· 7 years ago · Dec 08, 2018, 04:06 AM
1* ac_ColliderModeAI: 0 Force override collider mode for all AI. 0x10000000
2* ac_ColliderModePlayer: 0 Force override collider mode for all players. 0x10000000
3* ac_debugAnimEffects: 0 Print log messages when anim events spawn effects. 0x10000000
4* ac_debugAnimTarget: 0 Display debug history graphs of anim target correction. 0x10000000
5* ac_debugColliderMode: 0 Display filtered and requested collider modes. 0x10000000
6* ac_debugEntityParams: 0 Display entity params graphs 0x10000000
7* ac_DebugFilter: 0 Debug specified entity name only. 0x10000000
8* ac_debugLocations: 0 Debug render entity location. 0x10000000
9* ac_debugLocationsGraphs: 0 Display debug history graphs of entity locations and movement. 0x10000000
10* ac_debugMotionParams: 0 Display graph of motion parameters. 0x10000000
11* ac_debugMovementControlMethods: 0 Display movement control methods. 0x10000000
12* ac_debugSlopes: 0 Debug render entity ground slope result. 0x10000000
13* ac_debugText: 0 Display entity/animation location/movement values, etc. 0x10000000
14* ac_debugXXXValues: 0 Display some values temporarily hooked into temp history graphs. 0x10000000
15* ac_enableExtraSolidCollider: 0 Enable extra solid collider (for non-pushable characters). 0x10000000
16* ac_entityAnimClamp: 1 Forces the entity movement to be limited by animation. 0x10000000
17* ac_forceSimpleMovement: 0 Force enable simplified movement (not visible, dedicated server, etc). 0x10000000
18* ac_frametime: 0 Display a graph of the frametime. 0x10000000
19* ac_movementControlMethodFilter: 0 Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this). 0x10000000
20* ac_movementControlMethodHor: 0 Overrides the horizontal movement control method specified by AG (overrides filter). 0x10000000
21* ac_movementControlMethodVer: 0 Overrides the vertical movement control method specified by AG (overrides filter). 0x10000000
22* ac_templateMCMs: 1 Use MCMs from AG state templates instead of AG state headers. 0x10000000
23* ac_useMovementPrediction: 1 When using animation driven motion sample animation for the root one frame ahead to take into account 1 frame of physics delay 0x10000000
24* ai.FlightPathFinder.DebugDraw: 0 0x10000000
25* ai.FlightPathFinder.TimeHorizon: 6.000000 0x10000000
26* ai.FlightPathFinder.TotalNumberOfIterationsBeforeFailing: 128 0x10000000
27* ai_ActivitySchedulerDebugDraw: 0 Shows debug information about the Activity Scheduler. 0x10000000
28* ai_BallisticPredictionThreadJobs: 4 Maximum number of threads that could work on ballistic predictions.
29 0x10000000
30* ai_BallisticPredictionUseMT: 1 Enables ballistic predictions requests on multiple threads.
31 0x10000000
32* ai_BubblesSystem: 1 Enables/disables bubble notifier. 0x10000000
33* ai_BubblesSystemAlertnessFilter: 3 Specifies the type of messages you want to receive:
340 - none
351 - Only logs in the console
362 - Only bubbles
373 - Logs and bubbles
384 - Only blocking popups
395 - Blocking popups and logs
406 - Blocking popups and bubbles
417 - All notifications 0x10000000
42* ai_BubblesSystemDecayTime: 15.000000 Specifies the decay time for the bubbles drawn on screen. 0x10000000
43* ai_BubblesSystemFontSize: 45.000000 Font size for the BubblesSystem. 0x10000000
44* ai_BubblesSystemUseDepthTest: 0 Specifies if the BubblesSystem should use the depth test to show the messages inside the 3D world. 0x10000000
45* ai_BubbleSystemAllowPrototypeDialogBubbles: 0 Enabling the visualization of the bubbles created to prototype AI dialogs 0x10000000
46* ai_buddy.debugDraw: 0 Debug draw for Buddy AI ( 0 / 1 ). 0x10000000
47* ai_buddy.movementDistanceOnLeaderForFollowRequest: 1.000000 Minimum movement distance from leader before starting to follow him after a stop. 0x10000000
48* ai_buddy.sideAngleThreshold: 15.000000 Threshold angle used when changing sides. 0x10000000
49* ai_buddy.sideOffsetAngle: 25.000000 Angle for the side offset position ( 0 - 90 ). 0x10000000
50* ai_buddy.sideOffsetMagnitude: 6.000000 Distance from leader to follower position. 0x10000000
51* ai_CollisionAvoidanceAdjustVelocitiesToNavigationMesh: 2 1 = clamp speed resulting from ORCA to navigation mesh; 2 = also adjust avoidance velocity back towards desired velocity whesn clamping (imperfect avoidance but less slowing down) 0x10000000
52* ai_CollisionAvoidanceAgentExtraFat: 0.025000 Extra radius to use in Collision Avoidance calculations as a buffer. 0x10000000
53* ai_CollisionAvoidanceAgentTimeHorizon: 2.000000 Time horizon used to calculate an agent's collision free velocity against other agents. 0x10000000
54* ai_CollisionAvoidanceEnableRadiusIncrement: 1 Enable/disable agents adding an increment to their collision avoidance radius when moving. 0x10000000
55* ai_CollisionAvoidanceMinSpeed: 0.200000 Minimum speed allowed to be used by ORCA. 0x10000000
56* ai_CollisionAvoidanceObstacleTimeHorizon: 5.000000 Time horizon used to calculate an agent's collision free velocity against static obstacles. 0x10000000
57* ai_CollisionAvoidancePathEndCutoffRange: 0.500000 Distance from its current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent. 0x10000000
58* ai_CollisionAvoidanceRadiusIncrementDecreaseRate: 2.000000 Decrease rate of the collision avoidance radius increment. 0x10000000
59* ai_CollisionAvoidanceRadiusIncrementIncreaseRate: 0.250000 Increase rate of the collision avoidance radius increment. 0x10000000
60* ai_CollisionAvoidanceRange: 10.000000 Range for collision avoidance. 0x10000000
61* ai_CollisionAvoidanceSmartObjectCutoffRange: 1.000000 Distance from its next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent. 0x10000000
62* ai_CollisionAvoidanceTargetCutoffRange: 3.000000 Distance from its current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent. 0x10000000
63* ai_CollisionAvoidanceTimestep: 0.100000 TimeStep used to calculate an agent's collision free velocity. 0x10000000
64* ai_CollisionAvoidanceUpdateVelocities: 1 Enable/disable agents updating their velocities after processing collision avoidance. 0x10000000
65* ai_communication.DebugContextualResponse: 0 Used for debugging contextual response system.
660 - Off
671 - On screen debug draw
682 - Output query results to log
693 - Continuously sends a concept to the player
70 0x10000000
71* ai_communication.DebugDrawCommunication: 0 Displays communication debug information.
72Usage: ai_communication.DebugDrawCommunication [0/1/2]
73 0 - disabled. (default).
74 1 - draw playing and queued comms.
75 2 - draw debug history for each entity. 0x10000000
76* ai_communication.DebugDrawCommunicationHistoryDepth: 5 Tweaks how many historical entries are displayed per entity.
77Usage: ai_communication.DebugDrawCommunicationHistoryDepth [depth] 0x10000000
78* ai_communication.LogVerbosity: 0 Log verbosity for communications (0 = Off, 1 = Played lines, 2 = Everything) 0x10000000
79* ai_communication.RecordStats: 0 Turns on/off recording of communication stats to a log. 0x10000000
80* ai_ConversationComponentDebugDraw: 0 Draw debug information to the screen regarding the conversation component. 0x10000000
81* ai_cover.pushoutDistance: 0.400000 Distance to push the player back from cover (to prevent clipping and collision with weapons) 0x10000000
82* ai_coverMaxDistanceFromAttentionTargetToUsePrediction: 1.000000 Maximum distance of target entity from attention target perceived position in order to use movement prediction.
83 0x10000000
84* ai_CoverMaxEyeCount: 2 Max numbers of observers to consider when selecting cover.
85Usage: ai_CoverMaxEyeCount <x>
86 0x10000000
87* ai_CoverSpacing: 0.500000 Minimum spacing between agents when choosing cover.
88Usage: g_CoverSpacing <x>
89x - Spacing width in meters
90 0x10000000
91* ai_CoverSystemBlacklistTime: 10.000000 Time in seconds while the cover is blacklisted if it was compromised.
92Usage: ai_CoverSystemBlacklistTime x
93Default x is 10.0
94x - Time in seconds
95 0x10000000
96* ai_CoverSystemPredictTargetPositionAtTime: 0.300000 Enables simple cover system target location prediction.
97Usage: ai_CoverSystemPredictTargetPositionAtTime x
98Default x is 0.0 (off)
99x - how many seconds to look ahead
100 0x10000000
101* ai_DebugCollisionAvoidanceForceSpeed: 0.000000 Force agents velocity to its current direction times the specified value. 0x10000000
102* ai_DebugDrawAIPathManager: 0 Enables the debug drawing of the AIPath stored in the AIPathManager. 0x10000000
103* ai_DebugDrawAudioMap: 0 Toggles the debug drawing of the AI AudioMap 0x10000000
104* ai_DebugDrawAudioMapEventRadius: 0 Shows the radius of the audio events as spheres centered around the source position. 0x10000000
105* ai_DebugDrawAudioMapEventRadiusTime: 2.000000 How many seconds the audio event sphere drawing will persist. 0x10000000
106* ai_DebugDrawAudioMapStats: 0 Enables the debug drawing of the AI AudioMap to show stats information. 0x10000000
107* ai_DebugDrawCollisionAvoidance: 0 Enable debugging obstacle avoidance system. 0x10000000
108* ai_DebugDrawCollisionAvoidanceAgentName: Name of the agent to draw collision avoidance data for. 0x10000000
109* ai_DebugDrawCover: 0 Displays cover debug information.
110Usage: ai_DebugDrawCover [0/1/2]
111Default is 0 (off)
1120 - off
1131 - currently being used
1142 - all in 50m range (slow)
115 0x10000000
116* ai_DebugDrawCover_MaximumHeightLowCover: 1.500000 Maximum height for low cover - used only for debug draw.
117 0x10000000
118* ai_DebugDrawCover_MinimumHeightLowCover: 1.150000 Minimum height for low cover - used only for debug draw.
119 0x10000000
120* ai_DebugDrawCoverCompromiseTests: 0 Renders raycast for checking compromised covers. 0x10000000
121* ai_DebugDrawCoverLocations: 0 Displays cover locations.
122Usage: ai_DebugDrawCoverLocations [0/1]
123Default is 0 (off)
124 0x10000000
125* ai_DebugDrawCoverMoveEnterTransitions: 0 Displays move into cover animations offsets. 1=draw offsets for successful set (regular or short), 2=draw offsets for regular set (whether it succeeded or not) 0x10000000
126* ai_DebugDrawCoverMoveExitTransitions: 0 Displays move out of cover animations offsets. 1=draw offsets for successful set (regular or short), 2=draw offsets for regular set (whether it succeeded or not) 0x10000000
127* ai_DebugDrawCoverOccupancy: 0 Renders red balls at the location of occupied cover.
128Usage: ai_DebugDrawCoverOccupancy [0/1]
129Default is 0 (off)
1300 - off
1311 - render red balls at the location of occupied cover
132 0x10000000
133* ai_DebugDrawCoverPlanes: 0 Displays cover planes.
134Usage: ai_DebugDrawCoverPlanes [0/1]
135Default is 0 (off)
136 0x10000000
137* ai_DebugDrawCoverSampler: 0 Displays cover sampler debug rendering.
138Usage: ai_DebugDrawCoverSampler [0/1/2/3]
139Default is 0 (off)
1400 - off
1411 - display floor sampling
1422 - display surface sampling
1433 - display both
144 0x10000000
145* ai_DebugDrawCoverSystemValidation: 0 This is the main variable to enable/disable on screen information to validate the cover system. 0x10000000
146* ai_DebugDrawCoverUsers: 0 Debug draw cover users.
147Usage: ai_DebugDrawCoverUsers [0/1]
148Default is 0 (off)
1490 - off
1501 - on
151 0x10000000
152* ai_DebugDrawDynamicCoverSampler: 0 Displays dynamic cover sampler debug rendering.
153Usage: ai_DebugDrawDynamicCoverSampler [0/1]
154Default is 0 (off)
1550 - off
1561 - on
157 0x10000000
158* ai_debugDrawFlightPath: 0 Enable debug drawing of Ship NavPath. 0x10000000
159* ai_DebugDrawLargeObjectsVisionMap: 0 Enables the debug drawing of the AI Large Objects VisionMap.
160 0x10000000
161* ai_DebugDrawNavSplines: 0 Enables the debug drawing of the NavSplines. 0x10000000
162* ai_DebugDrawNavSplinesDistance: 20000 Distance in which to debug draw nav splines. 0x10000000
163* ai_DebugDrawNavSplinesFwd: 0 Enables the debug drawing of the NavSpline's forward vector. 0x10000000
164* ai_DebugDrawNavSplinesUp: 0 Enables the debug drawing of the NavSpline's up vector. 0x10000000
165* ai_DebugDrawPlayerEnemyKnowledge: 0 Toggles debug drawing of the AIs knowledge of the player.
166 0x10000000
167* ai_DebugDrawSequences: 0 [0-1] Display active sequence nodes for entities 0x10000000
168* ai_debugDrawShipTrails: 0 Enable debug drawing of Ship Trails. 0x10000000
169* ai_debugDrawShipTrailsTime: 2.000000 Time to display Ship Trails. 0x10000000
170* ai_debugDrawSkills: 0 Enable debug drawing of AI Skills. 0x10000000
171* ai_DebugDrawSkillsCatagoryFilter: Filters AI Skills by Category name, will display Category and underlying children. 0x10000000
172* ai_DebugDrawSkillsDistance: 100 Distance at which AI Skills debug drawing is visible. 0x10000000
173* ai_DebugDrawSkillsFilter: Filters AI Skills by name. 0x10000000
174* ai_DebugDrawVisionMap: 0 Toggles the debug drawing of the AI VisionMap. 0x10000000
175* ai_DebugDrawVisionMapObservables: 1 Enables the debug drawing of the AI VisionMap to show the location/stats of the observables. 0x10000000
176* ai_DebugDrawVisionMapObservers: 1 Enables the debug drawing of the AI VisionMap to show the location/stats of the observers.
177 0x10000000
178* ai_DebugDrawVisionMapObserversFOV: 0 Enables the debug drawing of the AI VisionMap to draw representations of the observers FOV.
179 0x10000000
180* ai_DebugDrawVisionMapStats: 0 Enables the debug drawing of the AI VisionMap to show stats information. 0x10000000
181* ai_DebugDrawVisionMapVisibilityChecks: 1 Enables the debug drawing of the AI VisionMap to show the status of the visibility checks. 0x10000000
182* ai_DebugGlobalPerceptionScale: 0 Draws global perception scale multipliers on screen 0x10000000
183* ai_DebugRangeSignaling: 0 Enable Range Signaling Debug Screen 0x10000000
184* ai_DebugSignalTimers: 0 Enable Signal Timers Debug Screen 0x10000000
185* ai_DebugTacticalPoints: 0 Display debugging information on tactical point selection system 0x10000000
186* ai_DebugTacticalPointsBlocked: 0 Highlight with red spheres any points blocked by generation phase, e.g. occupied points 0x10000000
187* ai_EnableAISelectionTreePedanticLog: 0 0x10000000
188* ai_EnableCollisionAvoidance: 1 Enable obstacle avoidance system. 0x10000000
189* ai_EnableShipSpeedCorrectionForAvoidance: 0 If 1 the steering aspect will correct the requested speed proportionally to the angle between current and goal direction. 0x10000000
190* ai_FilterCIGAIDebugDrawbyAgentName: Some of the CIG AI System debug draw can filter the debug draw on screen based on this variable.
191Usage: ai_FilterCIGAIDebugDrawbyAgentName name
192Default is none
193 0x10000000
194* ai_FilterCIGAIDebugDrawDistance: 100.000000 Debug draw distance filter. 0x10000000
195* ai_FlowNodeAlertnessCheck: 1 Enable the alertness check in AI flownodes 0x10000000
196* ai_GameTimeDebugDraw: 0 Shows debug information about the Game Time Simulation. 0x10000000
197* ai_grenade.debugDrawPrediction: 0 Calculate ideal throw velocity from animation 0x10000000
198* ai_grenade.underhandMaxAngleDegrees: 60.000000 Max vertical angle to use for underhand grenade throw (tend to look silly if we allow too much vertical on short throws) 0x10000000
199* ai_grenade.underhandMaxDist: 10.000000 Max distance to use underhand grenade throw before switching to overhand 0x10000000
200* ai_hearingParams.distanceEffectForBulletRain: 2.500000 Distance to bullet that will affect bullet rain 0x10000000
201* ai_hearingParams.numBulletsForBulletRainEffect: 5 Number of bullets that trigger bullet rain effect 0x10000000
202* ai_hearingParams.timeEffectForBulletRain: 0.400000 How long the bullet will keep the effect 0x10000000
203* ai_IncreaseShipAvoidCollisionTimeWhenAfterBurner: 0 If 1 and the afterburner is enabled The AvoidCollisionTime will be increased proportionally to the gain in speed. 0x10000000
204* ai_IntersectionTesterQuota: 12 Amount of deferred intersection tests allowed to be cast per frame. 0x10000000
205* ai_MinDistanceToCustomPath: 0.500000 Minimum distance a character needs to be at to directly use a designer designed path instead of first pathfind to the closest position on the path. 0x10000000
206* ai_miniMap.enable: 0 Show mini map 0x10000000
207* ai_miniMap.scale: 6.000000 Scale of the mini-map 0x10000000
208* ai_miniMap.size: 30.000000 Distance from center of the mini map to one of the side 0x10000000
209* ai_miniMap.useClientOrientation: 0 Mini map should rotate based of client orientation 0x10000000
210* ai_MNMDebugAccessibility: 0 [0-1] Display navigation reachable areas in blue and not reachable areas in red 0x10000000
211* ai_MNMDebugDrawDistance: 75.000000 Maximum distance for drawing navigation mesh triangles. 0x10000000
212* ai_MNMDebugDrawNavigation: 0 Displays the navigation debug information.
213Usage: ai_MNMDebugDrawNavigation [0/1]
214Default is 0 (off)
2150 - off
2161 - triangles and contour
2172 - triangles, mesh and contours
2183 - triangles, mesh contours and external links
2194 - triangles, mesh contours, external links and triangle IDs
2205 - triangles, mesh contours, external links and island IDs
2216 - bounding volumes and exclusion areas
222 0x10000000
223* ai_MNMDebugDrawNavigationWorldMonitor: 0 Enables displaying bounding boxes for world changes.
224Usage: ai_MNMDebugDrawNavigationWorldMonitor [0/1]
225Default is 0 (off)
2260 - off
2271 - on
228 0x10000000
229* ai_MNMDebugDrawOffMeshNavigation: 0 [0-1] Display off mesh navigation infos. 0x10000000
230* ai_MNMDebugLocatorName: MNMDebugLocator
231 0x10000000
232* ai_MNMEnableRuntimeRegeneration: 1 [0-1] Enables/disabled the runtime regeneration of the navigation mesh. Default is 1 (on) 0x10000000
233* ai_MNMIslandConnectionsSystemProfileMemory: 0 Enables/Disables the memory profile for the island connections system. 0x10000000
234* ai_MovementSystemDebugDraw: 0 Draw debug information to the screen regarding the movement system. 0x10000000
235* ai_MovementTeleportOnFailure: 0 Teleport AI characters when the move is failing to find a path. 0x10000000
236* ai_navigation.pathFollower.timeToPerformStopMovement: 0.500000 0x10000000
237* ai_NavigationSystemGenerationThreadJobs: 2 Number of tile generation jobs per thread per frame.
238Usage: ai_NavigationSystemGenerationThreadJobs [1+]
239Default is 2. The value is still capped to half the amount of worker thread in the job system (and minimum value is 1)
240 0x10000000
241* ai_NavigationSystemMT: 1 Enables navigation information updates on a separate thread.
242Usage: ai_NavigationSystemMT [0/1]
243Default is 1 (on)
2440 - off
2451 - on
246 0x10000000
247* ai_NavigationSystemUpdateWhileEditorBackground: 1 [0-1] Enable/Disable editor background update of the navigation meshes 0x10000000
248* ai_NavSplineResolutionModifier: 0.000300 Change resolution modifier for drawing navSplines 0x10000000
249* ai_NetworkDebug: 0 Toggles the AI network debug.
250Usage: ai_NetworkDebug [0/1]
251Default is 0 (off). ai_NetworkDebug is used to direct DebugDraw information
252from the server to the client. 0x10000000
253* ai_PathFinderAdjacentTriangleNormalDifference: 15.000000 Max difference angle (in degrees) between adjacent triangle normals.A new point will be added to path on edge between adjacent triangles if the difference is bigger. 0x10000000
254* ai_PathfinderAvoidanceCostForGroupMates: 2 Cost used in the heuristic calculation for the avoidance of the group mates's positions. 0x10000000
255* ai_PathfinderBeautifyPath: 1 Toggles AI optimisation of the generated path.
256Usage: ai_PathfinderBeautifyPath [0/1]
257Default is 1 (on). Optimisation is on by default. Set to 0 to
258disable path optimisation (AI uses non-optimised path). 0x10000000
259* ai_PathfinderConcurrentRequests: 4 Defines the amount of concurrent pathfinder requests that can be served at the same time. 0x10000000
260* ai_PathfinderDangerCostForAttentionTarget: 5 Cost used in the heuristic calculation for the danger created by the attention target position. 0x10000000
261* ai_PathfinderDangerCostForExplosives: 2 Cost used in the heuristic calculation for the danger created by the position of explosive objects. 0x10000000
262* ai_PathFinderDebug: 0 [0-1] Enable/Disable debug draw statistics on pathfinder load 0x10000000
263* ai_PathfinderDebugFunnelPathConstruction: 0 Debug Funnel algorithm construction.
264Usage: ai_PathfinderDebugFunnelPathConstruction [path_section_number]
265 0x10000000
266* ai_PathfinderExplosiveDangerMaxThreatDistance: 50.000000 Range used to decide if evaluate an explosive danger as an actual threat. 0x10000000
267* ai_PathfinderExplosiveDangerRadius: 5.000000 Range used to evaluate the explosive threats in the path calculation. Outside this range a location is considered safe. 0x10000000
268* ai_PathFinderFunnelExtrusionFromCorner: 0.300000 Max extrusion length (in meters) from corner. 0x10000000
269* ai_PathfinderGroupMatesAvoidanceRadius: 4.000000 Range used to evaluate the group mates avoidance in the path calculation. 0x10000000
270* ai_PathfinderMT: 1 Enable/Disable multi threading for the pathfinder. 0x10000000
271* ai_PathfinderPositionInTrianglePredictionType: 1 Defines which type of prediction for the point inside each triangle used by the pathfinder heuristic to search for the path with minimal cost.
2720 - Triangle center.
2731 - Advanced prediction.
274 0x10000000
275* ai_PathFinderQuota: 0.001000 Set path finding frame time quota in seconds (Set to 0 for no limit) 0x10000000
276* ai_PathfinderStringPullingIterations: 3 Defines the number of iteration used for the string pulling operation to simplify the path 0x10000000
277* ai_PathfinderUseFunnelPathConstruction: 2 Enable Funnel algorithm to construct the path.
278Usage: ai_PathfinderUseFunnelPathConstruction [0/1]
279 0x10000000
280* ai_perception.debugdrawCharacterPerceptionAttentionTarget: 0 Draws selected attention targets 0x10000000
281* ai_perception.debugdrawCharacterPerceptionAudio: 0 Draws Audio events 0x10000000
282* ai_perception.debugdrawCharacterPerceptionLastSeenPositon: 0 Draws visibility status 0x10000000
283* ai_perception.debugdrawCharacterPerceptionName: Display only this character perception info 0x10000000
284* ai_perception.debugdrawCharacterPerceptionRadar: 0 Draws Radar contacts 0x10000000
285* ai_perception.ignoreAll: 0 If set to 1 then the perception notification for all entities are ignored 0x10000000
286* ai_perception.ignorePlayer: 0 If set to 1 then the perception notification for players are ignored 0x10000000
287* ai_perception.ignoreVisualPerception: 0 If set to 1 then the visual perception notification are ignored 0x10000000
288* ai_perception.landed_baseRadius: 5.000000 Base radius for the AI sound generated when player lands 0x10000000
289* ai_perception.landed_speedMultiplier: 1.500000 Multiplier applied to fall speed which is added on to the radius for the AI sound generated when player lands 0x10000000
290* ai_perception.movement_crouchMovingMultiplier: 2.000000 Multiplier for crouched movement speed effect on footstep sound radius 0x10000000
291* ai_perception.movement_crouchRadiusDefault: 2.000000 Default value for crouching footstep sound radius multiplier (overridden by surface type) 0x10000000
292* ai_perception.movement_movingSurfaceDefault: 1.000000 Default value for movement speed effect on footstep radius (overridden by surface type) 0x10000000
293* ai_perception.movement_standingMovingMultiplier: 2.500000 Multiplier for standing movement speed effect on footstep sound radius 0x10000000
294* ai_perception.movement_standingRadiusDefault: 4.000000 Default value for standing footstep sound radius (overridden by surface type) 0x10000000
295* ai_perception.movement_useSurfaceType: 0 Toggle if surface type should be used to get the base radius instead of cvars 0x10000000
296* ai_perception.perceptionTimeDelay: 0.001000 The set value (in seconds) will delay the characters reaction to visual stimuli. 0x10000000
297* ai_perception.useCIGPerception: 1 Enables character perception components 0x10000000
298* ai_PersonalLogColors: 1 Enable colors for the personal logs 0x10000000
299* ai_PostureManagerDebugDraw: 0 [0-1] Enables/Disables posture manager debug draw 0x10000000
300* ai_PostureManagerDebugDrawFilterType: 2 Defines the type of posture you want to visualize.[0] - Invalid
301[1] - Peek
302[2] - Aim (default)
303[3] - Blind fire 0x10000000
304* ai_PostureManagerDebugDrawForStanceId: 0 Id of the stance we want to use to debug draw the postures offsets 0x10000000
305* ai_PostureManagerDebugDrawRaycasts: 0 [0-1] Enables/Disables posture manager debug draw raycasts 0x10000000
306* ai_PostureManagerDebugDrawRaycastsTimeout: 3.000000 How many seconds the rays for posture manager will persist. 0x10000000
307* ai_PostureManagerFailOnAny: 1 Posture Queries will fail if any of their raycasts fail, rather than waiting for all to return. 0x10000000
308* ai_RayCasterQuota: 24 Amount of deferred rays allowed to be cast per frame. 0x10000000
309* ai_RayCasterQuotaCover: 32 Amount of deferred rays allowed to be cast per frame for cover. 0x10000000
310* ai_ReservedEntityDebugDraw: 0 Draw debug information on reserved entities. 0x10000000
311* ai_SubsumptionDebugDraw: 0 This is the main variable to enable/disable Subsumption debug draw information for the characters.1 = enabled the default subsumption debug draw on screen for the specified character in ai_FilterCIGAIDebugDrawbyAgentName.
3122 = enable the draw of a summary of the following information 'Activity > (Primary|Secondary)' on top of the characters. 0x10000000
313* ai_SubsumptionDebugDrawAttributes: 0 Enables/disables the display of the attributes on the entities running subsumption. It requires ai_SubsumptionDebugDraw to be enabled. 0x10000000
314* ai_SubsumptionDebugDrawEventDispatcher: 0 Visualize on screen the information related to the Event Dispatcher. 0x10000000
315* ai_SubsumptionDebugDrawMemoryUsage: 0 Shows debug information about Subsumption memory usage on screen. 0x10000000
316* ai_SubsumptionDebugDrawMissionName: If this is set, draw debug information about the subsumption mission of the given name (if it is running).
317Usage: ai_SubsumptionDebugDrawMissionName name
318Default is none
319 0x10000000
320* ai_SubsumptionDebugDrawSuspendedActivities: 0 Visualize on screen the list of the blacklisted activity instances running on the entities. 0x10000000
321* ai_SubsumptionDisableBehaviors: 0 Enables/Disables behavior updating. 0x10000000
322* ai_SubsumptionDisableBehaviorsActivityException: ATC_Controller, AirTrafficController, ATC_Controller_Silent, ATC_Eslin Names in the cvar are used to filter the disabling of the subsumption behaviors. Activity names should be separated by a comma.
323For example: 'ATC_Controller, PU_Civilian' 0x10000000
324* ai_SubsumptionDisableMastergraph: 0 Enables / Disables mastergraph. 0x10000000
325* ai_SubsumptionDisableMissions: 0 Enables/Disables mission starting and updating. 0x10000000
326* ai_SubsumptionDisableSuspension: 0 Enables/Disables the suspention of subsumption updates. 0x10000000
327* ai_SubsumptionEnableDebugLogToConsole: 0 Enables/Disables outputting subsumption personal logs to the console/log files. 0x10000000
328* ai_SubsumptionEnableDebugNodes: 1 Enables/Disables the execution of subsumption debug nodes. 0x10000000
329* ai_SubsumptionEnableHotReload: 0 Enables/Disables the hot reload of the subsumption data when jumping in/out of the game. 0x10000000
330* ai_SubsumptionFindFailureDelayTime: 1.000000 Delay time when a find task fails before outputting Fail. 0x10000000
331* ai_SubsumptionMissionLogDebugDrawFlags: fep Flags to specify which messages should be pushed into the subsumption personal log for missions:
332t - tasks success and failure status
333f - function messages
334r - function variables
335e - errors and warnings
336p - personal messages
337Default is fep 0x10000000
338* ai_SubsumptionPersonalLogDebugDrawFlags: aspem Flags to specify which messages should be pushed into the subsumption personal log:
339a - activity changes
340s - subactivity changes
341t - tasks success and failure status
342p - personal messages
343f - function messages
344e - errors and warnings
345v - events received
346r - function variables
347m - mastergraph changes
348Default is aspem 0x10000000
349* ai_SubsumptionPersonalLogMaxLines: 20 Sets the max number of debug lines stored in the personal log for activities and missions.
350Usage: ai_SubsumptionPersonalLogMaxLines number
351Default is 20
352 0x10000000
353* ai_SubsumptionPersonalLogToFile: 1 If this is set, the personal log will logged to a file: Logs/Subsumption/YY MM DD [HH MM SS][Server_InstanceNumber]/MissionName_MissionGUID.log.
354Usage: ai_SubsumptionPersonalLogToFile 0/1
355Default is 1
356 0x10000000
357* ai_SubsumptionPersonalLogWithTime: 1 If this is set, the personal log will include the current time for each logged line.
358Usage: ai_SubsumptionPersonalLogWithTime 0/1
359Default is 1
360 0x10000000
361* ai_SubsumptionRandomSeed: 58867760 The value to use to see the subsumption manager random number generator, if set to 0 a random seed will be used. 0x10000000
362* ai_SubsumptionSuspendFailingActivities: 1 When enabled, allows Subsumption to move the failing activity instances into a blacklist that can be visualized. This allows the system to avoid activities to fail continuosly causing performance issues. 0x10000000
363* ai_SubsumptionUseOnlyLocalFiles: 0 This variable controls how subsumption run-time code loads the files. If set to 0, the regular engine priority is used.
364Any other value will make sure subsumption won't load the files in the pak.
365 0x10000000
366* ai_SubsumptionVisualizerMaxObjectsDisplayed: 3 Sets the max number of entity names displayed in the visualizer for an Object variable.
