is called
5=memory allocation for small blocks
6=assert

Command: sys_LvlRes_finalstep
script:
help: to combine all recorded level resources and create final stripped build (pass directory name as parameter)

Command: sys_LvlRes_findunused
script:
help: find unused level resources

Command: sys_RestoreSpec
script:
help: 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]

Command: team RESTRICTEDMODE
script:
help: Sets player team.

Command: telemetry_getsessionid
script:
help: Outputs the current telemetry session id to the console

Command: telemetry_submitlog
script:
help: Saves the Game.log to the gamelogger server

Command: test_delegate
script:
help: delegate test cmd

Command: test_nsbrowse
script:
help:

Command: test_nschat
script:
help:

Command: test_nsnat
script:
help:

Command: test_nsreport
script:
help:

Command: test_nsstats
script:
help:

Command: test_playersBounds
script:
help:

Command: test_profile
script:
help:

Command: test_reset
script:
help:

Command: test_timeout
script:
help:

Command: testOnlineAttributes
script:
help: Tests online attributes

Command: UnCacheAudioFile
script:
help: Remove CacheAudio GameHint

Command: unload
script:
help: Unload current map

Command: v_dump_classes
script:
help: Outputs a list of vehicle classes in use

Command: v_exit_player
script:
help: Makes the local player exit his current vehicle.

Command: v_kill
script:
help: Kills the players vehicle.

Command: v_reload_system
script: VehicleSystem.ReloadVehicleSystem()
help: Reloads VehicleSystem script

Command: version
script:
help: Shows game version number

Command: viewnote
script:
help: View Note

Command: VisRegTest
script:
help: Run visual regression test.
Usage: VisRegTest [=test] [=visregtest.xml] [quit=false]

Command: voice_mute
script:
help: Mute player’s voice comms

Command: vote RESTRICTEDMODE
script:
help: Vote on current topic.

Command: wait_frames
script:
help: Forces the console to wait for a given number of frames before the next deferred command is processed
Works only in deferred command mode

Command: wait_seconds
script:
help: Forces the console to wait for a given number of seconds before the next deferred command is processed
Works only in deferred command mode

variable: aa_maxDist
type: float
current: 10
help: max lock distance

variable: ac_animErrorClamp
type: int
current: 1
help: Forces the animation to stay within the maximum error distance/angle.

variable: ac_animErrorMaxAngle
type: float
current: 45
help: Degrees animation orientation is allowed to stray from entity.

variable: ac_animErrorMaxDistance
type: float
current: 0.5
help: Meters animation location is allowed to stray from entity.

variable: ac_clampTimeAnimation
type: float
current: 0.3
help: Time it takes for carry clamping to reduce the deviation to zero.

variable: ac_clampTimeEntity
type: float
current: 0.7
help: Time it takes for carry clamping to reduce the deviation to zero.

variable: ac_ColliderModeAI
type: int
current: 0
help: Force override collider mode for all AI.

variable: ac_ColliderModePlayer
type: int
current: 0
help: Force override collider mode for all players.

variable: ac_debugAnimEffects
type: int
current: 0
help: Print log messages when anim events spawn effects.

variable: ac_debugAnimError
type: int
current: 0
help: Display debug history graphs of anim error distance and angle.

variable: ac_debugAnimTarget
type: int
current: 0
help: Display debug history graphs of anim target correction.

variable: ac_debugCarryCorrection
type: int
current: 0
help: .

variable: ac_debugColliderMode
type: int
current: 0
help: Display filtered and requested collider modes.

variable: ac_debugEntityParams
type: int
current: 0
help: Display entity params graphs

variable: ac_DebugFilter
type: string
current: 0
help: Debug specified entity name only.

variable: ac_debugFutureAnimPath
type: int
current: 0
help: Display future animation path given current motion parameters.

variable: ac_debugLocations
type: int
current: 0
help: Debug render entity location (blue) and logical animation location (red).

variable: ac_debugLocationsGraphs
type: int
current: 0
help: Display debug history graphs of anim and entity locations and movement.

variable: ac_debugMotionParams
type: int
current: 0
help: Display graph of motion parameters.

variable: ac_debugMovementControlMethods
type: int
current: 0
help: Display movement control methods.

variable: ac_debugPrediction
type: int
current: 0
help: Display graph of motion parameters.

variable: ac_debugSelection
type: int
current: 0
help: Display locomotion state selection as text.

variable: ac_debugSelectionParams
type: int
current: 0
help: Display graph of selection parameters values.

variable: ac_debugText
type: int
current: 0
help: Display entity/animation location/movement values, etc.

variable: ac_debugTweakTrajectoryFit
type: int
current: 0
help: Don’t apply any movement to entity and animation, but allow calculations to think they are moving normally.

variable: ac_debugXXXValues
type: int
current: 0
help: Display some values temporarily hooked into temp history graphs.

variable: ac_disableFancyTransitions
type: int
current: 0
help: Disabled Idle2Move and Move2Idle special transition animations.

variable: ac_disableSlidingContactEvents
type: int
current: 0
help: Force disable sliding contact events.

variable: ac_enableExtraSolidCollider
type: int
current: 0
help: Enable extra solid collider (for non-pushable characters).

variable: ac_enableProceduralLeaning
type: float
current: 1
help: Enable procedural leaning (disables asset leaning and curving slowdown for entities with proceduralLeaningFactor>0).

variable: ac_entityAnimClamp
type: int
current: 1
help: Forces the entity movement to be limited by animation.

variable: ac_forceSimpleMovement
type: int
current: 0
help: Force enable simplified movement (not visible, dedicated server, etc).

variable: ac_frametime
type: int
current: 0
help: Display a graph of the frametime.

variable: ac_movementControlMethodFilter
type: int
current: 0
help: Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).

variable: ac_movementControlMethodHor
type: int
current: 0
help: Overrides the horizontal movement control method specified by AG (overrides filter).

variable: ac_movementControlMethodVer
type: int
current: 0
help: Overrides the vertical movement control method specified by AG (overrides filter).

variable: ac_templateMCMs
type: int
current: 1
help: Use MCMs from AG state templates instead of AG state headers.

variable: ag_action
type: string
current:
help: Force this action

variable: ag_adjustToCatchUp
type: int
current: 0
help: Adjust requested move direction of animation to catch up with entity

variable: ag_averageTravelSpeed
type: int
current: 0
help: Average travel speed over a few frames

variable: ag_breakmode
type: int
current: 0
help: 1=Enable debug break mode; 2=also lock inputs

variable: ag_breakOnQuery
type: string
current:
help: If we query for this state, enter break mode

variable: ag_debug
type: string
current:
help: Entity to display debug information for animation graph for

variable: ag_debugAdditives
type: int
current: 0
help: Print log messages for Additives.

variable: ag_debugErrors
type: int
current: 0
help: Displays debug error info on the entities (0/1)

variable: ag_debugExactPos
type: int
current: 0
help: Enable/disable exact positioning debugger

variable: ag_debugLayer
type: int
current: 0
help: Animation graph layer to display debug information for

variable: ag_debugMusic
type: int
current: 0
help: Debug the music graph

variable: ag_defaultAIStance
type: string
current: combat
help: Specifies default stance name for AI

variable: ag_drawActorPos
type: int
current: 0
help: Draw actor pos/dir

variable: ag_ep_correctMovement
type: int
current: 1
help: enable/disable position correction in exact positioning

variable: ag_ep_showPath
type: int
current: 0
help:

variable: ag_forceAdjust
type: int
current: 0
help: Enable forced small step adjustments

variable: ag_forceInsideErrorDisc
type: int
current: 1
help: Force animation to stay within maximum error distance

variable: ag_fpAnimPop DUMPTODISK
type: int
current: 1
help:

variable: ag_humanBlending
type: int
current: 0
help: Ivo’s debug stuff. Don’t ask!

variable: ag_item
type: string
current:
help: Force this item

variable: ag_lockToEntity
type: int
current: 0
help: Lock animation to entity (zero offsetting)

variable: ag_log
type: int
current: 0
help: Enable a log of animation graph decisions

variable: ag_log_entity
type: string
current:
help: Log only this entity

variable: ag_logeffects
type: int
current: 0
help: AGAttachmentEffect logging

variable: ag_logselections
type: int
current: 0
help: Log animation graph selection results

variable: ag_logsounds
type: int
current: 0
help: AGSound logging

variable: ag_logtransitions
type: int
current: 0
help: Log animation graph transition calls to the console

variable: ag_measureActualSpeeds
type: int
current: 0
help: Measure actual travel speeds of entity and animation origins

variable: ag_nonDecoupledLeaning
type: int
current: 1
help: Enable procedural leaning when the movement style is not decoupled

variable: ag_queue
type: string
current:
help: Next state to force

variable: ag_safeExactPositioning
type: int
current: 1
help: Will teleport the entity to the requested position/orientation when EP think it’s done.

variable: ag_showmovement
type: int
current: 0
help: Show movement requests

variable: ag_showPhysSync
type: int
current: 0
help: Show physics sync

variable: ag_signal
type: string
current:
help: Send this signal

variable: ag_stance
type: string
current:
help: Force this stance

variable: ai_AdjustPathsAroundDynamicObstacles
type: int
current: 1
help: Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles

variable: ai_AgentStatsDist
type: float
current: 150
help: Sets agent statistics draw distance, such as current goalpipe, command and target.
Only information on enabled AI objects will be displayed.
To display more information on particular AI agent, use ai_StatsTarget.
Yellow line represents direction where AI is trying to move;
Red line represents direction where AI is trying to look;
Blue line represents forward dir (entity forward);
Usage: ai_AgentStatsDist [view distance]
Default is 20 meters. Works with ai_DebugDraw enabled.

variable: ai_AllowAccuracyDecrease
type: int
current: 1
help: Set to 1 to enable AI accuracy decrease when target is moving lateraly.

variable: ai_AllowAccuracyIncrease
type: int
current: 0
help: Set to 1 to enable AI accuracy increase when target is standing still.

variable: ai_AllowedToHit
type: int
current: 1
help: If turned off, all agents will miss all the time.

variable: ai_AllowedToHitPlayer
type: int
current: 1
help: If turned off, all agents will miss the player all the time.

variable: ai_AllTime
type: int
current: 0
help: 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.

variable: ai_AmbientFireEnable
type: int
current: 1
help: Enable ambient fire system.

variable: ai_AmbientFireQuota
type: int
current: 3
help: Number of units allowed to hit the player at a time.

variable: ai_AmbientFireUpdateInterval
type: float
current: 0.5
help: Ambient fire update interval. Controls how often puppet’s ambient fire status is updated.

variable: ai_AttemptStraightPath
type: int
current: 1
help: Toggles AI attempting a simple straight path when possible.
Default is 1 (on).

variable: ai_BannedNavSoTime
type: float
current: 15
help: Time indicating how long invalid navsos should be banned.

variable: ai_BeautifyPath
type: int
current: 1
help: 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).

variable: ai_BigBrushCheckLimitSize
type: float
current: 15
help: to be used for finding big objects not enclosed into forbidden areas

variable: ai_BurstWhileMovingDestinationRange
type: float
current: 9999
help: When using FIREMODE_BURST_WHILE_MOVING – only fire when within this distance to the destination.

variable: ai_CheckWalkabilityOptimalSectionLength
type: float
current: 1.75
help: The maximum segment length used by CheckWalkabilityFast when querying for world geometry from physics.
Default: 1.75

variable: ai_CloakIncrementMod
type: float
current: 1
help: how fast cloak fades out

variable: ai_CloakingDelay
type: float
current: 0.55
help: Time it takes for AI perception to become effected by cloak.
Usage: ai_CloakingDelay 0.7
Default is 1.5.

variable: ai_CloakMaxDist
type: float
current: 4
help: closer than that – cloak starts to fade out

variable: ai_CloakMinDist
type: float
current: 1
help: closer than that – cloak not effective

variable: ai_CodeCoverageMode
type: int
current: 0
help: Set current mode of Code Coverage system.
0 = off, 1 = smart, 2 = silent, 3 = force

variable: ai_CollisionAvoidanceAgentExtraFat
type: float
current: 0.025
help: Extra radius to use in Collision Avoidance calculations as a buffer.

variable: ai_CollisionAvoidanceAgentTimeHorizon
type: float
current: 2.5
help: Time horizon used to calculate an agent’s collision free velocity against other agents.

variable: ai_CollisionAvoidanceObstacleTimeHorizon
type: float
current: 1.5
help: Time horizon used to calculate an agent’s collision free velocity against static obstacles.

variable: ai_CollisionAvoidancePathEndCutoffRange
type: float
current: 2
help: Distance from it’s current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.

variable: ai_CollisionAvoidanceRange
type: float
current: 10
help: Range for collision avoidance.

variable: ai_CollisionAvoidanceTargetCutoffRange
type: float
current: 3.5
help: Distance from it’s current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.

variable: ai_CollisionAvoidanceTimestep
type: float
current: 0.075
help: TimeStep used to calculate an agent’s collision free velocity.

variable: ai_CompatibilityMode
type: string
current: crysis2
help: Set AI features to behave in earlier milestones – please use sparingly

variable: ai_CompleteCloakDelay
type: float
current: 2
help: Time it takes the AI to decide cloaked target’s position is lost.
Usage: ai_CompleteCloakDelay 2.0
Default is 0.5.

variable: ai_CoolMissesBoxHeight
type: float
current: 2.5
help: Vertical size of the box to collect potential cool objects to shoot at.

variable: ai_CoolMissesBoxSize
type: float
current: 10
help: Horizontal size of the box to collect potential cool objects to shoot at.

variable: ai_CoolMissesCooldown
type: float
current: 0.25
help: Global time between potential cool misses.

variable: ai_CoolMissesMaxLightweightEntityMass
type: float
current: 20
help: Maximum mass of a non-destroyable, non-deformable, non-breakable rigid body entity to be considered.

variable: ai_CoolMissesMinMissDistance
type: float
current: 7.5
help: Maximum distance to go away from the player.

variable: ai_CoolMissesProbability
type: float
current: 0.35
help: Agents’ chance to perform a cool miss!

variable: ai_CoverExactPositioning
type: int
current: 0
help: Enables using exact positioning for arriving at cover.
Usage: ai_CoverPredictTarget [0/1]
Default x is 0 (off)
0 – disable
1 – enable

variable: ai_CoverMaxEyeCount
type: int
current: 2
help: Max numbers of observers to consider when selecting cover.
Usage: ai_CoverMaxEyeCount

variable: ai_CoverPredictTarget
type: float
current: 1
help: Enables simple cover system target location prediction.
Usage: ai_CoverPredictTarget x
Default x is 0.0 (off)
x – how many seconds to look ahead

variable: ai_CoverSpacing
type: float
current: 0.5
help: Minimum spacing between agents when choosing cover.
Usage: ai_CoverPredictTarget
x – Spacing width in meters

variable: ai_CoverSystem
type: int
current: 1
help: Enables the cover system.
Usage: ai_CoverSystem [0/1]
Default is 1 (on)
0 – off – use anchors
1 – use offline cover surfaces

variable: ai_CrouchVisibleRange
type: float
current: 15
help: Max perception range for AI when player is crouching

variable: ai_CrowdControlInPathfind
type: int
current: 0
help: Toggles AI using crowd control in pathfinding.
Usage: ai_CrowdControlInPathfind [0/1]
Default is 0 (off).

variable: ai_DebugAggressionSystem DUMPTODISK
type: int
current: 0
help: Toggles AI’s aggression system debug mode.

variable: ai_DebugBattleFront DUMPTODISK
type: int
current: 0
help: Toggles AI’s battlefront system debug mode.

variable: ai_DebugBehaviorSelection
type: string
current:
help: Display behavior selection information for a specific agent
Usage: ai_DebugBehaviorSelection

variable: ai_DebugCheckWalkability
type: int
current: 0
help: Toggles output of check walkability information, as well as allowing the use of tagpoints named CheckWalkabilityTestStart/End to trigger a test each update. [default 0 is off]

variable: ai_DebugCheckWalkabilityRadius
type: float
current: 0.5
help: Radius to use for the per-frame debug CheckWalkability test.

variable: ai_DebugCollisionAvoidanceForceSpeed
type: float
current: 0
help: Force agents velocity to it’s current direction times the specified value.

variable: ai_DebugCollisionAvoidanceUpdateVelocities
type: int
current: 1
help: Enable/disable agents updating their velocities after processing collision avoidance.

variable: ai_DebugDeferredDeath DUMPTODISK
type: int
current: 0
help: Toggles debugging of deferred death on/off.

variable: ai_DebugDraw
type: int
current: -1
help: Toggles the AI debugging view.
Usage: ai_DebugDraw [-1/0/1]
Default is 0 (minimal), value -1 will draw nothing, value 1 displays AI rays and targets
and enables the view for other AI debugging tools.

variable: ai_DebugDrawAdaptiveUrgency
type: int
current: 0
help: Enables drawing the adaptive movement urgency.

variable: ai_DebugDrawAmbientFire
type: int
current: 0
help: Displays fire quota on puppets.

variable: ai_DebugDrawArrowLabelsVisibilityDistance
type: float
current: 0
help: Provided ai_DebugDraw > 0, if the camera is closer to an agent than this distance,
agent arrows for look/fire/move arrows will have labels.
Usage: ai_DebugDrawArrowLabelsVisibilityDistance [distance]
Default is 0.

variable: ai_DebugDrawAStarOpenList
type: string
current: 0
help: 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.

variable: ai_DebugDrawAStarOpenListTime
type: float
current: 10
help: The amount of time to draw the A* open list.

variable: ai_DebugDrawBannedNavsos
type: int
current: 0
help: Toggles drawing banned navsos [default 0 is off]

variable: ai_DebugDrawCollisionAvoidance
type: int
current: 0
help: Enable debugging obstacle avoidance system.

variable: ai_DebugDrawCollisionAvoidanceAgentName
type: string
current:
help: Name of the agent to draw collision avoidance data for.

variable: ai_DebugDrawCommunication
type: int
current: 0
help: Displays communication debug information.
Usage: ai_DebugDrawCommunication [0/1/2]
0 – disabled. (default).
1 – draw playing and queued comms.
2 – draw debug history for each entity.
5 – extended debugging (to log)

variable: ai_DebugDrawCommunicationHistoryDepth
type: int
current: 5
help: Tweaks how many historical entries are displayed per entity.
Usage: ai_DebugDrawCommunicationHistoryDepth [depth]

variable: ai_DebugDrawCoolMisses
type: int
current: 0
help: Toggles displaying the cool miss locations around the player.
Usage: ai_DebugDrawCoolMisses [0/1]

variable: ai_DebugDrawCoopReadabilities
type: string
current: none
help: Draw debug information of readability play session with named AI Actor
Usage: ai_DebugDrawCoopReadabilities AIName
Default is ‘none’. AIName is the name of the AI
on which to focus.

variable: ai_DebugDrawCoordination
type: int
current: 0
help: Displays coordination debug information.
Usage: ai_DebugDrawCoordination [0/1/2]
Default is 0 (off). 1 is in-game graphics. 2 is detailed text.

variable: ai_DebugDrawCover
type: int
current: 0
help: Displays cover debug information.
Usage: ai_DebugDrawCover [0/1/2]
Default is 0 (off)
0 – off
1 – currently being used
2 – all in 50m range (slow)

variable: ai_DebugDrawCoverLocations
type: int
current: 0
help: Displays cover locations.
Usage: ai_DebugDrawCoverLocations [0/1]
Default is 0 (off)

variable: ai_DebugDrawCoverPlanes
type: int
current: 0
help: Displays cover planes.
Usage: ai_DebugDrawCoverPlanes [0/1]
Default is 0 (off)

variable: ai_DebugDrawCoverSampler
type: int
current: 0
help: Displays cover sampler debug rendering.
Usage: ai_DebugDrawCoverSampler [0/1/2/3]
Default is 0 (off)
0 – off
1 – display floor sampling
2 – display surface sampling
3 – display both

variable: ai_DebugDrawCrowdControl
type: int
current: 0
help: Draws crowd control debug information. 0=off, 1=on

variable: ai_DebugDrawDamageControl
type: int
current: 0
help: Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw.

variable: ai_DebugDrawDamageParts
type: int
current: 0
help: Draws the damage parts of puppets and vehicles.

variable: ai_DebugDrawDeadBodies
type: int
current: 0
help: Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw > 0).

variable: ai_DebugDrawDynamicCoverSampler
type: int
current: 0
help: Displays dynamic cover sampler debug rendering.
Usage: ai_DebugDrawDynamicCoverSampler [0/1]
Default is 0 (off)
0 – off
1 – on

variable: ai_DebugDrawDynamicHideObjectsRange
type: int
current: 0
help: Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).

variable: ai_DebugDrawEnabledActors
type: int
current: 0
help: list of AI Actors that are enabled and metadata

variable: ai_DebugDrawEnabledPlayers
type: int
current: 0
help: list of AI players that are enabled and metadata

variable: ai_DebugDrawExpensiveAccessoryQuota
type: int
current: 0
help: Displays expensive accessory usage quota on puppets.

variable: ai_DebugDrawFireCommand
type: int
current: 0
help: Toggles displaying the fire command targets and modifications.
Usage: ai_DebugDrawFireCommand [0/1]

variable: ai_DebugDrawFlight2
type: int
current: 0
help: Set AI features to behave in earlier milestones – please use sparingly

variable: ai_DebugDrawGroups
type: int
current: 0
help: Toggles the AI Groups debugging view.
Usage: ai_DebugDrawGroups [0/1]
Default is 0 (off). ai_DebugDrawGroups displays groups’ leaders, members and their desired positions.

variable: ai_DebugDrawHashSpaceAround
type: string
current: 0
help: Validates and draws the navigation node hash space around specified entity.

variable: ai_DebugDrawHidespotRange
type: int
current: 0
help: Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).

variable: ai_DebugDrawHideSpotSearchRays
type: int
current: 0
help: Toggle drawing rays used in HM_ONLY_IF_CAN_SHOOT_FROM_THERE hide spot search option.
Usage: ai_DebugDrawHideSpotSearchRays [0..1]

variable: ai_DebugDrawLightLevel
type: int
current: 0
help: Debug AI light level manager

variable: ai_DebugDrawPhysicsAccess
type: int
current: 0
help: Displays current physics access statistics for the AI module.

variable: ai_DebugDrawPlayerActions
type: int
current: 0
help: Debug draw special player actions.

variable: ai_DebugDrawReinforcements
type: int
current: -1
help: Enables debug draw for reinforcement logic for specified group.
Usage: ai_DebugDrawReinforcements , or -1 to disable.

variable: ai_DebugDrawStanceSize
type: int
current: 0
help: Draws the game logic representation of the stance size of the AI agents.

variable: ai_DebugDrawVegetationCollisionDist
type: int
current: 0
help: Enables drawing vegetation collision closer than a distance projected onto the terrain.

variable: ai_DebugDrawVisionMap
type: int
current: 0
help: Sets AI VisionMap Debug Draw Mode. Default is 0 – off.0 – off
1 – performance only
2 – everything

variable: ai_DebugDrawVolumeVoxels
type: int
current: 0
help: 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

variable: ai_DebugGroupCoordinationSelection
type: int
current: 0
help: Display coordination selection information for a specific group
Usage: ai_DebugGroupCoordinationSelection

variable: ai_DebugHideSpotName
type: string
current: 0
help: Debug HideSpot Name!

variable: ai_DebugInterestSystem
type: int
current: 0
help: Display debugging information on interest system

variable: ai_DebugPathfinding
type: int
current: 0
help: Toggles output of pathfinding information [default 0 is off]

variable: ai_DebugPerceptionManager
type: int
current: 0
help: Draws perception manager performance overlay. 0=disable, 1=vis checks, 2=stimulus

variable: ai_DebugPinger DUMPTODISK
type: int
current: 0
help: Toggles pinger debugging on/off.

variable: ai_DebugPingerCollision DUMPTODISK
type: int
current: 0
help: Toggles debugging of pinger custom collision (feet etc.) on/off.

variable: ai_DebugPlasma DUMPTODISK
type: int
current: 0
help: Toggles plasma debugging on/off.

variable: ai_DebugPressureSystem DUMPTODISK
type: int
current: 0
help: Toggles AI’s pressure system debug mode.

variable: ai_DebugRangeSignaling
type: int
current: 0
help: Enable Range Signaling Debug Screen

variable: ai_DebugSearch DUMPTODISK
type: int
current: 0
help: Toggles AI’s search module debug mode.

variable: ai_DebugSignalTimers
type: int
current: 0
help: Enable Signal Timers Debug Screen

variable: ai_DebugSoftPing DUMPTODISK
type: int
current: 0
help: Toggles debugging of the soft ping module on/off.

variable: ai_DebugStalkerJump DUMPTODISK
type: int
current: 0
help: Toggles debugging of Stalker jump attack on/off.

variable: ai_DebugTacticalPoints DUMPTODISK
type: int
current: 0
help: Display debugging information on tactical point selection system

variable: ai_DebugTacticalPointsBlocked DUMPTODISK
type: int
current: 0
help: Highlight with red spheres any points blocked by generation phase, e.g. occupied points

variable: ai_DebugTargetSilhouette
type: int
current: 0
help: Draws the silhouette used for missing the target while shooting.

variable: ai_DebugTargetTracksAgent
type: string
current: none
help: Draws the target tracks for the given agent
Usage: ai_DebugTargetTracksAgent AIName
Default is ‘none’. AIName is the name of the AI agent to debug

variable: ai_DebugTargetTracksConfig
type: int
current: 0
help: Draws the information contained in the loaded target track configurations to the screen

variable: ai_DebugTargetTracksConfig_Filter
type: string
current: none
help: Filter what configurations are drawn when debugging target tracks
Usage: ai_DebugTargetTracks_Filter Filter
Default is ‘none’. Filter is a substring that must be in the configuration name

variable: ai_DebugTargetTracksTarget
type: int
current: 0
help: Draws lines to illustrate where each agent’s target is
Usage: ai_DebugTargetTracking 0/1/2
0 = Off. 1 = Show best target. 2 = Show all possible targets.

variable: ai_DebugVisualScriptErrors DUMPTODISK
type: int
current: 0
help: Toggles the visual signal when something goes wrong in the AI scripts.
Usage: ai_DebugVisualScriptErrors [0/1]
Default is 0 (off). ai_DebugVisualScriptErrors changes the alien model to a dog modelwhen an error occurs. When that happens there should be an error description in the log.

variable: ai_DebugWalkabilityCache
type: int
current: 0
help: Toggles allowing the use of tagpoints named WalkabilityCacheOrigin to cache walkability. [default 0 is off]

variable: ai_DrawAgentFOV
type: float
current: 0
help: 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.

variable: ai_DrawAgentStats
type: string
current: NkcBbtGgSf
help: Flag field specifying which of the overhead agent stats to display:
N – name
k – groupID
d – distances
c – cover info
B – currently selected behavior node
b – current behavior
t – target info
G – goal pipe
g – goal op
S – stance
f – fire
w – territory/wave
p – pathfinding status
l – light level (perception) status
D – various direction arrows (aim target, move target, …) status

variable: ai_DrawAgentStatsGroupFilter
type: string
current:
help: Filters Debug Draw Agent Stats displays to the specified groupIDs separated by spaces
usage: ai_DrawAgentStatsGroupFilter 1011 1012

variable: ai_DrawAreas
type: int
current: 0
help: Enables/Disables drawing behavior related areas.

variable: ai_DrawAttentionTargetPositions
type: int
current: 0
help: Displays markers for the AI’s current attention target position.

variable: ai_DrawBadAnchors
type: int
current: -1
help: Toggles drawing out of bounds AI objects of particular type for debugging AI.
Valid only for 3D navigation. Draws red spheres at positions of anchors which are
located out of navigation volumes. Those anchors have to be moved.
0 – off, 1 – on

variable: ai_DrawBulletEvents
type: int
current: 0
help: Debug draw the bullet events the AI system processes. 0=disable, 1=enable.

variable: ai_DrawCollisionEvents
type: int
current: 0
help: Debug draw the collision events the AI system processes. 0=disable, 1=enable.

variable: ai_DrawDistanceLUT
type: int
current: 0
help: Draws the distance lookup table graph overlay.

variable: ai_DrawExplosions
type: int
current: 0
help: Debug draw the explosion events the AI system processes. 0=disable, 1=enable.

variable: ai_DrawFakeDamageInd
type: int
current: 0
help: Draws fake damage indicators on the player.

variable: ai_DrawFakeHitEffects
type: int
current: 0
help: Draws fake hit effects the player.

variable: ai_DrawFakeTracers
type: int
current: 0
help: Draws fake tracers around the player.

variable: ai_DrawFireEffectDecayRange
type: float
current: 30
help: Distance under which the draw fire duration starts decaying linearly.

variable: ai_DrawFireEffectEnabled
type: int
current: 1
help: Enabled AI to sweep fire when starting to shoot after a break.

variable: ai_DrawFireEffectMaxAngle
type: float
current: 5
help: Maximum angle actors actors are allowed to go away from their aiming direction during draw fire.

variable: ai_DrawFireEffectMinDistance
type: float
current: 7.5
help: Distance under which the draw fire will be disabled.

variable: ai_DrawFireEffectMinTargetFOV
type: float
current: 7.5
help: FOV under which the draw fire will be disabled.

variable: ai_DrawFireEffectTimeScale
type: float
current: 1
help: Scale for the weapon’s draw fire time setting.

variable: ai_DrawFormations
type: int
current: 0
help: 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.

variable: ai_DrawGetEnclosingFailures
type: float
current: 0
help: Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.

variable: ai_DrawGoals
type: int
current: 0
help: 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.

variable: ai_DrawGrenadeEvents
type: int
current: 0
help: Debug draw the grenade events the AI system processes. 0=disable, 1=enable.

variable: ai_DrawGroupTactic
type: int
current: 0
help: draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.

variable: ai_DrawHidespots
type: int
current: 0
help: Draws latest hide-spot positions for all agents within specified range.

variable: ai_DrawModifiers
type: int
current: 0
help: Toggles the AI debugging view of navigation modifiers.

variable: ai_DrawNode
type: string
current: none
help: Toggles visibility of named agent’s position on AI triangulation.
See also: ai_DrawNodeLinkType and ai_DrawNodeLinkCutoff
Usage: ai_DrawNode [ai agent's name]
none – switch off
all – to display nodes of all the AI agents
player – to display player’s node
AI agent’s name – to display node of particular agent

variable: ai_DrawNodeLinkCutoff
type: float
current: 0
help: 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.

variable: ai_DrawNodeLinkType
type: int
current: 0
help: 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

variable: ai_DrawOffset
type: float
current: 0.1
help: vertical offset during debug drawing (graph nodes, navigation paths, …)

variable: ai_DrawPath
type: string
current: none
help: Draws the generated paths of the AI agents. ai_drawoffset is used.
Usage: ai_DrawPath [name]
none – off (default)
squad – squadmates
enemy – all the enemies

variable: ai_DrawPathAdjustment
type: string
current:
help: Draws the path adjustment for the AI agents.
Usage: ai_DrawPathAdjustment [name]
Default is none (nobody).

variable: ai_DrawPathFollower
type: int
current: 0
help: Enables PathFollower debug drawing displaying agent paths and safe follow target.

variable: ai_DrawPatterns
type: int
current: 0
help: 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.

variable: ai_DrawPerceptionDebugging
type: int
current: 0
help: Draws indicators showing enemy view intersection with perception modifiers

variable: ai_DrawPerceptionHandlerModifiers
type: string
current: none
help: Draws perception handler modifiers on a specific AI
Usage: ai_DrawPerceptionHandlerModifiers AIName
Default is ‘none’. AIName is the name of the AI

variable: ai_DrawPerceptionIndicators
type: int
current: 0
help: Draws indicators showing enemy current perception level of player

variable: ai_DrawPerceptionModifiers
type: int
current: 0
help: Draws perception modifier areas in game mode

variable: ai_DrawPlayerRanges
type: int
current: 0
help: Draws rings around player to assist in gauging target distance

variable: ai_DrawProbableTarget
type: int
current: 0
help: Enables/Disables drawing the position of probable target.

variable: ai_DrawRadar
type: int
current: 0
help: Draws AI radar: 0=no radar, >0 = size of the radar on screen

variable: ai_DrawRadarDist
type: int
current: 20
help: AI radar draw distance in meters, default=20m.

variable: ai_DrawReadibilities
type: int
current: 0
help: 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.

variable: ai_DrawRefPoints
type: string
current:
help: Toggles reference points and beacon 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.

variable: ai_DrawShooting
type: string
current: none
help: Name of puppet to show fire stats

variable: ai_DrawSmartObjects
type: int
current: 0
help: Draws smart object debug information.
Usage: ai_DrawSmartObjects [0/1]
Default is 0 (off). Set to 1 to draw the smart objects.

variable: ai_DrawSoundEvents
type: int
current: 0
help: Debug draw the sound events the AI system processes. 0=disable, 1=enable.

variable: ai_DrawStats
type: int
current: 0
help: Toggles drawing stats (in a table on top left of screen) for AI objects within specified range.
Will display attention target, goal pipe and current goal.

variable: ai_DrawTargets
type: int
current: 0
help: Distance to display the perception events of all enabled puppets.
Displays target type and priority

variable: ai_DrawTrajectory
type: int
current: 0
help: Record and draw the actual path taken by the agent specified in ai_StatsTarget.
Path is displayed in aqua, and only a certain length will be displayed, after which
old path gradually disappears as new path is drawn.
0=do not record, 1=record.

variable: ai_DrawType
type: int
current: -1
help: Display all AI object of specified type. If object is enabled it will be displayed.
with blue ball, otherwise with red ball. Yellow line will represent forward direction of the object.
<0 - off
0 - display all the dummy objects
>0 – type of AI objects to display

variable: ai_DrawUpdate
type: int
current: 0
help: list of AI forceUpdated entities

variable: ai_DynamicHidespotsEnabled
type: int
current: 0
help: If enabled, dynamic hidespots are considered when evaluating.

variable: ai_DynamicVolumeUpdateTime
type: float
current: 0.000175
help: How long (max) to spend updating dynamic volume regions per AI update (in sec)
0 disables dynamic updates. 0.002 is a sensible value

variable: ai_DynamicWaypointUpdateTime
type: float
current: 0.00035
help: How long (max) to spend updating dynamic waypoint regions per AI update (in sec)
0 disables dynamic updates. 0.0005 is a sensible value

variable: ai_emo
type: string
current:
help: Emotional System Debug

variable: ai_EnableCoolMisses
type: int
current: 1
help: If turned on, when agents miss the player, they will pick cool objects to shoot at.

variable: ai_EnableORCA
type: int
current: 1
help: Enable obstacle avoidance system.

variable: ai_EnablePerceptionStanceVisibleRange
type: int
current: 0
help: Turn on use of max perception range for AI based on player’s stance

variable: ai_EnablePressureSystem DUMPTODISK
type: int
current: 1
help: Toggles AI’s pressure system.

variable: ai_EnableWarningsErrors
type: int
current: 1
help: Enable AI warnings and errors: 1 or 0

variable: ai_EnableWaterOcclusion
type: int
current: 1
help: Enables applying water occlusion to AI target visibility checks

variable: ai_ExtraForbiddenRadiusDuringBeautification
type: float
current: 1
help: Extra radius added to agents close to forbidden edges during beautification.

variable: ai_ExtraRadiusDuringBeautification
type: float
current: 0.2
help: Extra radius added to agents during beautification.

variable: ai_ExtraVehicleAvoidanceRadiusBig
type: float
current: 4
help: 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.

variable: ai_ExtraVehicleAvoidanceRadiusSmall
type: float
current: 0.5
help: 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.

variable: ai_FlowNodeAlertnessCheck
type: int
current: 1
help: Enable the alertness check in AI flownodes

variable: ai_ForceAGAction
type: string
current: 0
help: Forces all AI characters to specified AG action input. 0 to disable.

variable: ai_ForceAGSignal
type: string
current: 0
help: Forces all AI characters to specified AG signal input. 0 to disable.

variable: ai_ForceAllowStrafing
type: int
current: -1
help: Forces all AI characters to use/not use strafing (-1 disables)

variable: ai_ForceLookAimTarget
type: string
current: none
help: 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))

variable: ai_ForcePosture
type: string
current: 0
help: Forces all AI characters to specified posture. 0 to disable.

variable: ai_ForceSerializeAllObjects
type: int
current: 0
help: Serialize all AI objects (ignore NO_SAVE flag).

variable: ai_ForceStance
type: int
current: -1
help: Forces all AI characters to specified stance:
Disable = -1, Stand = 0, Crouch = 1, Prone = 2, Relaxed = 3, Stealth = 4, Cover = 5, Swim = 6, Zero-G = 7

variable: ai_IgnoreBulletRainStimulus
type: int
current: 0
help: Have the Perception Handler ignore all bullet rain stimulus always

variable: ai_IgnoreDeadBodies
type: int
current: 0
help: Ignore dead bodies during navigation and hidespot finding.

variable: ai_IgnorePlayer
type: int
current: 0
help: 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.

variable: ai_IgnoreSoundStimulus
type: int
current: 0
help: Have the Perception Handler ignore all sound stimulus always

variable: ai_IgnoreVisibilityChecks
type: int
current: 0
help: Makes certain visibility checks (for teleporting etc) return false.

variable: ai_IgnoreVisualStimulus
type: int
current: 0
help: Have the Perception Handler ignore all visual stimulus always

variable: ai_IncludeNonColEntitiesInNavigation
type: int
current: 1
help: Includes/Excludes noncolliding objects from navigation.

variable: ai_InterestSystem
type: int
current: 1
help: Enable interest system

variable: ai_InterestSystemCastRays
type: int
current: 1
help: Makes the Interest System check visibility with rays

variable: ai_IntersectionTesterQuota
type: int
current: 12
help: Amount of deferred intersection tests allowed to be cast per frame!

variable: ai_LayerSwitchDynamicLinkBump
type: float
current: 8
help: Multiplier for the dynamic link update budget when layer switch occurs.

variable: ai_LayerSwitchDynamicLinkBumpDuration
type: int
current: 60
help: Duration of the dynamic link update budget bump in frames.

variable: ai_lnmDebugDraw
type: int
current: 0
help: Draw the Layered Navigation Mesh

variable: ai_lnmDrawAgentType
type: string
current: all
help: Determines which agent type nav mesh gets debug-drawn

variable: ai_lnmDynamics
type: int
current: 0
help: Turn on Layered Navigation Mesh dynamic obstacle handling

variable: ai_lnmGetEnclosingExtraRange
type: float
current: 1
help: If LNM GetEnclosing() fails to find a node, it will try to get the nearest node within this range. ATTENTION: if client code needs to rely on this it has to be fixed to provide the range explicitly.

variable: ai_Locate
type: string
current: none
help: Indicates position and some base states of specified objects.
It will pinpoint position of the agents; it’s name; it’s attention target;
draw red cone if the agent is allowed to fire; draw purple cone if agent is pressing trigger.
none – off
squad – squadmates
enemy – all the enemies
groupID – members of specified group

variable: ai_LogConsoleVerbosity
type: int
current: 0
help: None = 0, progress/errors/warnings = 1, event = 2, comment = 3

variable: ai_LogFileVerbosity
type: int
current: 1
help: None = 0, progress/errors/warnings = 1, event = 2, comment = 3

variable: ai_MovementSpeedDarkIllumMod
type: float
current: 0.6
help: Multiplier for movement speed when the target is in dark light condition.

variable: ai_MovementSpeedMediumIllumMod
type: float
current: 0.8
help: Multiplier for movement speed when the target is in medium light condition.

variable: ai_MovementSpeedSuperDarkIllumMod
type: float
current: 0.25
help: Multiplier for movement speed when the target is in super dark light condition.

variable: ai_NetworkDebug
type: int
current: 0
help: Toggles the AI network debug.
Usage: ai_NetworkDebug [0/1]
Default is 0 (off). ai_NetworkDebug is used to direct DebugDraw information
from the server to the client.

variable: ai_NoUpdate
type: int
current: 0
help: Disables AI system update when 1

variable: ai_ObstacleSizeThreshold
type: float
current: 1.2
help: Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones

variable: ai_OverlayMessageDuration DUMPTODISK
type: float
current: 5
help: How long (seconds) to overlay AI warnings/errors

variable: ai_PathfinderUpdateTime
type: float
current: 0.0005
help: Maximum pathfinder time per AI update

variable: ai_PathfindTimeLimit
type: float
current: 0.08
help: Specifies how many seconds an individual AI can hold the pathfinder blocked
Usage: ai_PathfindTimeLimit 0.15
Default is 0.08. A lower value will result in more path requests that end in NOPATH -
although the path may actually exist.

variable: ai_perception.landed_baseRadius
type: float
current: 3
help: Base radius for the AI sound generated when player lands

variable: ai_perception.landed_speedMultiplier
type: float
current: 1
help: Multiplier applied to fall speed which is added on to the radius for the AI sound generated when player lands

variable: ai_perception.movement_crouchMovingMultiplier
type: float
current: 0
help: Multiplier for crouched movement speed effect on footstep sound radius

variable: ai_perception.movement_crouchRadiusDefault
type: float
current: 0
help: Default value for crouching footstep sound radius multiplier (overridden by surface type)

variable: ai_perception.movement_movingSurfaceDefault
type: float
current: 1
help: Default value for movement speed effect on footstep radius (overridden by surface type)

variable: ai_perception.movement_standingMovingMultiplier
type: float
current: 5
help: Multiplier for standing movement speed effect on footstep sound radius

variable: ai_perception.movement_standingRadiusDefault
type: float
current: 5
help: Default value for standing footstep sound radius (overridden by surface type)

variable: ai_perception.movement_useSurfaceType
type: int
current: 0
help: Toggle if surface type should be used to get the base radius instead of cvars

variable: ai_PlayerAffectedByLight
type: int
current: 1
help: Sets if player is affected by light from observable perception checks

variable: ai_PredictivePathFollowing
type: int
current: 1
help: Sets if AI should use the predictive path following if allowed by the type’s config.

variable: ai_ProfileGoals
type: int
current: 0
help: 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.

variable: ai_ProneVisibleRange
type: float
current: 6
help: Max perception range for AI when player is proning

variable: ai_PuppetDirSpeedControl
type: int
current: 1
help: Does puppet speed control based on their current move dir

variable: ai_RadiusForAutoForbidden
type: float
current: 1
help: If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.

variable: ai_RayCasterQuota
type: int
current: 12
help: Amount of deferred rays allowed to be cast per frame!

variable: ai_RecordCommunicationStats
type: int
current: 0
help: Turns on/off recording of communication stats to a log.
Usage: ai_RecordCommunicationStats [0/1]

variable: ai_Recorder
type: int
current: 0
help: Sets AI Recorder mode. Default is 0 – off.

variable: ai_Recorder_Auto
type: int
current: 0
help: Auto record the AI when in Editor mode game

variable: ai_Recorder_Buffer
type: int
current: 1024
help: Set the size of the AI debug recording buffer

variable: ai_RecordLog
type: int
current: 0
help: log all the AI state changes on stats_target

variable: ai_remoteRecorder_enabled
type: int
current: 0
help: Enable remote archive copying for AI recorder information

variable: ai_remoteRecorder_onlyBookmarked
type: int
current: 1
help: Only copy the archive over if it contains a bookmark

variable: ai_remoteRecorder_serverDir
type: string
current:
help: Server directory where to copy the remote archive

variable: ai_RODAliveTime
type: float
current: 2.5
help: The base level time the player can survive under fire.

variable: ai_RODAmbientFireInc
type: float
current: 2
help: Increment for the alive time when the target is within the kill-zone of the target.

variable: ai_RODCombatRangeMod
type: float
current: 0.6
help: Combat-zone distance = attackRange * combatRangeMod.

variable: ai_RODCoverFireTimeMod
type: float
current: 1.5
help: Multiplier for cover fire times set in weapon descriptor.

variable: ai_RODDirInc
type: float
current: 1
help: Increment how the orientation of the target affects the alive time. 0=disable

variable: ai_RODFakeHitChance
type: float
current: 0.2
help: Percentage of the missed hits that will instead be hits dealing very little damage.

variable: ai_RODKillRangeMod
type: float
current: 0.2
help: Kill-zone distance = attackRange * killRangeMod.

variable: ai_RODKillZoneInc
type: float
current: -2
help: Increment how the target is within the kill-zone of the target.

variable: ai_RODLowHealthMercyTime
type: float
current: 2.5
help: The amount of time the AI will not hit the target when the target crosses the low health threshold.

variable: ai_RODMoveInc
type: float
current: 0.75
help: Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable

variable: ai_RODReactionDarkIllumInc
type: float
current: 0.3
help: Increase for reaction time when the target is in dark light condition.

variable: ai_RODReactionDirInc
type: float
current: 1
help: 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.

variable: ai_RODReactionDistInc
type: float
current: 0.1
help: Increase for the reaction time when the target is in combat-far-zone or warn-zone.
In warn-zone the increase is doubled.

variable: ai_RODReactionLeanInc
type: float
current: 0.2
help: Increase to the reaction to when the target is leaning.

variable: ai_RODReactionMediumIllumInc
type: float
current: 0.2
help: Increase for reaction time when the target is in medium light condition.

variable: ai_RODReactionSuperDarkIllumInc
type: float
current: 0.4
help: Increase for reaction time when the target is in super dark light condition.

variable: ai_RODReactionTime
type: float
current: 0.3
help: Uses rate of death as damage control method.

variable: ai_RODStanceInc
type: float
current: 0.75
help: 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

variable: ai_ShowBehaviorCalls
type: int
current: 0
help: Prints out each behavior LUA call for each puppet: 1 or 0

variable: ai_SightRangeDarkIllumMod
type: float
current: 0.5
help: Multiplier for sightrange when the target is in dark light condition.

variable: ai_SightRangeMediumIllumMod
type: float
current: 0.8
help: Multiplier for sightrange when the target is in medium light condition.

variable: ai_SightRangeSuperDarkIllumMod
type: float
current: 0.25
help: Multiplier for sightrange when the target is in super dark light condition.

variable: ai_SimpleWayptPassability
type: int
current: 1
help: Use simplified and faster passability recalculation for human waypoint links where possible.

variable: ai_SmartObjectUpdateTime
type: float
current: 0.00125
help: How long (max) to spend updating smart objects per AI update (in sec)
default value is 0.002

variable: ai_SOMCloakMaxTimeCombat
type: float
current: 5
help: Time the AI cannot react to a cloaked target when the target is close enough to be seen while alarmed.
Usage: ai_SOMCloakMaxTimeCombat 5.0
Default is 5.0. A lower value will cause the AI to see the enemy sooner when cloaked relative to how close the enemy is.

variable: ai_SOMCloakMaxTimeRelaxed
type: float
current: 5
help: Time the AI cannot react to a cloaked target when the target is close enough to be seen while relaxed.
Usage: ai_SOMCloakMaxTimeRelaxed 5.0
Default is 5.0. A lower value will cause the AI to see the enemy sooner when cloaked relative to how close the enemy is.

variable: ai_SOMCrouchModifierCombat
type: float
current: 1
help: Modifier applied to time before the AI will see the enemy if the enemy is crouched while alarmed.
Usage: ai_SOMCrouchModifierCombat 1.0
Default is 1.0. A higher value will cause the AI to not see the enemy for a longer period of time while the enemy is crouched.

variable: ai_SOMCrouchModifierRelaxed
type: float
current: 2
help: Modifier applied to time before the AI will see the enemy if the enemy is crouched while relaxed.
Usage: ai_SOMCrouchModifierRelaxed 1.0
Default is 1.0. A higher value will cause the AI to not see the enemy for a longer period of time while the enemy is crouched.

variable: ai_SOMDebugName
type: string
current: none
help: Debug the threat modifier for the given AI

variable: ai_SOMDecayTime
type: float
current: 1
help: How long it takes to decay one bar when visual sighting is lost on the target
Usage: ai_SOMDecayTime 1
Default is 1 second. A higher value means the AI will take longer to go aggressive if they see the target again

variable: ai_SOMIgnoreVisualRatio
type: float
current: 0.35
help: Ratio from [0,1] where the AI will ignore seeing an enemy (keep the threat at none).
Usage: ai_SOMIgnoreVisualRatio 0.35
Default is 35%. Putting this at a higher value will result in the AI first considering a visual target to be non-threatening for a percentage of the SOM time period

variable: ai_SOMMinimumCombat
type: float
current: 0.5
help: Minimum time that must pass before AI will see the enemy while alarmed, regardless of distance.
Usage: ai_SOMMinimumCombat 0.5
Default is 0.5 seconds. A lower value causes the AI to potentially react to the enemy sooner.

variable: ai_SOMMinimumRelaxed
type: float
current: 0
help: Minimum time that must pass before AI will see the enemy while relaxed, regardless of distance.
Usage: ai_SOMMinimumRelaxed 2.0
Default is 2.0 seconds. A lower value causes the AI to potentially react to the enemy sooner.

variable: ai_SOMMovementModifierCombat
type: float
current: 1
help: Modifier applied to time before the AI will see the enemy based on the enemy’s movement speed while alarmed.
Usage: ai_SOMMovementModifierCombat 1.0
Default is 1.0. A lower value will cause the AI to see the enemy sooner relative to how fast the enemy is moving – the faster, the sooner.

variable: ai_SOMMovementModifierRelaxed
type: float
current: 10
help: Modifier applied to time before the AI will see the enemy based on the enemy’s movement speed while relaxed.
Usage: ai_SOMMovementModifierRelaxed 1.0
Default is 1.0. A lower value will cause the AI to see the enemy sooner relative to how fast the enemy is moving – the faster, the sooner.

variable: ai_SOMSpeedCombat
type: float
current: 1
help: Time before the AI will see the enemy while alarmed.
Usage: ai_SOMSpeedCombat 0.15
Default is 0.15. A lower value causes the AI to react to the enemy faster.

variable: ai_SOMSpeedRelaxed
type: float
current: 12
help: Time before the AI will see the enemy while relaxed.
Usage: ai_SOMSpeedRelaxed 0.4
Default is 0.4. A lower value causes the AI to react to the enemy faster.

variable: ai_SOMUncloakMaxTimeCombat
type: float
current: 5
help: Time the AI cannot react to a target uncloaking when the target is at their max sight range while alarmed.
Usage: ai_SOMUncloakMaxTimeCombat 5.0
Default is 5.0. A lower value will cause the AI to see the enemy sooner when uncloaking relative to how close the enemy is.

variable: ai_SOMUncloakMaxTimeRelaxed
type: float
current: 5
help: Time the AI cannot react to a target uncloaking when the target is at their max sight range while relaxed.
Usage: ai_SOMUncloakMaxTimeRelaxed 5.0
Default is 5.0. A lower value will cause the AI to see the enemy sooner when uncloaking relative to how close the enemy is.

variable: ai_SOMUncloakMinTimeCombat
type: float
current: 1
help: Minimum time the AI cannot react to a target uncloaking while alarmed.
Usage: ai_SOMUncloakMinTimeCombat 1.0
Default is 1.0. A lower value will cause the AI to see the enemy sooner when uncloaking.

variable: ai_SOMUncloakMinTimeRelaxed
type: float
current: 1
help: Minimum time the AI cannot react to a target uncloaking while relaxed.
Usage: ai_SOMUncloakMinTimeRelaxed 1.0
Default is 1.0. A lower value will cause the AI to see the enemy sooner when uncloaking.

variable: ai_SOMWeaponFireModifierCombat
type: float
current: 0.01
help: Modifier applied to time before the AI will see the enemy based on if the enemy is firing their weapon.
Usage: ai_SOMWeaponFireModifierCombat 0.1
Default is 0.1. A lower value will cause the AI to see the enemy sooner if the enemy is firing their weapon.

variable: ai_SOMWeaponFireModifierRelaxed
type: float
current: 0.01
help: Modifier applied to time before the AI will see the enemy based on if the enemy is firing their weapon.
Usage: ai_SOMWeaponFireModifierRelaxed 0.1
Default is 0.1. A lower value will cause the AI to see the enemy sooner if the enemy is firing their weapon.

variable: ai_SoundPerception
type: int
current: 1
help: 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.

variable: ai_StartupMode
type: string
current: default
help: Sets startup mode for AI system (supported values: «default»/»GDC09″). Important: case-sensitive!!!

variable: ai_StatsDisplayMode
type: int
current: 0
help: Select display mode for the AI stats manager
Usage: 0 – Hidden, 1 – Show

variable: ai_StatsTarget
type: string
current: none
help: Focus debugging information on a specific AI
Display current goal pipe, current goal, subpipes and agentstats information for the selected AI agent.
Long green line will represent the AI forward direction (game forward).
Long red/blue (if AI firing on/off) line will represent the AI view direction.
Usage: ai_StatsTarget AIName
Default is ‘none’. AIName is the name of the AI
on which to focus.

variable: ai_SteepSlopeAcrossValue
type: float
current: 0.6
help: 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

variable: ai_SteepSlopeUpValue
type: float
current: 1
help: 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

variable: ai_SystemUpdate
type: int
current: 1
help: Toggles the regular AI system update.
Usage: ai_SystemUpdate [0/1]
Default is 1 (on). Set to 0 to disable ai system updating.

variable: ai_TacticalPointsDebugDrawMode DUMPTODISK
type: int
current: 1
help: Debugging draw mode: 1=sphere transparency, 2=sphere size

variable: ai_TacticalPointsDebugFadeMode DUMPTODISK
type: int
current: 2
help: Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink

variable: ai_TacticalPointsDebugScaling DUMPTODISK
type: float
current: 1
help: Scale the size of debugging spheres for visibility

variable: ai_TacticalPointsDebugTime DUMPTODISK
type: float
current: 5
help: Time to display debugging spheres for (if not ‘persistent’

variable: ai_TacticalPointsWarnings DUMPTODISK
type: int
current: 1
help: Toggles TPS Warnings on and off

variable: ai_TacticalPointUpdateTime
type: float
current: 0.0005
help: Maximum allowed update time in main AI thread for Tactical Point System
Usage: ai_TacticalPointUpdateTime
Default is 0.0003

variable: ai_TargetTracking
type: int
current: 2
help: Set which method to use for target tracking. 0=disable, 1=Perception Handlers, 2=Target Tracks

variable: ai_TargetTracks_DeadForgetTime
type: float
current: 5
help: At most the length of time it takes for an agent to forget about a target that has been killed

variable: ai_TargetTracks_GlobalTargetLimit
type: int
current: 0
help: Global override to control the number of agents that can actively target another agent (unless there is no other choice)
A value of 0 means no global limit is applied. If the global target limit is less than the agent’s target limit, the global limit is used.

variable: ai_ThreadedVolumeNavPreprocess
type: int
current: 1
help: 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. ;)

variable: ai_UnCloakingTime
type: float
current: 0.75
help: Time it takes the player to uncloak, after which he becomes visible to the AI.
Usage: ai_UnCloakingTime 0.9
Default is 0.5.

variable: ai_UpdateAllAlways
type: int
current: 0
help: If non-zero then over-rides the auto-disabling of invisible/distant AI

variable: ai_UpdateInterval
type: float
current: 0.13
help: In seconds the amount of time between two full updates for AI
Usage: ai_UpdateInterval
Default is 0.1. Number is time in seconds

variable: ai_UpdateProxy
type: int
current: 1
help: 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.

variable: ai_UseAlternativeReadability
type: int
current: 1
help: Switch between normal and alternative SoundPack for AI readability.

variable: ai_UseCalculationStopperCounter
type: int
current: 0
help: Uses a (calibrated) counter instead of time in AI updates

variable: ai_UseSimplePathfindingHeuristic
type: int
current: 0
help: Toggles the AI using a straight simple distance heuristic for debugging.
Usage: ai_UseSimpleHeuristic [0/1]

variable: ai_UseSmartPathFollower
type: int
current: 1
help: Enables Smart PathFollower (default: 1).

variable: ai_UseSmartPathFollower_AABB_based
type: int
current: 1
help: Enables Smart PathFollower to use AABB checks and other optimizations

variable: ai_UseSmartPathFollower_LookAheadDistance
type: float
current: 10
help: LookAheadDistance of SmartPathFollower

variable: ai_warn_signal_duration
type: int
current: 40
help: Log warning if a signal handler takes longer than x millis

variable: ai_WaterOcclusion
type: float
current: 0.5
help: scales how much water hides player from AI

variable: ai_WIPCode
type: int
current: 0
help: Work in progress code. Used to unlock features still under development.

variable: AICollisions.dmgFactorWhenCollidedByObject
type: float
current: 1
help: generic multiplier applied to the dmg calculated when an object impacts into an AI.

variable: AICollisions.minMassForFallAndPlay
type: float
current: 5
help: Min collision mass that can cause a fall and play

variable: AICollisions.minSpeedForFallAndPlay
type: float
current: 10
help: Min collision speed that can cause a fall and play

variable: AICollisions.showInLog
type: int
current: 0
help: Logs collisions ( 0=no Log, 1=Only collisions with damage, 2=All collisions

variable: aim_altNormalization.enable
type: int
current: 0
help: Enables/disables alternative input code

variable: aim_altNormalization.hud_ctrl_Coeff_Unified
type: float
current: 1
help: Analog controller rotation scale

variable: aim_altNormalization.hud_ctrl_Curve_Unified
type: float
current: 2.5
help: Analog controller rotation curve

variable: aim_assistGlidingMultiplier
type: float
current: 2
help: The intensity of aim assistance while gliding in power mode

variable: aim_assistMaxDistance
type: float
current: 50
help: The maximum range at which autoaim operates

variable: aim_assistMaxDistance_IronSight
type: float
current: 50
help: The maximum range at which autoaim operates

variable: aim_assistMaxDistanceTagged
type: float
current: 50
help: The maximum range at which autoaim operates for tagged AI

variable: aim_assistMinDistance
type: float
current: 0
help: The minimum range at which autoaim operates

variable: aim_assistMinTurnScale
type: float
current: 0.45
help: The minimum turn speed as a fraction when aimed right at a target.