367Usage: ai_SubsumptionVisualizerMaxObjectsDisplayed number
368Default is 3
369 0x10000000
370* ai_TacticalPointsDebugDrawMode: 1 Debugging draw mode: 1=sphere transparency, 2=sphere size 0x10000000
371* ai_TacticalPointsDebugFadeMode: 2 Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink 0x10000000
372* ai_TacticalPointsDebugScaling: 1.000000 Scale the size of debugging spheres for visibility 0x10000000
373* ai_TacticalPointsDebugTime: 5.000000 Time to display debugging spheres for (if not 'persistent' 0x10000000
374* ai_TacticalPointsWarnings: 1 Toggles TPS Warnings on and off 0x10000000
375* ai_target.debugDraw: 0 Draw AI attention Targets. 0x10000000
376* ai_TPSDebug: 0 Debugs the current requests to the TPS 0x10000000
377* ai_TPSMultiThreaded: 1 Debugs the current requests to the TPS 0x10000000
378* ai_TPSUpdatePoolSize: 50 Debugs the current requests to the TPS 0x10000000
379* ai_TPSUpdateTime: 0.000500 Maximum allowed update time in main AI thread for Tactical Point System 0x10000000
380* ai_TPSUseUpdatePool: 1 Debugs the current requests to the TPS 0x10000000
381* ai_VisionMapNumberOfPVSUpdatesPerFrame: 6 0x10000000
382* ai_VisionMapNumberOfVisibilityUpdatesPerFrame: 12 0x10000000
383* aim_altNormalization.enable: 0 Enables/disables alternative input code 0x10000000
384* aim_altNormalization.hud_ctrl_Coeff_Unified: 1.000000 Analog controller rotation scale 0x10000000
385* aim_altNormalization.hud_ctrl_Curve_Unified: 2.500000 Analog controller rotation curve 0x10000000
386* al_default_power: 1 if airlocks without real power connections are powered(1) or not(0) 0x10000000
387* ann_debugAnnouncer: 0 If 1, enable announcer debugging. 0x10000000
388* auto_test_done: 0 set to 1 when the test is over 0x10000000
389* autotest_enabled: 0 1 = enabled autotesting, 2 = enabled autotesting with no output results written. 0x10000000
390* autotest_quit_when_done: 0 quit the game when tests are done 0x10000000
391* autotest_state_setup: setup string for autotesting 0x10000000
392* autotest_verbose: 1 output detailed logging whilst running feature tests 0x10000000
393* ban_timeout: 30 Ban timeout in minutes 0x10000000
394* br_breakmaxworldsize: 4096.000000 The maximum value used for breakage world positions 0x10020000
395* br_breakworldoffsetx: 0.000000 Break world origin 0x10000000
396* br_breakworldoffsety: 0.000000 Break world origin 0x10000000
397* c_shakeMult: 1.000000 0x10000000
398* ca_AimposeAdjustSpine: 0 if 1 we use the entire spine to add precision to our aimpose, if 0 we only use the head, neck and last spine bone 0x10000000
399* ca_AllowMultipleEffectsOfSameName: 1 Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance. 0x10000000
400* ca_AttachmentCullingRation: 300.000000 ration between size of attachment and distance to camera 0x10000000
401* ca_AttachmentCullingRationMP: 300.000000 ration between size of attachment and distance to camera for MP 0x10000000
402* ca_CharEditModel: Objects/Characters/Human/UEE_pilot/pilot.cdf 0x10000000
403* ca_computeSkinning: 0 Enables compute skinning 0x10000000
404* ca_DBAUnloadRemoveTime: 4 DBA Unload Timing: DBA Remove Time. 0x10000000
405* ca_DBAUnloadUnregisterTime: 2 DBA Unload Timing: CAF Unregister Time. 0x10000000
406* ca_DebugSkeletonEffects: 0 If true, dump log messages when skeleton effects are handled. 0x10000000
407* ca_DrawCC: 1 if this is 0, will not draw the CC characters 0x10000000
408* ca_DrawCGA: 1 if this is 0, will not draw the CGA characters 0x10000000
409* ca_DrawCHR: 1 if this is 0, will not draw the CHR characters 0x10000000
410* ca_EnableClothSimulation: 0 if set to 1, will enable per-vertex cloth simulation 0x10000000
411* ca_EyeStabilization: 1.000000 1 removes the roll out the the view matrix 0x10000000
412* ca_FilterJoints: 0x10000000
413* ca_ForceAnimationProcessing: 0 Always process character animations, even if they have no update flags set or no playing animations. 0x10000000
414* ca_ForceUpdateSkeletons: 0 Always update all skeletons, even if not visible. 0x10000000
415* ca_GroundAlign_AABBExtend: 0.000000 GroundAlign - the minimum XY size of the BBox around the player 0x10000000
416* ca_GroundAlign_AlignWithPlane: 1 GroundAlign - forces targeting weight to always be one. 0x10000000
417* ca_GroundAlign_Annotate: 1 GroundAlign - set blendvalues in command buffer 0x10000000
418* ca_GroundAlign_DebugDraw: 0 GroundAlign - Enable GroundAlign_ debug drawing. 0x10000000
419* ca_GroundAlign_HipsDownFast: 0.080000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
420* ca_GroundAlign_HipsDownFast1P: 0.130000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
421* ca_GroundAlign_HipsDownSlow: 0.200000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
422* ca_GroundAlign_HipsDownSlow1P: 0.300000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
423* ca_GroundAlign_HipsOffset: 0.150000 GroundAlign - only for CharEdit 0x10000000
424* ca_GroundAlign_HipsSpeedOffset: 0.300000 GroundAlign - forces targeting weight to always be one. 0x10000000
425* ca_GroundAlign_HipsUpFast: 0.170000 GroundAlign - forces targeting weight to always be one. 0x10000000
426* ca_GroundAlign_HipsUpFast1P: 0.250000 GroundAlign - forces targeting weight to always be one. 0x10000000
427* ca_GroundAlign_HipsUpSlow: 0.260000 GroundAlign - forces targeting weight to always be one. 0x10000000
428* ca_GroundAlign_HipsUpSlow1P: 0.400000 GroundAlign - forces targeting weight to always be one. 0x10000000
429* ca_GroundAlign_Iterations: 8 GroundAlign - forces targeting weight to always be one. 0x10000000
430* ca_GroundAlign_LegsDownFast: 0.040000 0.05 - GroundAlign - forces targeting weight to always be one. 0x10000000
431* ca_GroundAlign_LegsDownSlow: 0.160000 0.05 - GroundAlign - forces targeting weight to always be one. 0x10000000
432* ca_GroundAlign_LegsUpFast: 0.060000 GroundAlign - forces targeting weight to always be one. 0x10000000
433* ca_GroundAlign_LegsUpSlow: 0.080000 GroundAlign - forces targeting weight to always be one. 0x10000000
434* ca_GroundAlign_LLegOffsetX: 0.000000 GroundAlign - only for CharEdit 0x10000000
435* ca_GroundAlign_LLegOffsetY: 0.000000 GroundAlign - only for CharEdit 0x10000000
436* ca_GroundAlign_LogValues: 0.000000 GroundAlign - only for CharEdit 0x10000000
437* ca_GroundAlign_RLegOffsetX: 0.000000 GroundAlign - only for CharEdit 0x10000000
438* ca_GroundAlign_RLegOffsetY: 0.000000 GroundAlign - only for CharEdit 0x10000000
439* ca_GroundAlign_Scale: 1.000000 GroundAlign - only for CharEdit 0x10000000
440* ca_GroundAlign_Seconds: 0.300000 GroundAlign - forces targeting weight to always be one. 0x10000000
441* ca_HeadLowpassOverrideEnable: 0 Enable or disable lowpass override 0x10000000
442* ca_HeadLowpassOverrideX: 0.000000 Force lowpass X offset 0x10000000
443* ca_HeadLowpassOverrideY: 0.000000 Force lowpass Y offset 0x10000000
444* ca_HeadLowpassOverrideZ: 0.000000 Force lowpass Z offset 0x10000000
445* ca_HeadSnapStabilizationX: 0.300000 the left/right distance to snap rather than smooth headcam position 0x10000000
446* ca_HeadSnapStabilizationY: 0.400000 the forward/backward distance to snap rather than smooth headcam position 0x10000000
447* ca_HeadSnapStabilizationZ: 0.400000 the up/down distance to snap rather than smooth headcam position 0x10000000
448* ca_HeadStabilization: 2.000000 removes disruptive translations from the head and headcam 0x10000000
449* ca_jointNameTextSize: 1.500000 Size of text for rendering joint names with the Skeleton -> Joint Names Display Option 0x10000000
450* ca_LoadUncompressedChunks: 0 If this 1, then uncompressed chunks prefer compressed while loading 0x10000000
451* ca_LockFeetWithIK: 1 If this is set to 1, then lock the feet to prevent sliding when additive animations are used. Setting to 1 will also disable full body aim poses 0x10000000
452* ca_logAnimHeadLowpass: 0 log lowpass value from animations 0x10000000
453* ca_MemoryDefragEnabled: 1 Enables defragmentation of anim data 0x10000000
454* ca_MemoryDefragPoolSize: 67108864 Sets the upper limit on the defrag pool size 0x10000000
455* ca_MinInPlaceCAFStreamSize: 131072 min size a caf should be for in-place streaming 0x10000000
456* ca_ParametricPoolSize: 1024 Size of the parametric pool 0x10000000
457* ca_physicsImpactOnHeadCam: 0.100000 Percentage value how much of the physical impulse you apply to the head camera 0x10000000
458* ca_physicsImpactWeaponWeight: 0.900000 determines how strong the weapons are linked to the physical motions of the headcam 0x10000000
459* ca_physicsProcessImpact: 1 Process physics impact pulses. 0x10000000
460* ca_Post3DScreenScale: 0.200000 Approx screen space size of render-to-texture objects, for calculating UI LODs 0x10000000
461* ca_PrecacheAnimationSets: 0 Enable Precaching of Animation Sets per Character. 0x10000000
462* ca_ReloadAllCHRPARAMS: 0 reload all CHRPARAMS 0x10000000
463* ca_SerializeSkeletonAnim: 0 Turn on CSkeletonAnim Serialization. 0x10000000
464* ca_setProcHeadLowpass: 0 set an example lowpass value from code. will be overwritten if the LPF exists in animation 0x10000000
465* ca_StoreAnimNamesOnLoad: 0 stores the names of animations during load to allow name lookup for debugging 0x10000000
466* ca_StreamCHR: 1 Set to enable CHR streaming 0x10000000
467* ca_StreamCHRBudget: 150.000000 Use the defined budget to decide when to clear CHR elements from cache (in MB). 0x10000000
468* ca_StreamDBAInPlace: 1 Set to stream DBA files in place 0x10000000
469* ca_syncAllAnims_Batched: 1 Enables Sync All animations batched 0x10000000
470* ca_UnloadAnimationCAF: 1 unloading streamed CAFs as soon as they are not used 0x10000000
471* ca_UnloadAnimationDBA: 1 if 1, then unload DBA if not used 0x10000000
472* ca_useAllControllers: 0 if 1 we use all controllers in the rig. If 0 we use only the contrllers from the base-skeleton 0x10000000
473* ca_useAnimHeadLowpass: 1 use lowpass value from animations 0x10000000
474* ca_useCompressedCorrectiveBShapes: 1 activate compressed corrective bshapes 0x10000000
475* ca_useGroundAlignment: 1 activate GroundAlignment. 0x10000000
476* ca_UseIMG_AIM: 1 if 1, then we use the IMG file. In development mode it is suppose to be off 0x10000000
477* ca_UseIMG_CAF: 1 if 1, then we use the IMG file. In development mode it is suppose to be off 0x10000000
478* ca_UseJointMasking: 1 Use Joint Masking to speed up motion decoding. 0x10000000
479* ca_useOverrideMotionParametersfromGameCode: 0 activate GroundAlignment. 0x10000000
480* ca_usePCAPLookIK: 1 0 switches off PCAP Look IKs 0x10000000
481* ca_UsePhysics: 1 the physics is not applied (effectively, no IK) 0x10000000
482* ca_UseRecoil: 1 If this is set to 1, then we enable procedural recoil 0x10000000
483* ca_useSpecialHandIK1P: 1 special hand IK for 1P to keep the original deformation of the wrists 0x10000000
484* ca_Validate: 0 if set to 1, will run validation on animation data 0x10000000
485* ca_ValidateStreamableMesh: 0 Validate CHR/SKIN files with mesh data being stripped out 0x10000000
486* capture_file_format: jpg Specifies file format of captured files (jpg, tga, tif). 0x10000000
487* capture_file_name: If set, specifies the path and name to use for the captured frame 0x10000000
488* capture_file_prefix: If set, specifies the prefix to use for the captured frame instead of the default 'Frame'. 0x10000000
489* capture_folder: CaptureOutput Specifies sub folder to write captured frames. 0x10000000
490* capture_frame_once: 0 Makes capture single frame only 0x10000000
491* capture_frames: 0 Enables capturing of frames. 0=off, 1=on 0x10000000
492* capture_image_scale: 0.250000 Image size. [0-1] = scale value. >1 = actual pixels for image width 0x10000000
493* capture_use_scale: 0 Specifies that the image scale cvar should be used 0x10000000
494* cig_bRetryCreateDatagramSocket: 0 If 1, retries to create UDP socket if previously failed. 0x10000000
495* cig_maxRetriesCreateDatagramSocketBeforeExit: 10 Number of retries to create UDP socket if previously failed (calls CryFatal if reaches max retries). 0x10000000
496* cig_profile_auto_logging_enabled: 0 Enables auto captures of profiling information to disk whenever frame rate drops below a certain threshold. (1: write a RAD capture, 2: write a CigProfile capture) 0x50020000
497* cig_profile_auto_logging_enabled_during_level_load: 0 If auto captures are enabled it controls whether captures should be taken during times of level (un)loading. 0x10000000
498* cig_profile_auto_logging_enabled_frame_delay_after_level_load: 100 If auto captures during level (un)loading are disabled specifies the number of frames to delay re-activation of auto captures after level (un)load. 0x10000000
499* cig_profile_auto_logging_max_captures: 5 Maximum number of auto captures to take per session (to avoid filling up hard drive space). 0x10000000
500* cig_profile_auto_logging_slow_frame_threshold: 10.000000 Frame rate threshold below which an auto capture is triggered. 0x10000000
501* cig_profile_auto_logging_slow_frame_tolerance: 0.250000 Allowed tolerance for the number of frames within slow frame window to exceed the slow frame threshold and still trigger an auto capture. (Range [0..1]) 0x10000000
502* cig_profile_auto_logging_slow_frame_window: 2.000000 Number of seconds frame rate is observed before triggering an auto capture. 0x10000000
503* cig_profile_continous_telemetry: 0 Enable upload to elastic search 0x10000000
504* cig_profile_file_output_enabled: 0 Manually enable CigProfile capture file output 0x10000000
505* cig_profile_filter_max_depth: 255 Maximum depth of nested markers to capture 0x10000000
506* cig_profile_filter_min_interval: 0.010000 Minimum marker interval to capture (measured in milliseconds) 0x10000000
507* cig_profile_logstash_host: 34.228.70.15 Hostname of the Logstash instance to send continous telemetry to 0x10000000
508* cl_ads_sensitivity: 0.600000 Set ADS mouse sensitivity multiplier 0x10000000
509* cl_AISystem: 1 Load and use the AI system on the client 0x10000000
510* cl_bandwidth: 50000 Bit rate on client 0x10000000
511* cl_camera_nearz: 0.020000 Sets the default near z-range for the camera. 0x10000000
512* cl_camera_noise: -1.000000 Adds hand-held like camera noise to the camera view.
513 The higher the value, the higher the noise.
514 A value <= 0 disables it. 0x10000000
515* cl_camera_noise_freq: 2.532617 Defines camera noise frequency for the camera view.
516 The higher the value, the higher the noise. 0x10000000
517* cl_cameraEffectsDebug: 0 Debug camera effects: 1=stack, 2=details, 3=both 0x10000000
518* cl_comment: 0 Hide/Unhide comments in game-mode 0x10000000
519* cl_crouchToggle: 1 To make the crouch key work as a toggle 0x10000000
520* cl_debris_count: 128 debris count 0x10000000
521* cl_debris_cull_distance: 170.000000 debris at this distance will be removed as soon as not visible 0x10000000
522* cl_DisableHUDText: 0 Force disable all output from HUD Debug text nodes 0x10000000
523* cl_dynamicFocusZoomAimModeDebug: 0 Dynamic camera focus mode zoom aim mode debug mode 0x10000000
524* cl_dynamicFocusZoomSpeed: 0.050000 Dynamic camera focus mode zoom speed (for pad / sticks). Must be in the range of 0-1. 0x10000000
525* cl_dynamicFocusZoomSpeedWheel: 0.250000 Dynamic camera focus mode zoom speed (for mouse wheel). Must be in the range of 0-1. 0x10000000
526* cl_ETColorOverrideB: 1.000000 Global color override (BLUE) 0x10000000
527* cl_ETColorOverrideEnable: 0 Global color override 0x10000000
528* cl_ETColorOverrideG: 1.000000 Global color override (GREEN) 0x10000000
529* cl_ETColorOverrideR: 1.000000 Global color override (RED) 0x10000000
530* cl_ETFontSizeMultiplier: 1.000000 Global font size multiplier 0x10000000
531* cl_ETHideAIDebug: 0 Hide AI debug tags 0x10000000
532* cl_ETHideAll: 0 Hide all tags (overrides all other options) 0x10000000
533* cl_ETHideBehaviour: 0 Hide AI behavior tags 0x10000000
534* cl_ETHideFlowgraph: 0 Hide tags created by flowgraph 0x10000000
535* cl_ETHideReadability: 0 Hide AI readability tags 0x10000000
536* cl_ETHideScriptBind: 0 Hide tags created by Lua script 0x10000000
537* cl_ETLog: 0 Logging (0=off, 1=editor.log, 2=editor.log + AIlog.log) 0x10000000
538* cl_ETMaxDisplayDistance: -2.000000 Max display distance 0x10000000
539* cl_fov: 80.000000 field of view. 0x10000000
540* cl_headTargetAimAssistOn: 0 Head look aim assist mode. Set to 1 to enable. 0x10000000
541* cl_headTargetTracking_AngularOffsetWeight: 0.015000 Weight applied to angular offset factor 0x10000000
542* cl_headTargetTracking_DistanceToTargetWeight: 0.020000 Weight applied to distance to target factor 0x10000000
543* cl_headTargetTracking_MaxAngleClamp: 0.750000 Max angle for angular offset factor to consider (eyes to target), i.e. bigger angles clamp to this. 0x10000000
544* cl_headTargetTracking_MaxAnglePercentToLockOn: 0.500000 Max angle percent (0-1) of view constraints that can get a lock 0x10000000
545* cl_headTargetTracking_MaxDistanceToTargetClamp: 1800.000000 Max world player to target dist considered for distance factor, i.e. bigger distances clamp to this 0x10000000
546* cl_headTargetTracking_MaxTargetAccelerationClamp: 80.000000 Max target acceleration considered for acceleration factor, i.e. bigger accelerations clamp to this 0x10000000
547* cl_headTargetTracking_MinDistanceToTargetClamp: 180.000000 Min world player to target dist considered for distance factor, i.e. smaller distances clamp to this 0x10000000
548* cl_headTargetTracking_TargetAccelerationWeight: 0.020000 Weight applied to target acceleration factor 0x10000000
549* cl_headTargetTracking_TargetLostTime: 3.000000 Time you get to re-lock head tracking when a target is lost before it auto-cancels 0x10000000
550* cl_headTargetTracking_TimeForMaxLock: 5.000000 Time target must be tracked for to achieve best lock 0x10000000
551* cl_headTargetTracking_TimeOnTargetWeight: 0.020000 Weight applied to time on target factor 0x10000000
552* cl_headTargetTracking_VehicleToTargetAngularOffsetWeight: 0.015000 Weight applied to vehicle to target angular offset factor 0x10000000
553* cl_headTargetTracking_ZoomMaxTargetDist: 2500.000000 Max distance at which tracked target is at max auto zoom 0x10000000
554* cl_headTargetTracking_ZoomMinTargetDist: 250.000000 Min distance at which tracked target is at min auto zoom 0x10000000
555* cl_initClientActor: 1 Enables actionmap and view setup for the client actor after connection.
556Default is 1.
557 0x10000000
558* cl_interactionToggle: 0 To make the interaction key work as a toggle 0x10000000
559* cl_invertController: 0 Controller Look Up-Down invert 0x10000000
560* cl_invertMouse: 0 mouse invert? 0x10000000
561* cl_leanToggle: 1 To make the lean key work as a toggle 0x10000000
562* cl_multiTapTheshold: 0.250000 The time threshold between consecutive button presses to be considered part of a double (or more) tap sequence 0x10000000
563* cl_nickname: Nickname for player on connect. 0x10000000
564* cl_packetRate: 30 Packet rate on client 0x10000000
565* cl_proneToggle: 1 To make the prone key work as a toggle 0x10000000
566* cl_sensitivity: 16.500000 Set mouse sensitivity! 0x10000000
567* cl_sensitivityController: 0.800000 Set controller sensitivity! Expecting 0.0f to 2.0f 0x10000000
568* cl_serveraddr: localhost Server address 0x10000000
569* cl_serveraddroverride: Server address override for local Windows server setup, i.e. set to localhost/127.0.0.1 to connect to local server via the frontend UI 0x10000000
570* cl_serverport: 12300 Server port 0x10000000
571* cl_serverportoverride: Server port override for local Windows server setup, i.e. set to 64047 or 64090 to move between 2 local servers, servers will need -game_server_port 64047 / 64090 cvar setting 0x10000000
572* cl_sprintToggle: 0 To make the sprint key work as a toggle 0x10000000
573* cl_useCurrentUserNameAsDefault: 1 Use the current user name instead of the default profile's name 0x10000000
574* cl_ViewSystemDebug: 0 Sets Debug information of the ViewSystem. 0x10000000
575* cl_visualLog: 0 Enables Visual Logging. 0x10000000
576* cl_visualLogFolder: VisualLog Specifies sub folder to write logs to. 0x10000000
577* cl_visualLogImageFormat: bmp Specifies file format of captured files (jpg, bmp). 0x10000000
578* cl_visualLogImageScale: 128.000000 Image size. [0-1] = scale value. >1 = actual pixels for image width 0x10000000
579* cl_zoom_sensitivity_multiplier: 1.000000 Set ADS mouse sensitivity multiplier 0x10000000
580* cl_zoom_sensitivity_multiplier_enabled: 0 Enable ADS mouse sensitivity multiplier 0x10000000
581* cl_zoomToggle: 0 To make the zoom key work as a toggle 0x10000000
582* con_debug: 0 Log call stack on every GetCVar call 0x10000000
583* con_display_last_messages: 0 0x10000000
584* con_line_buffer_size: 1000 0x10000000
585* con_showonload: 0 Show console on level loading 0x10000000
586* controller_full_turn_multiplier_x: 1.800000 The multiplier applied when x rotation has been at full lock for the required time 0x10000000
587* controller_full_turn_multiplier_z: 2.350000 The multiplier applied when x rotation has been at full lock for the required time 0x10000000
588* controller_multiplier_x: 3.000000 Vertical linear sensitivity multiplier 0x10000000
589* controller_multiplier_z: 4.000000 Horizontal linear sensitivity multiplier 0x10000000
590* controller_power_curve: 2.500000 Analog controller input curve for both axes 0x10000000
591* conv_debugConversations: 0 Enable/Disable the conversation system debug output. 0x10000000
592* conv_debugStickyFilter: 0 Enable/Disable the sticky filtering debug output. 0x10000000
593* conv_eyeContactOffset: 0.200000 How far below NPC eyes the rectangle is centered. 0x10000000
594* conv_maxScreenEffectsDistance: 5.000000 Distance at which DOF / FOV effect begins being applied 0x10000000
595* conv_maxScreenEffectsLookAt: 2.000000 Look at angle at which DOF / FOV effect begins being applied 0x10000000
596* conv_minScreenEffectsDistance: 2.500000 Distance at which max DOF / FOV is applied 0x10000000
597* conv_minScreenEffectsLookAt: 0.100000 Look at angle which max DOF / FOV is applied 0x10000000
598* conv_showSubtitlesDuringGameplay: 1 Turn on/off subtitle display during regular gameplay (using the Character Talk functionality). 0x10000000
599* conv_subtitleDisplayLengthScale: 1.000000 Scale applied to the duration of subtitle display. 0x10000000
600* conv_subtitleDisplayMinimumTime: 3.000000 Minimum duration of subtitle display. 0x10000000
601* cr_Logging: 0 Enable/disable cockpit response (ship computer) logging
602[0: off, 1:enable logging, 2:verbose logging, 3:extra verbose mode] 0x10000000
603* ctrlr_OUTPUTDEBUGINFO: 0 Enable controller debugging. 0x10000000
604* cvDoVerboseWindowTitle: 0 0x10000000
605* d3d11_CBUpdateStats: 0 Logs constant buffer updates statistics. 0x10000000
606* d3d11_forcedFeatureLevel: Forces the Direct3D device to target a specific feature level - supported values are:
607 10.0
608 10.1
609 11.0 0x10000000
610* db_loadout_request_timeout: 60.000000 Time in seconds to wait until we force to get a loadout update 0x10000000
611* db_logindata_directory: The directory that contains LoginData.json. 0x10000000
612* db_offline: 1 Enable offline mode so profile client/editor can run without service access. 0x50020000
613* db_offline_username: default_% If empty, db_offline=1 will connect to services to retrieve an user name and id. If set, service session will be faked with the given user name and the CRC32 of the name will be used as the account id. 0x10000000
614* db_persist_loadouts: 0 If set db_offline will not re-create the initial loadout. 0x10000000
615* db_saveDebugFile: 1 Set to save data to a debug xml file in the USER folder. Save occurs after a send/receive. 0x50020000
616* db_spawnstate_fatal_error_entity_removal: 0 Verify that persistent entities are not being removed 0x10000000
617* db_spawnstate_fatal_error_long_spawns: 0 0x10000000
618* db_spawnstate_log_timeout: 9000 0x10000000
619* designer_warning_enabled: 1 designer warnings are enabled 0x10000000
620* designer_warning_level_resources: 0 Designer warnings about resource load during run-time 0x10000000
621* dlg_allowUnlinked: 1 Allow unlinked audio (audio without any associated subtitle) to play. 0x10000000
622* dlg_enableComponentUpdate: 1 Allow DialogueComponents to regularly update. 0x10000000
623* dlg_enableSubtitles: 0 Enable/Disable the subtitles from the dialogue system. 0x10000000
624* dlg_maxSubtitleDistance: 0.000000 Maximum distance at which the dialogue system will trigger a subtitle. Zero or negative values imply infinite distance. 0x10000000
625* dr_default_power: 1 if doors without real power connections are powered(1) or not(0) 0x10000000
626* e_3dEngineLogAlways: 0 Set maximum verbosity to 3dengine.dll log messages 0x10000000
627* e_3dEngineTempPoolSize: 2048 pool size for temporary allocations in kb, requires app restart 0x10000000
628* e_AreasDebug: 0 Enable Debug Rendering of entity areas
629 1: Draw the world space AABBs of each Area
630 2: Draw the per-zone AABB tree of all static area bounds
631 3: Draw the per-zone AABB tree of all child zone Area AABB Trees
632 4: Draw enclosing AABB for all objects inside an Area
633 5: Draw the world space shape of each Area
634 0x10000000
635* e_asteroidsDebugDraw: 0 Asteroid field debug draw.
6361 = Draw exclusion areas
6372 - Draw active cells
6383 - Draw more cell info
6394 - Draw mineable locations 0x10000000
640* e_asteroidsFreezeBounds: 0 Freeze visible bounds on asteroid fields. 0x10000000
641* e_asteroidsMaxDistanceKm: 256.000000 Max distance to generate cells (in km). Will have a significant impact on performance. 0x10000000
642* e_asteroidsPODCellSize: 4096 Size of asteroid physicalization-on-demand cells in meters. 0x10000000
643* e_asteroidsPODInactiveFrames: 60 Number of frames before inactive asteroid cells are dephysicalized. 0x10000000
644* e_asteroidsSyncUpdates: 60 Number of updates over which syncing of asteroid physics is distributed. 0x10000000
645* e_AutoPrecacheCameraJumpDist: 1024 When not 0 - Force full pre-cache of textures, procedural vegetation and shaders
646if camera moved for more than X meters in one frame or on new cut scene start 0x10000000
647* e_AutoPrecacheCgf: 1 Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster) 0x10000000
648* e_AutoPrecacheCgfMaxTasks: 8 Maximum number of parallel streaming tasks during pre-caching 0x10000000
649* e_BBoxes: 0 Activates drawing of bounding boxes 0x10000000
650* e_Brushes: 1 Draw brushes 0x10000000
651* e_CameraFreeze: 0 Freeze 3dengine camera (good to debug object culling and LOD).
652The view frustum is drawn in write frame.
653 0 = off
654 1 = activated 0x10000000
655* e_CameraGoto: 0 Move cameras to a certain pos/angle 0x10000000
656* e_CameraOverrideFocalDistance: 0.000000 Override all cameras to have this focal distance 0x10000000
657* e_CameraOverrideFocalRange: 0.000000 Override all cameras to have this focal range 0x10000000
658* e_CameraOverrideFStop: 0.000000 Override all cameras to have this F-Stop 0x10000000
659* e_CameraRotationSpeed: 0.000000 Rotate camera around Z axis for debugging 0x10000000
660* e_CGFMaxFileSize: -1 will refuse to load any cgf larger than the given filesize (in kb)
661-1 - 1024 (<0 off (default), >0 filesize limit) 0x10000000
662* e_CharLodMin: 0 Min LOD for character objects 0x10000000
663* e_CheckMeshStrippedCGF: 0 Validate CGF files with mesh data being stripped out 0x10000000
664* e_Clouds: 1 Enable clouds rendering 0x10000000
665* e_CompoundNodesMergingViewDistRatio: 1.000000 Defines ratio distance for switching the compound node to the merged version. 0x10000000
666* e_CoverageBufferBias: 0.010000 Depth bias for coverage buffer 0x10000000
667* e_CoverageBufferDebug: 0 Display content of main camera coverage buffer 0x10000000
668* e_CoverageBufferDebugFreeze: 0 Freezes view matrix/-frustum 0x10000000
669* e_CoverageBufferDebugRange: -0.005000 Constant factor to scale the zbuffer debug drawing 0x10000000
670* e_CoverageBufferDebugReprojection: 0 Display boxes for current frame and reprojected position (should lag on player movement but not on zone movement) 0x10000000
671* e_CoverCgfDebug: 0 Shows the cover setups on cfg files 0x10000000
672* e_CullVegActivation: 0 Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation) 0x10020000
673* e_DamageMap_DebugLogShaderImpactsRenderedPerFrame: 0 Outputs the Damage Values passed to the DamageShader each frame. 0x10000000
674* e_DamageMap_DebugVisualiseShaderImpact: 0 Displays a visual representation of the values passed to the shader. Red == Thickness, Green == Deformation, Blue == Burn. 0x10000000
675* e_DamageMap_GameToShaderConversion: 0.000600 Multiplier that acts on all 4 damage types from gameplay values. 0x10000000
676* e_DamageMap_ImpactDuration: 0.000000 For impacts the duration can be set for testing purposes. 0x10000000
677* e_DamageMap_ImpactSizeExponent: 2.000000 How much of the damage force is reduced by impact radius. 0x10000000
678* e_DamageMap_KeepDamageOnEntityReset: 0 Clear damage map on Entity reset 0x10000000
679* e_DamageMap_LogHitInfo: 0 Outputs to the log the hit info passed to the DamageMap Tech. 0x10000000
680* e_DamageMap_LogPositionBoneMapRenderingProcess: 0 Output the PositionBone Map rendering process to the log file. 0x10000000
681* e_DamageMap_MinimumImpactRadiusMultiplier: 1.500000 Multiplier on the minimum impact radius available from the damage map resolution. 0x10000000
682* e_DamageMap_PBMRenderingFrameDifference: 2400 only render PBM if mesh was rendered within the last N frames. 0x10000000
683* e_DamageMap_RenderDamageMapEveryFrame: 0 Render the damage position/bone map every frame 0x10000000
684* e_DamageMap_ShaderParamTestValues: 0 Use special preset shader param values for testing purposes 0x10000000
685* e_DamageMap_ShaderParamTestValues_Burnt: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Burnt uses test values 0x10000000
686* e_DamageMap_ShaderParamTestValues_Deformation: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Deformation uses test values 0x10000000
687* e_DamageMap_ShaderParamTestValues_Temperature: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Temperature uses test values 0x10000000
688* e_DamageMap_ShaderParamTestValues_Thickness: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Thickness uses test values 0x10000000
689* e_DebugDraw: 0 Draw helpers with information for each object (same number negative hides the text)
690 1: Name of the used cgf, polycount, used LOD
691 2: Color coded polygon count
692 3: Display LOD info
693 4: Display object texture memory usage
694 5: Display color coded number of render materials
695 6: Display ambient color
696 7: Display average size of smallest tris (in cm) per entity/rendernode (could include multiple meshes) - determines LOD distances
697 8: Display average size of smallest tris (in cm) per CGA/CGF - factors into LOD distances
698 9: Dislpay average size of smallest tris (in cm) per sub-mesh - factors into LOD distances
69910: Render geometry with simple lines and triangles
70011: Combined objects and draw call count
70112: Mesh merging performance heuristic, combined objects and instance count
70213: Display occlusion amount (used during AO computations). Warning: can take a long time to calculate, depending on level size!
70315: Display helpers
70416: Display debug gun
70517: Streaming info (buffer sizes)
70619: Physics proxy triangle count
70720: Display Character attachments texture memory usage
70821: Display animated object distance to camera
70922: Display object's current LOD vertex count
71023: Display shadow casters in red
711----------------debug draw list values. Any of them enable 2d on-screen listing type info debug. Specific values define the list sorting-----------
712 100: tri count
713 101: verts count
714 102: draw calls
715 103: texture memory
716 104: mesh memory 0x10000000
717* e_DebugDrawFilter: Show a specified text on DebugDraw 0x10000000
718* e_DebugDrawShowOnlyCompound: 0 e_DebugDraw shows only Compound (less efficient) static meshes 0x10000000
719* e_DebugDrawShowOnlyLod: -1 e_DebugDraw shows only objects showing lod X 0x10000000
720* e_DebugDrawTarget: 0 e_DebugDraw shows only objects directly in front of camera 0x10000000
721* e_DebugGeomPrep: 0 enable logging of Geom preparation 0x10000000
722* e_DebugVisualization: 0 Color Code objects based on their hosting zone
7230: No Debug Color - Just use Material Color
7241: Color all objects within the same zone with the same color
7252: Color all objects with the same ZoneData (VisArea or Zone) with the same color
7263: Color all objects with the same stencil reference in the same color
7274: Color all objects which are marked to be affected by sunlight in the same color
7285: Color all shadow casters green, non shadow casters red, and unidentified objects as grey
7296: Color all motion blurred objects green and non-motion blurred red
7307: Color all objects with the same dev team ID in the same color
7318: Color all objects (per chunk) that pass the ZPrePass check in green and objects that didn't pass as red
7329: Color each render element (mesh) uniquely
73310: Color each each entity(renderproxy) in range red, else blue
734 0x10000000
735* e_Decals: 1 Activates drawing of decals 0x10000000
736* e_DecalsRange: 0.000000 Less precision for decals outside this range 0x10000000
737* e_DecalsTimeScale: 1.000000 Time scale for dynamic decals spawned by game logic 0x10000000
738* e_DefaultMaterial: 0 1 - Use gray illumination as default
7392 - Use pbs chrome as default
7403 - Use material default
7414 - Use clay as default
7425 - Vertex color as default
7436 - Vertex alpha as default
7447 - Vertex red channel as default
7458 - Vertex green channel as default
7469 - Vertex blue channel as default
74710 - UV2 to color as default (UV1 set to grey)
74811 - UV Tangents to color as default
74912 - UV Binormals to color as default
750 0x10000000
751* e_DeferredCollisionOnRenderMesh: 1 Enable precise collision test against render mesh of target entity 0x10000000
752* e_DeferredCollisionOnVegetation: 1 Enable precise collision test against vegetation statobj 0x10000000
753* e_DeferredPhysicsEvents: 1 Enable to Perform some physics events deferred as a task/spu job 0x10000000
754* e_DeformableObjects: 1 Enable / Disable morph based deformable objects 0x10000000
755* e_Dissolve: 2 Objects alphatest_noise_fading out on distance and between lods 0x10000000
756* e_DissolveTime: 1.000000 Time in seconds for the dissolve between LODs to occur 0x10000000
757* e_drawMissingMeshes: 1 Draw 'replace me' spheres in place of missing meshes 0x10000000
758* e_DumpStreamingObjects: 0 Dump the objects memory and polycount information being currently streamed to .csv file 0x10000000
759* e_DynamicLights: 1 Activates dynamic light sources 0x10000000
760* e_DynamicLightsForceDeferred: 1 Convert all lights to deferred (except sun) 0x10000000
761* e_Entities: 1 Activates drawing of entities and brushes 0x10000000
762* e_EntitySuppressionLevel: 0 Defines the level at which entities are spawned.
763Entities marked with lower level will not be spawned - 0 means no level.
764Usage: e_EntitySuppressionLevel [0-infinity]
765Default is 0 (off) 0x10000000
766* e_EnvironmentProbeSaveRes: 512 Resolution to save environment probes (if this doesn't match CV_r_EnvironmentProbeRes, use [HDRCubemap_highQ]'s maxtexturesize in in rc.ini to force conversion 0x10000000
767* e_Fog: 1 Activates global height/distance based fog 0x10000000
768* e_FogVolumes: 1 Activates local height/distance based fog volumes 0x10000000
769* e_FoliageBranchesDamping: 10.000000 Damping of branch ropes 0x10000000
770* e_FoliageBranchesStiffness: 100.000000 Stiffness of branch ropes 0x10000000
771* e_FoliageBranchesTimeout: 4.000000 Maximum lifetime of branch ropes (if there are no collisions) 0x10000000
772* e_FoliageBrokenBranchesDamping: 15.000000 Damping of branch ropes of broken vegetation 0x10000000
773* e_FoliageStiffness: 3.200000 Stiffness of the spongy obstruct geometry 0x10000000
774* e_FoliageWindActivationDist: 25.000000 If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated 0x10000000
775* e_GeomCacheBufferSize: 128 Geometry cache stream buffer upper limit size in MB. Default: 128 0x10000000
776* e_GeomCacheDecodeAheadTime: 0.500000 Time in seconds that data will be decoded ahead for geom cache streaming. Default: 0.5 0x10000000
777* e_GeomCacheLerpBetweenFrames: 1 Interpolate between geometry cache frames. Default: 1 0x10000000
778* e_GeomCacheMaxBufferAheadTime: 5.000000 Time in seconds maximum that data will be buffered ahead for geom cache streaming. Default: 5.0 0x10000000
779* e_GeomCacheMaxPlaybackFromMemorySize: 16 Maximum size of geometry cache animated data in MB before always streaming from disk ignoring the memory playback flag. Default: 16 0x10000000
780* e_GeomCacheMinBufferAheadTime: 2.000000 Time in seconds minimum that data will be buffered ahead for geom cache streaming. Default: 2.0 0x10000000
781* e_GeomCachePreferredDiskRequestSize: 1024 Preferred disk request size for geometry cache streaming in KB. Default: 1024 0x10000000
782* e_GeomCaches: 1 Activates drawing of geometry caches 0x10000000
783* e_GsmDepthBoundsDebug: 0 Debug GSM bounds regions calculation 0x10000000
784* e_GsmExtendLastLodUseAdditiveBlending: 0 Enable Additive Blending on shadows from terrain 0x10000000
785* e_GsmLodsNum: 5 Number of GSM lods (0..5) 0x10000000
786* e_GsmRange: 3.000000 Size of LOD 0 GSM area (in meters) 0x10000000
787* e_GsmRangeStep: 6.000000 Range of next GSM lod is previous range multiplied by step 0x10000000
788* e_GsmRangeStepExtended: 8.000000 gsm_range_step for last gsm lod containing terrain 0x10000000
789* e_GsmScatterLodDist: 70 Size of Scattering LOD GSM in meters 0x10000000
790* e_GsmStats: 0 Show GSM statistics 0=off, 1=enable debug to the screens 0x10000000
791* e_hologramsVisibleFromMainCam: 0 Render the objects flagged as holograms from the main camera. 0x10000000
792* e_JointStrengthScale: 1.000000 Scales the strength of prebroken objects' joints (for tweaking) 0x10000000
793* e_levelStartupFrameDelay: 0 Set to number of frames to wait after level load before beginning fps measuring 0x10000000
794* e_levelStartupFrameNum: 0 Set to number of frames to capture for avg fps computation 0x10000000
795* e_LightBoxDebug: 0 Enable debug rendering of light boxes used by currently visible lights (as seen by light entities) 0x10000000
796* e_LightVolumes: 1 Allows deferred lighting for registered alpha blended geometry
7970 = Off
7981 = Enabled
7992 = Enabled just for sun light
800 0x10000000
801* e_LightVolumesDebug: 0 Display light volumes debug info
8020 = Off
8031 = Enabled
804 0x10000000
805* e_lightWeightRenderNodes: 1 Turn Rendering of LightWeightRenderNodes on/off 0x10000000
806* e_lightWeightRenderNodesKeepPhysicsFrames: 10 Number of Frames to keep Physical Entities around when an object is out of range 0x10000000
807* e_lightWeightRenderNodesOnDemandPhysicsRange: 100 Range around camere where lightweight render nodes are physicalized 0x10000000
808* e_lightWeightRenderNodesShadows: 1 Turn Rendering of LightWeightRenderNodes on/off in shadow pass 0x10000000
809* e_LodCullDebug: 0 Specifies how to handle rendering of objects with no appropriate LOD for current distance (missing or too detailed - threshold set by e_LodCullMinPolySizePixels).
8100 - Cull objects
8111 - Render cubes with 'Missing LOD' texture
8122 - Render closest LOD with 'Missing LOD' texture 0x10000000
813* e_LodCullMinPolySizePixels: 0.300000 Multiplier on max distance beyond which high poly LODs are culled. Default is to cull meshes with pixels smaller than 0.75 pixels. 0x10000000
814* e_LodCullMissingLODs: 1 Cull meshes with missing LOD 0x10000000
815* e_LodFaceAreaTargetSize: 2.000000 Threshold used for LOD computation. 0x10000000
816* e_LodMax: 5 Max LOD for objects 0x10000000
817* e_LodMergeLodCullMinPolySizePixels: 0.300000 Specifically for LODMerge lodSettings calculation. Multiplier on max distance beyond which high poly LODs are culled. Default is to cull meshes with pixels smaller than 0.75 pixels. 0x10000000
818* e_LodMergeLodFaceAreaTargetSize: 2.000000 Specifically for LODMerge lodSettings calculation. Threshold used for LOD computation. 0x10000000
819* e_LodMergeLodMax: 5 Specifically for LODMerge lodSettings calculation. Max LOD for objects 0x10000000
820* e_LodMergeLodMin: 0 Specifically for LODMerge lodSettings calculation. Min LOD for objects 0x10000000
821* e_LodMergeLodRatio: 20.000000 Specifically for LODMerge lodSettings calculation. LOD distance ratio for objects 0x10000000
822* e_LodMin: 0 Min LOD for objects 0x10000000
823* e_LodRangeFactorsRecalculate: 0 Forces the LODRangeFactors for all visible stat objects to be recalculated. 0x10000000
824* e_LodRatio: 20.000000 LOD distance ratio for objects 0x10000000
825* e_LogRenderNodeDataEnable: 1 Enables if render node data is output to the log file for debugging. 0x10000000
826* e_MaxDrawCalls: 0 Will not render CGFs past the given amount of drawcalls
827(<=0 off (default), >0 draw calls limit) 0x10000000
828* e_MaxViewDistance: 999999995904.000000 Far clipping plane distance 0x10000000
829* e_MergedMeshes: 1 Show runtime merged meshes 0x10000000
830* e_MergedMeshesActiveDist: 250.000000 Active distance up until merged mesh patches will be streamed in 0x10000000
831* e_MergedMeshesBulletLifetime: 0.150000 MergedMesh Bullet approximations lifetime 0x10000000
832* e_MergedMeshesBulletScale: 35.000000 MergedMesh Bullet approximations size scale 0x10000000
833* e_MergedMeshesBulletSpeedFactor: 0.050000 MergedMesh Bullet approximations speed factor 0x10000000
834* e_MergedMeshesDebug: 0 enable debug drawing of runtime merged meshes
8352: Show AABB + debug info (position, state, size, visibility)
83664: Show the calculated wind
837256: Draw colliders of objects influencing the merged meshes
838544: Draw spines
8391056: Draw simulated spines
8402080: Draw spines with LOD info (red/blue)
841 0x10000000
842* e_MergedMeshesDeformViewDistMod: 0.450000 distance modifier applied to view dist ratios after which deformables stop updating 0x10000000
843* e_MergedMeshesInstanceDist: 1.000000 Distance fudge factor at which merged meshes turn off animation 0x10000000
844* e_MergedMeshesLodRatio: 3.000000 merged meshes lod ratio 0x10000000
845* e_MergedMeshesOutdoorOnly: 0 MergedMeshes will recieve ERF_OUTDOORONLY by default 0x10000000
846* e_MergedMeshesPool: 8192 amount of mainmeory (in kb) that merged meshes are allowed to sustain 0x10000000
847* e_MergedMeshesPoolSpines: 32 percentage of the pool for spines 0x10000000
848* e_MergedMeshesTesselationSupport: 0 Enable or disable support for tesselation on mergedmeshes 0x10000000
849* e_MergedMeshesUseSpines: 1 MergedMeshes use touchbending 0x10000000
850* e_MergedMeshesViewDistRatio: 100.000000 merged meshes view dist ratio 0x10000000
851* e_MeshCombining: 1 Activate the mesh combining system on level export 0x10000000
852* e_MeshCombiningDebugFilter: Break in various stages of the LODMerger analysing process when the editor base object name matches the filter. 0x10000000
853* e_MeshCombiningDistanceReductionPower: 3 Each decreasing distance level max view distance limit be reduced by a power of this value. 0x10000000
854* e_MeshCombiningValidation: 0 Activate the validation phase for checking if objects have incorrect transforms or vis areas. 0x10000000
855* e_ObjectLayersActivation: 1 Allow game to activate/deactivate object layers 0x10000000
856* e_ObjectLayersActivationPhysics: 1 Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only. 0x10000000
857* e_ObjectsTreeBBoxes: 0 Debug draw of object tree bboxes 0x10000000
858* e_ObjQuality: 3 Object detail quality 0x10000000
859* e_ObjShadowCastSpec: 3 Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows 0x10000000
860* e_OcclusionCullingViewDistRatio: 1.000000 Skip per object occlusion test for very far objects - culling on tree level will handle it 0x10000000
861* e_Ocean: 1 Activates drawing of ocean. 0x10000000
862* e_OnDemandMaxSize: 20.000000 Specifies the maximum size of vegetation objects that are physicalized on-demand 0x10000000
863* e_OnDemandPhysics: 0 Turns on on-demand physicalization (0=off, 1=brushes only 0x10000000
864* e_ParallelLoadCGF: 1 Allow loading CGFs in parallel for object containers 0x10000000
865* e_ParticleCullDistanceOverride: -1.000000 Defines the max distance where particles are visible & updated 0x10000000
866* e_ParticleDebugDrawSizeScale: 1.000000 Used to scale size on certain particle related debug draw elements 0x10000000
867* e_ParticleMaxActiveCount: 1000000 The max number of of particles a sub emitter can request to be allocated 0x10000000
868* e_Particles: 1 Activates drawing of particles 0x10000000
869* e_ParticlesAnimBlend: 1 Blend between animated texture frames
870Usage: e_ParticlesAnimBlend [0/1/2]
8710 = Off
8721 = On
8732 = Force 0x10000000
874* e_ParticlesAudio: 1 Enable audio triggered from particle effects. 0x10000000
875* e_ParticlesCullAgainstOcclusionBuffer: 1 Cull Particles against the Occlusion Buffer 0x10000000
876* e_ParticlesCullAgainstViewFrustum: 1 Cull Particles against the view-frustum 0x10000000
877* e_ParticlesDebug: 0 Particle debug flags: <flags> to set, <flags>+ to add, <flags>- to remove 1 = show basic stats m = show memory usage r = show reiteration, rejection, and collision stats b = draw bounding boxes and labels, show bounding box stats s = only perform debug rendering on currently selected particle effect (dependent on editor options to highlight selected geometry) x = show bounding box stats d = force dynamic bounds and update for all emitters c = disable clipping against water and vis area bounds z = freeze particle system 0x10000000
878* e_ParticlesDebugDisplayId: 0 The ID of the emitter to display, used for non-selectable emitters in the editor. 0x10000000
879* e_ParticlesDebugDisplaySubEmitterId: 0 The ID of the sub-emitter to display. 0x10000000
880* e_ParticlesDebugFilter: Filter e_ParticlesDebug output by emitter name 0x10000000
881* e_ParticlesDebugRecordingDuration: 10.000000 The duration for which certain debug data is recorded 0x10000000
882* e_ParticlesDumpMemoryAfterMapLoad: 0 Set to 1 to dump particle memory informations after map load 0x10000000
883* e_ParticlesEnableFogVolumes: 1 Toggle the particles-to-fogvolumes feature 0x10000000
884* e_ParticlesEnableTextureStreaming: 1 Toggle the streaming capability on particles. 0x10000000
885* e_ParticlesForceManagedAudio: 1 Force particles to use managed audio objects. 0x10000000
886* e_ParticleShadowsNumGSMs: 3 Number of shadow GSMs used for particle shadows 0x10000000
887* e_ParticlesLifetimeMinCap: 0.010000 The smallest lifetime a particle can have 0x10000000
888* e_ParticlesLightMinColorThreshold: 0.000000 Threshold for minumum particle light color 0x10000000
889* e_ParticlesLightMinRadiusThreshold: 0.000000 Threshold for minimum particle light radius 0x10000000
890* e_ParticlesLights: 1 Allows to have light source attached to every particle
8910 = Off
8921 = Deferred lights
893 0x10000000
894* e_ParticlesLightsViewDistRatio: 256.000000 Set particles lights view distance ratio 0x10000000
895* e_ParticlesLod: 1.000000 Multiplier to particle count 0x10000000
896* e_ParticlesMaxDrawScreen: 2.000000 Screen size max per particle -- fade out earlier 0x10000000
897* e_ParticlesMaxScreenFill: 128.000000 Screen size max of total particles to draw 0x10000000
898* e_ParticlesMinDrawAlpha: 0.004000 Alpha cutoff for rendering particles 0x10000000
899* e_ParticlesMinDrawPixels: 1.000000 Pixel size min per particle -- fade out earlier 0x10000000
900* e_ParticlesMotionBlur: 0 Motion blur for particles
901Usage: e_ParticlesMotionBlur [0/1/2]
9020 = Off
9031 = On
9042 = Force 0x10000000
905* e_ParticlesObjectCollisions: 2 Enable particle/object collisions for SimpleCollision:
906 1 = against static objects only, 2 = dynamic also 0x10000000
907* e_ParticlesPhysEnvMaxDistanceThreshold: 20000.000000 Sets the max distance between particles that get grouped in the same Phys Env 0x10000000
908* e_ParticlesPoolSize: 16384 Particle system pool memory size in KB 0x10000000
909* e_ParticlesProfile: 0 1 - always show statistics about particle pools usage
9102 - disable the warning message when running out of pool memory 0x10000000
911* e_ParticlesQuality: 4 Particles detail quality 0x10000000
912* e_ParticlesSerializeNamedFields: 1 Save effects libraries with named fields for future compatibility (compatible with versions >= 24) 0x10000000
913* e_ParticlesShadows: 1 Shadows on particles
914Usage: e_ParticlesShadows [0/1/2]
9150 = Off
9161 = On
9172 = Force 0x10000000
918* e_ParticlesSoftIntersect: 1 Render appropriate particles with soft intersection
919Usage: e_ParticlesSoftIntersect [0/1/2]
9200 = Off
9211 = On
9222 = Force 0x10000000
923* e_ParticlesSortQuality: 0 Minimum sort quality for new particle insertion:
924 0 = basic, 1 = better, 2 = best 0x10000000
925* e_ParticlesStreamingSyncThreshold: 100 How many frames after the streaming last touched an emitter it will be removed from the active-update list 0x10000000
926* e_ParticlesTexCoordLoopRange: 256.000000 The range for when the connected particle's tex coords will loop 0x10000000
927* e_ParticlesUseLevelSpecificLibs: 0 Allows searching for level-specific version of effects files
9280 = Off
9291 = Enabled
930 0x10000000
931* e_ParticlesVisualizeGravVector: 0 Toggle visualization of the particle gravity vector 0x10000000
932* e_ParticleTimerFPSClamp: -1 Use this to set a clamp for how low the FPS can go. Can be used to improve visuals for certain nondeterministic VFX at low FPS but might also make the VFX appear to move in slow mo 0x10000000
933* e_PhysFoliage: 2 Enables physicalized foliage
9341 - only for dynamic objects
9352 - for static and dynamic) 0x10000000
936* e_PhysProxyTriLimit: 10000 Maximum allowed triangle count for phys proxies 0x10000000
937* e_planetCubemap: 1 Enable automated runtime cubemaps on/near planets. 0x10000000
938* e_planetCubemapCaptureDistanceMax: 10000.000000 Maximum distance between planet cubemap captures in meters. 0x10000000
939* e_planetCubemapCaptureDistanceMin: 10.000000 Minimum distance between planet cubemap captures in meters. 0x10000000
940* e_planetCubemapCaptureDistanceMultiplier: 0.250000 Multiplier on distance between planet cubemap captures. 0x10000000
941* e_planetCubemapCaptureSunAngleMax: 0.999400 Cosine of the max sun angle between cubemap captures. 0x10000000
942* e_planetCubemapDebug: 0 Show debug info on runtime planet cubemaps. 0x10000000
943* e_planetCubemapExtentsMax: 100000.000000 Maximum size of the planet cubemap's bounds in meters. 0x10000000
944* e_planetCubemapExtentsMin: 1000.000000 Minimum size of the planet cubemap's bounds in meters. 0x10000000
945* e_planetCubemapFalloff: 0.500000 Falloff on planet runtime cubemaps (between 0 and 1, where 0 means no falloff). 0x10000000
946* e_planetCubemapMinHeightAboveSurface: 30.000000 Minimum height above the surface for planet cubemap captures. 0x10000000
947* e_planetCubemapProbeDistanceMultiplier: 0.200000 Multiplier on distance between planet probe position updates (as a fraction of capture distance). 0x10000000
948* e_planetCubemapVisAreaOffset: 5.000000 Distance outside the nearest exit portal to perform the capture when the camera is in a vis area. 0x10000000
949* e_PlanetTerrainPatch_Hole_DebugDraw: 0 Debug rendering of holes in planet terrain patches
9500 - off
9511 - wireframe + opaque + no depth test
9522 - solid + additive blend + depth test 0x10000000
953* e_Portals: 1 Activates drawing of visareas content (indoors), values 2,3,4 used for debugging 0x10000000
954* e_PortalsBlend: 0 Blend lights and cubemaps of vis areas connected to portals 0=off, 1=on 0x10000000
955* e_PrepareDeformableObjectsAtLoadTime: 0 Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage 0x10000000
956* e_ProceduralVegetation: 1 Activates drawing of distributed objects like grass 0x10000000
957* e_projectileRenderRandom1stFrameOffset: 1 Whether the projectile length should be random the first frame 0x10000000
958* e_projectileRenderShutterSpeed: 0.500000 Specifies shutter speed fraction to use for projectile rendering (assumes 24Hz film camera) 0x10000000
959* e_projectileRenderThicknessMul: 0.500000 Global multiplier on thickness of projectile rendering. Default to 0.5 to match historical behavior! 0x10000000
960* e_Render: 1 Enable engine rendering 0x10000000
961* e_RenderMeshCollisionTolerance: 0.300000 Min distance between physics-proxy and rendermesh before collision is considered a hole 0x10000000
962* e_RenderMeshUpdateAsync: 1 Enables async updating of dynamically updated rendermeshes
9630 - performs a synchronous update
9641 - performs the update in an async job (default)) 0x10000000
965* e_RNTmpDataPoolMaxFrames: 16 Cache RNTmpData at least for X framres 0x10000000
966* e_Roads: 1 Activates drawing of roads 0x10000000
967* e_Ropes: 1 Turn Rendering of Ropes on/off 0x10000000
968* e_RParticleEmitterBoundsArraySize: 10 The number of AABB's used in a ring buffer to compute the total AABB. 0x10000000
969* e_RParticleNextPulseUpdate: 0 Make the particle param changes getting delayed until next pulse period (in order to make the UI more responsive) 0x10000000
970* e_RParticleResetRefPosThreshold: 40000.000000 The distance traveled when the ref pos gets reset to the current pos (lower gives better precision but too low can impact perf) 0x10000000
971* e_RParticleSpaceloopCullDist: 0.900000 Defines the far clip plane(as fraction of space loop brick size). Used in order to reduce distribution pattern errors 0x10000000
972* e_RParticleUpdateInVS: 0 If the particle update is computed in VS instead of CS. 0x10000000
973* e_RTT_HideRenderNodeLinkingErrors: 1 Hides the Fatal Error from happening when an RTTO is unloaded without proper clean up. 0x10000000
974* e_RTT_RenderInLightQuery: 1 Render RTT objects as part of the light query to avoid syncing on the main pass query. 0x10000000
975* e_runtimeCubemapDebug: 0 Periodically capture a runtime cubemap at the current camera location. 0x10000000
976* e_runtimeCubemapDebugExtents: 500.000000 Radius of the debug runtime cubemap (in meters). 0x10000000
977* e_runtimeCubemapDebugFalloff: 0.500000 Falloff on the debug runtime cubemap (between 0 and 1, where 0 means no falloff). 0x10000000
978* e_runtimeCubemapDebugFreezePos: 0 Freeze the position of the debug runtime cubemap. 0x10000000
979* e_runtimeCubemapDebugInterval: 1.000000 Number of seconds to wait between the debug runtime cubemap update completing and triggering the next update. 0x10000000
980* e_runtimeCubemapDebugSortPriority: 0 The sort priority of the debug runtime cubemap. 0x10000000
981* e_runtimeCubemapDebugStep: -1 Repeatedly run the given cubemap processing step on the current cubemap. 0x10000000
982* e_runtimeCubemapFadeDuration: 0.500000 Number of seconds taken for a runtime cubemap to fade in regenerated cubemaps. 0x10000000
983* e_ScissorDebug: 0 Debug light scissor rectangles (used for shadow mask bboxes)
9840 - Off
9851 - Show debug lines around sphere bounds
9862 - Show final scissor rectangle in purple
9873 - Show spherical scissor in red, frustum scissor in blue, overlap in purple 0x10000000
988* e_ShadowFrustumDebugDraw: 0 1: Renders a debug draw of the shadow frustum using the frustum camera
9892: Renders shadow frustum with resolution-estimator ball
9903: Renders shadow frustum with frustum camera in light green, and shadow frustum from view-projection matrix in dark green 0x10000000
991* e_shadowMipMinDecoratitve: 6 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
992* e_shadowMipMinKey: 9 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
993* e_shadowMipMinSecondary: 8 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
994* e_shadowMipMinStandard: 7 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
995* e_shadowMipStaticDecorative: 4 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
996* e_shadowMipStaticKey: 8 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
997* e_shadowMipStaticSecondary: 7 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
998* e_shadowMipStaticStandard: 5 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
999* e_ShadowPoolSortingDebug: 0 Display debug information regarding the sorting of the shadow pool tree layers. 0x10000000
1000* e_ShadowPoolTreeAllocationDebug: 0 Display debug information regarding the shadow pool tree allocations. 0x10000000
1001* e_ShadowResCalcFOVClamp: 45.000000 When calculating Shadow Resolution the FOV of the main camera used in this calculation will be clamped by this CVar to stop the shadow resolutions being scaled too high.