variable: aim_assistMinTurnScale_IronSight
type: float
current: 0.45
help: The minimum turn speed as a fraction when aimed right at a target.

variable: aim_assistSlidingMultiplier
type: float
current: 8
help: The intensity of aim assistance while sliding in power mode

variable: aim_assistSlowDisableDistance
type: float
current: 100
help: The maximum range at which autoaim operates

variable: aim_assistSlowDistanceModifier
type: float
current: 1
help: Modify the distance for slowing by this amount.

variable: aim_assistSlowFalloffStartDistance
type: float
current: 5
help: The minimum range at which autoaim operates

variable: aim_assistSlowStartFadeinDistance
type: float
current: 3
help: The distance at which the aiming slowdown starts to fade in

variable: aim_assistSlowStopFadeinDistance
type: float
current: 5
help: The distance at which the aiming slowdown is fully faded in

variable: aim_assistSlowThresholdOuter
type: float
current: 2.7
help: The distance in meters from the line the player is aiming along at which a target starts to slow the player’s aim.

variable: aim_assistSnapRadiusScale
type: float
current: 1
help: Scales globally snap radius (for difficulty settings)

variable: aim_assistSnapRadiusTaggedScale
type: float
current: 1
help: Scales globally snap radius on tagged enemies (for difficulty settings)

variable: aim_assistSprintMultiplier
type: float
current: 2
help: The intensity of aim assistance while sprinting in power mode

variable: aim_assistStrength
type: float
current: 0.5
help: A multiplier to the additional rotation added based upon controller input

variable: aim_assistStrength_IronSight
type: float
current: 0.5
help: A multiplier to the additional rotation added based upon controller input

variable: aln_debug_filter
type: string
current:
help:

variable: aln_debug_movement
type: int
current: 0
help:

variable: autotest_enabled
type: int
current: 0
help: 1 = enabled autotesting, 2 = enabled autotesting with no output results written.

variable: autotest_quit_when_done
type: int
current: 0
help: quit the game when tests are done

variable: autotest_state_setup
type: string
current:
help: setup string for autotesting

variable: autotest_verbose
type: int
current: 1
help: output detailed logging whilst running feature tests

variable: b4bug_server_ip
type: string
current: 192.168.11.37
help: Set the b4bug ip address

variable: ban_timeout DUMPTODISK
type: int
current: 30
help: Ban timeout in minutes

variable: bc_AreaClearedDistance
type: float
current: 20
help: distance enemy is away for area cleared

variable: bc_canSeeActorApprox_dot
type: float
current: 0.6
help: dot needed for can see actor

variable: bc_canSeeActorApprox_rangeSq
type: float
current: 400
help: range squared needed for can see actor

variable: bc_chatter
type: int
current: 0
help: Enable/Disable random battlechatter playing repeatedly on all hearable players

variable: bc_chatterFreq
type: float
current: 0.005
help: frequency of chatter for bc_chatter

variable: bc_debug
type: int
current: 0
help: Enable/Disables battlechatter debug messages

variable: bc_maxTimeCanDitto
type: float
current: 1
help: max time for a play to say ditto

variable: bc_minTimeBetweenBattlechatter
type: float
current: 3.5
help: time between battlechatter per person!

variable: bc_NearEndOfGameScore
type: int
current: 20
help: score remaining to trigger chatter

variable: bc_NearEndOfGameTime
type: float
current: 60
help: min time remaining to trigger chatter

variable: bc_playForAllActors
type: int
current: 0
help: lets your character say battlechatter

variable: bc_signals
type: int
current: 0
help: Enables watch for nth voice showing battlechatter signal counts

variable: bc_signalsDetail
type: int
current: -1
help: Enable watch battlechatter signal names and signalIds – set to larger than signal max to show all

variable: bc_timeNeededForQuiet
type: float
current: 45
help: Time needed without shooting for quiet

variable: bc_visualHighLowAngle
type: float
current: 20
help: angle needed for visual high/low

variable: c_shakeMult
type: float
current: 1
help:

variable: ca_AllowMultipleEffectsOfSameName
type: int
current: 1
help: Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance.

variable: ca_AMC
type: int
current: 1
help: enable some AMC functionality

variable: ca_AMC_SmoothTurn
type: int
current: 1
help: If this is 1, then we smooth the turn speed

variable: ca_AMC_TurnLeaning
type: float
current: 0.35
help: lean stronger in curves

variable: ca_AnimActionDebug
type: int
current: 0
help: Enables debugging information for the AnimActions

variable: ca_AnimWarningLevel DUMPTODISK
type: int
current: 3
help: if you set this to 0, there won’t be any
frequest warnings from the animation system

variable: ca_ApplyJointVelocitiesMode
type: int
current: 2
help: Joint velocity preservation code mode: 0=Disabled, 1=Physics-driven, 2=Animation-driven

variable: ca_AttachmentCullingRation
type: float
current: 120
help: ration between size of attachment and distance to camera

variable: ca_CharEditModel
type: string
current: objects/characters/human/us/nanosuit_v2/nanosuit_v2.cdf
help:

variable: ca_cloth_air_resistance
type: float
current: 0
help: «advanced» (more correct) version of damping

variable: ca_cloth_damping
type: float
current: 0
help:

variable: ca_cloth_friction
type: float
current: 0
help:

variable: ca_cloth_max_safe_step
type: float
current: 0
help: if a segment stretches more than this (in *relative* units), its length is reinforced

variable: ca_cloth_max_timestep
type: float
current: 0
help:

variable: ca_cloth_stiffness
type: float
current: 0
help: stiffness for stretching

variable: ca_cloth_stiffness_norm
type: float
current: 0
help: stiffness for shape preservation along normals («convexity preservation»)

variable: ca_cloth_stiffness_tang
type: float
current: 0
help: stiffness for shape preservation against tilting

variable: ca_cloth_thickness
type: float
current: 0
help: thickness for collision checks

variable: ca_cloth_vars_reset
type: int
current: 2
help: 1 – load the values from the next char, 1 – apply normally, 2+ – ignore

variable: ca_DBAUnloadRemoveTime
type: int
current: 4
help: DBA Unload Timing: DBA Remove Time.

variable: ca_DBAUnloadUnregisterTime
type: int
current: 2
help: DBA Unload Timing: CAF Unregister Time.

variable: ca_DeathBlendTime
type: float
current: 0.3
help: Specifies the blending time between low-detail dead body skeleton and current skeleton

variable: ca_DebugADIKTargets
type: int
current: 0
help: If 1, then it will show if there are animation-driven IK-Targets for this model.

variable: ca_DebugAnimationStreaming DUMPTODISK
type: int
current: 0
help: if this is 1, then it shows what animations are streamed in

variable: ca_DebugAnimMemTracking DUMPTODISK
type: int
current: 0
help: if this is 1, then its shows the anim-key allocations

variable: ca_DebugAnimUpdates
type: int
current: 0
help: shows the amount of skeleton-updates

variable: ca_DebugAnimUsage
type: int
current: 0
help: shows what animation assets are used in the level

variable: ca_DebugAnimUsageOnFileAccess
type: int
current: 0
help: shows what animation assets are used in the level, triggered by key fileAccess events

variable: ca_DebugCaps
type: int
current: 0
help: Display current blended motion capabilities.

variable: ca_DebugCommandBuffer DUMPTODISK
type: int
current: 0
help: if this is 1, it will print the amount of commands for the blend-buffer

variable: ca_DebugCriticalErrors
type: int
current: 0
help: if 1, then we stop with a Fatal-Error if we detect a serious issue

variable: ca_DebugFacial
type: int
current: 0
help: Debug facial playback info

variable: ca_DebugFacialEyes
type: int
current: 0
help: Debug facial eyes info

variable: ca_DebugFootPlants DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug text on the screen

variable: ca_DebugModelCache
type: int
current: 0
help: shows what models are currently loaded and how much memory they take

variable: ca_DebugSkeletonEffects
type: int
current: 0
help: If true, dump log messages when skeleton effects are handled.

variable: ca_DebugSubstateTransitions DUMPTODISK
type: int
current: 0
help: if this is 1, it will be possible to test blending between sub-states of an AAC

variable: ca_DebugText DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug text on the screen

variable: ca_DecalSizeMultiplier
type: float
current: 1
help: The multiplier for the decal sizes

variable: ca_disable_thread DUMPTODISK
type: int
current: 1
help: TEMP Disable Animation Thread.

variable: ca_DrawAimIKVEGrid
type: int
current: 0
help: if set to 1, we will the the grid with the virtual examples

variable: ca_DrawAimPoses
type: int
current: 0
help: draws the wireframe of the aim poses

variable: ca_DrawAttachmentOBB
type: int
current: 0
help: if this is 0, will not draw the attachments objects

variable: ca_DrawAttachments
type: int
current: 1
help: if this is 0, will not draw the attachments objects

variable: ca_DrawBaseMesh
type: int
current: 1
help: if this is 0, will not draw the characters

variable: ca_DrawBBox
type: int
current: 0
help: if set to 1, the own bounding box of the character is drawn

variable: ca_DrawBinormals
type: int
current: 0
help: draws the binormals of the rendered character

variable: ca_DrawCC
type: int
current: 1
help: if this is 0, will not draw the CC characters

variable: ca_DrawCGA
type: int
current: 1
help: if this is 0, will not draw the CGA characters

variable: ca_DrawCGAAsSkin
type: int
current: 0
help: if this is 1, will draw the CGA characters using skin (dp calls decreased)

variable: ca_DrawCHR
type: int
current: 1
help: if this is 0, will not draw the CHR characters

variable: ca_DrawDecalsBBoxes
type: int
current: 0
help: if set to 1, the decals bboxes are drawn

variable: ca_DrawEmptyAttachments
type: int
current: 0
help: draws a wireframe cube if there is no object linked to an attachment

variable: ca_DrawFaceAttachments
type: int
current: 1
help: if this is 0, will not draw the skin attachments objects

variable: ca_DrawFootPlants DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug boxes at the feet of the character

variable: ca_DrawIdle2MoveDir
type: int
current: 0
help: if this is 1, we will draw the initial Idle2Move dir

variable: ca_DrawLocator
type: int
current: 0
help: if this is 1, we will draw the body and move-direction. If this is 2, we will also print out the move direction

variable: ca_DrawLookIK
type: int
current: 0
help: draws a visualization of look ik

variable: ca_DrawNormals
type: int
current: 0
help: draws the normals of the rendered character

variable: ca_DrawPositionPost
type: int
current: 0
help: draws the world position of the character (after update)

variable: ca_DrawPositionPre
type: int
current: 0
help: draws the world position of the character (before update)

variable: ca_DrawSkeleton
type: int
current: 0
help: if set to 1, the skeleton is drawn

variable: ca_DrawTangents
type: int
current: 0
help: draws the tangents of the rendered character

variable: ca_DrawVEGInfo
type: int
current: 0
help: if set to 1, the VEG debug info is drawn

variable: ca_DrawWireframe
type: int
current: 0
help: draws a wireframe on top of the rendered character

variable: ca_DumpUsedAnims
type: int
current: 0
help: writes animation asset statistics to the disk

variable: ca_EnableAssetStrafing
type: int
current: 1
help: asset strafing is disabled by default

variable: ca_EnableAssetTurning
type: int
current: 1
help: asset tuning is disabled by default

variable: ca_eyes_procedural
type: int
current: 1
help: Enables/Disables procedural eyes animation

variable: ca_FacialAnimationFramerate
type: int
current: 20
help: Update facial system at a maximum framerate of n. This framerate falls off linearly to zero with the distance.

variable: ca_FacialAnimationRadius
type: float
current: 30
help: Maximum distance at which facial animations are updated – handles zooming correctly

variable: ca_FootAnchoring DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug boxes at the feet of the character

variable: ca_ForceUpdateSkeletons
type: int
current: 0
help: Always update all skeletons, even if not visible.

variable: ca_FPWeaponInCamSpace
type: int
current: 1
help: if this is 1, then we attach the weapon to the camera

variable: ca_fullAnimStatistics
type: int
current: 0
help: If 1, animation statistics shows all animations LMG is consist of, but does not show LMG names themselves.
If 0, shows only top-level LMG names

variable: ca_GameControlledStrafing
type: int
current: 1
help: Use game controlled strafing/curving flag, instead of low level calculated curving weight.

variable: ca_GroundAlignment DUMPTODISK
type: int
current: 1
help: if this is 1, the legs of human characters will align with the terrain

variable: ca_KeepModels
type: int
current: 0
help: If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character

variable: ca_lipsync_debug
type: int
current: 0
help: Enables facial animation debug draw

variable: ca_lipsync_phoneme_crossfade
type: int
current: 70
help: Cross fade time between phonemes in milliseconds

variable: ca_lipsync_phoneme_offset
type: int
current: 20
help: Offset phoneme start time by this value in milliseconds

variable: ca_lipsync_phoneme_strength
type: float
current: 1
help: LipSync phoneme strength

variable: ca_lipsync_vertex_drag
type: float
current: 1.2
help: Vertex drag coefficient when blending morph targets

variable: ca_LoadUncompressedChunks
type: int
current: 0
help: If this 1, then uncompressed chunks prefer compressed while loading

variable: ca_LockFeetWithIK
type: int
current: 1
help: If this is set to 1, then we lock the feet to prevent sliding when additive animations are used

variable: ca_lod_ratio DUMPTODISK
type: float
current: 6
help: Character LOD ratio

variable: ca_MemoryUsageLog
type: int
current: 0
help: enables a memory usage log

variable: ca_MotionBlurMovementThreshold
type: float
current: 0.001
help: «advanced» Set motion blur movement threshold for discarding skinned object

variable: ca_NoAnim
type: int
current: 0
help: the animation isn’t updated (the characters remain in the same pose)

variable: ca_NoDeform
type: int
current: 0
help: the skinning is not performed during rendering if this is 1

variable: ca_ParametricPoolSize
type: int
current: 64
help: Size of the parametric pool

variable: ca_physicsProcessImpact DUMPTODISK
type: int
current: 0
help: Process physics impact pulses.

variable: ca_PrintDesiredSpeed DUMPTODISK
type: int
current: 0
help: if this is 1, it will print the desired speed of the human characters

variable: ca_RandomScaling
type: int
current: 0
help: If this is set to 1, then we apply ransom scaling to characters

variable: ca_SaveAABB
type: int
current: 0
help: if the AABB is invalid, replace it by the default AABB

variable: ca_SerializeSkeletonAnim
type: int
current: 0
help: Turn on CSkeletonAnim Serialization.

variable: ca_SkipLoadThinFat
type: int
current: 0
help: Skip loading fat        hin stuff if enabled

variable: ca_SmoothStrafe
type: int
current: 1
help: If this is 1, then we smooth the strafe vector

variable: ca_StoreAnimNamesOnLoad
type: int
current: 0
help: stores the names of animations during load to allow name lookup for debugging

variable: ca_thread DUMPTODISK
type: int
current: 1
help: If >0 enables Animation Multi-Threading.

variable: ca_thread0Affinity DUMPTODISK
type: int
current: 5
help: Affinity of first Animation Thread.

variable: ca_thread1Affinity DUMPTODISK
type: int
current: 3
help: Affinity of second Animation Thread.

variable: ca_travelSpeedScaleMax
type: float
current: 2
help: Maximum motion travel speed scale (default 2.0).

variable: ca_travelSpeedScaleMin
type: float
current: 0.5
help: Minimum motion travel speed scale (default 0.5).

variable: ca_UnloadAnimationCAF DUMPTODISK
type: int
current: 1
help: unloading streamed CAFs as soon as they are not used

variable: ca_UnloadAnimationDBA
type: int
current: 1
help: if 1, then unload DBA if not used

variable: ca_UseAimIK
type: int
current: 1
help: If this is set to 1, then we are adding a look-at animation to the skeleton

variable: ca_UseAimIKRefPose
type: int
current: 0
help: If this is set to 1, adjust aim pose by the reference pose if present

variable: ca_UseAllJoints
type: int
current: 1
help: if set to 1, then have no Animation-LOD (debugging feature for animation LOD)

variable: ca_UseAnimationsCache DUMPTODISK
type: int
current: 0
help: use dynamically unpacked animations cache

variable: ca_UseAssetDefinedLod
type: int
current: 0
help: Lowers render LODs for characters with respect to «consoles_lod0″ UDP. Requires characters to be reloaded.

variable: ca_UseDecals
type: int
current: 0
help: if set to 0, effectively disables creation of decals on characters
2 – alternative method of calculating/building the decals

variable: ca_UseFacialAnimation
type: int
current: 1
help: If this is set to 1, we can play facial animations

variable: ca_UseIMG_AIM
type: int
current: 1
help: if 1, then we use the IMG file. In development mode it is suppose to be off

variable: ca_UseIMG_CAF
type: int
current: 1
help: if 1, then we use the IMG file. In development mode it is suppose to be off

variable: ca_UseJointMasking DUMPTODISK
type: int
current: 1
help: Use Joint Masking to speed up motion decoding.

variable: ca_UseLookIK
type: int
current: 1
help: If this is set to 1, then we are adding a look-at animation to the skeleton

variable: ca_UseMorph
type: int
current: 1
help: the morph skinning step is skipped (it’s part of overall skinning during rendering)

variable: ca_UsePhysics
type: int
current: 1
help: the physics is not applied (effectively, no IK)

variable: ca_Validate
type: int
current: 0
help: if set to 1, will run validation on animation data

variable: capture_file_format
type: string
current: jpg
help: Specifies file format of captured files (jpg, bmp, tga, hdr).

variable: capture_file_name
type: string
current:
help: If set, specifies the path and name to use for the captured frame

variable: capture_file_prefix
type: string
current:
help: If set, specifies the prefix to use for the captured frame instead of the default ‘Frame’.

variable: capture_folder
type: string
current: CaptureOutput
help: Specifies sub folder to write captured frames.

variable: capture_frame_once
type: int
current: 0
help: Makes capture single frame only

variable: capture_frames
type: int
current: 0
help: Enables capturing of frames. 0=off, 1=on

variable: capture_image_scale
type: float
current: 0.25
help: Image size. [0-1] = scale value. >1 = actual pixels for image width

variable: capture_misc_render_buffers
type: int
current: 0
help: Captures internal render targets.
Usage: capture_misc_render_buffers [0/1/2]
0=Disable (default)
1=Capture HDR, depth, shadow mask and AO buffers along with final framebuffer
2=Capture stereo left and right buffers
Note: Enable capturing via «capture_frames 1″.

variable: capture_use_scale
type: int
current: 0
help: Specifies that the image scale cvar should be used

variable: cc_breast_gravity
type: float
current: -9
help: Gravity for breast simulation.

variable: cc_breast_lowerDamper
type: float
current: 1
help: Lower damper for breast simulation.

variable: cc_breast_lowerRestRatio
type: float
current: 1
help: Lower damper rest len ratio for breast simulation.

variable: cc_breast_maxDist
type: float
current: 0.2
help: Max distance when breast is fully corrected to base.

variable: cc_breast_minDist
type: float
current: 0.05
help: Min distance when breast is not corrected after simulation.

variable: cc_breast_simulation
type: int
current: 1
help: Enabled/Disables breast simulation.

variable: cc_breast_upperDamper
type: float
current: 0.05
help: Upper damper for breast simulation.

variable: cc_breast_upperRestRatio
type: float
current: 1
help: Upper damper rest len ratio for breast simulation.

variable: cc_cache
type: int
current: 1
help: Enables character cache.

variable: cc_GroinMaxWeightAngle
type: float
current: 15
help: Max angle when groin groin rotation is max.

variable: cc_GroinMinWeightAngle
type: float
current: 35
help: Min angle when groin groin rotation is max.

variable: cc_groinSimulation
type: int
current: 1
help: Enables groin simuation.

variable: cc_lod1GenMaxAngle
type: float
current: 15
help: Lod 1 generation max angle.

variable: cc_lod1GenSkinning
type: int
current: 0
help: Lod 1 handle less accuracte skinning.

variable: cc_lod1GenTexSplits
type: int
current: 0
help: Lod 1 handle texture splits.

variable: cc_lod2GenMaxAngle
type: float
current: 25
help: Lod 2 generation max angle.

variable: cc_lod2GenSkinning
type: int
current: 0
help: Lod 2 handle less accuracte skinning.

variable: cc_lod2GenTexSplits
type: int
current: 0
help: Lod 2 handle texture splits.

variable: cc_lod3GenMaxAngle
type: float
current: 60
help: Lod 3 generation max angle.

variable: cc_lod3GenSkinning
type: int
current: 1
help: Lod 3 handle less accuracte skinning.

variable: cc_lod3GenTexSplits
type: int
current: 1
help: Lod 3 handle texture splits.

variable: cc_lod4GenMaxAngle
type: float
current: 70
help: Lod 4 generation max angle.

variable: cc_lod4GenSkinning
type: int
current: 1
help: Lod 4 handle less accuracte skinning.

variable: cc_lod4GenTexSplits
type: int
current: 1
help: Lod 4 handle texture splits.

variable: cc_lod5GenMaxAngle
type: float
current: 90
help: Lod 5 generation max angle.

variable: cc_lod5GenSkinning
type: int
current: 1
help: Lod 5 handle less accuracte skinning.

variable: cc_lod5GenTexSplits
type: int
current: 1
help: Lod 5 handle texture splits.

variable: cc_lodGenNumLods
type: int
current: 3
help: lods count.

variable: cc_maxcachesize
type: int
current: 100
help: Max character cache size in MB.

variable: cc_mergerDisableAtlas
type: int
current: 0
help: Enable/Disable atlas generation.

variable: cc_mergerUseDiffuseAtlas
type: int
current: 1
help: Enable/Disable diffuse atlas only.

variable: cc_neck_lowerDamper
type: float
current: 0.3
help: Lower damper for neck simulation.

variable: cc_neck_maxDist
type: float
current: 0.2
help: Max distance when neck is fully corrected to base.

variable: cc_neck_minDist
type: float
current: 0.05
help: Min distance when neck is not corrected after simulation.

variable: cc_neck_upperDamper
type: float
current: 0.1
help: Upper damper for neck simulation.

variable: cc_neckAngleBias
type: float
current: -5
help: Neck angle bias.

variable: cc_neckAngleMultiplier
type: float
current: 2
help: Neck angle multiplier.

variable: cc_neckAngleMultiplier_LR
type: float
current: 1
help: Neck LR angle multiplier.

variable: cc_neckSimulation
type: int
current: 1
help: Enables neck protection simulation.

variable: cc_profile
type: int
current: 0
help: Profiles compound character: 1-textures profile.

variable: cc_scale_head_factor
type: float
current: 0.1
help: Scale factor for head scaling.

variable: cc_verbose
type: int
current: 0
help: verbose mode.

variable: cl_actorsafemode
type: int
current: 0
help: Enable/disable actor safe mode

variable: cl_AISystem REQUIRE_APP_RESTART
type: int
current: 0
help: Load and use the AI system on the client

variable: cl_bandwidth
type: int
current: 50000
help: Bit rate on client

variable: cl_bobHeight
type: float
current: 0.03
help:

variable: cl_bobHud
type: float
current: 1
help:

variable: cl_bobMaxHeight
type: float
current: 0.08
help:

variable: cl_bobSprintMultiplier
type: float
current: 1.5
help:

variable: cl_bobVerticalMultiplier
type: float
current: 4
help:

variable: cl_bobWidth
type: float
current: 0.025
help:

variable: cl_camera_nearz
type: float
current: 0.25
help: Overrides default near z-range for camera.

variable: cl_camera_noise
type: float
current: -1
help: Adds hand-held like camera noise to the camera view.
The higher the value, the higher the noise.
A value <= 0 disables it.

variable: cl_camera_noise_freq
type: float
current: 2.53262
help: Defines camera noise frequency for the camera view.
The higher the value, the higher the noise.

variable: cl_crouchToggle DUMPTODISK
type: int
current: 1
help: To make the crouch key work as a toggle

variable: cl_debugSwimming
type: int
current: 0
help: enable swimming debugging

variable: cl_DisableCombatLog
type: int
current: 0
help: Turn off combat logging

variable: cl_DisableHUDText
type: int
current: 0
help: Force disable all output from HUD Debug text nodes

variable: cl_ETColorOverrideB DUMPTODISK
type: float
current: 1
help: Global color override (BLUE)

variable: cl_ETColorOverrideEnable DUMPTODISK
type: int
current: 0
help: Global color override

variable: cl_ETColorOverrideG DUMPTODISK
type: float
current: 1
help: Global color override (GREEN)

variable: cl_ETColorOverrideR DUMPTODISK
type: float
current: 1
help: Global color override (RED)

variable: cl_ETFontSizeMultiplier DUMPTODISK
type: float
current: 1
help: Global font size multiplier

variable: cl_ETHideAIDebug DUMPTODISK
type: int
current: 0
help: Hide AI debug tags

variable: cl_ETHideAll DUMPTODISK
type: int
current: 0
help: Hide all tags (overrides all other options)

variable: cl_ETHideBehaviour DUMPTODISK
type: int
current: 0
help: Hide AI behavior tags

variable: cl_ETHideFlowgraph DUMPTODISK
type: int
current: 0
help: Hide tags created by flowgraph

variable: cl_ETHideReadability DUMPTODISK
type: int
current: 0
help: Hide AI readability tags

variable: cl_ETHideScriptBind DUMPTODISK
type: int
current: 0
help: Hide tags created by Lua script

variable: cl_ETLog DUMPTODISK
type: int
current: 0
help: Logging (0=off, 1=editor.log, 2=editor.log + AIlog.log)

variable: cl_ETMaxDisplayDistance DUMPTODISK
type: float
current: -2
help: Max display distance

variable: cl_fov
type: float
current: 55
help: field of view.

variable: cl_fpBody
type: int
current: 2
help: first person body

variable: cl_gs_cdkey
type: string
current:
help: CDKey for gamespy auth

variable: cl_gs_email
type: string
current:
help: Email address for Gamespy login

variable: cl_gs_nick
type: string
current:
help: Nickname for Gamespy login

variable: cl_gs_password
type: string
current:
help: Password for Gamespy login

variable: cl_idleBreaksDelayTime
type: float
current: 8
help: Time delay between idle breaks

variable: cl_invertController DUMPTODISK
type: int
current: 0
help: Controller Look Up-Down invert

variable: cl_invertMouse DUMPTODISK
type: int
current: 0
help: mouse invert?

variable: cl_logAsserts
type: int
current: 0
help: 1 = log assert only. 2 = log assert and callstack

variable: cl_motionBlurVectorScale
type: float
current: 1.5
help: Default motion blur vector scale

variable: cl_motionBlurVectorScaleSprint
type: float
current: 3
help: Motion blur vector scale while sprinting

variable: cl_mp_sensitivityControllerDefault READONLY, DUMPTODISK
type: float
current: 1
help: Multiplayer override for default sensitivity - this value will be poked into cl_sensitivityController when init'ing for a multiplayer game after the default profile XMLs have been loaded for a new player

variable: cl_nickname DUMPTODISK
type: string
current:
help: Nickname for player on connect.

variable: cl_packetRate
type: int
current: 30
help: Packet rate on client

variable: cl_postUpdateCamera
type: int
current: 2
help: Apply post animation updates to the camera (0 = none, 1 = position, 2 = position&rotation)

variable: cl_sensitivity DUMPTODISK
type: float
current: 17.5
help: Set mouse sensitivity!

variable: cl_sensitivityController DUMPTODISK
type: float
current: 0.8
help: Set controller sensitivity! Expecting 0.0f to 2.0f

variable: cl_sensitivityControllerMP DUMPTODISK
type: float
current: 0.5
help: Set controller sensitivity! Expecting 0.0f to 2.0f

variable: cl_serveraddr DUMPTODISK
type: string
current: localhost
help: Server address

variable: cl_serverpassword DUMPTODISK
type: string
current:
help: Server password

variable: cl_serverport DUMPTODISK
type: int
current: 64087
help: Server address

variable: cl_shallowWaterDepthHi
type: float
current: 1.2
help: Shallow water depth high (above has full slowdown)

variable: cl_shallowWaterDepthLo
type: float
current: 0.5
help: Shallow water depth low (below has zero slowdown)

variable: cl_shallowWaterSpeedMulAI
type: float
current: 0.8
help: Shallow water speed multiplier (AI only)

variable: cl_shallowWaterSpeedMulPlayer
type: float
current: 0.6
help: shallow water speed multiplier (Players only)

variable: cl_speedToBobFactor
type: float
current: 0.35
help:

variable: cl_strafeHorzScale
type: float
current: 0.05
help:

variable: cl_suitModeSpecificScreenFX
type: int
current: 1
help: When enabled, it will trigger specific screen effects for the suit modes.

variable: cl_tokenid
type: int
current: 0
help: Token id expected from client player during connection

variable: cl_tpvDist
type: float
current: 3.5
help: camera distance in 3rd person view

variable: cl_tpvYaw
type: float
current: 0
help: camera angle offset in 3rd person view

variable: cl_useCurrentUserNameAsDefault
type: int
current: 1
help: Use the current user name instead of the default profile's name

variable: cl_ViewSystemDebug
type: int
current: 0
help: Sets Debug information of the ViewSystem.

variable: cl_visualLog
type: int
current: 0
help: Enables Visual Logging.

variable: cl_visualLogFolder
type: string
current: VisualLog
help: Specifies sub folder to write logs to.

variable: cl_visualLogImageFormat
type: string
current: bmp
help: Specifies file format of captured files (jpg, bmp).

variable: cl_visualLogImageScale
type: float
current: 128
help: Image size. [0-1] = scale value. >1 = actual pixels for image width

variable: cl_voice_recording
type: int
current: 0
help: Enable client voice recording

variable: cl_voice_volume
type: float
current: 1
help: Set VOIP playback volume: 0-1

variable: cld_enable
type: int
current: 0
help: Enable cry lobby debug tests

variable: cld_error_percentage
type: int
current: 10
help: How often a cry lobby task will return with a time out error

variable: cld_max_delay_time
type: int
current: 5000
help: The maximum time a cry lobby task will be delayed before processing in milliseconds

variable: cld_min_delay_time
type: int
current: 2000
help: The minimum time a cry lobby task will be delayed before processing in milliseconds

variable: co_coopAnimDebug
type: int
current: 0
help: Enable Cooperative Animation debug output

variable: co_slideWhileStreaming
type: int
current: 0
help: Allows the sliding while the anims are being streamed. Otherwise the sliding step while wait until the anims are streaming

variable: co_usenewcoopanimsystem
type: int
current: 1
help: Uses the new cooperative animation system which works without the animation graph

variable: con_debug
type: int
current: 0
help: Log call stack on every GetCVar call

variable: con_display_last_messages
type: int
current: 0
help:

variable: con_line_buffer_size
type: int
current: 1000
help:

variable: con_restricted RESTRICTEDMODE
type: int
current: 0
help: 0=normal mode / 1=restricted access to the console

variable: con_showonload
type: int
current: 0
help: Show console on level loading

variable: connect_repeatedly_num_attempts
type: int
current: 5
help: the number of attempts to connect that connect_repeatedly tries

variable: connect_repeatedly_time_between_attempts
type: float
current: 10
help: the time between connect attempts for connect_repeatedly

variable: controller_full_turn_multiplier_x RESTRICTEDMODE
type: float
current: 1.8
help: The multiplier applied when x rotation has been at full lock for the required time

variable: controller_full_turn_multiplier_z RESTRICTEDMODE
type: float
current: 2.35
help: The multiplier applied when x rotation has been at full lock for the required time

variable: controller_multiplier_x RESTRICTEDMODE
type: float
current: 1.5
help: Vertical linear sensitivity multiplier

variable: controller_multiplier_z RESTRICTEDMODE
type: float
current: 2
help: Horizontal linear sensitivity multiplier

variable: controller_power_curve
type: float
current: 2.5
help: Analog controller input curve for both axes

variable: coop_respawn_time
type: int
current: 15
help: Time until player gets auto-respawned in Coop.

variable: credits_acceleration
type: float
current: 5
help: Credits game: player acceleration

variable: credits_max_speed
type: float
current: 0.003
help: Credits game: max player speed

variable: credits_shoot_delay
type: float
current: 0.1
help: Credits game: shoot delay

variable: credits_speed_decay
type: float
current: 3
help: Credits game: speed decay

variable: ctrlr_acceleration_horizontal_down RESTRICTEDMODE
type: float
current: 1600
help: How quickly gets to the desired control value when decelerating on curve 1

variable: ctrlr_acceleration_horizontal_up RESTRICTEDMODE
type: float
current: 255
help: How quickly gets to the desired control value when accelerating on curve 1

variable: ctrlr_acceleration_vertical_down RESTRICTEDMODE
type: float
current: 1500
help: How quickly gets to the desired control value when decelerating on curve 1

variable: ctrlr_acceleration_vertical_up RESTRICTEDMODE
type: float
current: 275
help: How quickly gets to the desired control value when accelerating on curve 1

variable: ctrlr_exponent RESTRICTEDMODE
type: float
current: 1.425
help: Sensitivity exponent

variable: ctrlr_maxspeed_horizontal RESTRICTEDMODE
type: float
current: 105
help: Max horizontal turn speed

variable: ctrlr_maxspeed_vertical RESTRICTEDMODE
type: float
current: 75
help: Max vertical turn speed

variable: ctrlr_OUTPUTDEBUGINFO RESTRICTEDMODE
type: int
current: 0
help: Enable controller debugging.

variable: ctrlr_smooth_angular_velocity
type: int
current: 1
help: Enables smoothing of angular velocity for movement controlled by move-targets

variable: ctrlr_timeaccel_base_multiplier_horizontal RESTRICTEDMODE
type: float
current: 1.35
help: The base horizontal acceleration on curve 2

variable: ctrlr_timeaccel_base_multiplier_vertical RESTRICTEDMODE
type: float
current: 1.4
help: The base vertical acceleration on curve 2

variable: ctrlr_timeaccel_boost_time RESTRICTEDMODE
type: float
current: 0.25
help: Time over which the boosted turn rate is lerped down

variable: ctrlr_timeaccel_multiplier_horizontal RESTRICTEDMODE
type: float
current: 5.5
help: The speed at which the horizontal acceleration drops with respect to time on curve 2

variable: ctrlr_timeaccel_multiplier_vertical RESTRICTEDMODE
type: float
current: 4.5
help: The speed at which the vertical acceleration drops with respect to time on curve 2

variable: cvDoVerboseWindowTitle
type: int
current: 0
help:

variable: cvGameName DUMPTODISK
type: string
current: Crysis 2 (TM)
help:

variable: d3d9_AllowSoftware REQUIRE_APP_RESTART
type: int
current: 1
help:

variable: d3d9_ClipPlanes
type: int
current: 1
help:

variable: d3d9_debugruntime
type: int
current: 0
help:

variable: d3d9_IBPools REQUIRE_APP_RESTART
type: int
current: 1
help:

variable: d3d9_IBPoolSize
type: int
current: 262144
help:

variable: d3d9_NullRefDevice REQUIRE_APP_RESTART
type: int
current: 0
help:

variable: d3d9_NVPerfHUD
type: int
current: 0
help:

variable: d3d9_rb_Tris REQUIRE_APP_RESTART
type: int
current: 131072
help:

variable: d3d9_rb_Verts REQUIRE_APP_RESTART
type: int
current: 49152
help:

variable: d3d9_ResetDeviceAfterLoading
type: int
current: 1
help:

variable: d3d9_SafeDeviceLost
type: int
current: 1
help: Controls handling of lost d3d device.
Usage: d3d9_SafeDeviceLost [0/1/2]
0 = Legacy way to handle a lost device
1 = Block render thread until device reset or time out exceeded [default]
2 = Like (1) but falling back to (0) during loading (experimental)

variable: d3d9_TextureFilter DUMPTODISK
type: string
current: TRILINEAR
help: Specifies D3D specific texture filtering type.
Usage: d3d9_TexMipFilter [TRILINEAR/BILINEAR/LINEAR/NEAREST]

variable: d3d9_TripleBuffering REQUIRE_APP_RESTART
type: int
current: 0
help:

variable: d3d9_VBPools REQUIRE_APP_RESTART
type: int
current: 1
help:

variable: d3d9_VBPoolSize
type: int
current: 262144
help:

variable: dd_maxRMIsPerFrame
type: int
current: 3
help: Sets the maximum number of delayed detonation perk RMI’s sent per frame

variable: dd_waitPeriodBetweenRMIBatches
type: float
current: 0.1
help: Sets delay before allowing more delayed detonation perk RMI’s to be sent

variable: demo_ai
type: int
current: 1
help: Enable/Disable AI during the demo

variable: demo_file
type: string
current: timedemo
help: Time Demo Filename

variable: demo_finish_memreplay_sizer
type: int
current: 0
help: Add a crysizer tree to memreplay when demo is finished

variable: demo_finish_memreplay_stop
type: int
current: 0
help: Stop memreplay when demo is finished

variable: demo_fixed_timestep
type: int
current: 30
help: number of updates per second

variable: demo_game_state
type: int
current: 0
help: enable/disable the game state recording

variable: demo_max_frames
type: int
current: 100000
help: Max number of frames to save

variable: demo_noinfo
type: int
current: 0
help: Disable info display during demo playback

variable: demo_num_runs
type: int
current: 1
help: Number of times to loop timedemo

variable: demo_panoramic
type: int
current: 0
help: Panoramic view when playing back demo

variable: demo_profile
type: int
current: 1
help: Enable demo profiling

variable: demo_quit
type: int
current: 0
help: Quit game after demo runs finished

variable: demo_restart_level
type: int
current: 1
help: Restart level after each loop: 0 = Off; 1 = use quicksave on first playback; 2 = load level start

variable: demo_save_every_frame
type: int
current: 0
help: Save timedemo every frame during recording, in case game crashes timedemo will be reliable

variable: demo_savestats
type: int
current: 0
help: Save level stats at the end of the loop

variable: demo_screenshot_frame
type: int
current: 0
help: Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame

variable: demo_scroll_pause
type: int
current: 1
help: ScrollLock pauses demo play/record

variable: demo_time_of_day
type: int
current: -1
help: Sets the time of day to override in game settings if not negative

variable: demo_vtune
type: int
current: 0
help: Enables VTune profiling when running time demo

variable: designer_warning_enabled
type: int
current: 1
help: designer warnings are enabled

variable: designer_warning_level_resources
type: int
current: 0
help: Designer warnings about resource load during run-time

variable: dlc_directory
type: string
current: c:\users\edward\saved games\crysis2\dlc
help: Holds the path to the directory where DLC should be installed to and read from

variable: ds_AutoReloadScripts
type: int
current: 0
help: Automatically reload DialogScripts when jumping into GameMode from Editor

variable: ds_LevelNameOverride
type: string
current:
help: Load dialog assets from the specified level name instead of the current level name.This var gets cleared after level the level is loaded.

variable: ds_LoadExcelScripts
type: int
current: 1
help: Load legacy Excel based dialogs.

variable: ds_LoadSoundsSync
type: int
current: 0
help: Load Sounds synchronously

variable: ds_LogLevel
type: int
current: 0
help: Set the verbosity of DiaLOG Messages

variable: ds_PrecacheSounds
type: int
current: 0
help: Precache sounds on Dialog Begin

variable: ds_WarnOnMissingLoc
type: int
current: 1
help: Warn on Missing Localization Entries

variable: dtp_debug
type: int
current: 0
help: Enable/Disables DogTag progression debug messages

variable: dtp_testLongName
type: int
current: 0
help: Enable/Disables testing of 16x wide character DogTag owner names

variable: e_3dEngineLogAlways
type: int
current: 0
help: Set maximum verbosity to 3dengine.dll log messages

variable: e_3dEngineTempPoolSize
type: int
current: 1024
help: pool size for temporary allocations in kb, requires app restart

variable: e_AutoPrecacheCameraJumpDist
type: int
current: 16
help: When not 0 – Force full pre-cache of textures, procedural vegetation and shaders
if camera moved for more than X meters in one frame or on new cut scene start

variable: e_AutoPrecacheCgf
type: int
current: 1
help: Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)

variable: e_AutoPrecacheCgfMaxTasks
type: int
current: 8
help: Maximum number of parallel streaming tasks during pre-caching

variable: e_AutoPrecacheTerrainAndProcVeget
type: int
current: 0
help: Force auto pre-cache of terrain textures and procedural vegetation

variable: e_AutoPrecacheTexturesAndShaders
type: int
current: 0
help: Force auto pre-cache of general textures and shaders

variable: e_BBoxes
type: int
current: 0
help: Activates drawing of bounding boxes

variable: e_Brushes
type: int
current: 1
help: Draw brushes

variable: e_CameraFreeze
type: int
current: 0
help: Freeze 3dengine camera (good to debug object culling and LOD).
The view frustum is drawn in write frame.
0 = off
1 = activated

variable: e_CameraGoto
type: string
current: 0
help: Move cameras to a certain pos/angle

variable: e_CameraRotationSpeed
type: float
current: 0
help: Rotate camera around Z axis for debugging

variable: e_CharLodMin
type: int
current: 1
help: Min LOD for character objects

variable: e_Clouds
type: int
current: 1
help: Enable clouds rendering

variable: e_CoarseShadowMask
type: int
current: 0
help: Allows coarse shadow mask approximation for alpha blended geometry
0 = Off
1 = Enabled and use asynchronous physics queries
2 = Enabled (but don’t use asynchronous physics queries – debug)

variable: e_CoarseShadowMgrDebug
type: int
current: 0
help: Toggles coarse visibility manager debug output information
0 = Off
1 = display queries information
2 = display queries cache information

variable: e_CoverageBuffer
type: int
current: 1
help: Activates usage of software coverage buffer.
1 – camera culling only
2 – camera culling and light-to-object check

variable: e_CoverageBufferAABBExpand
type: float
current: 0.1
help: expanding the AABB’s of the objects to test to avoid z-fighting issues in the Coverage buffer

variable: e_CoverageBufferAccurateOBBTest
type: int
current: 0
help: Checking of OBB boxes instead of AABB or bounding rects

variable: e_CoverageBufferBias
type: float
current: 0.05
help: Coverage buffer z-biasing

variable: e_CoverageBufferCullIndividualBrushesMaxNodeSize
type: int
current: 0
help: 128 – cull only nodes of scene tree and very big brushes
0 – cull all brushes individually

variable: e_CoverageBufferDebug
type: int
current: 0
help: Display content of main camera coverage buffer

variable: e_CoverageBufferDebugDrawScale
type: float
current: 1
help: Debug

variable: e_CoverageBufferDebugFreeze
type: int
current: 0
help: Freezes view matrix/-frustum

variable: e_CoverageBufferDrawOccluders
type: int
current: 0
help: Debug draw of occluders for coverage buffer

variable: e_CoverageBufferLightsDebugSide
type: int
current: -1
help: Debug

variable: e_CoverageBufferMaxAddRenderMeshTime
type: int
current: 2
help: Max time for unlimited AddRenderMesh

variable: e_CoverageBufferOccludersLodRatio
type: float
current: 0.25
help: Debug

variable: e_CoverageBufferOccludersTestMinTrisNum
type: int
current: 0
help: Debug

variable: e_CoverageBufferOccludersViewDistRatio
type: float
current: 1
help: Debug

variable: e_CoverageBufferReproj
type: int
current: 0
help: Use re-projection technique on CBuffer

variable: e_CoverageBufferResolution
type: int
current: 128
help: Resolution of software coverage buffer

variable: e_CoverageBufferRotationSafeCheck
type: int
current: 2
help: Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object

variable: e_CoverageBufferTerrain
type: int
current: 0
help: Activates usage of coverage buffer for terrain

variable: e_CoverageBufferTerrainLodShift
type: int
current: 2
help: Controls tessellation of terrain mesh

variable: e_CoverageBufferTestMode
type: int
current: 2
help: Debug

variable: e_CoverageBufferTolerance
type: int
current: 0
help: amount of visible pixel that will still identify the object as covered

variable: e_CoverageBufferTreeDebug
type: int
current: 0
help: Debug

variable: e_CoverageBufferVersion
type: int
current: 2
help: 1 Vladimir’s, 2MichaelK’s

variable: e_CoverCgfDebug
type: int
current: 0
help: Shows the cover setups on cfg files

variable: e_CullerThread
type: int
current: 1
help: The hw thread number on XENON that the culler will run on, only read at startup

variable: e_CullVegActivation
type: int
current: 30
help: Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)

variable: e_DebugDraw
type: int
current: 0
help: 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: Display occlusion amount (used during AO computations)
15: Display helpers
16: Display debug gun
17: Streaming info (buffer sizes)
18: Streaming info (required streaming speed)
19: Physics proxy triangle count
20: Display object instant texture memory usage
21: Display object distance to camera
22: Display object’s current LOD vertex count

variable: e_DebugDrawShowOnlyCompound
type: int
current: 0
help: e_DebugDraw shows only Compound (less efficient) static meshes

variable: e_DebugDrawShowOnlyLod
type: int
current: -1
help: e_DebugDraw shows only objects showing lod X

variable: e_DebugLights
type: int
current: 0
help: 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

variable: e_Decals
type: int
current: 1
help: Activates drawing of decals (game decals and hand-placed)

variable: e_DecalsAllowGameDecals
type: int
current: 1
help: Allows creation of decals by game (like weapon bullets marks)

variable: e_DecalsClip
type: int
current: 1
help: Clip decal geometry by decal bbox

variable: e_DecalsDefferedDynamic
type: int
current: 1
help: 1 – make all game play decals deferred, 2 – make all game play decals non deferred

variable: e_DecalsDefferedDynamicDepthScale
type: float
current: 0.2
help: Scale decal projection depth

variable: e_DecalsDefferedDynamicMinSize
type: float
current: 0.35
help: Convert only dynamic decals bigger than X into deferred

variable: e_DecalsDefferedStatic
type: int
current: 1
help: 1 – switch all non-planar decals placed by level designer to deferred

variable: e_DecalsForceDeferred
type: int
current: 0
help: 1 – force to convert all decals to use deferred ones

variable: e_DecalsHitCache
type: int
current: 1
help: Use smart hit caching for bullet hits (may cause no decals in some cases)

variable: e_DecalsLifeTimeScale
type: float
current: 1
help: Allows to increase or reduce decals life time for different specs

variable: e_DecalsMaxTrisInObject
type: int
current: 8000
help: Do not create decals on objects having more than X triangles

variable: e_DecalsMaxUpdatesPerFrame
type: int
current: 4
help: Maximum number of static decal render mesh updates per frame

variable: e_DecalsMaxValidFrames
type: int
current: 600
help: Number of frames after which not visible static decals are removed

variable: e_DecalsMerge
type: int
current: 0
help: Combine pieces of decals into one render call

variable: e_DecalsNeighborMaxLifeTime
type: float
current: 1
help: If not zero – new decals will force old decals to fade in X seconds

variable: e_DecalsOverlapping
type: int
current: 0
help: If zero – new decals will not be spawned if the distance to nearest decals less than X

variable: e_DecalsPlacementTestAreaSize
type: float
current: 0.2
help: Avoid spawning decals on the corners or edges of entity geometry

variable: e_DecalsPreCreate
type: int
current: 1
help: Pre-create decals at load time

variable: e_DecalsRange
type: float
current: 20
help: Less precision for decals outside this range

variable: e_DecalsScissor
type: int
current: 1
help: Enable decal rendering optimization by using scissor

variable: e_DefaultMaterial
type: int
current: 0
help: use gray illumination as default

variable: e_DeferredPhysicsEvents
type: int
current: 1
help: Enable to Perform some physics events deferred as a task/spu job

variable: e_DeformableObjects
type: int
current: 1
help: Enable / Disable morph based deformable objects

variable: e_DisplayMemoryUsageIcon
type: int
current: 1
help: Turns On/Off the memory usage icon rendering: 1 on, 0 off.

variable: e_Dissolve
type: int
current: 2
help: Objects alphatest_noise_fading out on distance

variable: e_DissolveDist
type: float
current: 2
help: How near to object MVD dissolve effect triggers

variable: e_DissolveTime
type: float
current: 0.5
help: How many seconds transition takes place

variable: e_DynamicLights
type: int
current: 1
help: Activates dynamic light sources

variable: e_DynamicLightsConsistentSortOrder
type: int
current: 1
help: Debug

variable: e_DynamicLightsForceDeferred
type: int
current: 1
help: Convert all lights to deferred (except sun)

variable: e_DynamicLightsFrameIdVisTest
type: int
current: 2
help: Use based on last draw frame visibility test

variable: e_DynamicLightsMaxCount
type: int
current: 512
help: Sets maximum amount of dynamic light sources

variable: e_DynamicLightsMaxEntityLights
type: int
current: 7
help: Set maximum number of lights affecting object

variable: e_Entities
type: int
current: 1
help: Activates drawing of entities and brushes

variable: e_EntitySuppressionLevel
type: int
current: 0
help: 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)

variable: e_Fog
type: int
current: 1
help: Activates global height/distance based fog

variable: e_FogVolumes
type: int
current: 1
help: Activates local height/distance based fog volumes

variable: e_FoliageBranchesDamping
type: float
current: 10
help: Damping of branch ropes

variable: e_FoliageBranchesStiffness
type: float
current: 100
help: Stiffness of branch ropes

variable: e_FoliageBranchesTimeout
type: float
current: 4
help: Maximum lifetime of branch ropes (if there are no collisions)

variable: e_FoliageBrokenBranchesDamping
type: float
current: 15
help: Damping of branch ropes of broken vegetation

variable: e_FoliageStiffness
type: float
current: 3.2
help: Stiffness of the spongy obstruct geometry

variable: e_FoliageWindActivationDist
type: float
current: 10
help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated

variable: e_ForceDetailLevelForScreenRes
type: int
current: 0
help: Force sprite distance and other values used for some specific screen resolution, 0 means current

variable: e_GI
type: int
current: 0
help: Enable/disable global illumination. Default: 1 – enabled

variable: e_GIAmount
type: float
current: 1
help: Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)

variable: e_GIBlendRatio
type: float
current: 0.25
help: Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2

variable: e_GICache
type: int
current: 7
help: Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)

variable: e_GICascadesRatio
type: float
current: 2
help: Sets slope of cascades for global illumination. Default: 2.f

variable: e_GIGlossyReflections
type: int
current: 0
help: Enable/disable reflective mode for global illumination. Default: 0 – disabled

variable: e_GIIterations
type: int
current: 10
help: Maximum number of propagation iterations global illumination
The less number of propagation iterations the shorter the bleeding. Default: 6. Max: 32

variable: e_GIMaxDistance
type: float
current: 50
help: Maximum distance of global illumination in meters.
The less the distance the better the quality. Default: 50. Max: 150

variable: e_GINumCascades
type: int
current: 1
help: Sets number of cascades for global illumination. Default: 1

variable: e_GIOffset
type: float
current: 0.2
help: Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1

variable: e_GIPropagationAmp
type: float
current: 3.3
help: Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5

variable: e_GIRSMSize
type: int
current: 384
help: Set the default reflective shadow map size.
Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512

variable: e_GISecondaryOcclusion
type: int
current: 0
help: Enable/disable secondary occlusion for global illumination. Default: 0 – disabled

variable: e_GsmCache
type: int
current: 1
help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated

variable: e_GsmCacheLodOffset
type: int
current: 2
help: Makes first X GSM lods not cached

variable: e_GsmCacheLodOffsetExtended
type: int
current: 6
help: How fast to update terrain GSM lod

variable: e_GsmCastFromTerrain
type: int
current: 0
help: Cast shadows from terrain

variable: e_GsmDepthBoundsDebug
type: int
current: 0
help: Debug GSM bounds regions calculation

variable: e_GsmExtendLastLod
type: int
current: 0
help: Make last cascade bigger and use less frequent updates

variable: e_GsmExtendLastLodIncludeObjects
type: int
current: 0
help: Includes object shadows into last very big shadow frustum

variable: e_GsmExtendLastLodUseAdditiveBlending
type: int
current: 0
help: Enable Additive Blending on shadows from terrain

variable: e_GsmExtendLastLodUseVariance
type: int
current: 0
help: Enable Variance Shadow mapping on shadows from terrain

variable: e_GsmLodsNum
type: int
current: 5
help: Number of GSM lods (0..5)

variable: e_GsmRange
type: float
current: 3
help: Size of LOD 0 GSM area (in meters)

variable: e_GsmRangeStep
type: float
current: 2.25
help: Range of next GSM lod is previous range multiplied by step

variable: e_GsmRangeStepExtended
type: float
current: 8
help: gsm_range_step for last gsm lod containing terrain

variable: e_GsmScatterLodDist
type: int
current: 70
help: Size of Scattering LOD GSM in meters

variable: e_GsmStats
type: int
current: 0
help: Show GSM statistics 0=off, 1=enable debug to the screens

variable: e_GsmViewSpace
type: int
current: 0
help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera

variable: e_HwOcclusionCullingObjects
type: int
current: 0
help: Activates usage of HW occlusion test for objects

variable: e_HwOcclusionCullingWater
type: int
current: 1
help: Activates usage of HW occlusion test for ocean

variable: e_JointStrengthScale
type: float
current: 1
help: Scales the strength of prebroken objects’ joints (for tweaking)

variable: e_levelStartupFrameDelay
type: int
current: 0
help: Set to number of frames to wait after level load before beginning fps measuring

variable: e_levelStartupFrameNum
type: int
current: 0
help: Set to number of frames to capture for avg fps computation

variable: e_LodCompMaxSize
type: float
current: 6
help: Affects LOD selection for big objects, small number will switch more objects into lower LOD

variable: e_LodMax
type: int
current: 6
help: Max LOD for objects

variable: e_LodMin
type: int
current: 0
help: Min LOD for objects

variable: e_LodMinTtris
type: int
current: 300
help: LODs with less triangles will not be used

variable: e_LodRatio
type: float
current: 4
help: LOD distance ratio for objects

variable: e_Lods
type: int
current: 1
help: Load and use LOD models for static geometry

variable: e_LodsForceUse
type: int
current: 1
help: Force using LODs even if triangle count do not suit

variable: e_MaxViewDistance
type: float
current: -1
help: Far clipping plane distance

variable: e_MaxViewDistFullDistCamHeight
type: float
current: 1000
help: Debug

variable: e_MaxViewDistSpecLerp
type: float
current: 0.5
help: 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

variable: e_MtTest
type: int
current: 0
help: MT Debug

variable: e_ObjectLayersActivation
type: int
current: 1
help: Allow game to activate/deactivate object layers

variable: e_ObjectLayersActivationPhysics
type: int
current: 0
help: Allow game to create/free physics of objects

variable: e_Objects
type: int
current: 1
help: Render or not all objects

variable: e_ObjectsTreeBBoxes
type: int
current: 0
help: Debug draw of object tree bboxes

variable: e_ObjFastRegister
type: int
current: 1
help: Debug

variable: e_ObjQuality
type: int
current: 1
help: Object detail quality

variable: e_ObjStats
type: int
current: 0
help: Show instances count

variable: e_OcclusionCullingViewDistRatio
type: float
current: 0.5
help: Skip per object occlusion test for very far objects – culling on tree level will handle it

variable: e_OcclusionLazyHideFrames
type: int
current: 0
help: Makes less occluson tests, but it takes more frames to detect invisible objects

variable: e_OcclusionVolumes
type: int
current: 1
help: Enable occlusion volumes(antiportals)

variable: e_OcclusionVolumesViewDistRatio
type: float
current: 0.05
help: Controls how far occlusion volumes starts to occlude objects

variable: e_OnDemandMaxSize
type: float
current: 20
help: Specifies the maximum size of vegetation objects that are physicalized on-demand

variable: e_OnDemandPhysics
type: int
current: 0
help: Turns on on-demand vegetation physicalization

variable: e_Particles
type: int
current: 1
help: Activates drawing of particles

variable: e_ParticlesCoarseShadowMask
type: int
current: 0
help: Allows particles coarse shadow mask approximation
0 = Off
1 = Enabled

variable: e_ParticlesDebug
type: int
current: 0
help: Particle debug flags: flags+ enables, flags- disables
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)
d+ = log particle system timing info (for new slowest frames)
t+ = log particle texture usage
c+ = disable clipping against water and vis area bounds
x+ = disable DX11 geom shader
z+ = freeze particle system

variable: e_ParticlesDumpMemoryAfterMapLoad
type: int
current: 0
help: Set to 1 to dump particle memory informations after map load

variable: e_ParticlesEmitterPoolSize
type: int
current: 1536
help: Particles pool memory size in KB for sub-emitter

variable: e_ParticlesForceAnimBlend
type: int
current: 0
help: Blend animated textures for all particle effects (even if not enabled in particle parameters)
Usage: e_ParticlesForceAnimBlend [0/1]
0 = Off
1 = On

variable: e_ParticlesHalfResCoverageTreshold
type: int
current: 3
help: Screen coverage treshold for particles that are to be half resolution rendered
(the higher number the less probable the particle emitter will pass the coverage test and thus won’t be half res rendered)
Usage: e_ParticlesHalfResCoverageTreshold [n]

variable: e_ParticlesHalfResTreatAsForced
type: int
current: 0
help: Treat allowed half resolution particles as if they were forced (ie. non-continuous list of halfres particles)
Usage: e_ParticlesHalfResTreatAsForced [0/1]

variable: e_ParticlesLights
type: int
current: 0
help: Allows to have light source attached to every particle
0 = Off
1 = Deferred lights

variable: e_ParticlesLightsViewDistRatio
type: float
current: 256
help: Set particles lights view distance ratio

variable: e_ParticlesLod
type: float
current: 1
help: Multiplier to particle count

variable: e_ParticlesMaxDrawScreen
type: float
current: 2
help: Screen size max per particle — fade out earlier

variable: e_ParticlesMaxScreenFill
type: float
current: 32
help: Screen size max of total particles to draw

variable: e_ParticlesMinDrawAlpha
type: float
current: 0.025
help: Alpha cutoff for rendering particles

variable: e_ParticlesMinDrawPixels
type: float
current: 1.5
help: Pixel size min per particle — fade out earlier

variable: e_ParticlesObjectCollisions
type: int
current: 1
help: Enable particle/object collisions for SimpleCollision:
1 = against static objects only, 2 = dynamic also

variable: e_ParticlesPoolSize
type: int
current: 768
help: Particles pool memory size in KB

variable: e_ParticlesPreload
type: int
current: 0
help: Enable preloading of all particle effects at the beginning

variable: e_ParticlesPreLoadExtentsInTask
type: int
current: 1
help: Use a ThreadTask to preload ComputeExtents for Rendermeshes(to prevent mainthread LockVB)

variable: e_ParticlesQuality
type: int
current: 2
help: Particles detail quality

variable: e_ParticlesSimpleWaterCollision
type: int
current: 0
help: Use a more simpler collision test with water(is not as accurate as the full test

variable: e_ParticlesThread
type: int
current: 4
help: Enable particle threading

variable: e_ParticlesUseLevelSpecificLibs
type: int
current: 0
help: Allows searching for level-specific version of effects files
0 = Off
1 = Enabled

variable: e_PhysFoliage
type: int
current: 2
help: Enables physicalized foliage
1 – only for dynamic objects
2 – for static and dynamic)

variable: e_PhysMinCellSize
type: int
current: 2
help: Min size of cell in physical entity grid

variable: e_PhysOceanCell
type: float
current: 0
help: Cell size for ocean approximation in physics, 0 assumes flat plane

variable: e_PhysProxyTriLimit
type: int
current: 0
help: Maximum allowed triangle count for phys proxies

variable: e_Portals
type: int
current: 1
help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging

variable: e_PortalsBigEntitiesFix
type: int
current: 1
help: Enables special processing of big entities like vehicles intersecting portals

variable: e_PrecacheLevel
type: int
current: 0
help: Pre-render objects right after level loading

variable: e_PreloadDecals
type: int
current: 1
help: Preload all materials for decals

variable: e_PreloadMaterials
type: int
current: 1
help: Preload level materials from level cache pak and resources list

variable: e_PrepareDeformableObjectsAtLoadTime
type: int
current: 0
help: Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage

variable: e_ProcVegetation
type: int
current: 0
help: Show procedurally distributed vegetation

variable: e_ProcVegetationMaxObjectsInChunk
type: int
current: 256
help: Maximum number of instances per chunk

variable: e_ProcVegetationMaxSectorsInCache
type: int
current: 8
help: Maximum number of 64×64 meter sectors cached in memory

variable: e_ProcVegetationMaxViewDistance
type: int
current: 128
help: Maximum distance where procedural objects may be spawn

variable: e_Recursion
type: int
current: 1
help: If 0 – will skip recursive render calls like render into texture

variable: e_RecursionOcclusionCulling
type: int
current: 0
help: If 0 – will disable occlusion tests for recursive render calls like render into texture

variable: e_RecursionViewDistRatio
type: float
current: 0.1
help: Set all view distances shorter by factor of X

variable: e_Render
type: int
current: 1
help: Enable engine rendering

variable: e_RenderMeshCollisionTolerance
type: float
current: 0.3
help: Min distance between physics-proxy and rendermesh before collision is considered a hole

variable: e_RNTmpDataPoolMaxFrames
type: int
current: 16
help: Cache RNTmpData at least for X framres

variable: e_Roads
type: int
current: 1
help: Activates drawing of road objects

variable: e_Ropes
type: int
current: 1
help: Turn Rendering of Ropes on/off

variable: e_ScissorDebug
type: int
current: 0
help: Debug

variable: e_ScreenShot
type: int
current: 0
help: 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_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX,
e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug

variable: e_ScreenShotDebug
type: int
current: 0
help: 0 off
1 show stitching borders
2 show overlapping areas

variable: e_ScreenShotFileFormat
type: string
current: tga
help: Set output image file format for hires screen shots. Can be JPG or TGA

variable: e_ScreenShotHeight
type: int
current: 1500
help: used for all type highres screenshots made by e_ScreenShot to define the
height of the destination image, 1500 default

variable: e_ScreenShotMapCamHeight
type: float
current: 4000
help: param for top-down-view screenshot creation, defining the camera height for screenshots,
see e_ScreenShotMap defines the y position of the bottom right corner of the
screenshot-area on the terrain,
0.0 – 1.0 (1.0 is default)

variable: e_ScreenShotMapCenterX
type: float
current: 0
help: param for the centerX position of the camera, see e_ScreenShotMap
defines the x position of the top left corner of the screenshot-area on the terrain,
0.0 – 1.0 (0.0 is default)

variable: e_ScreenShotMapCenterY
type: float
current: 0
help: param for the centerX position of the camera, see e_ScreenShotMap
defines the y position of the top left corner of the screenshot-area on the terrain,
0.0 – 1.0 (0.0 is default)

variable: e_ScreenShotMapOrientation
type: int
current: 0
help: param for rotating the orientation through 90 degrees so the screen shot width is along the X axis
see e_ScreenShotMap
0 – 1 (0 is default)

variable: e_ScreenShotMapSizeX
type: float
current: 1024
help: param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap
defines the x position of the bottom right corner of the screenshot-area on the terrain,
0.0 – 1.0 (1.0 is default)

variable: e_ScreenShotMapSizeY
type: float
current: 1024
help: param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap
defines the x position of the bottom right corner of the screenshot-area on the terrain,
0.0 – 1.0 (1.0 is default)

variable: e_ScreenShotMinSlices
type: int
current: 4
help: used for all type highres screenshots made by e_ScreenShot to define the amount
of sub-screenshots for the width and height to generate the image,
the min count
will be automatically raised if not sufficient (per screenshot-based)

variable: e_ScreenShotQuality
type: int
current: 30
help: used for all type highres screenshots made by e_ScreenShot to define the quality
0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

variable: e_ScreenShotWidth
type: int
current: 2000
help: used for all type highres screenshots made by e_ScreenShot to define the
width of the destination image, 2000 default

variable: e_Shadows
type: int
current: 0
help: Activates drawing of shadows

variable: e_ShadowsAdaptScale
type: float
current: 2.72
help: Shadows slope bias for shadowgen

variable: e_ShadowsCastViewDistRatio
type: float
current: 1
help: View dist ratio for shadow maps casting from objects

variable: e_ShadowsCastViewDistRatioLights
type: float
current: 1
help: View dist ratio for shadow maps casting for light sources

variable: e_ShadowsClouds
type: int
current: 1
help: Cloud shadows

variable: e_ShadowsConstBias
type: float
current: 1.14
help: Shadows slope bias for shadowgen

variable: e_ShadowsDebug
type: int
current: 0
help: 0=off, 2=visualize shadow maps on the screen

variable: e_ShadowsFrustums
type: int
current: 0
help: Debug

variable: e_ShadowsLodBiasFixed
type: int
current: 1
help: Simplifies mesh for shadow map generation by X LOD levels

variable: e_ShadowsLodBiasInvis
type: int
current: 0
help: Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame

variable: e_ShadowsMasksLimit
type: int
current: 0
help: Maximum amount of allocated shadow mask textures
This limits the number of shadow casting lights overlapping
0=disable limit(unpredictable memory requirements)
1=one texture (4 channels for 4 lights)
2=two textures (8 channels for 8 lights), …

variable: e_ShadowsMaxTexRes
type: int
current: 512
help: Set maximum resolution of shadow map
256(faster), 512(medium), 1024(better quality)

variable: e_ShadowsOcclusionCulling
type: int
current: 0
help: Enable/disable shadow-caster test against the occlusion buffer

variable: e_ShadowsOcclusionCullingCaster
type: int
current: 0
help: Clips the caster extrusion to the zero height.

variable: e_ShadowsOnAlphaBlend
type: int
current: 0
help: Enable shadows on alphablended

variable: e_ShadowsOnWater
type: int
current: 0
help: Enable/disable shadows on water

variable: e_ShadowsResScale
type: float
current: 2.5
help: Shadows slope bias for shadowgen

variable: e_ShadowsSlopeBias
type: float
current: 3.4
help: Shadows slope bias for shadowgen

variable: e_sketch_mode
type: int
current: 0
help: Enables Sketch mode drawing

variable: e_SkyBox
type: int
current: 1
help: Activates drawing of skybox and moving cloud layers

variable: e_SkyQuality
type: int
current: 1
help: Quality of dynamic sky: 1 (very high), 2 (high).

variable: e_SkyType
type: int
current: 1
help: Type of sky used: 0 (static), 1 (dynamic).

variable: e_SkyUpdateRate
type: float
current: 0.5
help: Percentage of a full dynamic sky update calculated per frame (0..100].

variable: e_Sleep
type: int
current: 0
help: Sleep X in C3DEngine::Draw

variable: e_SplitScreenTest
type: int
current: 0
help: Split screen into 2×2 views. Currently doesn’t work with deferred shading, post-processing, SSAO and terrain AO

variable: e_SQTestBegin
type: int
current: 0
help: If not zero – start streaming latency unit test

variable: e_SQTestCount
type: int
current: 0
help: If not zero – restart test X times

variable: e_SQTestDelay
type: float
current: 5
help: Time to stabilize the system before camera movements

variable: e_SQTestDistance
type: int
current: 80
help: Distance to travel

variable: e_SQTestExitOnFinish
type: int
current: 0
help: If not zero – shutdown when finished testing

variable: e_SQTestMip
type: int
current: 1
help: Mip to wait during test

variable: e_SQTestMoveSpeed
type: int
current: 10
help: Camera speed during test (meters/sec)

variable: e_SQTestTextureName
type: string
current: strfrn_advrt_boards_screen
help: Reference texture name for streaming latency test

variable: e_StatObjBufferRenderTasks
type: int
current: 0
help: Debug

variable: e_StatObjMerge
type: int
current: 1
help: Enable CGF sub-objects meshes merging

variable: e_StatObjMergeMaxTrisPerDrawCall
type: int
current: 500
help: Skip merging of meshes already having acceptable number of triangles per draw call

variable: e_StatObjMergeUseThread
type: int
current: 1
help: Use a thread to perform sub-objects meshes merging

variable: e_StatObjPreload
type: int
current: 1
help: Load level CGF’s in efficient way

variable: e_StatObjTestOBB
type: int
current: 0
help: Use additinal OBB check for culling

variable: e_StatObjValidate
type: int
current: 1
help: Enable CGF mesh validation during loading

variable: e_StatoscopeAllowFpsOverride
type: int
current: 1
help: Allow overriding of cvars in release for fps captures (MP only).

variable: e_StatoscopeCreateLogFilePerLevel
type: int
current: 0
help: Create a new perflog file per level.

variable: e_StatoscopeDataGroups
type: int
current: 0
help: Which data groups are recorded each frame: flags+ enables, flags- disables
0 = none
1 = all
u+ = user markers
k+ = callstacks
f+ = frame lengths
g+ = graphics
e+ = ef_lists
m+ = memory
s+ = streaming
t+ = threading
j+ = CPU Times
i+ = GPU Times
v+ = Vertex data
p+ = particles
l+ = location
c+ = per-cgf gpu profilers
r+ = frame profilers
a+ = streaming audio
x+ = streaming textures
o+ = streaming objects
b+ = texture pool buckets
q+ = performance counters

variable: e_StatoscopeDumpAll
type: int
current: 0
help: Controls whether all functions are dumped in a profile log.

variable: e_StatoscopeDumpManual
type: int
current: 0
help: Controls whether all functions are dumped in a profile log.

variable: e_StatoscopeDumpPeriod
type: float
current: 0
help: How many seconds between Statoscope log writing (0 to disable).

variable: e_StatoscopeFilenameUseBuildInfo
type: int
current: 1
help: Set to include the platform and build number in the log filename.

variable: e_StatoscopeFilenameUseMap
type: int
current: 0
help: Set to include the map name in the log filename.

variable: e_StatoscopeFilenameUseTag
type: string
current:
help: Set to include tag in the log file name.

variable: e_StatoscopeFilenameUseTime
type: int
current: 0
help: Set to include the time and date in the log filename.

variable: e_StatoscopeMaxNumFuncsPerFrame
type: int
current: 40
help: Max number of funcs to log per frame.

variable: e_StatoscopeMinFuncLengthMs
type: float
current: 0.01
help: Min func duration (ms) to be logged by statoscope.

variable: e_StatoscopeScreenCapWhenGPULimited
type: int
current: 0
help: Statoscope will take a screen capture when we are GPU limited

variable: e_StatoscopeScreenshotCapturePeriod
type: float
current: -1
help: How many seconds between Statoscope screenshot captures (-1 to disable).

variable: e_StatoscopeSocketAddress
type: string
current:
help: Set to dump log via a server at the specified address.

variable: e_StreamAutoMipFactorMax
type: float
current: 1
help: Debug

variable: e_StreamAutoMipFactorMaxDVD
type: float
current: 0.5
help: Debug

variable: e_StreamAutoMipFactorMin
type: float
current: 0.5
help: Debug

variable: e_StreamAutoMipFactorSpeedThreshold
type: float
current: 0
help: Debug

variable: e_StreamCgf REQUIRE_APP_RESTART
type: int
current: 1
help: Enable streaming of static render meshes

variable: e_StreamCgfDebug
type: int
current: 0
help: Draw helpers and other debug information about CGF streaming
1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize,
also shows are the LOD’s stored in single CGF or were split into several CGF’s
2: Trace into console every loading and unloading operation
3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB

variable: e_StreamCgfDebugFilter
type: string
current:
help: Show only items containig specified text

variable: e_StreamCgfDebugHeatMap
type: int
current: 0
help: Generate and show mesh streaming heat map
1: Generate heat map for entire level
2: Show last heat map

variable: e_StreamCgfDebugMinObjSize
type: int
current: 100
help: Threshold for objects debugging in KB

variable: e_StreamCgfFastUpdateMaxDistance
type: float
current: 16
help: Update streaming priorities for near objects every second frame

variable: e_StreamCgfGridUpdateDistance
type: float
current: 0
help: Update streaming priorities when camera moves more than this value

variable: e_StreamCgfMaxTasksInProgress
type: int
current: 32
help: Maximum number of files simultaneously requested from streaming system

variable: e_StreamCgfPoolSize
type: int
current: 24
help: Render mesh cache size in MB

variable: e_StreamCgfUpdatePerNodeDistance
type: int
current: 1
help: Use node distance as entity distance for far nodex

variable: e_StreamCgfVisObjPriority
type: float
current: 0.5
help: Priority boost for visible objects
0 – visible objects has no priority over invisible objects, camera direction does not affect streaming
1 – visible objects has highest priority, in case of trashing will produce even more trashing

variable: e_StreamPredictionAhead
type: float
current: 0.5
help: Use preducted camera position for streaming priority updates

variable: e_StreamPredictionAheadDebug
type: float
current: 0
help: Draw ball at predicted position

variable: e_StreamPredictionDistanceFar
type: float
current: 16
help: Prediction distance for streaming, affects far objects

variable: e_StreamPredictionDistanceNear
type: float
current: 0
help: Prediction distance for streaming, affets LOD of objects

variable: e_StreamPredictionMaxVisAreaRecursion
type: int
current: 9
help: Maximum number visareas and portals to traverse.

variable: e_StreamPredictionMinFarZoneDistance
type: float
current: 16
help: Debug

variable: e_StreamPredictionMinReportDistance
type: float
current: 0.75
help: Debug

variable: e_StreamPredictionTexelDensity
type: int
current: 1
help: Use mesh texture mapping density info for textures streaming

variable: e_StreamPredictionUpdateTimeSlice
type: float
current: 0.4
help: Maximum amount of time to spend for scene streaming priority update in milliseconds

variable: e_StreamSaveStartupResultsIntoXML
type: int
current: 0
help: Save basic information about streaming performance on level start into XML

variable: e_Sun
type: int
current: 1
help: Activates sun light source

variable: e_SunAngleSnapDot
type: float
current: 0.999999
help: Sun dir snap control

variable: e_SunAngleSnapSec
type: float
current: 0.1
help: Sun dir snap control

variable: e_SunClipPlaneRange
type: float
current: 256
help: Maximum possible clip plane range for sun light frustum in meters

variable: e_Terrain
type: int
current: 1
help: Activates drawing of terrain ground

variable: e_TerrainAo
type: int
current: 0
help: Activate deferred terrain ambient occlusion

variable: e_TerrainBBoxes
type: int
current: 0
help: Show terrain nodes bboxes

variable: e_TerrainDeformations
type: int
current: 0
help: Allows in-game terrain surface deformations

variable: e_TerrainDetailMaterials
type: int
current: 1
help: Activates drawing of detail materials on terrain ground

variable: e_TerrainDetailMaterialsDebug
type: int
current: 0
help: Shows number of materials in use per terrain sector

variable: e_TerrainDetailMaterialsViewDistXY
type: float
current: 2048
help: Max view distance of terrain XY materials

variable: e_TerrainDetailMaterialsViewDistZ
type: float
current: 128
help: Max view distance of terrain Z materials

variable: e_TerrainDrawThisSectorOnly
type: int
current: 0
help: 1 – render only sector where camera is and objects registered in sector 00
2 – render only sector where camera is

variable: e_TerrainLodRatio
type: float
current: 2
help: Set heightmap LOD

variable: e_TerrainLodRatioHolesMin
type: float
current: 2
help: Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance

variable: e_TerrainLog
type: int
current: 0
help: Debug

variable: e_TerrainNormalMap
type: int
current: 0
help: Use terrain normal map for base pass if available

variable: e_TerrainOcclusionCulling
type: int
current: 1
help: heightmap occlusion culling with time coherency 0=off, 1=on

variable: e_TerrainOcclusionCullingDebug
type: int
current: 0
help: Draw sphere on every terrain height sample

variable: e_TerrainOcclusionCullingMaxDist
type: float
current: 130
help: Max length of ray (for version 1)

variable: e_TerrainOcclusionCullingMaxSteps
type: int
current: 50
help: Max number of tests per ray (for version 0)

variable: e_TerrainOcclusionCullingPrecision
type: float
current: 0.25
help: Density of rays

variable: e_TerrainOcclusionCullingPrecisionDistRatio
type: float
current: 3
help: Controls density of rays depending on distance to the object

variable: e_TerrainOcclusionCullingStepSize
type: int
current: 4
help: Initial size of single step (in heightmap units)

variable: e_TerrainOcclusionCullingStepSizeDelta
type: float
current: 1.05
help: Step size scale on every next step (for version 1)

variable: e_TerrainOcclusionCullingVersion
type: int
current: 1
help: 0 – old, 1 – new

variable: e_TerrainTextureDebug
type: int
current: 0
help: Debug

variable: e_TerrainTextureLodRatio
type: float
current: 1
help: Adjust terrain base texture resolution on distance

variable: e_TerrainTextureStreamingDebug
type: int
current: 0
help: Debug

variable: e_TerrainTextureStreamingPoolItemsNum REQUIRE_LEVEL_RELOAD
type: int
current: 16
help: Specifies number of textures in terrain base texture streaming pool

variable: e_texeldensity
type: int
current: 0
help: Enables texel density debug
1: Objects texel density
2: Objects texel density with colored mipmaps
3: Terrain texel density
4: Terrain texel density with colored mipmaps

variable: e_TimeOfDay
type: float
current: 0
help: Current Time of Day

variable: e_TimeOfDayDebug
type: int
current: 0
help: Display time of day current values on screen

variable: e_TimeOfDaySpeed
type: float
current: 0
help: Time of Day change speed

variable: e_Vegetation
type: int
current: 1
help: Activates drawing of distributed objects like trees

variable: e_VegetationAlignToTerrainAmount
type: float
current: 1
help: 0 – no align, 1 – full align

variable: e_VegetationAlphaBlend
type: int
current: 1
help: Allow alpha blending for vegetations

variable: e_VegetationBending
type: int
current: 1
help: Debug

variable: e_VegetationBoneInfo
type: int
current: 0
help: Logs information about number of bones in each vegetation object loaded

variable: e_VegetationMinSize REQUIRE_LEVEL_RELOAD
type: float
current: 0.5
help: Minimal size of static object, smaller objects will be not rendered

variable: e_VegetationSphericalSkinning
type: int
current: 1
help: Activates vegetation spherical skinning support

variable: e_VegetationSprites
type: int
current: 1
help: Activates drawing of sprites instead of distributed objects at far distance

variable: e_VegetationSpritesBatching
type: int
current: 0
help: Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation

variable: e_VegetationSpritesDistanceCustomRatioMin
type: float
current: 0.6
help: Clamps SpriteDistRatio setting in vegetation properties

variable: e_VegetationSpritesDistanceRatio
type: float
current: 1
help: Allows changing distance on what vegetation switch into sprite

variable: e_VegetationSpritesMinDistance
type: float
current: 32
help: Sets minimal distance when distributed object can be replaced with sprite

variable: e_VegetationUseTerrainColor
type: int
current: 0
help: Allow blend with terrain color for vegetations

variable: e_ViewDistCompMaxSize
type: float
current: 64
help: Affects max view distance for big objects, small number will render less objects

variable: e_ViewDistMin
type: float
current: 10
help: Min distance on what far objects will be culled out

variable: e_ViewDistRatio
type: float
current: 25
help: View distance ratio for objects

variable: e_ViewDistRatioCustom
type: float
current: 60
help: View distance ratio for special marked objects (Players,AI,Vehicles)

variable: e_ViewDistRatioDetail
type: float
current: 19
help: View distance ratio for detail objects

variable: e_ViewDistRatioLights
type: float
current: 25
help: View distance ratio for light sources

variable: e_ViewDistRatioPortals
type: float
current: 60
help: View distance ratio for portals

variable: e_ViewDistRatioVegetation
type: float
current: 21
help: View distance ratio for vegetation

variable: e_VolObjShadowStrength
type: float
current: 0.4
help: Self shadow intensity of volume objects [0..1].

variable: e_Voxel
type: int
current: 1
help: Render voxels

variable: e_VoxelAoRadius
type: int
current: 6
help: Ambient occlusion test range in units

variable: e_VoxelAoScale
type: int
current: 8
help: Ambient occlusion amount

variable: e_VoxelDebug
type: int
current: 0
help: Draw voxel debug info

variable: e_VoxelGenerate
type: int
current: 0
help: Regenerate voxel world

variable: e_VoxelLodsNum
type: int
current: 2
help: Generate LODs for voxels

variable: e_VoxelUpdatePhysics
type: int
current: 1
help: Physicalize geometry

variable: e_VoxTer
type: int
current: 0
help: Debug

variable: e_VoxTerActivateAll
type: int
current: 0
help: Actuate all terrain meshes and textures available marked as needed for game play

variable: e_VoxTerAddBrushes
type: int
current: 1
help: Debug

variable: e_VoxTerAsyncPhysicalization
type: int
current: 1
help: Debug

variable: e_VoxTerBorderLodPlus
type: int
current: 2
help: Debug

variable: e_VoxTerDebug
type: int
current: 0
help: Debug

variable: e_VoxTerDebugAreaSizeMax
type: int
current: 128
help: Debug

variable: e_VoxTerDebugAreaSizeRatio
type: int
current: 160
help: Debug

variable: e_VoxTerDebugBuildLeafs
type: int
current: 0
help: Debug

variable: e_VoxTerDebugLodRatio
type: float
current: 35
help: Debug

variable: e_VoxTerDebugNodesGenDepth
type: int
current: 3
help: Debug

variable: e_VoxTerDebugX
type: float
current: 0
help: Debug

variable: e_VoxTerDebugY
type: float
current: 0
help: Debug

variable: e_VoxTerDiskUsageDebug
type: int
current: 0
help: Show only segments where disk usage is higher than X kb

variable: e_VoxTerExportObjects
type: int
current: 0
help: Debug

variable: e_VoxTerHeightmapEditing REQUIRE_LEVEL_RELOAD
type: int
current: 0
help: Debug

variable: e_VoxTerHeightmapEditingCustomLayerInfo REQUIRE_LEVEL_RELOAD
type: int
current: 0
help: Debug

variable: e_VoxTerHideIntegrated
type: int
current: 0
help: Debug

variable: e_VoxTerInGameTextureStreaming
type: int
current: 1
help: Debug

variable: e_VoxTerIntegrateBoxes
type: int
current: 0
help: Debug

variable: e_VoxTerIntegrateVegetations
type: int
current: 0
help: Debug

variable: e_VoxTerLog
type: int
current: 1
help: Debug

variable: e_VoxTerMaxMeshBuildDepth
type: int
current: 5
help: Debug

variable: e_VoxTerMaxMeshBuildDepthLimit
type: int
current: 5
help: Debug

variable: e_VoxTerMaxMeshesInMem
type: int
current: 2000
help: Debug

variable: e_VoxTerMaxMeshLods
type: int
current: 9
help: Debug

variable: e_VoxTerMemoryUsageDebug
type: int
current: 0
help: Show only segments where mesh and textures memory usage is higher than X kb

variable: e_VoxTerMemWarning
type: int
current: 10
help: Show message box when allocations reach X GB

variable: e_VoxTerMeshSize
type: float
current: 2
help: Debug

variable: e_VoxTerMeshUsageDebug
type: int
current: 0
help: Show only segments where mesh memory usage is higher than X kb

variable: e_VoxTerMixMask
type: int
current: 0
help: Store blend info, base color and normals in textures

variable: e_VoxTerOnTheFlyIntegration
type: int
current: 0
help: Debug

variable: e_VoxTerOptimizeLods
type: int
current: 0
help: Debug

variable: e_VoxTerOverlayBlend
type: int
current: 0
help: Use overlay blending mode

variable: e_VoxTerPaintSleep
type: int
current: 10
help: Debug

variable: e_VoxTerPlanarProjection
type: int
current: 0
help: Debug

variable: e_VoxTerRelaxation
type: int
current: 0
help: Use X vertex relaxation passes during voxel terrain mesh generation

variable: e_VoxTerRoadsCheck
type: int
current: 1
help: Debug

variable: e_VoxTerRoadsCullDist
type: float
current: 4
help: Debug

variable: e_VoxTerShadows
type: int
current: 1
help: Debug

variable: e_VoxTerShapeCheck
type: int
current: 0
help: Debug

variable: e_VoxTerTexBuildOnCPU
type: int
current: 0
help: Debug

variable: e_VoxTerTexBuildsPerFrame
type: int
current: 256
help: Debug

variable: e_VoxTerTexDebug
type: int
current: 0
help: Debug

variable: e_VoxTerTexFormat
type: int
current: 22
help: Mega-texture format: 22=eTF_DXT1, 24=eTF_DXT5, 7=eTF_A4R4G4B4, 8=eTF_R5G6B5

variable: e_VoxTerTexPoolSizeForEditor
type: int
current: 128
help: Maximum amount of re-mesh textures cached in memory (in MB)

variable: e_VoxTerTexRangeScale
type: float
current: 1
help: Debug

variable: e_VoxTerTexRebuildEveryFrame
type: int
current: 0
help: Debug

variable: e_VoxTerTexResBumpDownscale
type: int
current: 1
help: Debug

variable: e_VoxTerTexResExportDownscale
type: int
current: 1
help: values 1 or 2 will downscale textures during exporting by factor of 2 or 4

variable: e_VoxTerTexResFinal
type: int
current: 256
help: Debug

variable: e_VoxTerTexResInternal
type: int
current: 256
help: Debug

variable: e_VoxTerTexTiling
type: float
current: 1
help: Debug

variable: e_VoxTerTexUsageDebug
type: int
current: 0
help: Show only segments where texture memory usage is higher than X kb

variable: e_VoxTerThreads
type: int
current: 3
help: Debug

variable: e_VoxTerTraceMessages
type: int
current: 0
help: Debug

variable: e_VoxTerUpdateTextures
type: int
current: 0
help: Debug

variable: e_VoxTerVegetationEx
type: int
current: 0
help: Debug

variable: e_VoxTerViewDistRatio
type: float
current: 0.5
help: Debug

variable: e_VoxTerViewDistRatioMeshActivate
type: float
current: 0.5
help: Debug

variable: e_VoxTerViewDistRatioPrediction
type: float
current: 1
help: Debug

variable: e_WaterOcean
type: int
current: 2
help: Activates drawing of ocean.
1: use usual rendering path
2: use fast rendering path with merged fog

variable: e_WaterOceanBottom
type: int
current: 1
help: Activates drawing bottom of ocean

variable: e_WaterOceanFFT
type: int
current: 0
help: Activates fft based ocean

variable: e_WaterTesselationAmount
type: int
current: 6
help: Set tessellation amount

variable: e_WaterTesselationAmountX
type: int
current: 10
help: Set tessellation on x axis – 0 means not used

variable: e_WaterTesselationAmountY
type: int
current: 10
help: Set tessellation on y axis – 0 means not used

variable: e_WaterTesselationSwathWidth
type: int
current: 10
help: Set the swath width for the boustrophedonic mesh stripping

variable: e_WaterVolumes
type: int
current: 1
help: Activates drawing of water volumes

variable: e_WaterWaves
type: int
current: 0
help: Activates drawing of water waves

variable: e_WaterWavesTesselationAmount
type: int
current: 5
help: Sets water waves tessellation amount

variable: e_Wind
type: int
current: 1
help: Debug

variable: e_WindAreas
type: int
current: 1
help: Debug

variable: e_WorldSegmentationTest
type: int
current: 0
help: Debug only: simulates multi-segment behavior in the editor

variable: enable_memory_trace
type: int
current: 1
help: enable tracing of memory operations via a mtrace server: 1 to enable, 0 to disable

variable: es_activateEntity
type: string
current:
help: Activates an entity

variable: es_bboxes
type: int
current: 0
help: Toggles entity bounding boxes.
Usage: es_bboxes [0/1]
Default is 0 (off). Set to 1 to display bounding boxes.

variable: es_CharZOffsetSpeed DUMPTODISK
type: float
current: 2
help: sets the character Z-offset change speed (in m/s), used for IK

variable: es_ClearPoolBookmarksOnLayerUnload
type: int
current: 1
help: Clear pool bookmarks when a layer is unloaded (saves memory and makes smaller saves)

variable: es_deactivateEntity
type: string
current:
help: Deactivates an entity

variable: es_DebrisLifetimeScale
type: float
current: 0.6
help: Usage: es_DebrisLifetimeScale 1.0

variable: es_debug
type: int
current: 0
help: Enable entity debugging info
Usage: es_debug [0/1]
Default is 0 (on).

variable: es_debug_not_seen_timeout DUMPTODISK
type: int
current: 0
help: if true, log messages when entities undergo not seen timeout

variable: es_debugEntityLifetime
type: int
current: 0
help: Debug entities creation and deletion time

variable: es_DebugEntityUsage
type: int
current: 0
help: Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage
Usage: es_DebugEntityUsage update_rate
update_rate – Time in ms to refresh memory usage calculation or 0 to disable

variable: es_DebugEntityUsageFilter
type: string
current:
help: Filter entity usage debugging to classes which have this string in their name

variable: es_DebugEvents
type: int
current: 0
help: Enables logging of entity events

variable: es_DebugFindEntity
type: int
current: 0
help:

variable: es_DebugPool
type: int
current: 0
help: Enable debug drawing of entity pools

variable: es_DebugPoolFilter
type: string
current:
help: Filter entity pool debugging for just this pool and draw more info about it

variable: es_DebugTimers
type: int
current: 0
help: 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

variable: es_DisableTriggers
type: int
current: 0
help: Disable enter/leave events for proximity and area triggers

variable: es_DrawAreaDebug
type: int
current: 0
help: Enables debug drawing of Areas, set 2 for log details

variable: es_DrawAreaGrid
type: int
current: 0
help: Enables drawing of Area Grid

variable: es_DrawAreas
type: int
current: 0
help: Enables drawing of Areas

variable: es_DrawSoundProxyZRay
type: int
current: 0
help: Enables drawing of Z ray on check for Z visibility

variable: es_enable_full_script_save DUMPTODISK
type: int
current: 0
help: Enable (experimental) full script save functionality

variable: es_EnablePoolUse
type: int
current: -1
help: Force toggle the use of entity pools on/off.
Usage: es_EnablePoolUse 1
Default is -1, or normal behavior. 0 forces system off. 1 forces system on.

variable: es_FarPhysTimeout
type: float
current: 4
help: Timeout for faraway physics forceful deactivation

variable: es_helpers
type: int
current: 0
help: Toggles helpers.
Usage: es_helpers [0/1]
Default is 0 (off). Set to 1 to display entity helpers.

variable: es_HitCharacters
type: int
current: 1
help: specifies whether alive characters are affected by bullet hits (0 or 1)

variable: es_HitDeadBodies
type: int
current: 1
help: specifies whether dead bodies are affected by bullet hits (0 or 1)

variable: es_ImpulseScale
type: float
current: 0
help: Usage: es_ImpulseScale 0.0

variable: es_LayerDebugInfo
type: int
current: 0
help: Render debug info on active layers : 0 – inactive, 1 – active brush layers, 2 – all layer info, 3 – all layer and all layer pak info

variable: es_LayerSaveLoadSerialization
type: int
current: 0
help: Switches layer entity serialization : 0 – serialize all, 1 – automatically ignore entities on disabled layers, 2 – only ignore entities on non-save layers.

variable: es_log_collisions
type: int
current: 0
help: Enables collision events logging

variable: es_MaxImpulseAdjMass
type: float
current: 2000
help: Usage: es_MaxImpulseAdjMass 2000.0

variable: es_MaxPhysDist
type: float
current: 100
help: Physical entities farther from the camera than this are forcefully deactivated

variable: es_MaxPhysDistCloth
type: float
current: 300
help: Cloth entities farther from the camera than this are forcefully deactivated

variable: es_MaxPhysDistInvisible
type: float
current: 15
help: Invisible physical entities farther from the camera than this are forcefully deactivated

variable: es_MinImpulseVel
type: float
current: 0
help: Usage: es_MinImpulseVel 0.0

variable: es_not_seen_timeout DUMPTODISK
type: int
current: 30
help: number of seconds after which to cleanup temporary render buffers in entity

variable: es_profileentities
type: int
current: 0
help: Usage: es_profileentities 1,2,3
Default is 0 (off).

variable: es_removeEntity
type: string
current:
help: Removes an entity

variable: es_SaveLoadUseLUANoSaveFlag
type: int
current: 0
help: Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies.

variable: es_SortUpdatesByClass
type: int
current: 0
help: Sort entity updates by class (possible optimization)

variable: es_SplashThreshold
type: float
current: 1
help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0

variable: es_SplashTimeout
type: float
current: 3
help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0

variable: es_TestPoolSignatures
type: int
current: 0
help: Enable signature testing on entity classes the first time they’re prepared from an entity pool

variable: es_UpdateAI
type: int
current: 1
help: Toggles updating of AI entities.
Usage: es_UpdateAI [0/1]
Default is 1 (on). Set to 0 to prevent AI entities from updating.

variable: es_UpdateCollision
type: int
current: 1
help: Toggles updating of entity collisions.
Usage: es_UpdateCollision [0/1]
Default is 1 (on). Set to 0 to disable entity collision updating.

variable: es_UpdateCollisionScript
type: int
current: 1
help: Usage: es_UpdateCollisionScript [0/1]
Default is 1 (on).

variable: es_UpdateContainer
type: int
current: 1
help: Usage: es_UpdateContainer [0/1]
Default is 1 (on).

variable: es_UpdateEntities
type: int
current: 1
help: Toggles entity updating.
Usage: es_UpdateEntities [0/1]
Default is 1 (on). Set to 0 to prevent all entities from updating.

variable: es_UpdatePhysics
type: int
current: 1
help: Toggles updating of entity physics.
Usage: es_UpdatePhysics [0/1]
Default is 1 (on). Set to 0 to prevent entity physics from updating.

variable: es_UpdateScript
type: int
current: 1
help: Usage: es_UpdateScript [0/1]
Default is 1 (on).

variable: es_UpdateTimer
type: int
current: 1
help: Usage: es_UpdateTimer [0/1]
Default is 1 (on).

variable: es_UsePhysVisibilityChecks
type: int
current: 1
help: Activates physics quality degradation and forceful sleeping for invisible and faraway entities

variable: es_VisCheckForUpdate
type: int
current: 1
help: Usage: es_VisCheckForUpdate [0/1]
Default is 1 (on).

variable: ExitOnQuit
type: int
current: 0
help:

variable: fea_debug
type: int
current: 0
help: Send fake rank messages to the HUD

variable: ffs_debug
type: int
current: 0
help: Turns on/off force feedback system debug.

variable: fg_abortOnLoadError
type: int
current: 1
help: Abort on load error of flowgraphs
2:abort, 1:dialog, 0:log only

variable: fg_default_preset
type: string
current: defaultMale
help: FaceGen default head preset.

variable: fg_iDebugNextStep DUMPTODISK
type: int
current: 0
help: Update flowgraph debug by one step.

variable: fg_iEnableFlowgraphNodeDebugging DUMPTODISK
type: int
current: 0
help: Toggles visual flowgraph debugging.

variable: fg_inspectorLog
type: int
current: 0
help: Log inspector on console.

variable: fg_noDebugText
type: int
current: 0
help: Don’t show debug text [0/1]
Default is 0 (show debug text).

variable: fg_profile
type: int
current: 0
help: Flow graph profiling enable/disable

variable: fg_SystemEnable
type: int
current: 1
help: Toggles FlowGraph System Updates.
Usage: fg_SystemEnable [0/1]
Default is 1 (on).

variable: ft_debug_ccoverage
type: int
current: 0
help: FEATURE TESTER: Turn on debug drawing of code checkpoints. 1 = watched checkpoints only. 2 = unwatched only. 3 = both with watched higher priority. 4 = both equal prioirity

variable: ft_debug_ccoverage_filter_maxcount
type: int
current: 0
help: FEATURE TEST: Only print out checkpoints with less than this number of hits

variable: ft_debug_ccoverage_filter_mincount
type: int
current: 0
help: FEATURE TEST: Only print out checkpoints with more than this number of hit

variable: ft_debug_ccoverage_maxlines
type: int
current: 10
help: FEATURE TESTER: Max number of code checkpoints to output

variable: ft_debug_ccoverage_rate
type: float
current: 0.05
help: FEATURE TESTER: Max number of code checkpoints to output

variable: ft_saveScreenshotWhenFail
type: int
current: 0
help: FEATURE TESTER: When non-zero, a screenshot will be saved whenever a feature test fails

variable: g_actorViewDistRatio
type: int
current: 127
help: Sets the view dist ratio for actors.

variable: g_ageLimit
type: int
current: 15
help: Age limit required to be able to play the title, 0=no limit, PS3 only at present

variable: g_aimdebug
type: int
current: 0
help: Enable/disable debug drawing for aiming direction

variable: g_alienPhysicsAnimRatio
type: float
current: 0
help:

variable: g_allowCustomLoadouts
type: int
current: 1
help: Allow players to use custom loadouts

variable: g_allowDisconnectIfUpdateFails
type: int
current: 1
help:

variable: g_allowExplosives
type: int
current: 1
help: Allow players to use explosives

variable: g_allowFatalityBonus
type: int
current: 1
help: Allow players to gain fatality bonuses

variable: g_allowSaveLoadInEditor
type: int
current: 0
help: Allow saving and loading games in the editor (DANGEROUS)

variable: g_allowSuitPerks
type: int
current: 1
help: Allow players to use suit perks

variable: g_allowTeamPerks
type: int
current: 1
help: Allow players to use team perks

variable: g_animateCameraOrientation
type: int
current: 0
help: Locks the player view to the camera bone’s orientation

variable: g_animatorDebug
type: int
current: 0
help: Animator Debug Info

variable: g_assertWhenVisTableNotUpdatedForNumFrames
type: int
current: 255
help:

variable: g_autoAimManagerDebug
type: int
current: 0
help: Debug auto aim manager

variable: g_autoAssignTeams
type: int
current: 1
help: 1 = auto assign teams, 0 = players choose teams

variable: g_autoReviveTime
type: float
current: 7
help: Time from death till the player is automatically revived

variable: g_avmine_limit
type: int
current: 3
help: Max avmines a player can place (recycled above this value)

variable: g_battleDust_debug
type: int
current: 0
help: 0: off, 1: text, 2: text+gfx

variable: g_battleDust_effect
type: string
current: misc.battledust.light
help: Sets the effect to use for battledust

variable: g_battleDust_enable
type: int
current: 0
help: Enable/Disable battledust

variable: g_blinding_flashbangRecoveryDelayFrac
type: float
current: 0.29
help: For the first X fraction of the flashbang effect, no blindness recovery will take place

variable: g_blinding_timeBetweenFlashbangAndKill
type: float
current: 5
help: Time between flashbang and killing

variable: g_blood
type: int
current: 1
help: Toggle blood effects

variable: g_bodyDamage_log
type: int
current: 0
help: Enables/Disables BodyDamage logging

variable: g_bodyDestruction_debug
type: int
current: 0
help: Enables/Disables BodyDestruction Debug info

variable: g_bodyDestruction_debugFilter
type: string
current:
help:

variable: g_breakage_debug
type: int
current: 0
help: Turns on debug rendering for broken objects counted against g_breakage_mem_limit

variable: g_breakage_mem_limit
type: int
current: 5000
help: Sets a budget for procedurally breakable objects (in KBs)

variable: g_breakage_particles_limit
type: int
current: 40
help: Imposes a limit on particles generated during 2d surfaces breaking

variable: g_breakageFadeDelay
type: float
current: 6
help:

variable: g_breakageFadeTime
type: float
current: 6
help:

variable: g_breakagelog
type: int
current: 0
help: Log break events

variable: g_breakageMinAxisInertia
type: float
current: 0.01
help: Set this to 1.0 to force broken trees to have spherical inertia

variable: g_breakageNoDebrisCollisions
type: int
current: 0
help: Turns off all collisions for debris, apart from coltype_solid

variable: g_breakageTreeDec
type: int
current: 0
help: Please see comments in ActionGame.cpp

variable: g_breakageTreeInc
type: int
current: 0
help: Please see comments in ActionGame.cpp

variable: g_breakageTreeIncGlass
type: int
current: 0
help: Please see comments in ActionGame.cpp

variable: g_breakageTreeMax
type: int
current: 0
help: Please see comments in ActionGame.cpp

variable: g_breakImpulseScale REQUIRE_LEVEL_RELOAD
type: float
current: 1
help: How big do explosions need to be to break things?

variable: g_breaktimeoutframes
type: int
current: 140
help:

variable: g_buddyMessagesIngame DUMPTODISK
type: int
current: 1
help: Output incoming buddy messages in chat while playing game.

variable: g_bulletPenetrationDebug
type: int
current: 0
help: Enable bullet penetration debugging

variable: g_bulletPenetrationDebugTimeout
type: float
current: 8
help: Display time of debug messages

variable: g_bulletPenetrationEnable
type: int
current: 1
help: Enables bullet penetration.

variable: g_CarryObjective_watchLvl
type: int
current: 0
help: Debug watch level for the CarryObjective gamerules module.

variable: g_charactersDbaManagementDebug
type: int
current: 0
help: Debug information about currently loaded character dbas

variable: g_charactersDbaManagementEnable
type: int
current: 1
help: Enable/Disable character dbas load/unload management

variable: g_claymore_limit
type: int
current: 3
help: Max claymores a player can place (recycled above this value)

variable: g_cloakBlendSpeedScale
type: float
current: 1
help: Sets cloak blend speed scale

variable: g_cloakRefractionScale
type: float
current: 1
help: Sets cloak refraction scale

variable: g_CombiCaptureObjective_watchLvl
type: int
current: 0
help: Debug watch level for the CombiCaptureObjective gamerules module.

variable: g_CombiCaptureObjective_watchTerminalSignalPlayers
type: int
current: 0
help: Watch the audio signal players attached to the objective terminals in the CombiCaptureObjective gamerules module.

variable: g_combinedFire_maxTimeBetweenWeapons
type: float
current: 7
help: Time between last hit of previous weapon and kill for it count as combined fire

variable: g_corpseManager_hologramToCorpseRatio
type: float
current: 2
help: Number of corpses one hologram is worth

variable: g_corpseManager_maxNum
type: int
current: 6
help: Limit for number of corpses active at any time, includes holograms scaled by the hologram to corpse ratio

variable: g_corpseManager_thermalHeatFadeDuration
type: float
current: 20
help: Time Duration it takes for corpses heat to fade in thermal vision mode

variable: g_corpseManager_thermalHeatMinValue
type: float
current: 0.22
help: Min heat value in thermal vision mode

variable: g_corpseMinDistance
type: float
current: 20
help: Distance in meters that the player has to be away from the ragdoll before it can disappear

variable: g_corpseMinTime
type: float
current: 8
help: Minimum time in seconds that a corpse will be visible

variable: g_corpsePollTime
type: float
current: 1
help: Time in seconds where ‘unseen’ polling is done

variable: g_corpseUnseenTime
type: float
current: 3
help: Time in seconds that the player has to look away from the corpse before it disappears

variable: g_craigNetworkDebugLevel REQUIRE_APP_RESTART
type: int
current: 0
help: Craig network debug options

variable: g_CTFScoreElement_watchLvl
type: int
current: 0
help: Debug watch level for the CTFScoreElement HUD module.

variable: g_data_centre_config REQUIRE_APP_RESTART
type: string
current: dallas
help: high level config switch of which data centre to use for telemetry and web data, valid values are nottingham and dallas.

variable: g_deathCam
type: int
current: 1
help: Enables / disables the MP death camera (shows the killer’s location)

variable: g_deathCamSP.dof_enable
type: int
current: 1
help: Enables / disables the Depth of field effect in single player death camera

variable: g_deathCamSP.dofDistanceSpeed
type: float
current: 75
help: Speed the FocusDistance changes over time

variable: g_deathCamSP.dofRange
type: float
current: 20
help: FocusRange value used when focusing on the killer

variable: g_deathCamSP.dofRangeNoKiller
type: float
current: 5
help: FocusRange value used when not focusing on the killer

variable: g_deathCamSP.dofRangeSpeed
type: float
current: 10
help: Speed the FocusRange value changes over time

variable: g_deathCamSP.enable
type: int
current: 1
help: Enables / disables the SP death camera

variable: g_deathCamSP.updateFrequency
type: float
current: 0.1
help: Update frequency for death camera dof effect values

variable: g_deathReloadDelay
type: float
current: 10
help: Time before reload after player dies and fades out (negative values disable reloading on death)

variable: g_debug_entity_clustering
type: int
current: 0
help: debug RDC clustering code on all entities: Values: 0=off; 1:consider entities; 2: consider actors

variable: g_debug_entity_clustering_radius
type: float
current: 10
help: radius to use for debug RDC clustering code on all entities

variable: g_debug_fscommand
type: int
current: 0
help: Print incoming fscommands to console

variable: g_debug_spawn_mode
type: int
current: 2
help: DEBUG – temporary enabling/disabling of new spawn modes: Values: 0=normal; 1=HQ spawn mode; 2=Frontline spawn mode

variable: g_debug_spawning_visually
type: int
current: 0
help: debug spawning visually. For use in the editor.

variable: g_debug_stats
type: int
current: 0
help: Enabled massive gameplay events debug

variable: g_debugaimlook
type: int
current: 0
help: Debug aim/look direction

variable: g_debugCollectableEnergyPoints
type: int
current: 0
help: Display current amount of collected points on screen

variable: g_debugCollisionDamage DUMPTODISK
type: int
current: 0
help: Log collision damage

variable: g_debugDirectMPMenu
type: int
current: 0
help: Jump directly to MP menu on application start.

variable: g_DebugDrawPhysicsAccess DUMPTODISK
type: int
current: 0
help: Displays current physics access statistics for the game module.

variable: g_debugFakeHits DUMPTODISK
type: int
current: 0
help: Display Fake Hits

variable: g_debugHardwareMouse
type: int
current: 0
help: Enables debug mode for the hardware mouse.

variable: g_debugHitReacts
type: int
current: 0
help: Debug the hit reacts

variable: g_debugHits DUMPTODISK
type: int
current: 0
help: Log hits

variable: g_debugLongTermAwardDays
type: int
current: 182
help: Debug number of days required for long term award

variable: g_debugMines
type: int
current: 0
help: Enable debug output for mines and claymores

variable: g_debugNetPlayerInput
type: int
current: 0
help: Show some debug for player input

variable: g_debugOffsetCamera
type: int
current: 0
help: Debug offset the camera

variable: g_debugSaveLoadMemory
type: int
current: 0
help: Print debug information about save/load memory usage

variable: g_debugSpawnPointsRegistration
type: int
current: 0
help: Enabled extra logging to debug spawn point registration

variable: g_dedicatedClientInput_commitSuicide
type: int
current: 0
help: Enable/Disable killing (and respawning) dummy players who’ve been alive for too long

variable: g_dedicatedClientInput_showDebugText
type: int
current: 0
help: Enable/Disable on-screen messages about dummy players

variable: g_defaultItemRespawnTimer
type: float
current: 5
help: Default amount of time to respawn an item – used if the actual timer length is lost in a host migration

variable: g_deferredviewsystemupdate
type: int
current: 0
help: Normally 0, 1 only for avoiding an attached view camera lagging issue in cinematics recording
Usage: g_deferredviewsystemupdate [0/1]
Default is 0

variable: g_defiant_lowHealthFraction
type: float
current: 0.25
help: Fraction of max health that counts as ‘low health’

variable: g_defiant_timeAtLowHealth
type: float
current: 1
help: Period of time in seconds that player must have been at low health before making the kill

variable: g_delayQuitTime
type: float
current: 5
help: Frequency at which server should be allowed to try and write user updates

variable: g_demiGodRevivesAtCheckpoint
type: int
current: 1
help: Demi God Mode warps you to the last checkpoint

variable: g_detachCamera
type: int
current: 0
help: Detach camera

variable: g_detachedCameraDebug
type: int
current: 0
help: Display debug graphics for detached camera spline playback.

variable: g_detachedCameraMoveSpeed
type: float
current: 6
help: Move detached camera

variable: g_detachedCameraRotateSpeed
type: float
current: 1.5
help: Move detached camera

variable: g_detachedCameraTurboBoost
type: float
current: 4
help: Move speed turbo boost when holding down (360) A button

variable: g_difficultyHintSystem READONLY
type: int
current: 2
help: Lower difficulty hint system (0 is off, 1 is radius based, 2 is save-game based)

variable: g_difficultyLevel READONLY
type: int
current: 2
help: Difficulty level

variable: g_difficultyLevelLowestPlayed READONLY
type: int
current: 2
help: Sets the lowest difficulty played (Used in completion for achievement determination)(Value is set to -1 in difficulty selection screen, becomes lowest diffculty 1,2,3,4 (Easy,Normal,Hard,Supersolder) when setting difficulty

variable: g_difficultyRadius READONLY
type: float
current: 300
help: Radius in which player needs to die to display lower difficulty level hint.

variable: g_difficultyRadiusThreshold READONLY
type: int
current: 5
help: Number of times player has to die within radius to trigger difficulty hint.

variable: g_difficultySaveThreshold READONLY
type: int
current: 5
help: Number of times player has to die with same savegame active to trigger difficulty hint.

variable: g_disable_OpponentsDisconnectedGameEnd
type: int
current: 0
help: Stop the game from automatically ending when all opponents have disconnected. Useful for debugging failed migrations, etc.

variable: g_DisableCollisionDamage
type: int
current: 0
help: Disable entities being damaged by collisions

variable: g_DisableScoring
type: int
current: 0
help: Disable players being awarded points

variable: g_displayCheckpointName
type: int
current: 0
help: Display checkpoint name when game is saved

variable: g_displayDbgText_actorState
type: int
current: 0
help: Show information (health, current state etc.) about each actor

variable: g_displayDbgText_hud
type: int
current: 0
help: Show HUD-related debugging text on the screen

variable: g_displayDbgText_perk
type: int
current: 0
help: Show perk-related debugging text on the screen

variable: g_displayDbgText_plugins
type: int
current: 0
help: Show player plug-in-related debugging text on the screen

variable: g_displayDbgText_pmv
type: int
current: 0
help: Show list of ‘player modifiable values’ on the screen

variable: g_displayDbgText_psGuns
type: int
current: 0
help: Show info about Power Struggle Lite gun turrets on the screen

variable: g_displayDbgText_silhouettes
type: int
current: 0
help: Show silhouette-related debugging text on the screen

variable: g_displayIgnoreList DUMPTODISK
type: int
current: 1
help: Display ignore list in chat tab.

variable: g_displayPlayerDamageTaken
type: int
current: 0
help: Display the amount of damage being taken above a player who’s getting injured

variable: g_distanceForceNoIk
type: float
current: 0
help: Distance at which to disable ground alignment IK

variable: g_distanceForceNoLegRaycasts
type: float
current: 5
help: Distance at which to disable ground alignment IKs raycasts

variable: g_dlcPurchaseOverwrite
type: int
current: 0
help: Cheat to unlock DLC content on PC without purchase

variable: g_droppedItemVanishTimer
type: float
current: 45
help: Number of seconds before dropped items vanish

variable: g_dummyPlayersFire
type: int
current: 0
help: Enable/Disable firing on the dummy players

variable: g_dummyPlayersJump
type: float
current: 0.5
help: Control how often dummy players jump – 0.0 is never, 1.0 is whenever they’re not crouching

variable: g_dummyPlayersMove
type: int
current: 0
help: Enable/Disable moving on the dummy players

variable: g_EAWhiteBuild
type: int
current: 0
help: Internal release, switch on White Build

variable: g_ec_enable
type: int
current: 1
help: Enable/Disable explosion culling of small objects. Default = 1

variable: g_ec_extent
type: float
current: 2
help: Explosion culling length of an AABB side which needs to be exceed for objects to not be culled.

variable: g_ec_radiusScale
type: float
current: 2
help: Explosion culling scale to apply to explosion radius for object query.

variable: g_ec_removeThreshold
type: int
current: 20
help: At how many items in exploding area will it start removing items.

variable: g_ec_volume
type: float
current: 0.75
help: Explosion culling volume which needs to be exceed for objects to not be culled.

variable: g_enableActorLuaCache
type: int
current: 1
help: Enable the caching of actor properties from Lua to avoid Lua access at run-time

variable: g_EnableDevMenuOptions REQUIRE_APP_RESTART
type: int
current: 0
help: Enable DEV menu options

variable: g_enableFriendlyAIHits
type: int
current: 0
help: Enables AI-owning bullet hit feedback for friendly actors.

variable: g_enableFriendlyFallAndPlay
type: int
current: 0
help: Enables fall&play feedback for friendly actors.

variable: g_enableFriendlyPlayerHits
type: int
current: 1
help: Enables Player-owning bullet hit feedback for friendly actors.

variable: g_enableInitialLoadoutScreen
type: int
current: 1
help: Enable the loadout screen when joining a game.

variable: g_enableInitialLoginScreen
type: int
current: 0
help: 1=Show login screen on startup

variable: g_enableitems
type: int
current: 1
help: Enable/disable the item system

variable: g_enableLanguageSelectionMenu READONLY
type: int
current: 1
help: Enable the language selection menu.

variable: g_enableloadingscreen DUMPTODISK
type: int
current: 1
help: Enable/disable the loading screen

variable: g_EnableLoadSave
type: int
current: 1
help: Enables/disables saving and loading of savegames

variable: g_enablePoolCache
type: int
current: 1
help: Enable the caching of data associated with entities pooled e.g., equipment pack, body damage, etc.

variable: g_enableSlimCheckpoints
type: int
current: 0
help: Enable the use of console style checkpoints instead of full save.

variable: g_energy_scale_income
type: float
current: 1
help: Scales incoming energy.

variable: g_energy_scale_price
type: float
current: 0
help: Scales energy prices.

variable: g_EPD REQUIRE_APP_RESTART
type: int
current: 0
help: Enable Exclusive Playable Demo version

variable: g_explosion_materialFX_raycastLength
type: float
current: 1
help: Length of raycast for non-direct impact explosions to find appropriate surface effect

variable: g_fallAndPlayThreshold
type: float
current: 50
help: Minimum damage for fall and play.

variable: g_flashBangFriends
type: int
current: 0
help: Applies flash bangs to friends

variable: g_flashBangMinFOVMultiplier
type: float
current: 0.75
help: Set the minimum multiplier for the dot product comparison

variable: g_flashBangMinSpeedMultiplier
type: float
current: 0.2
help: Set the minimum movement and rotation speed multiplier when stunned by a flashbang

variable: g_flashBangNotInFOVRadiusFraction
type: float
current: 0.66
help: Set the radius fraction which will still blind a player even if not looking at a flashbang

variable: g_flashBangSelf
type: int
current: 1
help: Applies flash bangs to your self

variable: g_flashBangSpeedMultiplierFallOffEase
type: float
current: 5
help: Alters the falloff curve for the flashbang multiplier

variable: g_flashrenderingduringloading
type: int
current: 0
help: Enable active flash rendering during level loading

variable: g_flushed_minDistanceActorTravelledSquared
type: float
current: 25
help: Distance actor has travelled from grenade bounce to current location

variable: g_flushed_timeBetweenGrenadeBounceAndSkillKill
type: float
current: 4
help: Time between grenade bouncing near someone and flushed skill kill

variable: g_flyCamLoop
type: int
current: 0
help: Toggles whether the flycam should loop at the end of playback

variable: g_footstepSoundMaxDistanceSq
type: float
current: 900
help: Maximum squared distance for footstep sounds / fx spawned by Players.

variable: g_FootstepSoundsDebug
type: int
current: 0
help: Toggles debug messages of footstep sounds.

variable: g_FootstepSoundsFollowEntity
type: int
current: 1
help: Toggles moving of footsteps sounds with it’s entity.

variable: g_forcedReviveTime
type: float
current: 14
help: Time from death till the player is forced to revive by the server, without any client request being received

variable: g_forceFastUpdate
type: int
current: 0
help: GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE

variable: g_forceItemRespawnTimer
type: float
current: 0
help: Override the amount of time it takes to respawn an item (0=disable override)

variable: g_forceNetLimbo
type: int
current: 0
help: 1 = fake entering net limbo

variable: g_forceWeapon
type: int
current: -1
help: Force the loadouts to all use the same weapon, -1=disable

variable: g_fovToRotationSpeedInfluence
type: float
current: 0
help: Reduces player rotation speed when fov changes

variable: g_fpDbaManagementDebug
type: int
current: 0
help: Debug information about currently loaded fp dbas

variable: g_fpDbaManagementEnable
type: int
current: 1
help: Enable/Disable fp dbas load/unload management

variable: g_fraglead
type: int
current: 1
help: Number of frags a player has to be ahead of other players once g_fraglimit is reached. Default is 1.