1002 0x10000000
1003* e_Shadows: 1 Activates drawing of shadows 0x10000000
1004* e_ShadowsBlendCascades: 1 Blend between shadow cascades: 0=off, 1=on 0x10000000
1005* e_ShadowsBlendCascadesVal: 0.750000 Size of cascade blend region 0x10000000
1006* e_ShadowsCascadesDebug: 0 0=off, 1=visualize sun shadow cascades on screen 0x10000000
1007* e_ShadowsCastViewDistRatio: 1.000000 View dist ratio for shadow maps casting from objects 0x10000000
1008* e_ShadowsCastViewDistRatioLights: 1.000000 View dist ratio for shadow maps casting for light sources 0x10000000
1009* e_ShadowsDebug: 0 0=off, 2=visualize shadow maps on the screen 0x10000000
1010* e_ShadowsMinShadowRes: 64 Set minimum res of an individual shadow. 0x10000000
1011* e_ShadowsMipMax: 1 The singular maximum shadow map resolution calculation based upon the MIP of the ShadowPool Resolution. 0x10000000
1012* e_ShadowsMipMaxStaticRegion: 1 The maximum Static region shadow map resolution calculation based upon the MIP of the ShadowPool Resolution. 0x10000000
1013* e_ShadowsMipMaxSun: 3 The maximum Sun shadow map resolution calculation based upon the MIP of the ShadowPool Resolution. 0x10000000
1014* e_ShadowStaticMapEnableLightWeightRenderNodes: 0 Enable rendering of lightweight render nodes into static shadow map 0x10000000
1015* e_ShadowStaticMapUpdate: 0 Trigger updates of static shadow map: 0=no update, 1=one update, 2=continuous updates 0x10000000
1016* e_ShadowStaticRegionBBoxDebug: 0 0=off, 1=visualize the volume encompassed by the shadow region node, 2=Additionally render a cross at volume center location (blue), near plane (green) and far plane (red) locations. 0x10000000
1017* e_ShadowStaticRegionEnable: 1 Enable usage of static region shadows based on entity parameters. 0x10000000
1018* e_ShadowStaticRegionSubTriggerTargetRatio: 0.500000 Ratio to determine what the target sub region trigger distance should be from the max trigger dist 0x10000000
1019* e_ShadowStaticRegionSunDirThreshold: 2.000000 Threshold to determine when to re-render static region shadows once sun direction has changed enough from last trigger. Measured in degrees. 0x10000000
1020* e_ShadowsTessellateCascades: 1 Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) 0x10000000
1021* e_ShadowsTessellateDLights: 0 Disable/enable tessellation for local lights shadows 0x10000000
1022* e_ShadowSunDebugQuantization: 0 Debug render shadow pool block texel grid. Showing cascade center location in world space and shadow map space 0x10000000
1023* e_ShadowSunSemiDynamicCascades: 3 Number of cascades that will only render dynamic objects into the shadow map. Starts from highest cascade down. Only active if we have a static region triggerd. 0x10000000
1024* e_ShadowSunSemiDynamicCascadesNumFullUpdate: 1 Number of semi dynamic cascades that will not use incremental frame updates and will update every frame instead. 0x10000000
1025* e_ShadowTexelWidthInPixels: 3.000000 Width of shadow texels measured in pixels . 0x10000000
1026* e_sketch_mode: 0 Enables Sketch mode drawing 0x10000000
1027* e_SkyBox: 1 Activates drawing of skybox and moving cloud layers 0x10000000
1028* e_SkyQuality: 1 Quality of dynamic sky: 1 (very high), 2 (high). 0x10000000
1029* e_SkyType: 1 Type of sky used: 0 (static), 1 (dynamic). 0x10000000
1030* e_SkyUpdateRate: 1.000000 Percentage of a full dynamic sky update calculated per frame (0..100]. 0x10000000
1031* e_Sleep: 0 Sleep X in C3DEngine::Draw 0x10000000
1032* e_StarsIntensityContrast: 5 Power factor which will modify stars intensity for greater variation 0x10000000
1033* e_StarsMaxIntensity: 255 Maximum value of the range of intensity values for the stars 0x10000000
1034* e_StarsMinIntensity: 0 Minimum value of the range of intensity values for the stars 0x10000000
1035* e_StarsTextureResolution: 128 The size of the uncompressed stars texture that will be generated 0x10000000
1036* e_StarsWriteTextureToDisc: 0 Flag to activate the process of calculating and saving the texture data, automatically reset to zero after being enabled 0x10000000
1037* e_StatObjMaterialRTTCheck: 1 Does a check on the sub/material of a statobj level to verify whether the Material has RTT enabled as a texture param. 0x10000000
1038* e_StatObjMergeMaxTrisPerDrawCall: 500 Skip merging of meshes already having acceptable number of triangles per draw call 0x10000000
1039* e_StatObjMergeUseThread: 1 Use a thread to perform sub-objects meshes merging 0x10000000
1040* e_StatObjStoreMesh: 0 Store the mesh if enabled, used for cheat detection purposes (they will be stored by default on the dedi server) 0x10000000
1041* e_StatObjTessellationMaxEdgeLenght: 1.750000 Split edges longer than X meters 0x10000000
1042* e_StatObjTessellationMode: 1 Set they way pre-tessellated version of meshes is created: 0 = no pre-tessellation, 1 = load from disk, 2 = generate from normal mesh on loading 0x10000000
1043* e_StatObjTestOBB: 0 Use additinal OBB check for culling 0x10000000
1044* e_StatObjValidate: 0 Enable CGF mesh validation during loading 0x10000000
1045* e_StreamAssumedFOV: 55.000000 Assumed FOV for streaming in the main view (in degrees, default 55) 0x10000000
1046* e_StreamCgf: 1 Enable streaming of static render meshes 0x10000000
1047* e_StreamCgfDebug: 0 Draw helpers and other debug information about CGF streaming
1048 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize,
1049 also shows are the LOD's stored in single CGF or were split into several CGF's
1050 2: Trace into console every loading and unloading operation [Available in Release]
1051 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB [Available in Release]
1052 4: Force sync load points
1053 5: Display the meshes with the highest priority in the streaming system (max 30 meshes) [Available in Release]
1054 0x10000000
1055* e_StreamCgfDebugFilter: Show only items containing specified text 0x10000000
1056* e_StreamCgfDebugHeatMap: 0 Generate and show mesh streaming heat map
1057 1: Generate heat map for entire level
1058 2: Show last heat map 0x10000000
1059* e_StreamCgfDebugMinObjSize: 100 Threshold for objects debugging in KB 0x10000000
1060* e_StreamCgfDebugMissing: 1 Show coloured cubes in-place of meshes that haven't been streamed in. 0x10000000
1061* e_StreamCgfMaxNewTasksPerUpdate: 4 Maximum number of files requested from streaming system per update 0x10000000
1062* e_StreamCgfMaxTasksInProgress: 32 Maximum number of files simultaneously requested from streaming system 0x10000000
1063* e_StreamCgfPoolSize: 680 Render mesh cache size in MB 0x10000000
1064* e_StreamCgfVisObjPriority: 0.500000 Priority boost for visible objects
10650 - visible objects has no priority over invisible objects, camera direction does not affect streaming
10661 - visible objects has highest priority, in case of trashing will produce even more trashing 0x10000000
1067* e_StreamingHiddenRenderNodes: 0 Allow Streaming RenderNodes which are hidden. 0x10000000
1068* e_streamPrecacheDist: 0.500000 Distance value which is used when pre-caching assets, e.g. during trackview sequences 0x10000000
1069* e_StreamSaveStartupResultsIntoXML: 0 Save basic information about streaming performance on level start into XML 0x10000000
1070* e_Sun: 1 Activates sun light source 0x10000000
1071* e_SunAngleSnapDot: 0.999999 Sun dir snap control 0x10000000
1072* e_SunAngleSnapSec: 0.100000 Sun dir snap control 0x10000000
1073* e_SunDistance: 1000000.000000 Scale of the sun direction vector 0x10000000
1074* e_SunShadowsClipPlaneRange: 20000.000000 Distance relative to the sun used for clipping objects. 0x10000000
1075* e_SunShadowsRenderPlaneRange: 256.000000 Factored into near plane used for rendering 0x10000000
1076* e_Terrain: 1 Activates drawing of terrain ground 0x10000000
1077* e_TerrainBBoxes: 0 Show terrain nodes bboxes 0x10000000
1078* e_TerrainDrawThisSectorOnly: 0 1 - render only sector where camera is and objects registered in sector 00
10792 - render only sector where camera is 0x10000000
1080* e_TerrainLodRatio: 1.000000 Set heightmap LOD 0x10000000
1081* e_TerrainLog: 0 Debug 0x10000000
1082* e_TerrainTextureDebug: 0 Debug 0x10000000
1083* e_TerrainTextureStreamingPoolItemsNum: 64 Specifies number of textures in terrain base texture streaming pool 0x10000000
1084* e_Tessellation: 0 HW geometry tessellation 0 = not allowed, 1 = allowed 0x10000000
1085* e_TessellationMaxDistance: 1000.000000 Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout 0x10000000
1086* e_texeldensity: 0 Enables texel density debug
1087 1: Objects texel density
1088 2: Objects texel density with colored mipmaps
1089 3: Terrain texel density
1090 4: Terrain texel density with colored mipmaps
1091 0x10000000
1092* e_TimeOfDay: 0.000000 Current Time of Day 0x10000000
1093* e_TimeOfDayDebug: 0 Display time of day current values on screen 0x10000000
1094* e_TimeOfDaySpeed: 0.000000 Time of Day change speed 0x10000000
1095* e_TransparentMBAndDoFNearCutoffDist: 0.000000 Threshold for minimum particle light radius 0x10000000
1096* e_UseScreenSpaceDistanceCulling: 1 Use Screen Space size approximization instead of max view distance 0x10000000
1097* e_UseScreenSpaceDistanceCullingMinPixels: 5.000000 Min number of pixels (approximated) needed on screen to draw 0x10000000
1098* e_VegetationBoneInfo: 0 Logs information about number of bones in each vegetation object loaded 0x10000000
1099* e_VegetationMinSize: 0.100000 Minimal size of static object, smaller objects will be not rendered 0x10020000
1100* e_VegetationSphericalSkinning: 1 Activates vegetation spherical skinning support 0x10000000
1101* e_ViewDistMin: 0.100000 Min distance on what far objects will be culled out 0x10000000
1102* e_ViewDistRatio: 100.000000 View distance ratio for objects 0x10000000
1103* e_ViewDistRatioCustom: 100.000000 View distance ratio for special marked objects (Players,AI,Vehicles) 0x10000000
1104* e_ViewDistRatioDetail: 100.000000 View distance ratio for detail objects 0x10000000
1105* e_ViewDistRatioLights: 50.000000 View distance ratio for light sources 0x10000000
1106* e_ViewDistRatioVegetation: 100.000000 View distance ratio for vegetation 0x10000000
1107* e_VisAreaDrawShadowGeometry: 0 Enable Drawing of hole fix up geometry for VisAreas when the zone system is used 0x10000000
1108* e_VisAreasDebug: 0 Enable Debug Rendering of vis areas (Positive value shows labels, negative hides labels)
1109 1: Draw all Vis Areas
1110 2: Draw all Vis Areas and hide normal geo
1111 0x10000000
1112* e_VisAreaStartInDeactivatedPortalBias: 0.300000 Bias of how far the camera can be beyond the portal center to be till considered on the non occluded side 0x10000000
1113* e_VolObjShadowStrength: 0.400000 Self shadow intensity of volume objects [0..1]. 0x10000000
1114* e_WaterRipplesDebug: 0 Draw water hits that affect water ripple simulation 0x10000000
1115* e_WaterVolumes: 1 Activates drawing of water volumes
11161: use usual rendering path
11172: use fast rendering path with merged fog 0x10000000
1118* e_Wind: 1 Debug 0x10000000
1119* e_WindAreas: 1 Debug 0x10000000
1120* e_WindBendingDistRatio: 0.500000 Wind cutoff distance for bending (linearly attentuated to that distance) 0x10000000
1121* e_ZoneSystemConservativeVisAreaIntersectionCheck: 0 Use the Inner portal plane instead of the outside one, this will prevent potential object popping at the cost of more rendered objects 0x10000000
1122* e_ZoneSystemCullChildZones: 1 Cull whole childs zones against the query before doing the per object checks 0x10000000
1123* e_ZoneSystemCullZonePartitions: 1 Cull whole ZonePartitions against the camera before doing the per object checks 0x10000000
1124* e_ZoneSystemDebugQueries: 0 Enable Debug/Profile Rendering of Zone System for Queries 0x10000000
1125* e_ZoneSystemDebugVisAreas: 0 Enable Debug/Profile Rendering of Zone System for VisAras 0x10000000
1126* e_ZoneSystemDebugZones: 0 Enable Debug/Profile Rendering of Zone System for Zones 0x10000000
1127* e_ZoneSystemEnableAABBCulling: 1 Enable culling of object against aabbs 0x10000000
1128* e_ZoneSystemEnableCulling: 1 Enable culling of objects (master flag to disable all culling operations 0x10000000
1129* e_ZoneSystemEnableDistanceCulling: 1 Enable culling of object against view distance 0x10000000
1130* e_ZoneSystemEnableFlagCulling: 1 Enable culling of object against their flags 0x10000000
1131* e_ZoneSystemEnableFrustumAgainstAABBCulling: 1 Enable culling of object's aabbs against camera frustums 0x10000000
1132* e_ZoneSystemEnableFrustumAgainstOBBCulling: 1 Enable culling of object's OBBs against camera frustums 0x10000000
1133* e_ZoneSystemEnableHiddenEntityCulling: 1 Enable culling of objects that are hidden. 0x10000000
1134* e_ZoneSystemEnableHierarchicalCulling: 1 Enable culling optimization to re-use culling results of objects higher in the heirarchy 0x10000000
1135* e_ZoneSystemEnableHullCulling: 1 Enable culling of object against hulls consisting of planes 0x10000000
1136* e_ZoneSystemEnableOcclusionCulling: 1 Enable culling of object against occlusion buffer 0x10000000
1137* e_ZoneSystemEnablePortalCulling: 1 Enable culling of objects against portals (aka VisAreas) 0x10000000
1138* e_ZoneSystemEnablePortalDistanceCulling: 1 Enable culling of Portals by their distance 0x10000000
1139* e_ZoneSystemEnablePortalIntersectionCulling: 1 Enable culling of objects by Portal Intersection. 0x10000000
1140* e_ZoneSystemEnableScreenSizeCulling: 1 Enable culling of object based on the projected screen size 0x10000000
1141* e_ZoneSystemEnableSphereCulling: 1 Enable culling of object against spheres 0x10000000
1142* e_ZoneSystemEnablTagsCulling: 1 Enable culling of objects by Tags. 0x10000000
1143* e_ZoneSystemMaxVisAreaIntersectingRecursionCount: 2 Maximum recursion depth when searching for not visible VisAreas containing object which are visible 0x10000000
1144* e_ZoneSystemObjectsFullyContainedWithinVisAreaOptimization: 1 Optimization that avoids rendering of objects that are fully contained withing vis-areas that aren't directly visible 0x10000000
1145* e_ZoneSystemPartition32BitThreshold: 8192.000000 Diameter of a Zone Partition after which 64bit precision should be used (setting this to 0 forces all operations as double) 0x10000000
1146* e_ZoneSystemPartitionForce64Bit: 0 Force all Partitions to be 64 bit (to verify correctness and performance analyzes 0x10000000
1147* e_ZoneSystemPartitionObjectCountThreshold: 256 Number of objects a Zone Partition must reach before the next smaller level is used 0x10000000
1148* e_ZoneSystemSelectiveDistanceUpdate: 1 Use a max view distance update algorithm which only updates the max view distance when a defining axis changes instead of checking all objects 0x10000000
1149* ec_emotion.showDebug: 0 If enabled, shows on screen information for the emotion component 0x10000000
1150* ec_lootable.showDebug: 0 If enabled, shows on screen information for the lootable component 0x10000000
1151* ec_spawner.showPortRefill: 0 If enabled, shows on screen the portRefilling timers in the CEntityComponentSpawner. 0x10000000
1152* ee_AudioLogging: 0 enable/disable Entity Effects logging for audio
11530: Disabled
11541:Enabled
11551: Standard logging
11562: Verbose logging 0x10000000
1157* ent_GroupEntity.DebugEntityNameFilter: Filter entity effects debug information based on (partial and case-sensitive) entity name comparison 0x10000000
1158* ent_GroupEntity.debugShow: 0 Debug render group entity member names.
11590 = off, 1 = show current members, 2 = show recently removed members 0x10000000
1160* es_AggregateEnterInRangeRequiredScreenSizeInPixel: 100.000000 Size in Pixels required for aggregates to be considered in range 0x10000000
1161* es_AggregateGroupEnterInRangeRequiredScreenSizeInPixel: 100.000000 Size in Pixels required for aggregate groups to be considered in range 0x10000000
1162* es_AggregateGroupInRangeLeaveDelay: 2 Number of frames to delay before sending an ENTITY_LEAVE_IN_RANGE_CLIENT event 0x10000000
1163* es_AggregateGroupLeaveInRangeRequiredScreenSizeInPixel: 80.000000 Size in Pixels required for aggregate groups to start leave InRange (must be less/equal to es_AggregateGroupEnterInRangeRequiredScreenSizeInPixel) 0x10000000
1164* es_AggregateInRangeLeaveDelay: 2 Number of frames to delay before sending an ENTITY_LEAVE_IN_RANGE event 0x10000000
1165* es_AggregateIsVisibleLeaveDelay: 2 Number of frames to delay before sending an ENTITY_LEAVE_IS_VISIBLE event 0x10000000
1166* es_AggregateLeaveInRangeRequiredScreenSizeInPixel: 80.000000 Size in Pixels required for aggregates to start leave InRange (must be less/equal to es_AggregateEnterInRangeRequiredScreenSizeInPixel) 0x10000000
1167* es_aggregates_debug_draw: 0 Enables Debug Draw for Aggregates 0x10000000
1168* es_asyncSpawningOnBackgroundThreads: 1 Enable async entity spawning on background worker threads 0x10000000
1169* es_AudioEntitiesManagedPropertyAlwaysTrue: 0 Force managed property to true for audio entity proxies 0x10000000
1170* es_bboxes: 0 Toggles entity bounding boxes.
1171Usage: es_bboxes [0/1]
1172Default is 0 (off). Set to 1 to display bounding boxes. 0x10000000
1173* es_bboxes_classfilter: Set an entity class filter es_bboxes to draw, works with substrings.
1174Usage: es_bboxes_classfilter = human
1175Default is off (no filter). 0x10000000
1176* es_bboxes_componentfilter: Set an entity component filter es_bboxes to draw, works with component id such as 'Vehicle' or 'EntityPhysicsController'.
1177Usage: es_bboxes_componentfilter = Vehicle
1178Default is off (no filter). 0x10000000
1179* es_bboxes_maxdist: 0.000000 Set the max dist for es_bboxes to draw at.
1180Usage: es_bboxes_maxdist = 10
1181Default is 0 (no max dist). 0x10000000
1182* es_bboxes_namefilter: Set an entity name filter es_bboxes to draw, works with substrings.
1183Usage: es_bboxes_namefilter = bob
1184Default is off (no filter). 0x10000000
1185* es_bboxes_tagfilter: Set an entity tag filter es_bboxes to draw, works with substrings of tag names.
1186Usage: es_bboxes_tagfilter = area
1187Default is off (no filter). 0x10000000
1188* es_DebrisLifetimeScale: 1.000000 Usage: es_DebrisLifetimeScale 1.0 0x10000000
1189* es_debugDrawEntityIDs: 0 Displays the EntityId of all entities.
1190Default is 0 (off), any other number enables it.
1191Note: es_bboxes must be set to 1 also (or else the EntityId won't be displayed) 0x10000000
1192* es_debugDrawEntityTags: 0 Displays the Tags of all entities that have any.
1193Default is 0 (off), any other number enables it.
1194Note: es_bboxes must be set to 1 also (or else the tags won't be displayed) 0x10000000
1195* es_DebugEntitiesAtOrigin: 0 Debug active physicalized entities at the origin, a common cause of bugs and framerate issues 0x10000000
1196* es_debugEntityIdGeneration: 0 Debug entity id generation 0x10000000
1197* es_debugEntityLifetime: 0 Debug entities creation and deletion time 0x10000000
1198* es_DebugEntityUsage: 0 Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage
1199Usage: es_DebugEntityUsage update_rate
1200update_rate - Time in ms to refresh memory usage calculation or 0 to disable 0x10000000
1201* es_DebugEntityUsageFilter: Filter entity usage debugging to classes which have this string in their name 0x10000000
1202* es_DebugEvents: 0 Enables logging of entity events 0x10000000
1203* es_DebugFindEntity: 0 0x10000000
1204* es_debugLifetimeAuthorizers: 0 Debug entity lifetime authorizers. 0x10000000
1205* es_debugOwnerManager: 0 Debug entity owner managers. 0x10000000
1206* es_DebugOwnerManagerFilter: Filter entity lifetime management that have this string in their name 0x10000000
1207* es_debugOwnerManagerLifetimeResults: 0 Whether lifetime policies should calculate their and display results for debugging 0x10000000
1208* es_debugOwnership: 0 Debug entity ownership 0x10000000
1209* es_DebugTimers: 0 This is for profiling and debugging (for game coders and level designer)
1210By enabling this you get a lot of console printouts that show all entities that receive OnTimer
1211events - it's good to minimize the call count. Certain entities might require this feature and
1212using less active entities can often be defined by the level designer.
1213Usage: es_DebugTimers 0/1 0x10000000
1214* es_debugUpdaterEnable: 0 Globally enables/disables all component debug update functions 0x10000000
1215* es_enable_full_script_save: 0 Enable (experimental) full script save functionality 0x10000000
1216* es_EntityUpdatePosDelta: 0.100000 Indicates the position delta by which an entity must move before the AreaManager updates position relevant data.
1217Default: 0.1 (10 cm) 0x10000000
1218* es_FarPhysTimeout: 4.000000 Timeout for faraway physics forceful deactivation 0x10000000
1219* es_HitDeadBodies: 1 specifies whether dead bodies are affected by bullet hits (0 or 1) 0x10000000
1220* es_ImpulseScale: 0.000000 Usage: es_ImpulseScale 0.0 0x10000000
1221* es_LayerSaveLoadSerialization: 0 Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers. 0x10000000
1222* es_log_collisions: 0 Enables collision events logging 0x10000000
1223* es_MaxImpulseAdjMass: 2000.000000 Usage: es_MaxImpulseAdjMass 2000.0 0x10000000
1224* es_MaxPhysDist: 100.000000 Physical entities farther from the camera than this are forcefully deactivated 0x10000000
1225* es_MaxPhysDistCloth: 300.000000 Cloth entities farther from the camera than this are forcefully deactivated 0x10000000
1226* es_MaxPhysDistInvisible: 25.000000 Invisible physical entities farther from the camera than this are forcefully deactivated 0x10000000
1227* es_MinImpulseVel: 0.000000 Usage: es_MinImpulseVel 0.0 0x10000000
1228* es_msSpawnBatchMinTimeForLogging: 1000.000000 The minimum time in ms that a spawn batch must take to process from eBS_Spawning state -> eBS_Finalize, for it's event [SpawnBatch] to be logged to Kibana. 0x10000000
1229* es_msSpawnBatchNonLoggingSendTimeInterval: 10000.000000 Interval in ms for accumulated batch data [SpawnBatch_NonLogged] telemetry events to be sent to Kibana. 0x10000000
1230* es_networkScopeIdClientSizeMin: 0 Minimum number of remaining continuous network scope entity ids before client will request more from server 0x10000000
1231* es_networkScopeIdClientSizeRequest: 0 Number of continuous network scope entity ids client will request from server at a time 0x10000000
1232* es_networkScopeIdServerSizeMin: 50000000 Minimum number of remaining continuous network scope entity ids before server will request more from id broker 0x10000000
1233* es_networkScopeIdServerSizeRequest: 1000000000 Number of continuous network scope entity ids sever will request from id broker at a time 0x10000000
1234* es_oc_streaming_debug: 0 Enables OC Streaming debug rendering 0x10000000
1235* es_oc_streaming_debug_log: 0 Enables OC Streaming debug logging 0x10000000
1236* es_oc_streaming_enabled: 0 Enables OC Streaming (enables various workaround for now as well, like additional logging), 1 = enabled per mega map DC params, 2 = globally enabled 0x10000000
1237* es_parallelSpawningEnabled: 0 If enabled, some client side spawn batches are executed as independent background jobs 0x10000000
1238* es_profileentities: 0 Usage: es_profileentities 1,2,3
1239Default is 0 (off). 0x10000000
1240* es_record_entity_sources: 0 For all entities loaded from object containers, record their source. Use es_dumpEntitySources after load to see the results 0x10000000
1241* es_SaveLoadUseLUANoSaveFlag: 0 Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies. 0x10000000
1242* es_spawn_fake_clients: 0 Number of FakeClients to spawn (works only once, clients cannot be removed!) should be used to simulate server load 0x10000000
1243* es_UpdateScript: 1 Usage: es_UpdateScript [0/1]
1244Default is 1 (on). 0x10000000
1245* es_UsePhysVisibilityChecks: 1 Activates physics quality degradation and forceful sleeping for invisible and faraway entities 0x10000000
1246* ev_debug_events: 0 event logging flags
12470: off
12481: stats (screen)
12492: stats (console)
12504: stats (dump to log)
12518: log each event 0x10000000
1252* ev_debug_events_entity: Name filter of entities to debug, seperated with |
1253'-<filter>' to remove a match
1254'<filter>' to only display a match 0x10000000
1255* ev_debug_events_events: Name filter of events to debug, seperated with |
1256'-<filter>' to remove a match
1257'<filter>' to only display a match 0x10000000
1258* ev_debug_timeout: 3.000000 timeout for stats display (seconds) 0x10000000
1259* ev_missions.debugEventData: 1 If enabled, logs to console the data received by the EV mission spawner 0x10000000
1260* ev_missions.forceDisableInterdiction: 0 Force disable the interdiction system 0x10000000
1261* ev_missions.globalMissionLimitSpawnCheck: 1 When enabled EV mission spawns will be prevented while the global limit has been reached. 0x10000000
1262* ev_missions.locationAreaCheckDistance: 5000.000000 When greater than 0 EV mission spawns will be prevented if location database area is within the given distance. 0x10000000
1263* ev_missions.maxMissions: 20 The total number of EV missions that can be currently active 0x10000000
1264* ev_missions.maxMissionsPerPlayer: 1 The total number of EV missions that can be currently active on one player 0x10000000
1265* ev_missions.missionProximityCheckDistance: 50000.000000 When greater than 0 EV mission spawns will be prevented if another mission entity is within the given distance. 0x10000000
1266* ev_missions.missionSpawnedEntityProximityCheckDistance: 5000.000000 When greater than 0 EV mission spawns will be prevented if any mission spawned entities are within the given distance. 0x10000000
1267* ev_missions.playerMissionLimitSpawnCheck: 1 When enabled EV mission spawns will be prevented for a player while that player's limit has been reached. 0x10000000
1268* ev_missions.roomIntersectionSpawnCheck: 1 When enabled EV mission spawns will be prevented if the spawn point is inside a room. 0x10000000
1269* ev_missions.spawnDistanceMax: 12000.000000 The maximum distance (in metres) that the mission should be spawned from the target player 0x10000000
1270* ev_missions.spawnDistanceMin: 5000.000000 The minimum distance (in metres) that the mission should be spawned from the target player 0x10000000
1271* ExitOnQuit: 1 0 = full shutdown, 1 = fast shutdown 0x10000000
1272* fake_login_queue_pos: 0 Set fake position in the login queue (ignored if 0) 0x10000000
1273* ffs_debug: 0 Turns on/off force feedback system debug. 0x10000000
1274* fg_abortOnLoadError: 0 Abort on load error of flowgraphs
12752:abort, 1:dialog, 0:log only 0x10000000
1276* fg_debugmodules: 0 Display Module debug info.
12770=Disabled1=Modules only2=Modules + Module Instances 0x10000000
1278* fg_debugmodules_filter: Only debug modules with this name 0x10000000
1279* fg_iDebugNextStep: 0 Update flowgraph debug by one step. 0x10000000
1280* fg_iEnableFlowgraphNodeDebugging: 0 Toggles visual flowgraph debugging. 0x10000000
1281* fg_inspectorLog: 0 Log inspector on console. 0x10000000
1282* fg_noDebugText: 1 Don't show debug text [0/1]
1283Default is 0 (show debug text). 0x10000000
1284* fg_SystemEnable: 1 Toggles FlowGraph System Updates.
1285Usage: fg_SystemEnable [0/1]
1286Default is 1 (on). 0x10000000
1287* flash_report_callback_dispatch: 0 Report when a flash callback is dispatched, giving its name. Bit field: 1 for UIController dispatches, 2 for UIOwner dispatches, 3 for both. 0x10000000
1288* fx_debugLightningRegionSlots: 0 How many times each lightning region has attempted to strike when all slots are full.
1289 0x10000000
1290* g_acSurvivalEnemyType: 0 Type of enemy to use in AC survival game mode - 0: Vanduul, 1: Pirates 0x10000000
1291* g_actionAreas.debugDraw: 0 Enable/disable action areas debug draw 0x10000000
1292* g_actionAreas.enableForceUpdateContainedAI: 1 Enable/disable force update of some AI components on the contained AI entities 0x10000000
1293* g_activate_subscriber_perk: 0 Activates the subscriber perk feature. 0x10000000
1294* g_actorAudioDebug: 0 Enable/Disable debugging info on actors with an audio controller 0x10000000
1295* g_actorViewDistRatio: 255 Sets the view dist ratio for actors.
1296 0x10020000
1297* g_AIComponents.DebugDrawNavLinks: 0 Enable/disable the Navigation Links. 0x10000000
1298* g_AIComponents.DebugNameFilter: Filter debug information based on (partial) actor name comparison. 0x10000000
1299* g_AIComponents.DrawAimTarget: 0 Render the aiming component's aim target 0x10000000
1300* g_AIComponents.DrawCollisionAvoidance: 0 Draw debug information related to the Collision Avoidance component. 0x10000000
1301* g_AIComponents.DrawCoverComponent: 0 Debug draw cover component.
1302Default is 0 (off)
13030 - off
13041 - on
1305 0x10000000
1306* g_AIComponents.DrawCrewManifests: 0 Enable/disable the Crew Manifest debugging. 0x10000000
1307* g_AIComponents.DrawLookTarget: 0 Render the look component's looktarget 0x10000000
1308* g_AIComponents.DrawMovementSystem: 0 Draw debug information related to the Movement System component. 0x10000000
1309* g_AIComponents.DrawWeaponTargeting: 0 Render the AI weapon component's targeting adjustments. You can set it to the following values
1310[1] = Draws a line for each bullet. A red line represents an intentional miss.
1311[2] = Draws the validation of the line of firing. Firing is not allowed when the gun doesn't point towards the target. The debug line is red in this case.
1312[3] = Draws the cone representing the area where the possible misses/hits are calculated.
1313[4] = Draws the accuracy directions (up and right) used to calculate the hit position adjustment.
1314[5] = Draws the adjusted position and the direction used for the adjustment calculation.
1315[6] = Draws the shooting frustum to debug the friendly fire. 0x10000000
1316* g_AIComponents.EnableAILODUpdate: 1 Enable/disable the AI LOD update. 0x10000000
1317* g_AIComponents.LightweightMovementUpdatePeriod: 1.000000 Amount in seconds that must pass between different lightweight updates for the movement system. 0x10000000
1318* g_AIComponents.proceduralPOI.debugLook: 0 available severities: 0/1/2/3/4/5 0x10000000
1319* g_AIComponents.proceduralPOI.debugPoiTags: 0 available severities: 0/1/2 0x10000000
1320* g_AIComponents.proceduralPOI.filterActive: 0 0x10000000
1321* g_AIComponents.seatOperator.DrawWeaponAccuracyCone: 0 0x10000000
1322* g_AIComponents.seatOperator.DrawWeaponAimingStatus: 0 0x10000000
1323* g_AIComponents.seatOperator.DrawWeaponOcclusions: 0 0x10000000
1324* g_AIComponents.vision.pvsQuota: 8 Max number of PVS (Probable Visible Set) raycast requests that can be queued in the deferred queued by each component each update 0x10000000
1325* g_AIComponents.vision.raycastQuota: 64 Max number of raycasts queued by the VisionComponent handled by physics each frame 0x10000000
1326* g_AIComponents.vision.triggerOffset: 0.300000 A change in the relative position between observer and observable that triggers a new raycast 0x10000000
1327* g_AIComponents.WeaponComponentAimingDirectionTolerance: 10.000000 Tolerance between aiming direction and direction to the target to decide when stop shooting (in degrees). 0x10000000
1328* g_AIComponents.WeaponComponentEnableAlwaysMiss: 0 Forces the weapon component to always miss when shooting. 0x10000000
1329* g_AIComponents.WeaponMuzzleFirePositionOffset: 3.000000 Distance offset added to the firing position helper of guns and turrets for the line of fire occlusion check. 0x10000000
1330* g_aimdebug: 0 Enable/disable debug drawing for aiming direction 0x10000000
1331* g_aiModule_noGeometryBBsize: 5.000000 If an AI module has no geometry, size of the bounding box assigned to the object so it can be considered visible by the entity update scheduler 0x10000000
1332* g_AISmoothLocomotion.allowStrafing: 1 0=Disabled, 1=Enabled 0x10000000
1333* g_AISmoothLocomotion.avoidMaxDiverge: 0.750000 Max distance to allow avoidance to take character off spline 0x10000000
1334* g_AISmoothLocomotion.avoidMaxTwistDegrees: 70.000000 Max twist to set on blendspace (in degrees) 0x10000000
1335* g_AISmoothLocomotion.avoidRecoverTime: 4.000000 Time after avoidance finishes to allow returning to spline naturally before forcing 0x10000000
1336* g_AISmoothLocomotion.avoidTwistScale: 1.250000 Scaling to apply to avoidance twisting to increase or reduce the effect (will never exceed the max amount) 0x10000000
1337* g_AISmoothLocomotion.enabled: 1 Enable smooth locomotion system (smooth path following and new animation state selection logic) 0x10000000
1338* g_AISmoothLocomotion.minAngleForPathAdjustment: 30.000000 Minimum angle (in degrees) in order to do path adjustment (rather than just rotating actor near start/end) 0x10000000
1339* g_AISmoothLocomotion.minSegLengthForPathAdjustment: 1.000000 Minimum required length of final segment in order to allow path start/end direction adjustment (too short looks ugly) 0x10000000
1340* g_AISmoothLocomotion.pathMaxExtrusion: 1.000000 Max distance (in meters) to extrude path from corners 0x10000000
1341* g_AISmoothLocomotion.pathMaxExtrusionSpeed: 5.000000 Speed at which to use pathMaxExtrusion 0x10000000
1342* g_AISmoothLocomotion.pathMinExtrusion: 0.300000 Min distance (in meters) to extrude path from corners 0x10000000
1343* g_AISmoothLocomotion.pathMinExtrusionSpeed: 0.900000 Speed at which to use pathMinExtrusion 0x10000000
1344* g_AISmoothLocomotion.positionInterpolationStrength: 3.000000 Multiplier for how strongly we apply position interpolation [0.0 - 10.0] 0x10000000
1345* g_AISmoothLocomotion.rotationInterpolationStrength: 5.000000 Multiplier for how strongly we apply rotation interpolation [0.0 - 10.0] 0x10000000
1346* g_AISmoothLocomotion.segmentMergingLengthThreshold: 0.300000 Try to merge line segments if they are shorter than this 0x10000000
1347* g_AISmoothLocomotion.segmentMergingThresholdDegrees: 170.000000 Try to merge line segments if angle between them is greater than this 0x10000000
1348* g_AISmoothLocomotion.shadowSyncMode: 1 How to sync position/direction on remote clients with server shadow values, 0=enabled, 1=avoiding or moving, 2=only when avoiding 0x10000000
1349* g_AISmoothLocomotion.sharpTurnMaxFittingError: 0.300000 Max distance trimmed animation can be from actual end point to still be considered valid 0x10000000
1350* g_AISmoothLocomotion.sharpTurnMinDegrees: 30.000000 Don't attempt a sharp turn if angle is shallower than this 0x10000000
1351* g_AISmoothLocomotion.sharpTurnSampleDistance: 0.100000 Ideal max distance between samples for fitting sharp turns to path 0x10000000
1352* g_AISmoothLocomotion.sharpTurnToleranceDegrees: 30.000000 Number of degrees a sharp turn asset can be off and still be considered a valid option 0x10000000
1353* g_AISmoothLocomotion.slopeStairModifier: 0.750000 Additional modifier to slope scaling when on stairs 0x10000000
1354* g_AISmoothLocomotion.splineCornerCutAmount: 2.000000 When safe to cut corners, offset of spline to middle point [-5, 5], 0 makes spline go through point, 1 cuts corner mildly 0x10000000
1355* g_AISmoothLocomotion.splineMaxJoinLength: 4.000000 Distance along segment before spline must rejoin it when moving at maximum speed 0x10000000
1356* g_AISmoothLocomotion.splineMaxJoinLengthSpeed: 6.000000 Speed at which to use splineMaxJoinLength 0x10000000
1357* g_AISmoothLocomotion.splineMinJoinLength: 1.000000 Distance along segment before spline must rejoin it when moving at minimum speed 0x10000000
1358* g_AISmoothLocomotion.splineMinJoinLengthSpeed: 0.900000 Speed at which to use splineMinJoinLength 0x10000000
1359* g_AISmoothLocomotion.strideAdjustMaxScale: 1.300000 [1.0 - 2.0] Max scaling to apply to stride length (will never exceed the max amount) 0x10000000
1360* g_AISmoothLocomotion.strideAdjustMinScale: 0.600000 [0.1 - 1.0] Min scaling to apply to stride length (will never go below min amount) 0x10000000
1361* g_AISmoothLocomotion.useAvoidanceTwist: 1 0=Disabled, 1=Enabled 0x10000000
1362* g_AISmoothLocomotion.useCombatSpeedNoSlowdown: 0 Enable keeping character from slowing down on corners if they're in a combat stance 0x10000000
1363* g_AISmoothLocomotion.useEndDirectionPathAdjustment: 1 Enable modifying path ends to achieve final direction adjustment more smoothly 0x10000000
1364* g_AISmoothLocomotion.useEndPhaseWarp: 1 Use phase warp to match ending cycle phase to leg positions in next anim, 0=disabled, 1=enabled 0x10000000
1365* g_AISmoothLocomotion.useReturnToPathNavmeshTests: 1 Enable testing if we have a clear navmesh path back to spline and fail if not 0x10000000
1366* g_AISmoothLocomotion.useSharpTurnProcClips: 1 Enable setting of MoveActionTargetPos location param so PosAdjust proc clips can be set to guarantee move action start position 0x10000000
1367* g_AISmoothLocomotion.useSharpTurns: 1 Enable injection of sharp turn animations into paths where appropriate 0x10000000
1368* g_AISmoothLocomotion.useSlopeSpeedScaling: 1 Enable slowing down current speed based on slope/stair angle 0x10000000
1369* g_AISmoothLocomotion.useStartDirectionPathAdjustment: 1 Enable modifying path start to achieve initial direction adjustment more smoothly when starting while moving 0x10000000
1370* g_AISmoothLocomotion.useStartPathAtActorAdjustment: 1 Enable modifying path to start at current actor position if necessary 0x10000000
1371* g_AISmoothLocomotion.useStartPhaseWarp: 1 Use phase warp to match starting cycle phase to leg positions in previous anim, 0=disabled, 1=enabled 0x10000000
1372* g_AISmoothLocomotion.useStrideAdjustment: 1 Use stride adjustment to get into better locomotion phase for animation transitions, 0=disabled, 1=enabled 0x10000000
1373* g_AISmoothLocomotion.useStrideAdjustmentPoseModifier: 1 Use pose modifier for correcting foot sliding while doing stride adjustment, 0=disabled, 1=enabled 0x10000000
1374* g_AISpawning.CollisionObjects: evp Which tests to perform when calculating spawn collisions.