variable: g_fraglimit
type: int
current: 0
help: Number of frags before a round restarts. Default is 0, 0 means no frag-limit.

variable: g_friendlyfireratio
type: float
current: 0
help: Sets friendly damage ratio.

variable: g_friendlyLowerItemMaxDistance
type: float
current: 10
help: Max distance a friendly AI needs to be before the player will lower his weapon.

variable: g_frontEndRequiredEPD REQUIRE_APP_RESTART
type: int
current: 3
help: If a UI element in the MenuData XML has ‘EPD=true’ set then the global g_EPD value will need to match this value for the element to be enabled

variable: g_gameFXSystemDebug
type: int
current: 0
help: Toggles game effects system debug state

variable: g_gameIntersectionTestQuota
type: int
current: 6
help: Amount of deferred intersection tests allowed to be cast per frame by Game

variable: g_gameplayAnalyst REQUIRE_APP_RESTART
type: int
current: 0
help: Enable/Disable Gameplay Analyst

variable: g_gameRayCastQuota
type: int
current: 16
help: Amount of deferred rays allowed to be cast per frame by Game

variable: g_gameRules_minPlayerWarningTimerLength
type: float
current: 15000
help: Was GR_STATE_MIN_PLAYER_WARNING_TIMER_LENGTH

variable: g_gameRules_postGame_HUDMessageTime
type: float
current: 3
help: How long to show the endgame HUD message for

variable: g_gameRules_postGame_ScoreboardTime
type: float
current: 4
help: How long to show the full scoreboard for

variable: g_gameRules_postGame_Top3Time
type: float
current: 4
help: How long to show the top 3 scoreboard for

variable: g_gameRules_skipStartTimer
type: int
current: 0
help: Skip the 15 second countdown?

variable: g_gameRules_startTimerLength
type: float
current: 15
help: The N in ‘Game will start in N seconds’ (triggered once there are enough players)

variable: g_gameRules_startTimerMinPlayers
type: int
current: 2
help: Min number of players to trigger countdown (deathmatch mode)

variable: g_gameRules_startTimerMinPlayersPerTeam
type: int
current: 1
help: Min number of players on each team to trigger countdown (team mode)

variable: g_gameRules_startTimerOverrideWait
type: float
current: 30
help: Override time in seconds to trigger countdown without min player limits met

variable: g_gameRules_startTimerPlayersRatio
type: float
current: 0.5
help: Percentage of players loaded to trigger countdown (0.0f -> 1.0f)

variable: g_gamespy_email
type: string
current:
help: GameSpy email address

variable: g_gamespy_loginUI
type: int
current: 0
help: Whether to use the gamespy login UI, if set to 0 cfg file values are used.

variable: g_gamespy_password
type: string
current:
help: GameSpy password

variable: g_gamespy_unique_nick
type: string
current:
help: GameSpy unique nick

variable: g_glassAutoShatter
type: int
current: 0
help: Always smash the whole pane, and spawn fracture effect

variable: g_glassAutoShatterMinArea
type: float
current: 0
help: If the area of glass is below this, then autoshatter

variable: g_glassAutoShatterOnExplosions
type: int
current: 0
help: Just smash the whole pane, and spawn fracture effect for explosions

variable: g_glassForceTimeout
type: float
current: 0
help: Make all glass break after a given time, overrides art settings

variable: g_glassForceTimeoutSpread
type: float
current: 0
help: Add a random amount to forced glass shattering

variable: g_glassMaxPanesToBreakPerFrame
type: int
current: 0
help: Max glass breaks, before auto-shattering is forced

variable: g_glassNoDecals
type: int
current: 0
help: Turns off glass decals

variable: g_godMode
type: int
current: 0
help: God Mode

variable: g_gotYourBackKill_FOVRange
type: float
current: 45
help: FOV range to be used in determining if actors are facing each other

variable: g_gotYourBackKill_targetDistFromFriendly
type: float
current: 5
help: Distance check for victim near friendly actor

variable: g_grabLog
type: int
current: 0
help: verbosity for grab logging (0-2)

variable: g_groundAlignAll
type: int
current: 1
help: Enable ground alignment for every character that supports it.

variable: g_groundeffectsdebug
type: int
current: 0
help: Enable/disable logging for GroundEffects (2 = use non-deferred ray-casting)

variable: g_guardian_maxTimeSinceLastDamage
type: float
current: 1
help: Max time in seconds since victim attacked a friendly

variable: g_hasWindowFocus
type: int
current: 1
help:

variable: g_hideArms
type: int
current: 0
help: Hide arms in first person

variable: g_hitDeathReactions_debug
type: int
current: 0
help: Enables/Disables debug information for hit and death reactions system

variable: g_hitDeathReactions_disable_ai
type: int
current: 1
help: If enabled, it’ll not allow to execute any AI instruction during the hit/death reaction

variable: g_hitDeathReactions_disableRagdoll
type: int
current: 0
help: Disables switching to ragdoll at the end of animations

variable: g_hitDeathReactions_enable
type: int
current: 1
help: Enables/Disables Hit/Death reaction system

variable: g_hitDeathReactions_logReactionAnimsOnLoading
type: int
current: 0
help: Non-Release only CVar: Enables logging of animations used by non-animation graph-based reactions. 0: don’t log, 1: log anim names, 2: log filepaths

variable: g_hitDeathReactions_streaming
type: int
current: 1
help: Enables/Disables reactionAnims streaming. 0: Disabled, 1: DBA Registering-based, 2: Entity lifespan-based

variable: g_hitDeathReactions_useLuaDefaultFunctions
type: int
current: 0
help: If enabled, it’ll use the default lua methods inside HitDeathReactions script instead of the default c++ version

variable: g_HoldObjective_secondsBeforeStartForSpawn
type: float
current: 8
help: The first crash site starts coming in this many seconds before the start of the game.

variable: g_holdObjectiveDebug
type: int
current: 0
help: Debugging for hold objective 1. Draw debug cylinder. 2. Fade ring in on pulse

variable: g_hologram_initialNoMovementCheckTime
type: float
current: 0.2
help: Length of initial ‘don’t check for blocked movement’ period

variable: g_hologram_maxBlockedTime
type: float
current: 0.2
help: Length of time movement must be blocked before hologram will stop running

variable: g_hologram_maxNumber
type: int
current: 10
help: Limit to number of holograms active at any time

variable: g_hologram_negligibleMovementSqrd
type: float
current: 0.001
help: Minimum speed squared used to check for blocked movement

variable: g_hologram_spawnOffsetDist
type: float
current: 1.5
help: Distance in front of player to spawn hologram

variable: g_hologram_spawnRayHeight
type: float
current: 2
help: Height of spawn raycast, to check floor height

variable: g_hostMigrationEnsureBestHostDelayTime
type: float
current: 10
help: Time after a player joins before we call ensurebesthost

variable: g_hostMigrationResumeTime
type: float
current: 3
help: Time after players have rejoined before the game resumes

variable: g_hostMigrationServerDelay
type: float
current: 0
help: Delay in host migration before promoting to server (seconds)

variable: g_hostMigrationUseAutoLobbyMigrateInPrivateGames
type: int
current: 0
help: 1=Make calls to EnsureBestHost when in private games

variable: g_idleKickTime
type: float
current: 120
help: Time to wait before kicking a player for being idle for too long (in seconds)

variable: g_ignoreDLCRequirements
type: int
current: 0
help: Shows all servers in the game browser even if the DLC requirements are not met

variable: g_immersive
type: int
current: 1
help: If set, multiplayer physics will be enabled

variable: g_infiniteAmmo
type: int
current: 0
help: Infinite inventory ammo!

variable: g_infiniteSuitEnergy
type: int
current: 0
help: Infinite nanosuit energy!

variable: g_instantKillDamageThreshold
type: float
current: -1
help: If positive, any damage caused greater than this value will kill the character

variable: g_intervention_timeBetweenZoomedAndKill
type: float
current: 1
help: Time between ironsighting and killing

variable: g_inventoryExplosivesCapacity
type: int
current: 6
help: Capacity for explosives slot in inventory

variable: g_inventoryGrenadesCapacity
type: int
current: 3
help: Capacity for grenades slot in inventory

variable: g_inventoryNoLimits
type: int
current: 0
help: Removes inventory slots restrictions. Allows carrying as many weapons as desired

variable: g_inventoryWeaponCapacity
type: int
current: 2
help: Capacity for weapons slot in inventory

variable: g_joint_breaking
type: int
current: 1
help: Toggles jointed objects breaking

variable: g_KingOfTheHillObjective_watchLvl
type: int
current: 0
help: Debug watch level for the KingOfTheHill objective implementation.

variable: g_landingBobLandTimeFactor
type: float
current: 0.1
help: Fraction of the bob time to be at full compression

variable: g_landingBobTimeFactor
type: float
current: 0.2
help: Fraction of the bob time to release full compression

variable: g_language
type: string
current: english
help:

variable: g_levelfadein_levelload
type: int
current: 4
help: Fade in time after a level load (seconds)

variable: g_levelfadein_quickload
type: int
current: 2
help: Fade in time after a quick load (seconds)

variable: g_loadoutServerControlled
type: int
current: 0
help: Perk/Weapon Loadout is handed to clients from the server.

variable: g_loadoutUsePerkTiers
type: int
current: 0
help: Load perk tiers from loadout

variable: g_loadPlayerModelOnLoad
type: int
current: 1
help: Sets if the client player’s model should be loaded on level load

variable: g_localPacketRate
type: float
current: 50
help: Packet rate locally on faked network connection

variable: g_LogDamage
type: int
current: 0
help: Log all damage being taken

variable: g_logPrimaryRound
type: int
current: 1
help: Log various operations and calculations concerning the «primary» round and round changes. FOR DEBUGGING

variable: g_logSuitActions
type: int
current: 0
help: Log suit action processing

variable: g_logSuitArmourDamageAbsorption
type: int
current: 0
help: Log the calculations and results of active Armour mode’s damage absorption and energy drain

variable: g_logSuitEnergyNetworking
type: int
current: 0
help: Log the operations to do with the networking of suit energy

variable: g_MatchmakingBlock REQUIRE_APP_RESTART
type: int
current: 0
help: Used to shift matchmaking version for QA and EA builds – please leave as zero

variable: g_MatchmakingVersion REQUIRE_APP_RESTART
type: int
current: 0
help: Defines your matchmaking version (Only join games over the same version)

variable: g_maxHealthMultiplier
type: float
current: 1
help: Player health multiplier

variable: g_maximumDamage
type: float
current: -1
help: Maximum health reduction allowed on actors. If negative it is ignored

variable: g_mechanismMgrLog
type: int
current: 0
help: MECHANISM MANAGER: Log messages enabled

variable: g_mechanismMgrWatch
type: int
current: 0
help: MECHANISM MANAGER: On-screen watches enabled

variable: g_messageOfTheDay
type: string
current:
help: message of the day

variable: g_minplayerlimit
type: int
current: 6
help: Minimum number of players to start a match.

variable: g_minteamlimit
type: int
current: 1
help: Minimum number of players in each team to start a match.

variable: g_modevarivar_disableKillCam
type: int
current: 0
help: Disables the kill cam

variable: g_modevarivar_disableNanosuit
type: int
current: 0
help: Disables nanosuit

variable: g_modevarivar_disableSpectatorCam
type: int
current: 0
help: Disables spectator cam when you die

variable: g_modevarivar_proHealth_frac
type: float
current: 0.75
help: Fraction to reduce max health to when g_modevarivar_proHealth is set

variable: g_modevarivar_proHud
type: int
current: 0
help: Cuts back HUD elements to essentials

variable: g_moveDetachedCamera
type: int
current: 0
help: Move detached camera

variable: g_movementTransitions_debug
type: int
current: 0
help: Enables/Disables on-screen debugging of movement transitions

variable: g_movementTransitions_enable
type: int
current: 1
help: Enables/Disables special movement transitions system

variable: g_movementTransitions_log
type: int
current: 0
help: Enables/Disables logging of special movement transitions

variable: g_mp_as_DefendersMaxHealth
type: int
current: 180
help: Max health for Defenders in MP Assault gamemode

variable: g_mpAllSeeingRadar READONLY
type: int
current: 0
help: Player has radar that permanently shows all friends and enemies (for Attackers in Assault mode).

variable: g_mpAllSeeingRadarSv READONLY
type: int
current: 0
help: All players have radar that permanently shows all friends and enemies, controlled by server.

variable: g_MPCoverAndLean
type: int
current: 0
help: Enables cover & lean in MP

variable: g_mpCullShootProbablyHits
type: int
current: 1
help: Culls ProbablyHits in Shoot function, to avoid line tests

variable: g_mpDisableRadar READONLY
type: int
current: 0
help: Player has no radar (for Defenders when starting Assault mode).

variable: g_mpHeadshotsOnly
type: int
current: 0
help: Only allow damage from headshots

variable: g_mpKickableCars
type: int
current: 1
help: Turn on MP kickable car settings/Disable SP kickable car settings

variable: g_MPLedgeGrabbing
type: int
current: 1
help: Enables ledge grabbing in MP

variable: g_mpLoaderScreenMaxTime
type: float
current: 25
help: Max time mp loader screen is allowed to wait before timing out and aborting MP

variable: g_mpLoaderScreenMaxTimeSoftLimit
type: float
current: 15
help: Max time mp loader screen will wait for optional loading tasks before moving on (eg patch and playlist updates) should be < g_mpLoaderScreenMaxTime or optional tasks will cause an abort

variable: g_mpNoEnemiesOnRadar READONLY
type: int
current: 0
help: Player will not see any enemies on radar (for Attackers when Defenders are at high alert level in Assault mode).

variable: g_mpRegenerationRate
type: int
current: 0
help: Health regeneration rate (0=slow, 1=normal, 2=fast)

variable: g_multikillTimeBetweenKills
type: float
current: 5
help: Time between kills needed for a multikill

variable: g_multiplayerDefault
type: int
current: 0
help: Enable multiplayer gameplay by default

variable: g_multiplayerEnableVehicles
type: int
current: 1
help: Enable vehicles in multiplayer

variable: g_multiplayerModeOnly
type: int
current: 0
help: Sets exclusively multiplayer. Will not allow switching to singleplayer

variable: g_muzzleFlashCull
type: int
current: 1
help: Enable muzzle flash culling

variable: g_muzzleFlashCullDistance
type: float
current: 30000
help: Culls distant muzzle flashes

variable: g_nanoGlassPostEffect
type: int
current: 1
help: Toggles nano glass post effect

variable: g_nanoSuitDisableSprintDamageTaken
type: float
current: 20
help: Amount of damage needed to disable sprinting (MP only)

variable: g_nanoSuitDisableSprintTime
type: float
current: 0.5
help: Amount of time sprinting is disabled when damaged (MP only)

variable: g_nanoSuitEnableSuitShapeDeformation
type: int
current: 1
help: Enables/Disables shape deformation on nano suit

variable: g_nanoSuitMenuToggleTime
type: float
current: 0
help: Time that you have to keep pressing suit menu button to enter the menu

variable: g_neverFlagging_maxMatchTimeRemaining
type: float
current: 10
help: (Secs.) The maximum amount of time allowed left on the clock in the last round of CTF for the "Never Flagging" award to be awarded. (Remember that strings will also need to be changed if this is changed!!)

variable: g_no_breaking_by_objects
type: int
current: 0
help: Prevents procedural breaking caused by rigid bodies

variable: g_no_secondary_breaking
type: int
current: 0
help: Prevents secondary procedural breaks (to keep down memory usage)

variable: g_numLives
type: int
current: 3
help: Number of lives in assault and all or nothing gamemodes

variable: g_objectivesTimeScale
type: float
current: 1
help: Time multiplier for multiplayer objectives

variable: g_officialServer
type: int
current: 0
help: If a server is shown as official or not

variable: g_persistantStats_gamesCompletedFractionNeeded
type: float
current: 0.5
help: Fraction of games that need to be completed so that you post on leaderboards/MyCrysis

variable: g_playerEnableDedicatedInput
type: int
current: 1
help: dedicated clients do random movements and actions

variable: g_playerFallAndPlay
type: int
current: 0
help: When enabled, the player doesn't die from direct damage, but goes to fall and play.

variable: g_playerInteractorRadius
type: float
current: 1.8
help: Maximum radius at which player can interact with other entities

variable: g_playerLodRatio REQUIRE_LEVEL_RELOAD
type: int
current: 80
help: Sets the lod ratio for players.

variable: g_playerLowHealthThreshold
type: float
current: 100
help: The player health threshold when the low health effect kicks in.

variable: g_playerMidHealthThreshold
type: float
current: 250
help: The player health threshold when the mid health feedback kicks in.

variable: g_playersWithDisabledDedicatedInputCrouch
type: int
current: 0
help: makes dedicated clients crouch (when g_playerEnableDedicatedInput is set to 0)

variable: g_playerUsesDedicatedInput
type: int
current: 0
help: player's will use the automated dedicated input

variable: g_post3DRendererDebug
type: int
current: 0
help: Enable Post 3D Rendering debug screen. 1 = enable. 2 = draw grid

variable: g_post3DRendererDebugGridSegmentCount
type: int
current: 10
help: Number of segments in Post 3D Rendering debug grid.

variable: g_postEffect.FilterGrain_Amount
type: float
current: 0
help: Filter grain amount

variable: g_postEffect.FilterRadialBlurring_Amount
type: float
current: 0
help: Radial blurring amount

variable: g_postEffect.FilterRadialBlurring_Radius
type: float
current: 1
help: Radial blurring radius

variable: g_postEffect.FilterRadialBlurring_ScreenPosX
type: float
current: 0.5
help: Radial blurring screen position X

variable: g_postEffect.FilterRadialBlurring_ScreenPosY
type: float
current: 0.5
help: Radial blurring screen position Y

variable: g_postEffect.Global_User_Brightness
type: float
current: 1
help: Global brightness

variable: g_postEffect.Global_User_ColorC
type: float
current: 0
help: Global cyan

variable: g_postEffect.Global_User_ColorHue
type: float
current: 0
help: Global color hue

variable: g_postEffect.Global_User_ColorK
type: float
current: 0
help: Global luminance

variable: g_postEffect.Global_User_ColorM
type: float
current: 0
help: Global magenta

variable: g_postEffect.Global_User_ColorY
type: float
current: 0
help: Global yellow

variable: g_postEffect.Global_User_Contrast
type: float
current: 1
help: Global contrast

variable: g_postEffect.Global_User_Saturation
type: float
current: 1
help: Global saturation

variable: g_postEffect.HUD3D_FOV
type: float
current: 0
help: 3D HUD field of view

variable: g_postEffect.HUD3D_Interference
type: float
current: 0
help: 3D HUD interference

variable: g_pp_scale_income
type: float
current: 1
help: Scales incoming PP.

variable: g_pp_scale_price
type: float
current: 1
help: Scales PP prices.

variable: g_preroundtime
type: int
current: 8
help: Frozen time before round starts. Default is 8, 0 Disables freeze time.

variable: g_presaleUnlock REQUIRE_APP_RESTART
type: int
current: 0
help: Cheat to unlock the presale content without voucher

variable: g_presaleURL READONLY
type: string
current: http://crytek.com
help: url to redirect presale users to

variable: g_procedural_breaking
type: int
current: 1
help: Toggles procedural mesh breaking (except explosion-breaking)

variable: g_ProcessOnlineCallbacks READONLY
type: int
current: 1
help: Process online callbacks in the gamelobbymanager.

variable: g_ProjectilePathDebugGfx
type: int
current: 0
help: Draw paths of projectiles through the air

variable: g_PSTutorial_Enabled
type: int
current: 1
help: Enable/disable powerstruggle tutorial

variable: g_punishFriendlyDeaths
type: int
current: 1
help: The player gets punished by death when killing a friendly unit.

variable: g_radialBlur
type: float
current: 1
help: Radial blur on explosions. Default = 1, 0 to disable

variable: g_rejectEffectCullDistance
type: float
current: 625
help: Culls distant shell casing effects

variable: g_rejectEffectVisibilityCull
type: int
current: 1
help: Enable reject effect culling

variable: g_requestPickupDelay
type: float
current: 1
help: Delay clients must incur before requesting to pickup the same item again

variable: g_resetActionmapOnStart
type: int
current: 0
help: Resets Keyboard mapping on application start.

variable: g_revivetime
type: int
current: 7
help: Revive wave timer.

variable: g_roundlimit
type: int
current: 30
help: Maximum numbers of rounds to be played. Default is 0, 0 means no limit.

variable: g_roundScoreboardTime
type: float
current: 7
help: Time spent on the end of round scoreboard (in seconds).

variable: g_roundStartTime
type: float
current: 10
help: Time between the round scoreboard being removed and the next round starting (in seconds).

variable: g_roundtime
type: float
current: 2.5
help: Duration of a round (in minutes). Default is 2.5, 0 means no time-limit.

variable: g_saveLoadBasicEntityOptimization
type: int
current: 1
help: Switch basic entity data optimization - remove this on C2 Alpha.

variable: g_saveLoadUseExportedEntityList
type: int
current: 1
help: Only save entities in the editor-generated save list (if available). 0 is the previous behavior

variable: g_scoreLimit
type: int
current: 3
help: Max number of points need to win in a team game. Default is 3

variable: g_scoreLimitOverride
type: int
current: 0
help: Override for score limit - because score limit is set by the variant

variable: g_serverImageUrl
type: string
current:
help: server image

variable: g_setActorModelFromLua
type: int
current: 0
help: Toggle if the actor model should be set from Lua or internally

variable: g_showIdleStats
type: int
current: 0
help:

variable: g_showShadowChar
type: int
current: 0
help: Render the shadow casting character

variable: g_showUpdateState
type: int
current: 0
help: Show the game object update state of any activated entities; 3-4 -- AI objects only

variable: g_SimpleEntityBasedObjective_watchLvl
type: int
current: 0
help: Debug watch level for the SimpleEntityBasedObjective gamerules module.

variable: g_skipAfterLoadingScreen
type: int
current: 0
help: Automatically skip the ready screen, that is shown after level loading in singleplayer.

variable: g_skipIntro
type: int
current: 1
help: Skip all the intro videos.

variable: g_spawn_conflict_clustering_radius
type: float
current: 7
help: the radius that the conflict detection algorithm uses when detecting clusters

variable: g_spawn_ctfFlagAvoidDist
type: float
current: 30
help: minimum distance between new spawnpoint and any carried CTF flags

variable: g_spawn_enemyDistLevelSizeDivider
type: float
current: 6
help: calculate spawning enemy reject distance by scaling bounds of level's spawns by this divider

variable: g_spawn_explosiveSafeDist
type: float
current: 7
help: minimum distance between new spawnpoint and any explosives

variable: g_spawn_lastKillerDist
type: float
current: 30
help: minimum distance between new spawnpoint and the player who last killed you on spawn. May need changing to a divider as with enemy distance

variable: g_spawn_lastSpawnDist
type: float
current: 10
help: minimum distance between new spawnpoint and last spawnpoint you spawned at

variable: g_spawn_recentSpawnTimer
type: float
current: 2.5
help: How recently a spawn has to have occured for it to be considered 'recent' and result in a subsequent spawn being denied.

variable: g_spawn_timeToRetrySpawnRequest
type: float
current: 0.4
help: Send spawn requests to the server this many seconds apart

variable: g_spawn_vistable_maxDistToAltSpawnEntity
type: float
current: 4
help: on the server - the maximum distance a non vistesting spawn can be away from a vistesting spawn to automatically setup the vistesting spawn as its altSpawnEntity

variable: g_spawn_vistable_numAreaTestsPerFrame
type: int
current: 20
help: on the server - the number of linetest replacing areatests the vistable should do per frame

variable: g_spawn_vistable_numLineTestsPerFrame
type: int
current: 10
help: on the server - the number of linetests the vistable should do per frame

variable: g_spawn_vistable_show
type: int
current: 0
help: on the server show the vistable visability - 1: show visibility of spawns; 2: show hierarchies of vistesting and non-vistesting spawns

variable: g_spawndeathdist
type: float
current: 20
help: TIA; reject spawn-points closer than this to death position.

variable: g_spectacularKill.debug
type: int
current: 0
help: Enables/Disables debugging information for the spectacularKill

variable: g_spectacularKill.maxDistanceError
type: float
current: 2
help: Maximum error allowed from the optimal distance to the target

variable: g_spectacularKill.maxHeightBetweenActors
type: float
current: 0.2
help: Maximum height distance between killer and target for the spectacular kill to be allowed

variable: g_spectacularKill.minKillerToTargetDotProduct
type: float
current: 0
help: Minimum dot product allowed between the killer look dir and the distance to target vector

variable: g_spectacularKill.minTimeBetweenKills
type: float
current: 1
help: Minimum time allowed between spectacular kills

variable: g_spectacularKill.minTimeBetweenSameKills
type: float
current: 10
help: Minimum time allowed between spectacular kills using the same animation

variable: g_spectacularKill.sqMaxDistanceFromPlayer
type: float
current: 900
help: Square of the maximum distance in meters allowed between the target of the spectacular kill and the player. If set to a negative number is ignored

variable: g_spectate_cctv_RotScale
type: float
current: 5
help: Scaling applied to Spectator CCTV mode rotating

variable: g_spectate_Debug
type: int
current: 0
help: Show debug information for spectator mode.

variable: g_spectate_DisableCCTV
type: int
current: 0
help:

variable: g_spectate_DisableDead
type: int
current: 0
help:

variable: g_spectate_DisableFollow
type: int
current: 0
help:

variable: g_spectate_DisableFree
type: int
current: 1
help:

variable: g_spectate_DisableManual
type: int
current: 1
help:

variable: g_spectate_DisableSpawnOptOut
type: int
current: 1
help:

variable: g_spectate_TeamOnly
type: int
current: 1
help: If true, you can only spectate players on your team

variable: g_spectatorcollisions
type: int
current: 1
help: If set, spectator camera will not be able to pass through buildings

variable: g_stanceTransitionSpeed
type: float
current: 15
help: Set speed of camera transition from stance to stance

variable: g_STAPCameraAnimation
type: int
current: 1
help: Enable STAP camera animation

variable: g_stapEnable
type: int
current: 1
help: Enables the STAP system

variable: g_stapLayer
type: int
current: 5
help: Specifies the layer on with to apply the STAP assuming that we are using the multi-threaded, interleaved STAP system

variable: g_startFirstTime DUMPTODISK
type: int
current: 1
help: 1 before the game was started first time ever.

variable: g_statisticsMode
type: int
current: 2
help: Statistics mode
0 - disabled
1 - enabled crysis mode
2 - enabled K01 mode

variable: g_stereoIronsightEyeDistance
type: float
current: 0.0064
help: Distance of eyes when in ironsight

variable: g_stereoIronsightWeaponDistance
type: float
current: 0.375
help: Distance of convergence plane when in ironsight

variable: g_suddendeathtime
type: int
current: 30
help: Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.

variable: g_SuitModeSlowMotionRatio
type: float
current: 1
help: Causes a slow motion effect when opening nano suit menu. Default=1.0f (disabled) the lower the ratio value, the higher the slow mo

variable: g_SurvivorOneVictoryConditions_watchLvl
type: int
current: 0
help: Debug watch level for the SurvivorOneVictoryConditions gamerules module.

variable: g_syncClassRegistry
type: int
current: 0
help: syncronise class registry from server to clients

variable: g_teamDifferentiation
type: int
current: 1
help: Enable different character models for different teams

variable: g_teamlock
type: int
current: 2
help: Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.

variable: g_telemetry_compress_gamelog
type: int
current: 1
help: Usage: g_telemetry_compress_gamelog <1/0>
With 1, game.log is gzipped and uploaded as game.log.gz to the server, otherwise it is uploaded raw

variable: g_telemetry_compression_level
type: int
current: 2
help: zlib deflateInit2 level value

variable: g_telemetry_compression_mem_level
type: int
current: 3
help: zlib deflateInit2 mem level

variable: g_telemetry_compression_window_bits
type: int
current: 24
help: zlib deflateInit2 window bits

variable: g_telemetry_drawcall_budget
type: int
current: 2000
help: drawcall budget

variable: g_telemetry_enabled
type: int
current: 1
help: Usage: g_telemetry_enabled <1/0 - upload telemetry>
When set telemetry will be uploaded to the server configured in g_telemetry_server

variable: g_telemetry_gameplay_copy_to_global_heap
type: int
current: 1
help: compressed gameplay telemetry is copied to global heap when the session is ended to avoid corrupting the level heap

variable: g_telemetry_gameplay_enabled
type: int
current: 1
help: if telemetry is enabled are gameplay related telemetry stats being gathered

variable: g_telemetry_gameplay_gzip
type: int
current: 1
help: gameplay telemetry is gzipped before uploading to the server

variable: g_telemetry_gameplay_save_to_disk
type: int
current: 1
help: gameplay telemetry is uploaded to the server, set this to also save to disk

variable: g_telemetry_logging
type: int
current: 0
help: Usage: g_telemetry_logging
Where level is 0, 1, or 2 – 0 is critical log messages only, 2 being verbose
Default is k_defaultTelemetryLogging

variable: g_telemetry_memory_display
type: int
current: 0
help: display some info on the memory usage of the gameplay stats circular buffer

variable: g_telemetry_memory_size_mp
type: int
current: 1048576
help: this is the size of the gameplay stats circular buffer used in bytes for multiplayer, 0 is unlimited

variable: g_telemetry_memory_size_sp
type: int
current: 0
help: this is the size of the gameplay stats circular buffer used in bytes for singleplayer, 0 is unlimited

variable: g_telemetry_mp_upload_delay
type: float
current: 5
help: How long to wait in seconds before uploading the statslog after the game ends in multiplayer

variable: g_telemetry_onlyInGame
type: int
current: 1
help: Only capture performance & bandwidth telemetry when in a real in game state

variable: g_telemetry_port
type: int
current: 80
help: Usage: g_telemetry_port Default is k_defaultTelemetryServerPort

variable: g_telemetry_serialize_method
type: int
current: 1
help: method used to convert telemetry data structures to xml, 1 = chunked telemetry serializer (new), 2 = class build xml tree (mem hungry), 3 = both (for comparison)

variable: g_telemetry_server
type: string
current: lb.crysis2.ea.com
help: Usage: g_telemetry_server

variable: g_telemetry_serverPath
type: string
current: /mycrysislite_dev/telemetry
help: Usage: g_telemetry_serverPath

variable: g_telemetry_serverPathSP
type: string
current: /~steven/telemetry
help: Usage: g_telemetry_serverPathSP Default is /~steven/telemetry

variable: g_telemetry_transaction_recording
type: int
current: 0
help: Usage: g_telemetry_transaction_recording <2/1/0 - record condition>
Telemetry can be logged to a file in a format that can be uploaded to the server later
0 – never log, 1 – only log if server is unreachable and telemetry is enabled, 2 – always log
Default is k_defaultTelemetryTransactionRecording

variable: g_telemetry_upload_errorlogs
type: int
current: 1
help: Usage: g_telemetry_upload_errorlogs
With enabled=0 no error logs will be uploaded
With enabled=1 error logs from previous sessions will be uploaded to the previous session

variable: g_telemetry_upload_gamelogs
type: int
current: 2
help: Usage: g_telemetry_upload_gamelogs
With enabled=0 no game logs will be uploaded
With enabled=1 game logs from previous sessions, and currently ending sessions where log_verbosity>0 will be uploaded
With enabled=2 only gamelogs from the previous session will be uploaded, and only when the previous session has crashed

variable: g_telemetry_xp_event_send_interval
type: float
current: 1
help: How often in seconds the client should send its XP events to the server for logging in the telemetry files

variable: g_telemetryConfig
type: string
current: SP
help: Sets the telemetry config to use (see Libs/Telemetry/).

variable: g_telemetryDisplaySessionId
type: int
current: 0
help: Displays the current telemetry session id to the screen

variable: g_telemetryEnabledSP
type: int
current: 0
help: Enables telemetry collection in singleplayer

variable: g_telemetryEntityClassesToExport
type: string
current:
help: Specifies additional entity classes to export to minimap file
for viewing in StatsTool.
Seperate with commas, eg «AmmoCrate,MissionObjective»

variable: g_telemetrySampleRateBandwidth
type: float
current: -1
help: How often to gather bandwidth telemetry statistics (negative to disable)

variable: g_telemetrySampleRateMemory
type: float
current: -1
help: How often to gather memory telemetry statistics (negative to disable)

variable: g_telemetrySampleRatePerformance
type: float
current: -1
help: How often to gather performance telemetry statistics (negative to disable)

variable: g_telemetrySampleRateSound
type: float
current: 5
help: How often to gather sound telemetry statistics (negative to disable)

variable: g_tentacle_joint_limit
type: float
current: -1
help: forces specific tentacle limits; used for tweaking

variable: g_thermalVisionDebug
type: int
current: 0
help: Enable/Disable debugging info on entities with a heat controller

variable: g_timelimit
type: float
current: 60
help: Duration of a time-limited game (in minutes). 0 means no time-limit.

variable: g_timelimitextratime READONLY
type: float
current: 0
help: TEMPORARILY READ-ONLY AND IN CVARS.TXT UNTIL FRONTEND CAN SET THIS. Amount of time to use as Extra Time/Sudden Death Time (in minutes) for MP game modes that support it. Default is 0, 0 means no extra time.

variable: g_tk_punish
type: int
current: 1
help: Turns on punishment for team kills

variable: g_tk_punish_limit
type: int
current: 5
help: Number of team kills user will be banned for

variable: g_tpdeathcam_camCollisionRadius
type: float
current: 0.2
help: The radius of the collision sphere used for the camera to stop the third-person death cam from intersecting geometry

variable: g_tpdeathcam_camDistFromPlayer
type: float
current: 2.2
help: The distance between the third-person death camera and the player being watched dying

variable: g_tpdeathcam_camHeightTweak
type: float
current: -0.02
help: By default the third-person death cam’s height is at the centre-height of the player dying, but this variable can be used to tweak it up (+) or down (-)

variable: g_tpdeathcam_collisionEpsilon
type: float
current: 0.001
help: A Small Number, used to pull collision spheres away from walls, etc.

variable: g_tpdeathcam_dbg_alwaysOn
type: int
current: 0
help: DEBUG: turn the third-person «death cam» on all the time, helps for tweaking other variables

variable: g_tpdeathcam_dbg_gfxTimeout
type: float
current: 0
help: DEBUG: timeout for the third-person death cam debug graphics. 0 turns gfx off completely

variable: g_tpdeathcam_directionalFocusGroundTestLen
type: float
current: 0.5
help: Alternative method to find ground for focus pos, using directional test from the direction of the camera. This is the length of that test. Needs to be small, to avoid penetrating walls

variable: g_tpdeathcam_lookDistWhenNoKiller
type: float
current: 10
help: When watching a third-person death but have no valid killer, an artificial look-at pos is created at this distance away

variable: g_tpdeathcam_maxBumpCamUpOnCollide
type: float
current: 2
help: When the death cam collides with a wall it’ll start to raise depending on how close the collision was. This is the maximum it can rise by

variable: g_tpdeathcam_testLenIncreaseRestriction
type: float
current: 0.3
help: Restrict by how much the sphere test can be longer than the clear part of the previous one. An attempt to stop back-and-forth glitchiness

variable: g_tpdeathcam_zVerticalLimit
type: float
current: 0.983
help: Stop the death cam from getting too vertical as it causes the rotation to freak out

variable: g_translationPinningEnable
type: int
current: 1
help: Enables Translation Pinning for the client player

variable: g_tree_cut_reuse_dist
type: float
current: 0
help: Maximum distance from a previously made cut that allows reusing

variable: g_trooperBankingMultiplier DUMPTODISK
type: float
current: 1
help: Trooper banking multiplier coeff (0..x)

variable: g_trooperTentacleAnimBlend DUMPTODISK
type: float
current: 0
help: Trooper tentacle physic_anim blend (0..1) – overrides the physic_blend AG parameter when it’s not 0

variable: g_TweakProfile DUMPTODISK
type: string
current: Standard
help: The currently active Tweak profile, used for all tweakable values and for saving/loading

variable: g_updateRichPresenceInterval
type: float
current: 15
help: Interval rich presence should wait if it fails

variable: g_useDedicatedLeaderboards REQUIRE_APP_RESTART
type: int
current: 1
help: Use the dedicated server leaderboards

variable: g_useHitReactController
type: int
current: 1
help: Use the hit react controller

variable: g_useHitSoundFeedback
type: int
current: 1
help: use hit sound feedback

variable: g_useOnlineServiceForDedicated
type: int
current: 1
help: Use Online Service For Dedicated Server (defaults to off = LAN)

variable: g_useProfile
type: int
current: 1
help: Don’t save anything to or load anything from profile.

variable: g_userNeverAutoSignsIn
type: int
current: 0
help: for autobuilds never automatically bring up the user sign in window, if the user isn’t signed in. Can affect performance and skew performance test results. Has to be added to system.cfg, doesn’t work if added to the commandline!

variable: g_useSkillKillSoundEffects
type: int
current: 0
help: ‘Headshot’ and ‘Denied’ Audio on skill kills

variable: g_useXMLCPBinForSaveLoad REQUIRE_LEVEL_RELOAD
type: int
current: 1
help: Use XML compressed binary format for save and loads. DON’T CHANGE THIS DURING RUNTIME!

variable: g_victoryConditionsDebugDrawResolution
type: int
current: 0
help: Debug the current draw resolution stats on the server

variable: g_visibilityTimeout
type: int
current: 0
help: Adds visibility timeout to IsProbablyVisible() calculations

variable: g_visibilityTimeoutTime
type: float
current: 30
help: Visibility timeout time used by IsProbablyVisible() calculations

variable: g_watchSuitAllEnergyLevels
type: int
current: 0
help: Watch all players’ health and suit energy levels

variable: g_wavesLimit
type: int
current: 3
help: Max number of waves in a game of survival. Default is 3

variable: g_writeUserDataInterval
type: float
current: 0.25
help: Frequency at which server should be allowed to try and write user updates

variable: g_XMLCPBAddExtraDebugInfoToXmlDebugFiles
type: int
current: 0
help: When the xml debug files are activated, this option adds the name and entity class name to every entity reference in the .xml .

variable: g_XMLCPBGenerateXmlDebugFiles
type: int
current: 0
help: Activates the generation, for debug purposes, of a text xml file each time that there is a binary save (LastBinarySaved.xml) or load (LastBinaryLoaded.xml).

variable: g_XMLCPBSizeReportThreshold
type: int
current: 2048
help: defines the minimun size needed for nodes to be shown in the xml report file

variable: g_XMLCPBUseExtraZLibCompression
type: int
current: 1
help: Enables an extra zlib compression pass on the binary saves.

variable: g_xpMultiplyer
type: float
current: 1
help: XP multiplyer (for promotions)

variable: gamespy_search_ping_retry
type: int
current: 1000
help: GameSpy search ping retry interval in milliseconds

variable: gamespy_search_ping_timeout
type: int
current: 10000
help: GameSpy search ping timeout in milliseconds

variable: gl_allowEnsureBestHostCalls
type: int
current: 1
help: Set to 0 to stop the game doing pushed lobby-migrations

variable: gl_allowLobbyMerging
type: int
current: 1
help: Set to 0 to stop matchmaking games from attempting to merge

variable: gl_checkDLCBeforeStartTime
type: float
current: 20
help: When the server game start countdown gets to this time between games it will do DLC checks to make sure it has the DLC needed for both the levels being voted on

variable: gl_debug
type: int
current: 0
help: Turn on some debugging

variable: gl_debugBadServersList
type: int
current: 0
help: Set alternate servers to be bad

variable: gl_debugBadServersTestPerc
type: int
current: 50
help: Percentage chance of setting a bad server (if gl_debugBadServersList=1)

variable: gl_debugForceLobbyMigrations
type: int
current: 0
help: 1=Force a lobby migration every gl_debugForceLobbyMigrationsTimer seconds

variable: gl_debugForceLobbyMigrationsTimer
type: float
current: 12.5
help: Time between forced lobby migrations, 2=Start the leave lobby timer after a host migration starts

variable: gl_debugLobbyBreaksGeneral
type: int
current: 0
help: Counter: General lobby breaks

variable: gl_debugLobbyBreaksHMHints
type: int
current: 0
help: Counter: Host Migration hinting error detected

variable: gl_debugLobbyBreaksHMShard
type: int
current: 0
help: Counter: Host Migration sharding detected in lobby

variable: gl_debugLobbyBreaksHMTasks
type: int
current: 0
help: Counter: Host Migration task error detected

variable: gl_debugLobbyHMAttempts
type: int
current: 0
help: Counter: host migration attempts

variable: gl_debugLobbyHMTerminations
type: int
current: 0
help: Counter: host migration terminations

variable: gl_debugLobbyRejoin
type: int
current: 0
help: 1=Leave the lobby and rejoin after gl_debugLobbyRejoinTimer seconds

variable: gl_debugLobbyRejoinRandomTimer
type: float
current: 2
help: Random element to leave game timer

variable: gl_debugLobbyRejoinTimer
type: float
current: 25
help: Time till auto leaving the session

variable: gl_dummyUserlist
type: int
current: 0
help: Number of debug dummy users to display.

variable: gl_dummyUserlistNumTeams
type: int
current: 3
help: Sets the number of teams to split dummy players across, 0: Team 0, 1: Team 1, 2: Team 1&2, 3: Team 0,1&2.

variable: gl_enableOfflineCountdown
type: int
current: 0
help: Enabled the ‘Game starts in X secs…’ countdown in offline games, just to make testing of voting easier

variable: gl_enableOfflinePlaylistVoting
type: int
current: 0
help: Enabled voting on offline games, just to make testing easier. Requires gl_enablePlaylistVoting to also be set

variable: gl_enablePlaylistVoting
type: int
current: 1
help: Enabled voting on which level to play next within playlists that support it. Currently also needs gl_experimentalPlaylistRotationAdvance

variable: gl_experimentalPlaylistRotationAdvance
type: int
current: 1
help: Testing code that gets the first level from the playlist and advances it when the server enters the lobby. Here so can be easily disabled! Currently needed for gl_enablePlaylistVoting

variable: gl_findGameTimeoutBase
type: float
current: 3
help: How long to wait for results when finding a game

variable: gl_findGameTimeoutPerPlayer
type: float
current: 5
help: Extension to findGameTimeout for each player in session

variable: gl_findGameTimeoutRandomRange
type: float
current: 5
help: Randomization for the findGameTimeout

variable: gl_gameTimeRemainingRestrictLoad
type: float
current: 30
help: Don’t start loading a level if there’s only a limited amount of time remaining

variable: gl_ignoreBadServers
type: int
current: 0
help: Don’t ignore bad servers (ones we have failed to connect to before)

variable: gl_initialTime
type: float
current: 10
help: How long you spend in the lobby on a newly created lobby

variable: gl_leaveGameTimeout
type: float
current: 10
help: Timeout for waiting for other players to leave the game before leaving ourselves

variable: gl_lobbyForceShowTeams
type: int
current: 0
help: Force the lobby to display teams all the time

variable: gl_maxSessionNameTimeWithoutConnection
type: float
current: 5
help: Time a session name is allowed to persist before being removed

variable: gl_minPlaylistSizeToEnableVoting
type: int
current: 2
help: A playlist must contain at least this many levels for voting to be enabled, even when gl_enablePlaylistVoting is set. Note that setting it to 1 and having a playlist with 1 level in it will still work, but it’ll present a vote with the same level as both voting candidates

variable: gl_skillChangeUpdateDelayTime
type: float
current: 3
help: Amount of time after detecting a change in skill ranking, before we call SessionUpdate

variable: gl_skip
type: int
current: 0
help: Skips the game lobby

variable: gl_skipPreSearch
type: int
current: 0
help: Just create game before start searching

variable: gl_slotReservationTimeout
type: float
current: 5
help: How long it takes for slot reservations to time out

variable: gl_time
type: float
current: 45
help: Time in lobby between games

variable: gl_timeTillEndOfGameForNoMatchMaking
type: float
current: 120
help: Amount of game time remaining in which no matchmaking should occur

variable: gl_voip_debug
type: int
current: 0
help: Turn on game lobby voice debug

variable: gl_voteDebug
type: int
current: 0
help: Turn on some map vote debugging

variable: gl_votingCloseTimeBeforeStart
type: float
current: 5
help: Playlist voting will close this many secs before game start countdown finishes

variable: gpu_particle_physics REQUIRE_APP_RESTART
type: int
current: 0
help: Enable GPU physics if available (0=off / 1=enabled).

variable: gt_show
type: int
current: 0
help: Show Game Tokens debug info

variable: h_drawSlippers
type: int
current: 0
help: Red ball when tentacle is lifted, green when on ground

variable: h_useIK
type: int
current: 1
help: Hunter uses always IK

variable: hud_2DtestRenderType
type: int
current: 0
help: Draw 2D calibration graphics.

variable: hud_alloc_show
type: int
current: 0
help: ؤœ

variable: hud_allowMouseInput
type: int
current: 1
help: Allows mouse input on menus and special hud objects.

variable: hud_aspectCorrection
type: int
current: 0
help: Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse

variable: hud_battlelog_debug
type: int
current: 0
help: Sƒ

variable: hud_battlelog_enableFlashReadback
type: int
current: 1
help: M

variable: hud_battlelog_iconOffset
type: float
current: 0
help: MP/DogTagProgression/dtu_00_023/TimesCollected

variable: hud_battlelog_iconPadding
type: float
current: 5
help: ¶²À·²¸µ²ؾ²¸²8¾²À²P¿² ¿²Á²@À²¸À²XÁ²øÁ²`ò˜Â²PIJÀ²°Ã²

variable: hud_battlelog_pause
type: int
current: 0
help: SP/PersistantStats/EMPS_KillsByDamageType/pingerPing

variable: hud_battlelog_queueSizeBeforeFast
type: int
current: 3
help: SP/PersistantStats/EMPS_KillsByDamageType/punishFall

variable: hud_battlelog_timeMuliplier_fast
type: float
current: 1.3
help: The multiplier applied to the number of seconds the animation for battlelog plays. For large number of messages.

variable: hud_battlelog_timeMuliplier_slow
type: float
current: 2
help: The multiplier applied to the number of seconds the animation for battlelog plays. For small number of messages.

variable: hud_boot_enableForMP
type: int
current: 0
help: MP/Options/BombTheBase/DefaultMap

variable: hud_capturing_debug
type: int
current: 0
help: MP/DogTagProgression/dtu_00_019/TimesCollected

variable: hud_capturing_timeToExplode
type: float
current: 3
help: È
X

variable: hud_cgf_positionBase
type: float
current: 1
help: MP/Options/CrashSite/DefaultMap

variable: hud_cgf_positionRightScale
type: float
current: 0
help: ½`z’‹‚6Š•

variable: hud_cgf_positionScaleFOV
type: float
current: 0
help: MP/Options/BombTheBase/RespawnDelay

variable: hud_cgf_positionUpScale
type: float
current: 0
help: *az’‹‚6X–¨™Ø™,

variable: hud_chatlog_debug
type: int
current: 0
help: Sƒ

variable: hud_chatlog_pause
type: int
current: 0
help: MP/DogTagProgression/dtu_00_022/TimesCollected

variable: hud_chatlog_queueSizeBeforeFast
type: int
current: 3
help: SP/PersistantStats/EMPS_KillsByDamageType/impulse_hit

variable: hud_chatlog_timeMuliplier_fast
type: float
current: 1.3
help: 

variable: hud_chatlog_timeMuliplier_slow
type: float
current: 2
help: $ÁýÜL¦„¦D¦„¦„1`¦Ä2`(3– m•HJ–ðD•8F–ø)•È?•˜B•Pj•

variable: hud_colorLine
type: int
current: 4481854
help: HUD line color.

variable: hud_colorOver
type: int
current: 14125840
help: HUD hovered color.

variable: hud_colorText
type: int
current: 12386209
help: HUD text color.

variable: hud_ContextualHealthIndicator
type: int
current: 0
help: Display the HealthBar directly on the enemy screen position when scanned.

variable: hud_controllerMouse_speed
type: float
current: 250
help: Send fake score messages to the HUD

variable: hud_Crosshair
type: int
current: 1
help: ޱz’‹‚6¨Ù•

variable: hud_Crosshair_blinkin_endrate
type: float
current: 0.05
help: SP/PersistantStats/EMPS_GamemodesMVP/TeamInstantAction

variable: hud_Crosshair_blinkin_startrate
type: float
current: 0.1
help: SP/PersistantStats/EMPS_GamemodesTime/CaptureTheFlag

variable: hud_Crosshair_blinkout_endrate
type: float
current: 0.05
help: MP/DogTagProgression/dtu_00_021/TimesCollected

variable: hud_Crosshair_blinkout_startrate
type: float
current: 0.5
help: SP/PersistantStats/EMPS_GamemodesTime/PowerStruggleLite

variable: hud_Crosshair_debug
type: int
current: 0
help: MP/DogTagProgression/dtu_01_019/Unlocked

variable: hud_Crosshair_ironsight_fadeInDelay
type: float
current: 0.05
help: Sounds/crysiswars2:interface:multiplayer/mp_cctv_tag_fail_fp

variable: hud_Crosshair_ironsight_fadeInTime
type: float
current: 0.2
help: SP/PersistantStats/EMPS_GamesDrawn/TeamInstantAction

variable: hud_Crosshair_ironsight_fadeOutTime
type: float
current: 0.12
help: SP/PersistantStats/EMPS_GamesDrawn/PowerStruggleLite

variable: hud_Crosshair_laser_fadeInTime
type: float
current: 0.2
help: Sounds/crysiswars2:interface:multiplayer/mp_cctv_tag_fail_fp

variable: hud_Crosshair_laser_fadeOutTime
type: float
current: 0.2
help: Sounds/crysiswars2:gamemodes/assault:mode_assault_alertlevelup

variable: hud_Crosshair_shotgun_spreadMultiplier
type: float
current: 2.2
help: ¸å²¸Õ²¨Ö²øÖ²°Þ²8Þ²`Þ² ß²

variable: hud_Crosshair_underradar_flashcount
type: float
current: 3
help: SP/PersistantStats/EMPS_KillsByDamageType/gaussbullet

variable: hud_Crosshair_underradar_flashtime
type: float
current: 1
help: SP/PersistantStats/EMPS_KillsByDamageType/heavyBullet

variable: hud_CrosshairHideOnReload
type: int
current: 1
help: SP/PersistantStats/EIPS_QuinKills

variable: hud_CrosshairHitIndicator_AfterSuitFailFadeoutMultiplier
type: float
current: 2
help: 

variable: hud_CrosshairMinSpread
type: float
current: 0.5
help: MP/DogTagProgression/dtu_01_020/Unlocked

variable: hud_CrosshairSpreadMultiplier
type: float
current: 10
help: MP/DogTagProgression/dtu_01_021/Unlocked

variable: hud_CrosshairUseSmoothSpread
type: int
current: 1
help: Sƒ

variable: hud_ctrlZoomMode
type: int
current: 0
help: Weapon aiming mode with controller. 0 is same as mouse zoom, 1 cancels at release

variable: hud_customtext_afterTextFadeAnimDelay
type: float
current: 0.5
help: Clears any debug state set by hud_createStateWithSingleObject.

variable: hud_customtext_initialAnimDelay
type: float
current: 0.5
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_teamcaptured

variable: hud_DeathRedScreen
type: int
current: 1
help: When the Player gets in the MercyTime health range, the screen turns red.

variable: hud_debugActiveStates
type: int
current: 0
help: MP/DogTagProgression/dtu_00_025/TimesCollected

variable: hud_debugDrawAssets
type: int
current: 0
help: MP/DogTagProgression/dtu_01_026/Unlocked

variable: hud_debugDrawAssets_search
type: string
current:
help: A string on which to match assets names for debug drawing

variable: hud_DebugFrontEnd
type: int
current: 0
help: Show Debug Informations for the FrontEnd.

variable: hud_detach
type: int
current: 0
help: ²Âz’‹‚6Ðù’

variable: hud_detector_detonationDelayFlashRate
type: float
current: 3
help: Triggers `can’t fire` feed back

variable: hud_DMode
type: int
current: 0
help: kz’‹‚60‹•

variable: hud_dogtagsDbgDrawSpawnImpulseHelpers
type: int
current: 0
help: Send fake perks to the HUD. Takes a parameter 1,2,3 to choose the sets of perks to send

variable: hud_dogtagsEnable
type: int
current: 1
help: HUz’‹‚6˜_–

variable: hud_dogtagsHUDPopupEnable
type: int
current: 1
help: MP/Options/TeamInstantAction/TimeLimit

variable: hud_dogtagsSpawnDirectionalBump
type: float
current: 0.25
help: T

variable: hud_dogtagsSpawnHeightBump
type: float
current: 0.8
help:

variable: hud_dogtagsSpawnImpulseAngDegZ
type: float
current: 0
help: P‹‹ˆ‹8‹°‹è‹`‹ ‹˜‹H‹À‹ø‹p‹¸ÿŠ€‹X‹Ð‹0‹¸‹@‹¨‹@‹¡£

variable: hud_dogtagsSpawnImpulseMag
type: float
current: 3
help: Spoof display of new items available icon. Enter a flag value e.g. dogtag token is 512.

variable: hud_double_taptime
type: float
current: 0.25
help: 8J©8J©

variable: hud_DPad_visual_time
type: float
current: 1
help: MP/Options/TeamInstantAction/RespawnDelay

variable: hud_drawCentreOfScreen
type: int
current: 0
help: Pkz’‹‚60‹•

variable: hud_drawSafeAreas
type: int
current: 0
help:

variable: hud_enable_tutorial_box
type: int
current: 1
help: T]z’‹‚6ØV–

variable: hud_errors_designer_warnings
type: int
current: 0
help: MP/Options/PowerStruggleLite/TimeLimit

variable: hud_errors_show
type: int
current: 0
help: Spoof a host migration. Param 1 to start, 0 to end.

variable: hud_faderDebug
type: int
current: 0
help: Show Debug Information for FullScreen Faders. 2 = Disable screen fading

variable: hud_findDeepestWorkingPathOnGetVariableFail
type: int
current: 0
help: 8Μ8Μ¸Îœ$u£8Μ8Μ¸Îœ$u£u£

variable: hud_forceLowAmmoOn
type: int
current: 0
help: MP/Options/PowerStruggleLite/RoundTimeLimit

variable: hud_hide
type: int
current: 0
help: DialogueVolume

variable: hud_hideMenus
type: int
current: 0
help: hud_scores_showX

variable: hud_hitIndicators_depth
type: float
current: 0.4
help: MP/Options/CaptureTheFlag/DefaultMap

variable: hud_hitIndicators_forceShow
type: int
current: 0
help: MP/DogTagProgression/dtu_00_000/TimesCollected

variable: hud_hitIndicators_timeOnScreen
type: float
current: 1.5
help: MP/PersistantStats/EMPS_AttachmentUnlocked/FlashBangGrenades

variable: hud_inputprompts_dropPromptTime
type: float
current: 3
help: List all the available loading hints loaded

variable: hud_inputprompts_enabled
type: int
current: 1
help: Force HUD to continual update many elements.

variable: HUD_interactiveSafeAreas
type: int
current: 0
help: Interactively resize safe areas.

variable: hud_InterestPointsMaxDist
type: float
current: 60
help: SP/PersistantStats/EMPS_GamemodesHighscore/SinglePlayer

variable: hud_InterestPointsMaxDistSize
type: float
current: 0.75
help: MP/DogTagProgression/dtu_01_014/Unlocked

variable: hud_InterestPointsMinDist
type: float
current: 2
help: SP/PersistantStats/EMPS_GamemodesMVP/PowerStruggleLite

variable: hud_InterestPointsMinDistSize
type: float
current: 2
help: MP/DogTagProgression/dtu_01_015/Unlocked

variable: hud_InterestPointsPingDistance
type: float
current: 80
help: MP/DogTagProgression/dtu_01_013/Unlocked

variable: hud_InterestPointsQueryRate
type: float
current: 1
help: MP/DogTagProgression/dtu_01_016/Unlocked

variable: hud_InterestPointsRadius
type: float
current: 50
help: MP/DogTagProgression/dtu_00_020/TimesCollected

variable: hud_localize_ws_instead
type: int
current: 0
help: 

variable: hud_lockless_buffer_size
type: int
current: 300000
help:

variable: hud_lowAmmoOn_timesOut
type: int
current: 0
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_teamcapturing

variable: hud_mapEnable
type: int
current: 1
help: Enables the map (on m key and from the menu in mp)

variable: hud_messages_bracketsClosingSpeedScale
type: float
current: 1
help: 

variable: hud_messages_bracketsInterpolateMethod
type: int
current: 5
help:

variable: hud_messages_bracketsInterpolateScalar
type: float
current: 100
help:

variable: hud_messages_bracketsOpeningSpeedScale
type: float
current: 1
help: 

variable: hud_messages_debug
type: int
current: 0
help: SP/PersistantStats/EMPS_WeaponUsage

variable: hud_messages_queueSizeBeforeFast
type: int
current: 3
help: SP/PersistantStats/EMPS_KillsByDamageType/stealthKill

variable: hud_messages_speedScale
type: float
current: 1
help: 

variable: hud_messages_timeMuliplier_fast
type: float
current: 1.5
help: P

variable: hud_messages_timeMuliplier_slow
type: float
current: 1
help: F

variable: hud_minimapLevelsAlphaToUpdate
type: float
current: 0.05
help: MP/DogTagProgression/dtu_00_015/TimesCollected

variable: hud_minimapLevelsDebug
type: int
current: 0
help: PerkDistribution/Tracker/Unlocked

variable: hud_minimapLevelsEnable
type: int
current: 1
help: SP/PersistantStats/EMPS_GamemodesHighscore/CaptureTheFlag

variable: hud_minimapLevelsZToUpdate
type: float
current: 0.2
help: Sounds/a_stalker:stalker_voice:alert_see_unknown_target_first

variable: hud_minimapOverrideScale
type: float
current: 0
help: MP/DogTagProgression/dtu_01_006/Unlocked

variable: hud_mpHasOwnAssets
type: int
current: 1
help: MP/Options/PowerStruggleLite/DefaultMap

variable: hud_mpObjectives_atEdgeFixedDepthValue
type: float
current: 0
help: Sends a custom text msg to the hud custom text display

variable: hud_mpObjectives_atEdgeUseFixedDepth
type: int
current: 0
help: €>ŽÀ?ŽˆFްFŽÐIŽpJŽh=Ž@ŽxGŽ8FŽ€IŽ GŽ(GŽØFŽ

variable: hud_mpObjectives_boxHeight
type: float
current: 0.85
help: 8F©8F©

variable: hud_mpObjectives_boxWidth
type: float
current: 0.7
help:

variable: hud_mpObjectives_chamfering
type: int
current: 1
help: MP/DogTagProgression/dtu_00_003/TimesCollected

variable: hud_mpObjectives_chamferRadius
type: float
current: 0.3
help: hud_testDone

variable: hud_mpObjectives_debug
type: int
current: 0
help: MP/DogTagProgression/dtu_00_005/TimesCollected

variable: hud_mpObjectives_globalScale
type: float
current: 1.2
help: MP/DogTagProgression/dtu_00_004/TimesCollected

variable: hud_mpObjectives_iconRotate
type: int
current: 1
help: MP/Options/Assault/ScoreLimit

variable: hud_mpObjectives_shrinkWithDistance
type: float
current: 0
help: ((Œà)ŒP(Œx(Œ°’ŒØ’Œ8′Œ`’Œ¨*Œà$ŒÀ&Œè&Œˆ’Œ¨%ŒH&Œ˜&Œ05Œ &Œp&Œà4Œ$Œø%ŒØâ¢à”hƒŽŽ`|ŽàƒŽ €ŽøŽ€Žp€ŽH€Ž¨ŽÀ€Ž˜€Ž°Žè–ŽˆŽ耎ŽÐŽP‚Ž

variable: hud_mpObjectives_shrinkWithDistanceEdge
type: float
current: 0
help: `|ŽàƒŽ €ŽøŽ€Žp€ŽH€Ž¨ŽÀ€Ž˜€Ž°Žè–ŽˆŽ耎ŽÐŽP‚Ž

variable: hud_navPath_autoClearAtEnd
type: int
current: 0
help: PerkDistribution/Stamp/Unlocked

variable: hud_navPath_autoClearDistance
type: float
current: 5
help: MP/DogTagProgression/dtu_01_004/Unlocked

variable: hud_navPath_compassDistance
type: float
current: 12
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_weapondefused

variable: hud_navPath_debugDraw
type: int
current: 0
help: MP/DogTagProgression/dtu_00_014/TimesCollected

variable: hud_navPath_enable
type: int
current: 0
help: MP/DogTagProgression/dtu_01_005/Unlocked

variable: hud_navPath_maxPoints
type: int
current: 100
help: MP/DogTagProgression/dtu_01_003/Unlocked

variable: hud_navPath_minSegmentLength
type: float
current: 0.5
help: MP/DogTagProgression/dtu_00_012/TimesCollected

variable: hud_navPath_segmentLengthIncrease
type: float
current: 1
help: MP/DogTagProgression/dtu_01_002/Unlocked

variable: hud_navPath_smoothLevel
type: int
current: 4
help: SP/PersistantStats/EMPS_GamemodesHighscore/BombTheBase

variable: hud_navPath_updateDistance
type: float
current: 2
help: MP/DogTagProgression/dtu_00_013/TimesCollected

variable: hud_objectiveIcons_attachToAllBullets
type: int
current: 0
help: Create an objective icon for each bullet launched (for testing/debugging objective icon code)

variable: hud_objectiveIcons_flashTime
type: float
current: 1.6
help: Time between icon changes for flashing objective icons

variable: hud_objectiveLeadingMode
type: int
current: 1
help: please add: variations for seeing player, being alone, sometimes addressing the player

variable: hud_ObjectiveRangeDistance
type: float
current: 100
help: D

variable: hud_om_debug
type: int
current: 0
help: ‚^z’‹‚6¨r–X™˜

variable: hud_onshot_enabled
type: int
current: 1
help: Sounds/physics_foleys:foleys/player:feedback_leave_low_health

variable: hud_onshot_radarEnabled
type: int
current: 0
help: Sounds/a_stalker:stalker_voice:combat_contact_first_response

variable: hud_pc_invite_debug
type: int
current: 0
help: Add a test message to the battle log

variable: hud_pc_invite_test
type: int
current: 0
help: hud_createStateWithSingleObject

variable: hud_perk_debug
type: int
current: 0
help: £Lz’‹‚6

variable: hud_perk_deploymentIconScale
type: float
current: 100
help: Àª¦Àª¦Àª¦

variable: hud_perk_iconFlashRate
type: float
current: 3
help: hud_crosshair_triggerCantFire

variable: hud_perk_speedMuliplier
type: float
current: 1
help: Shows a fake low energy message

variable: hud_posteffects_enable
type: int
current: 1
help: MP/DogTagProgression/dtu_01_018/Unlocked

variable: hud_prematch_debug
type: int
current: 0
help: MP/Options/BombTheBase/TimeLimit

variable: hud_quitAfterTest
type: int
current: 0
help: MP/Options/CaptureTheFlag/RoundTimeLimit

variable: hud_radar_ShowRadarBg
type: int
current: 0
help: ¶›z’‹‚6ØÛ•ˆ™HV˜ˆ

variable: hud_radarAimTimeToSpotOnRadar
type: float
current: 0.5
help: MP/DogTagProgression/dtu_00_017/TimesCollected

variable: hud_radarDebug
type: int
current: 0
help: ýœz’‹‚6xG–

variable: hud_radarOnShootTimeOnRadar
type: float
current: 3
help: SP/PersistantStats/EMPS_GamemodesHighscore/CrashSite

variable: hud_radarOverrideMapRotation
type: float
current: 0
help: MP/DogTagProgression/dtu_01_009/Unlocked

variable: hud_radarOverrideMapScale
type: float
current: 0
help: MP/DogTagProgression/dtu_01_008/Unlocked

variable: hud_radarOverrideScale
type: float
current: 0
help: MP/DogTagProgression/dtu_01_010/Unlocked

variable: hud_radarScaleMP
type: float
current: 15
help: ™z’‹‚6PŠ–

variable: hud_radarScaleSP
type: float
current: 35
help: ™z’‹‚6PŠ–

variable: hud_radarSpottedTimeOnRadar
type: float
current: 5
help: SP/PersistantStats/EMPS_GamemodesHighscore/Countdown

variable: hud_radarSweepSpeed
type: float
current: 0.7
help: MP/DogTagProgression/dtu_01_007/Unlocked

variable: hud_radarSweepVisibleDistance
type: float
current: 200
help: MP/DogTagProgression/dtu_00_016/TimesCollected

variable: hud_radarTypeMP
type: int
current: 1
help: 

variable: hud_sb_debug
type: int
current: 0
help: MP/Options/BombTheBase/ScoreLimit

variable: hud_scores_debug
type: int
current: 0
help: MP/DogTagProgression/dtu_00_024/TimesCollected

variable: hud_scores_queueSizeBeforeFast
type: int
current: 3
help: SP/PersistantStats/EMPS_KillsByDamageType/silentMelee

variable: hud_scores_timeMuliplier_fast
type: float
current: 1.3
help: °w¯Ðu¯˜v¯xx¯ˆw¯8w¯`¨¯¸t¯ðƒ¯°‚¯8‚¯À{¯Pƒ¯¨…¯ˆ‚¯Xz¯˜{¯øz¯0z¯Ðz¯ày¯ {¯ب¯z¯

variable: hud_scores_timeMuliplier_slow
type: float
current: 2
help: Feline

variable: hud_skipLoadingAssets
type: int
current: 0
help: MP/Options/PowerStruggleLite/ScoreLimit

variable: hud_spotting_enabled
type: int
current: 1
help: SP/PersistantStats/EFPS_NoSuitTime

variable: hud_startPaused
type: int
current: 0
help: The game starts paused, waiting for user input.

variable: hud_stereo_icon_depth_multiplier
type: float
current: 1
help: SP/PersistantStats/EMPS_GamemodesHighscore/InstantAction

variable: hud_stereo_maxDist
type: float
current: 10
help: Sounds/crysiswars2:gamemodes/assault:mode_assault_hacking_complete

variable: hud_stereo_minDist
type: float
current: 0.1
help: Sounds/crysiswars2:gamemodes/assault:mode_assault_newitemsready

variable: hud_stereo_multiplier
type: float
current: 1
help: MP/DogTagProgression/dtu_00_018/TimesCollected

variable: hud_stereo_objective_icon_depth
type: float
current: 500
help: MP/DogTagProgression/dtu_01_012/Unlocked

variable: hud_subtitles
type: int
current: 0
help: Subtitle mode. 0==Off, 1=All, 2=CutscenesOnly

variable: hud_tagging_colour_alerted_b
type: float
current: 0
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_sentry_activate

variable: hud_tagging_colour_alerted_g
type: float
current: 0.761719
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_sentry_deactivate

variable: hud_tagging_colour_alerted_r
type: float
current: 1
help:

variable: hud_tagging_colour_combat_b
type: float
current: 0
help: 

variable: hud_tagging_colour_combat_g
type: float
current: 0
help: 

variable: hud_tagging_colour_combat_r
type: float
current: 1
help: 

variable: hud_tagging_duration
type: float
current: 10
help: ü&¦ä&¦¼$¦ô.¦ü¦+¦.¦ä
¥$,¦<,¦Ô-¦´,¦¬(¦\'¦$‹£Œ'¦D‹£T/¦¦@

variable: hud_tagging_duration_assaultDefenders
type: float
current: 10
help: SP/PersistantStats/EMPS_GamemodesHighscore/Extraction

variable: hud_tagging_enabled
type: int
current: 1
help: SP/PersistantStats/EFPS_LobbyTime

variable: hud_tagname_rankTextColourEnemies
type: string
current:
help: An enemy specific hex code colour string used for the rank text in tagnames.

variable: hud_tagname_rankTextColourFriends
type: string
current:
help: A friend specific hex code colour string used for the rank text in tagnames.

variable: hud_tagname_rankTextColourFriendSquad
type: string
current:
help: A friend on local player's sqaud specific hex code colour string used for the rank text in tagnames.

variable: hud_tagnames_debug
type: int
current: 0
help: PerkDistribution/Mobility/Unlocked

variable: hud_tagnames_debugdata
type: int
current: 0
help: PerkDistribution/CloakAwareness

variable: hud_tagnames_debugZDepths
type: int
current: 0
help: PerkDistribution/ArmorEfficiency

variable: hud_tagnames_disable
type: int
current: 0
help: MP/DogTagProgression/awards/Unlocked0

variable: hud_tagnames_EnemyLockOnDuration
type: float
current: 0.5
help: Toggles FlowGraph System DefaultInspector.
Usage: fg_Inspector [0/1]
Default is 0 (off).

variable: hud_tagnames_EnemyTimeUntilLockObtained
type: float
current: 0.4
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_baseexplode

variable: hud_tagnames_FadeInOutDuringEnemyLock
type: int
current: 1
help: SP/PersistantStats/EMPS_AttachmentUnlocked/FragGrenades

variable: hud_tagnames_ForceDraw
type: int
current: 0
help: D„z’‹‚6ˆ7–

variable: hud_tagnames_forceZSwap
type: int
current: 0
help: ˆz’‹‚6@9–

variable: hud_tagnames_incrementFrame
type: int
current: 0
help: ì-¦Ì&¦|(¦L¦T¦Ô$¦l,¦T,¦$¦„¦Ü%¦T¦<¦ô(¦L%¦d%¦ô
¥4¦.¦d‹£„)¦0¿
2@¾+@EéPEéÔœœ

variable: hud_tagnames_occlude_debug
type: int
current: 0
help: ܜ

variable: hud_tagnames_occlude_debugGraphics
type: int
current: 0
help: ó:

variable: hud_tagnames_occludeAll
type: int
current: 0
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_full_oneshot

variable: hud_tagnames_occludeBoxTest
type: int
current: 0
help: @¿ x¿ °¿ è¿  À XÀ À (í›H!ÍX!ÍX!ÍÛÛÛ

variable: hud_tagnames_occludedEnemyShowArrows
type: int
current: 0
help: SP/PersistantStats/EMPS_WeaponHeadshotKills/FlashBangGrenades

variable: hud_tagnames_occludedFriendlyShowArrows
type: int
current: 0
help: ô8e9

variable: hud_tagnames_occlusionCylinderWidth
type: float
current: 0.5
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_opponentcapturing

variable: hud_tagnames_randomiseIsSpeaking
type: int
current: 0
help: X´VLÏVLÏVøÓ|Ó|Ó

variable: hud_tagnames_RankFontSize
type: int
current: 14
help: MP/DogTagProgression/DogTagSkinId

variable: hud_tagnames_scale_farDist
type: float
current: 100
help: MP/DogTagProgression/dtu_00_009/TimesCollected

variable: hud_tagnames_scale_farScale
type: float
current: 0.2
help: The

variable: hud_tagnames_scale_maxScaleGlobal
type: float
current: 1
help: MP/Options/AllOrNothing/RespawnDelay

variable: hud_tagnames_scale_midDist
type: float
current: 20
help: MP/DogTagProgression/dtu_00_010/TimesCollected

variable: hud_tagnames_scale_midScale
type: float
current: 0.8
help:

variable: hud_tagnames_scale_minScaleGlobal
type: float
current: 1
help: MP/Options/AllOrNothing/RoundTimeLimit

variable: hud_tagnames_scale_nearDist
type: float
current: 1
help: MP/DogTagProgression/dtu_00_011/TimesCollected

variable: hud_tagnames_scale_nearScale
type: float
current: 1
help: &

variable: hud_tagnames_showOverCorpses
type: int
current: 1
help: Multiplayer.EquipmentLoadout.0.Num

variable: hud_tagnames_ThroughGeom_dead
type: int
current: 0
help: [PlayerProfiles] Login of user 'Edward' successful.

variable: hud_tagnames_ThroughGeom_enemies
type: int
current: 0
help: MP/PersistantStats/EMPS_AttachmentUnlocked/FragGrenades

variable: hud_tagnames_ThroughGeom_friendies
type: int
current: 1
help: MP/PersistantStats/EMPS_WeaponTime/FlashBangGrenades

variable: hud_tagnames_useOcclusion
type: int
current: 1
help: Stops the test.

variable: hud_tagnames_zoffset_farDist
type: float
current: 350
help: MP/DogTagProgression/dtu_00_006/TimesCollected

variable: hud_tagnames_zoffset_farOffset
type: float
current: 0.18
help: SP/PersistantStats/EMPS_GamemodesHighscore/TeamInstantAction

variable: hud_tagnames_zoffset_midDist
type: float
current: 8
help: MP/DogTagProgression/dtu_00_007/TimesCollected

variable: hud_tagnames_zoffset_midOffset
type: float
current: 0.18
help: Set a custom safe area 0->1 is proportion or, >1 is an ID.

variable: hud_tagnames_zoffset_nearDist
type: float
current: 1
help: MP/DogTagProgression/dtu_00_008/TimesCollected

variable: hud_tagnames_zoffset_nearOffset
type: float
current: 0.18
help: SP/PersistantStats/EMPS_KillsByDamageType/alienDropPodBounce

variable: hud_test_iterateResolutions
type: int
current: 0
help: MP/DogTagProgression/dtu_00_002/TimesCollected

variable: hud_test_iterateSafeAreas
type: int
current: 1
help: MP/DogTagProgression/dtu_00_001/TimesCollected

variable: hud_test_takeScreenShots
type: int
current: 0
help: SP/PersistantStats/EMPS_GamemodesHighscore/PowerStruggleLite

variable: hud_test_timeBetweenTestScreenShots
type: int
current: 2
help: MP/Options/CaptureTheFlag/NumberOfRounds

variable: hud_threat_debug
type: int
current: 0
help: MP/Options/CaptureTheFlag/RespawnDelay

variable: hud_threat_distanceAboveThreat
type: float
current: -0.1
help: O

variable: hud_threat_radius
type: float
current: 0.4
help: SP/PersistantStats/EMPS_AttachmentUnlocked/FlashBangGrenades

variable: hud_threat_showLocalPlayersAfterXTime
type: float
current: 1
help: W

variable: hud_threat_stopGrenadesExploding
type: int
current: 0
help: MP/Options/Extraction/DefaultMap

variable: hud_threat_useRotationFromPlayer
type: int
current: 1
help: [ÙX[Ù åah7/œ¹œ

variable: hud_threat_useScaledThreatLocation
type: int
current: 0
help: qync Õ6

variable: hud_UseFlashFrontEndLoading
type: int
current: 0
help: Use the flash front end loading screen instead of the texture front end loading screen.

variable: hud_warningDisplayTimeMP
type: float
current: 0.1
help: ¼õ¼õ

variable: hud_warningDisplayTimeMP_lowEnergy
type: float
current: 0.2
help: MP/Options/PowerStruggleLite/RespawnDelay

variable: hud_warningDisplayTimeSP
type: float
current: 2
help:

variable: hud_WeaponInfo_changeFiremodeDisplayTime
type: float
current: 3
help: Sounds/a_grunt:grunt_voice:idle_unknown_target_nothing_response

variable: hud_WeaponInfo_changeWeaponDisplayTime
type: float
current: 3
help: SP/PersistantStats/EMPS_GamemodesHighscore/AllOrNothing

variable: hud_WeaponSelectDisplayTime
type: float
current: 2
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_pickupweapon

variable: i_auto_turret_target
type: int
current: 1
help: Enables/Disables auto turrets aquiring targets.

variable: i_auto_turret_target_tacshells
type: int
current: 0
help: Enables/Disables auto turrets aquiring TAC shells as targets

variable: i_bufferedkeys
type: int
current: 1
help: Toggles key buffering.
Usage: i_bufferedkeys [0/1]
Default is 0 (off). Set to 1 to process buffered key strokes.

variable: i_debug
type: int
current: 0
help: 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).

variable: i_debug_itemparams_memusage
type: int
current: 0
help: Displays info about the item params memory usage

variable: i_debug_mp_flowgraph
type: int
current: 0
help: Displays info on the MP flowgraph node

variable: i_debug_projectiles
type: int
current: 0
help: Displays info about projectile status, where available.

variable: i_debug_recoil
type: int
current: 0
help: Displays info about current recoil

variable: i_debug_sounds
type: int
current: 0
help: Enable item sound debugging

variable: i_debug_spread
type: int
current: 0
help: Displays info about current spread

variable: i_debug_turrets
type: int
current: 0
help: Enable GunTurret debugging.
Values:
0: off
1: basics
2: prediction
3: sweeping
4: searching
5: deviation
6: Always Hostile (will shoot at you)

variable: i_debug_weaponActions
type: int
current: 0
help: Displays info about weapon actions that are happening (1 shows only new actions, 2 shows you when duplicate actions are called)

variable: i_debug_weaponparams_memusage
type: int
current: 0
help: Displays info about the weapon params memory usage

variable: i_debug_zoom_mods
type: int
current: 0
help: Use zoom mode spread/recoil mods

variable: i_debuggun_1 DUMPTODISK
type: string
current: ai_statsTarget
help: Command to execute on primary DebugGun fire

variable: i_debuggun_2 DUMPTODISK
type: string
current: ai_BehaviorStatsTarget
help: Command to execute on secondary DebugGun fire

variable: i_dogtag_constantorientation
type: int
current: 0
help: dogtag orientation does not change

variable: i_dogtag_gravity
type: float
current: -9.8
help: dogtag particle gravity

variable: i_dogtag_lifetime
type: float
current: 60
help: time in seconds before dogtags despawn

variable: i_dogtag_minBounceVel
type: float
current: 0.3
help: minimum velocity for dogtag to bounce

variable: i_dogtag_minVel
type: float
current: 0.2
help: minimum velocity at which point physics will sleep

variable: i_dogtag_nopathalign
type: int
current: 1
help: dogtag does not align to velocity direction

variable: i_dogtag_normalX
type: float
current: 0
help: dogtag normal x

variable: i_dogtag_normalY
type: float
current: 0
help: dogtag normal y

variable: i_dogtag_normalZ
type: float
current: 1
help: dogtag normal z

variable: i_dogtag_noroll
type: int
current: 1
help: dogtag particle aligns to ground at all times

variable: i_dogtag_nospin
type: int
current: 0
help: dogtag particle doesn’t spin in the air

variable: i_dogtag_pierceability
type: int
current: 15
help: particle pierceability for dogtag

variable: i_dogtag_size
type: float
current: 0.05
help: physics size for dogtag collisions

variable: i_dogtag_thickness
type: float
current: 0.05
help: thickness for dogtag used to position it above ground

variable: i_dogtag_useparticlephysics
type: int
current: 1
help: dogtag uses particle physics instead of rigid

variable: i_enable_auto_weapon_lowering
type: int
current: 0
help:

variable: i_failedDetonation_lifetime
type: float
current: 1
help: Length of time from failed detonation until deletion

variable: i_failedDetonation_speedMultiplier
type: float
current: 0.15
help: Multiplier to current velocity upon a failed detonation

variable: i_fastSelectMultiplier
type: float
current: 4
help: Multiplier to use for deselecting prev weapon when switching to a fast select

variable: i_forcefeedback
type: int
current: 0
help: Enable/Disable force feedback output.

variable: i_grenade_showTrajectory
type: int
current: 0
help: Switches on trajectory display

variable: i_hmg_detachWeaponAnimFraction
type: float
current: 0.55
help: Fraction of time through deslection animation to physicalise and detach weapon

variable: i_hmg_impulseLocalDirection_x
type: float
current: 1
help: x value for local impulse direction

variable: i_hmg_impulseLocalDirection_y
type: float
current: 0
help: y value for local impulse direction

variable: i_hmg_impulseLocalDirection_z
type: float
current: 0
help: z value for local impulse direction

variable: i_inventory_capacity
type: int
current: 64
help: Players inventory capacity

variable: i_itemSystemDebugMemStats
type: int
current: 0
help: Display item memory stats on screen

variable: i_laser_hitPosOffset
type: float
current: 0.1
help: Distance from hit to position the aim dot

variable: i_lighteffects DUMPTODISK
type: int
current: 1
help: Enable/Disable lights spawned during item effects.

variable: i_lying_item_limit
type: int
current: 64
help: Max number of items lying around in a level. Only works in multiplayer.

variable: i_mouse_accel DUMPTODISK
type: float
current: 0
help: 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)

variable: i_mouse_accel_max DUMPTODISK
type: float
current: 100
help: Set mouse max mouse delta when using acceleration.
Usage: i_mouse_accel_max [float number]
Default is 100.0

variable: i_mouse_buffered
type: int
current: 0
help: Toggles mouse input buffering.
Usage: i_mouse_buffered [0/1]
Default is 0 (off). Set to 1 to process buffered mouse input.

variable: i_mouse_inertia DUMPTODISK
type: float
current: 0
help: Set mouse inertia. It is disabled (0.0) by default.
Usage: i_mouse_inertia [float number]
Default is 0.0

variable: i_mouse_smooth DUMPTODISK
type: float
current: 0
help: 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 instant)
Default is 0.0

variable: i_particleeffects DUMPTODISK
type: int
current: 1
help: Enable/Disable particles spawned during item effects.

variable: i_precache DUMPTODISK
type: int
current: 1
help: Enables precaching of items during level loading.

variable: i_rejecteffects DUMPTODISK
type: int
current: 1
help: Enable/Disable ammo reject effects during weapon firing.

variable: i_soundeffects DUMPTODISK
type: int
current: 1
help: Enable/Disable playing item sound effects.

variable: i_staticfiresounds DUMPTODISK
type: int
current: 1
help: Enable/Disable static fire sounds. Static sounds are not unloaded when idle.

variable: i_useCharacterAttachments
type: int
current: 1
help: Enable/Disable use of character attachments for weapons.

variable: i_xinput
type: int
current: 1
help: Number of XInput controllers to process
Usage: i_xinput [0/1/2/3/4]
Default is 1.

variable: i_xinput_poll_time
type: int
current: 1000
help: Number of ms between device polls in polling thread
Usage: i_xinput_poll_time 500
Default is 1000ms. Value must be >=0.

variable: kc_bulletCamOffsetX
type: float
current: 0
help: Camera offset for bullet time

variable: kc_bulletCamOffsetY
type: float
current: -0.3
help: Camera offset for bullet time

variable: kc_bulletCamOffsetZ
type: float
current: 0.06
help: Camera offset for bullet time

variable: kc_bulletHoverDist
type: float
current: 4
help: The distance at which the bullet slows down in a skill kill

variable: kc_bulletHoverTime
type: float
current: 1
help: The time for which the bullet slows down in a skill kill

variable: kc_bulletHoverTimeScale
type: float
current: 0.01
help: The time scale to use when the bullet slows down to a hover

variable: kc_bulletPostHoverTimeScale
type: float
current: 1
help: The time scale to use when the bullet speeds up after hover

variable: kc_bulletRiflingSpeed
type: float
current: 6.5
help: Speed bullets spin in the killcam

variable: kc_bulletSpeed
type: float
current: 100
help: The speed of a bullet for skill kill (in meters per second)

variable: kc_bulletTravelTimeScale
type: float
current: 0.5
help: The time scale to use when the bullet is moving towards its target

variable: kc_bulletZoomDist
type: float
current: 0.5
help: The distance the camera zooms in on impact in bullet time killcam

variable: kc_bulletZoomOutRatio
type: float
current: 1
help: The distance the camera zooms back out on impact in bullet time killcam as a ratio of kc_bulletZoomDist

variable: kc_bulletZoomTime
type: float
current: 0.02
help: The time taken for the camera to zoom in on impact in bullet time killcam

variable: kc_cameraCollision
type: int
current: 1
help: Use the additional collision tests to ensure killcam doesn’t clip through walls/floors

variable: kc_cameraRaiseHeight
type: float
current: 1
help: Distance killcam should raytest upwards when trying to raise camera from the floor.

variable: kc_debug
type: int
current: 0
help: Enables debugging of the KillCam with the P key

variable: kc_debugSkillKill
type: int
current: 0
help: Treats every kill as a skill kill

variable: kc_debugStressTest
type: int
current: 0
help: Enables stress testing of the killcam.

variable: kc_debugVictimPos
type: int
current: 0
help: Enables debug drawing of the victim position in KillCam

variable: kc_debugWinningKill
type: int
current: 0
help: Treats every kill as the winning kill

variable: kc_enable
type: int
current: 1
help: Enables the KillCam

variable: kc_grenadeSmoothingDist
type: float
current: 10
help: Sets the distance at which camera smoothing kicks in for grenades

variable: kc_gunshipCamDist
type: float
current: 10
help: Camera offset for Alien Gunship killcam

variable: kc_gunshipCamHeight
type: float
current: 0
help: Camera offset for Alien Gunship killcam

variable: kc_kickInTime
type: float
current: 2
help: Sets the time the killcam will start replay after death (in seconds)

variable: kc_largeProjectileDistance
type: float
current: 0.625
help: Sets the distance behind which the killcam will follow large projectiles (e.g. JAW)

variable: kc_largeProjectileHeightOffset
type: float
current: 0.18
help: Sets the height offset of the camera during large projectile (e.g. JAW) killcam replay

variable: kc_length
type: float
current: 5
help: Sets the killcam replay length (in seconds)

variable: kc_maxFramesToPlayAtOnce
type: int
current: 10
help: The maximum number of frames that will be replayed at once if the killcam is lagging

variable: kc_memStats
type: int
current: 0
help: Shows memory statistics of the KillCam buffers

variable: kc_perkCamOffsetX
type: float
current: -3
help: Camera offset for perk killcam (Microwave beam)

variable: kc_perkCamOffsetY
type: float
current: 0
help: Camera offset for perk killcam (Microwave beam)

variable: kc_perkCamOffsetZ
type: float
current: 18
help: Camera offset for perk killcam (Microwave beam)

variable: kc_playbackSyncDelay
type: float
current: 0
help: Additional delay added between remote killcam recording and local recording to account for player interpolation

variable: kc_projectileDistance
type: float
current: 0.3
help: Sets the distance behind which the killcam will follow projectiles

variable: kc_projectileHeightOffset
type: float
current: 0.05
help: Sets the height offset of the camera during projectile killcam replay

variable: kc_projectileMinimumVictimDist
type: float
current: 4.3
help: Sets the minimum distance between the victim and the camera

variable: kc_projectileVictimHeightOffset
type: float
current: 0.65
help: Sets the height offset of the camera focus point during projectile killcam replay

variable: kc_skillKillLength
type: float
current: 4
help: Sets the killcam replay length (in seconds)

variable: kc_smoothing
type: float
current: 0.05
help: Sets the amount of camera smoothing to use during projectile replay (range from 0 to less than 1)

variable: log_IncludeTime
type: int
current: 0
help: 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

variable: log_Module
type: string
current:
help: Only show warnings from specified module

variable: log_SpamDelay
type: float
current: 0
help: Sets the minimum time interval between messages classified as spam

variable: log_tick
type: float
current: 0
help: When not 0, writes tick log entry into the log file, every N seconds

variable: log_Verbosity DUMPTODISK
type: int
current: 0
help: defines the verbosity level for log messages written to console
-1=suppress all logs (including eAlways)
0=suppress all logs(except eAlways)
1=additional errors
2=additional warnings
3=additional messages
4=additional comments

variable: log_VerbosityOverridesWriteToFile DUMPTODISK
type: int
current: 1
help: when enabled, setting log_verbosity to 0 will stop all logging including writing to file

variable: log_WriteToFile DUMPTODISK
type: int
current: 1
help: toggle whether to write log to file (game.log)

variable: log_WriteToFileVerbosity DUMPTODISK
type: int
current: 3
help: defines the verbosity level for log messages written to files
-1=suppress all logs (including eAlways)
0=suppress all logs(except eAlways)
1=additional errors
2=additional warnings
3=additional messages
4=additional comments

variable: lua_CodeCoverage
type: int
current: 0
help: Enables code coverage

variable: lua_debugger
type: int
current: 0
help: Enables the script debugger.
1 to trigger on breakpoints and errors
2 to only trigger on errors
Usage: lua_debugger [0/1/2]

variable: lua_stackonmalloc
type: int
current: 0
help: Enables/disables logging of the called lua functions and respective callstacks, whenever a new lua object is instantiated.

variable: lua_StopOnError
type: int
current: 0
help: Stops on error

variable: mc_entity
type: string
current:
help: Entity to control mind of (partial name is also allowed)

variable: MemInfo
type: int
current: 0
help: Display memory information by modules
1=on, 0=off

variable: MemStats
type: int
current: 0
help: 0/x=refresh rate in milliseconds
Use 1000 to switch on and 0 to switch off
Usage: MemStats [0..]

variable: MemStatsMaxDepth
type: int
current: 4
help:

variable: MemStatsThreshold
type: int
current: 32000
help:

variable: menu_cmdbuffer_DebugBuffer
type: int
current: 0
help: H¾˜¿˜¿˜

variable: menu_cmdbuffer_FEBackground
type: int
current: 0
help: Sends a interaction msg to the hud interactive. Takes msg, EHUDInteractionMsgType, duration as parameters

variable: menu_cmdbuffer_FEMainUI
type: int
current: 0
help: ðe‹Pe‹ e‹(e‹xe‹`d‹Ød‹\‹

variable: menu_cmdbuffer_FEWarnings
type: int
current: 0
help: ¸Ìœ¸Ìœ8ÍœŠ£¸Ìœ¸Ìœ8ÍœŠ£ø‰£

variable: menu_cmdbuffer_FriendsPopups
type: int
current: 0
help: o

variable: menu_cmdbuffer_VideoBuffer
type: int
current: 0
help: (,,,, ) Fake player progression values for local player.

variable: menu_debugScreenStack
type: int
current: 0
help: Shows a specific Score asset, 1-9 inclusive.

variable: menu_debugWatches
type: int
current: 0
help: Enab ƒ0

variable: menu_dogtagsMenuEnable
type: int
current: 1
help: MP/Options/TeamInstantAction/DefaultMap

variable: menu_dogtagsMenuLocalDurationOn
type: float
current: 2
help: Sounds/crysiswars2:gamemodes/powerstrugglelite:mode_power_opponentcaptured

variable: menu_dogtagsMenuLocalDurationWait
type: float
current: 15
help: Clears a interaction msg on the hud interactive. Takes EHUDInteractionMsgType as parameter

variable: menu_dogtagsMenuTempDurationOn
type: float
current: 2
help: Force display/non-display of battle area notification.

variable: menu_dogtagsMenuTempDurationWait
type: float
current: 5
help: [GameProfiles]: Successfully activated profile ‘Cheater’ for user ‘Edward’

variable: menu_dogtagsUnlockAll
type: int
current: 0
help: MP/Options/InstantAction/RoundTimeLimit

variable: menu_friends_menus_debug
type: int
current: 0
help: Send a fake Game state notify message to the HUD

variable: menu_namesAsWs
type: int
current: 0
help: Sets the entity that the player is looking at as the threat entity!

variable: menu_serverListTest_addAllServers
type: int
current: 0
help: ÐV-8”+•-Ÿ Ê•¤Ê•¤Ê•ÿÿÿÿ

variable: menu_serverListTest_numServers
type: int
current: 30000
help: ÿÿÿÿ

variable: menu_serverListTest_serversIncrements
type: int
current: 200
help: Displays the warning dialog of the name provided. The returns of the warning will not be handled.

variable: menu_useTestData
type: int
current: 0
help: Tweak Menu Not Loaded – Re-enter to Reload

variable: mfx_Debug
type: int
current: 0
help: Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both

variable: mfx_DebugFlowGraphFX
type: int
current: 0
help: Turns on Material FlowGraph FX manager debug messages.

variable: mfx_DebugVisual
type: int
current: 0
help: Turns on/off visual debugging for MFX system

variable: mfx_DebugVisualFilter
type: string
current:
help:

variable: mfx_Enable
type: int
current: 1
help: Enables MaterialEffects.

variable: mfx_EnableAttachedEffects
type: int
current: 1
help: Enable attached effects (characters, entities…)

variable: mfx_EnableFGEffects
type: int
current: 1
help: Enabled Flowgraph based Material effects. Default: On

variable: mfx_ParticleImpactThresh
type: float
current: 2
help: Impact threshold for particle effects. Default: 2.0

variable: mfx_pfx_maxDist
type: float
current: 35
help: Max dist (how far away before scale is clamped)

variable: mfx_pfx_maxScale
type: float
current: 1.5
help: Max scale (when particle is far)

variable: mfx_pfx_minScale
type: float
current: 0.5
help: Min scale (when particle is close)

variable: mfx_RaisedSoundImpactThresh
type: float
current: 3.5
help: Impact threshold for sound effects if we’re rolling. Default: 3.5

variable: mfx_SerializeFGEffects
type: int
current: 1
help: Serialize Flowgraph based effects. Default: On

variable: mfx_SoundImpactThresh
type: float
current: 1.5
help: Impact threshold for sound effects. Default: 1.5

variable: mfx_Timeout
type: float
current: 0.01
help: Timeout (in seconds) to avoid playing effects too often

variable: mov_debugCamShake
type: int
current: 0
help: Enable debug log for camera shaking.

variable: mov_debugEvents
type: int
current: 0
help: Enable debug output for Cinematic events

variable: mov_NoCutscenes
type: int
current: 0
help: Disable playing of Cut-Scenes

variable: mov_overrideCam
type: string
current:
help: Set the camera used for the sequence which overrides the camera track info in the sequence.

variable: mp_ctfParams.carryingFlag_SpeedScale
type: float
current: 0.8
help: Speed multiplier whilst carrying the flag in Capture the Flag game mode.

variable: mp_extractionParams.carryingTick_DamageAbsorbDesperateEnergyCost
type: float
current: 0.45
help: Energy cost used in nanosuit desperation armor mode whilst carrying the tick in extraction game mode.

variable: mp_extractionParams.carryingTick_EnergyCostPerHit
type: float
current: 0.05
help: Energy cost used in nanosuit armor mode whilst carrying the tick in extraction game mode.

variable: mp_extractionParams.carryingTick_SpeedScale
type: float
current: 0.8
help: Speed multiplier whilst carrying the tick in extraction game mode.

variable: net_backofftimeout
type: int
current: 360
help: Maximum time to allow a remote machine to stall for before disconnecting

variable: net_breakage_sync_entities
type: int
current: 1
help: Allow net syncing/binding of breakage entities

variable: net_bw_aggressiveness
type: float
current: 0.5
help: Balances TCP friendlyness versus prioritization of game traffic

variable: net_channelstats
type: int
current: 0
help: Display bandwidth statistics per-channel

variable: net_connectivity_detection_interval
type: float
current: 1
help:

variable: net_defaultChannelBitRateDesired READONLY
type: float
current: 200000
help:

variable: net_defaultChannelBitRateToleranceHigh READONLY
type: float
current: 0.001
help:

variable: net_defaultChannelBitRateToleranceLow READONLY
type: float
current: 0.5
help:

variable: net_defaultChannelIdlePacketRateDesired READONLY
type: float
current: 0.05
help:

variable: net_defaultChannelPacketRateDesired READONLY
type: float
current: 50
help:

variable: net_defaultChannelPacketRateToleranceHigh READONLY
type: float
current: 2
help:

variable: net_defaultChannelPacketRateToleranceLow READONLY
type: float
current: 0.1
help:

variable: net_disconnect_on_rmi_error DUMPTODISK
type: int
current: 0
help: Disconnect remote connections on script exceptions during RMI calls

variable: net_enable_tfrc
type: int
current: 1
help:

variable: net_enable_voice_chat REQUIRE_APP_RESTART
type: int
current: 1
help:

variable: net_enable_watchdog_timer
type: int
current: 0
help: Enable watchdog timer. Not needed if CryLobby is being used.

variable: net_gamespy_voip_enable DUMPTODISK
type: int
current: 1
help: Toggles whether GameSpy VOIP enabled or not

variable: net_gamespy_voip_logging
type: int
current: 0
help: Toggles whether GameSpy VOIP logging is on/off

variable: net_gamespy_voip_loopback
type: int
current: 0
help: Toggles whether GameSpy microphone capture is played back locally

variable: net_gamespy_voip_threshold DUMPTODISK
type: float
current: 0.05
help: Sets the GameSpy VOIP capture volume threshold

variable: net_highlatencythreshold
type: float
current: 0.5
help:

variable: net_highlatencytimelimit
type: float
current: 1.5
help:

variable: net_inactivitytimeout
type: float
current: 3600
help: Sets how many seconds without receiving a packet a connection will stay alive for (can only be set on server)

variable: net_inactivitytimeoutDevmode
type: float
current: 3600
help: Sets how many seconds without receiving a packet a connection will stay alive for while in devmode (can only be set on server)

variable: net_initLobbyServiceToLan
type: int
current: 1
help: Always initialize lobby in LAN mode (NB: mode can still be changed afterwards!)

variable: net_input_dump
type: int
current: 0
help: write net_input_trace output to a file (netinput.log)

variable: net_input_trace
type: string
current: 0
help: trace an entities input processing to assist finding sync errors

variable: net_keepalive_time
type: float
current: 10
help: Controls the length of time between keepalive packets.

variable: net_lan_scanport_first DUMPTODISK
type: int
current: 64087
help: Starting port for LAN games scanning

variable: net_lan_scanport_num DUMPTODISK
type: int
current: 5
help: Num ports for LAN games scanning

variable: net_lanbrowser
type: int
current: 1
help: enable lan games browser

variable: net_lobby_default_port DUMPTODISK
type: int
current: 64090
help: Modify the default port for lobbies (effects LAN Lobby currently)

variable: net_lobby_gamespy_connection_wait_timeout DUMPTODISK
type: int
current: 60000
help: Modify the connection wait timeout for GameSpy

variable: net_lobby_gamespy_online_port DUMPTODISK
type: int
current: 64100
help: Modify the online port for GameSpy

variable: net_lobby_gamespy_symmetrical_friends DUMPTODISK
type: int
current: 1
help: Toggle whether GameSpy friend relationships are bidirectional

variable: net_log
type: int
current: 0
help: Logging level of network system

variable: net_log_remote_methods DUMPTODISK
type: int
current: 0
help: Log remote method invocations

variable: net_maxpacketsize
type: int
current: 1000
help: Sets the maximum packet size we will attempt to send (not including UDP/other headers)

variable: net_minMicrophoneNotificationInterval
type: float
current: 1
help: minimum interval between microphone status notification send/requests

variable: net_minTCPFriendlyBitRate
type: float
current: 30000
help: Minimum bitrate allowed for TCP friendly transmission

variable: net_nat_type READONLY
type: string
current: Uninitialized
help: The current NAT Type set.

variable: net_new_queue_behaviour
type: int
current: 1
help: When set to 1, this will try to minimize the number of packets sent on a channel.

variable: net_onlyListGameServersContainingText
type: string
current:
help: Server list will only display host names containing this text

variable: net_packet_read_debug_output
type: int
current: 0
help: Enable debug output when reading a packet

variable: net_packetsendrate
type: int
current: 10
help: per channel packet send rate (packets per second). sends whenever possible if this is set to zero.

variable: net_phys_debug
type: int
current: 0
help:

variable: net_phys_lagsmooth
type: float
current: 0.1
help:

variable: net_phys_pingsmooth
type: float
current: 0.1
help:

variable: net_ping_time
type: float
current: 5
help: Controls the length of time between ping packets.

variable: net_profile_budget_logging
type: int
current: 0
help: enable/disable budget logging

variable: net_profile_budget_logname
type: string
current: profile_net_budget.log
help: budget log name for net profiler

variable: net_profile_enable
type: int
current: 0
help: enable/disable net profile feature

variable: net_profile_logging
type: int
current: 0
help: enable/disable logging

variable: net_profile_logname
type: string
current: profile_net.log
help: log name for net profiler

variable: net_profile_show_socket_measurements
type: int
current: 0
help: show bandwidth socket measurements on screen

variable: net_profile_socket_budget
type: float
current: 256
help: maximum bandwidth budget for root node

variable: net_profile_worst_num_channels
type: int
current: 15
help: maximum number of channels expected to connect

variable: net_remotetimeestimationwarning
type: int
current: 0
help:

variable: net_rtt_convergence_factor
type: int
current: 995
help:

variable: net_safetysleeps
type: int
current: 0
help: Controls whether the network layer will perform safety sleeps between context establishment tasks.

variable: net_scheduler_debug
type: string
current: 0
help: Show scheduler debugger for some channel

variable: net_show_matchmaking_tasks DUMPTODISK
type: int
current: 0
help: Toggles whether active matchmaking tasks are displayed on screen

variable: net_stats_login DUMPTODISK
type: string
current:
help: Login for reporting stats on dedicated server

variable: net_stats_pass DUMPTODISK
type: string
current:
help: Password for reporting stats on dedicated server

variable: net_UseDeprecatedVoiceSystem DUMPTODISK
type: int
current: 1
help: Use deprecated voice system

variable: net_voice_lead_packets
type: int
current: 5
help:

variable: net_voice_proximity
type: float
current: 0
help:

variable: net_voice_trail_packets
type: int
current: 5
help:

variable: p_accuracy_LCPCG
type: float
current: 0.005
help: Desired accuracy of LCP CG solver (velocity-related, m/s)

variable: p_accuracy_LCPCG_no_improvement
type: float
current: 0.05
help: Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters

variable: p_accuracy_MC
type: float
current: 0.005
help: Desired accuracy of microcontact solver (velocity-related, m/s)

variable: p_approx_caps_len
type: float
current: 1.2
help: Breakable trees are approximated with capsules of this length (0 disables approximation)

variable: p_async_rwi_use_spu
type: int
current: 1
help: Enables asynchronous rwis to be executed on the spu

variable: p_break_on_validation
type: int
current: 0
help: 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.

variable: p_CharacterIK
type: int
current: 1
help: Toggles character IK.
Usage: p_characterik [0/1]
Default is 1 (on). Set to 0 to disable inverse kinematics.

variable: p_collision_mode
type: int
current: 0
help: This variable is obsolete.

variable: p_cull_distance
type: float
current: 100
help: Culling distance for physics helpers rendering

variable: p_damping_group_size
type: int
current: 8
help: Sets contacting objects group size
before group damping is used.Usage: p_damping_group_size 3
Used for internal tweaking only.

variable: p_debug_explosions
type: int
current: 0
help: Turns on explosions debug mode

variable: p_debug_joints
type: int
current: 0
help: If set, breakable objects will log tensions at the weakest spots

variable: p_do_step
type: int
current: 0
help: 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.

variable: p_draw_helpers
type: string
current: 0
help: 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

variable: p_draw_helpers_num
type: int
current: 0
help: 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

variable: p_enforce_contacts
type: int
current: 1
help: This variable is obsolete.

variable: p_ent_grid_use_obb
type: int
current: 1
help: Whether to use OBBs rather than AABBs for the entity grid setup for brushes

variable: p_fixed_timestep
type: float
current: 0
help: 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.

variable: p_fly_mode
type: int
current: 0
help: Toggles fly mode.
Usage: p_fly_mode [0/1]

variable: p_GEB_max_cells
type: int
current: 800
help: Specifies the cell number threshold after which GetEntitiesInBox issues a warning

variable: p_gravity_z
type: float
current: -13
help:

variable: p_group_damping
type: float
current: 0.5
help: Toggles damping for object groups.
Usage: p_group_damping [0/1]
Default is 1 (on). Used for internal tweaking only.

variable: p_joint_damage_accum
type: float
current: 2
help: Fraction of damage (tension) accumulated by breakable joints

variable: p_joint_damage_accum_threshold
type: float
current: 0.2
help: Damage threshold (0..1) for p_joint_damage_accum

variable: p_joint_gravity_step
type: float
current: 1
help: Time step used for gravity in breakable joints (larger = stronger gravity effects)

variable: p_jump_to_profile_ent
type: int
current: 0
help: Move the local player next to the corresponding entity in the p_profile_entities list

variable: p_lattice_max_iters
type: int
current: 100000
help: Limits the number of iterations of lattice tension solver

variable: p_limit_simple_solver_energy
type: int
current: 1
help: Specifies whether the energy added by the simple solver is limited (0 or 1)

variable: p_list_active_objects
type: int
current: 0
help:

variable: p_log_lattice_tension
type: int
current: 0
help: If set, breakable objects will log tensions at the weakest spots

variable: p_max_approx_caps
type: int
current: 7
help: Maximum number of capsule approximation levels for breakable trees

variable: p_max_contact_gap
type: float
current: 0.01
help: 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.

variable: p_max_contact_gap_player
type: float
current: 0.01
help: 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.

variable: p_max_contact_gap_simple
type: float
current: 0.03
help: Specifies the maximum contact gap for objects that use the simple solver

variable: p_max_contacts
type: int
current: 150
help: Maximum contact number, after which contact reduction mode is activated

variable: p_max_debris_mass
type: float
current: 10
help: Broken pieces with mass<=this limit use debris collision settings

variable: p_max_entity_cells
type: int
current: 10000
help: Limits the number of entity grid cells an entity can occupy

variable: p_max_LCPCG_contacts
type: int
current: 100
help: Maximum number of contacts that LCPCG solver is allowed to handle

variable: p_max_LCPCG_fruitless_iters
type: int
current: 4
help: Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)

variable: p_max_LCPCG_iters
type: int
current: 5
help: Maximum number of LCP CG iterations

variable: p_max_LCPCG_microiters
type: int
current: 12000
help: Limits the total number of per-contact iterations during one LCP CG iteration
(number of microiters = number of subiters * number of contacts)

variable: p_max_LCPCG_microiters_final
type: int
current: 25000
help: Same as p_max_LCPCG_microiters, but for the final LCP CG iteration

variable: p_max_LCPCG_subiters
type: int
current: 120
help: Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)

variable: p_max_LCPCG_subiters_final
type: int
current: 250
help: Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)

variable: p_max_MC_iters
type: int
current: 2000
help: Specifies the maximum number of microcontact solver iterations *per contact*

variable: p_max_MC_mass_ratio
type: float
current: 100
help: Maximum mass ratio between objects in an island that MC solver is considered safe to handle

variable: p_max_MC_vel
type: float
current: 15
help: Maximum object velocity in an island that MC solver is considered safe to handle

variable: p_max_object_splashes
type: int
current: 0
help: Specifies how many splash events one entity is allowed to generate

variable: p_max_plane_contacts
type: int
current: 8
help: 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)

variable: p_max_plane_contacts_distress
type: int
current: 4
help: Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts

variable: p_max_player_velocity
type: float
current: 150
help: Clamps players' velocities to this value

variable: p_max_spu_rwi_cells
type: int
current: 5
help: Could be used to balance RWI perfrmance on SPUs

variable: p_max_substeps
type: int
current: 2
help: 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.

variable: p_max_substeps_large_group
type: int
current: 5
help: Limits the number of substeps large groups of objects can make

variable: p_max_unproj_vel
type: float
current: 2.5
help: Limits the maximum unprojection velocity request

variable: p_max_velocity
type: float
current: 100
help: Clamps physicalized objects' velocities to this value

variable: p_max_world_step
type: float
current: 0.2
help: Specifies the maximum step physical world can make (larger steps will be truncated)

variable: p_min_LCPCG_improvement
type: float
current: 0.05
help: Defines a required residual squared length improvement, in fractions of 1

variable: p_min_MC_iters
type: int
current: 4
help: Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters)

variable: p_min_separation_speed
type: float
current: 0.02
help: Used a threshold in some places (namely, to determine when a particle
goes to rest, and a sliding condition in microcontact solver)

variable: p_net_angsnapmul
type: float
current: 0.01
help: Multiplier to expand the p_net_minsnapdot based on the objects angular velocity

variable: p_net_minsnapdist
type: float
current: 0.1
help: Minimum distance between server position and client position at which to start snapping

variable: p_net_minsnapdot
type: float
current: 0.99
help: Minimum quat dot product between server orientation and client orientation at which to start snapping

variable: p_net_smoothtime
type: float
current: 5
help: How much time should non-snapped positions take to synchronize completely?

variable: p_net_velsnapmul
type: float
current: 0.1
help: Multiplier to expand the p_net_minsnapdist based on the objects velocity

variable: p_num_bodies_large_group
type: int
current: 30
help: Group size to be used with p_max_substeps_large_group, in bodies

variable: p_num_jobs
type: int
current: 4
help: Specifies the number of jobs for phys.sim.(used by phys job simulation mode)

variable: p_num_startup_overload_checks
type: int
current: 20
help: For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough

variable: p_num_threads
type: int
current: 2
help: The number of internal physics threads

variable: p_penalty_scale
type: float
current: 0.3
help: Scales the penalty impulse for objects that use the simple solver

variable: p_players_can_break
type: int
current: 0
help: Whether living entities are allowed to break static objects with breakable joints

variable: p_pool_size
type: int
current: 1536
help: Specifies the size of the pool used for job based phys.sim.(used by SPUs)

variable: p_profile
type: int
current: 0
help: Enables group profiling of physical entities

variable: p_profile_entities
type: int
current: 0
help: Enables per-entity time step profiling

variable: p_profile_functions
type: int
current: 0
help: Enables detailed profiling of physical environment-sampling functions

variable: p_prohibit_unprojection
type: int
current: 1
help: This variable is obsolete.

variable: p_proxy_highlight_range
type: int
current: 800
help: Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight

variable: p_proxy_highlight_threshold
type: int
current: 200
help: Physics proxies with triangle counts large than this will be highlighted

variable: p_ray_fadein
type: float
current: 0.2
help: Fade-in time for ray physics helpers

variable: p_ray_peak_time
type: float
current: 0
help: Rays that take longer then this (in ms) will use different color

variable: p_rope_collider_size_limit
type: int
current: 0
help: Disables rope collisions with meshes having more triangles than this (0-skip the check)

variable: p_single_step_mode
type: int
current: 0
help: 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.

variable: p_skip_redundant_colldet
type: int
current: 1
help: Specifies whether to skip furher collision checks between two convex objects using the simple solver
when they have enough contacts between them

variable: p_splash_dist0
type: float
current: 7
help: Range start for splash event distance culling

variable: p_splash_dist1
type: float
current: 30
help: Range end for splash event distance culling

variable: p_splash_force0
type: float
current: 15000
help: Minimum water hit force to generate splash events at p_splash_dist0

variable: p_splash_force1
type: float
current: 150000
help: Minimum water hit force to generate splash events at p_splash_dist1

variable: p_splash_vel0
type: float
current: 4.5
help: Minimum water hit velocity to generate splash events at p_splash_dist0

variable: p_splash_vel1
type: float
current: 10
help: Minimum water hit velocity to generate splash events at p_splash_dist1

variable: p_sync_rwi_use_spu
type: int
current: 0
help: Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging

variable: p_tick_breakable
type: float
current: 0.1
help: Sets the breakable objects structure update interval

variable: p_time_granularity
type: float
current: 0.0001
help: Sets physical time step granularity.
Usage: p_time_granularity [0..0.1]
Used for internal tweaking only.

variable: p_unproj_vel_scale
type: float
current: 10
help: Requested unprojection velocity is set equal to penetration depth multiplied by this number

variable: p_use_distance_contacts
type: int
current: 0
help: Allows to use distance-based contacts (is forced off in multiplayer)

variable: p_use_unproj_vel
type: int
current: 0
help: internal solver tweak

variable: p_wireframe_distance
type: float
current: 40
help: Maximum distance at which wireframe is drawn on physics helpers

variable: performance_profile_logname
type: string
current: performance.log
help: Filename for framerate and memory logging.