1375r: Render Nodes
1376e: Physical Entities
1377v: Vehicles
1378p: Pending Spawns 0x10000000
1379* g_AISpawning.DebugSpawnResolver: 0 Print resolver debugging to the log. 0x10000000
1380* g_AISpawning.DefaultInactivityLifetime: 600.000000 The default timeout duration for the entity lifetime policy applied to anything spawned by the AI spawning system. 0x10000000
1381* g_AISpawning.DespawnTimer: 10.000000 How long spawned entities should persist after a despawn request before being despawned - Used for preserving entities between missions. 0x10000000
1382* g_AISpawning.DrawCollisions: 0 Draw collision checks for the AI spawning system - Wont work on clients connected to a server. 0x10000000
1383* g_AISpawning.PopulationDebug: 0 Draw Population debugging:
13840 : Off
13851 : Draw bounding boxes / locations
13862 : Print to log how many locations are lost due to anchor 0x10000000
1387* g_AISpawning.PopulationDebugTime: 60.000000 How long the population debugging should be on screen. 0x10000000
1388* g_AISpawning.ResolverDebugTime: 60.000000 How long the resolver debugging should be on screen. 0x10000000
1389* g_AISpawning.UseSpawnResolver: 1 Resolve spawns against existing entities to avoid collisions. 0x10000000
1390* g_AISpawning.VehicleSpawnLimit: 30 The vehicle limit for spawned vehicles by the AI spawning system. After this threshold has been reached environmental missions will not be spawned. 0x10000000
1391* g_allowDisconnectIfUpdateFails: 1 0x10000000
1392* g_allowPureSpectatorModeOnRelease: 0 Allow the keybind to enter pure spectator mode on release builds 0x10000000
1393* g_assertMissingHitTypes: 1 assert in debug for missing hit types 0x10000000
1394* g_assertWhenVisTableNotUpdatedForNumFrames: 255 0x10000000
1395* g_asteroidMiningDebug: 0 Enable extra debug logging for asteroid mining 0x10000000
1396* g_ATC_debugOnlyNonFreePads: 0 Only show the status of pads which are not free 0x10000000
1397* g_ATC_disableObstructionDespawning: 0 Disable the ATC's checks for obstructing vehicles. So a vehicle wont be counted as illegally parked if it hovers over a landing pad. 0x10000000
1398* g_ATC_disableUpdate: 0 If set to 1, the ATC won't update any timers. Pads won't be freed if a vehicle leaves, vehicles won't be despawned for illegal landing... 0x10000000
1399* g_atmosphericEntry_GeometryGlow_DrawDebug: 0 Draws debug lines for the geometry glow on the atmospheric entry effect 0x10000000
1400* g_autoAssignTeams: 1 1 = auto assign teams, 0 = players choose teams 0x10000000
1401* g_autoGiveAllDFMPass: 0 automatically gives all access passes for the Arena Commander module (DFM & FPS) 0x10000000
1402* g_AutomaticDoorPortalEditorOverride: 1 Allow the automatic doors to keep portals open in editor mode. 0x10000000
1403* g_autoPilotInterval: 10.000000 time between auto-pilot action selection and normal behavior (either fire&throttle / pick target): (seconds) 0x10000000
1404* g_autoReviveTime: 1.000000 Time from death till the player is automatically revived 0x10000000
1405* g_bottomlessMags: 0 Bottomless magazines 0x10000000
1406* g_breakablePlanetDebug: 0 Show some debug drawing of the pieces breaking up regarding to the planet surface (if any nearby). 0x10000000
1407* g_breakablePlanetDebugDuration: 10.000000 Adjust the time the debug draw shapes last on screen 0x10000000
1408* g_breakage_debug: 0 Turns on debug rendering for broken objects counted against g_breakage_mem_limit 0x10000000
1409* g_breakage_mem_limit: 0 Sets a budget for procedurally breakable objects (in KBs) 0x10000000
1410* g_breakage_particles_limit: 160 Imposes a limit on particles generated during 2d surfaces breaking 0x10000000
1411* g_breakageFadeDelay: 6.000000 0x10000000
1412* g_breakageFadeTime: 6.000000 0x10000000
1413* g_breakageMinAxisInertia: 1.000000 Set this to 1.0 to force broken trees to have spherical inertia 0x10020000
1414* g_breakageNoDebrisCollisions: 0 Turns off all collisions for debris, apart from coltype_solid 0x10000000
1415* g_breakageTreeDec: 0 Please see comments in ActionGame.cpp 0x10000000
1416* g_breakageTreeInc: 0 Please see comments in ActionGame.cpp 0x10000000
1417* g_breakageTreeIncGlass: 0 Please see comments in ActionGame.cpp 0x10000000
1418* g_breakageTreeMax: 0 Please see comments in ActionGame.cpp 0x10000000
1419* g_bRequireSessionToken: 0 Session Token required to be forwarded from the Universe Cluster. Rejects incoming player connections if Session Token not authorized. 0x50020000
1420* g_bShowConnectionInfo: 0 If 1, enables verbose connection information. 0x50020000
1421* g_bStreamEngineAbortOnStall: 0 If 1, calls Abort() for stalled ReadStreams during UpdateAndWait(). 0x10000000
1422* g_bulletBoltMinSpawnLength: 0.500000 [0.0-1.0] Masks the gap between a weapon and a spawned bullet by shifting the render mesh ahead of its physics on the first frame.
1423Larger values can make it look like a laser bolt is colliding on the first visible frame when it actually isn't. 0x10000000
1424* g_bulletHitImpulseScale: 0.000000 The amount of a bullet's momentum to transfer over to HitInfo impulse scale. 0x10000000
1425* g_bulletPenetrationDebug: 0 Enable bullet penetration debugging 0x10000000
1426* g_bulletPenetrationDebugTimeout: 8.000000 Display time of debug messages 0x10000000
1427* g_CameraComponentOverrideFilter: Name of the camera component to override the engine camera. 0x10000000
1428* g_CameraComponentOverrideLogNames: 0 Output to the log all the camera entity components in the level. Format is [CameraOverrideFullName]: 0x10000000
1429* g_CameraViewManager_AllowAutoLoad: 1 If enabled, camera slots will be automatically loaded from XML every time a new view or group is added to the camera stack 0x10000000
1430* g_CameraViewManager_AllowAutoSave: 1 If enabled, camera slots will be automatically saved to XML every time one slot changes 0x10000000
1431* g_cinematicCameraActionHoldTime: -1.000000 The time you have to hold action input button/key down before cinematic camera triggers 0x10000000
1432* g_cinematicCameraPlayChance: 0.250000 Chance of cinematic camera playing (0 - 1 scale) 0x10000000
1433* g_ClientIdleKickTime: 270.000000 Time a player can idle on a server, potentially hogging it without starting the game (in seconds), server restarts if all clients are idle 0x10000000
1434* g_ClientIdleKickTimeMinVehicleSpeedToIgnore: 2.000000 Reset idle kick timer if the player is in a vehicle traveling at this speed or higher. 0x10000000
1435* g_ClientIdleKickTimePersist: 900.000000 Time a player can idle on a server in persistent universe mode, potentially hogging it without starting the game (in seconds), before being kicked 0x10000000
1436* g_ClientIdleKickTimePreGame: 270.000000 Time a player can idle on a server, potentially hogging it without starting the game (in seconds, pre-match only), server restarts if all clients are idle 0x10000000
1437* g_ClientIdleKickTimeSpectating: 5400.000000 Time a player can idle on a server in spectator mode, potentially hogging it without starting the game (in seconds), before being kicked 0x10000000
1438* g_collision.actor.damagePerSpeedSquared: 0.250000 Impact speed exceeding the safe threshold will be squared, multiplied by this value and applied as physical damage. 0x10000000
1439* g_collision.actor.safeSpeed: 9.000000 Impact speed that deals no damage to an actor. 0x10000000
1440* g_collision.actor.warnSpeed: 6.000000 Actor movement speed (EVA) that starts the collision warning check. 0x10000000
1441* g_collision.actor.warnTime: 4.000000 How far ahead to check for collisions. 0x10000000
1442* g_collision.debug: 0 Log collisions (1=all collisions; 2=damaging collisions; 3=local player collisions) 0x10000000
1443* g_collision.vehicle.damagePerSpeedSquared: 2.000000 Impact speed exceeding the safe threshold will be squared, multiplied by this value and applied as physical damage. 0x10000000
1444* g_collision.vehicle.safeSpeed: 9.000000 Impact speed that deals no damage to a vehicle. 0x10000000
1445* g_collision.vehicle.warnSpeed: 6.000000 Vehicle movement speed that starts the collision warning check. 0x10000000
1446* g_collision.vehicle.warnTime: 2.000000 How far ahead to check for collisions. 0x10000000
1447* g_colorGradientArea_Logging: 0 Enable/disable color gradient area logging
1448[0/1] 0x10000000
1449* g_commsChannels_debug: 0 Enable the debugging of the comms channels manager 0x10000000
1450* g_commsChannels_debugActor: Show the comms channels the specified actor is in 0x10000000
1451* g_commsChannels_debugMission: Name of the mission to show which channels contains, with which people 0x10000000
1452* g_commsComponent_autoBeep: 1 Beep when someone starts or stops communicating over the comms system 0x10000000
1453* g_commsComponent_autoJoinOpenChannel: 0 Every player actor will join automatically the OpenChannel when joining the game 0x10000000
1454* g_commsComponent_debugActor: Specify the entity name of the comms component we want to debug when g_commsComponent_debugEnabled is 1 0x10000000
1455* g_commsComponent_debugEnabled: 0 Draw the debug information about the current client's comms component 0x10000000
1456* g_commsComponent_debugLogging: 0 Write debug information about the comms system to the log 0x10000000
1457* g_commsComponent_maxBroadcastRange: 50000.000000 Max distance (meters) that a comms component can detect others through a zone query 0x10000000
1458* g_commsComponent_precacheTimer: -1.000000 How long a video comms RTT camera will be precaching after an NPC starts a video call. -1 to disable completely. 0 to stop as soon as the call finishes. 0x10000000
1459* g_consoleHeight: 300 Height of the console on screen 0x10000000
1460* g_constantDOF.active: -1 If enabled, the DOF will be active while the player is on foot, focusing on the point the player is looking at. 1 to enable always, 0 to disable always, -1 to let the game mode decide (in Dataforge) 0x10000000
1461* g_constantDOF.closeFocusTime: -1.000000 When using the constant DOF mode, time to lerp the focal distance when suddenly looking at something close 0x10000000
1462* g_constantDOF.debugDraw: 0 Draw the rays and the collision points used during the detection of the constant DOF focus 0x10000000
1463* g_constantDOF.enableDuringInspect: 1 If disabled, the whole constant dof effect will be disabled while inspecting items 0x10000000
1464* g_constantDOF.farFocusTime: -1.000000 When using the constant DOF mode, time to lerp the focal distance when suddenly looking at something far away 0x10000000
1465* g_constantDOF.maxDistance: 20.000000 When using the constant DOF mode, maximum focal distance to use even if the first raycast hit is further away 0x10000000
1466* g_constantDOF.minDistance: 0.150000 When using the constant DOF mode, minimum focal distance to use even if the first raycast hit is closer 0x10000000
1467* g_constantDOF.overrideRaycastGrid: 0 If set to 1, the raycast grid cvars can be used to modify the grid 0x10000000
1468* g_constantDOF.raycastGridConeSpacing: 0.002000 Separation (both X and Z in local space) between the raycasts in world space when using the raycast cone. Requires overrideRaycastGrid = 1 0x10000000
1469* g_constantDOF.raycastGridSize: 4 Number of rays per axis in the ray cast grid. The total number of rays will be this number squared. Recommended to be an odd number. Requires overrideRaycastGrid = 1 0x10000000
1470* g_constantDOF.raycastGridSpacing: 0.150000 Separation (both X and Z in local space) between the raycasts in world space. Requires overrideRaycastGrid = 1 0x10000000
1471* g_constantDOF.useRaycastCone: 1 If the raycast grid should be a cone from the player eyes (1), or parallel rays from screen space (0) 0x10000000
1472* g_contextSystemTracesEnabled: 0 Prints the opening and closing of contexts for debugging purposes 0x10000000
1473* g_dataRefreshFrequency: 1.000000 How many hours to wait before refreshing data from web server 0x10000000
1474* g_debug_hazardArea: 0 1. Display only the areas (no text info) 2. Display areas + damage type info 3. Display areas + affected entities info 4. Display everything 0x10000000
1475* g_debug_hydraulic_pumpable: 0 If enabled, shows on screen information for the hydraulic pumpable component 0x10000000
1476* g_debug_loudspeakerComponent: 0 Display min/max radii of loudspeaker components. 0x10000000
1477* g_debug_stats: 0 Enabled massive gameplay events debug 0x10000000
1478* g_debugCameraViewManager: 0 Shows debug information about the camera views in the manager stack 0x10000000
1479* g_debugDrawCinematicTrigger: 0 Draw the bounding box of the cinematic triggers 0x10000000
1480* g_DebugDrawPhysicsAccess: 0 Displays current physics access statistics for the game module. 0x10000000
1481* g_debugDynamicCameraEffectsFStop: 0 Shows on-screen information about the current FStop and lerp progress while changing contexts in the dynamic camera effects 0x10000000
1482* g_debugFOVOffsets: 0 Shows debug information about the FOV and the offsets applied to the camera 0x10000000
1483* g_debugHeadCamOverrideControl: 0 If an external camera (generally from trackview) is overwriting the player head cam control, it shows where the camera is pointing to originally and where the player is looking at 0x10000000
1484* g_debugPickups: 0 1 = debug logging for AC pickups 0x10000000
1485* g_debugRangeEvents: 0 Display some debug spheres to indicate the size of the ranged events an entity may listen for. 0x10000000
1486* g_debugSpawningLog: 0 Enabled extra logging to debug spawning 0x10000000
1487* g_debugSpawnPointValidity: 0 Fatal error if a client is requesting an initial spawn point that is in the wrong spawn group 0x10000000
1488* g_DebugUISound: 0 enable ui sound log 0x10000000
1489* g_DebugUISoundUIElementFilter: Filter which UIElement debug is shown for
1490Usage: g_DebugUISoundUIElementFilter <string>, where <string> can be the UIElement name or a substring.
1491g_DebugUISoundUIElementFilter will turn off filtering and return to displaying all UIElements. 0x10000000
1492* g_debugWindAreas: 0 Display wind area debug draw 0x10000000
1493* g_demoSection: -1 Selected demo section 0x10000000
1494* g_derez_respawnTimeOverride: -1.000000 Override the amount of time it takes to respawn the player after pressing X. Negative value means no override. 0x10000000
1495* g_detachCamera: 0 Detach camera modes:
14960: Disabled
14971: Locks the camera
14982: Like 1, and draws view frustrum
14993: Camera following the player from behind
15004: Camera following the player's face from the side
15015: Stable camera when in ZeroG or EVA
15026: Like 5, and draws debug sphere for the center position
15037: Full player face view 0x10000000
1504* g_detachCameraXRot: 20.000000 when using g_detachCamera=5, you can specify the x-rotation around the player. 0x10000000
1505* g_detachCameraXRotSpeed: 0.000000 when using g_detachCamera=5, you can specify the x-rotation around the player. 0x10000000
1506* g_detachCameraXSmooth: 0.150000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
1507* g_detachCameraXTilt: 0.000000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
1508* g_detachCameraYRot: 0.000000 when using g_detachCamera=5, you can specify the y-rotation around the player. 0x10000000
1509* g_detachCameraYRotSpeed: 0.000000 when using g_detachCamera=5, you can specify the y-rotation around the player. 0x10000000
1510* g_detachCameraYSmooth: 0.150000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
1511* g_detachCameraYTilt: 0.000000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
1512* g_detachCameraZRot: 0.000000 when using g_detachCamera=5, you can specify the z-rotation around the player. 0x10000000
1513* g_detachCameraZRotSpeed: 0.000000 when using g_detachCamera=5, you can specify the z-rotation around the player. 0x10000000
1514* g_detachCameraZSmooth: 0.150000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
1515* g_detachedCameraDebug: 0 Display debug graphics for detached camera spline playback. 0x10000000
1516* g_detachedCameraMouseRotateNormalizeValue: 10.000000 Detached camera mouse rotation normalization value 0x10000000
1517* g_detachedCameraMouseRotateSpeed: 2.500000 Detached camera mouse rotate speed 0x10000000
1518* g_detachedCameraMoveSpeed: 6.000000 Detached camera move speed 0x10000000
1519* g_detachedCameraRotateSpeed: 1.500000 Detached camera rotate speed 0x10000000
1520* g_detachedCameraTurboBoost: 4.000000 Move speed turbo boost when holding down (360) A button 0x10000000
1521* g_devDemo: 0 To enable developer demos (intended to be checked from flowgraph) 0x10000000
1522* g_difficultyLevel: 1 Difficulty level 0x10000000
1523* g_difficultyLevelLowestPlayed: 1 Sets the lowest difficulty played (Used in completion for achievement determination)(Value is set to -1 in difficulty selection screen, becomes lowest difficulty 1,2,3,4 (Easy,Normal,Hard,Supersolder) when setting difficulty 0x10000000
1524* g_disable_green_zones: 0 Disable the effects of Green/Armistice zones 0x10000000
1525* g_disableDynamicCameraFOVandDOF: 0 Disable dynamic camera effects in game to allow flowgraph effects to take over 0x10000000
1526* g_disableHUDFade: 1 Disable FPS HUD Fade during ADS 0x10000000
1527* g_disableInputKeyFlowNodeInDevMode: 0 disables input Key flownodes even in dev mode. Pure game only, does not affect editor. 0x10000000
1528* g_disableRespawnText: 0 1 - disable Press X to Respawn text. 0x10000000
1529* g_disableSequencePlayback: 0 disable movie sequence playback 0x10000000
1530* g_disableShipListFiltering: 0 Disable the filtering in ship lists to allow all possible ships to be shown (e.g. ASOP terminals) 0x10000000
1531* g_DisableTriggers: 0 Disable enter/leave events for area triggers 0x10000000
1532* g_displayDbgText_actorState: 0 Show information (health, current state etc.) about each actor 0x10000000
1533* g_displayDbgText_plugins: 0 Show player plug-in-related debugging text on the screen 0x10000000
1534* g_displayDbgText_silhouettes: 0 Show silhouette-related debugging text on the screen 0x10000000
1535* g_dynamicCameraEffectsDisabledFStop: 100.000000 Value used by the dynamic camera effects system to lerp towards or from a disabled value instead of lerping towards 0 (since FStop is more blurry the lower it is) 0x10000000
1536* g_enableCinematicCamera: 1 Enable/disable vehicle cinematic cameras (0 - off / 1 - on) 0x10000000
1537* g_enableCinematicGunCamera: 0 Enable/disable vehicle cinematic gun camera (outside of spectator cams) (0 - off / 1 - on / 2 always) 0x10000000
1538* g_enableDevModeTagPoints: 1 Enable the dev mode tag points when running pure game mode. 0x10000000
1539* g_enableFacewareFreeLook: 0 If 1, enables free look using the head track data from faceware. 0x10000000
1540* g_enableFacewareHeadTrackingPlayback: 1 If 1, enables playback of head tracking data on remote players. 0x10000000
1541* g_enableFacewareLive: 1 If 1, enables Faceware Live tracking component. 0x10000000
1542* g_enableFacewareRegularRecalibration: 0 enable/disable FacewareLive regular recalibration for debugging. 0x10000000
1543* g_enableFacewareSystem: 1 enable/disable FacewareLive dll/system. 0x10000000
1544* g_enableFacewareSystemInEditor: 0 enable/disable FacewareLive dll/system in editor. 0x10000000
1545* g_enableFacewareSystemLive: 0 Use to toggle enable and disable tracking 0x10000000
1546* g_enableFriendlyAIHits: 0 Enables AI-owning bullet hit feedback for friendly actors. 0x10000000
1547* g_enableFriendlyPlayerHits: 1 Enables Player-owning bullet hit feedback for friendly actors. 0x10000000
1548* g_enableloadingscreen: 0 Enable/disable the loading screen 0x10010000
1549* g_enablePickups: 1 1 = enable AC weapons pickups 0x10000000
1550* g_enableVoIPAutoJoinServerChannel: 0 Enables VoIP auto joining to Server channel. 0x10000000
1551* g_EntityEffects.DebugEntityNameFilter: Filter entity effects debug information based on (partial) entity name comparsion 0x10000000
1552* g_EntityEffects.DrawDebugInfo: 0 Enables debug draw information for entity effects.
15530: off
15541: Show attached effects and their status
15552: also show inputs and their values 0x10000000
1556* g_EntityEffects.DrawDebugSpace: 0 Use to change where debug draw places the information.
15570: Mixed
15581: 2D-space only (top of screen)
15592: 3D-space only (entity has to be in view) 0x10000000
1560* g_explosion_debugRadius: 0 Shows the radius of the physical explosions. 0x10000000
1561* g_explosion_materialFX_raycastLength: 1.000000 Length of raycast for non-direct impact explosions to find appropriate surface effect 0x10000000
1562* g_facewareCaptureFPS: 60.000000 FPS rate for Faceware tracking. 0x10000000
1563* g_facewareCaptureHeight: 480 Cam image height for Faceware tracking. 0x10000000
1564* g_facewareCaptureWidth: 640 Cam image width for Faceware tracking. 0x10000000
1565* g_facewareEnablePreOptmisation: 1 Enable image downres before processing tracking. 0x10000000
1566* g_facewareFreeLookLostTrackingTimeoutMS: 2000 Timeout for when tracking is lost to return free look to neutral. 0x10000000
1567* g_facewareFreeLookOnlyWhileSeated: 0 If 1, only enables faceware free look while your game character is seated. 0x10000000
1568* g_facewareHeadTrackPitchMultiplier: 2.000000 Multiplier for FW head tracking pitch. 0x10000000
1569* g_facewareHeadTrackRemoteSmoothing: 0.350000 Smoothing rate for remote head tracking playback. 0x10000000
1570* g_facewareHeadTrackYawMultiplier: 2.000000 Multiplier for FW head tracking yaw. 0x10000000
1571* g_facewarePushToRemoteHeadTrack: 0 If set remote head tracking respects push to head track setting. 0x10000000
1572* g_facewareRecalibrate: 0 Recalibrates faceware SDK 0x10000000
1573* g_flashBangMinFOVMultiplier: 0.750000 Set the minimum multiplier for the dot product comparison 0x10000000
1574* g_flashBangMinSpeedMultiplier: 0.200000 Set the minimum movement and rotation speed multiplier when stunned by a flashbang 0x10000000
1575* g_flashBangNotInFOVRadiusFraction: 0.660000 Set the radius fraction which will still blind a player even if not looking at a flashbang 0x10000000
1576* g_flashBangSpeedMultiplierFallOffEase: 5.000000 Alters the falloff curve for the flashbang multiplier 0x10000000
1577* g_flyCamLoop: 0 Toggles whether the flycam should loop at the end of playback 0x10000000
1578* g_FlyModeSpeedScaler: 1.000000 Scales the speed of the fly mode, for values over 80, set p_max_player_velocity to a higher value at your own risk 0x10000000
1579* g_foip_facialCullDistance: 30.000000 Culling distance for foip facial data. 0x10000000
1580* g_foip_voiceCullDistance: 50.000000 Culling distance for foip voice data. 0x10000000
1581* g_FoleyCollisionDebug: 0 Show debug rendering for foley collision system. ( 1=Show Client Foley Collisions 2=Log All Foley Collisions ) 0x10000000
1582* g_FoleyCollisionEnabled: 2048 Enable foley collision system. Default is PE_ARTICULATED but other can be combined.
1583Usage: (g_FoleyCollisionEnabled [0ab...] (flags can be combined)
15840: No foley collision.
1585a: Enable collisions for physical entity type: PE_STATIC
1586b: Enable collisions for physical entity type: PE_RIGID
1587c: Enable collisions for physical entity type: PE_WHEELEDVEHICLE
1588d: Enable collisions for physical entity type: PE_LIVING (e.g. player running on ground)
1589e: Enable collisions for physical entity type: PE_PARTICLE
1590f: Enable collisions for physical entity type: PE_ARTICULATED (e.g. player in EVA flight)
1591g: Enable collisions for physical entity type: PE_ROPE
1592h: Enable collisions for physical entity type: PE_SOFT
1593i: Enable collisions for physical entity type: PE_AREA
1594j: Enable collisions for physical entity type: PE_SPACESHIP
1595k: Enable collisions for physical entity type: PE_ACTOR
1596l: Enable collisions for physical entity type: PE_PLANET 0x10000000
1597* g_footstepSoundMaxDistanceSq: 2500.000000 Maximum squared distance for footstep sounds / fx spawned by Players. 0x10000000
1598* g_FootstepSoundsDebug: 0 Toggles debug messages of footstep sounds. 0x10000000
1599* g_FootstepSoundsFollowEntity: 1 Toggles moving of footsteps sounds with it's entity. 0x10000000
1600* g_forcedReviveTime: 14.000000 Time from death till the player is forced to revive by the server, without any client request being received 0x10000000
1601* g_forceSoftwareCursor: 0 If 1, will force ui to use software cursor, to work around potential bad cursor position issue on multimonitors setup 0x10000000
1602* g_FPSDebugInfo: Displays FPS debug info. 0x10000000
1603* g_friendlyfireratio: 0.000000 Sets friendly damage ratio. 0x10000000
1604* g_gameFXLightningProfile: 0 Toggles game effects system lightning arc profiling 0x10000000
1605* g_gameFXSystemDebug: 0 Toggles game effects system debug state 0x10000000
1606* g_gameIntersectionTestQuota: 6 Amount of deferred intersection tests allowed to be cast per frame by Game 0x10000000
1607* g_gameRayCastQuota: 16 Amount of deferred rays allowed to be cast per frame by Game 0x10000000
1608* g_gameRules.control.terminalDebug: 0 Show debug Info on the control terminals 0x10000000
1609* g_gameRules.control.terminalsDisabledTime: 5.000000 Amount of seconds the terminals are disabled at the start of the round 0x10000000
1610* g_gameRules.editorUseSpawnpoints: 0 Go to game mode in editor spawns you at spawn point as chosen by game rules. Disabled if 0. 0x10000000
1611* g_gameRules.overrideGameStartTimer: -1.000000 Override for game mode pre match game start timer. Disabled if -1. 0x10000000
1612* g_gameRules.overrideRequiredPlayerCount: 0 Override for game mode required player count 0x10000000
1613* g_gameRules.overrideRespawnTimer: -1.000000 Override for game mode respawn timer after death. Disabled if -1. 0x10000000
1614* g_gameRules.postGame.HUDMessageTime: 3.000000 How long to show the endgame HUD message for 0x10000000
1615* g_gameRules.postGame.LeavingTime: 0.000000 How long the server should wait before exiting the game 0x10000000
1616* g_gameRules.postGame.PostScoreboardLogoTime: 4.500000 How long to show the logo after the scoreboard for 0x10000000
1617* g_gameRules.postGame.RetryTime: 10.000000 How long the server should wait before showing logo and exiting game 0x10000000
1618* g_gameRules.postGame.ScoreboardTime: 20.000000 How long to show the full scoreboard for 0x10000000
1619* g_gameRules.postGame.Top3Time: 7.000000 How long to show the top 3 scoreboard for 0x10000000
1620* g_gameRules.showRaceCheckpoints: 0 Race mode show debug checkpoint info 0x10000000
1621* g_gameRules.showRaceInfo: 0 Race mode show debug race info 0x10000000
1622* g_glassAutoShatter: 0 Always smash the whole pane, and spawn fracture effect 0x10000000
1623* g_glassAutoShatterMinArea: 0.500000 If the area of glass is below this, then autoshatter 0x10020000
1624* g_glassAutoShatterOnExplosions: 0 Just smash the whole pane, and spawn fracture effect for explosions 0x10000000
1625* g_glassForceTimeout: 0.000000 Make all glass break after a given time, overrides art settings 0x10000000
1626* g_glassForceTimeoutSpread: 0.000000 Add a random amount to forced glass shattering 0x10000000
1627* g_glassMaxPanesToBreakPerFrame: 0 Max glass breaks, before auto-shattering is forced 0x10000000
1628* g_glassNoDecals: 0 Turns off glass decals 0x10000000
1629* g_glassSystemEnable: 0 Enables the new dynamic breaking system for glass 0x10000000
1630* g_godMode: 0 God Mode
1631 0 = off
1632 1 = players and AI
1633 2 = players only
1634 3 = demi-god player (damage but no death) 0x10000000
1635* g_GotoPointsSyncClientsForLogging: 0 Control variable for using the HC DemoInput class for testing each GotoPoint. Turn this on to synchronize HCs to goto the same point when they jump 0x10000000
1636* g_GotoPointsTests: 0 Control variable for using the HC DemoInput class for testing the each GotoPoint in a level in sequence. 0 = off, 1 = test player, 2 = test vehicle 0x10000000
1637* g_GotoPointsTestsLoggingInterval: 30.000000 time between capture data intervals / GotoNext point : (seconds) 0x10000000
1638* g_green_zone_debug: 0 Enable on-screen debugging for Green/Armistice zones 0x10000000
1639* g_green_zone_obedience_debug: 0 Enable on-screen debugging for green zone obedience components 0x10000000
1640* g_groundeffectsdebug: 0 Enable/disable logging for GroundEffects (2 = use non-deferred ray-casting) 0x10000000
1641* g_hideArms: 0 Hide arms in first person 0x10000000
1642* g_holoVolumeDebug: 0 Draw holo volume boundaries and other information 0x10000000
1643* g_infiniteAmmo: 0 Infinite inventory ammo 0x10000000
1644* g_initialMissionOverride: Override for the initial subsumption mission module to run when the game starts or a player connects in standalone/multiplayer 0x10000000
1645* g_initialMissionSeed: 0 Seed value for the initial subsumption mission module 0x10000000
1646* g_instantKillDamageThreshold: -1.000000 If positive, any damage caused greater than this value will kill the character 0x10000000
1647* g_itemsLodRatioScale: 1.000000 Sets the view dist ratio for items owned by AI/Player in SP.
1648 0x10000000
1649* g_itemsViewDistanceRatioScale: 2.000000 Sets the view dist ratio for items owned by AI/Player in SP.