variable: perk_alienGunship_debugInfo
type: int
current: 0
help:

variable: perk_alienGunship_enemyIgnoreTime
type: float
current: 1
help:

variable: perk_alienGunship_enteringDecelerationRange
type: float
current: 210
help:

variable: perk_alienGunship_idealWaypointAngleRange
type: float
current: 90
help:

variable: perk_alienGunship_inOutSpeed
type: float
current: 80
help:

variable: perk_alienGunship_lookToNextTargetDistance
type: float
current: 20
help:

variable: perk_alienGunship_maxDamage
type: float
current: 0.075
help:

variable: perk_alienGunship_optimum2DDistFromTarget
type: float
current: 25
help:

variable: perk_alienGunship_roamingDecelerationRange
type: float
current: 25
help:

variable: perk_alienGunship_roamingMaxSpeed
type: float
current: 12
help:

variable: perk_alienGunship_roamingMinSpeed
type: float
current: 5
help:

variable: perk_alienGunship_secondaryFireWaitTime
type: float
current: 0.1
help:

variable: perk_alienGunship_spawnIgnoreTime
type: float
current: 5
help:

variable: perk_alienGunship_targetCloakedSecondaryFireTime
type: float
current: 2
help:

variable: perk_alienGunship_targetLerpSpeed
type: float
current: 0.5
help:

variable: perk_alienGunship_targetLockTime
type: float
current: 1
help:

variable: perk_alienGunship_targetting2DRangeSq
type: float
current: 2500
help:

variable: perk_alienGunship_targettingFOV
type: float
current: 140
help:

variable: perk_alienGunship_targettingMinSpeed
type: float
current: 0.75
help:

variable: perk_alienGunship_timeBetweenRaycasts
type: float
current: 0.15
help:

variable: perk_alienGunship_timeInLevel
type: float
current: 60
help:

variable: perk_alienGunship_turretLerpSpeed
type: float
current: 1
help:

variable: perk_alienGunship_turretMaxAngleDiffForFiring
type: float
current: 35
help:

variable: perk_antiSniperEffect
type: int
current: 1
help:

variable: perk_antiSniperEffectDecreaseRate
type: float
current: 4
help:

variable: perk_antiSniperEffectIncreaseRate
type: float
current: 8
help:

variable: perk_antiSniperEnergyMinimum
type: float
current: -0.5
help:

variable: perk_antiSniperEnergyRechargeRate
type: float
current: 0.1
help:

variable: perk_antiSniperEnergyUseRate
type: float
current: 0
help:

variable: perk_antiSniperScreenEffectAmount
type: float
current: 5
help:

variable: perk_antiSniperSwayMult
type: float
current: 0.15
help:

variable: perk_ArmorEfficiency_scaleEnergyDrain
type: float
current: 0.5
help:

variable: perk_ArmorEfficiency_scaleMovementSpeed
type: float
current: 0.25
help:

variable: perk_chaffFOV
type: float
current: 5
help:

variable: perk_chaffRechargeTime
type: float
current: 4
help:

variable: perk_chaffSpread
type: float
current: 0.4
help:

variable: perk_cloakAwareness_FlickerTime
type: float
current: 1
help:

variable: perk_cloakAwareness_Range
type: float
current: 20
help:

variable: perk_cloakAwareness_TimeFromUncloakToKill
type: float
current: 3
help:

variable: perk_cloakAwareness_TimeTillFlickerTierThree
type: float
current: 5
help:

variable: perk_cloakAwareness_TimeTillFlickerTierTwo
type: float
current: 7
help:

variable: perk_criticalEnergyDamagePerSecond
type: float
current: 30
help:

variable: perk_deflection_damageMultiplier
type: float
current: 0.5
help:

variable: perk_DetonationDelay_explosionDelay
type: float
current: 2
help:

variable: perk_disable
type: int
current: 0
help:

variable: perk_Dogtag_teamPerkTimeScale
type: float
current: 1.2
help:

variable: perk_dolphinSpeedMult
type: float
current: 4
help:

variable: perk_ECM_blendDistance
type: float
current: 5
help:

variable: perk_ECM_height
type: float
current: 5
help:

variable: perk_ECM_rangeTierOne
type: float
current: 10
help:

variable: perk_ECM_rangeTierThree
type: float
current: 18
help:

variable: perk_ECM_rangeTierTwo
type: float
current: 10
help:

variable: perk_EnergyLeech_tier1RechargeFraction
type: float
current: 0.2
help:

variable: perk_EnergyLeech_tier2RechargeFraction
type: float
current: 0.3
help:

variable: perk_EnergyLeech_tier3RechargeFraction
type: float
current: 0.5
help:

variable: perk_EnhancedVisor_FlashBangScale
type: float
current: 0.1
help:

variable: perk_FatalityBonus_deathStreakRequired
type: int
current: 5
help:

variable: perk_FatalityBonus_killStreakToStop
type: int
current: 1
help:

variable: perk_FragResistant_damageMultiplier
type: float
current: 0.5
help:

variable: perk_FragResistant_suitLayerOverrideB
type: float
current: 0.5
help:

variable: perk_FragResistant_suitLayerOverrideG
type: float
current: 0
help:

variable: perk_FragResistant_suitLayerOverrideR
type: float
current: 1
help:

variable: perk_FragResistant_suitLayerOverrideTimer
type: float
current: 3
help:

variable: perk_HeavyArms_mountedWeapons_movementMultiplier
type: float
current: 1.5
help:

variable: perk_HeavyArms_mountedWeapons_ripOffOverrideSpeed
type: float
current: 1.4
help:

variable: perk_HeavyArms_reducedAttachmentWeight_selectSpeedMultiplier
type: float
current: 2
help:

variable: perk_HeavyArms_reducedAttachmentWeight_zoomTimeMultiplier
type: float
current: 0.5
help:

variable: perk_icon_pulse_time
type: float
current: 0.7
help:

variable: perk_lockedPerksA
type: int
current: 0
help:

variable: perk_lockedPerksB
type: int
current: 0
help:

variable: perk_MapDeployment_timer
type: float
current: 7
help:

variable: perk_MaximumFocus_shakeScale
type: float
current: 0.4
help:

variable: perk_maximumFocus_zoomedSpeedScale
type: float
current: 1.6
help:

variable: perk_MicrowaveBeam_deploymentHeight
type: float
current: 300
help:

variable: perk_MicrowaveBeam_effectReleaseTime
type: float
current: 0.5
help:

variable: perk_MicrowaveBeam_explosionTimer
type: float
current: 0.5
help:

variable: perk_MicrowaveBeam_fireRate
type: float
current: 15
help:

variable: perk_MicrowaveBeam_flashIconScale
type: float
current: 100
help:

variable: perk_MicrowaveBeam_innerRadius
type: float
current: 2
help:

variable: perk_MicrowaveBeam_innerRadiusDamage
type: float
current: 200
help:

variable: perk_MicrowaveBeam_maxRotationAngle
type: float
current: 8
help:

variable: perk_MicrowaveBeam_outerRadius
type: float
current: 6
help:

variable: perk_MicrowaveBeam_outerRadiusDamage
type: float
current: 15
help:

variable: perk_MicrowaveBeam_stage0Time
type: float
current: 2
help:

variable: perk_MicrowaveBeam_stage1Time
type: float
current: 1
help:

variable: perk_MicrowaveBeam_stage2Time
type: float
current: 6
help:

variable: perk_MicrowaveBeam_warningAudioDistance
type: float
current: 25
help:

variable: perk_Mobility_fireFromSprintTimeMultiplier
type: float
current: 0.25
help:

variable: perk_Mobility_scaleEnergyConsumption
type: float
current: 0.5
help:

variable: perk_Mobility_sprintToRunBlendTimeMultiplier
type: float
current: 0.25
help:

variable: perk_particleBoneChoiceScale
type: float
current: 0.4
help:

variable: perk_particleBoneEmitterSpawnRadius
type: float
current: 0.7
help:

variable: perk_particleTypesGenerateOnWho
type: int
current: 0
help:

variable: perk_particleTypesToHide
type: int
current: 0
help:

variable: perk_Phantom_cloakDelay
type: float
current: 0.25
help:

variable: perk_Phantom_cloakSpeedBlendScale
type: float
current: 2
help:

variable: perk_Phantom_scaleEnergyConsumptionTierOne
type: float
current: 1
help:

variable: perk_Phantom_scaleEnergyConsumptionTierThree
type: float
current: 0.5
help:

variable: perk_Phantom_scaleEnergyConsumptionTierTwo
type: float
current: 1
help:

variable: perk_Phantom_timeFromCloakToKill
type: float
current: 7
help:

variable: perk_Phantom_uncloakDelay
type: float
current: 0.25
help:

variable: perk_proximityAlarm_height
type: float
current: 3
help:

variable: perk_proximityAlarm_range
type: float
current: 30
help:

variable: perk_proximityAlarm_scanSpeedTierOne
type: float
current: 15
help:

variable: perk_proximityAlarm_scanSpeedTierThree
type: float
current: 60
help:

variable: perk_proximityAlarm_scanSpeedTierTwo
type: float
current: 30
help:

variable: perk_Regen_energyRechargeScale
type: float
current: 2
help:

variable: perk_Regen_healthRechargeDelayScale
type: float
current: 0.5
help:

variable: perk_Regen_healthRechargeScale
type: float
current: 2
help:

variable: perk_silentFeet_killRange
type: float
current: 25
help:

variable: perk_silentFeet_scaleFootstepSounds
type: float
current: 0
help:

variable: perk_Stamp_directFallSpeedIncrease
type: float
current: 3.2
help:

variable: perk_Stamp_directHitDamage
type: float
current: 1000
help:

variable: perk_Stamp_displayPromptUntilStampedThisManyTimes
type: int
current: 99999
help:

variable: perk_Stamp_displayPromptUtilAirFrictionedThisManyTimes
type: int
current: 99999
help:

variable: perk_Stamp_enableForFalling
type: int
current: 1
help:

variable: perk_Stamp_enableForNormalJump
type: int
current: 1
help:

variable: perk_Stamp_enableForPowerJump
type: int
current: 1
help:

variable: perk_Stamp_fallspeed
type: float
current: 11.4
help:

variable: perk_Stamp_maxDamage
type: float
current: 750
help:

variable: perk_Stamp_maxDamageSpeed
type: float
current: 12.6
help:

variable: perk_Stamp_maxRadius
type: float
current: 5
help:

variable: perk_Stamp_minAirTime
type: float
current: 0.2
help:

variable: perk_Stamp_minDamage
type: float
current: 500
help:

variable: perk_Stamp_minDamageSpeed
type: float
current: 5
help:

variable: perk_Stamp_minRadius
type: float
current: 3
help:

variable: perk_Stamp_rechargeTime
type: float
current: 5
help:

variable: perk_Stamp_zeroMovementInputsTime_tier1
type: float
current: 2.55
help:

variable: perk_Stamp_zeroMovementInputsTime_tier3
type: float
current: 1.45
help:

variable: perk_SuitDisruptor_bouncinessScale
type: float
current: 0.5
help:

variable: perk_SuitDisruptor_drainMultiplier
type: float
current: 30
help:

variable: perk_SuitDisruptor_drainRange
type: float
current: 15
help:

variable: perk_SuitDisruptor_effectAllPlayers
type: int
current: 0
help:

variable: perk_SuitDisruptor_effectTime
type: float
current: 1.5
help:

variable: perk_SuitDisruptor_flashIconScale
type: float
current: 100
help:

variable: perk_SuitDisruptor_interferenceMultiplier
type: float
current: 1
help:

variable: perk_SuitDisruptor_launchSpeed
type: float
current: 12
help:

variable: perk_SuitDisruptor_selfDestructTime
type: float
current: 45
help:

variable: perk_SuitDisruptor_speedMultiplier
type: float
current: 0.7
help:

variable: perk_SuitDisruptor_vtolHoverTime
type: float
current: 2
help:

variable: perk_SuitDisruptor_vtolMaxSpeed
type: float
current: 40
help:

variable: perk_SuitDisruptor_vtolSlowDistance
type: float
current: 20
help:

variable: perk_teamPowerReductionArmour_scaleEnergyUse
type: float
current: 0.5
help:

variable: perk_teamPowerReductionDefault_scaleEnergyUse
type: float
current: 0.5
help:

variable: perk_teamPowerReductionStealth_scaleEnergyUse
type: float
current: 0.5
help:

variable: perk_teamRadar_timeUntilDeactivate
type: float
current: 30
help:

variable: perk_teamRadarJammer_timeUntilDeactivate
type: float
current: 30
help:

variable: perk_teamSuitBoost_damageScale
type: float
current: 0.2
help:

variable: perk_teamSuitBoost_scaleEnergyUse
type: float
current: 0
help:

variable: perk_teamSuitBoost_timeUntilDeactivate
type: float
current: 30
help:

variable: perk_threatTrails_BulletFadeStartTime
type: float
current: 0.8
help:

variable: perk_threatTrails_BulletOpacity
type: float
current: 0.01
help:

variable: perk_threatTrails_BulletRenderRange
type: float
current: 6
help:

variable: perk_threatTrails_BulletRenderTime
type: float
current: 1
help:

variable: perk_threatTrails_BulletThickness
type: float
current: 0.5
help:

variable: perk_threatTrails_GrenadeRenderRange
type: float
current: 15
help:

variable: perk_tracker_individualMinDistMovedTier1
type: float
current: 0.7
help:

variable: perk_tracker_individualMinDistMovedTier3
type: float
current: 0.35
help:

variable: perk_tracker_individualUpdateRateTier1
type: float
current: 0.6
help:

variable: perk_tracker_individualUpdateRateTier3
type: float
current: 0.3
help:

variable: perk_tracker_lifetimeStrength
type: float
current: 1
help:

variable: perk_tracker_maxDistanceToSpawn
type: float
current: 25
help:

variable: perk_tracker_updateRate
type: float
current: 0.1
help:

variable: perk_weaponsTrainingReloadSpeedScale
type: float
current: 1.7
help:

variable: perk_weaponsTrainingSelectSpeedScale
type: float
current: 2.5
help:

variable: perk_weaponsTrainingZoomTimeScale
type: float
current: 0.5
help:

variable: pl_aim_acceleration_enabled
type: int
current: 1
help: Aim Acceleration: Enable/Disable aim acceleration.

variable: pl_aim_assistance_enabled
type: int
current: 1
help: Aim Assistance: Enable/Disable aim assistance.

variable: pl_aim_cloaked_multiplier
type: float
current: 0
help: Multiplier for autoaim slow and follow vs cloaked targets

variable: pl_aim_near_lookat_target_distance
type: float
current: 0.65
help: Multiplier for autoaim slow and follow vs cloaked targets

variable: pl_airFrictionPerk_control.fall_activation_height
type: float
current: 4
help: Falling height (in meters) to be able to activate the glider

variable: pl_airFrictionPerk_control.fall_distance_for_full_upwards_force
type: float
current: 4
help: Falling height (in meters) at which the player gets given full upwards force – triggering before falling this far gives a reduced upwards force

variable: pl_airFrictionPerk_control.fall_maxSeepd_height
type: float
current: 20
help: Falling height (in meters) to reach maximum falling speed when the glider is active

variable: pl_airFrictionPerk_control.forward_speed
type: float
current: 5
help: Forward speed while gliding

variable: pl_airFrictionPerk_control.max_falling_speed
type: float
current: 17.5
help: Maximum falling speed with glider active

variable: pl_airFrictionPerk_control.min_falling_speed
type: float
current: 4
help: Minimum (start) falling speed, when glider activates

variable: pl_airFrictionPerk_control.triggerAutomatically
type: int
current: 1
help: 1 = trigger Air Friction perk automatically, 0 = trigger by pressing JUMP while in mid-air

variable: pl_airFrictionPerk_control.view_pitch_shake
type: float
current: 15
help: View shake (up) when activating air friction perk

variable: pl_airFrictionPerk_control.view_recover_time
type: float
current: 1
help: Recover time from initial view shake

variable: pl_blendView
type: int
current: 0
help: Blend the player view as default

variable: pl_boostedMelee_allowInMP
type: int
current: 0
help: Define whether or not the boosted melee mechanic can be used in multiplayer

variable: pl_boostedMelee_threshold
type: float
current: 0.6
help: If melee button is released quicker than this threshold (in secs) then a normal melee will be executed, if not it will trigger a boosted melee attack

variable: pl_cameraTransitionTime
type: float
current: 0.25
help: Time over which to transition the camera between modes

variable: pl_clientInertia
type: float
current: 25
help: Override the interia of clients

variable: pl_cover_and_lean.debug_draw
type: int
current: 0
help: Show debug information for cover and lean mechanic

variable: pl_cover_and_lean.enable
type: int
current: 1
help: enabled cover and lean

variable: pl_cover_and_lean.enable_view_clamp
type: int
current: 1
help: clamps the view to the detected cove and lean edges

variable: pl_cover_and_lean.num_detection_rays
type: int
current: 12
help: configures the number of rays needed to do the edge detection for each side

variable: pl_curvingSlowdownSpeedScale
type: float
current: 0.7
help: Player only slowdown speedscale when curving/leaning extremely.

variable: pl_debug_aiming
type: int
current: 0
help:

variable: pl_debug_aiming_input
type: int
current: 0
help:

variable: pl_debug_energyConsumption
type: int
current: 0
help: Display debug energy consumption rate info

variable: pl_debug_filter
type: string
current:
help:

variable: pl_debug_hit_recoil
type: int
current: 0
help:

variable: pl_debug_jumping
type: int
current: 0
help:

variable: pl_debug_log_camera_mode_changes
type: int
current: 0
help: Write CPlayerCamera-related messages to game log

variable: pl_debug_log_player_plugins
type: int
current: 0
help: Write player plug-in info to the console and log file

variable: pl_debug_look_poses
type: int
current: 0
help:

variable: pl_debug_movement
type: int
current: 0
help:

variable: pl_debug_pickable_items
type: int
current: 0
help: Display information about pickable item at which the player is about to interact with

variable: pl_debug_suit
type: int
current: 0
help: Display debug Nanosuit debug info

variable: pl_debug_view
type: int
current: 0
help:

variable: pl_debug_vistable
type: int
current: 0
help: View debug information for vistable

variable: pl_debug_watch_camera_mode
type: int
current: 0
help: Display on-screen text showing player’s current camera mode (requires ‘watch_enabled’)

variable: pl_debugInterpolation
type: int
current: 0
help: Debug interpolation

variable: pl_doLocalHitImpulsesMP
type: int
current: 1
help: Do local hit impulses in multiplayer

variable: pl_enemy_ramming.fall_damage_threashold
type: float
current: 4
help: Damage threshold to activate fall and play

variable: pl_enemy_ramming.fatal_falling_speed
type: float
current: 10
help: the speed at where the falling is always fatal to the enemy

variable: pl_enemy_ramming.max_falling_damage
type: float
current: 250
help: the maximum hit damage to the enemy can receive from being rammed from a falling player

variable: pl_enemy_ramming.min_momentum_to_fall
type: float
current: 600
help: Minimum relative momentum to make an actor fall from the collision with another actor

variable: pl_enemy_ramming.player_to_player
type: float
current: 1
help: Max damage if both actors are alive (and in movement)

variable: pl_enemy_ramming.ragdoll_to_player
type: float
current: 50
help: Max ragdoll to player damage

variable: pl_enemy_ramming.safe_falling_speed
type: float
current: 6
help: the falling speed the player starts to hurt the enemy from falling

variable: pl_fall_intensity_hit_multiplier
type: float
current: 0.3
help: how much fall speed influences view shake intensity after a melee hit

variable: pl_fall_intensity_max
type: float
current: 1.5
help: maximum view shake intensity

variable: pl_fall_intensity_multiplier
type: float
current: 0.1
help: how much fall speed influences view shake intensity

variable: pl_fall_time_max
type: float
current: 0.05
help: maximum view shake time

variable: pl_fall_time_multiplier
type: float
current: 0.05
help: how much fall speed influences view shake time

variable: pl_freeFallDeath_cameraAngle
type: float
current: -30
help: Angle to aim camera when falling death begins

variable: pl_freeFallDeath_fadeTimer
type: float
current: 0.75
help: How long to wait before fading camera to black

variable: pl_grabOntoLedges
type: int
current: 1
help: Enable/Disable grabbing onto ledges (Set to ’2′ to enable debugging)

variable: pl_grabOntoLedgesFromSwimming
type: int
current: 1
help: Enable/Disable grabbing onto ledges from swimming

variable: pl_health.collision_health_threshold
type: int
current: 41
help: Collision damage will never put the player below this health

variable: pl_health.critical_health_thresholdMP
type: float
current: 10
help: If player health percentage drops below this threshold it’s considered critical.

variable: pl_health.critical_health_thresholdSP
type: float
current: 15
help: If player health percentage drops below this threshold it’s considered critical.

variable: pl_health.debug_FallDamage
type: int
current: 0
help: Enables console output of fall damage information.

variable: pl_health.enable_FallandPlay
type: int
current: 0
help: Enables/Disables fall&play for the player

variable: pl_health.enableNewHUDEffect
type: int
current: 1
help: Enables new Health/Hits HUD effect (only on level reload)

variable: pl_health.fallDamage_CurveAttack
type: float
current: 2
help: Damage curve attack for medium fall speed

variable: pl_health.fallDamage_health_threshold
type: int
current: 1
help: Falling damage will never pu the player below this health, unless falling above fatal speed

variable: pl_health.fallDamage_SpeedFatal
type: float
current: 17
help: Fatal fall

variable: pl_health.fallDamage_SpeedFatalArmor
type: float
current: 21
help: Fatal fall in armor mode

variable: pl_health.fallDamage_SpeedFatalArmorMP
type: float
current: 24
help: Fatal fall in armor mode (in MP)

variable: pl_health.fallDamage_SpeedSafe
type: float
current: 12
help: Safe fall speed.

variable: pl_health.fallDamage_SpeedSafeArmorMP
type: float
current: 16
help: Safe fall speed in armor mode (in MP).

variable: pl_health.fallSpeed_HeavyLand
type: float
current: 14
help: Fall speed to play heavyLand

variable: pl_health.fallSpeed_HeavyLandArmor
type: float
current: 17
help: Fall speed to play heavyLand in armor mode

variable: pl_health.fallSpeed_HeavyLandArmorMP
type: float
current: 15
help: Fall speed to play heavyLand in armor mode (in MP)

variable: pl_health.fast_regeneration_rateMP
type: float
current: 75
help: Fast regeneration rate in points per second

variable: pl_health.normal_regeneration_rateMP
type: float
current: 50
help: Regeneration rate in points per second

variable: pl_health.normal_regeneration_rateSP
type: float
current: 250
help: Regeneration rate in points per second

variable: pl_health.normal_threshold_time_to_regenerateMP
type: float
current: 5
help: Time between hits to start regeneration

variable: pl_health.normal_threshold_time_to_regenerateSP
type: float
current: 5
help: Time between hits to start regeneration

variable: pl_health.slow_regeneration_rateMP
type: float
current: 20
help: Slow regeneration rate in points per second

variable: pl_impulseCounterFactor
type: float
current: 0.9
help: Percentage of deflection to counter by rotation of the higher joints

variable: pl_impulseDuration
type: float
current: 0.3
help: Duration of impulse

variable: pl_impulseEnabled
type: int
current: 0
help: Enable procedural impulses

variable: pl_impulseFullRecoilFactor
type: float
current: 0.25
help: Tiume factor at which to apply maximum deflection (0->1)

variable: pl_impulseLayer
type: int
current: 2
help: Animation layer to apply impulse to

variable: pl_impulseMaxPitch
type: float
current: 0.3
help: Maximum angular pitch in rads

variable: pl_impulseMaxTwist
type: float
current: 0.25
help: Maximum angular twist in rads

variable: pl_inputAccel
type: float
current: 30
help: Movement input acceleration

variable: pl_jump_baseTimeAddedPerJump
type: float
current: 0.4
help: The amount of time that is added on per jump

variable: pl_jump_control.air_control_scale
type: float
current: 1
help: Scales base air control while in air

variable: pl_jump_control.air_inertia_scale
type: float
current: 0.3
help: Scales inertia while in air

variable: pl_jump_control.air_resistance_scale
type: float
current: 1.3
help: Scales base air resitance while in air

variable: pl_jump_currentTimeMultiplierOnJump
type: float
current: 1.5
help: Multiplier for the current timer per jump

variable: pl_jump_maxTimerValue
type: float
current: 2.5
help: The maximum value of the timer

variable: pl_jump_quickPressThresh
type: float
current: 0.25
help: If jump button is released quicker than this threshold (in secs) then the jump will be flagged as ‘quick’. In Power mode, this will do a normal (Tactical) jump instead of a power jump

variable: pl_ledgeClamber.cameraBlendWeight
type: float
current: 0.6
help: FP camera blending weight when performing ledge grab action.

variable: pl_ledgeClamber.debugDraw
type: int
current: 0
help: Turn on debug drawing of Ledge Clamber

variable: pl_melee.angle_limit_from_behind
type: float
current: 60
help: Angle limit (in degrees) in which behind damage multiplier will apply (x2 for full range)

variable: pl_melee.damage_multiplier_from_behind
type: float
current: 1
help: Damage multiplier for melee attacking somebody from behind

variable: pl_melee.damage_multiplier_mpNoSuit
type: float
current: 1.5
help: Damage multiplier for melee attacking somebody who has no Nanosuit in Multiplayer (eg. the Defenders in Assault)

variable: pl_melee.debug_gfx
type: int
current: 0
help: Enable/Disables debug gfx for melees

variable: pl_melee.impulses_enable
type: int
current: 2
help: Enables/Disables melee impulse handling. 0: Disabled, 1: Only impulses on alive characters, 2: Only impulses on ragdolls, 3: All impulses enabled

variable: pl_melee.melee_snap_angle_limit
type: float
current: 90
help: Angle limit (in degrees) in which melee snap applies (x2 for full range)

variable: pl_melee.melee_snap_blend_speed
type: float
current: 0.33
help: Smooths transition to target direction. Range[0.0 - 1.0f]. Set to 1 for instant alignment

variable: pl_melee.melee_snap_end_position_range
type: float
current: 1
help: melee lunge target distance from player

variable: pl_melee.melee_snap_move_speed_multiplier
type: float
current: 5
help: Multiplier to distance to determine movement velocity

variable: pl_melee.melee_snap_target_select_range
type: float
current: 2.5
help: melee lunge target selection range

variable: pl_melee.mp_victim_screenfx_blendout_duration
type: float
current: 1.2
help: MP Only. Duration of the blend-out of the full-screen hit effects that affect the victim when hit by a melee attack

variable: pl_melee.mp_victim_screenfx_dbg_force_test_duration
type: float
current: 0
help: MP DEBUG Only. Setting this to X will immediately trigger a full-screen melee hit effect for X secs, useful for testing the effect with just 1 player

variable: pl_melee.mp_victim_screenfx_duration
type: float
current: 2
help: MP Only. Duration of the full-screen hit effects that affect the victim when hit by a melee attack

variable: pl_melee.mp_victim_screenfx_intensity
type: float
current: 1
help: MP Only. Intensity of the full-screen hit effects that affect the victim when hit by a melee attack

variable: pl_mike_debug
type: int
current: 0
help: Show debug information for MIKE weapon

variable: pl_movement.crouch_SpeedScaleWithoutNanosuit
type: float
current: 1
help: Crouch speed scale when not using a nanosuit

variable: pl_movement.nonCombat_heavy_weapon_crouch_speed_scale
type: float
current: 1
help: Crouch speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon

variable: pl_movement.nonCombat_heavy_weapon_speed_scale
type: float
current: 0.75
help: Base speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon

variable: pl_movement.nonCombat_heavy_weapon_sprint_scale
type: float
current: 1.25
help: Sprint speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon

variable: pl_movement.nonCombat_heavy_weapon_strafe_speed_scale
type: float
current: 0.9
help: Strafe speed multiplier in non combat mode while carrying a heavy (ripped-off) weapon

variable: pl_movement.power_sprint_targetFov
type: float
current: 55
help: Fov while sprinting in power mode

variable: pl_movement.speedScaleWithoutNanosuit
type: float
current: 1.2
help: General speed scale when not using a nanosuit

variable: pl_movement.sprint_mpNoSuit_breatheSoundFreqSecs
type: float
current: 1
help: For MP characters with no NanoSuit (eg. Assault defenders). How frequently the sprint breathe sound fx plays (once stamina’s below the threshold, above)

variable: pl_movement.sprint_mpNoSuit_breatheSoundStaminaThresh
type: float
current: 0.5
help: For MP characters with no NanoSuit (eg. Assault defenders). Sprint breathe sound fx will start playing when below this stamina fraction (and if stop running whilst below this fraction then the «catch breath» sound will play too)

variable: pl_movement.sprint_mpNoSuit_dbgWatch
type: int
current: 0
help: For MP characters with no NanoSuit (eg. Assault defenders). Display debug values for the sprint stamina

variable: pl_movement.sprint_mpNoSuit_staminaDepleteRatePerSec
type: float
current: 0.2
help: For MP characters with no NanoSuit (eg. Assault defenders). This is how much of the (hidden) sprint stamina bar depletes per second whilst sprinting (the stamina bar’s range is 0.0->1.0)

variable: pl_movement.sprint_mpNoSuit_staminaRegenDelayExtremeSecs
type: float
current: 4
help: For MP characters with no NanoSuit (eg. Assault defenders). This is the length (in secs) of the delay between the (hidden) stamina bar completely depleting and it beginning to regenerate

variable: pl_movement.sprint_mpNoSuit_staminaRegenDelaySecs
type: float
current: 3.8
help: For MP characters with no NanoSuit (eg. Assault defenders). This is the length (in secs) of the delay between the player intentionally stopping sprinting and the (hidden) stamina bar regenerating

variable: pl_movement.sprint_mpNoSuit_staminaRegenRatePerSec
type: float
current: 50
help: For MP characters with no NanoSuit (eg. Assault defenders). This is how much of the (hidden) sprint stamina bar regenerates per second (the stamina bar’s range is 0.0->1.0) whilst not sprinting and once any regeneration delay is over

variable: pl_movement.sprint_SpeedScaleWithoutNanosuit
type: float
current: 1.8
help: Sprint speed scale when not using a nanosuit

variable: pl_movement.sprint_timeInAirToStopSprinting
type: float
current: 0.3
help: Amount of time (in seconds) the player can be in the air and still be considered sprinting (helps you get over small bumps)

variable: pl_movement.strafe_SpeedScaleWithoutNanosuit
type: float
current: 0.9
help: Strafe speed scale when not using a nanosuit

variable: pl_nano_vision.max_distance_visible
type: float
current: 50
help: maximum distance the nano vision helper objects are still visible

variable: pl_netAimLerpFactor
type: float
current: 0.5
help: Factor to lerp the remote aim directions by

variable: pl_netSerialiseMaxSpeed
type: float
current: 9
help: Maximum char speed, used by interpolation

variable: pl_pickAndThrow.debugDraw
type: int
current: 0
help: Turn on debug drawing of Pick And Throw

variable: pl_pickAndThrow.delayPlayerAnimations
type: int
current: 1
help: Turn on/off the 1 frame delay for player animations.

variable: pl_pickAndThrow.useEnergy
type: int
current: 1
help: Turn on/off the use of nanosuit energy from GrabAndThrow actions

variable: pl_pickAndThrow.useProxies
type: int
current: 1
help: Enables/Disables PickAndThrow proxies. Needs reload

variable: pl_power_sprint.foward_angle
type: float
current: 45
help: Power sprint: Stick angle threshold for sprinting (0.0 – 90.0f

variable: pl_refillAmmoDelay
type: float
current: 0.8
help: When refilling ammo from an ammo box, the weapon will be lowered and disabled for this time

variable: pl_serialisePhysVel
type: int
current: 1
help: Serialise the physics vel rathe rthan the stick

variable: pl_shotgunDamageCap
type: float
current: 3.40282e+038
help: Shotgun damage cap when firing normally, MP ONLY

variable: pl_slealth_cloakinterference_onactionMP
type: int
current: 0
help: Enable/Disable stealth interference effect on actions

variable: pl_slideCameraFactor
type: float
current: 1
help: Slide Camera Factor

variable: pl_slideMode
type: int
current: 1
help: Current sliding method (0=nonSTAP, 1=STAP+firing

variable: pl_sliding_control.deceleration_speed
type: float
current: 4
help: Deceleration while sliding (in m/s)

variable: pl_sliding_control.deceleration_speed_powerMode
type: float
current: 3
help: Deceleration while sliding (in m/s)

variable: pl_sliding_control.max_downhill_acceleration
type: float
current: 15
help: Extra speed added to sliding, when going down hill (scaled linearly to slope)

variable: pl_sliding_control.max_downhill_threshold
type: float
current: 50
help: Slope angle threshold at which we reach maximum downhill acceleration

variable: pl_sliding_control.min_downhill_threshold
type: float
current: 5
help: Slope angle threshold for down hill sliding

variable: pl_sliding_control.min_speed
type: float
current: 2
help: Speed threshold at which sliding will stop automatically

variable: pl_sliding_control.min_speed_threshold
type: float
current: 4
help: Min sprinting movement speed to trigger sliding

variable: pl_sliding_control_mp.deceleration_speed
type: float
current: 2.2
help: Deceleration while sliding (in m/s) (for MP)

variable: pl_sliding_control_mp.deceleration_speed_powerMode
type: float
current: 4
help: Deceleration while sliding (in m/s) (for MP)

variable: pl_sliding_control_mp.max_downhill_acceleration
type: float
current: 0
help: Extra speed added to sliding, when going down hill (scaled linearly to slope) (for MP)

variable: pl_sliding_control_mp.max_downhill_threshold
type: float
current: 50
help: Slope angle threshold at which we reach maximum downhill acceleration (for MP)

variable: pl_sliding_control_mp.min_downhill_threshold
type: float
current: 5
help: Slope angle threshold for down hill sliding (for MP)

variable: pl_sliding_control_mp.min_speed
type: float
current: 7
help: Speed threshold at which sliding will stop automatically (for MP)

variable: pl_sliding_control_mp.min_speed_threshold
type: float
current: 8
help: Min sprinting movement speed to trigger sliding (for MP)

variable: pl_SnapToLedge
type: int
current: 0
help: fishies

variable: pl_spawnCorpseOnDeath
type: int
current: 1
help: Clone dying players to create longer-lasting corpses (in multiplayer)

variable: pl_stampMinHeight
type: float
current: 0.5
help: Min height for stamp

variable: pl_stampTimeout
type: float
current: 3
help: Timeout for bailing out of stamp. Essentially a coverall in case of emergency

variable: pl_stealth_maxSpreadOnFire
type: int
current: 0
help: Apply maximum spread before firing when cloaked

variable: pl_stealth_maxSpreadOnFireMultiplier
type: float
current: 2
help: Multiplier to the maximum spread set when firing from cloak, only used if the above cvar is true

variable: pl_stealth_shotgunDamageCap
type: float
current: 1000
help: Shotgun damage cap when firing from cloak, MP ONLY

variable: pl_stealthKill_aimVsSpineLerp
type: float
current: 0.5
help: Lerp factor between entity rotation and spine rotation

variable: pl_stealthKill_allowInMP
type: int
current: 1
help: Enable/Disable stealth kills in multiplayer

variable: pl_stealthKill_debug
type: int
current: 0
help: Show debug lines for stealth kill angles

variable: pl_swimAlignArmsToSurface
type: int
current: 1
help: Enable/Disable FP arms alignement to surface while swimming

variable: pl_swimBackSpeedMul
type: float
current: 0.8
help: Swimming backwards speed mul.

variable: pl_swimBaseSpeed
type: float
current: 4
help: Swimming base speed.

variable: pl_swimNormalSprintSpeedMul
type: float
current: 1.5
help: Swimming Non-Speed sprint speed mul.

variable: pl_swimNoSuitSprintSpeedMul
type: float
current: 1.4
help: Swimming sprint when you don’t have a nanosuit

variable: pl_swimSideSpeedMul
type: float
current: 0.9
help: Swimming sideways speed mul.

variable: pl_swimSpeedSprintSpeedMul
type: float
current: 2.5
help: Swimming Speed sprint speed mul.

variable: pl_swimUpSprintSpeedMul
type: float
current: 2
help: Swimming sprint while looking up (dolphin rocket).

variable: pl_swimVertSpeedMul
type: float
current: 0.5
help: Swimming vertical speed mul.

variable: pl_switchTPOnKill
type: int
current: 1
help: Enable/Disable auto switch to third person on kill in multiplayer

variable: pl_TacticalScanDuration
type: float
current: 0
help: Time in seconds it takes to scan a interest point object using the visor.

variable: pl_TacticalScanDurationMP
type: float
current: 0
help: Time in seconds it takes to scan a interest point object using the visor, for MP.

variable: pl_targeting_debug
type: int
current: 0
help: Targeting Assistance: Enable debugging of current target.

variable: pl_useItemHoldTime
type: float
current: 0.3
help: hold time to pick up an item

variable: pl_velocityInterpAirControlScale
type: float
current: 1
help: Use velocity based interpolation method with gravity adjustment

variable: pl_velocityInterpAirDeltaFactor
type: float
current: 0.75
help: Interpolation air motion damping factor (0-1)

variable: pl_velocityInterpAlwaysSnap
type: int
current: 0
help: Set to true to continually snap the remote player to the desired position, for debug usage only

variable: pl_velocityInterpPathCorrection
type: float
current: 1
help: Percentage of velocity to apply tangentally to the current velocity, used to reduce oscillation

variable: pl_velocityInterpSynchJump
type: int
current: 2
help: Velocity interp jump velocity synching

variable: pp_debug
type: int
current: 0
help: Enable/Disables player progression debug messages

variable: pp_defaultUnlockAll
type: int
current: 0
help: Can be used in cfg file to unlock everything

variable: pp_LoadOnlineAttributes REQUIRE_APP_RESTART
type: int
current: 1
help: Load online attributes

variable: pp_RichSaveGames
type: int
current: 0
help: Enable RichSaveGame Format for SaveGames

variable: pp_RSFDebugWrite
type: int
current: 1
help: When RichSaveGames are enabled, save plain XML Data alongside for debugging

variable: pp_RSFDebugWriteOnLoad
type: int
current: 0
help: When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame

variable: pp_suitmodeAveraging
type: float
current: 0
help: fraction of avg xp that is shared, 1 being all average, 0 being time in xp gained/ time in suit mode (must be between 0.0f and 1.0f)

variable: pp_xpDebug
type: int
current: 0
help: Enable/Disables xp debugging

variable: print_memory_trace
type: int
current: 1
help: dump memory traces to log: 1 to enable, 0 to disable

variable: profile
type: int
current: 0
help: Allows CPU 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
9: Memory Allocation
10: Memory Allocation (Bytes)
11: Stalls
-1: Profiling enabled, but not displayed
Default is 0 (off)

variable: profile_additionalsub
type: int
current: 0
help: Enable displaying additional sub-system profiling.
Usage: profile_additionalsub #
Where where # may be:
0: no additional subsystem information
1: display additional subsystem information
Default is 0 (off)

variable: profile_allthreads
type: int
current: 0
help: Enables profiling of non-main threads.

variable: profile_callstack
type: int
current: 0
help: Logs all Call Stacks of the selected profiler function for one frame

variable: profile_disk
type: int
current: 1
help: Enables Disk Profiler (should be deactivated for final product)
The C++ function CryThreadSetName(threadid,»Name») needs to be called on thread creation.
0=off, 1=on screen, 2=on disk
Disk profiling may not work on all combinations of OS and CPUs
Usage: profile_disk [0/1/2]

variable: profile_disk_budget
type: int
current: -1
help: Set the budget in KB for the current time frame
The default value is -1 (disabled)
Usage: profile_disk_budget [val]

variable: profile_disk_max_draw_items
type: int
current: 10000
help: Set maximum number of IO statistics items to visualize
The default value is 2000
Usage: profile_disk_max_draw_items [num]

variable: profile_disk_max_items
type: int
current: 10000
help: Set maximum number of IO statistics items to collect
The default value is 10000
Usage: profile_disk_max_items [num]

variable: profile_disk_timeframe
type: float
current: 5
help: Set maximum keeping time for collected IO statistics items in seconds
The default value is 5 sec
Usage: profile_disk_timeframe [sec]

variable: profile_disk_type_filter
type: int
current: -1
help: Set the tasks to be filtered
Allowed values are: Textures = 1, Geometry = 2, Animation = 3, Music = 4, Sound = 5The default value is -1 (disabled)
Usage: profile_disk_timeframe [val]

variable: profile_filter
type: string
current:
help: Profiles a specified subsystem.
Usage: profile_filter subsystem
Where ‘subsystem’ may be:
Renderer
3DEngine
Animation
AI
Entity
Physics
Sound
System
Game
Editor
Script
Network

variable: profile_filter_thread
type: string
current:
help: Profiles a specified thread only.
Usage: profile_filter threadName
Where ‘threadName’ may be:
Main
Renderer
Streaming
etc…

variable: profile_graph
type: int
current: 0
help: Enable drawing of profiling graph.

variable: profile_graphScale
type: float
current: 100
help: Sets the scale of profiling histograms.
Usage: profileGraphScale 100

variable: profile_log
type: int
current: 0
help: Logs profiler output

variable: profile_network
type: int
current: 0
help: Enables network profiling

variable: profile_pagefaults
type: int
current: 0
help: Enable drawing of page faults graph.

variable: profile_peak
type: float
current: 10
help: Profiler Peaks Tolerance in Milliseconds

variable: profile_peak_display
type: float
current: 8
help: hot to cold time for peak display

variable: profile_sampler
type: float
current: 0
help: Set to 1 to start sampling profiling

variable: profile_sampler_max_samples
type: float
current: 2000
help: Number of samples to collect for sampling profiler

variable: profile_smooth
type: float
current: 1
help: Profiler exponential smoothing interval (seconds)

variable: profile_threads
type: int
current: 0
help: 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+]

variable: profile_weighting
type: int
current: 0
help: Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold

variable: profileStreaming
type: int
current: 0
help: Profiles streaming of different assets.
Usage: profileStreaming [0/1/2]
1: Graph displayed as points.        2: Graph displayed as lines.Default is 0 (off).

variable: ps_debugPersistantStats
type: int
current: 0
help: On screen debugging for stats

variable: ps_debugSessionStats
type: int
current: -1
help: On screen debugging for session stats

variable: q_Renderer
type: int
current: 0
help: Defines the quality of Renderer
Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderFX
type: int
current: 0
help: Defines the shader quality of FX
Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderGeneral
type: int
current: 0
help: Defines the shader quality of General
Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderGlass
type: int
current: 0
help: Defines the shader quality of Glass
Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderHDR
type: int
current: 0
help: Defines the shader quality of HDR
Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderIce
type: int
current: 0
help: Defines the shader quality of Ice
Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderMetal
type: int
current: 0
help: Defines the shader quality of Metal
Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderPostProcess
type: int
current: 0
help: Defines the shader quality of PostProcess
Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderShadow
type: int
current: 0
help: Defines the shader quality of Shadow
Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderSky
type: int
current: 0
help: Defines the shader quality of Sky
Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderTerrain
type: int
current: 0
help: Defines the shader quality of Terrain
Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderVegetation
type: int
current: 0
help: Defines the shader quality of Vegetation
Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderWater
type: int
current: 1
help: Defines the shader quality of Water
Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default)

variable: r_AllowLiveMoCap
type: int
current: 0
help: Offers the LiveCreate MoCap Editor on Editor Startup when 1

variable: r_AnisoBlendWeight
type: float
current: 0.99
help: amount of change in the anisotropic settings, 1= no change, 0.01 slowly adaption

variable: r_AnisoForce
type: int
current: 0
help: forces a specific aniso level, 0==disabled

variable: r_AnisoMax
type: int
current: 16
help: Max anisotropic level.

variable: r_AnisoMin
type: int
current: 0
help: Min anisotropic level.

variable: r_AnisoPasses
type: int
current: 0
help: Enables adaptive anisotropic filtering
0 – off
1 – opaque pass
2 – zpass
4 – transparent.

variable: r_AnisoRefDistance
type: float
current: 1
help: reference point infront the camera, used for rotational adaption, move it further to make the system more sensitive for rotation

variable: r_AnisoScale
type: float
current: 1
help: this value is multiplied by the distance the camera have been moved between two frames and that is substracted from the max anisotropic

variable: r_ArmourPulseSpeedMultiplier
type: float
current: 1
help: Armour pulse speed multiplier – default = 1.0

variable: r_ATOC DUMPTODISK
type: int
current: 0
help:

variable: r_auxGeom
type: int
current: 1
help:

variable: r_Batching
type: int
current: 1
help: Enable/disable render items buching
Usage: r_Batching [0/1]

variable: r_Beams
type: int
current: 0
help: 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.

variable: r_BeamsDistFactor
type: float
current: 0.5
help: Distance between slices.
Usage: r_BeamsDistFactor [fValue]
Default is 0.01 (0.01 meters between slices).

variable: r_BeamsHelpers
type: int
current: 0
help: Toggles light beams helpers drawing.
Usage: r_BeamsHelpers [0/1]
Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.

variable: r_BeamsMaxSlices
type: int
current: 32
help: Number of volumetric slices allowed per light beam.
Usage: r_BeamsMaxSlices [1-300]
Default is 200 (high-spec).

variable: r_BeamsSoftClip
type: int
current: 1
help: Toggles light beams clip type.
Usage: r_BeamsSoftClip [0/1]
Default is 1 (software clip beams). Set to 0 to enable hardware clipping.

variable: r_Brightness DUMPTODISK
type: float
current: 0.5
help: Sets the display brightness (not supported on PS3).
Usage: r_Brightness 0.5
Default is 0.5.

variable: r_CBStatic
type: int
current: 0
help: Toggles per-instance CBs as static.
Usage: r_UseCBStatic [0/1]
Default is 1 (on). Set to 0 to use dynamic update of CB’s per-instance.

variable: r_CBStaticDebug
type: int
current: 0
help: Toggles debugging of per-instance CBs.
Usage: r_UseCBStaticDebug [0/1]
Default is 0 (off). Set to 1 to enable asserts when static CB content is differ from the actual instance content.

variable: r_Character_NoDeform
type: int
current: 0
help:

variable: r_CharacterEditorHotFix
type: int
current: 0
help: Enables hotfix for proper rendering in the character editor.

variable: r_CloakFadeByDist
type: int
current: 0
help: Cloak fade by distance – default = false

variable: r_CloakFadeLightScale
type: float
current: 0.25
help: Cloak fade light scale – default = 0.25

variable: r_CloakFadeMaxDistSq
type: float
current: 25
help: Cloak fade end distance squared – default = 25.0

variable: r_CloakFadeMinDistSq
type: float
current: 1
help: Cloak fade start distance squared – default = 1.0

variable: r_CloakFadeMinValue
type: float
current: 0.2
help: Cloak fade minimum value (between 0 and 1) – default = 0.2

variable: r_CloakHeatScale
type: float
current: 1
help: Cloak heat scale for thermal vision – default = 1.0

variable: r_CloakLightScale
type: float
current: 0.25
help: Cloak light scale – default = 0.25

variable: r_CloakMinLightValue
type: float
current: 0
help: Cloak min light value – default = 0.0

variable: r_CloakRefractionFadeByDist
type: int
current: 0
help: Cloak refraction fade by distance – default = false

variable: r_CloakRefractionFadeMaxDistSq
type: float
current: 25
help: Cloak refraction fade end distance squared – default = 25.0

variable: r_CloakRefractionFadeMinDistSq
type: float
current: 1
help: Cloak refraction fade start distance squared – default = 1.0

variable: r_CloakRefractionFadeMinValue
type: float
current: 0.2
help: Cloak refraction fade minimum value (between 0 and 1) – default = 0.2

variable: r_CloakRenderInThermalVision
type: int
current: 0
help: Render cloak in thermal vision – default = 0

variable: r_CloakTransitionLightScale
type: float
current: 1
help: Cloak transition light scale – default = 1.0

variable: r_CloudsDebug
type: int
current: 0
help: 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)

variable: r_CloudsUpdateAlways
type: int
current: 0
help: Toggles updating of clouds each frame.
Usage: r_CloudsUpdateAlways [0/1]
Default is 0 (off)

variable: r_ColorBits DUMPTODISK
type: int
current: 32
help: Sets the color resolution, in bits per pixel. Default is 32.
Usage: r_ColorBits [32/24/16/8]

variable: r_ColorGrading
type: int
current: 0
help: Enables color grading.
Usage: r_ColorGrading [0/1]

variable: r_ColorGradingCharts
type: int
current: 0
help: Enables color grading via color charts.
Usage: r_ColorGradingCharts [0/1]

variable: r_ColorGradingChartsCache
type: int
current: 4
help: Enables color grading charts update caching.
Usage: r_ColorGradingCharts [0/1/2/etc]
Default is 4 (update every 4 frames), 0 – always update, 1- update every other frame

variable: r_ColorGradingFilters
type: int
current: 1
help: Enables color grading.
Usage: r_ColorGradingFilters [0/1]

variable: r_ColorGradingLevels
type: int
current: 1
help: Enables color grading.
Usage: r_ColorGradingLevels [0/1]

variable: r_ColorGradingSelectiveColor
type: int
current: 1
help: Enables color grading.
Usage: r_ColorGradingSelectiveColor [0/1]

variable: r_ConditionalRendering
type: int
current: 0
help: Enables conditional rendering .

variable: r_ConsoleBackbufferHeight DUMPTODISK
type: int
current: 720
help: console specific backbuffer resolution – height

variable: r_ConsoleBackbufferWidth DUMPTODISK
type: int
current: 1152
help: console specific backbuffer resolution – width

variable: r_Contrast DUMPTODISK
type: float
current: 0.5
help: Sets the display contrast (not supported on PS3).
Usage: r_Contrast 0.5
Default is 0.5.

variable: r_CoronaColorScale
type: float
current: 1
help:

variable: r_CoronaFade
type: float
current: 0.5
help: Time fading factor of the light coronas.
Usage: r_CoronaFade 0.5Default is 0.5.

variable: r_Coronas DUMPTODISK
type: int
current: 0
help: Toggles light coronas around light sources.
Usage: r_Coronas [0/1]Default is 1 (on).

variable: r_CoronaSizeScale
type: float
current: 1
help:

variable: r_CullByClipPlanes
type: int
current: 1
help:

variable: r_CustomVisions
type: int
current: 1
help: Enables custom visions, like heatvision, binocular view, etc.
Usage: r_CustomVisions [0/1/2]
Default is 0 (disabled). 1 enables. 2 – cheaper version, no post processing

variable: r_DebugFontRendering
type: int
current: 0
help: 0=off, 1=display various features of the font rendering to verify function and to document usage

variable: r_DebugLayerEffect
type: int
current: 0
help: Enables debug mode (independent from game code) for layer effects
Usage: r_DebugLayerEffect [0/1/2/3/etc]
Default is 0 (disabled). 1: 1st layer mode, etc

variable: r_DebugLights
type: int
current: 0
help: Display dynamic lights for debugging.
Usage: r_DebugLights [0/1/2/3]
Default is 0 (off). Set to 1 to display centers of light sources,
or set to 2 to display light centers and attenuation spheres, 3 to get light properties to the screen

variable: r_DebugLightVolumes
type: int
current: 0
help: 0=Disable
1=Enable
Usage: r_DebugLightVolumes[0/1]

variable: r_DebugRefraction
type: int
current: 0
help: Debug refraction usage. Displays red instead of refraction
Usage: r_DebugRefraction
Default is 0 (off)

variable: r_DebugRenderMode
type: int
current: 0
help:

variable: r_DebugVoxTerrainX
type: float
current: 0
help:

variable: r_DebugVoxTerrainY
type: float
current: 0
help:

variable: r_DeferredDecals DUMPTODISK
type: int
current: 3
help: Toggles deferred decals.
Usage: r_DeferredDecals [0/1]
Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.

variable: r_deferredDecalsDebug DUMPTODISK
type: int
current: 0
help: Display decals debug info.
Usage: r_deferredDecalsDebug [0/1]

variable: r_DeferredShadingCubeMaps DUMPTODISK
type: int
current: 1
help: Toggles deferred cube maps.
Usage: r_DeferredShadingCubeMaps [0/1]
Default is 1 (enabled), 0 Disables

variable: r_DeferredShadingDebug DUMPTODISK
type: int
current: 0
help: Toggles deferred shading debug.
Usage: r_DeferredShadingDebug [0/1]
0 disabled (Default)
1 skip lights rendering (but still do cpu work)
2 only 1 light
3 Fillrate debug (brighter colors means more expensive)

variable: r_DeferredShadingDepthBoundsTest DUMPTODISK
type: int
current: 1
help: Toggles deferred shading depth bounds test.
Usage: r_DeferredShadingDepthBoundsTest [0/1]
Default is 1 (enabled). 0 Disables.

variable: r_DeferredShadingHeightBasedAmbient
type: int
current: 1
help: Toggles experimental height based ambient.
Usage: r_DeferredShadingHeightBasedAmbient [0/1]
Default is 1 (enabled), 0 Disables

variable: r_DeferredShadingLightLodRatio DUMPTODISK
type: float
current: 1
help: Sets deferred shading light intensity threshold for PS3.
Usage: r_DeferredShadingLightLodRatio [value]
Default is 0.1

variable: r_DeferredShadingLightVolumes DUMPTODISK
type: int
current: 1
help: Toggles Light volumes for deferred shading.
Usage: r_DeferredShadingLightVolumes [0/1]
Default is 1 (enabled). 0 Disables.

variable: r_DeferredShadingScissor DUMPTODISK
type: int
current: 1
help: Toggles deferred shading scissor test.
Usage: r_DeferredShadingScissor [0/1]
Default is 1 (enabled), 0 Disables

variable: r_DeferredShadingSortLights
type: int
current: 0
help: Sorts light by influence
Usage: r_DeferredShadingSortLights [0/1]
Default is 0 (off)

variable: r_DeferredShadingStencilPrepass DUMPTODISK
type: int
current: 1
help: Toggles deferred shading stencil pre pass.
Usage: r_DeferredShadingStencilPrepass [0/1]
Default is 1 (enabled), 0 Disables

variable: r_DeferredShadingTiled DUMPTODISK
type: int
current: 0
help:

variable: r_DeferredShadingTiledRatio DUMPTODISK
type: float
current: 0
help:

variable: r_DeferredShadingTilesX DUMPTODISK
type: float
current: 16
help:

variable: r_DeferredShadingTilesY DUMPTODISK
type: float
current: 12
help:

variable: r_DepthBits DUMPTODISK
type: int
current: 32
help:

variable: r_DepthOfField
type: int
current: 0
help: Enables depth of field.
Usage: r_DepthOfField [0/1/2]
Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled

variable: r_DepthOfFieldBokeh
type: int
current: 0
help: Sets depth of field bokeh type (only for dof mode 3).
Usage: r_DepthOfFieldBokeh [0/1/etc]
Default is 0 (isotropic/spherical).

variable: r_DepthOfFieldBokehQuality
type: int
current: 0
help: Sets depth of field bokeh quality (samples multiplier).
Usage: r_DepthOfFieldBokeh [0/1/etc]
Default is 0: 32 samples, 1: 64 samples

variable: r_DepthOfFieldStencilPrepass
type: int
current: 0
help: Enables depth of field stencil prepass.
Usage: r_DepthOfFieldStencilPrepass [0/1]
Default is 0 (disabled). 1 enables

variable: r_DetailDistance DUMPTODISK
type: float
current: 4
help: Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance (1-20)
Default is 6.

variable: r_DetailNumLayers DUMPTODISK
type: int
current: 1
help: Sets the number of detail layers per surface.
Usage: r_DetailNumLayers 2
Default is 2.

variable: r_DetailScale
type: float
current: 8
help: 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).

variable: r_DetailTextures DUMPTODISK
type: int
current: 1
help: Toggles detail texture overlays.
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).

variable: r_DisplayInfo DUMPTODISK, RESTRICTEDMODE
type: int
current: 0
help: Toggles debugging information display.
Usage: r_DisplayInfo [0=off/1=show/2=enhanced]

variable: r_dofMinZ
type: float
current: 0
help: Set dof min z distance, anything behind this distance will get out focus. (good default value 0.4)

variable: r_dofMinZBlendMult
type: float
current: 6.5
help: Set dof min z blend multiplier (bigger value means faster blendind transition)

variable: r_dofMinZScale
type: float
current: 0
help: Set dof min z out of focus strenght (good default value – 1.0f)

variable: r_DrawNearFarPlane
type: float
current: 80
help: Default is 40.

variable: r_DrawNearFoV
type: float
current: 60
help: Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n]
Default is 60.

variable: r_DrawNearZRange
type: float
current: 0.12
help: Default is 0.1.

variable: r_Driver DUMPTODISK
type: string
current: DX9
help: Sets the renderer driver ( DX9/DX11/AUTO/NULL ). Default is DX11 on Vista and Windows 7 and DX9 otherwise.
Specify in system.cfg like this: r_Driver = «DX11″

variable: r_DynTexAtlasCloudsMaxSize
type: int
current: 24
help:

variable: r_DynTexAtlasDynTexSrcSize
type: int
current: 16
help:

variable: r_DynTexAtlasSpritesMaxSize
type: int
current: 16
help:

variable: r_DynTexAtlasVoxTerrainMaxSize
type: int
current: 250
help:

variable: r_DynTexMaxSize
type: int
current: 50
help:

variable: r_DynTexSourceSharedRTHeight
type: int
current: 256
help: Height of shared RT for dynamic texture sources.

variable: r_DynTexSourceSharedRTWidth
type: int
current: 256
help: Width of shared RT for dynamic texture sources.

variable: r_enableAltTab
type: int
current: 1
help: Toggles alt tabbing in and out of fullscreen when the game is not in devmode.
Usage: r_enableAltTab [toggle]
Notes: Should only be added to system.cfg and requires a restart

variable: r_enableAuxGeom REQUIRE_APP_RESTART
type: int
current: 1
help: Enables aux geometry rendering.

variable: r_EnvCMResolution DUMPTODISK
type: int
current: 0
help: 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).

variable: r_EnvCMShading REQUIRE_APP_RESTART
type: int
current: 1
help: Enables diffuse shading of legacy cube map system from Crysis 1.

variable: r_EnvCMupdateInterval DUMPTODISK
type: float
current: 0.04
help: Sets the interval between environmental cube map texture updates.
Usage: r_EnvCMupdateInterval #
Default is 0.1.

variable: r_EnvLCMupdateInterval DUMPTODISK
type: float
current: 0.1
help: LEGACY – not used

variable: r_EnvTexResolution DUMPTODISK
type: int
current: 1
help: 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).

variable: r_EnvTexUpdateInterval DUMPTODISK
type: float
current: 0.075
help: Sets the interval between environmental 2d texture updates.
Usage: r_EnvTexUpdateInterval 0.001
Default is 0.001.

variable: r_ExcludeMesh
type: string
current:
help: Exclude or ShowOnly the named mesh from the render list.
Usage: r_ExcludeShader Name
Usage: r_ExcludeShader !Name
Sometimes this is useful when debugging.

variable: r_ExcludeShader
type: string
current: 0
help: Exclude the named shader from the render list.
Usage: r_ExcludeShader ShaderName
Sometimes this is useful when debugging.

variable: r_EyeAdaptationBase
type: float
current: 0.1
help: HDR rendering eye adaptation base value (smaller values result in brighter adaption)
Usage: r_EyeAdaptationBase [Value]

variable: r_EyeAdaptationFactor DUMPTODISK
type: float
current: 0.85
help: 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

variable: r_EyeAdaptationSpeed
type: float
current: 2
help: HDR rendering eye adaptation speed
Usage: r_EyeAdaptationSpeed [Value]

variable: r_Flares DUMPTODISK
type: int
current: 1
help: Toggles sunlight lens flare effect.
Usage: r_Flares [0/1]
Default is 1 (on).

variable: r_FlashMatTexResQuality
type: float
current: 1
help: Texture resolution quality of flash materials.
Only used if flash asset is tagged CE_HQR!

variable: r_Flush
type: int
current: 1
help:

variable: r_FogColorGradientEnforced
type: int
current: 2
help: Enforces use of a user controllable color gradient for global volumetric fog.
Usage: r_FogColorGradient [0/1/2]
0: force off
1: force on
2: use level setting (default)

variable: r_FogDepthTest
type: float
current: -0.0005
help: Enables per-pixel culling for deferred volumetric fog pass.
Fog computations for all pixels closer than a given depth value will be skipped.
Usage: r_FogDepthTest z with…
z = 0, culling disabled
z > 0, fixed linear world space culling depth
z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings

variable: r_FogGlassBackbufferMaxResolves DUMPTODISK
type: int
current: 3
help: Defines maximum backbuffer resolve count
Usage: r_FogGlassBackbufferMaxResolves [0/n]
0: disable resolve capping
n: any integer greater than 0, maximum number of backbuffer resolves

variable: r_FogGlassBackbufferResolveDebug
type: int
current: 0
help: Prints debug output show current number of backbuffer resolves used to Glass shader with depth fog
Usage: r_FogGlassBackbufferResolveDebug [0/1]
0: disable output (default)
1: enable output

variable: r_FogGlassBackbufferResolveDepthThreshold
type: float
current: 1
help: a difference in depth between ForceRefractionUpdate material shaders
of this amount will force a backbuffer resolve unless capped.

variable: r_FSAA DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Enables multisampled antialiasing.
Usage: r_FSAA [0/1]
Default: 0 (off).

variable: r_FSAA_quality DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Quality level used when multisampled antialiasing is enabled.
Usage: r_FSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!
Default: 0. Please note that various hardware implements special FSAA modes via certain combinations of
r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.

variable: r_FSAA_samples DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 4
help: Number of subsamples used when multisampled antialiasing is enabled.
Usage: r_FSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!
Default: 4. Please note that various hardware implements special FSAA modes via certain combinations of
r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.