1650 0x10000000
1651* g_joint_breaking: 1 Toggles jointed objects breaking 0x10000000
1652* g_language: english Defines which language pak is loaded 0x10000000
1653* g_languageAudio: english Will automatically match g_language setting unless specified otherwise 0x10000000
1654* g_lastGotoNextSuccessful: 0 After calling GotoNext on a client, this cvar will be set to 1 if a point was found and the teleport was successful. 0x10000000
1655* g_LightningRegionCascadeMaxTime: 1.000000 Time it takes cascade radius to expand to maximum in seconds. 0x10000000
1656* g_LightningRegionCascadeProbability: 1.000000 Percentage chance a cascade can be triggered via a lightning strike 0x10000000
1657* g_LightningRegionDebugPoints: 0 Debug draw the points for the lightning strike path. Also draws AABB where spawn (green) and target (red) points can end up for non linked entities. 0x10000000
1658* g_LightningRegionDisableStrikeGasCloudLights: 0 Disable initialising and rendering of the lightning strike gas cloud lights. 0x10000000
1659* g_LightningRegionEnable: 1 Globally enable and disable lightning region entities 0x10000000
1660* g_LightningRegionMetersPerVoxel: 100.000000 Size of one voxel in a lightning region's flash 0x10000000
1661* g_LightningRegionOverride_NoiseExponent: -1.000000 When >0, overrides all lightning regions' noise exponent 0x10000000
1662* g_LightningRegionOverride_NoiseFrequency: -1.000000 When >0, overrides all lightning regions noise frequency 0x10000000
1663* g_LightningRegionOverride_NoiseOctaves: -1.000000 When >0, overrides all lightning regions' number of noise octaves 0x10000000
1664* g_LightningRegionOverride_NoiseStrength: -1.000000 When >0, overrides all lightning regions' noise strength parameter 0x10000000
1665* g_LightningRegionStandardLightBrightnessMultiplier: 0.500000 Temporary: Multiplier to reduce the effect of lightningregion lights on non-gas objects 0x10000000
1666* g_LightningRegionStandardLightBulbRadiusMultiplier: 0.500000 Temporary: Multiplier to reduce the effect of lightningregion lights on non-gas objects 0x10000000
1667* g_loadoutEditor.dummy_transform_debug: 0 Print debug information for the loadout dummy transform. 0x10000000
1668* g_loadoutEditor.preview_transform_debug: 0 Print debug information for the loadout item preview transform. 0x10000000
1669* g_loadoutEditor.provider_debug: 0 Print debug information for the loadout provider. 0x10000000
1670* g_loadoutEditor.read_only_vehicles: 1 Enable the readonly behaviour of the VMA. 1 = Ships can only be modified in landing zones, 0 = Ships can be modified anywhere. 0x10000000
1671* g_localPacketRate: 50.000000 Packet rate locally on faked network connection 0x10000000
1672* g_LogDamage: 0 Log all damage being taken 0x10000000
1673* g_logPrimaryRound: 0 Log various operations and calculations concerning the "primary" round and round changes. FOR DEBUGGING 0x10000000
1674* g_logVehicleSpawning: 1 vehicle spawn logging 0x10000000
1675* g_manualFrameStepFrequency: 0.000000 manually step through frames with a fixed time step 0x10000000
1676* g_MatchmakingBlock: 2008 Used to shift matchmaking version for QA and EA builds - please leave as zero 0x10000000
1677* g_MatchmakingVersion: 5367 Defines your matchmaking version (Only join games over the same version) 0x10000000
1678* g_maxGameBrowserResults: 50 Maximum number of servers returned in game browser 0x10000000
1679* g_maximumDamage: -1.000000 Maximum health reduction allowed on actors. If negative it is ignored 0x10000000
1680* g_maxNumberOfPlayers: -1 Total number of players allowed to join the server 0x10000000
1681* g_microphoneVolumeVoIP: 100 Microphone Volume for VoIP. 0x10010000
1682* g_minPlayersForRankedGame: 1 Amount of players required before a game actually starts 0x10000000
1683* g_minWeaponConvergenceDist: 20.000000 Dynamic convergence distance smaller than this minimum convergence distance will be clamped to this value 0x10000000
1684* g_moveDetachedCamera: 0 Move detached camera 0x10000000
1685* g_muteAudioVoIP: 0 Mute Audio for VoIP. 0x10000000
1686* g_muteMicrophoneVoIP: 0 Mute/Unmute VoIP microphone 0x10000000
1687* g_muzzleFlashCull: 1 Enable muzzle flash culling 0x10000000
1688* g_muzzleFlashCullDistance: 30000.000000 Culls distant muzzle flashes. Input number is distance to cull at squared, so to cull at 100m it would be 10,000 0x10000000
1689* g_net_resetPlayerMoveOnSnap: 1 When enabled, remove pending player moves when we Snap/teleport 0x10000000
1690* g_NetPlayerBurstVelocityAmount: 1.000000 If the length of the velocity between two position updates is greater than this, trigger an immediate packet send 0x10000000
1691* g_NetPlayerBurstVelocityDot: 0.200000 If the dot product of the velocity between two position updates is less than this (i.e. different enough), trigger an immediate packet send 0x10000000
1692* g_NetPlayerFinalDistThreshold: 0.150000 Below this distance from the target position, we'll stop moving toward it 0x10000000
1693* g_NetPlayerFinalDistThresholdZ: 0.010000 If we're not simming physics, this is a special z-only distance threshold 0x10000000
1694* g_NetPlayerForcedJumpThreshold: 0.000000 If a remote player's Z value is greater than this amount, the system will attempt to jump him in case he's below a ledge 0x10000000
1695* g_NetPlayerForceTeleportPastJumpThreshold: 5.000000 If a remote player's Z value is greater than this amount, the system will assume jumping cant get there and teleport you instead 0x10000000
1696* g_NetPlayerIntput_MaxPendingMoves: 30 Maximum pending move size before queue is cleared and netplayer is snapped to. 0x10000000
1697* g_NetPlayerStoppedMovementCorrectionSpeed: 0.110000 movement speed that a player that is stopped can move to fix final position 0x10000000
1698* g_NetPlayerVelocityHighPeriod: 1.200000 How many seconds back we can check for the highest velocity a networked player was moving 0x10000000
1699* g_NetPlayerVelocityHighScalar: 1.500000 Allows us to limit how fast we allow a networked player to move based on their highest recent velocity 0x10000000
1700* g_NetPlayerVelocitySmoothTime: 0.100000 Time in seconds to smooth predicated velocity over to avoid spikes, 0 to disable smoothing 0x10000000
1701* g_no_breaking_by_objects: 0 Prevents procedural breaking caused by rigid bodies 0x10000000
1702* g_no_secondary_breaking: 0 Prevents secondary procedural breaks (to keep down memory usage) 0x10000000
1703* g_OrbitalComponentDebug: 0 Enable debug drawing of orbital component (Default = 0, 1 = 2D Mode, 2 = 3D Mode). 0x10000000
1704* g_OrbitalComponentSpeedOverride: 0.000000 Orbital speed override for entity orbit component. 0x10000000
1705* g_OrbitalComponentSpeedScale: 1.000000 Orbital speed scale for entity orbit component. 0x10000000
1706* g_persistentSpawning_logOffFromShipBed: 1 CVar added to toggle persistent spawning log off from a ship bed. 0x10000000
1707* g_persistentSpawning_useLogoffTimer: 0 CVar added to toggle persistent spawning log off timer. 0x10000000
1708* g_planetAltitudeThreshold: 100.000000 Procedurally spawned entities are not considered when checking the spaceship altitude from above that level 0x10000000
1709* g_PlanetAreaDebug: 0 Show debug information for planet terrain areas 0x10000000
1710* g_PlanetAudioDebug: 0 Show planet audio debug information 0x10000000
1711* g_PlanetAudioEnabled: 1 Enable planet audio 0x10000000
1712* g_PlanetDebugMode: 0 Show planet debug information 0x10000000
1713* g_PlanetDebugModeTextSize: 10.200000 Planet text size debug information 0x10000000
1714* g_PlanetDebugPhysicalizationRadius: 100.000000 Planet Debug Physicalization in Editor 0x10000000
1715* g_PlanetMiningEnableRadarMap: 1 1 - enable the mining radar map, 2 - also debug draw the positions on screen, 3 - force always on 0x10000000
1716* g_PlanetSerializationMode: 0 Serialization Mode for World Builder planet data: 0 - Default / 1 - Force JSON / 2 - Force Binary 0x10000000
1717* g_PlanetSpawnMineables: 1 1 - enables spawning of mineables on planets 0x10000000
1718* g_PlanetTerrainLowResMeshLOD: 2 Set desired resolution for low spec terrain and ocean mesh 0x10000000
1719* g_PlanetTerrainTextureArrayLog: 0 Enable logging on terrain texture array events 0x10000000
1720* g_PlanetTerrainTextureResolution: 1024 Set desired texture resolution for terrain rendering 0x10000000
1721* g_playerGroupManager.bypassService: 0 Bypass the PGM service and make everyone on the server in a group 0x10000000
1722* g_playerInteractorRadius: 1.800000 Maximum radius at which player can interact with other entities 0x10000000
1723* g_PlayerLoadout: Scripts/Loadouts/Player/Default_Everything_Loadout.xml Ability to set a player load set. 0x10000000
1724* g_playerLodRatio: 80 Sets the lod ratio for players.
1725 0x10000000
1726* g_playerLowHealthThreshold: 20.000000 The player health threshold when the low health effect kicks in. 0x10000000
1727* g_playerMidHealthThreshold: 60.000000 The player health threshold when the mid health feedback kicks in. 0x10000000
1728* g_postEffect.FilterGrain_Amount: 0.000000 Filter grain amount 0x10000000
1729* g_postEffect.FilterRadialBlurring_Amount: 0.000000 Radial blurring amount 0x10000000
1730* g_postEffect.FilterRadialBlurring_Radius: 1.000000 Radial blurring radius 0x10000000
1731* g_postEffect.FilterRadialBlurring_ScreenPosX: 0.500000 Radial blurring screen position X 0x10000000
1732* g_postEffect.FilterRadialBlurring_ScreenPosY: 0.500000 Radial blurring screen position Y 0x10000000
1733* g_postEffect.Global_User_Brightness: 1.000000 Global brightness 0x10000000
1734* g_postEffect.Global_User_ColorC: 0.000000 Global cyan 0x10000000
1735* g_postEffect.Global_User_ColorHue: 0.000000 Global color hue 0x10000000
1736* g_postEffect.Global_User_ColorK: 0.000000 Global luminance 0x10000000
1737* g_postEffect.Global_User_ColorM: 0.000000 Global magenta 0x10000000
1738* g_postEffect.Global_User_ColorY: 0.000000 Global yellow 0x10000000
1739* g_postEffect.Global_User_Contrast: 1.000000 Global contrast 0x10000000
1740* g_postEffect.Global_User_Saturation: 1.000000 Global saturation 0x10000000
1741* g_postEffect.HUD3D_FOV: 0.000000 3D HUD field of view 0x10000000
1742* g_postEffect.HUD3D_Interference: 0.000000 3D HUD interference 0x10000000
1743* g_procedural_breaking: 1 Toggles procedural mesh breaking (except explosion-breaking) 0x10000000
1744* g_procedural_planet_rotation_scale: 1.000000 Scale applied to all planets rotation. Can be set to 0 to stop all rotations 0x10000000
1745* g_procedural_planet_rotation_speed: 0.000000 Speed of rotation for planets (days needed per full rotation). Only used if not 0 0x10000000
1746* g_ProjectileLightDebug: 0 0 - disabled
17471 - enabled, show 4m radius white wire frame debug spheres around lights.
17482 - enabled, show light radius-sized, white wire frame debug spheres around lights
17493 - enabled, show light radius-sized, light colored wire frame debug spheres around lights 0x10000000
1750* g_ProjectileLightLimit: 30 Projectile lights: -1 - Disabled, 0 - No limit, "> 0" - Actual limit 0x10000000
1751* g_pu_timeToGetOutOfBed: 40.000000 Estimate time to wait for player to re-spawn & get out of EZHAB bed in PU (seconds) 0x10000000
1752* g_radialBlur: 1.000000 Radial blur on explosions. Default = 1, 0 to disable 0x10000000
1753* g_randomSpawnPointCacheTime: 1.000000 Time to cache a spawn point for when picking random spawns, if you are the only one in the level. 0x10000000
1754* g_readyForceTime: -1.000000 Time before the game starts when the minimum number of players have joined 0x10000000
1755* g_rejectEffectCullDistance: 625.000000 Culls distant shell casing effects. Input Number is distance to cull at squared. 0x10000000
1756* g_rejectEffectVisibilityCull: 1 Enable reject effect culling 0x10000000
1757* g_removePlayerOnDisconnect: 0 If disabled player entities will not be removed on the server when their client has disconnected. 0x10000000
1758* g_removePlayerSessionDelay: 600.000000 Number of seconds from disconnection after which player recovery data is removed from server. 0x10000000
1759* g_restrictedArea.debugEnabled: 0 If 1 display information about the close by restricted areas. 0x10000000
1760* g_restrictedArea.physicsEnabled: 1 If 0 EntityComponentRestrictedAreaRedout will have their collision detection disabled. 0x10000000
1761* g_roundlimit: -1 Maximum numbers of rounds to be played. Default is -1 (no override), 0 means no limit. 0x10000000
1762* g_roundScoreboardTime: 5.000000 Time spent on the end of round scoreboard (in seconds). 0x10000000
1763* g_roundStartTime: 10.000000 Time between the round scoreboard being removed and the next round starting (in seconds). 0x10000000
1764* g_rtt_entity_screen_enabled: 1 Enables the rendering of RTT videos 0x10000000
1765* g_saveLoadBasicEntityOptimization: 1 Switch basic entity data optimization 0x10000000
1766* g_saveLoadExtendedLog: 0 Enables the generation of detailed log information regarding saveloads 0x10000000
1767* g_saveLoadUseExportedEntityList: 1 Only save entities in the editor-generated save list (if available). 0 is the previous behavior 0x10000000
1768* g_scoreLimitOverride: -1 Max number of points need to win in a team game. 0 means no score limit. 0x10000000
1769* g_ServerDisableClientIdleKick: 0 Disable server kicking all clients when idle 0x10000000
1770* g_ServerKickPlayersUICountdown: 30.000000 Time a private server can be active in pre-game without starting the game (in seconds, pre-match only), server kicks all clients after this time 0x10000000
1771* g_SessionSeed: 0 Session seed 0x10000000
1772* g_shipSelector_debugProvider: 0 Enable debug text for the provider state 0x10000000
1773* g_showHints: 0 Show in-game hints 0x10000000
1774* g_skipSpawnUsables: 0 If enabled, the player will respawn outside of usables 0x10000000
1775* g_spawn_explosiveSafeDist: 7.000000 minimum distance between new spawnpoint and any explosives 0x10000000
1776* g_spawn_recentSpawnTimer: 2.500000 How recently a spawn has to have occurred for it to be considered 'recent' and result in a subsequent spawn being denied. 0x10000000
1777* g_spawningPUDebugLevel: 1 Enables logging for spawning in PU, higher values for more verbosity 0x10000000
1778* g_spectate_skipInvalidTargetAfterTime: 4.000000 Time after which a new valid target is selected 0x10000000
1779* g_spectate_TeamOnly: 1 If true, you can only spectate players on your team 0x10000000
1780* g_spectatorCollisions: 1 Collide against the geometry in spectator mode 0x10000000
1781* g_statisticsMode: 2 Statistics mode
1782 0 - disabled
1783 1 - enabled crysis mode
1784 2 - enabled K01 mode
1785 0x10000000
1786* g_stereoFrameworkEnable: 1 Enables the processing of the game stereo framework. (2=extra debug output) 0x10000000
1787* g_svNoOpponentsCheckMinTimeRequired: 120.000000 Min time (seconds) you need to have remaining in game if you are to trigger the wait for new players 0x10000000
1788* g_svNoOpponentsEndGameTime: 10.000000 Time (seconds) you keep a MP game active for when the number of players drops to 1 0x10000000
1789* g_syncClassRegistry: 0 syncronise class registry from server to clients 0x10000000
1790* g_terrainCollision: 0 Temporary cvar for turning off terrain collision in a config file. Removing this once we implement logic to turn terrain collision on/off based dynamically 0x10000000
1791* g_thermalVisionDebug: 0 Enable/Disable debugging info on entities with a heat controller 0x10000000
1792* g_timeLimitOverride: -1.000000 Override the duration of a time-limited game (in minutes). 0 means no time-limit. 0x10000000
1793* g_transitSystem.debug: 0 Enable the debug display of the transit system. 1=lines, 2=text, 3=both 0x10000000
1794* g_transitSystem.subSegmentNumber: 16 Path Spline Segments will be approximated as this number of sub-segments 0x10000000
1795* g_transitSystem.textDisplayDistance: 50.000000 Transit debug text will only be displayed in this range from the camera 0x10000000
1796* g_tree_cut_reuse_dist: 0.000000 Maximum distance from a previously made cut that allows reusing 0x10000000
1797* g_usable.additionalTag: Additional global tag to apply to the debugDraw 0x10000000
1798* g_usable.dataVerification: 0 Enable to show data issues with usables as game errors 0x10000000
1799* g_usable.debugdist: 50.000000 Max distance the usable can be to draw the info 0x10000000
1800* g_usable.debugdraw: Enable debug draw for usable+a for Alignment point info+e for Alignment point for exiting+p for information on spots/interaction points+n for Alignment on the navigation links+r for runtime information on the user 0x10000000
1801* g_usable.debugLog: 0 Prints additional log info about usables when enabled 0x10000000
1802* g_usable.fragmentOverride: overrides the fragment for the debugDraw to show story specific information 0x10000000
1803* g_usable.useAITag: 1 Adds the global AI tag to determine the alignment data for the debugDraw when enabled 0x10000000
1804* g_useNetSyncToSpeedUpRMIs: 1 Speed up hit and kill RMIs to reduce network lag 0x10000000
1805* g_useOnlineServiceForDedicated: 0 Use Online Service For Dedicated Server (defaults to off = LAN) 0x10000000
1806* g_useXMLCPBinForSaveLoad: 1 Use XML compressed binary format for save and loads. DON'T CHANGE THIS DURING RUNTIME! 0x10000000
1807* g_voip_bufferDelaySize: 1 Buffers to store up before beginning playback on rx machine. 0x10000000
1808* g_voip_localMonitorDelayBypass: 0 If 1, bypass delay on local voice monitor. 0x10000000
1809* g_voip_localMonitorLevel: 0.000000 Local player voice monitor level. 0x10000000
1810* g_voip_minBuffersToCatchUp: 4 Min stored buffers to trigger a catch-up sequence. 0x10000000
1811* g_voip_testPushDataToLocalPlayerActor: 0 Push voip/faceware data to the local player actor. 0x10000000
1812* g_voip_testSyncOffset: 0 Facial playback sync delay to account for audio h/w output (milliseconds). 0x10000000
1813* g_voip_voiceAlwaysOn: 0 Disable voice mute (push-to-talk). 0x10000000
1814* g_waterHitOnly: 0 Bullet hit FX appears on water and not what's underneath 0x10000000
1815* g_weaponModifiers.debugWeaponOffset: 0 0 - disables any weapon sway debug
18161 - shows cross hair guide lines to help aligning the weapon
18172 - will override player input to allow to manually align the weapon 0x10000000
1818* g_weaponModifiers.debugWeaponRaise: 0 Draws the ray used to detect gun collisions and cause weapon raise 0x10000000
1819* g_weaponModifiers.debugWeaponRecoilDisabled: 0 Debug Weapon Recoil 0x10000000
1820* g_weaponModifiers.disableWeaponProcClipModifiers: 0 0 - enables any weapon proc clip modifiers set up in DataForge
18211 - disables all weapon proc clip modifiers set up in DataForge 0x10000000
1822* g_weaponModifiers.disableWeaponProcClipModifiersConstantUpdate: 1 0 - constantly updates weapon proc clip modifiers set up in DataForge
18231 - will only reload proc clip modifiers when player moves, changes stance, etc 0x10000000
1824* g_weaponModifiers.disableWeaponProcClips: 0 0 - enables any weapon proc clip
18251 - disables all weapon proc clips 0x10000000
1826* g_weaponModifiers.disableWeaponRaise: 0 0 - enables weapon raising
18271 - disables weapon raising 0x10000000
1828* g_wrinkleMapDebug: -1 Select a wrinkle channel to maximise. All other channels will turn off. 0x10000000
1829* g_wrinkleMapExaggerate: 1.000000 Debugging multiplier for the effect of all wrinkle maps 0x10000000
1830* g_XMLCPBAddExtraDebugInfoToXmlDebugFiles: 0 When the xml debug files are activated, this option adds the name and entity class name to every entity reference in the .xml . 0x10000000
1831* g_XMLCPBBlockQueueLimit: 6 Limits the number of blocks to queue for saving, causes a main thread stall if exceeded. 0 for no limit. 0x10000000
1832* g_XMLCPBGenerateXmlDebugFiles: 0 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). 0x10000000
1833* g_XMLCPBSizeReportThreshold: 2048 defines the minimun size needed for nodes to be shown in the xml report file 0x10000000
1834* g_XMLCPBUseExtraZLibCompression: 1 Enables an extra zlib compression pass on the binary saves. 0x10000000
1835* gfx_ampserver: 0 Enables AMP flash profiling 0x10000000
1836* gfx_checkfilesforupdates: 0 Enables timestamp checking of flash files for updates on window regaining focus 0x10000000
1837* gfx_debug_dyn_textures: 0 Draw UI Elements that are on DynTextures additional as 2D 0x10000000
1838* gfx_debugdraw: 0 Display UI Elements debug info.
18390=Disabled1=UIElements2=UIActions4=UIActions12=UIStack per UI FG 0x10000000
1840* gfx_draw: 1 Draw UI Elements 0x10000000
1841* gfx_inputevents_triggerrepeat: 0.050000 Time in seconds to wait between each input key trigger 0x10000000
1842* gfx_inputevents_triggerstart: 0.300000 Time in seconds to wait until input key triggering starts 0x10000000
1843* gfx_loadtimethread: 1 Enables threaded rendering while loading 0x10000000
1844* gfx_reloadonlanguagechange: 1 Automatically reloads all UIElements on language change 0x10000000
1845* gfx_uiaction_enable: 1 Enables UI Actions 0x10000000
1846* gfx_uiaction_folder: Libs/UI/ Default folder for UIActions 0x10000000
1847* gfx_uiaction_log: 0 Log UI Actions 0x10000000
1848* gfx_uiaction_log_filter: Filter for logging
1849<string> only log messages
1850-<string> don't log message
1851<filter1>|<filter2> to use more filters 0x10000000
1852* gfx_uievents_actionlistener: 1 Enables input action handling instead of just raw input device events. 0x10000000
1853* gfx_uievents_editorenabled: 1 Enabled UI->System events in editor (Disabled per default! handle with care!) 0x10000000
1854* gl_waitForBalancedGameTime: 180.000000 Time to wait for enough players to make a balanced game before splitting squads and starting 0x10000000
1855* gpu_particle_physics: 0 Enable GPU physics if available (0=off / 1=enabled). 0x10000000
1856* gt_entity_filter: Filter game tokens displayed by gt_show, by entity name 0x10000000
1857* gt_filter: Filter game tokens displayed by gt_show. Will only display tokens whose name includes the string set on this cvar. 0x10000000
1858* gt_filter_exclude: Filter game tokens displayed by gt_show. Will only display tokens whose name does not include the string set on this cvar. 0x10000000
1859* gt_show: 0 Game token debug. Set to 1 to display game token value changes 0x10000000
1860* hud_aspectCorrection: 0 Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse 0x10000000
1861* hud_cockpitAudioSubtitles: 0 Cockpit Audio Subtitles enabled on/off. 0x10000000
1862* hud_contextualDialogSubtitles: 0 Actor contextual dialog Subtitles enabled on/off. (Background chatter) 0x10000000
1863* hud_Crosshair_ironsight_fadeInDelay: 1.000000 This is send with the eHUDEvent_FadeCrosshair event so the UI can respond to different fade time settings when the weapon zooms in 0x10000000
1864* hud_Crosshair_ironsight_fadeInTime: 1.000000 This is send with the eHUDEvent_FadeCrosshair event so the UI can respond to different fade time settings when the weapon zooms in 0x10000000
1865* hud_Crosshair_ironsight_fadeOutTime: 1.000000 This is send with the eHUDEvent_FadeCrosshair event so the UI can respond to different fade time settings when the weapon zooms in 0x10000000
1866* hud_Crosshair_laser_fadeInTime: 1.000000 When the laser is turned on, this is the time it will take for the crosshair to come back 0x10000000
1867* hud_Crosshair_laser_fadeOutTime: 1.000000 When the laser is turned off, this is the time it will take for the crosshair to go away 0x10000000
1868* hud_Crosshair_shotgun_spreadMultiplier: 1.000000 Change this to change the spread for the shotgun visually when you shoot (ActorSensor:OnShoot requests it) 0x10000000
1869* hud_debug_target: 0 0x10000000
1870* hud_hide: 1 1:hides the hud, 0:unhides it 0x10000000
1871* hud_highestLod: 2 The highest object LOD that will be displayed in the HUD. 0x10000000
1872* hud_minimap_debugDraw: 0 Draw the minimap texture. 0 - no rendering. 1 - transparent rendering. 2 - with white background 0x10000000
1873* hud_pip_snapDist: 0.005000 0x10000000
1874* hud_stereo_icon_depth_multiplier: 1.000000 The distance of an icon on the hud is multiplied by this value 0x10000000
1875* hud_stereo_minDist: 1.000000 This is the minimum distance an icon will have (in case the icon_depth_multiplier is not strong enough) 0x10000000
1876* hud_turret_mouseReticleDeadZone: 0.250000 Size of dead zone on mouse input for turret reticle 0x10000000
1877* hud_turret_mouseReticleSpeed: 1.000000 Max speed at which turret reticle can be moved 0x10000000
1878* hud_turret_stickReticleSpeed: 2.000000 Max speed at which turret reticle can be moved 0x10000000
1879* hud_use_lead_pips: 1 Switches between lead and lag pips 0x10000000
1880* hud_visor_hide: 0 0x10000000
1881* i_bufferedkeys: 1 Toggles key buffering.
1882Usage: i_bufferedkeys [0/1]
1883Default is 0 (off). Set to 1 to process buffered key strokes. 0x10000000
1884* i_debug: 0 Toggles input event debugging.
1885Usage: i_debug [0/1]
1886Default is 0 (off). Set to 1 to spam console with key events (only press and release). 0x10000000
1887* i_debug_mp_flowgraph: 0 Displays info on the MP flowgraph node 0x10000000
1888* i_debug_projectiles: 0 Displays info about projectile status, where available. Use 3 for audio whizbys and 4 for audio whizbys for local player bullets. 0x10000000
1889* i_debug_recoil: 0 Displays info about current recoil 0x10000000
1890* i_debug_sounds: 0 Enable item sound debugging 0x10000000
1891* i_debug_spread: 0 Displays info about current spread 0x10000000
1892* i_debug_turret_aimTarget: 0 Draw a line and sphere to show where turrets are shooting. 0x10000000
1893* i_debug_turret_deadzone: 0 Display rotation limits and current mouse position 0x10000000
1894* i_debug_turret_gyrostabilize: 1 Toggles gyrostabilization on turrets 0x10000000
1895* i_debug_turret_rotation_limit: 0 Display min/max pitch and yaw for current orientation 0x10000000
1896* i_debug_turret_rotation_scale_enabled: 1 Toggle dead/active zone scaling rotation speed 0x10000000
1897* i_debug_turret_state: 0 Display current state of turrets: Dormant, Align, Tracking 0x10000000
1898* i_debug_turret_target_angle_threshold_display: 0 Display the angle between your aim and your target to be close enough to lock on 0x10000000
1899* i_debug_turret_target_angle_threshold_override: 3.000000 Edit the angle between your aim and your target to be close enough to lock on 0x10000000
1900* i_debug_turret_yaw_boost_limits_display: 0 Display turret yaw boost limit info to show limits 0x10000000
1901* i_debug_turrets: 0 Enable GunTurret debugging.
1902Values:
19030: off
19041: basics
19052: prediction
19063: sweeping
19074: searching
19085: deviation
19096: Always Hostile (will shoot at you)
1910 0x10000000
1911* i_debug_zoom_mods: 0 Use zoom mode spread/recoil mods 0x10000000
1912* i_debugDigitalButtons: 0 render controller's digital button pressed info
1913Usage: 0 (off), 1(on)Default is 0. Value must be >=0 0x10000000
1914* i_defaultProfileFilepath: Libs/Config/defaultProfile.xml Specify the default profile xml file path 0x10000000
1915* i_enable_recoil: 1 Enable recoil coming from XML data 0x10000000
1916* i_equippableKnife: 1 Allows to eqip a knife 0x10000000
1917* i_eyexCleanUIDebug: 0 Shows debug for clean UI 0x10000000
1918* i_eyexDebug: 0 Shows debug for eyetracking data 0x10000000
1919* i_eyexInfiniteScreen: 1 Enables / disables infinite screen 0x10000000
1920* i_eyexInfiniteScreenDebug: 0 Shows debug for infinite screen 0x10000000
1921* i_failedDetonation_lifetime: 1.000000 Length of time from failed detonation until deletion 0x10000000
1922* i_flashlight_has_shadows: 1 Enables shadows on flashlight attachments 0x10000000
1923* i_forcefeedback: 1 Enable/Disable force feedback output. 0x10000000
1924* i_headTrackingMaxTranslation: 0.500000 Maximum amount of head tracking translation permitted 0x10000000
1925* i_joystickSleepTime: 60.000000 Seconds from last (analogue) joystick input until the device is considered asleep.
1926Usage: time in seconds
1927Default is 60.0 0x10000000
1928* i_kinectDebug: 1 1 = Draws skeleton on screen
19292 = Draws colour + depth buffers on screen
19303 = Draws both skeleton and buffers 0x10000000
1931* i_kinectXboxConnect: 1 Allow connection to Xbox for Kinect input.
1932Usage: 0 = disabled, 1 = allow connection, 2 = force connection (don't try local Kinect on system)
1933Default is 1 0x10000000
1934* i_kinectXboxConnectIP: Usage: force set a specific Xbox Game IP to connect to for Kinect input (use default xbox from neighbourhood when empty)
1935Default is empty 0x10000000
1936* i_kinectXboxConnectPort: 62455 Port used to connect to Xbox for Kinect input.
1937Default is 62455 (random value different than remote compiler) 0x10000000
1938* i_kinGlobalExpCorrectionFactor: 0.500000 Trend correction factor for double exponential smoothing. 0x10000000
1939* i_kinGlobalExpDeviationRadius: 0.040000 Maximum deviation radius from prediction for double exponential smoothing. 0x10000000
1940* i_kinGlobalExpJitterRadius: 0.050000 Radius to determine jitter correction for double exponential smoothing. 0x10000000
1941* i_kinGlobalExpPredictionFactor: 0.500000 Prediction factor for double exponential smoothing. 0x10000000
1942* i_kinGlobalExpSmoothFactor: 0.500000 Smoothing factor for double exponential smoothing. 0x10000000
1943* i_kinSkeletonMovedDistance: 0.125000 Distance used to determine if kinect skeleton has moved in the play space. 0x10000000
1944* i_kinSkeletonSmoothType: 1 Kinect skeleton tracking smooth type: 0 = not smoothed, 1 = using Double Exponential Smoothing 0x10000000
1945* i_laser_hitPosOffset: 0.100000 Distance from hit to position the aim dot 0x10000000
1946* i_lighteffects: 1 Enable/Disable lights spawned during item effects. 0x10000000
1947* i_medipen_quick_select: 1 Skips the medipen stow/unstow animation 0x10000000
1948* i_mouse_accel: 0.000000 Set mouse acceleration, 0.0 means no acceleration.
1949Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one)
1950Default is 0.0 (off) 0x10000000
1951* i_mouse_accel_max: 250.000000 Set mouse max mouse delta when using acceleration.
1952Usage: i_mouse_accel_max [float number]
1953Default is 100.0 0x10000000
1954* i_mouse_buffered: 0 Toggles mouse input buffering.
1955Usage: i_mouse_buffered [0/1]
1956Default is 0 (off). Set to 1 to process buffered mouse input. 0x10000000
1957* i_mouse_inertia: 0.000000 Set mouse inertia. It is disabled (0.0) by default.
1958Usage: i_mouse_inertia [float number]
1959Default is 0.0 0x10000000
1960* i_mouse_smooth: 0.000000 Set mouse smoothing value, also if 0 (disabled) there will be a simple average
1961between the old and the actual input.
1962Usage: i_mouse_smooth [float number]
1963(1.0 = very very smooth, 30 = almost instant)
1964Default is 0.0 0x10000000
1965* i_particleeffects: 1 Enable/Disable particles spawned during item effects. 0x10000000
1966* i_ports_asserts: 0 Enables/Disables itemport asserts 0x10000000
1967* i_ports_debugdist: 10.000000 Distance the items are visible 0x10000000
1968* i_ports_debugdraw: 0 Display item port itemport debug information 0x10000000
1969* i_ports_filter: Name(s) of ports/items to debug, separated with | 0x10000000
1970* i_ports_log_error: 0 Logs item port errors to the console if enabled 0x10000000
1971* i_ports_rootEntityFilter: Name(s) of root entity to debug, separated with | 0x10000000
1972* i_rawMouse: 1 Enable/Disable the Raw Mouse input. 0x10000000
1973* i_rawMouseMoveDeferred: 1 Enable/Disable deferred sending of mouse movement. If deferred movement data is sent once per frame; otherwise it instant/continuous. 0x10000000
1974* i_resolveModifierConflicts: 1 Modifier conflicts occur when there are actions assigned to multiple modifiers. This CVar allows the ActionMapManager to try to solve them. See RSI-19847 for more details. 0x10000000
1975* i_seat.additionalTag: Additional global tag to apply to the debugDraw 0x10000000
1976* i_seat.debugdist: 50.000000 Max distance the Seat can be to draw the info 0x10000000
1977* i_seat.debugdraw: Enable debug draw for Seats+a for Alignment point info+e for Alignment point for exiting+p for information on spots/interaction points+r for runtime information on the user 0x10000000
1978* i_seat.debugFlowLog: 0 Log info on the enter/exit flow of seats 0x10000000
1979* i_seat.useAITag: 1 Adds the global AI tag to determine the alignment data for the debugDraw when enabled 0x10000000
1980* i_seatedTracking: 1 1 = Enable seated skeleton tracking 0x10000000
1981* i_showKeybindLog: 0 Enable logging for keybindings, 0 = OFF, 1 = ON. Default to off 0x10000000
1982* i_throwableCollisionEnabled: 1 Enable throwable item collision audio (weapons/grenade) 0x10000000
1983* i_throwableCollisionRetriggerTime: 0.150000 Minimum delay between throwable item collision audio triggers. 0x10000000
1984* i_useKinect: 1 Use Kinect 0x10000000
1985* i_xinput: 1 Number of XInput controllers to process
1986Usage: i_xinput [0/1/2/3/4]
1987Default is 1. 0x10000000
1988* i_xinput_deadzone_handling: 1 deadzonehandling
1989Usage: i_xinput_deadzone_handling 0/1 (0 - old deadzone/ 1 - new deadzone)
1990Default is 1. Value must be >=0. 0x10000000
1991* i_xinput_poll_time: 1000 Number of ms between device polls in polling thread
1992Usage: i_xinput_poll_time 500
1993Default is 1000ms. Value must be >=0. 0x10000000
1994* IFCSOS.afterburner.allowToggle: 0 Allow afterburner toggle control 0x10000000
1995* IFCSOS.afterburner.maxThrottleOnExit: 0 Return throttle to max level on disengaging afterburner 0x10000000
1996* IFCSOS.afterburner.snapThrottleToABSpeed: 0 When dropping to AB idle before reaching AB speed, snap throttle to the current speed 0x10000000
1997* IFCSOS.brake.boost: 1 Boost while using space brake (emergency brake) 0x10000000
1998* IFCSOS.comstab.defaultOn: 1 Comstab defaults to on when sitting in the driver seat 0x10000000
1999* IFCSOS.coupled.defaultOn: 1 Coupled mode defaults to on when sitting in the driver seat 0x10000000
2000* IFCSOS.gsafe.defaultOn: 1 G-force safety defaults to on when sitting in the driver seat 0x10000000
2001* IFCSOS.gsafe.disableOnBoost: 1 Disable g-force safety when in boost 0x10000000
2002* ik_targetComponent.enable: 1 Enable/Disable the IK-Target System 0x10000000
2003* ip_debug_player: 0 Draws debug info for the client player's item ports 0x10000000
2004* log_Filter: defines general filter for log events
2005log_Filter="Foo" - will only log events that matches this filter ("Foo")log_Filter="-Foo" - all events that matches this filter ("Foo") will be droppedlog_Filter="Foo|-Bar" - combine more filters 0x10000000
2006* log_IncludeTime: 1 Toggles time stamping of log entries.
2007Usage: log_IncludeTime [0/1/2/3/4/5]
2008 0=off (default)
2009 1=current time
2010 2=relative time
2011 3=current+relative time
2012 4=absolute time in seconds since this mode was started
2013 5=current time+server time 0x10000000
2014* log_Module: Only show warnings from specified module 0x10000000
2015* log_RemoteConsoleVerbosity: 4 remote console verbosity
2016-2=override with log_verbosity
2017-1=suppress all logs (including eAlways)
20180=suppress all logs(except eAlways)
20191=additional errors
20202=additional warnings
20213=additional messages
20224=additional comments 0x10000000
2023* log_SpamDelay: 0.000000 Sets the minimum time interval between messages classified as spam 0x10000000
2024* log_tick: 0.000000 When not 0, writes tick log entry into the log file, every N seconds 0x10000000
2025* log_UseFilter: 0 flags to use filter (0=disabled, 1=filter console, 2=filter file, 4=filter remote console) 0x10000000
2026* log_Verbosity: 0 defines the verbosity level for log messages written to console
2027-1=suppress all logs (including eAlways)
20280=suppress all logs(except eAlways)
20291=additional errors
20302=additional warnings
20313=additional messages
20324=additional comments 0x10000000
2033* log_WriteToFile: 1 toggle whether to write log to file (game.log) 0x50020000
2034* log_WriteToFileVerbosity: 4 defines the verbosity level for log messages written to files
2035-2=override with log_verbosity
2036-1=suppress all logs (including eAlways)
20370=suppress all logs(except eAlways)
20381=additional errors
20392=additional warnings
20403=additional messages
20414=additional comments 0x50020000
2042* ls_enableLoudSpeakerAnnouncer: 1 Enables or disables the loudspeaker announcer (used for Race mode). 0x10000000
2043* lua_CodeCoverage: 0 Enables code coverage 0x10000000
2044* lua_debugger: 0 Enables the script debugger.
20451 to trigger on breakpoints and errors
20462 to only trigger on errors
2047Usage: lua_debugger [0/1/2] 0x10000000
2048* lua_stackonmalloc: 0 Enables/disables logging of the called lua functions and respective callstacks, whenever a new lua object is instantiated. 0x10000000
2049* lua_StopOnError: 0 Stops on error 0x10000000
2050* lv_action: 0 Verbosity of Action log [1: Receive] 0x10000000
2051* lv_event: 0 Verbosity of Event log [1: Receive] 0x10000000
2052* lv_rpc: 0 Verbosity of RPC log [1: Call, Receive, 2: Register, Unregister] 0x10000000
2053* m_DrawMusicSystemDebug: 0 enable/disable Music System debug drawing
20540: Disabled
20551: Enabled
20562: Extended 0x10000000
2057* m_MusicLogicHandlerDebugEnabled: 0 Enable on-screen debugging for the MusicLogicHandler 0x10000000
2058* m_MusicLogicHandlerLoggingEnabled: 0 Enable logging on MusicLogicHandler events 0x10000000
2059* m_MusicSystemEnabled: 1 enable/disable Music System 0x10000000
2060* m_MusicSystemLogging: 0 enable/disable Music System logging
20610: Disabled
20621: Standard logging
20632: Verbose logging 0x10000000
2064* MemInfo: 0 Display memory information by modules
20651=on, 0=off 0x10000000
2066* menu3D_enabled: 1 Enable rendering of 3D objects over certain front end and in-game menus 0x10000000
2067* mfx_Debug: 0 Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both 0x10000000
2068* mfx_DebugFlowGraphFX: 0 Turns on Material FlowGraph FX manager debug messages. 0x10000000
2069* mfx_DebugVisual: 0 Turns on/off visual debugging for MFX system 0x10000000
2070* mfx_DebugVisualFilter: 0x10000000
2071* mfx_Enable: 1 Enables MaterialEffects. 0x10000000
2072* mfx_EnableAttachedEffects: 1 Enable attached effects (characters, entities...) 0x10000000
2073* mfx_EnableFGEffects: 1 Enabled Flowgraph based Material effects. Default: On 0x10000000
2074* mfx_ParticleImpactThresh: 2.000000 Impact threshold for particle effects. Default: 2.0 0x10000000
2075* mfx_pfx_maxDist: 35.000000 Max dist (how far away before scale is clamped) 0x10000000
2076* mfx_pfx_maxScale: 1.500000 Max scale (when particle is far) 0x10000000
2077* mfx_pfx_minScale: 0.500000 Min scale (when particle is close) 0x10000000
2078* mfx_RaisedSoundImpactThresh: 3.500000 Impact threshold for sound effects if we're rolling. Default: 3.5 0x10000000
2079* mfx_SerializeFGEffects: 1 Serialize Flowgraph based effects. Default: On 0x10000000
2080* mfx_SoundImpactThresh: 1.500000 Impact threshold for sound effects. Default: 1.5 0x10000000
2081* mfx_Timeout: 0.010000 Timeout (in seconds) to avoid playing effects too often 0x10000000
2082* mfx_useNewMaterialEffectsXML: 1 Use new material effects xml format (xml based) 0x10000000
2083* mg_useHoloVolume: 1 Use holographic rtt rendering for starmap and PMA 0x10000000
2084* mission_broker_ignore_prerequisites: 0 Ignore prerequisites for all missions. 0x10000000
2085* mission_broker_seed: 0 Seed number for the mission broker random number generator, if zero the system time will be used as a seed 0x10000000
2086* mission_debug: 0 Client debug display for the local player's accepted and completed missions. Set to 1 to display accepted missions, 2 to also display completed missions 0x10000000
2087* mission_debug_reputation: 0 Client debug display for the local player's virtue and reliability values. Set to 1 to display the information 0x10000000
2088* mn_allowEditableDatabasesInPureGame: 0 Do not store editable databases 0x10000000
2089* mn_AllowForcingCatchupOnFaceScope: 0 Allows the audio proc clip to estimate the clip update error and feed this value back to the facial scope when the 'facial' checkbox is selected.
2090 0x10000000
2091* mn_procContext.movementControlMethod.enabled: 1 Enable/disable movement control method procedural clip (for testing only, will break usables if disabled!) 0x10000000
2092* mov_cameraPrecacheTime: 1.000000 0x10000000
2093* mov_NoCutscenes: 0 Disable playing of Cut-Scenes 0x10000000
2094* movie_physicalentity_animation_lerp: 0.850000 Lerp value for animation-driven physical entities 0x10000000
2095* net_batch_sv_callbacks: 0 0=single-threaded processing of serialized variable callbacks, 1= use batch workers to process them 0x10000000
2096* net_bind_culling_enabled: 1 StarNetwork: Enable Bind Culling for client Views. 0: Off, 1: On per game mode, 2: On for all game modes 0x10000000
2097* net_bind_culling_relax_parent_checks: 0 StarNetwork: Disable Development checks & fatal errors on parent entities when view binding. 0x10000000
2098* net_debug_binds: 0 Enable/disable logging of network binding/unbinding. 0: Off, 1: State binds/unbinds only, 2: Connection binds/unbinds only, 3: All binds/unbinds 0x10000000
2099* net_debug_netbindbatches: 0 0: no debug. 1:modest debug logs 2:verbose logging 0x10000000
2100* net_debugVerboseLevel: 0 0x10000000
2101* net_disableSessionRemoteConnectionsBroadcast: 1 0x10000000
2102* net_enableNetChannelsAssert: 1 StarNetwork: disable assertions around the NET_CHANNELS_LOCK 0x10000000
2103* net_exponentialMovingAverageBlend: 0.300000 Blend weight used in exponential weighted moving average calculations, should be in range (0.0, 1.0) 0x10000000
2104* net_exponentialMovingVarianceBlend: 0.100000 Blend weight used in exponential weighted moving variance calculations, should be in range (0.0, 1.0) 0x10000000
2105* net_inactivitytimeout: 30.000000 Sets how many seconds without receiving a packet a connection will stay alive for (can only be set on server) 0x10000000
2106* net_inactivitytimeoutDevmode: 30.000000 Sets how many seconds without receiving a packet a connection will stay alive for while in devmode (can only be set on server) 0x10000000
2107* net_infinite_loading_screen_fatal: 1 0 = don't fatal on infinite loading screens, 1 = only clients will fatal. 2 = clients and servers will fatal. 0x10000000
2108* net_kes_connectionTimeout: 300.000000 Timeout for total time spent connecting to a remote endpoint 0x10000000
2109* net_kes_stateTimeout: 30.000000 Timeout for time spent in a single connection state without a response from the remote endpoint 0x10000000
2110* net_lobby_suppressTestErrors: 1 Suppress test errors from the CCIGNullClientLobby lobby 0x10000000
2111* net_mqhealth_statsDataRangeMs: 5000 StarNetwork : Define the time stats are held before being discarded 0x10000000
2112* net_mqhealth_statsViewRefreshMs: 333 StarNetwork : Define the refresh rate of the stats view 0x10000000
2113* net_pack_channelByteLimit: 80000 StarNetwork: Maximum Byte count that can be serialized, per channel, per frame 0x10000000
2114* net_pack_channelPacketLimit: 0 StarNetwork: Maximum number of Packets that can be generated, per channel, per frame. 0 indicates no limit 0x10000000
2115* net_pack_packetByteLimit: 1400 StarNetwork: Maximum Byte count that can be serialized, per packet 0x10000000
2116* net_playerdata_timeout_override: 10 Gives clients more time to load player data 0x10000000
2117* net_predictorTransitions: 1 Handle zone transitions in network predictors 0x10000000
2118* net_print: 0 Enable/Disable NET_PRINT(). 0x10000000
2119* net_receiveQueueSize: 20971520 0x10000000
2120* net_sendQueueSize: 5242880 0x10000000
2121* net_serviceVerbosity: 0 Set verbosity flags for Star Network Services 0x10000000
2122* net_sim_enabled: 0 Enable internet simulation for network traffic 0x10000000
2123* net_sim_log: 0 Enable internet simulation debug logs 0x10000000
2124* net_sim_loss_warning: 20 Acceptable percentage packet loss before we issue warnings 0x10000000
2125* net_sim_recv: perfect 0x10000000
2126* net_sim_send: perfect 0x10000000
2127* net_state_blocker_timeout_seconds: 240.000000 Maximum time in seconds state blockers can block state transitions before timing out. Values < 0 will disable the timeout (infinite timeout). 0x10000000
2128* p_accuracy_LCPCG: 0.005000 Desired accuracy of LCP CG solver (velocity-related, m/s) 0x10000000
2129* p_accuracy_LCPCG_no_improvement: 0.050000 Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters 0x10000000
2130* p_accuracy_MC: 0.002000 Desired accuracy of microcontact solver (velocity-related, m/s) 0x10000000
2131* p_adaptive_substeps: 1 If slow frames are detected, adaptively decreseases the number of substeps in the range [1, p_max_substeps].
2132Usage: p_max_substeps [0|1]
2133 0x10000000
2134* p_approx_caps_len: 1.200000 Breakable trees are approximated with capsules of this length (0 disables approximation) 0x10000000
2135* p_async_rwi_use_spu: 0 Enables asynchronous rwis to be executed on the spu 0x10000000
2136* p_break_on_validation: 0 Toggles break on validation error.
2137Usage: p_break_on_validation [0/1]
2138Default is 0 (off). Issues DebugBreak() call in case of
2139a physics parameter validation error. 0x10000000
2140* p_CapsuleVerticalAdjustmentSpeed: 1.800000 Capsule vertical speed in meters per seconds. 0x10000000
2141* p_check_out_of_bounds: 3 Check for physics entities outside world (terrain) grid:
21421 - Enable raycasts; 2 - Enable proximity checks; 3 - Both 0x10000000
2143* p_collision_mode: 0 This variable is obsolete. 0x10000000
2144* p_cull_distance: 100.000000 Culling distance for physics helpers rendering 0x10000000
2145* p_cyclic_ent_grid: 1 Turns on / off (1/0) the cyclical physics entity grid. (default is off) 0x10000000
2146* p_damping_group_size: 8 Sets contacting objects group size
2147before group damping is used.Usage: p_damping_group_size 3
2148Used for internal tweaking only. 0x10000000
2149* p_damping_zerog: 0.154321 Default damping in zerog for rigids.
2150Default is 0.154321 (on). Should be set in the system.cfg / user.cfg. 0x10000000
2151* p_debug_explosions: 0 Turns on explosions debug mode 0x10000000
2152* p_debug_joints: 0 If set, breakable objects will log tensions at the weakest spots 0x10000000
2153* p_do_step: 0 Steps physics system forward when in single step mode.
2154Usage: p_do_step 1
2155Default is 0 (off). Each 'p_do_step 1' instruction allows
2156the physics system to advance a single step. 0x10000000
2157* p_draw_global_grid: 0 Toggles display of the global grid [0 off(default), 1 on]
2158 0x10000000
2159* p_draw_helpers: 0 Same as p_draw_helpers_num, but encoded in letters
2160Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
2161Entity Types:
2162t - show terrain
2163s - show static entities
2164r - show sleeping rigid bodies
2165R - show active rigid bodies
2166l - show living entities
2167i - show independent entities
2168g - show triggers
2169a - show areas
2170y - show rays in RayWorldIntersection
2171e - show explosion occlusion maps
2172Helper Types
2173g - show geometry
2174c - show contact points
2175b - show bounding boxes
2176l - show tetrahedra lattices for breakable objects
2177j - show structural joints (will force translucency on the main geometry)
2178v - show voxel structures (if present)
2179t(#) - show bounding volume trees up to the level #
2180f(#) - only show geometries with this bit flag set (multiple f's stack)
2181Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas 0x10000000
2182* p_draw_helpers_gpu: 1 Enables rendering of physics helpers on GPU 0x10000000
2183* p_draw_helpers_num: 0 Toggles display of various physical helpers. The value is a bitmask:
2184bit 0 (1) - show contact points
2185bit 1 (2) - show physical geometry
2186bit 8 (256) - show helpers for static objects
2187bit 9 (512) - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
2188bit 10 (1024) - show helpers for active physicalized objects
2189bit 11 (2048) - show helpers for players
2190bit 12 (4096) - show helpers for independent entities (alive physical skeletons,particles,ropes)
2191bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
2192Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050 0x10000000
2193* p_enable_terrain_collision: 0 Enable collisions against terrain height maps. [1 - enable, 0 - disable] 0x10000000
2194* p_enforce_contacts: 1 This variable is obsolete. 0x10000000
2195* p_ent_grid_use_obb: 1 Whether to use OBBs rather than AABBs for the entity grid setup for brushes 0x10000000
2196* p_filter_grids: 0 Enable filtering drawn phys entities by their grids 0x10000000
2197* p_fixed_timestep: 0.000000 Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
2198Forces fixed time step when set to 1. When set to 0, the
2199time step is variable, based on the frame rate. 0x10000000
2200* p_fly_mode: 0 Toggles fly mode.
2201Usage: p_fly_mode [0/1] 0x10000000
2202* p_force_sync: 1 Forces main thread to wait on physics if not completed in time 0x10020000
2203* p_GEB_max_cells: 4096 Specifies the cell number threshold after which GetEntitiesInBox aborts 0x10000000
2204* p_GEB_warn_cells: 3072 Specifies the cell number threshold after which GetEntitiesInBox issues a warning 0x10000000
2205* p_gravity_z: 0.000000 0x10000000
2206* p_grid_max_nodes_to_srt: 4 If set to >0, depicts the number of nodes the spatial grids are allowed to sort per timestep (default: 4). 0 disables sorting 0x10000000
2207* p_group_damping: 0.500000 Toggles damping for object groups.
2208Usage: p_group_damping [0/1]
2209Default is 1 (on). Used for internal tweaking only. 0x10000000
2210* p_joint_damage_accum: 2.000000 Default fraction of damage (tension) accumulated on a breakable joint 0x10000000
2211* p_joint_damage_accum_threshold: 0.200000 Default damage threshold (0..1) for p_joint_damage_accum 0x10000000
2212* p_joint_gravity_step: 1.000000 Time step used for gravity in breakable joints (larger = stronger gravity effects) 0x10000000
2213* p_jump_to_profile_ent: 0 Move the local player next to the corresponding entity in the p_profile_entities list 0x10000000
2214* p_large_map_grid_cell_size: 256 Size of cell in physical entity grid for very large maps (read: space) 0x10000000
2215* p_lattice_max_iters: 100000 Limits the number of iterations of lattice tension solver 0x10000000
2216* p_limit_simple_solver_energy: 1 Specifies whether the energy added by the simple solver is limited (0 or 1) 0x10000000
2217* p_list_active_objects: 0 0x10000000
2218* p_log_lattice_tension: 0 If set, breakable objects will log tensions at the weakest spots 0x10000000
2219* p_max_approx_caps: 7 Maximum number of capsule approximation levels for breakable trees 0x10000000
2220* p_max_bone_velocity: 10.000000 Clamps character bone velocities estimated from animations 0x10000000
2221* p_max_contact_gap: 0.010000 Sets the gap, enforced whenever possible, between
2222contacting physical objects.Usage: p_max_contact_gap 0.01
2223This variable is used for internal tweaking only. 0x10000000
2224* p_max_contact_gap_player: 0.010000 Sets the safe contact gap for player collisions with
2225the physical environment.Usage: p_max_contact_gap_player 0.01
2226This variable is used for internal tweaking only. 0x10000000
2227* p_max_contact_gap_simple: 0.030000 Specifies the maximum contact gap for objects that use the simple solver 0x10000000
2228* p_max_contacts: 150 Maximum contact number, after which contact reduction mode is activated 0x10000000
2229* p_max_debris_mass: 10000000000.000000 Broken pieces with mass<=this limit use debris collision settings 0x10000000
2230* p_max_entity_cells: 10000 Limits the number of entity grid cells an entity can occupy 0x10020000
2231* p_max_LCPCG_contacts: 100 Maximum number of contacts that LCPCG solver is allowed to handle 0x10000000
2232* p_max_LCPCG_fruitless_iters: 4 Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement) 0x10000000
2233* p_max_LCPCG_iters: 5 Maximum number of LCP CG iterations 0x10000000
2234* p_max_LCPCG_microiters: 12000 Limits the total number of per-contact iterations during one LCP CG iteration
2235(number of microiters = number of subiters * number of contacts) 0x10000000
2236* p_max_LCPCG_microiters_final: 25000 Same as p_max_LCPCG_microiters, but for the final LCP CG iteration 0x10000000
2237* p_max_LCPCG_subiters: 120 Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts) 0x10000000
2238* p_max_LCPCG_subiters_final: 250 Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts) 0x10000000
2239* p_max_MC_iters: 6000 Specifies the maximum number of microcontact solver iterations *per contact* 0x10000000
2240* p_max_MC_mass_ratio: 100.000000 Maximum mass ratio between objects in an island that MC solver is considered safe to handle 0x10000000
2241* p_max_MC_vel: 15.000000 Maximum object velocity in an island that MC solver is considered safe to handle 0x10000000
2242* p_max_object_splashes: 3 Specifies how many splash events one entity is allowed to generate 0x10000000
2243* p_max_plane_contacts: 8 Maximum number of contacts lying in one plane between two rigid bodies
2244(the system tries to remove the least important contacts to get to this value) 0x10000000
2245* p_max_plane_contacts_distress: 4 Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts 0x10000000
2246* p_max_player_velocity: 50.000000 Clamps players' velocities to this value 0x10000000
2247* p_max_spu_rwi_cells: 5 Could be used to balance RWI perfrmance on SPUs 0x10000000
2248* p_max_substeps: 8 Limits the number of substeps allowed in variable time step mode.
2249Usage: p_max_substeps 5
2250Objects that are not allowed to perform time steps
2251beyond some value make several substeps. 0x10000000
2252* p_max_substeps_large_group: 5 Limits the number of substeps large groups of objects can make 0x10000000
2253* p_max_timestep: 0.016667 Sets the maximum physics time step size in seconds.Usage: p_max_timestep [float]
2254Forces the physics timestep to be no larger than p_max_timestep.
2255 0x10000000
2256* p_max_unproj_vel: 2.500000 Limits the maximum unprojection velocity request 0x10000000
2257* p_max_velocity: 2000.000000 Clamps physicalized objects' velocities to this value 0x10000000
2258* p_max_world_step: 0.300000 Specifies the maximum step physical world can make (larger steps will be truncated) 0x10000000
2259* p_min_grid_cell_size: 16 Min size of cell in physical entity grid 0x10000000
2260* p_min_LCPCG_improvement: 0.050000 Defines a required residual squared length improvement, in fractions of 1 0x10000000
2261* p_min_MC_iters: 4 Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters) 0x10000000
2262* p_min_send_time: 8.000000 Sets a minimum send time for rigid entity updates (it has to send at least this often). A value less than zero means 'ignore this'. 0x10000000
2263* p_min_separation_speed: 0.020000 Used a threshold in some places (namely, to determine when a particle
2264goes to rest, and a sliding condition in microcontact solver) 0x10000000
2265* p_net_early_apply: 1 1 - Update replication before simulation. 0 - Apply replication after simulation 0x10000000
2266* p_net_fix_time: 0.200000 time that interpolation takes to fix replication error 0x10000000
2267* p_net_interp: 0.100000 The amount of time which the client will lag behind received packet updates. High values result in smoother movement but introduces additional lag as a trade-off. 0x10000000
2268* p_net_optimize_attached: 0.000000 1 - don't send physics data for attached entities, 0 - send physics data for attached entities 0x10000000
2269* p_net_pos_dist_scale: 10.000000 Scales position correction strength with position error. When error is 0 strength is 1. When error is p_net_pos_snap_distance strength is equal to this cvar value. 0x10000000
2270* p_net_pos_snap_distance: 1.500000 Maximum distance that object can drift from network replicated position before it is snapped to network position 0x10000000
2271* p_net_rot_dist_scale: 10.000000 Scales rotation correction strength with rotation error. When error is 0 strength is 1. When error is p_net_rot_snap_distance strength is equal to this cvar value. 0x10000000
2272* p_net_rot_snap_distance: 0.500000 Maximum angle that object can drift from network replicated rotation before it is snapped to network rotation 0x10000000
2273* p_net_state_max_age: 5 maximum age to consider network interpolation data valid 0x10000000
2274* p_net_use_impulses: 1 1 - Use interpolation to smoothly correct physics replication error. 0 - Apply directly network state 0x10000000
2275* p_net_use_predictors: 1 1 - Use predictors to update physics entity. 0 - Use raw replicated state to update entity 0x10000000
2276* p_num_bodies_large_group: 100 Group size to be used with p_max_substeps_large_group, in bodies 0x10000000
2277* p_num_jobs: 4 Specifies the number of jobs for phys.sim.(used by phys job simulation mode) 0x10000000
2278* p_num_startup_overload_checks: 20 For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough 0x10000000
2279* p_on_demand_cell_size: 32768.000000 Specifies the cell size for the optional global on demand grid 0x10000000
2280* p_penalty_scale: 0.300000 Scales the penalty impulse for objects that use the simple solver 0x10000000
2281* p_player_draw_colliding_geom: 0 Draw the affected physical geometry of the player when intersecting with other objects. Only drawn when physics helper rendeirng is enabled. 0x10000000
2282* p_player_draw_ground_collider_finders: 0 Draw the geometry for the ground-collider finder(s). 0x10000000
2283* p_player_extremity_unprojection_rate: 25.000000 Rate at which collisions with the extremities will push you out of the collider. 0x10000000
2284* p_player_geom_scale: 0.800000 Scale size for living entity geometry. 0x10000000
2285* p_players_can_break: 0 Whether living entities are allowed to break static objects with breakable joints 0x10000000
2286* p_pod_extents_clamp: 512.000000 Length in metres for which pod is to be performed around a query (0 == disable clamping) 0x10000000
2287* p_pod_instance_clamp: 512 number of pod instances allowed to be created per patch (<0 == disable instance clamping) 0x10000000
2288* p_pool_size: 1536 Specifies the size of the pool used for job based phys.sim.(used by SPUs) 0x10000000
2289* p_profile: 0 Enables group profiling of physical entities 0x10000000
2290* p_profile_entities: 0 Enables per-entity time step profiling 0x10000000
2291* p_profile_functions: 0 Enables detailed profiling of physical environment-sampling functions 0x10000000
2292* p_profile_geometries: 0 Enables profiling of physical geometries 0x10000000
2293* p_profile_planets: 0 Enables per-planet profiling 0x10000000
2294* p_prohibit_unprojection: 1 This variable is obsolete. 0x10000000
2295* p_proxy_highlight_range: 800 Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight 0x10000000
2296* p_proxy_highlight_threshold: 80000 Physics proxies with triangle counts large than this will be highlighted 0x10000000
2297* p_ray_fadeout: 0.200000 Fade-out time for ray physics helpers 0x10000000
2298* p_ray_peak_time: 0.000000 Rays that take longer then this (in ms) will use different color 0x10000000
2299* p_remesh_interior_grids: 0 If set to 1, will extract a debug mesh to visualize the extents of an interior grid (NEEDS RESTART!) 0x10000000
2300* p_rope_collider_size_limit: 0 Disables rope collisions with meshes having more triangles than this (0-skip the check) 0x10000000
2301* p_rwi_break_at_length: 20000.000000 Throws error if length of ray (in meters) in rwi exceeds given length. Set to 0 to disable. 0x10000000
2302* p_RWI_log: 0 Enables RayWorldIntersection call logging 0x10000000
2303* p_RWI_max_len: 100000.000000 Specifies the length threshold for ray lengths after which RayWorldIntersection aborts 0x10000000
2304* p_RWI_warn_len: 10100.000000 Specifies the length threshold for ray lengths after which RayWorldIntersection issues a warning 0x10000000
2305* p_send_time_variance: 1.000000 Alters up the minimum send time after each send by this plus or minus this amount so things don't always send on the same frame 0x10000000
2306* p_show_thread_profile: 0 Enables the display of the physics thread profile summary 0x10000000
2307* p_single_step_mode: 0 Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
2308Default is 0 (off). Set to 1 to switch physics system (except
2309players) to single step mode. Each step must be explicitly
2310requested with a 'p_do_step' instruction. 0x10000000
2311* p_skip_redundant_colldet: 1 Specifies whether to skip furher collision checks between two convex objects using the simple solver
2312when they have enough contacts between them 0x10000000
2313* p_splash_dist0: 7.000000 Range start for splash event distance culling 0x10000000
2314* p_splash_dist1: 30.000000 Range end for splash event distance culling 0x10000000
2315* p_splash_force0: 10.000000 Minimum water hit force to generate splash events at p_splash_dist0 0x10000000
2316* p_splash_force1: 100.000000 Minimum water hit force to generate splash events at p_splash_dist1 0x10000000
2317* p_splash_vel0: 0.500000 Minimum water hit velocity to generate splash events at p_splash_dist0 0x10020000
2318* p_splash_vel1: 10.000000 Minimum water hit velocity to generate splash events at p_splash_dist1 0x10000000
2319* p_sync_rwi_use_spu: 0 Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging 0x10000000
2320* p_tick_breakable: 0.100000 Sets the breakable objects structure update interval 0x10000000
2321* p_time_granularity: 0.000010 Sets physical time step granularity.
2322Usage: p_time_granularity [0..0.1]
2323Used for internal tweaking only. 0x10000000
2324* p_unproj_vel_scale: 10.000000 Requested unprojection velocity is set equal to penetration depth multiplied by this number 0x10000000
2325* p_use_distance_contacts: 0 Allows to use distance-based contacts (is forced off in multiplayer) 0x10000000
2326* p_use_substep_physics: 0 Toggles sub stepped physics loop. Forces sub steps to no larger than p_max_timestep.Usage: p_substep_physics [0/1]
2327Forces sub steps when set to 1. When set to 0, the
2328time step is variable, based on the frame rate. 0x10000000
2329* p_use_substep_physics_server_only: 0 Toggles sub stepped physics loop on server only. Forces sub steps to no larger than p_max_timestep.Usage: p_use_substep_physics_server_only [0/1]
2330Forces sub steps on server only when set to 1. When set to 0, the
2331time step is variable, based on the frame rate. 0x10000000
2332* p_use_unproj_vel: 0 internal solver tweak 0x10000000
2333* p_validate_params: 1 Toggles break on validation error.