variable: r_Fullscreen DUMPTODISK
type: int
current: 0
help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
Usage: r_Fullscreen [0=window/1=fullscreen]

variable: r_Fur
type: int
current: 0
help: Enables fur rendering.
Usage: r_Fur [0/1]

variable: r_Gamma DUMPTODISK
type: float
current: 1.0025
help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
Usage: r_Gamma 1.0
1 off (default), accepted range on PS3 is 0.8 to 1.25

variable: r_GeomInstancing
type: int
current: 0
help: Toggles HW geometry instancing.
Usage: r_GeomInstancing [0/1]
Default is 1 (on). Set to 0 to disable geom. instancing.

variable: r_GeomInstancingThreshold
type: int
current: 0
help: 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)

variable: r_GetScreenShot
type: int
current: 0
help: 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

variable: r_Glow
type: int
current: 0
help: Toggles the glow effect.
Usage: r_Glow [0/1]
Default is 0 (off). Set to 1 to enable glow effect.

variable: r_GlowAnamorphicFlares
type: int
current: 0
help: Toggles the anamorphic flares effect.
Usage: r_GlowAnamorphicFlares [0/1]
Default is 0 (off). Set to 1 to enable.

variable: r_GraphStyle
type: int
current: 0
help:

variable: r_HDRBlueShift DUMPTODISK
type: float
current: 1
help: HDR rendering blue shift.
Usage: r_HDRBlueShift 0 to 1
Default is 0 (disabled). Set to 1 to use max blue shift strength

variable: r_HDRBrightLevel DUMPTODISK
type: float
current: 0.85
help: HDR rendering level (bloom multiplier, tweak together with threshold)
Usage: r_HDRBrightLevel [Value]
Default is 0.6

variable: r_HDRBrightOffset DUMPTODISK
type: float
current: 6
help: HDR rendering bright offset.
Usage: r_HDRBrightOffset [Value]
Default is 6.0

variable: r_HDRBrightThreshold DUMPTODISK
type: float
current: 6
help: HDR rendering bright threshold.
Usage: r_HDRBrightThreshold [Value]
Default is 3.0

variable: r_HDRDebug
type: int
current: 0
help: Toggles HDR debugging info (to debug HDR/eye adaptation)
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)3 display hdr range adaptation4 debug merged posts composition mask

variable: r_HDREyeAdaptionCache DUMPTODISK
type: int
current: 4
help: Enable/Disable eye adaptation caching overframes
Usage: r_HDREyeAdaptionCache [value]
Default is 4. 0 – always update, 1 – every other frame, 2 – every two frames, etc

variable: r_HDRFlaresCache DUMPTODISK
type: int
current: 3
help: HDR inner lens reflection and streaks caching overframes
Usage: r_HDRFlaresCache [Value]
Default is 3. 0 – always update every 3 frames. 1 – every other frame, 2 – every two frames, etc

variable: r_HDRForceUpdateTextures DUMPTODISK
type: int
current: 0
help: Forces updating HDR textures.

variable: r_HDRGrainAmount
type: float
current: 0.6
help: HDR digital noise amount
Usage: r_HDRDigitalNoise [Value]

variable: r_HDRLevel DUMPTODISK
type: float
current: 6
help: HDR rendering range level (color multiplier tweak together with hdr offset)
Usage: r_HDRLevel [Value]
Default is 3.0f

variable: r_HDROffset DUMPTODISK
type: float
current: 10
help: HDR rendering range offset (color multiplier tweak together with hdr level)
Usage: r_HDROffset [Value]
Default is 10.0f

variable: r_HDRRangeAdapt DUMPTODISK
type: int
current: 0
help: Enable/Disable HDR range adaptation (improve precision – minimize banding)
Usage: r_HDRRangeAdapt [Value]
Default is 1

variable: r_HDRRangeAdaptationSpeed
type: float
current: 4
help: HDR range adaption speed
Usage: r_HDRRangeAdaptationSpeed [Value]

variable: r_HDRRangeAdaptLBufferMax DUMPTODISK
type: float
current: 0.125
help: Set range adaptation max adaptation for light buffers (improve precision – minimize banding)
Usage: r_HDRRangeAdaptLBufferMax [Value]
Default is 0.25f

variable: r_HDRRangeAdaptLBufferMaxRange DUMPTODISK
type: float
current: 2
help: Set range adaptation max range adaptation for light buffers (improve precision – minimize banding)
Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
Default is 2.0f

variable: r_HDRRangeAdaptMax DUMPTODISK
type: float
current: 1
help: Set HDR range adaptation max adaptation (improve precision – minimize banding)
Usage: r_HDRRangeAdaptMax [Value]
Default is 1.0f

variable: r_HDRRangeAdaptMaxRange DUMPTODISK
type: float
current: 4
help: Set HDR range adaptation max adaptation (improve precision – minimize banding)
Usage: r_HDRRangeAdaptMaxRange [Value]
Default is 4.0f

variable: r_HDRRendering DUMPTODISK
type: int
current: 1
help: Toggles HDR rendering.
Usage: r_HDRRendering [0/1]
Default is 1 (on). Set to 0 to disable HDR rendering.

variable: r_HDRTexFormat DUMPTODISK
type: int
current: 0
help: HDR texture format.
Usage: r_HDRTexFormat [Value] 0:(low precision – cheaper/faster), 1:(high precision)
Default is 0

variable: r_HDRVignetting DUMPTODISK
type: int
current: 1
help: HDR viggneting
Usage: r_HDRVignetting [Value]
Default is 1 (enabled)

variable: r_Height DUMPTODISK
type: int
current: 768
help: Sets the display height, in pixels. Default is 768.
Usage: r_Height [600/768/..]

variable: r_HUDHitEffect
type: int
current: 4
help: Enable HUD Hit Effects.
Usage: r_HUDHitEffect [0/1]
0: force off
1: on (default (rectangles)
2: on (different border rendering (trapezoids))
3: on (alternating border rendering methods)
4: on (fullscreen rendering)

variable: r_ImposterRatio
type: float
current: 2
help: 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 1/4 texture memory usage)

variable: r_ImpostersDraw
type: int
current: 1
help: Toggles imposters drawing.
Usage: r_ImpostersDraw [0/1]
Default is 1 (on). Set to 0 to disable imposters.

variable: r_ImpostersUpdatePerFrame
type: int
current: 6000
help: How many kilobytes to update per-frame.
Usage: r_ImpostersUpdatePerFrame [1000-30000]
Default is 6000 (6 megabytes)

variable: r_IrradianceVolumes
type: int
current: 1
help: Toggles irradiance volumes.
Usage: r_IrradianceVolumes [0/1]
Default is 0 (off)

variable: r_LightsSinglePass
type: int
current: 1
help:

variable: r_Log
type: int
current: 0
help: Logs rendering information to Direct3DLog.txt.
Use negative values to log a single frame.
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.

variable: r_LogShaders
type: int
current: 0
help: Logs shaders info to Direct3DLogShaders.txt
0: off
1: normal
2: extended

variable: r_LogTexStreaming
type: int
current: 0
help: Logs streaming info to Direct3DLogStreaming.txt
0: off
1: normal
2: extended

variable: r_LogVBuffers
type: int
current: 0
help: Logs vertex buffers in memory to ‘LogVBuffers.txt’.
Usage: r_LogVBuffers [0/1]
Default is 0 (off).

variable: r_LogVidMem
type: int
current: 0
help: Logs vid mem information to VidMemLog.txt.

variable: r_MaterialsBatching
type: int
current: 1
help: Toggles materials batching.
Usage: r_MaterialsBatching [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_MeasureOverdraw
type: int
current: 0
help: 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
Usage: r_MeasureOverdraw [0/1]

variable: r_MeasureOverdrawScale
type: float
current: 1.5
help:

variable: r_MergeRenderChunks
type: int
current: 1
help:

variable: r_MeshPoolSize
type: int
current: 0
help: The size of the pool for render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change.

variable: r_MeshPrecache
type: int
current: 1
help:

variable: r_MeshVolatilePoolSize
type: int
current: 0
help: The size of the pool for volatile render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change.

variable: r_MotionBlur
type: int
current: 0
help: Enables per object and camera motion blur.
Usage: r_MotionBlur [0/1/2/3]
Default is 1 (camera motion blur on).
1: camera motion blur
2: camera and object motion blur
3: debug mode

variable: r_MotionBlurAdaptiveSampling
type: int
current: 1
help: Enables motion blur.adaptive sampling setting depending on movement amount
Usage: r_MotionBlurAdaptiveSampling [0/1]

variable: r_MotionBlurFrameTimeScale
type: int
current: 0
help: Enables motion blur.frame time scaling – visually nicer on lower frame rates
Usage: r_MotionBlurFrameTimeScale [0/1]

variable: r_MotionBlurHDR
type: int
current: 1
help: Enables HDR motion blur

variable: r_MotionBlurMaxViewDist
type: float
current: 16
help: Sets motion blur max view distance for objects.
Usage: r_MotionBlurMaxViewDist [0...1]
Default is 16 meters

variable: r_MotionBlurShutterSpeed
type: float
current: 0.004
help: Sets motion blur camera shutter speed.
Usage: r_MotionBlurShutterSpeed [0...1]
Default is 0.004

variable: r_MultiGPU
type: int
current: 2
help: 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

variable: r_MultiThreaded
type: int
current: 2
help: 0=disabled, 1=enabling rendering in separate thread,
2(default)=automatic detection
should be activated before rendering

variable: r_NightVision
type: int
current: 2
help: Toggles nightvision enabling.
Usage: r_NightVision [0/1]
Default is 2 (HDR). Set to 1 (older version – kept for backward compatibility)Set to 3 to enable debug mode (force enabling).Set to 0 to completely disable nightvision.

variable: r_NightVisionAmbientMul
type: float
current: 6
help: Set nightvision ambient color multiplier.

variable: r_NightVisionBrightLevel
type: float
current: 3
help: Set nightvision bloom brightlevel.

variable: r_NightVisionCamMovNoiseAmount
type: float
current: 0.5
help: Set nightvision noise amount based on camera movement.

variable: r_NightVisionCamMovNoiseBlendSpeed
type: float
current: 2
help: Set nightvision noise amount blend speed.

variable: r_NightVisionFinalMul
type: float
current: 3
help: Set nightvision final color multiplier for fine tunning.

variable: r_NightVisionSonarLifetime
type: float
current: 2
help: Set nightvision sonar hints lifetime.

variable: r_NightVisionSonarMultiplier
type: float
current: 0.2
help: Set nightvision sonar hints color multiplier.

variable: r_NightVisionSonarRadius
type: float
current: 32
help: Set nightvision sonar hints radius.

variable: r_NightVisionViewDist
type: float
current: 100
help: Set nightvision ambient view distance.

variable: r_NoDrawNear
type: int
current: 0
help: Disable drawing of near objects.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).

variable: r_NoDrawShaders
type: int
current: 0
help: Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.

variable: r_NoHWGamma DUMPTODISK
type: int
current: 0
help: Sets renderer to ignore hardware gamma correction.
Usage: r_NoHWGamma [0/1]
Default is 0 (allow hardware gamma correction).

variable: r_NormalsLength
type: float
current: 0.2
help: Sets the length of displayed vectors.
r_NormalsLength 0.2
Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.

variable: r_OptimisedLightSetup
type: int
current: 2
help:

variable: r_pointslightshafts
type: int
current: 0
help: Enables point light shafts.
Usage: r_pointslightshafts [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_PostMSAA
type: int
current: 1
help: Enables amortized multisampling.
Usage: r_PostMSAA [0/1]1: 2x quincunx, 2: 4xmsaa

variable: r_PostMSAAInEditingMode
type: int
current: 1
help: Enables amortized multisampling in editing mode. Uses camera jittering which can cause flickering of helper objects
Usage: r_PostMSAAInEditingMode [0/1]

variable: r_PostMSAAMode
type: int
current: 2
help: Enables amortized multisampling.
Usage: r_PostMSAAMode [1: to enable 2x amsaa with linear blending, 2: to enable 2x amsaa with clamped reprojection]

variable: r_PostProcessEffects
type: int
current: 1
help: Enables post processing special effects.
Usage: r_PostProcessEffects [0/1/2]
Default is 1 (enabled). 2 enables and displays active effects

variable: r_PostProcessFilters
type: int
current: 1
help: Enables post processing special effects filters.
Usage: r_PostProcessEffectsFilters [0/1]
Default is 1 (enabled). 0 disabled

variable: r_PostProcessGameFx
type: int
current: 1
help: Enables post processing special effects game fx.
Usage: r_PostProcessEffectsGameFx [0/1]
Default is 1 (enabled). 0 disabled

variable: r_PostProcessHUD3D
type: int
current: 1
help: Toggles 3d hud post processing.
Usage: r_PostProcessHUD3D [0/1]
Default is 1 (post process hud enabled). 0 Disabled

variable: r_PostProcessHUD3DCache
type: int
current: 2
help: Enables 3d hud caching overframes.
Usage: r_PostProcessHUD3DCache [0/1/2/3]
Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc

variable: r_PostProcessHUD3DDebugView
type: int
current: 0
help: Debug views for 3d hud post processing.
Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]
Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture

variable: r_PostProcessHUD3DGlowAmount
type: float
current: 1
help: Controls 3D HUD ‘Glow’ Amount.
Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
Default is 1.0f, higher = more glow

variable: r_PostProcessHUD3DShadowAmount
type: float
current: 1.7
help: Controls 3D HUD ‘Shadow’ Amount.
Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
Default is 1.7f, higher = darker

variable: r_PostProcessHUD3DStencilClear
type: int
current: 1
help: Enables stencil clears for flash masks when rendering HUD in 3D post process.
Usage: r_PostProcessHUD3DNoStencilClear [0/1]
Default is 1 (enabled), 0 disabled

variable: r_PostProcessNanoGlassDebugView
type: int
current: 0
help: Debug views for Nano Glass post processing.
Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
Default is 0 (disabled). 1 Wire frame.

variable: r_PostProcessParamsBlending
type: int
current: 1
help: Enables post processing effects parameters smooth blending
Usage: r_PostProcessEffectsParamsBlending [0/1]
Default is 1 (enabled).

variable: r_PostprocessParamsBlendingTimeScale
type: float
current: 12
help: Sets post processing effects parameters smooth blending time scale
Usage: r_PostprocessParamsBlendingTimeScale [scale]
Default is 12.0f.

variable: r_PostProcessReset
type: int
current: 0
help: Enables post processing special effects reset.
Usage: r_PostProcessEffectsReset [0/1]
Default is 0 (disabled). 1 enabled

variable: r_PredicatedTiling REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles predicated tiling mode (X360 only)
Usage: r_PredicatedTiling [0/1]

variable: r_PrintMemoryLeaks
type: int
current: 0
help:

variable: r_ProfileGPU
type: int
current: 0
help: 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
r_ProfileShaders or r_Stats needs to be activated to see the statistics

variable: r_ProfileShaders
type: int
current: 0
help: Enables display of render profiling information.
Usage: r_ProfileShaders [0/1]
Default is 0 (off). Set to 1 to display profiling
of rendered shaders.

variable: r_ProfileShadersGroupByName
type: int
current: 1
help: Group items by name ignoring RT flags.
Usage: r_ProfileShaders [0/1]

variable: r_ProfileShadersSmooth
type: int
current: 4
help: Smooth time information.
Usage: r_ProfileShadersSmooth [0-10]

variable: r_PS3AllocFailureRate
type: int
current: 0
help:

variable: r_PS3AllocFailureResource
type: int
current: 255
help:

variable: r_Rain
type: int
current: 0
help: Enables rain rendering
Usage: r_Rain [0/1/2]
0 – disabled1 – enabled2 – enabled with rain occlusion

variable: r_RainAmount
type: float
current: 1.2
help: Sets rain amount
Usage: r_RainAmount

variable: r_RainDistMultiplier
type: float
current: 2
help: Rain layer distance from camera multiplier

variable: r_RainDropsEffect
type: int
current: 1
help: Enable RainDrops effect.
Usage: r_RainDropEffect [0/1/2]
0: force off
1: on (default)
2: on (forced)

variable: r_RainIgnoreNearest
type: int
current: 1
help: Disables rain wet/reflection layer for nearest objects
Usage: r_RainIgnoreNearest [0/1]

variable: r_RainLayersPerFrame
type: int
current: 2
help: Number of rain layers to render per frame

variable: r_RainMaxViewDist
type: float
current: 32
help: Sets rain max view distance
Usage: r_RainMaxViewDist

variable: r_RainMaxViewDist_Deferred
type: float
current: 10
help: Sets maximum view distance (in meters) for deferred rain reflection layer
Usage: r_RainMaxViewDist_Deferred [n]

variable: r_RainOccluderSizeTreshold
type: float
current: 25
help: Only objects bigger than this size will occlude rain

variable: r_RC_AutoInvoke
type: int
current: 1
help: Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
shows that the destination is older or does not exist.
Usage: r_RC_AutoInvoke 0 (default is 1)

variable: r_Reflections DUMPTODISK
type: int
current: 1
help: Toggles reflections.
Usage: r_Reflections [0/1]
Default is 1 (reflects).

variable: r_ReflectionsOffset
type: float
current: 0
help:

variable: r_ReflectionsQuality DUMPTODISK
type: int
current: 3
help: Toggles reflections quality.
Usage: r_ReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

variable: r_refraction
type: int
current: 1
help: Enables refraction.
Usage: r_refraction [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_RefractionPartialResolves
type: int
current: 2
help: Do a partial screen resolve before refraction
Usage: r_RefractionPartialResolves [0/1]
0: disable
1: enable conservativley (non-optimal)
2: enable (default)

variable: r_ReleaseAllResourcesOnExit
type: int
current: 1
help:

variable: r_ReloadShaders
type: int
current: 0
help: Reloads shaders.
Usage: r_ReloadShaders [0/1]
Default is 0. Set to 1 to reload shaders.

variable: r_RenderMeshHashGridUnitSize
type: float
current: 0.5
help: Controls density of render mesh triangle indexing structures

variable: r_RenderTargetPoolSize
type: int
current: 0
help: Size of pool for render targets in MB.
Default is 50(MB) for PS3 & XBox 360.

variable: r_Scissor
type: int
current: 1
help: Enables scissor test

variable: r_Scratches
type: int
current: 2
help: Sets fullscreen scratches post-process effect usage.
Usage: r_Scratches [0/1/2]
0: force off
1: force on
2: on in game-mode only (default)
3: as 2, but independent of sunshafts or sun postion

variable: r_ShaderCompilerDontCache
type: int
current: 0
help: Disables caching on server side.
Usage: r_ShaderCompilerDontCache 0 #
Default is 0

variable: r_ShaderCompilerPort
type: int
current: 61453
help: set user defined port of the shader compile server.
Usage: r_ShaderCompilerPort 61453 #
Default is 61453

variable: r_ShaderCompilerServer
type: string
current: sc_server
help: Usage: r_ShaderCompilerIP localhost
Default is 8core5

variable: r_ShadersAsyncActivation
type: int
current: 0
help: Enable asynchronous shader activation
Usage: r_ShadersAsyncActivation [0/1]
0 = off, (stalling) synchronous shaders activation
1 = on, shaders are activated/streamed asynchronously

variable: r_ShadersAsyncCompiling
type: int
current: 1
help: Enable asynchronous shader compiling
Usage: r_ShadersAsyncCompiling [0/1/2/3]
0 = off, (stalling) shaders 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
3 = on, shaders are compiled in parallel in precache mode

variable: r_ShadersAsyncMaxThreads DUMPTODISK
type: int
current: 1
help:

variable: r_ShadersCacheOptimiseLog
type: int
current: 0
help:

variable: r_ShadersCompileAutoActivate
type: int
current: 0
help: Automatically reenable shader compilation if outdated shader is detected

variable: r_ShadersDebug DUMPTODISK
type: int
current: 0
help: 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 with debug information (useful for PIX etc./{Game}/testcg_1pass
Default is 0 (off)

variable: r_ShadersDX11
type: int
current: 1
help:

variable: r_ShadersDX9
type: int
current: 1
help:

variable: r_ShadersEditing
type: int
current: 0
help: Force all cvars to settings, which allow shader editing

variable: r_ShadersIgnoreIncludesChanging
type: int
current: 0
help:

variable: r_ShadersIntCompiler DUMPTODISK
type: int
current: 1
help:

variable: r_ShadersLazyUnload
type: int
current: 0
help:

variable: r_ShadersLogCacheMisses
type: int
current: 1
help: Log all shader caches misses on HD (both level and global shader cache misses).

variable: r_ShadersNoCompile
type: int
current: 0
help:

variable: r_ShadersPreactivate DUMPTODISK
type: int
current: 1
help:

variable: r_ShadersPrecacheAllLights
type: int
current: 1
help:

variable: r_ShadersPS3
type: int
current: 0
help:

variable: r_ShadersRemoteCompiler DUMPTODISK
type: int
current: 0
help:

variable: r_ShadersSubmitRequestline
type: int
current: 1
help:

variable: r_ShadersUseInstanceLookUpTable
type: int
current: 0
help: Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.

variable: r_ShadersXenon
type: int
current: 0
help:

variable: r_ShadowBlur DUMPTODISK
type: int
current: 0
help: Selected shadow map screenspace blurring technique.
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]

variable: r_ShadowBluriness DUMPTODISK
type: float
current: 1
help: Select shadow map blurriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]

variable: r_ShadowGen
type: int
current: 1
help: 0=disable shadow map updates, 1=enable shadow map updates

variable: r_ShadowGenGS DUMPTODISK
type: int
current: 0
help: Use geometry shader for shadow map generation (DX11 only, don’t change at runtime)
Usage: r_ShadowGenGS [0=off, 1=on]

variable: r_ShadowGenMode
type: int
current: 1
help: 0=Use Frustums Mask
1=Regenerate all sides
Usage: r_ShadowGenMode [0/1]

variable: r_ShadowJittering
type: float
current: 0
help: Activate shadow map jittering.
Usage: r_ShadowJittering [0=off, 1=on]

variable: r_ShadowPass
type: int
current: 1
help: Process shadow pass

variable: r_ShadowsBias DUMPTODISK
type: float
current: 8e-005
help: Select shadow map blurriness if r_ShadowsBias is activated.
Usage: r_ShadowsBias [0.1 - 16]

variable: r_ShadowsDeferredMode
type: int
current: 1
help: 0=Quad light bounds
1=Use light volumes
Usage: r_ShadowsDeferredMode [0/1]

variable: r_ShadowsDepthBoundNV
type: int
current: 0
help: 1=use NV Depth Bound extension
Usage: CV_r_ShadowsDepthBoundNV [0/1]

variable: r_ShadowsForwardPass
type: int
current: 1
help: 1=use Forward prepare depth maps pass
Usage: CV_r_ShadowsForwardPass [0/1]

variable: r_ShadowsGridAligned DUMPTODISK
type: int
current: 1
help: Selects algorithm to use for shadow mask generation:
0 – Disable shadows snapping
1 – Enable shadows snapping

variable: r_ShadowsMaskDownScale
type: int
current: 0
help: 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]

variable: r_ShadowsMaskResolution
type: int
current: 0
help: 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]

variable: r_ShadowsStencilPrePass
type: int
current: 1
help: 1=Use Stencil pre-pass for shadows
Usage: r_ShadowsStencilPrePass [0/1]

variable: r_ShadowsUseClipVolume DUMPTODISK
type: int
current: 1
help: .
Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable

variable: r_ShadowTexFormat
type: int
current: 4
help: 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]

variable: r_ShowBufferUsage
type: int
current: 0
help: Shows usage of statically allocated buffers.
Usage: r_ShowBufferUSage [0/1]
Default is 0 (off).

variable: r_ShowDynTextures
type: int
current: 0
help: Display a dyn. textures, filtered by r_ShowDynTexturesFilter
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
Textures are sorted by memory usage

variable: r_ShowDynTexturesFilter
type: string
current: *
help: Usage: r_ShowDynTexturesFilter *end
Usage: r_ShowDynTexturesFilter *mid*
Usage: r_ShowDynTexturesFilter start*
Default is *. Set to ‘pattern’ to show only specific textures (activate r_ShowDynTextures)

variable: r_ShowDynTexturesMaxCount
type: int
current: 36
help: Allows to adjust number of textures shown on the screen
Usage: r_ShowDynTexturesMaxCount [1...36]
Default is 36

variable: r_ShowGammaReference
type: int
current: 0
help: Enables display of gamma reference – useful for monitor/tv calibration.
Usage: r_ShowGammaReference [0/1]

variable: r_ShowLightBounds
type: int
current: 0
help: Display light bounds – for debug purpose
Usage: r_ShowLightBounds [0=off/1=on]

variable: r_ShowLines
type: int
current: 0
help: Toggles visibility of wireframe overlay.
Usage: r_ShowLines [0/1]
Default is 0 (off).

variable: r_ShowMT
type: int
current: 0
help: Shows render multithreading graphs.
Usage: r_ShowMT [0/1]
Default is 0 (off).

variable: r_ShowNormals
type: int
current: 0
help: Toggles visibility of normal vectors.
Usage: r_ShowNormals [0/1]Default is 0 (off).

variable: r_ShowOnlyShader
type: string
current: 0
help: Render only the named shader, ignoring all others.
Usage: r_ShowOnlyShader ShaderName

variable: r_ShowRenderTarget
type: int
current: 0
help: Displays special render targets – for debug purpose
When 8-bit content is displayed, banding may occur if sRGB back buffer writes are enabled
Usage: r_ShowRenderTarget [0=off/1/2/3/4/5/6/7/8/9/...]
1: m_Text_ZTarget
2: m_Text_HDRTarget
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]
12: m_Text_BackBufferScaled[0] (Current 2x smaller post effects backbuffer)
13: m_Text_BackBufferScaled[1] (Current 4x smaller post effects backbuffer)
14: m_Text_BackBufferScaled[2] (Current 8x smaller post effects backbuffer)
15: Current custom render target (reflections/etc)
16: Downscaled depth target for SSAO
17: m_Text_SceneNormalsMap (View space normals target)
18: Deferred Indirect lighting accumulation (wip research)
19: m_Text_SceneTarget
20: Irradiance volume visualization
26: Stereo left and right buffers

variable: r_ShowRenderTarget_Filtered
type: int
current: 1
help: Use bilinear filtering when drawing render target on the screen
Usage: r_ShowRenderTarget_Filtered [0=off/1=on]

variable: r_ShowRenderTarget_FullScreen
type: int
current: 0
help:

variable: r_ShowTangents
type: int
current: 0
help: Toggles visibility of three tangent space vectors.
Usage: r_ShowTangents [0/1]
Default is 0 (off).

variable: r_ShowTexture
type: string
current:
help: Displays loaded texture – for debug purpose

variable: r_ShowTimeGraph
type: int
current: 0
help: 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).

variable: r_ShowVideoMemoryStats
type: int
current: 0
help:

variable: r_SoftAlphaTest
type: int
current: 1
help: Toggles post processed soft alpha test for shaders supporting this
Usage: r_SoftAlphaTest [0/1]
Default is 1 (enabled)

variable: r_SonarVision
type: int
current: 1
help: Toggles sonar vision enabling.
Usage: r_SonarVision [0/1]
Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes.

variable: r_SplitScreenActive
type: int
current: 0
help: Activates split screen mode
Usage: r_SplitScreenActive [0/1]

variable: r_SSAO
type: int
current: 0
help: Screen space ambient occlusion:
0 – disabled
1 – SSAO technique with normals
2 – SSAO technique with normals and temporal accumulation
3 – Volumetric Obscurance technique with jittering
4 – Volumetric Obscurance technique with jittering and temporal accumulation

variable: r_SSAOAmount
type: float
current: 1
help: Controls how much SSAO affects ambient

variable: r_SSAOContrast
type: float
current: 1
help: SSAO contrast coefficient (higher contrast highlights edges)

variable: r_SSAODownscale
type: int
current: 1
help: Use downscaled computations for SSAO

variable: r_SSAOQuality
type: int
current: 1
help: SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]

variable: r_SSAORadius
type: float
current: 1.5
help: Controls size of area tested

variable: r_SSAOTemporalConvergence
type: float
current: 0.7
help: Temporal SSAO update/convergence speed

variable: r_SSGI
type: int
current: 0
help: SSGI toggle

variable: r_SSGIAmount
type: float
current: 1
help: SSGI effect multiplier

variable: r_SSGIBlur
type: int
current: 1
help: SSGI enable blur

variable: r_SSGIQuality
type: int
current: 2
help: SSGI quality level

variable: r_SSGIRadius
type: float
current: 0.1
help: SSGI kernel radius

variable: r_Stats
type: int
current: 0
help: Toggles render statistics.
0=disabled,
1=global render stats,
2=print shaders for selected object,
6=display per-instance drawcall count,
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 [0/1/2/3/6/11/12/13]

variable: r_StencilBits DUMPTODISK
type: int
current: 8
help:

variable: r_StereoDevice DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 100
help: Sets stereo device (only possible before app start)
Usage: r_StereoDevice [0/1/2/3/4]
0: No stereo support (default)
1: Frame compatible formats (side-by-side, interlaced, anaglyph)
2: HDMI 1.4 (PS3 only)
3: Stereo driver (PC only, NVidia or AMD)
4: Dualhead (PC only, two projectors or iZ3D screen)
100: Auto-detect device for platform

variable: r_StereoEyeDist DUMPTODISK
type: float
current: 0.02
help: Maximum separation between stereo images in percentage of the screen.

variable: r_StereoFlipEyes DUMPTODISK
type: int
current: 0
help: Flip eyes in stereo mode.
Usage: r_StereoFlipEyes [0=off/1=on]
0: don’t flip
1: flip

variable: r_StereoGammaAdjustment DUMPTODISK
type: float
current: 0.12
help: Additional adjustment to the graphics card gamma correction when Stereo is enabled.
Usage: r_StereoGammaAdjustment [offset]0: off

variable: r_StereoHudScreenDist DUMPTODISK
type: float
current: 0.5
help: Distance to plane where hud stereo parallax converges to zero.
If not zero, HUD needs to be rendered two times.

variable: r_StereoMode DUMPTODISK
type: int
current: 0
help: Sets stereo rendering mode.
Usage: r_StereoMode [0=off/1/2]
1: Dual rendering
2: Post Stereo

variable: r_StereoNearGeoScale DUMPTODISK
type: float
current: 0.65
help: Scale for near geometry (weapon) that gets pushed into the screen

variable: r_StereoOutput DUMPTODISK
type: int
current: 0
help: Sets stereo output. Output depends on the stereo monitor
Usage: r_StereoOutput [0=off/1/2/3/4/5/6]
0: Standard
1: IZ3D
2: Checkerboard (not supported on X360)
3: Above and Below (not supported)
4: Side by Side
5: Line by Line (Interlaced)
6: Anaglyph

variable: r_StereoScreenDist DUMPTODISK
type: float
current: 0.25
help: Distance to plane where stereo parallax converges to zero.

variable: r_StereoStrength DUMPTODISK
type: float
current: 1
help: Multiplier which influences the strength of the stereo effect.

variable: r_sunshafts
type: int
current: 0
help: Enables sun shafts.
Usage: r_sunshafts [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_TerrainAO
type: int
current: 7
help: 7=Activate terrain AO deferred passes

variable: r_TerrainAO_FadeDist
type: int
current: 8
help: Controls sky light fading in tree canopy in Z direction

variable: r_testSplitScreen
type: int
current: 0
help: Toggles split screen test mode
Usage: r_testSplitScreen [0/1]

variable: r_TexAtlasSize
type: int
current: 512
help:

variable: r_TexBindMode
type: int
current: 0
help:

variable: r_TexBumpResolution DUMPTODISK
type: int
current: 0
help: Reduces texture resolution.
Usage: r_TexBumpResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_TexelsPerMeter
type: float
current: 0
help: Enables visualization of the color coded «texels per meter» ratio for objects in view.
The checkerboard pattern displayed represents the mapping of the assigned diffuse
texture onto the object’s uv space. One block in the pattern represents 8×8 texels.
Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off)

variable: r_TexGrid
type: int
current: 0
help:

variable: r_TexLog
type: int
current: 0
help: 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

variable: r_TexMaxAnisotropy REQUIRE_LEVEL_RELOAD
type: int
current: 8
help:

variable: r_TexMaxSize
type: int
current: 0
help:

variable: r_TexMinSize
type: int
current: 64
help:

variable: r_TexNoAniso DUMPTODISK
type: int
current: 0
help:

variable: r_TexNoLoad
type: int
current: 0
help: Disables loading of textures.
Usage:        r_TexNoLoad [0/1]
When 1 texture loading is disabled.

variable: r_TexPostponeLoading
type: int
current: 1
help:

variable: r_TexPreallocateAtlases
type: int
current: 0
help:

variable: r_TexResolution DUMPTODISK
type: int
current: 0
help: Reduces texture resolution.
Usage: r_TexResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_TexSkyResolution DUMPTODISK
type: int
current: 1
help:

variable: r_Texture_Anisotropic_Level DUMPTODISK
type: int
current: 1
help:

variable: r_TextureCompressor DUMPTODISK
type: int
current: 1
help: Defines which texture compressor is used (fallback is DirectX)
Usage: r_TextureCompressor [0/1]
0 uses nvDXT, 1 uses Squish if possible

variable: r_TextureLodDistanceRatio
type: float
current: -1
help: 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.

variable: r_TexturesFilteringQuality REQUIRE_LEVEL_RELOAD
type: int
current: 1
help: Configures texture filtering adjusting.
Usage: r_TexturesFilteringQuality [#]
where # represents:
0: Highest quality
1: Medium quality
2: Low quality

variable: r_texturesskiplowermips
type: int
current: 0
help: Enabled skipping lower mips for X360.

variable: r_TexturesStreaming REQUIRE_APP_RESTART
type: int
current: 1
help: Enables direct streaming of textures from disk during game.
Usage: r_TexturesStreaming [0/1/2]
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.

variable: r_TexturesStreamingDebug
type: int
current: 0
help: Enables textures streaming debug mode. (Log uploads and remove unnecessary mip levels)
Usage: r_TexturesStreamingDebug [0/1/2]
Default is 0 (off).1 – texture streaming log.2 – Show textures hit-parade based on streaming priorities3 – Show textures hit-parade based on the memory consumed

variable: r_TexturesStreamingDebugDumpIntoLog
type: int
current: 0
help: Dump content of current texture streaming debug screen into log

variable: r_TexturesStreamingDebugFilter
type: string
current:
help: Filters displayed textures by name in texture streaming debug mode

variable: r_TexturesStreamingDebugMinMip
type: int
current: 100
help: Filters displayed textures by loaded mip in texture streaming debug mode

variable: r_TexturesStreamingDebugMinSize
type: int
current: 100
help: Filters displayed textures by size in texture streaming debug mode

variable: r_TexturesStreamingMaxRequestedJobs
type: int
current: 256
help: Maximum number of tasks submitted to streaming system.
Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
Default is 256 jobs

variable: r_TexturesStreamingMaxRequestedMB
type: float
current: 2
help: Maximum amount of texture data requested from streaming system in MB.
Usage: r_TexturesStreamingMaxRequestedMB [size]
Default is 2.0(MB)

variable: r_TexturesStreamingMinReadSizeKB
type: int
current: 64
help: Minimal read portion in KB.
Usage: r_TexturesStreamingMinReadSizeKB [size]
Default is 32(KB)

variable: r_TexturesStreamingMipBias
type: float
current: 0
help: Controls how texture LOD depends from distance to the objects.
Increasing this value will reduce amount of memory required for textures.
Usage: r_TexturesStreamingMipBias [-4..0..4]
Default is 0.

variable: r_TexturesStreamingMipFading
type: int
current: 1
help: Controls how the new texture MIP appears after being streamed in.
This variable influences only a visual quality of appearing texture details.
Usage: r_TexturesStreamingMipFading [0/1]
Default is 1 (enabled).

variable: r_TexturesStreamingNoUpload
type: int
current: 0
help: Disable uploading data into texture from system memory. Useful for debug purposes.
Usage: r_TexturesStreamingNoUpload [0/1]
Default is 0 (off).

variable: r_TexturesStreamingOnlyVideo
type: int
current: 0
help: Don’t store system memory copy of texture. Applicable only for PC and PS3.
On Xenon it’s on[1] by default and cannot be changed.
Usage: r_TexturesStreamingOnlyVideo [0/1]
Default is 0 (off) for PC and PS3, 1(on always) for XBox 360.

variable: r_TexturesStreamingPostponeMips
type: int
current: 1
help: Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
Usage: r_TexturesStreamingPostponeMips [0/1]
Default is 1 (on).

variable: r_TexturesStreamingPostponeThresholdKB
type: int
current: 1024
help: Threshold used to postpone high resolution mipmap loads in KB.
Usage: r_TexturesStreamingPostponeThresholdKB [size]
Default is 256(KB)

variable: r_TexturesStreamingResidencyEnabled
type: int
current: 1
help: Toggle for resident textures streaming support.
Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled

variable: r_TexturesStreamingResidencyThrottle
type: float
current: 0.5
help: Ratio for textures to become resident.
Usage: r_TexturesStreamingResidencyThrottle [ratio]Default is 0.5Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident

variable: r_TexturesStreamingResidencyTime
type: float
current: 10
help: Time to keep textures resident for before allowing them to be removed from memory.
Usage: r_TexturesStreamingResidencyTime [Time]
Default is 10 seconds

variable: r_TexturesStreamingResidencyTimeTestLimit
type: float
current: 5
help: Time limit to use for mip thrashing calculation in seconds.
Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds

variable: r_TexturesStreamingSync
type: int
current: 0
help: Force only synchronous texture streaming.
All textures will be streamed in the main thread. Useful for debug purposes.
Usage: r_TexturesStreamingSync [0/1]
Default is 0 (off).

variable: r_texturesstreampooldefragmentation
type: int
current: 0
help: Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.

variable: r_TexturesStreamPoolFragmentationCount
type: int
current: 0
help: Add warning message about texture pool fragmentation when pool is overflown.

variable: r_TexturesStreamPoolSize
type: int
current: 100
help: Size of pool for textures streaming in MB.
If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.
Default is 128(MB) for PC, 80(MB) for PS3 & XBox 360.

variable: r_ThermalVision
type: int
current: 1
help: Toggles termal vision enabling.
Usage: r_ThermalVision [0/1]
Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes.

variable: r_ThermalVisionViewCloakFlickerMaxIntensity
type: float
current: 1
help: Sets thermal vision cloaked-object flicker random max intensity.
Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]
When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision

variable: r_ThermalVisionViewCloakFlickerMinIntensity
type: float
current: 1
help: Sets thermal vision cloaked-object flicker random min intensity.
Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]
When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision

variable: r_ThermalVisionViewCloakFrequencyPrimary
type: int
current: 1
help: Sets thermal vision cloaked-object flicker primary frequency.
Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+]
When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower

variable: r_ThermalVisionViewCloakFrequencySecondary
type: int
current: 1
help: Sets thermal vision cloaked-object flicker secondary frequency.
Usage: r_ThermalVisionViewCloakFrequencySecondary [1+]
When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower

variable: r_ThermalVisionViewDistance
type: float
current: 150
help: Toggles thermal vision distance attenuation.
Default is 150 (meters)

variable: r_UseAlphaBlend
type: int
current: 1
help: Toggles alpha blended objects.
Usage: r_UseAlphaBlend [0/1]
Default is 1 (on). Set to 0 to disable all alpha blended object.

variable: r_UseEdgeAA
type: int
current: 0
help: Toggles edge blurring/antialiasing
Usage: r_UseEdgeAA [0/1/2/3]
Default is 1 (edge blurring)
1 = activate edge blurring mode
2 = activate edge antialiasing mode (previous version)3 = activate Laplace edge antialiasing mode

variable: r_UseGSParticles
type: int
current: 1
help: Toggles use of geometry shader particles (DX11 only, changing at runtime is supported).
Usage: r_UseGSParticles [0/1=default]

variable: r_UseHWSkinning
type: int
current: 1
help: Toggles HW skinning.
Usage: r_UseHWSkinning [0/1]
Default is 1 (on). Set to 0 to disable HW-skinning.

variable: r_UseMaterialLayers
type: int
current: 2
help: 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).

variable: r_UseMergedPosts
type: int
current: 1
help: Enables motion blur merged with dof.
Usage: r_UseMergedPosts [0/1/2]
Default is 1.
1: fastest mode – half res rendering
2: full res rendering mode (tbd)
3: quality mode, hdr + fullres (tbd)

variable: r_UseParticlesGlow
type: int
current: 1
help: Enables glow particles.
Usage: r_UseParticlesGlow [0/1]

variable: r_UseParticlesHalfRes
type: int
current: 1
help: Enables rendering of particles that are close to the camera in half (1) or quater (2) resolution.
Usage: r_UseParticlesHalfRes [0/2]

variable: r_UseParticlesHalfRes_MinCount
type: int
current: 2
help: Minimum number of particle emitters in half resolution to enable half resolution mode.
Half resolution rendering has a constant performance hit so there’s usually no gain if used for a very small number of particles
Usage: r_UseParticlesHalfRes_MinCount [n]

variable: r_UseParticlesHalfResDebug
type: int
current: 0
help: Render half resolution particles tinted with a color.
Usage: r_UseParticlesHalfResDebug [0/1]

variable: r_UseParticlesHalfResForce
type: int
current: 0
help: Forces all particles of given blend operation to be rendered in half resolution.
Usage: r_UseParticlesHalfResForce [0-off/1-additive/2-alphabased]

variable: r_UseParticlesMerging
type: int
current: 1
help: Enables merging of particles drawcalls.
Usage: CV_r_useparticles_merge [0/1]

variable: r_UseParticlesRefraction
type: int
current: 1
help: Enables refractive particles.
Usage: r_UseParticlesRefraction [0/1]

variable: r_UsePOM
type: int
current: 0
help: Enables Parallax Occlusion Mapping.
Usage: r_UsePOM [0/1]

variable: r_UseShadowsPool
type: int
current: 1
help: 0=Disable
1=Enable
Usage: r_UseShadowsPool[0/1]

variable: r_UseSoftParticles
type: int
current: 1
help: Enables soft particles.
Usage: r_UseSoftParticles [0/1]

variable: r_UseSRGB REQUIRE_APP_RESTART
type: int
current: 1
help: Enables sRGB texture reads / framebuffer writes.
Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]

variable: r_UseZPass
type: int
current: 1
help: Toggles Z pass.
Usage: r_UseZPass [0/1]
Default is 1 (on). Set to 0 to disable Z-pass.

variable: r_ValidateDraw
type: int
current: 0
help: 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)

variable: r_VarianceShadowMapBlurAmount DUMPTODISK
type: float
current: 1
help: Activate shadow map blur.
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]

variable: r_VegetationAlphaTestOnly
type: int
current: 0
help:

variable: r_VegetationSpritesDebug
type: int
current: 0
help:

variable: r_VegetationSpritesGenAlways
type: int
current: 0
help:

variable: r_VegetationSpritesNoGen
type: int
current: 0
help:

variable: r_VegetationSpritesTexRes
type: int
current: 64
help:

variable: r_VSync DUMPTODISK, RESTRICTEDMODE
type: int
current: 2
help: Toggles vertical sync.
0: Disabled
1: Enabled
2: Enabled, use asynchronous swaps on X360

variable: r_WaterCaustics
type: int
current: 1
help: Toggles under water caustics.
Usage: r_WaterCaustics [0/1]
Default is 1 (enabled).

variable: r_WaterCausticsDeferred
type: int
current: 2
help: Toggles under water caustics deferred pass.
Usage: r_WaterCausticsDeferred [0/1/2]
Default is 0 (disabled). 1 – enables. 2 – enables with stencil pre-pass

variable: r_WaterCausticsDistance
type: float
current: 16
help: Toggles under water caustics max distance.
Usage: r_WaterCausticsDistance
Default is 100.0 meters

variable: r_WaterGodRays
type: int
current: 1
help: Enables under water god rays.
Usage: r_WaterGodRays [0/1]
Default is 1 (enabled).

variable: r_WaterReflections DUMPTODISK
type: int
current: 1
help: Toggles water reflections.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).

variable: r_WaterReflectionsMGPU DUMPTODISK
type: int
current: 1
help: Toggles water reflections.multi-gpu support
Usage: r_WaterReflectionsMGPU [0/1/2]
Default is 0 (single render update), 1 (multiple render updates)

variable: r_WaterReflectionsMinVisiblePixelsUpdate DUMPTODISK
type: float
current: 0.05
help: Activates water reflections if visible pixels above a certain threshold.

variable: r_WaterReflectionsMinVisUpdateDistanceMul DUMPTODISK
type: float
current: 10
help: Activates update distance multiplier when water mostly occluded.

variable: r_WaterReflectionsMinVisUpdateFactorMul DUMPTODISK
type: float
current: 20
help: Activates update factor multiplier when water mostly occluded.

variable: r_WaterReflectionsQuality DUMPTODISK
type: int
current: 1
help: 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)

variable: r_WaterReflectionsUseMinOffset DUMPTODISK
type: int
current: 1
help: Activates water reflections use min distance offset.

variable: r_WaterUpdateDistance
type: float
current: 1
help:

variable: r_WaterUpdateFactor DUMPTODISK
type: float
current: 1
help: Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame

variable: r_WaterUpdateThread
type: int
current: 5
help: Enables water updating on separate thread (when MT supported).
Usage: r_WaterUpdateThread [0/1/2/3/4/n]
Default is 5 (enabled and on 5 hw thread).

variable: r_Width DUMPTODISK
type: int
current: 1024
help: Sets the display width, in pixels. Default is 1024.
Usage: r_Width [800/1024/..]

variable: r_wireframe
type: int
current: 0
help:

variable: r_ZFightingDepthScale
type: float
current: 0.995
help: Controls anti z-fighting measures in shaders (scaling homogeneous z).

variable: r_ZFightingExtrude
type: float
current: 0.001
help: Controls anti z-fighting measures in shaders (extrusion along normal in world units).

variable: r_ZPassDepthSorting
type: int
current: 0
help: Toggles Z pass depth sorting.
Usage: r_ZPassDepthSorting [0/1/2]
0: No depth sorting
1: Sort by depth layers (default)
2: Sort by distance

variable: r_ZPassOnly
type: int
current: 0
help:

variable: rss_debug
type: int
current: 0
help: Show debug info for the feed.

variable: rss_speed
type: float
current: 40
help: The speed, in pixels per second, for the RSS feed to scroll

variable: s_ADPCMDecoders REQUIRE_APP_RESTART
type: int
current: 0
help: Sets maximum number of ADPCM Decoder.
Usage: s_ADPCMDecoders 32
0:         , PC:32, PS3:0, X360:0
Default is 0 .

variable: s_AllowNotCachedAccess
type: int
current: 1
help: Controls whether to allow sound load requests that are not cached in the AFCM or not.
Usage: s_AllowNotCachedAccess [0/1]
0: OFF (not allowing access to not cached data)
Default PC: 1, PS3: 0, XBox360: 0

variable: s_AudioPreloadsFile
type: string
current: AudioPreloads
help: Sets the file name for the AudioFileCacheManager to parse.
Usage: s_AudioPreloadsFile
Default: AudioPreloads

variable: s_BlockAlignSize
type: int
current: 16384
help: Internal minimum file block alignment in bytes.
Audio will read data in at least chunks of this size.
Usage: s_BlockAlignSize [0/...]
Default is 16384.

variable: s_CompressedDialog
type: int
current: 1
help: toggles if dialog data are stored compressed in memory.
Usage: s_CompressedDialog [0/1]
Default is 1 (on).

variable: s_Compression DUMPTODISK
type: int
current: 0
help: Toggles which decoder should be preferred: , FSB, MP2, MP3, XMA, or WAV.
0:        , PC:2, PS3:3, X360:4
1: Prefers FSB
2: Prefers MP2
3: Prefers MP3
4: Prefers XMA
5: Prefers WAV
Default is 0 (auto)

variable: s_CullingByCache
type: int
current: 1
help: Controls if sound name are cache to allow early culling.
Usage: s_CullingByCache [0/1]
Default is 1 (on).

variable: s_DebugMusic DUMPTODISK
type: int
current: 0
help: Changes music-debugging verbosity level.
Usage: s_DebugMusic [0/4]
Default is 0 (off). Set to 1 (up to 4) to debug music.

variable: s_DebugSound
type: int
current: 0
help: Toggles sound debugging mode.
Usage: s_DebugSound [0/11]
0: Disables debugging.
1: Enables simple sound debugging.
2: Enables full sound debugging.
3: Enables sound event listener debugging.
4: Enables sound syncpoint debugging.
5: Enables simple memory debugging.
6: Enables FMOD logging into fmod.log.
7: Enables simple FMOD debugging into fmod.log.
8: Enables complex FMOD debugging into fmod.log.
9: Enables FMOD memory debugging into fmod.log.
10: Enables logging of all FMOD output into fmod.log.
11: Enables AudioDevice command logging to SoundCommands.xml.
11: Enables logging of information on Voice files which have programmersounds.
Default is 0 (off).

variable: s_DialogVolume DUMPTODISK
type: float
current: 1
help: Sets the volume of all dialog sounds.
Usage: s_DialogVolume 0.5
Default is 1, which is full volume.

variable: s_Doppler DUMPTODISK
type: int
current: 1
help: Toggles Doppler effect on and off.
Usage: s_Doppler [0/1]
Default is 1 (on).

variable: s_DopplerScale DUMPTODISK
type: float
current: 1
help: Sets the strength of the Doppler effect.
Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.

variable: s_DrawObstruction
type: int
current: 0
help: 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.

variable: s_DrawSounds
type: int
current: 0
help: 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).

variable: s_DummySound DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles dummy(NULL) sound system.

variable: s_DumpEventStructure
type: int
current: 0
help: Toggles to save a file of event structure.
Default is 0 (off).
1: dumps event structure to eventstructure.txt.
Usage: s_DumpEventStructure [0/1].

variable: s_ErrorSound
type: int
current: 1
help: Toggles error sound playback.
Usage: s_ErrorSound [0/1]
Default is 1 (on).

variable: s_FileAccess
type: int
current: 1
help: Toggles disk access on reading files.
0:         direct file access via CryPak
1:         indirect file access via StreamingSystem with wait
Default is 0.

variable: s_FileCacheManagerEnable REQUIRE_APP_RESTART
type: int
current: 1
help: Enables the use of the file cache manager to cache audio data that is set in AudioPreloads.xml!
Usage: s_FileCacheManagerEnable [0/1]
0: OFF (no caching of audio data, AudioPreloads.xml is not parsed!)
Default is 1 (on).

variable: s_FileCacheManagerSize REQUIRE_APP_RESTART
type: float
current: 0
help: Sets the size in MB the file cache manager will have available.
Usage: s_FileCacheManagerSize [0..]
0:         , PC: 80, PS3: 21, XBox360: 23
Default is 0 .

variable: s_FileOpenHandleMax
type: int
current: 30
help: Sets max of open file handles.
Usage: s_FileOpenHandleMax [1..]
Default PC: 30, PS3: 10.

variable: s_FindLostEvents
type: int
current: 0
help: Toggles to find and stop lost events to prevent them from endlessly looping.
Default is 0 (off).
1: finds and stops lost events.
Usage: s_FindLostEvents [0/1].

variable: s_FormatResampler REQUIRE_APP_RESTART
type: int
current: 1
help: Toggles internal resampling method.
Usage: s_FormatResampler [0..3]
0: none
1: linear
2: cubic
3: spline
Default is 1 (linear).

variable: s_FormatSampleRate REQUIRE_APP_RESTART
type: int
current: 48000
help: 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.

variable: s_FormatType REQUIRE_APP_RESTART
type: int
current: 2
help: 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).

variable: s_GameDialogVolume
type: float
current: 1
help: Controls the dialog volume for game use.
Usage: s_GameDialogVolume 0.5
Default is 1, which is full volume.

variable: s_GameMusicVolume
type: float
current: 1
help: Controls the music volume for game use.
Usage: s_GameMusicVolume 0.2
Default is 1.0

variable: s_GameSFXVolume
type: float
current: 1
help: Controls the sfx volume for game use.
Usage: s_GameSFXVolume 0.5
Default is 1, which is full volume.

variable: s_HDR DUMPTODISK
type: int
current: 1
help: Enable and disable HDR sound
Usage: s_HDR [0..1]Default is 1 (on)

variable: s_HDRDebug DUMPTODISK
type: int
current: 0
help: Shows debugging information
Usage: s_HDRDebug [0..1]0: none
1: enabled
Default is 0 (off)

variable: s_HDRFade DUMPTODISK
type: float
current: 0.3
help: Range that HDR fades sounds
Usage: g_fHDRFade [0..1.0f]Default is 0.3f

variable: s_HDRFalloff DUMPTODISK
type: float
current: 1
help: How quickly sound adjusts back from current loudness
Usage: s_HDRFalloff [0..1.0f]Default is 1.0f

variable: s_HDRLoudnessFalloff DUMPTODISK
type: float
current: 0.002
help: Reduction in Loudness per meter Squared
Usage: s_HDRLoudnessFalloff [0...]Default is 0.002f

variable: s_HDRLoudnessMaxFalloff DUMPTODISK
type: float
current: 0.3
help: Maximum loudness falloff due to distance, e.g something of loudness 0.8 can only ever be as quiet as 0.5 due to HDR
Usage: s_HDRLoudnessFalloffMax [0..1]Default is 0.3f

variable: s_HDRRange DUMPTODISK
type: float
current: 0.2
help: Full Volume range below loudest sound
Usage: s_HDRRange [0..1.0f]Default is 0.2f

variable: s_HRTF_DSP REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles extra lowpass filter for enhanced HRTF.
Usage: s_HRTF_DSP [0/1]
Default is 0 (on).

variable: s_InactiveSoundIterationTimeout DUMPTODISK
type: float
current: 1
help: This variable is for internal use only.

variable: s_LanguagesConversion
type: int
current: 1
help: Controls conversion of legacy event name to direct wav files (only for languages).
Usage: s_LanguagesConversion [0/1]
Default is 0 (off).

variable: s_LoadNonBlocking
type: int
current: 1
help: Toggles loading data non-blocking.
Usage: s_LoadNonBlocking [0/1]
Default is 1.

variable: s_MaxActiveSounds DUMPTODISK
type: int
current: 100
help: Sets the maximum number of active sounds.

variable: s_MaxChannels DUMPTODISK
type: int
current: 64
help: Sets the maximum number of sound channels.
Default is 64.

variable: s_MaxHWChannels DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: 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.

variable: s_MemoryPoolSoundPrimary REQUIRE_APP_RESTART
type: float
current: 0
help: Sets the size in MB of the primary sound memory pool. This memory is always located in main memory.
Usage: s_MemoryPoolSoundPrimary [0..]
0:         , PC:60, PS3:12, X360:28
Default is 0 .

variable: s_MemoryPoolSoundPrimaryRatio
type: float
current: 0.7
help: Controls at what fill ratio sound data is unloaded.
Usage: s_MemoryPoolSoundPrimaryRatio [0..1]
Default is 0.7.

variable: s_MemoryPoolSoundSecondary REQUIRE_APP_RESTART
type: float
current: 0
help: Sets the size in MB of the secondary sound memory pool. On PS3 it is located in RSX memory, on Xbox360 its Physical memory.
Usage: s_MemoryPoolSoundSecondary [0..]
0:         , PC:0, PS3:16, X360:4
Default is 0 .

variable: s_MemoryPoolSoundSecondaryRatio
type: float
current: 0.7
help: Controls at what fill ratio sound data is unloaded.
Usage: s_MemoryPoolSoundSecondaryRatio [0..1]
Default is 0.7.

variable: s_MemoryPoolSystem REQUIRE_APP_RESTART
type: float
current: 0
help: Sets the size in MB of the sound system memory pool. This memory is always located in main memory.
Usage: s_MemoryPoolSystem [0..]
0:         , PC:2.5, PS3:2.5, X360:2.5
Default is 0 .

variable: s_MinHWChannels DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: 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.

variable: s_MinRepeatSoundTimeout DUMPTODISK
type: float
current: 200
help: Prevents playback of a sound within time range in MS.
Usage: s_MinRepeatSoundTimeout [0..]
Default is 200.0.

variable: s_MPEGDecoders REQUIRE_APP_RESTART
type: int
current: 0
help: Sets maximum number of MPEG Decoder.
Usage: s_MPEGDecoders 16
0:         , PC:32, PS3:32, X360:0
Default is 0 .

variable: s_MusicCategory
type: int
current: 1
help: Toggles adding the music sound under the music category of the eventsystem.
Usage: s_MusicCategory [0/1]
Default is 1 (on).

variable: s_MusicEnable DUMPTODISK
type: int
current: 1
help: enable/disable music

variable: s_MusicFormat DUMPTODISK
type: int
current: 1
help: Format used for streaming music data.Usage: s_MusicFormat 1.0
0: (AD)PCM
1: OGG
4: FSB
Default is PC: 1 (OGG), Xbox360: 4 (FSB), PS3: 4 (FSB)

variable: s_MusicMaxPatterns DUMPTODISK
type: int
current: 12
help: Max simultaneously playing music patterns.

variable: s_MusicProfiling
type: int
current: 0
help: Toggles profiling of music calls.
Usage: s_MusicProfiling [0/1]
Default is 0 (off).

variable: s_MusicSpeakerBackVolume DUMPTODISK
type: float
current: 0
help: Sets the volume of the back speakers.
Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.

variable: s_MusicSpeakerCenterVolume DUMPTODISK
type: float
current: 0
help: Sets the volume of the center speakers (front and back).
Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.

variable: s_MusicSpeakerFrontVolume DUMPTODISK
type: float
current: 1
help: Sets the volume of the front speakers.
Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.

variable: s_MusicSpeakerLFEVolume DUMPTODISK
type: float
current: 0.5
help: Sets the volume of the LFE speaker.
Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.

variable: s_MusicSpeakerSideVolume DUMPTODISK
type: float
current: 0.5
help: Sets the volume of the side speakers.
Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.

variable: s_MusicStreaming
type: int
current: 0
help: Defines the way music is loaded and handled.
Usage: s_MusicStreaming [0..2]
0:        , streaming is defined by pattern
1: Enforces streaming from disk for less memory usage
2: Enforces preloading to memory for less disk seeks/reads
Default is 0 (auto).

variable: s_MusicVolume DUMPTODISK
type: float
current: 1
help: Sets the music volume from 0 to 1 in the games option.
Usage: s_MusicVolume 0.2
Default is 1.0

variable: s_NetworkAudition REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles network audition (opens port/needs restart).
Usage: s_NetworkAudition [0/1]
Default is 0 (off).

variable: s_Obstruction REQUIRE_APP_RESTART
type: int
current: 1
help: Toggles sound obstruction effect.
Usage: s_Obstruction [0..2]
0: off
1: DSP based obstruction
2: volume based obstruction
Default is 1 (DSP).

variable: s_ObstructionAccuracy
type: int
current: 1
help: 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)

variable: s_ObstructionMaxPierecability
type: float
current: 100
help: 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

variable: s_ObstructionMaxRadius
type: float
current: 500
help: 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

variable: s_ObstructionMaxValue
type: float
current: 0.95
help: Toggles maximum obstruction effect.
Usage: s_ObstructionMaxValue [0..1.0f]
0:         off
1.0f: total maximum obstruction
Default is 0.85f.

variable: s_ObstructionUpdate
type: float
current: 0.5
help: Controls how fast obstruction is re-evaluated in seconds.
Usage: s_ObstructionUpdate [0..]
0:         every frame
0.5:         every half seconds
Default is 0.1 (for now)

variable: s_ObstructionVisArea
type: float
current: 0.15
help: 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

variable: s_OffscreenEnable
type: int
current: 0
help: Enables update of the ‘offscreen_angle’ parameter on sound events.
Usage: s_OffscreenEnable [0/1]
Default is 0 (off).

variable: s_OutputConfig DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: 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 (AutoDetect).

variable: s_PlaybackFilter
type: int
current: 0
help: 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].

variable: s_PrecacheData
type: int
current: 0
help: Toggles precaching of static sounds on level loading.
Usage: s_PrecacheData [0/1]
Default is 0.

variable: s_PrecacheDuration
type: float
current: 15
help: Sets the duration of pre-caching data after level load in seconds.
Usage: s_PrecacheDuration [0...n]
Default: 15

variable: s_PreloadWeaponProjects
type: int
current: 0
help: Toggles if weapon project files (w_*) are fully preloaded into memory to centralize allocations and reads.
Usage: s_PreloadWeaponProjects [0/1]
Default is 0 (off).

variable: s_PriorityThreshold
type: int
current: 45
help: 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.

variable: s_Profiling
type: int
current: 0
help: Toggles profiling of some sound calls.
Usage: s_Profiling [0/1]
Default is 0 (off).

variable: s_RecordConfig DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Sets up the preferred record configuration.
Usage: s_RecordConfig #
where # is a number from 0 to x representing
0: AutoDetect (Control Panel Setting)
x: The index of a listed record driver
Default is 0 (AutoDetect).

variable: s_ReverbDebugDraw
type: int
current: 0
help: Enables reverb ray casting debug drawing. Needs s_ReverbDynamic to be not 0!
Usage: s_ReverbDebugDraw [0/1]
Default: 0

variable: s_ReverbDelay
type: float
current: -1
help: Sets the current reverb’s late reflection in seconds! (overrides dynamic values!)
Usage: s_ReverbDelay [0/0.1]
Default: -1
-1: Uses the value set within the reverb preset.

variable: s_ReverbDynamic
type: float
current: 0
help: If greater than 0 enables dynamic reverb-delay and reverb-reflection-delay calculation dependent on the surrounding geometry!
The number than indicates a multiplier for the reverb-delay and reverb-reflection-delay effect.(1.0 manipulates nothing)
Usage: s_ReverbDynamic [0/...]
Default: 0
0: Uses the static values set within the reverb preset.

variable: s_ReverbEchoDSP
type: int
current: 1
help: Toggles Echo DSP effect. Works only with s_ReverbType set to either 2 or 3!
Usage: s_ReverbEchoDSP [0/1]
Default: 1
0: Bypasses Echo DSP effect.
1: Enables Echo DSP effect. (~~~>Reverb~>Echo~>~~)

variable: s_ReverbInstances
type: int
current: 1
help: Number of reverb instances.
Usage: s_ReverbInstances [1]
Default is 1
1: One reverb instance is created.
(multiple reverb in development)

variable: s_ReverbReflectionDelay
type: float
current: -1
help: Sets the current reverb’s early reflection in seconds! (overrides dynamic values!)
Usage: s_ReverbReflectionDelay [0/0.3]
Default: -1
-1: Uses the value set within the reverb preset.

variable: s_ReverbType REQUIRE_APP_RESTART
type: int
current: 2
help: Toggles type of reverb effect.
Usage: s_ReverbType [0..7]
Default PC/Xbox360: 3, PS3: 2.
0: Disables reverb completely.
1: Enables HW I3DL2 reverb (EAX).
2: Enables SW I3DL2 reverb (low quality).
3: Enables SW I3DL2 reverb (high quality).
4: Enables DSP based FreeVerb Reverb.
5: Enables DSP based VST plugin: Classic Reverb.
6: Enables DSP based Princeton2016 (disabled).
7: Enables DSP based RoomMachine844.

variable: s_SFXVolume DUMPTODISK
type: float
current: 1
help: Sets the percentile volume of the sound effects.
Usage: s_SFXVolume 0.5
Default is 1, which is full volume.

variable: s_SoftwareChannels DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 256
help: Sets the maximum number of software sound channels.
Default is 256.

variable: s_SoundEnable DUMPTODISK
type: int
current: 1
help: Toggles sound on and off.
Usage: s_SoundEnable [0/1]
Default is 1 (on). Set to 0 to disable sound.

variable: s_SoundInfo
type: int
current: 0
help: Toggles onscreen sound statistics.
Usage: s_SoundInfo [0..9]
1: simple list of playing sounds.
2: extended list of looping sounds.
3: extended list of oneshot sounds.
4: list of lost sounds.
5: list of event soundbuffers.
6: list of sample soundbuffers (dialog).
7: list of wavebanks.
8: displays music information.
9: displays sound moods.
10 shows Sound Moods values set within FMOD.
11 Shows memory usage by project.
12 Shows memory usage by project/group.
13 Shows memory usage by project/group:sound.
14 shows overall memory stats.
Default is 0 (off).

variable: s_SoundInfoLogFile
type: string
current:
help: Writes a log file once in xml format with the current sound info setting.
Works currently only with s_SoundInfo 11, 12 and 13!
Usage: s_SoundInfoLogFile
Default:

variable: s_SoundMoods
type: int
current: 1
help: Controls using sound moods for mixing.
Usage: s_SoundMoods [0/1]
Default is 1 (on).

variable: s_SoundMoodsDSP
type: int
current: 1
help: enables DSP effects being used in soundmoods.
Usage: s_SoundMoodsDSP [0/1]
Default is 1 (on).

variable: s_SpamFilterTimeout
type: float
current: 5
help: Sets the time in sec for entries in spam filter to time out.
Usage: s_SpamFilterTimeout 0 means spam filter is disables
Usage: s_SpamFilterTimeout [0..]
Default is 5 (on).

variable: s_SpeakerConfig DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Sets up the preferred speaker configuration.
Usage: s_SpeakerConfig #
where # is a number between 0 and 9 representing
0: AutoDetect
1: Mono
2: Stereo
4: Quad
5: Surround
6: 5Point1
8: 7Point1
9: Prologic
Default is 0 (AutoDetect).

variable: s_StopSoundsImmediately
type: int
current: 0
help: 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].

variable: s_StreamBufferSize
type: int
current: 65536
help: Sets the internal buffer size for streams in raw bytes.
NOTE: This will only affect streams opened after this value has been changed!
Usage: s_StreamBufferSize [0/...]
Default is 65536.

variable: s_StreamDialogIntoMemory
type: int
current: 1
help: Toggles if dialog are streamed into main memory or FMOD makes a copy for itself.
Usage: s_StreamDialogIntoMemory [0/1]
Default is 1 (on) on PC, and 0 (off) on XBox.

variable: s_StreamProjectFiles
type: int
current: 1
help: Toggles if project files are streamed into memory or middleware loads them blocking.
Usage: s_StreamProjectFiles [0/1]
Default is 1 (on).

variable: s_UnloadData
type: int
current: 1
help: Toggles unloading of sound data by the AssetManager.
Usage: s_UnloadData [0/1]
Default is 1.

variable: s_UnloadProjects
type: int
current: 0
help: Toggles automatic unloading of a project if it was not in use for 20 secs.
Usage: s_UnloadProjects [0/1]
Default is 0.

variable: s_UnusedSoundCount
type: int
current: 64
help: Sets count of sound objects that get stored in the unused sounds list.
Usage: s_UnusedSoundCount [0/...]
Default is 64.

variable: s_VariationLimiter REQUIRE_APP_RESTART
type: float
current: 0.3
help: Sets limiter to control sound variation.
Usage: s_VariationLimiter [0..1]
Default is 1.0.

variable: s_VisAreasPropagation DUMPTODISK
type: int
current: 5
help: 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.

variable: s_Vol0TurnsVirtual REQUIRE_APP_RESTART
type: int
current: 1
help: Toggles if sounds with zero volume force to go virtual.
Usage: s_Vol0TurnsVirtual [0/1]
Default is 1 (on).

variable: s_VUMeter
type: string
current:
help: Enables audio volume debug drawing for the specified category.
Usage: s_VUMeter
Default:

variable: s_XMADecoders REQUIRE_APP_RESTART
type: int
current: 0
help: Sets maximum number of XMA Decoder.
Usage: s_XMADecoders 32
0:         , PC:0, PS3:0, X360:48
Default is 0 .

variable: sa_debug
type: int
current: 0
help: Enable/Disables skill assessment debug messages

variable: sa_debugReward
type: int
current: 0
help: Gives you the reward from the index

variable: sm_debug
type: int
current: 0
help: Enable squad manager debug watches and logs

variable: sm_enable
type: int
current: 0
help: Enables and disables squad

variable: spu_debug
type: string
current:
help: Enables debugging of a SPU Job.
Usage: spu_debug name
Where ‘name’ refers to the exact name of the SPU job, automatically deactivated afterwards

variable: spu_dump_stats
type: int
current: 0
help: Set to 1 to dump SPU job stats for current frame.
Gets automatically deactivated after current frame has finished.

variable: spu_enable
type: int
current: 1
help: Enable SPU Jobs: 1 to activate, 0 to deactivate

variable: spu_filter
type: string
current:
help: Filters a SPU Job.
Usage: spu_filter name
Where ‘name’ refers to the exact name of the SPU job, 0 disables it

variable: spu_max
type: int
current: 5
help: Specifies how many raw SPUs are to be used: 2..5

variable: spu_profile_mode
type: int
current: 0
help: SPU Profile Mode: 1 to display functions, 0 to display jobs

variable: spu_streaming
type: int
current: 1
help: Use SPU for stream decompression: 1 to activate, 0 to deactivate

variable: STAP_DEBUG
type: int
current: 0
help: Enable STAP Debug Rendering

variable: STAP_DISABLE
type: int
current: 0
help: Disable torso orientation

variable: STAP_LOCK_EFFECTOR
type: int
current: 0
help: Lock the STAP Effector Joint

variable: STAP_MF_All
type: float
current: 1
help:

variable: STAP_MF_Back
type: float
current: 1
help:

variable: STAP_MF_Down
type: float
current: 1
help:

variable: STAP_MF_Front
type: float
current: 1
help:

variable: STAP_MF_HeavyWeapon
type: float
current: 1.5
help:

variable: STAP_MF_Left
type: float
current: 1
help:

variable: STAP_MF_Right
type: float
current: 1
help:

variable: STAP_MF_Scope
type: float
current: 1
help:

variable: STAP_MF_ScopeVert
type: float
current: 0
help:

variable: STAP_MF_StrafeLeft
type: float
current: 1
help:

variable: STAP_MF_StrafeRight
type: float
current: 1
help:

variable: STAP_MF_Up
type: float
current: 1
help:

variable: STAP_MF_VelFactorHoriz
type: float
current: 0.3
help:

variable: STAP_MF_VelFactorVert
type: float
current: 0.4
help:

variable: STAP_MF_VertMotion
type: float
current: 0.4
help:

variable: STAP_OVERRIDE_TRACK_FACTOR
type: float
current: -1
help: Override the base anim tracking factor

variable: STAP_TRANSLATION_FEATHER
type: int
current: 1
help: Enable STAP Translation Feathering

variable: STAP_TRANSLATION_FUDGE
type: int
current: 1
help: Enable STAP Translation Fudge

variable: stats_FpsBuckets
type: int
current: 0
help:

variable: stats_Particles
type: int
current: 0
help:

variable: stats_RenderBatchStats
type: int
current: 0
help:

variable: stats_RenderSummary
type: int
current: 0
help:

variable: stats_Warnings
type: int
current: 0
help:

variable: sv_AISystem REQUIRE_APP_RESTART
type: int
current: 1
help: Load and use the AI system on the server

variable: sv_aiTeamName
type: string
current:
help: Team name for AIs

variable: sv_autoconfigurl
type: string
current:
help: Automatically download configuration data from a URL

variable: sv_bandwidth
type: int
current: 50000
help: Bit rate on server

variable: sv_bind REQUIRE_LEVEL_RELOAD
type: string
current: 0.0.0.0
help: Bind the server to a specific IP address

variable: sv_cheatprotection
type: int
current: 0
help:

variable: sv_check_cd_keys
type: int
current: 0
help: Sets CDKey validation mode:
0 – no check
1 – check&disconnect unverified
2 – check only

variable: sv_DedicatedCPUPercent
type: float
current: 0
help: 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).

variable: sv_DedicatedCPUVariance
type: float
current: 10
help: 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.

variable: sv_DedicatedMaxRate
type: float
current: 30
help: Sets the maximum update rate when running as a dedicated server.
Usage: sv_DedicatedMaxRate [5..500]
Default is 50.

variable: sv_dumpstats
type: int
current: 1
help: Enables/disables dumping of level and player statistics, positions, etc. to files

variable: sv_dumpstatsperiod
type: int
current: 1000
help: Time period of statistics dumping in milliseconds

variable: sv_enableNetLimbo
type: int
current: 1
help: Enable NetLimbo state if network conditions not met

variable: sv_gamerules
type: string
current: SinglePlayer
help: The game rules that the server should use

variable: sv_gamerulesdefault
type: string
current: SinglePlayer
help: The game rules that the server default to when disconnecting

variable: sv_gs_report
type: int
current: 1
help: Enable Gamespy server reporting, this is necessary for NAT negotiation

variable: sv_gs_trackstats
type: int
current: 1
help: Enable Gamespy stats tracking

variable: sv_input_timeout
type: int
current: 0
help: Experimental timeout in ms to stop interpolating client inputs since last update.

variable: sv_lanonly DUMPTODISK
type: int
current: 1
help: Set for LAN games

variable: sv_levelrotation
type: string
current: levelrotation
help: Sequence of levels to load after each game ends

variable: sv_LoadAllLayersForResList
type: int
current: 0
help: Bypasses game object layer filtering to load all layers of objects for a multiplayer level

variable: sv_map
type: string
current: nolevel
help: The map the server should load

variable: sv_maxmemoryusage
type: int
current: 0
help: Maximum memory a dedicated server is allowed to use

variable: sv_maxplayers DUMPTODISK
type: int
current: 16
help: Maximum number of players allowed to join server.

variable: sv_maxspectators DUMPTODISK
type: int
current: 32
help: Maximum number of players allowed to be spectators during the game.

variable: sv_netLimboTimeout
type: float
current: 2
help: Time to wait before considering a channel stalled

variable: sv_pacifist
type: int
current: 0
help: Pacifist mode (only works on dedicated server)

variable: sv_packetRate
type: int
current: 30
help: Packet rate on server

variable: sv_password DUMPTODISK
type: string
current:
help: Server password

variable: sv_port DUMPTODISK
type: int
current: 64087
help: Server address

variable: sv_ranked
type: int
current: 0
help: Enable statistics report, for official servers only.

variable: sv_requireinputdevice DUMPTODISK, REQUIRE_LEVEL_RELOAD
type: string
current: dontcare
help: Which input devices to require at connection (dontcare, none, gamepad, keyboard)

variable: sv_servername DUMPTODISK
type: string
current:
help: Server name will be displayed in server list. If empty, machine name will be used.

variable: sv_timeofdayenable DUMPTODISK
type: int
current: 0
help: Enables time of day simulation.

variable: sv_timeofdaylength DUMPTODISK
type: float
current: 1
help: Sets time of day changing speed.

variable: sv_timeofdaystart DUMPTODISK
type: float
current: 12
help: Sets time of day start time.

variable: sv_timeout_disconnect
type: int
current: 0
help: Timeout for fully disconnecting timeout connections

variable: sv_voice_enable_groups
type: int
current: 1
help:

variable: sv_voicecodec REQUIRE_LEVEL_RELOAD
type: string
current: speex
help:

variable: sv_votingCooldown
type: int
current: 180
help: Voting cooldown

variable: sv_votingRatio
type: float
current: 0.51
help: Part of player’s votes needed for successful vote.

variable: sv_votingTeamRatio
type: float
current: 0.67
help: Part of team member’s votes needed for successful vote.

variable: sv_votingTimeout
type: int
current: 60
help: Voting timeout

variable: sys_affinity
type: int
current: 0
help:

variable: sys_AI
type: int
current: 1
help: Enables AI Update

variable: sys_asserts
type: int
current: 1
help: 0 = Disable Asserts
1 = Enable Asserts
2 = Fatal Error on Assert

variable: sys_budget_frametime DUMPTODISK
type: float
current: 50
help: Sets the upper limit for frame time (in ms) when monitoring budget.

variable: sys_budget_numdrawcalls DUMPTODISK
type: int
current: 2000
help: Sets the upper limit for number of draw calls per frame.

variable: sys_budget_soundchannels DUMPTODISK
type: int
current: 32
help: Sets the upper limit for sound channels playing when monitoring budget.

variable: sys_budget_soundCPU DUMPTODISK
type: int
current: 15
help: Sets the upper limit for sound CPU (in Percent) when monitoring budget.

variable: sys_budget_soundmem DUMPTODISK
type: int
current: 32
help: Sets the upper limit for sound memory (in MB) when monitoring budget.

variable: sys_budget_streamingthroughput DUMPTODISK
type: float
current: 1024
help: Sets the upper limit for streaming throughput(KB/s).

variable: sys_budget_sysmem DUMPTODISK
type: int
current: 512
help: Sets the upper limit for system memory (in MB) when monitoring budget.

variable: sys_budget_videomem DUMPTODISK
type: int
current: 90
help: Sets the upper limit for video memory (in MB) when monitoring budget.

variable: sys_budget_xenon_estimation DUMPTODISK
type: int
current: 0
help: Enable Xbox 360 memory usage estimation.

variable: sys_DeactivateConsole
type: int
current: 0
help: 0: normal console behavior
1: hide the console

variable: sys_dll_ai
type: string
current: CryAISystem
help: Specifies the DLL to load for the AI system

variable: sys_dll_game
type: string
current: CryGameCrysis2.dll
help: Specifies the game DLL to load

variable: sys_dump_aux_threads
type: int
current: 1
help: Dumps callstacks of other threads in case of a crash

variable: sys_EarlyMovieUpdate
type: int
current: 0
help: 0 needed for game, 1 better for having artifact free movie playback
Usage: sys_EarlyMovieUpdate [0/1]
Default is 0

variable: sys_enable_budgetmonitoring
type: int
current: 0
help: 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.

variable: sys_entities
type: int
current: 1
help: Enables Entities Update

variable: sys_FileAccessLog
type: int
current: 0
help: Log file access to TestResults/FileAccessLog.txt

variable: sys_FileReadSequencer
type: int
current: 0
help: Speedup files loading from DVD
0 = Off
1 = Load data from prepared sequence file
2 = Generate sequence file

variable: sys_FileReadSequencerBufferChunkSize
type: int
current: 16
help: Sequencer will load data in X MB blocks

variable: sys_FileReadSequencerBufferSize
type: int
current: 24
help: Size of temporary buffer (in MB) allocated during loading

variable: sys_FileReadSequencerFolderNameRead
type: string
current: d:\User
help: Specifies location of sequencer file

variable: sys_FileReadSequencerFolderNameWrite
type: string
current: e:\TestResults
help: Specifies location of sequencer file

variable: sys_FileReadSequencerInlineBlockMaxSizeKB
type: int
current: 128
help: Blocks smaller than X will be stored in sequencer file, bigger blocks will be read from original files

variable: sys_FileReadSequencerProfile
type: int
current: 0
help: Print additional info into log
0 = Off
1 = Print more stats into log

variable: sys_firstlaunch
type: int
current: 0
help: Indicates that the game was run for the first time.

variable: sys_flash
type: int
current: 1
help: Enables/disables execution of flash files.

variable: sys_flash_check_filemodtime
type: int
current: 0
help: Respect file modification time for Flash internal resource sharing.
Cached resources with same filepath but different file modification time are treated as unique entities.

variable: sys_flash_curve_tess_error
type: float
current: 4
help: Controls curve tessellation. Larger values result in coarser, more angular curves.

variable: sys_flash_debugdraw
type: int
current: 0
help: Enable debug drawing of flash files (1)
Also draw masks (2)

variable: sys_flash_debuglog
type: int
current: 0
help:

variable: sys_flash_edgeaa
type: int
current: 1
help: Enables/disables edge anti-aliased rendering of flash files.

variable: sys_flash_info
type: int
current: 0
help: Enable flash profiling (1)
Display draw statistics (2)
Display font cache texture (3)
Display full heap info (4)
Display video heap details (5)

variable: sys_flash_info_histo_scale
type: float
current: 1
help: Defines scaling of function histogram inside the flash profiler.

variable: sys_flash_info_peak_exclude
type: string
current:
help: Comma separated list of flash functions to excluded from peak history.

variable: sys_flash_info_peak_tolerance
type: float
current: 5
help: Defines tolerance value for peaks (in ms) inside the flash profiler.

variable: sys_flash_log_options
type: int
current: 0
help: 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 (flash.log): 4
Please note that for (3) the following cvars apply:
* sys_flash_info
* sys_flash_info_peak_exclude

variable: sys_flash_newstencilclear
type: int
current: 1
help: Clears stencil buffer for mask rendering by drawing rects (1) as opposed to issuing clear commands (0).

variable: sys_flash_static_pool_size REQUIRE_APP_RESTART
type: int
current: 0
help: Specifies the size (in kb) of the static memory pool for flash objects.
Set to zero to turn it off and use a dynamic pool instead.

variable: sys_flash_stereo_maxparallax
type: float
current: 0.02
help: Maximum parallax when viewing flash content in stereo 3D.

variable: sys_flash_video_buffertime
type: float
current: 2
help: Sets buffer time for videos (in seconds)

variable: sys_flash_video_buffertime_loading
type: float
current: 2
help: Sets buffer time for videos during loading (in seconds)

variable: sys_flash_video_soundvolume
type: float
current: 1
help: Sets volume of video sound (0..1).

variable: sys_flash_warning_level
type: int
current: 1
help: Sets verbosity level for CryEngine related warnings…
0) Omit warning
1) Log warning
2) Log warning and display message box

variable: sys_float_exceptions
type: int
current: 0
help: Use or not use floating point exceptions.

variable: sys_force_installtohdd_mode
type: int
current: 0
help: Forces install to HDD mode even when doing DVD emulation

variable: sys_game_folder
type: string
current: GameCrysis2
help: Specifies the game folder to read all data from

variable: sys_initpreloadpacks
type: string
current:
help: Specifies the paks for an engine initialization

variable: sys_intromoviesduringinit
type: int
current: 0
help: Render the intro movies during game initialization

variable: sys_keyboard
type: int
current: 1
help: Enables keyboard.
Usage: sys_keyboard [0/1]
Default is 1 (on).

variable: sys_keyboard_break
type: int
current: 0
help: Enables keyboard break handler

variable: sys_languages
type: string
current: english
help:

variable: sys_limit_phys_thread_count
type: int
current: 1
help: Limits p_num_threads to physical CPU count – 1

variable: sys_localization_debug
type: int
current: 0
help: Toggles debugging of the Localization Manager.
Usage: sys_localization_debug [0..2]
1: outputs warnings
2: outputs extended information and warnings
Default is 0 (off).

variable: sys_LocalMemoryDiagramAlpha
type: int
current: 255
help: LocalMemoryUsage tool: Color alpha of the diagrams

variable: sys_LocalMemoryDiagramDistance
type: float
current: -5.5
help: LocalMemoryUsage tool: Distance of the diagram from the main debug object

variable: sys_LocalMemoryDiagramRadius
type: float
current: 2.5
help: LocalMemoryUsage tool: Radius of the diagram

variable: sys_LocalMemoryDiagramStreamingSpeedDistance
type: float
current: 2.2
help: LocalMemoryUsage tool: Distance of the streaming speed diagram from the streaming speed debug line

variable: sys_LocalMemoryDiagramStreamingSpeedRadius
type: float
current: 1
help: LocalMemoryUsage tool: Radius of the streaming speed diagram

variable: sys_LocalMemoryDiagramWidth
type: float
current: 0.5
help: LocalMemoryUsage tool: Width of the diagrams OBSOLATE

variable: sys_LocalMemoryDrawText
type: int
current: 0
help: LocalMemoryUsage tool: If != 0, it will draw the numeric values

variable: sys_LocalMemoryGeometryLimit
type: int
current: 32
help: LocalMemoryUsage tool: Set the statobj geometry memory limit to check streaming (Mb/sec)

variable: sys_LocalMemoryGeometryStreamingSpeedLimit
type: int
current: 10
help: LocalMemoryUsage tool: Stat object geometry streaming speed limit (approx, Mb/sec)

variable: sys_LocalMemoryInnerViewDistance
type: float
current: 100
help: LocalMemoryUsage tool: View distance for detailed debug draw

variable: sys_LocalMemoryLogText
type: int
current: 0
help: LocalMemoryUsage tool: If != 0, it will log the numeric values

variable: sys_LocalMemoryMaxMSecBetweenCalls
type: int
current: 1000
help: LocalMemoryUsage tool: Maximal time difference (MSec) between calls

variable: sys_LocalMemoryObjectAlpha
type: int
current: 128
help: LocalMemoryUsage tool: Color alpha of the debug objects

variable: sys_LocalMemoryObjectHeight
type: float
current: 2
help: LocalMemoryUsage tool: Height of the streaming buffer debug object

variable: sys_LocalMemoryObjectWidth
type: float
current: 6
help: LocalMemoryUsage tool: Width of the streaming buffer debug object

variable: sys_LocalMemoryOptimalMSecPerSec
type: int
current: 100
help: LocalMemoryUsage tool: Optimal calculation time (MSec) per secundum

variable: sys_LocalMemoryOuterViewDistance
type: float
current: 500
help: LocalMemoryUsage tool: View distance for debug draw

variable: sys_LocalMemoryStreamingSpeedObjectLength
type: float
current: 10
help: LocalMemoryUsage tool: Length of the streaming speed debug object

variable: sys_LocalMemoryStreamingSpeedObjectWidth
type: float
current: 1.5
help: LocalMemoryUsage tool: Width of the streaming speed debug object

variable: sys_LocalMemoryTextureLimit
type: int
current: 64
help: LocalMemoryUsage tool: Set the texture memory limit to check streaming (Mb/sec)

variable: sys_LocalMemoryTextureStreamingSpeedLimit
type: int
current: 10
help: LocalMemoryUsage tool: Texture streaming speed limit (approx, Mb/sec)

variable: sys_LocalMemoryWarningRatio
type: float
current: 0.8
help: LocalMemoryUsage tool: Warning ratio for streaming

variable: sys_logallocations DUMPTODISK
type: int
current: 0
help: Save allocation call stack

variable: sys_main_CPU
type: int
current: 0
help: Specifies the physical CPU index main will run on

variable: sys_max_step
type: float
current: 0.05
help: Specifies the maximum physics step in a separate thread

variable: sys_MaxFPS
type: int
current: 30
help: Limits the frame rate to specified number

variable: sys_memory_debug
type: int
current: 0
help: Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off

variable: sys_menupreloadpacks
type: string
current:
help: Specifies the paks for a main menu loading

variable: sys_min_step
type: float
current: 0.01
help: Specifies the minimum physics step in a separate thread

variable: sys_no_crash_dialog
type: int
current: 0
help:

variable: sys_noupdate
type: int
current: 0
help: Toggles updating of system with sys_script_debugger.
Usage: sys_noupdate [0/1]
Default is 0 (system updates during debug).

variable: sys_PakInMemoryLayerPakSizeLimit
type: int
current: 8
help: Limit the size of the pak file to be loaded completely in memory for the layer paks (in MB)

variable: sys_PakInMemorySizeLimit
type: int
current: 6
help: Limit the size of the pak file to be loaded completely in memory (in MB)

variable: sys_PakLoadCache
type: int
current: 1
help: Load in memory paks from _FastLoad folder

variable: sys_PakLogInvalidFileAccess
type: int
current: 1
help: Log synchronous file access when in game

variable: sys_PakLogMissingFiles
type: int
current: 0
help: 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

variable: sys_PakMessageInvalidFileAccess
type: int
current: 0
help: Message Box synchronous file access when in game

variable: sys_PakPriority READONLY
type: int
current: 0
help: If set to 1, tells CryPak to try to open the file in pak first, then go to file system

variable: sys_PakReadAheadCache
type: int
current: 0
help: Size in MB of read ahead cache, 0-disable

variable: sys_PakReadSlice
type: int
current: 0
help: If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels

variable: sys_PakSaveLevelResourceList
type: int
current: 0
help: Save resource list when loading level

variable: sys_PakStreamCache
type: int
current: 1
help: Load in memory paks for faster streaming (cgf_cache.pak,dds_cache.pak)

variable: sys_PakTouchDummyFiles
type: int
current: 0
help: If non-0, will touch dummy files during loading to generate logfile information

variable: sys_PakValidateFileHash
type: int
current: 0
help: Validate file hashes in pak files for collisions

variable: sys_perfhud
type: int
current: 0
help: PerfHUD 0:off, 1:In focus, 2:Out of focus

variable: sys_perfhud_fpsBucketsExclusive
type: int
current: 0
help: Toggle FPS Buckets exclusive / inclusive

variable: sys_perfhud_pause
type: int
current: 0
help: Toggle FPS Buckets exclusive / inclusive

variable: sys_physics
type: int
current: 1
help: Enables Physics Update

variable: sys_physics_CPU
type: int
current: 5
help: Specifies the physical CPU index physics will run on

variable: sys_preload
type: int
current: 0
help: Preload Game Resources

variable: sys_ProfileLevelLoading
type: int
current: 0
help: 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

variable: sys_ProfileLevelLoadingDump
type: int
current: 0
help: Output level loading dump stats into log

variable: sys_propblend_info
type: int
current: 0
help: Enables debugging of engine property blending…
0 – off (default)
1 – display all pushed sets this frame. Use UP/DOWN to scroll and display details on selected set.
Use CTRL + LEFT/RIGHT to select tab for sorting.
Use CTRL + UP/DOWN to toggle ascending/descending sort order for selected tab.
2 – display information about blending computations performed for a given property this frame.
Use «sys_propblend_prop» to specify property’s name.

variable: sys_propblend_prop
type: string
current:
help: Argument for engine property blending debugger.
Use TAB to auto-complete property name.
Refer to «sys_propblend_info» for additional information.

variable: sys_root READONLY
type: string
current:
help:

variable: sys_SimulateTask
type: int
current: 0
help: Simulate a task in System:Update which takes X ms

variable: sys_spec
type: int
current: 5
help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=very high, 5=XBox360, 6=Playstation3)

variable: sys_spec_full
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_full [1/2/3/4/x]:
… sys_spec_GameEffects = 1/2/3/4/3
… sys_spec_ObjectDetail = 1/2/3/4/3
… sys_spec_Particles = 1/2/3/4/3
… sys_spec_Physics = 1/2/3/4/3
… sys_spec_PostProcessing = 1/2/3/4/3
… sys_spec_Shading = 1/2/3/4/3
… sys_spec_Shadows = 1/2/3/4/3
… sys_spec_Sound = 1/2/3/4/3
… sys_spec_Texture = 1/2/3/4/3
… sys_spec_VolumetricEffects = 1/2/3/4/3
… sys_spec_Water = 1/2/3/4/3

variable: sys_spec_gameeffects
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_gameeffects [1/2/3/x]:
… g_battleDust_enable = 0/0/1/1
… g_corpseMinDistance = 20.0/30.0/40.0/40.0
… g_corpseMinTime = 8.0/13.0/15.0/15.0
… g_corpseUnseenTime = 2/2/2/2
… i_lighteffects = 1/1/1/1
… mfx_Timeout = 0.01/0.01/0.01/0.01

variable: sys_spec_objectdetail
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_objectdetail [1/2/3/x]:
… ca_AttachmentCullingRation = 120/160/300/300
… ca_DrawFaceAttachments = 1/1/1/1
… e_DecalsAllowGameDecals = 1/1/1/1
… e_DecalsLifeTimeScale = 1/2/2/2
… e_Dissolve = 2/2/2/2
… e_LodMin = 0/0/0/0
… e_LodRatio = 4/6/20/20
… e_Lods = 1/1/1/1
… e_MaxViewDistSpecLerp = 0.5/1/1/1
… e_ObjQuality = 1/2/3/3
… e_OcclusionCullingViewDistRatio = 1/1/1/1
… e_ProcVegetation = 1/1/1/1
… e_TerrainDetailMaterialsViewDistXY = 2048/2048/2048/2048
… e_TerrainDetailMaterialsViewDistZ = 128/128/128/128
… e_TerrainOcclusionCullingMaxDist = 130/200/200/200
… e_VegetationBending = 1/1/1/1
… e_VegetationMinSize = 0.5/0/0/0
… e_VegetationSpritesDistanceCustomRatioMin = 0.6/1/1/1
… e_VegetationSpritesDistanceRatio = 1/1/1.5/1.5
… e_ViewDistMin = 10/10/10/10
… e_ViewDistRatio = 25/35/100/100
… e_ViewDistRatioCustom = 60/100/100/100
… e_ViewDistRatioDetail = 19/24/100/100
… e_ViewDistRatioLights = 25/50/50/50
… e_ViewDistRatioVegetation = 21/31/100/100
… e_streamCgf = 0/0/0/0
… es_DebrisLifetimeScale = 0.6/0.8/1/1
… sys_flash_curve_tess_error = 4/2/2/2

variable: sys_spec_particles
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_particles [1/2/3/x]:
… e_ParticlesEmitterPoolSize = 4096/4096/4096/4096
… e_ParticlesMaxScreenFill = 32/64/128/128
… e_ParticlesMinDrawPixels = 1.5/1/1/1
… e_ParticlesObjectCollisions = 1/1/2/2
… e_ParticlesPoolSize = 8192/8192/8192/8192
… e_ParticlesQuality = 2/3/4/4
… r_UseSoftParticles = 1/1/1/1

variable: sys_spec_physics
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_physics [1/3/x]:
… e_CullVegActivation = 30/50/50
… e_FoliageWindActivationDist = 10/25/25
… e_PhysFoliage = 2/2/2
… e_PhysOceanCell = 1/0.5/0.5
… es_MaxPhysDist = 100/200/200
… es_MaxPhysDistInvisible = 15/25/25
… g_breakage_particles_limit = 80/160/160
… g_joint_breaking = 1/1/1
… g_tree_cut_reuse_dist = 0.35/0/0
… p_gravity_z = -13/-13/-13
… p_joint_damage_accum = 2/2/2
… p_joint_damage_accum_threshold = 0.2/0.2/0.2
… p_max_MC_iters = 4000/6000/6000
… p_max_object_splashes = 3/3/3
… p_max_substeps_large_group = 5/5/5
… p_num_bodies_large_group = 100/100/100
… p_splash_dist0 = 7/7/7
… p_splash_dist1 = 30/30/30
… p_splash_force0 = 10/10/10
… p_splash_force1 = 100/100/100
… p_splash_vel0 = 4.5/4.5/4.5
… p_splash_vel1 = 10/10/10
… v_vehicle_quality = 4/4/4

variable: sys_spec_postprocessing
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_postprocessing [1/2/3/x]:
… r_Coronas = 1/1/1/1
… r_DepthOfField = 2/2/2/2
… r_Flares = 1/1/1/1
… r_GlowAnamorphicFlares = 1/1/1/1
… r_MotionBlur = 2/2/2/2
… r_RainMaxViewDist_Deferred = 40/100/100/100
… r_UseEdgeAA = 0/1/1/1
… r_colorgrading = 2/2/2/2
… r_sunshafts = 0/1/1/1

variable: sys_spec_quality
type: int
current: 1
help: Console variable group to apply settings to multiple variables

sys_spec_quality [1/2/3/4/x]:
… q_Renderer = 0/1/2/3/2
… q_ShaderFX = 0/1/2/3/2
… q_ShaderGeneral = 0/1/2/3/2
… q_ShaderGlass = 0/1/2/3/2
… q_ShaderHDR = 0/1/2/3/2
… q_ShaderIce = 0/1/2/3/2
… q_ShaderMetal = 0/1/2/3/2
… q_ShaderPostProcess = 0/1/2/3/2
… q_ShaderShadow = 0/1/2/3/2
… q_ShaderSky = 0/1/2/3/2
… q_ShaderTerrain = 0/1/2/3/2
… q_ShaderVegetation = 0/1/2/3/2

variable: sys_spec_shading
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_shading [1/2/3/x]:
… e_DynamicLightsMaxEntityLights = 7/11/16/16
… e_GI = 1/1/1/1
… e_GIMaxDistance = 50/100/100/100
… e_GINumCascades = 1/1/1/1
… e_ParticlesLights = 1/1/1/1
… e_SkyType = 1/1/1/1
… e_SkyUpdateRate = 0.5/1/1/1
… e_TerrainAo = 0/1/1/1
… e_TerrainNormalMap = 0/1/1/1
… e_VegetationUseTerrainColor = 1/1/1/1
… r_DetailDistance = 4/8/8/8
… r_DetailNumLayers = 1/1/2/2
… r_DetailTextures = 1/1/1/1
… r_EnvTexUpdateInterval = 0.075/0.05/0.05/0.05
… r_EyeAdaptationBase = 0.1/0.1/0.1/0.1
… r_EyeAdaptationFactor = 0.85/0.85/0.85/0.85
… r_HDRBlueShift = 1.0/1.0/1.0/1.0
… r_HDRBrightLevel = 0.85/0.85/0.85/0.85
… r_HDRBrightOffset = 5/5/5/5
… r_HDRBrightThreshold = 6/6/6/6
… r_HDRFlaresCache = 3/0/0/0
… r_HDRLevel = 6/6/6/6
… r_HDROffset = 10/10/10/10
… r_HDRRendering = 2/2/2/2
… r_SSAODownscale = 1/0/0/0
… r_SSAOQuality = 1/2/3/3
… r_TexturesFilteringQuality = 1/0/0/0
… r_UsePom = 0/0/1/1
… r_refraction = 1/1/1/1
… sys_flash_edgeaa = 1/1/1/1
… sys_spec_Quality = 1/2/3/3

variable: sys_spec_shadows
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_shadows [1/2/3/x]:
… e_GsmCache = 1/1/0/0
… e_GsmLodsNum = 4/5/5/5
… e_GsmRange = 3/3/3/3
… e_Shadows = 1/1/1/1
… e_ShadowsCastViewDistRatio = 0.45/0.53/0.8/0.8
… e_ShadowsMaxTexRes = 512/1024/1024/1024
… e_ShadowsOnAlphaBlend = 0/1/1/1
… r_ShadowBlur = 0/3/3/3
… r_ShadowJittering = 1/1/2.5/2.5
… r_ShadowsMaskResolution = 0/0/0/0

variable: sys_spec_sound
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_sound [1/2/3/x]:
… s_MPEGDecoders = 24/32/32/32
… s_Obstruction = 2/1/1/1
… s_ObstructionAccuracy = 1/1/1/1
… s_ObstructionUpdate = 0.5/0.2/0.1/0.1
… s_ReverbType = 2/2/2/2
… s_SoundMoodsDSP = 1/1/1/1
… s_VariationLimiter = 0.6/1.0/1.0/1.0

variable: sys_spec_texture
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_texture [1/2/3/x]:
… r_DynTexAtlasCloudsMaxSize = 24/24/32/32
… r_DynTexAtlasSpritesMaxSize = 16/16/32/32
… r_DynTexMaxSize = 50/60/80/80
… r_EnvCMResolution = 0/1/2/2
… r_EnvTexResolution = 1/2/3/3
… r_ImposterRatio = 2/1.5/1/1
… r_TexAtlasSize = 512/2048/2048/2048
… r_TexBumpResolution = 0/0/0/0
… r_TexResolution = 0/0/0/0
… r_TexSkyResolution = 1/0/0/0
… r_TexturesStreaming = 2/2/2/2
… r_VegetationSpritesTexRes = 64/64/64/64

variable: sys_spec_volumetriceffects
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_volumetriceffects [1/2/3/x]:
… e_Clouds = 1/1/1/1
… r_Beams = 3/3/3/3
… r_BeamsDistFactor = 0.5/0.5/0.05/0.05
… r_BeamsMaxSlices = 32/64/200/200
… r_CloudsUpdateAlways = 0/0/0/0

variable: sys_spec_water
type: int
current: 3
help: Console variable group to apply settings to multiple variables

sys_spec_water [1/2/3/x]:
… e_WaterOceanFFT = 0/0/1/1
… e_WaterTesselationAmount = 6/7/10/10
… e_WaterTesselationSwathWidth = 10/10/10/10
… q_ShaderWater = 1/2/2/2
… r_WaterReflections = 1/1/1/1
… r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05
… r_WaterReflectionsQuality = 1/2/4/4
… r_WaterUpdateDistance = 1/1/0.2/0.2
… r_WaterUpdateFactor = 0.1/0.05/0.05/0.05

variable: sys_SSInfo
type: int
current: 0
help: Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
Default is 0 (off)

variable: sys_streaming_CPU
type: int
current: 1
help: Specifies the physical CPU file IO thread run on

variable: sys_streaming_debug
type: int
current: 0
help: Enable streaming debug information
0=off
1=Streaming Stats
2=File IO
3=Request Order
4=Write to Log
5=Stats per extension
6=Xenon file cache info

variable: sys_streaming_debug_filter
type: int
current: 0
help: Set streaming debug information filter.
0=all
1=Texture
2=Geometry
3=Terrain
4=Animation
5=Music
6=Sound
7=Shader

variable: sys_streaming_debug_filter_file_name
type: string
current:
help: Set streaming debug information filter

variable: sys_streaming_debug_filter_min_time
type: float
current: 0
help: Show only slow items.

variable: sys_streaming_max_bandwidth
type: float
current: 0
help: Enables capping of max streaming bandwidth in MB/s

variable: sys_streaming_max_finalize_per_frame
type: int
current: 0
help: Maximum stream finalizing calls per frame to reduce the CPU impact on main thread (0 to disable)

variable: sys_streaming_memory_budget
type: int
current: 10
help: Temp memory streaming system can use in MB

variable: sys_streaming_requests_grouping_time_period
type: int
current: 2
help: Streaming requests are grouped by request time and then sorted by disk offset

variable: sys_streaming_resetstats
type: int
current: 0
help: Reset all the streaming stats

variable: sys_streaming_use_optical_drive_thread
type: int
current: 1
help: Allow usage of an extra optical drive thread for faster streaming from 2 medias

variable: sys_TaskThread0_CPU
type: int
current: 3
help: Specifies the physical CPU index taskthread0 will run on

variable: sys_TaskThread1_CPU
type: int
current: 5
help: Specifies the physical CPU index taskthread1 will run on

variable: sys_trackview
type: int
current: 1
help: Enables TrackView Update

variable: sys_update_profile_time
type: float
current: 1
help: Time to keep updates timings history for.

variable: sys_usePlatformSavingAPI
type: int
current: 1
help: Use the platform APIs for saving and loading (complies with TRCs, but allocates lots of memory)

variable: sys_usePlatformSavingAPIEncryption
type: int
current: 1
help: Use encryption cipher when using the platform APIs for saving and loading

variable: sys_user_folder
type: string
current: Crysis2
help: Specifies the user folder where output data is stored

variable: sys_vtune
type: int
current: 0
help:

variable: sys_warnings
type: int
current: 0
help: Toggles printing system warnings.
Usage: sys_warnings [0/1]
Default is 0 (off).

variable: sys_WER
type: int
current: 0
help: Enables Windows Error Reporting

variable: sys_xenonAsserts
type: int
current: 0
help: Enable 360 system message box for asserts

variable: t_Debug
type: int
current: 0
help: Timer debug

variable: t_FixedStep
type: float
current: 0
help: Game updated with this fixed frame time
0=off, number specifies the frame time in seconds
e.g. 0.033333(30 fps), 0.1(10 fps), 0.01(100 fps)

variable: t_MaxStep
type: float
current: 0.25
help: Game systems clamped to this frame time

variable: t_Scale
type: float
current: 1
help: Game time scaled by this – for variable slow motion

variable: t_Smoothing
type: int
current: 1
help: time smoothing
0=off, 1=on

variable: tracer_player_radiusSqr
type: float
current: 400
help: Sqr Distance around player at which to start decelerate/acelerate tracer speed.

variable: v_altitudeLimit
type: float
current: 600
help: Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.

variable: v_autoDisable
type: int
current: 1
help: Enables/disables vehicle autodisabling

variable: v_debug_flip_over
type: int
current: 0
help: flip over the current vehicle that the player is driving

variable: v_debug_mem
type: int
current: 0
help: display memory statistic for vehicles

variable: v_debugCollisionDamage
type: int
current: 0
help: Enable debug output for vehicle collisions

variable: v_debugdraw DUMPTODISK
type: int
current: 0
help: 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

variable: v_debugMountedWeapon
type: int
current: 0
help: Enable/disable vehicle mounted weapon camera debug draw

variable: v_debugMovement
type: int
current: 0
help: Cheat mode, freeze the vehicle and activate debug movement

variable: v_debugMovementMoveVertically
type: float
current: 0
help: Add this value to the vertical position of the vehicle

variable: v_debugMovementSensitivity
type: float
current: 30
help: if v_debugMovement is set you can rotate the vehicle, this controls the speed

variable: v_debugMovementX
type: float
current: 0
help: Add this rotation to the x axis

variable: v_debugMovementY
type: float
current: 0
help: Add this rotation to the y axis

variable: v_debugMovementZ
type: float
current: 0
help: Add this rotation to the z axis

variable: v_debugSounds
type: int
current: 0
help: Enable/disable vehicle sound debug drawing

variable: v_debugVehicle
type: string
current:
help: Vehicle entity name to use for debugging output

variable: v_debugView DUMPTODISK
type: int
current: 0
help: Activate a 360 degree rotating third person camera instead of the camera usually available on the vehicle class

variable: v_debugViewAbove DUMPTODISK
type: int
current: 0
help: Debug camera, looking down on vehicle

variable: v_debugViewAboveH DUMPTODISK
type: float
current: 10
help: Debug camera, looking down on vehicle, height

variable: v_debugViewDetach DUMPTODISK
type: int
current: 0
help: Freeze vehicle camera position, (1) fixed rotation, (2) track the vehicle

variable: v_disable_hull
type: int
current: 0
help: Disable hull proxies

variable: v_disableEntry
type: int
current: 0
help: Don’t allow players to enter vehicles

variable: v_draw_components DUMPTODISK
type: int
current: 0
help: Enables/disables display of components and their damage count

variable: v_draw_helpers
type: int
current: 0
help: Enables/disables display of vehicle helpers

variable: v_draw_passengers
type: int
current: 0
help: draw passenger TMs set by VehicleSeat

variable: v_draw_seats
type: int
current: 0
help: Enables/disables display of seat positions

variable: v_draw_slip DUMPTODISK
type: int
current: 0
help: Draw wheel slip status

variable: v_draw_suspension DUMPTODISK
type: int
current: 0
help: Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled

variable: v_draw_tm
type: int
current: 0
help: Enables/disables drawing of local part matrices

variable: v_driverControlledMountedGuns
type: int
current: 1
help: Specifies if the driver can control the vehicles mounted gun when driving without gunner.

variable: v_dumpFriction
type: int
current: 0
help: Dump vehicle friction status

variable: v_goliathMode
type: int
current: 0
help: Makes all vehicles invincible

variable: v_help_tank_steering
type: int
current: 0
help: Enable tank steering help for AI

variable: v_independentMountedGuns
type: int
current: 1
help: Whether mounted gunners operate their turret independently from the parent vehicle

variable: v_invertPitchControl DUMPTODISK
type: int
current: 0
help: Invert the pitch control for driving some vehicles, including the helicopter and the vtol

variable: v_lights
type: int
current: 2
help: Controls vehicle lights.
0: disable all lights
1: enable lights only for local player
2: enable all lights

variable: v_lights_enable_always
type: int
current: 0
help: Vehicle lights are always on (debugging)

variable: v_pa_surface
type: int
current: 1
help: Enables/disables vehicle surface particles

variable: v_profileMovement
type: int
current: 0
help: Used to enable profiling of the current vehicle movement (1 to enable)

variable: v_ragdollPassengers
type: int
current: 0
help: Forces vehicle passenger to detach and ragdoll when they die inside of a vehicle

variable: v_rockBoats
type: int
current: 1
help: Enable/disable boats idle rocking

variable: v_set_passenger_tm
type: int
current: 1
help: enable/disable passenger entity tm update

variable: v_show_all
type: int
current: 0
help:

variable: v_slipFrictionModFront
type: float
current: 0
help: if non-zero, used as slip friction modifier (front wheels)

variable: v_slipFrictionModRear
type: float
current: 0
help: if non-zero, used as slip friction modifier (rear wheels)

variable: v_slipSlopeFront
type: float
current: 0
help: coefficient for slip friction slope calculation (front wheels)

variable: v_slipSlopeRear
type: float
current: 0
help: coefficient for slip friction slope calculation (rear wheels)

variable: v_sprintSpeed
type: float
current: 0
help: Set speed for acceleration measuring

variable: v_stabilizeVTOL DUMPTODISK
type: float
current: 0.35
help: Specifies if the air movements should automatically stabilize

variable: v_transitionAnimations
type: int
current: 1
help: Enables enter/exit transition animations for vehicles

variable: v_treadUpdateTime
type: float
current: 0
help: delta time for tread UV update, 0 means always update

variable: v_vehicle_quality
type: int
current: 4
help: Geometry/Physics quality (1-lowspec, 4-highspec)

variable: v_wind_minspeed
type: float
current: 0
help: If non-zero, vehicle wind areas always set wind >= specified value

variable: vehicle_acceleration_curve
type: float
current: 2.5
help: Analogue controller vehicle acceleration curve

variable: vehicle_acceleration_curve_scale
type: float
current: 1
help: Analogue controller vehicle acceleration curve scale

variable: vehicle_deceleration_curve
type: float
current: 2.5
help: Analogue controller vehicle deceleration curve

variable: vehicle_deceleration_curve_scale
type: float
current: 1
help: Analogue controller vehicle steering deceleration scale

variable: vehicle_steering_curve
type: float
current: 2.5
help: Analogue controller vehicle steering curve

variable: vehicle_steering_curve_scale
type: float
current: 1
help: Analogue controller vehicle steering curve scale

variable: visual_spawn_team_A
type: string
current: Grunt
help: default actor class to consider as teamA (friendlies) when debugging spawning visually

variable: visual_spawn_team_B
type: string
current: Pinger
help: default actor class to consider as teamB (enemies) when debugging spawning visually

variable: VisualConsole
type: int
current: 0
help: writes console to screen

variable: VisualConsoleSubStr
type: string
current:
help: writes console to screen if it matches substr

variable: watch_enabled
type: int
current: 1
help: On-screen watch text is enabled/disabled

variable: watch_text_render_fxscale
type: float
current: 13
help: Draw2d label to IFFont x scale value (for calcing sizes).

variable: watch_text_render_lineSpacing
type: float
current: 9.3
help: On-screen watch text line spacing (to cram more text on screen without shrinking the font)

variable: watch_text_render_size
type: float
current: 1.75
help: On-screen watch text render size

variable: watch_text_render_start_pos_x
type: float
current: 35
help: On-screen watch text render start x position

variable: watch_text_render_start_pos_y
type: float
current: 180
help: On-screen watch text render start y position

[ 本帖最后由 android88 于 2011-3-6 14:31 编辑 ]
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沙发
发表于 2011-3-6 14:21:09 |只看该作者
自己顶

补充一句,那个XBOX360模式(在system.cfg下添加sys_spec=5)默认锁定在1280*720与30帧,

可以通过在system.cfg下添加:

sys_maxfps=你想要的帧数

比如可以输入一个足够大的数字(sys_maxfps=200)把30帧限制去掉

或是限制在你想要的一个数字。个人比较适应于sys_maxfps=45

另外X360模式下分辨率修改过后重启游戏又会恢复到1280*720,

可以通过在system.cfg下添加:

r_Width=水平像素数
r_Height=垂直像素数

来替代X360模式的分辨率,这样就不用每次进入X360模式都要修改分辨率了~

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板凳
发表于 2011-3-6 14:38:59 |只看该作者
请问楼主,无限纳米催化剂是哪个??????????????????

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地板
发表于 2011-3-6 14:40:56 |只看该作者

回复 #3 redcar98 的帖子

variable: g_infiniteSuitEnergy
type: int
current: 0
help: Infinite nanosuit energy!(无限纳米能量)

是这个吗?没测试过~

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5#
发表于 2011-3-6 14:45:39 |只看该作者
不是,是纳米服装可以升级的那个,1出来才200块钱,就是类似钱的那个,英文名 nano CATALYST
的那个东东,有了就可以升级各种功能的那个
所有修改器都是大骗子,都不能用

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6#
发表于 2011-3-6 16:15:15 |只看该作者
sys_maxfps也是好用的命令,但最好设为和你的显示器刷新率相同,否则显示器不好也看不出高帧速的画面快感
比如普通LED液晶显示器刷新率60Hz,就键入sys_maxfps=60
好点的液晶显示器75Hz
sys_maxfps=75
最好的娱乐型或专业制图液晶高显分辨率也有120Hz 1920x1200 pixel
sys_maxfps=120
通常此时才有高速的快感
一般都是最快75-85fps的效果

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活跃勋章白金会员勋章人气勋章·初级

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7#
发表于 2011-3-6 17:19:57 |只看该作者
不错,值得参考。。。。。。。。。。

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8#
发表于 2011-3-6 19:03:07 |只看该作者

回复 #7 XZZidol 的帖子

  孤岛1的画面实在是令人乍舌啊 ,其实俺的配置跟你的一号机差不多,平时也不开360模式,画面用advance也挺流畅的。

俺比较讲究fps游戏帧数的稳定,因为在高速战斗中,浮动帧数会导致准星运动不匀速而导致不能第一时间瞄准目标(比如这一秒看着近景或地面,帧数超60,下一秒直接瞄准从远景出现的敌人,帧数瞬间降到30,这时很有可能准星会跑过头)

发烧级配置请无视这句话[大汗] [大汗]  

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9#
发表于 2011-3-6 19:17:45 |只看该作者

回复 #9 android88 的帖子

简单,那就sys_maxfps=32 也可以接液晶电视玩,如果尺寸小物理分辨率更低的,用Advanced后,光线、细节、背光阴影照明转到电视上看完美无瑕了

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10#
发表于 2011-3-6 20:01:33 |只看该作者
怎么开垂直同步,画面撕的我头晕!!!!!!!!!!!

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11#
发表于 2011-3-6 20:26:31 |只看该作者

回复 #11 big-eblis 的帖子

variable: r_VSync DUMPTODISK, RESTRICTEDMODE
type: int
current: 2
help: Toggles vertical sync.
0: Disabled
1: Enabled
2: Enabled, use asynchronous swaps on X360

在控制台输入 r_VSync 1或2就行了

或者在system.cfg里添加r_VSync=1或2

如果是多人demo,游戏里貌似有这个选项

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12#
发表于 2011-3-6 21:05:18 |只看该作者

回复 #12 android88 的帖子

开Vsync 后面磁盘转存、内部模式什么意思? 那会直接慢死
垂直同步后帧缓存数据不三重缓冲到显存里不可能Vsync


最好别用2的 X360模式的非同步切换,Xbox360游戏里画面依然撕得厉害,不用PC的垂直同步方式,是因为完美消灭撕裂的垂直同步会消耗显存带宽和容量,所以Xbox360只能略微减少一点撕裂情况,画面实际没什么改善


PC显卡直接用r_VSync  1就行了,不要选2

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13#
发表于 2011-3-6 21:09:27 |只看该作者
原帖由 android88 于 2011-3-6 20:26 发表
variable: r_VSync DUMPTODISK, RESTRICTEDMODE
type: int
current: 2
help: Toggles vertical sync.
0: Disabled
1: Enabled
2: Enabled, use asynchronous swaps on X360

在控制台输入 r_VSync 1或2就行了

或者 ...


多谢,等下试试看

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14#
发表于 2011-3-7 05:44:14 |只看该作者
r_motionblurshutterspeed=0去掉头晕效应,r_depthoffield=1去掉模糊感。
终于换装备了。庆祝。

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15#
发表于 2011-3-7 06:06:14 |只看该作者
多谢楼主分享。

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活跃勋章白金会员勋章人气勋章·初级

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16#
发表于 2011-3-7 10:24:57 |只看该作者
有几个确实方便。。。。。。。

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17#
发表于 2011-3-7 14:27:38 |只看该作者
很多啊。。。

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游侠UNI宣传部【组员】

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18#
发表于 2011-3-7 15:17:45 |只看该作者
好帖。

收藏 了`~~~~
~~~

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19#
发表于 2011-3-11 16:24:18 |只看该作者
支持一下.....................

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20#
发表于 2011-4-4 21:25:38 |只看该作者
能汉化下吗。。。。。。。。。。。。。。。。。。。。。。。。。。。。。

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