2334Usage: p_validate_params [0/1]
2335Default is 0 (off). Issues DebugBreak() call in case of
2336a physics parameter validation error. 0x10000000
2337* p_wireframe_distance: 40.000000 Maximum distance at which wireframe is drawn on physics helpers 0x10000000
2338* pfx_shake_distance: 1.000000 Multiplier on the Cam Shake Distance parameter for particle effects camera shakes 0x10000000
2339* pfx_shake_intensity: 1.000000 Multiplier on the Cam Shake Rot and Shift parameters for particle effects camera shakes 0x10000000
2340* ph_debug: 0 1 - enables player hostility logging and displays local client wanted level info, 2 - detailed hostility debug display 0x10000000
2341* pipes_batchUpdate: 1 Pipe update mode:
23420=Sequence
23431=Batched with immediate sync 0x10000000
2344* pl_AbilityDebug: 0 Display player abilities 0x10000000
2345* pl_adjustJumpAngleWithFloorNormal: 0 Set to true to adjust the angle a player jumps relative to the floor normal they're stood on. Can make jumping on slopes frustrating. 0x10000000
2346* pl_aim_acceleration_enabled: 1 Aim Acceleration: Enable/Disable aim acceleration. 0x10000000
2347* pl_aim_near_lookat_target_distance: 0.650000 Multiplier for autoaim slow and follow vs cloaked targets 0x10000000
2348* pl_aimStance.enableLowered: 0 Enable the lowered stance for player. 0x10000000
2349* pl_aimStance.enableRelaxed: 0 Enable the relaxed stance for player. 0x10000000
2350* pl_AIVehicle: 0 Enable AI control on the client player's vehicle. 0x10000000
2351* pl_arenaCommanderCustomServerIp: Ignore the server ip and use this one instead 0x10000000
2352* pl_arenaCommanderCustomServerPort: -1 Ignore the server port and use this one instead (-1 is default one) 0x10000000
2353* pl_arenaCommanderUIUseRealLobby: 1 Use the actual CIGLobby when preparing a match 0x10000000
2354* pl_autoRespawn: 0 Enable player ships to automatically respawn upon death. 0x10000000
2355* pl_awarenessComponent.debug: 0 Show debug information for the awareness component 0x10000000
2356* pl_breath.debug: 0 display breathing debug info 0x10000000
2357* pl_breath.enabled: 1 enable the actor breathing component 0x10000000
2358* pl_breath.overrideGForce: -1.000000 Override the overrideGForce (negative=disabled) 0x10000000
2359* pl_breath.overrideGForcePassout: -1.000000 Override the overrideGForcePassout (negative=disabled) 0x10000000
2360* pl_breath.overrideGForceStress: -1.000000 Override the overrideGForceStress (negative=disabled) 0x10000000
2361* pl_breath.overrideStamina: -1.000000 Override the stamina (negative=disabled) 0x10000000
2362* pl_breath.proceduralBreathingAnim.debug: 0 Display the procedural breathing anim debug. 0x10000000
2363* pl_breath.proceduralBreathingAnim.debugJoint: CustomAim Joint to show the debug graphs for. 0x10000000
2364* pl_breath.proceduralBreathingAnim.enabled: 1 Enable the procedural breathing anim. 0x10000000
2365* pl_breath.proceduralBreathingAnim.samplingStepCount: 10 Step count when sampling breathing curves. 0x10000000
2366* pl_carryable.debugDraw: 0 Enable debug draw for carryables, <1-draws interactions> <2-draws state> 0x10000000
2367* pl_carryable.debugDrawFreeAlignment: 0 Enable free alignment debug draw for carryables 0x10000000
2368* pl_carryable.enableWeaponInspect: 0 Enable weapon inspect 0x10000000
2369* pl_carryable.gripDepth: 0.000000 Set grip depth, used if 'overrideGripDepth' is on 0x10000000
2370* pl_carryable.gripHeight: 0.000000 Set grip height, used if 'overrideGripHeight' is on 0x10000000
2371* pl_carryable.gripWidth: 0.000000 Set grip width, used if 'overrideGripWidth' is on 0x10000000
2372* pl_carryable.leftGripDimension: 0.000000 Set left grip dimension, used if 'overrideGripDimension' is on 0x10000000
2373* pl_carryable.overrideGripDepth: 0 Enable grip depth override 0x10000000
2374* pl_carryable.overrideGripDimension: 0 Enable grip dimension override 0x10000000
2375* pl_carryable.overrideGripHeight: 0 Enable grip height override 0x10000000
2376* pl_carryable.overrideGripWidth: 0 Enable grip width override 0x10000000
2377* pl_carryable.overrideWristRotation: 0 Enable wrist rotation override 0x10000000
2378* pl_carryable.rightGripDimension: 0.000000 Set right grip dimension, used if 'overrideGripDimension' is on 0x10000000
2379* pl_carryable.wristRotation: 0.000000 Set wrist rotation, used if 'overrideWristRotation' is on 0x10000000
2380* pl_chat_enabled: 1 is the Chat widget enabled 0x10000000
2381* pl_choice.allow_audio_ui_with_dialogue: 1 0: omit ui sounds when there is dialogue audio playing 1: allow ui sounds even when there is accompanying dialogue 0x10000000
2382* pl_choice.debug: 0 0:Debugging off, 1: view signals, 2+: More debugging for the signal with this number 0x10000000
2383* pl_choice.debug_headlook: 0 1: debug headlook params 0x10000000
2384* pl_choice.debug_kiosk: 0 1: debug kiosk interactions 0x10000000
2385* pl_choice.debug_PIT: 0 1: debug personal thought menu 0x10000000
2386* pl_choice.debug_screenfocus: 0 1: debug screen focus 0x10000000
2387* pl_choice.debug_thoughts: 0 1: Debug draw some helper info for inner thoughts. 2: inner thought text is debug drawn to screen (helps check for rendering issues) 0x10000000
2388* pl_choice.dialogue_audio_delay: 0.600000 Delay in seconds before triggering inner thought dialogue 0x10000000
2389* pl_choice.enable_dialogue_audio: 1 0:don't play inner thought play dialogue 1: do play inner thought dialogue 0x10000000
2390* pl_choice.personal_thoughts: 0 0: don't enable the personal thoughts menu 1: do enable the personal thoughts menu 0x10000000
2391* pl_choice.screenfocusmode: 1 0: Linked screens setup in DF - 1: Automatic screen selection based on position 0x10000000
2392* pl_choice.show_curve: 0 0:disable 1:enable 0x10000000
2393* pl_choice.show_signal: 1 0:disable 1:enable 0x10000000
2394* pl_choice.worldDisplay_cursormode: 0 0: Default - 1: cursor stays still while dragging - 2: cursor snaps back to original position after dragging 0x10000000
2395* pl_clientInertia: 0.000000 Override the interia of clients 0x10000000
2396* pl_controls.virtualJoystickDeadzoneInner: 0.010000 Deadzone for the virtual joystick (0-1) 0x10000000
2397* pl_controls.virtualJoystickDeadzoneInner_Fixed: 0.010000 Deadzone for the virtual joystick in move only mode or when controlling only fixed weapons (0-1) 0x10000000
2398* pl_controls_Exponent_default_value: 1.000000 Set the default value of a control option exponent 0x10000000
2399* pl_controls_Exponent_maximum_value: 3.000000 Set the maximum value of a control option exponent 0x10000000
2400* pl_controls_Exponent_minimum_value: 0.100000 Set the minimum value of a control option exponent 0x10000000
2401* pl_controls_Exponent_step_value: 0.100000 Set the step value of a control option exponent slider 0x10000000
2402* pl_crumple.downBackwardLengthScale: 0.300000 Leg-length multiplier for the down-backward test ray. 0x10000000
2403* pl_crumple.downBackwardPitch: -35.000000 Pitch offset for the down-backward test direction. 0x10000000
2404* pl_crumple.downForwardLengthScale: 1.250000 Leg-length multiplier for the down-forward test ray. 0x10000000
2405* pl_crumple.downForwardPitch: -5.000000 Pitch offset for the down-forward test direction. 0x10000000
2406* pl_crumple.downHipOffset: 0.200000 Offset, in world units, from the hips to begin the crumple test rays. 0x10000000
2407* pl_crumple.downRayMaxAge: 0.500000 Time (in seconds) before a surface finder result is considered too old to be valid. 0x10000000
2408* pl_crumple.downRayUpdateRate: 0.200000 Time (in seconds) before a surface finder will dispatch a new ray to get a new result. 0x10000000
2409* pl_crumple.enabled: 0 Toggles crumpling. 0 = off, 1 = on, 2 = debug. 0x10000000
2410* pl_crumple.jumpDampenTime: 0.250000 Time (in seconds) to take to slow the player to a stop when a jump is requested. 0x10000000
2411* pl_crumple.jumpStength: 3.000000 Strength of the jump in Zero G. 0x10000000
2412* pl_damage_multiplier_from_AI_spaceships: 1.000000 Damage multiplier applied to damage done by AI spaceships on the player 0x10000000
2413* pl_damage_multiplier_to_AI_spaceships: 1.000000 Damage multiplier applied to damage done by the player on AI spaceships 0x10000000
2414* pl_debug_actor_actions: 0 Enable debug log for actor actions 0x10000000
2415* pl_debug_aiming: 0 0x10000000
2416* pl_debug_filter: 0x10000000
2417* pl_debug_hit_recoil: 0 0x10000000
2418* pl_debug_jumping: 0 0x10000000
2419* pl_debug_movement: 0 0x10000000
2420* pl_debug_speed: 0 1=Display current speed, 2=Also display stance speed 0x10000000
2421* pl_debug_vistable: 0 View debug information for vistable 0x10000000
2422* pl_defaultShip: Default ship class to associate with the player in arena commander if the lobby is bypassed. i.e. ANVL_Hornet_F7C / ORIG_300i for example. 0x10000000
2423* pl_drawMarkerDebug: 0 0: disabled 1:enabled 0x10000000
2424* pl_dummy.changeWeapon: 0 0 = no weapon change, 1 = sequential through weapon list, 2 = random weapons 0x10000000
2425* pl_dummy.fireEnabled: 0 Enable/Disable firing on the dummy players 0x10000000
2426* pl_dummy.jumpChance: 0.500000 Control how often dummy players jump - 0.0 is never, 1.0 is whenever they're not crouching 0x10000000
2427* pl_dummy.loadout: Scripts/Loadouts/Player/StarMarine/StarMarine_Marine_Light.xml Ability to set a dummy load set. 0x10000000
2428* pl_dummy.maxInTime: -1.000000 Maximum time for dummy player to remain in game (seconds, < 0.0F to disable 0x10000000
2429* pl_dummy.maxOutTime: -1.000000 Maximum time for dummy player to remain out of game (seconds, < 0.0F to disable 0x10000000
2430* pl_dummy.minInTime: -1.000000 Minimum time for dummy player to remain in game (seconds, < 0.0F to disable 0x10000000
2431* pl_dummy.minOutTime: -1.000000 Minimum time for dummy player to remain out of game (seconds, < 0.0F to disable 0x10000000
2432* pl_dummy.moveEnabled: 0 Enable/Disable moving on the dummy players 0x10000000
2433* pl_dummy.respawnAtDeathPosition: 0 0 = default respawn location, 1 = respawn at position where they were killed 0x10000000
2434* pl_dummy.respawnMaxDelay: 7.000000 Maximum time delay (seconds) until dummy is respawned 0x10000000
2435* pl_dummy.respawnMinDelay: 1.000000 Minimum time delay (seconds) until dummy is respawned 0x10000000
2436* pl_dummy.showDebugText: 0 Enable/Disable on-screen messages about dummy players 0x10000000
2437* pl_dummy.suicideEnabled: 0 Enable/Disable killing dummy players who've been alive for too long 0x10000000
2438* pl_dummy.turnEnabled: 0 Enable/Disable turning on the dummy players 0x10000000
2439* pl_enableProne: 1 Enable prone. 0x10000000
2440* pl_eva.debug: 0 Show EVA debug information 0x10000000
2441* pl_eva.maxPitchAngle: 45.000000 Vertical view angle relative to hips when full EVAC rotation should be requested. 0x10000000
2442* pl_eva.maxYawAngle: 45.000000 Horizontal view angle relative to hips when full EVAC rotation should be requested. 0x10000000
2443* pl_eva.ragdollFall: 1 When exiting EVA into a fall - if 0 use normal fall, otherwise use ragdoll fall (and stand up). 0x10000000
2444* pl_eva.ragdollStiffness: 5000.000000 Stiffness of the driven ragdoll when in EVA state. 0x10000000
2445* pl_eva.viewLimitH: 85.000000 Horizontal head / aim rotation limit. 0x10000000
2446* pl_eva.viewLimitV: 75.000000 Vertical head / aim rotation limit. 0x10000000
2447* pl_fall_camera_shake: 0 how much fall speed influences view shake time 0x10000000
2448* pl_fall_intensity_hit_multiplier: 0.300000 how much fall speed influences view shake intensity after a melee hit 0x10000000
2449* pl_fall_intensity_max: 1.500000 maximum view shake intensity 0x10000000
2450* pl_fall_intensity_multiplier: 0.100000 how much fall speed influences view shake intensity 0x10000000
2451* pl_fall_time_max: 0.050000 maximum view shake time 0x10000000
2452* pl_fall_time_multiplier: 0.050000 how much fall speed influences view shake time 0x10000000
2453* pl_fastContactList_enabled: 1 is the Fast Contact List widget enabled 0x10000000
2454* pl_fastContactList_showHangarInviteOption: 0 Enable the hangar invite option in the fast contact list 0x10000000
2455* pl_followEntity.catchupModifier: 0.250000 how much of the remaining distance should the player catch up each second 0x10000000
2456* pl_followEntity.debugEnabled: 0 display debug information 0x10000000
2457* pl_followEntity.minDirectionMatch: 0.700000 how much should the directions match in order to start following 0x10000000
2458* pl_gforce.animation.exteriorBlendspaceBlendTime: 0.800000 Set blend time for the edge animations in the bspace 0x10000000
2459* pl_gforce.animation.interiorBlendspaceBlendTime: 0.200000 Set blend time for the middle animations in the bspace 0x10000000
2460* pl_gforce.animation.interiorBlendspaceLimit: 0.100000 Specify when interiorBlendspaceBlendTime has to be used instead of the external one 0x10000000
2461* pl_gforce.animation.scaleGForce: -1.000000 How much we scale the parameters passed to the bspace 0x10000000
2462* pl_gforce.debug: 0 display GForce debug info (1=real time X and Z params, 2=history of all axis) 0x10000000
2463* pl_gforce.enabled: 1 enable the GForce stress mechanic 0x10000000
2464* pl_health.bleedBlackout_blur: 0.300000 Blur per pulse 0x10000000
2465* pl_health.bleedBlackout_contrast: 0.100000 Contrast per pulse 0x10000000
2466* pl_health.bleedBlackout_frequency: 2.000000 Pulse frequency (does not affect pulse duration) 0x10000000
2467* pl_health.bleedBlackout_luminance: 0.050000 Luminance Per pulse 0x10000000
2468* pl_health.bleedBlackout_saturation: 0.300000 Saturation per pulse 0x10000000
2469* pl_health.enableHealingOthers: 0 Enables using the MedPack on other players. 0x10000000
2470* pl_health.enableNewHUDEffect: 1 Enables new Health/Hits HUD effect (only on level reload) 0x10000000
2471* pl_health.healBlur: 0.300000 0x10000000
2472* pl_health.healBrightness: 2.000000 0x10000000
2473* pl_health.HealButtonPromptLevel: 10 The level at which the player will be shown a hint telling them to heal. 0x10000000
2474* pl_health.HealButtonPromptPersist: 5.000000 The number of seconds the Heal Button Prompt hint will persist after it appears 0x10000000
2475* pl_health.healEffectDuration: 0.500000 0x10000000
2476* pl_health.healSharpness: 10.000000 0x10000000
2477* pl_health.hitBlur_addPerHit: 0.500000 amount of radial blur to add per hit 0x10000000
2478* pl_health.hitBlur_decayPerSecond: 1.000000 how much radial blur decays every second 0x10000000
2479* pl_health.hitBlur_maxIntensity: 0.500000 maximum intensity of the radial blur when hit 0x10000000
2480* pl_health.hitBlur_persistTime: 0.200000 the time radial blur persists before decaying 0x10000000
2481* pl_health.hitColor_maxIntensity: -0.500000 Cyan Color Correction per hit 0x10000000
2482* pl_health.HitIndicatorPersist: 3.500000 The number of seconds the HitIndicator will persist after it appears 0x10000000
2483* pl_health.minimalHudEffect: 0 only shows a bit of blood on screen when player is hit. Use this with g_godMode on. 0x10000000
2484* pl_heldEntityAttachments.debug: 0 Debug info for the held entity attachments. 0x10000000
2485* pl_hitReaction.debug: 0 Log hit reaction information. 0x10000000
2486* pl_hitReaction.doKnockdowns: 0 Enable knockdown reactions. 0x10000000
2487* pl_hitReaction.useCombinedKnockdownAnim: 1 Use combined knockdown animation. 0x10000000
2488* pl_hitReaction.useKnockbackForAI: 0 Use knockdown animation for AI actors. 0x10000000
2489* pl_hostility_UI_enabled: 1 UI for Player Hostility enabled (Icons and Notifications) 0x10000000
2490* pl_hudDebugAim: 0 0x10000000
2491* pl_input.useDummyInput: 0 Local player's will use the automated / demo / dummy input 0x10000000
2492* pl_inputAccel: 30.000000 Movement input acceleration 0x10000000
2493* pl_inspect.viewLimitH: 85.000000 Horizontal head / aim rotation limit. 0x10000000
2494* pl_inspect.viewLimitV: 75.000000 Vertical head / aim rotation limit. 0x10000000
2495* pl_jump.airControl.controlScale: 1.000000 Scales base air control while in air. 0x10000000
2496* pl_jump.airControl.inertiaScale: 0.300000 Scales inertia while in air. 0x10000000
2497* pl_jump.airControl.resistanceScale: 1.300000 Scales base air resistance while in air. 0x10000000
2498* pl_jump.bumpSpeedMax: 10.000000 Speed that triggers the maximum bump on a landing. 0x10000000
2499* pl_jump.bumpSpeedMin: 4.500000 Speed that triggers the minimum bump on a landing. 0x10000000
2500* pl_jump.debugDraw: 0 Draw on-screen jump debug details. 0x10000000
2501* pl_jump.enableGravity: 1 Enable gravity affecting jump height. 0x10000000
2502* pl_jump.enableSpeeds: 0 Enable mid and exxxxxtreme speed falls & lands. 0x10000000
2503* pl_jump.landAnimTime: 0.000000 Length of the land animation in seconds. 0x10000000
2504* pl_jump.time.baseAddedPerJump: 0.400000 The amount of time that is added on per jump. 0x10000000
2505* pl_jump.time.currentMultiplierOnJump: 1.500000 Multiplier for the current timer per jump. 0x10000000
2506* pl_jump.time.maxValue: 0.000000 The maximum value of the timer. 0x10000000
2507* pl_ladder.debugAnimEmbarkPoints: 0 Show the animation embark points on ladders (0=none, 1=walk, 2=run, 3=sprint) (requires pl_ladder.debugDraw). 0x10000000
2508* pl_ladder.debugAnimGetOnDistances: 0 Show the animation get on distances on ladders (requires pl_ladder.debugDraw). 0x10000000
2509* pl_ladder.debugDraw: 1 Show the ladder debug draw (0=none, 1=editor only, 2=always, 3=always extended. 0x10000000
2510* pl_ladder.debugRungs: 0 Show the rungs (requires pl_ladder.debugDraw). 0x10000000
2511* pl_ladder.logVerbosity: 0 Do verbose logs whenever the player uses a ladder 0x10000000
2512* pl_lean.collisionCheckBone: HeadCam Bone to use for checking collisions when leaning 0x10000000
2513* pl_lean.collisionSweepLengthFactor: 1.000000 How much we extend the head the sweep in direction of head 0x10000000
2514* pl_lean.collisionSweepOrigin.x: 0.000000 X Origin of lean collision check 0x10000000
2515* pl_lean.collisionSweepOrigin.y: 0.000000 Y Origin of lean collision check 0x10000000
2516* pl_lean.collisionSweepOrigin.z: 1.500000 Z Origin of lean collision check 0x10000000
2517* pl_lean.collisionSweepRadius: 0.160000 Sweep collision sphere radius 0x10000000
2518* pl_lean.debug: 0 Draw debug markers and text 0x10000000
2519* pl_lean.debugStateMachine: 0 Draw debug info for the state machine 0x10000000
2520* pl_lean.enabled: 1 Is player simple lean enabled 0x10000000
2521* pl_lean.forceLean: 0 Force leaning direction, 0 - Disable, 1 - Force left, 2 - ForceRight, 3 - Force No lean 0x10000000
2522* pl_lean.helmetAngle: 1.600000 How much we rotatate of helmet when leaning in degrees 0x10000000
2523* pl_lean.helmetDuration: 0.300000 How long does the rotation take to finish 0x10000000
2524* pl_ledge.cameraBlendWeight: 1.000000 FP camera blending weight when performing ledge grab action. Do NOT change this from 1.0f lightly! 0x10000000
2525* pl_ledge.debugDrawInfo: 0 Turn on debug drawing of player ledge info. 0x10000000
2526* pl_ledge.debugDrawLedges: 1 Turn on debug drawing of ledge markup, 0=Off, 1=Editor Only, 2=Always. 0x10000000
2527* pl_ledge.debugDrawMaxDistance: 35.000000 Max distance from camera at which ledges are rendered. 0x10000000
2528* pl_ledge.debugDumpAnimDistances: 0 Enable to dump out the animation distances every time a ledge is used. 0x10000000
2529* pl_ledge.debugOutputFailReason: 0 Dump the reason for a ledge grab test failing. 0x10000000
2530* pl_ledge.depthRayLength: 2.000000 Length of the ray used to calculate depth adjustment (this is the maximum length he can slide. 0x10000000
2531* pl_ledge.enableTrim: 3 Enable the enter animation trimming (bitmask: 1=low vault, 2=high vault, 4=low mantle, 8=high mantle). 0x10000000
2532* pl_ledge.ledgeMaxHeight: 3.000000 The maximum height of the ledge that we can climb/vault 0x10000000
2533* pl_ledge.ledgeMinHeight: 0.900000 Ledges have to be this high relative to player for us to vault or mantle them 0x10000000
2534* pl_ledge.lowLedgeMaxHeight: 1.500000 Ledges below this height are traversed using Low vault/mantle, above use High vault/mantle 0x10000000
2535* pl_ledge.movingLedgeVelocityMultiplier: 1.500000 When exiting a vault/mantle onto a moving ledge a we will speed up the players exit velocity in the direction of the ledge movement 0x10000000
2536* pl_ledge.showPrompt: 0 Show the onscreen prompt when ledge grab is available. 0x10000000
2537* pl_ledge.usePrototype: 0 If 1, it switches to use the prototype vault and mantle that use motion warping. Will use vaultcomplete and mantlecomplete mannequin tags 0x10000000
2538* pl_livedriver_enable: 0 Enable or Disable LiveDriver 0x10000000
2539* pl_looting.downViewLimit: 10.000000 Down view limit 0x10000000
2540* pl_looting.enableCorpseLooting: 1 Enable corpse looting prototype. 0x10000000
2541* pl_looting.enabled: 1 If enabled, dead actors should be lootable 0x10000000
2542* pl_looting.enableIK: 0 If enabled, the hand will reach the object you try to pick it up 0x10000000
2543* pl_looting.horizontalViewLimit: 60.000000 Horizontal view limit 0x10000000
2544* pl_looting.itemFocusSphere: 0.100000 Size of the focus sphere for an item inside the container that the player is looting. This sphere is used before checking the item's bounding box. 0x10000000
2545* pl_looting.itemSwapTime: 1.000000 The time the select action has to be held down before an item is swapped 0x10000000
2546* pl_looting.showDebug: 0 If enabled, shows on screen information for the looting mechanic 0x10000000
2547* pl_looting.upViewLimit: 60.000000 Up view limit 0x10000000
2548* pl_melee.angle_limit_from_behind: 70.000000 Angle limit (in degrees) in which behind damage multiplier will apply (x2 for full range) 0x10000000
2549* pl_melee.damage_multiplier_from_behind: 1.000000 Damage multiplier for melee attacking somebody from behind 0x10000000
2550* pl_melee.damage_multiplier_mp: 1.000000 Damage multiplier for melee attacking somebody in Multiplayer (eg. the Defenders in Assault) 0x10000000
2551* pl_melee.debug_gfx: 0 Enable/Disables debug gfx for melees 0x10000000
2552* pl_melee.enabled: 2 0 = Disables melee attack, 1 = Enables old melee attack, 2 = Enables new melee attack. 0x10000000
2553* pl_melee.impulseScale: 20.000000 Scale the impulse from melee attacks (0=no impulse) 0x10000000
2554* pl_melee.mp_melee_system: 1 Enables the three-part melee system 0x10000000
2555* pl_mobiglas_background_exposure: -3.000000 Relative brightness of the environment (in camera stops) when interacting with mobiGlas 0x10000000
2556* pl_mobiglas_brightness: 1.000000 Relative brightness of the mobiGlas interface (in camera stops) 0x10000000
2557* pl_mobiglas_debug_position: 0 Display debug axis to help with mobiGlas position placement 0x10000000
2558* pl_mobiglas_inventory_enabled: 0 Enable the Inventory App on mobiGlas 0x10000000
2559* pl_mobiglas_log_validation_fail: 0 enable log debug on mobiGlas validation fail. 0x10000000
2560* pl_mobiglas_menu_angle: 0.000000 angle of mobiGlas menu in degrees. Around its normal. 0x10000000
2561* pl_mobiglas_menu_tilt: 0.000000 tilt of mobiGlas menu in degrees. Around its up axis. 0x10000000
2562* pl_mobiglas_offset_x: -0.020000 offset of the menu from the mobiGlas position x 0x10000000
2563* pl_mobiglas_offset_y: -0.170000 offset of the menu from the mobiGlas position y 0x10000000
2564* pl_mobiglas_offset_z: -0.100000 offset of the menu from the mobiGlas position z 0x10000000
2565* pl_mobiglas_remote_client: 0 allow display of full mobiGlas for remote clients 0x10000000
2566* pl_mobiglas_scale: 0.430000 scale of the mobiGlas ui. 0x10000000
2567* pl_mobiglas_viewlock_rot_x: 0.050000 mobiGlas view lock y rotation w.r.t. player orientation 0x10000000
2568* pl_mobiglas_viewlock_rot_z: 0.000000 mobiGlas view lock z rotation w.r.t. player orientation 0x10000000
2569* pl_mobiglas_viewlock_smooth_time: 0.200000 mobiGlas view lock smoothing time 0x10000000
2570* pl_movement.ladder_sprint_SpeedScale: 1.264710 Ladder sprint speed scale 0x10000000
2571* pl_movement.ladder_walk_SpeedScale: 0.661765 Ladder walk on speed scale 0x10000000
2572* pl_movement.power_sprint_targetFov: 55.000000 Fov while sprinting in power mode 0x10000000
2573* pl_movement.prediction.moveSpeedSmoothing: 0.040000 Motion parameter 'MoveSpeed' smoothing factor in MovementAction for local actors 0x10000000
2574* pl_movement.prediction.moveSpeedSmoothingRemote: 0.100000 Motion parameter 'MoveSpeed' smoothing factor in MovementAction for remote actors 0x10000000
2575* pl_movement.prediction.travelAngleSmoothing: 0.100000 Motion parameter 'TravelAngle' smoothing factor in MovementAction for local actors 0x10000000
2576* pl_movement.prediction.travelAngleSmoothingRemote: 0.100000 Motion parameter 'TravelAngle' smoothing factor in MovementAction for remote actors 0x10000000
2577* pl_movement.prone.debug: 0 Show debug info (pivot location, rays) for prone 0x10000000
2578* pl_movement.prone.rayLength: 0.750000 Ray length for close quarters checking (moving pivot point and checking if the player can roll 0x10000000
2579* pl_movement.removeSpeedModifiersWhenWalking: 1 Remove weight based speed modifiers when walking (and gradually apply them as speed increases up to fast run) 0x10000000
2580* pl_movement.strafe_SpeedScale: 0.700000 Strafe speed scale 0x10000000
2581* pl_movement.turn_SpeedAngle: 360.000000 The angular speed (degrees/seconds) at which the maximum turn speed penalty is applied. 0x10000000
2582* pl_movement.turn_SpeedScale: 0.700000 Turn speed scale 0x10000000
2583* pl_movement.walk_SpeedScale: 0.661765 Walk speed scale 0x10000000
2584* pl_movementController.debugaimlook: 0 Debug aim/look direction in player movement controller 0x10000000
2585* pl_movementTransition.allowProne: 0 For animation asset testing, allow transition logic to run for prone 0x10000000
2586* pl_movementTransition.enabled: 1472 Toggles filter to enable some transitions.
2587Usage: pl_movementTransition.enabled [0ab...] (flags can be combined)
2588+a : Starts
2589+b : Stops
2590+c : Steps
2591+d : Jukes
2592+e : Hip flip 0x10000000
2593* pl_movementTransition.logVerbosity: 0 Log out transition information if greater than 0 0x10000000
2594* pl_movementTransition.minJukeAngle: 0.000000 The smallest angle between current and desired movement direction where a juke transition request may be triggered.
2595Set to 0 to turn jukes off. 0x10000000
2596* pl_movementTransition.naturalMotionAcceleration: 0.000000 If greater than 0, will cause the player to accelerate from a base motion set to the next target set (like walk fast to run slow) instead of going to the target speed instantly. 0x10000000
2597* pl_movementTransition.strafeHipFlipBlockAngle: 10.000000 The maximum angle to block hip flips when switching strafe direction (0 = perfect strafe in other direction, 90 = perpedicular). 0x10000000
2598* pl_movementTransition.strafeHipFlipBlockTime: 1.000000 The time to block doing a hip flip when switching strafe direction. 0x10000000
2599* pl_movementTransition.zeroGStanceChange: 0.050000 Time between zero G transitions (keep it above 0, if the transition is instant the physics bug out) 0x10000000
2600* pl_portModification.drawDebug: 0 +1:Draw Spheres
2601+2:Draw Names
2602+4:Allow Forbidden Ports
2603 +8:Allow un-editable Ports 0x10000000
2604* pl_portModification.drawSize: 0.500000 Sphere size 0x10000000
2605* pl_portModification.enableObstruction: 1 enable / disable visibility and interaction through solid geometry 0x10000000
2606* pl_portModification.maxDistance: 50.000000 Maximum draw distance for spheres 0x10000000
2607* pl_portModification.minDistance: 2.000000 Minimum draw distance for spheres 0x10000000
2608* pl_power_sprint.foward_angle: 45.000000 Power sprint: Stick angle threshold for sprinting (0.0 - 90.0f 0x10000000
2609* pl_proceduralRecoil.debug: 0 Show debug information for the procedural recoil 0x10000000
2610* pl_proceduralRecoil.enable: 1 Enable/disable the entire procedural recoil system 0x10000000
2611* pl_proceduralRecoil.enableHandsRecoil: 1 Enable/disable the hands recoil 0x10000000
2612* pl_proceduralRecoil.enableHeadRecoil: 1 Enable/disable the head recoil 0x10000000
2613* pl_proceduralRecoil.enableHipsRecoil: 1 Enable/disable the hips recoil 0x10000000
2614* pl_proceduralRecoil.enableRecoil: 1 Enable/disable the standard recoil, not affecting hips, kick recoil or head recoil 0x10000000
2615* pl_ragdoll.fallDrivenRagdollStiffness: 5000.000000 Default stiffness when driven ragdoll falling 0x10000000
2616* pl_ragdoll.hooliganModeEnabled: 0 Enables / disables fall and play (ragdoll) on actor collisions 0x10000000
2617* pl_ragdoll.logVerbosity: 0 Enables / disables ragdoll debug logging 0x10000000
2618* pl_renderInNearest: 0 Render player in nearest pass 0x10000000
2619* pl_shotgunDamageCap: 340282346638528859811704183484516925440.000000 Shotgun damage cap when firing normally, MP ONLY 0x10000000
2620* pl_skyLine_enabled: 1 is the skyLine component enabled 0x10000000
2621* pl_skyLine_map_overlay_alpha: 0 sets the alpha of planet overlays (for debugging mouseover) 0x10000000
2622* pl_SmoothingRagdollAngularRate: 0.150000 Angular rotation smoothing for articulated entities with gravity 0x10000000
2623* pl_SmoothingRagdollAngularRateNoGravity: 0.050000 Angular rotation smoothing for articulated entities in Zero Gravity 0x10000000
2624* pl_SmoothingRagdollEnabled: 1 Whether to use special ragdoll smoothing algorithms 0x10000000
2625* pl_SmoothingRagdollMaxPredictionTime: 1.000000 The time since last update in the predictor is limited by this value. 0x10000000
2626* pl_SmoothingRagdollPredictionRate: 0.700000 Determines what portion (from 0 to 1) of the predicted movement to apply. Larger values result in longer correction times for sudden changes in direction, lower values decrease the smoothness of the motion on remote clients. 0x10000000
2627* pl_SmoothingRagdollQuaternionRate: 0.050000 Quaternion smoothing amount with gravity 0x10000000
2628* pl_SmoothingRagdollQuaternionRateNoGravity: 0.050000 Quaternion smoothing amount in Zero Gravity 0x10000000
2629* pl_SmoothingRagdollSnapDistance: 20.000000 If the position is off by more than this number, smoothing will be skipped over 0x10000000
2630* pl_SmoothingRagdollUsePredictor: 0 Whether or not the ragdoll uses the interpolated predictor values before smoothing with gravity 0x10000000
2631* pl_SmoothingRagdollUsePredictorNoGravity: 1 Whether or not the ragdoll uses the interpolated predictor values before smoothing in Zero Gravity 0x10000000
2632* pl_SmoothingRagdollVelocityRate: 0.250000 Velocity smoothing over speed correction with gravity 0x10000000
2633* pl_SmoothingRagdollVelocityRateNoGravity: 0.050000 Velocity smoothing over speed correction in Zero Gravity 0x10000000
2634* pl_SmoothingRagdollVelocityScale: 0.000000 Velocity smoothing scaler with gravity 0x10000000
2635* pl_SmoothingRagdollVelocityScaleNoGravity: 0.000000 Velocity smoothing scaler in Zero Gravity 0x10000000
2636* pl_socialNotification_duration_hangarInvite_hurry: 5.000000 Duration of a hurried long UI social notification. 0x10000000
2637* pl_socialNotification_duration_hangarInvite_normal: 8.000000 Duration of a long UI social notification. 0x10000000
2638* pl_speedThrottle.defaultFixedSpeed: 4.150000 Default speed to use when using inputMode 1; persists between sessions; if 0 will use default speed configured in DataForge 0x10000000
2639* pl_speedThrottle.enabled: 1 Enable speed throttle and brake controls for player movement 0x10000000
2640* pl_speedThrottle.enableGamepadMinSpeed: 1 Enable making gamepad movement input zero unless it's high enough to reach minimum speed (SlowWalk) 0x10000000
2641* pl_stamina.debug: 0 display stamina debug info 0x10000000
2642* pl_stamina.debugHelper: 0 display breathing helper info (1=composition 2=location 3=both) 0x10000000
2643* pl_stamina.enabled: 1 enable the breathing-to-stamina gameplay 0x10000000
2644* pl_stamina.gasTankAutoRefill: 1 Gas Tank automatically refills if the outer room has compatible gas composition 0x10000000
2645* pl_stamina.staminaOverride: 0.000000 Override the stamina (0=disabled) 0x10000000
2646* pl_stamina.suitPunctureChance: 0 [0-100] percent chance that a bullet impact will create a puncture 0x10000000
2647* pl_state_carry.showDebugInfo: 0 Displays debug info for the carried object. 0x10000000
2648* pl_state_reload.interruptWhenSprinting: 1 Enables the sprint to interrupt the reload. 0x10000000
2649* pl_state_take.maxDistToTakeWithoutWalkForNW: 0.000000 Set the max distance the player will walk to 'take' without walking while in nw. 0x10000000
2650* pl_state_take.maxDistToTakeWithoutWalkForWeapons: 0.700000 Set the max distance the player will walk to 'take' without walking for weapons. 0x10000000
2651* pl_state_take.maxWalkToTakeTime: 3.000000 Max time the player will walk towards the target. 0x10000000
2652* pl_state_take.showDebugInfo: 0 Displays debug info for the item being taken object. 0x10000000
2653* pl_status.debug: 0 display actor status debug info (1=local player, 2=all players) 0x10000000
2654* pl_takedown.aimVsSpineLerp: 0.650000 Lerp factor between entity rotation and spine rotation 0x10000000
2655* pl_takedown.debug: 0 Show take-down debug draw (1=local only, 2=all) 0x10000000
2656* pl_takedown.debugInterruptions: 0 Prints specific debug for take-down interruptions 0x10000000
2657* pl_takedown.ignoreDFTargetTypeRestriction: 1 Disable the DF target type restriction; allowing all the target types to be taken down from all quadrants 0x10000000
2658* pl_takedown.ignoreFriendly: 0 Disable the friendly check for the take-down 0x10000000
2659* pl_takedown.ignoreObstacleCheck: 0 Disable the obstacle check for the take-down 0x10000000
2660* pl_takedown.maxVelocitySquared: 36.000000 Maximum speed of target for attempting take-down in multiplayer 0x10000000
2661* pl_takedown.mode: 1 0: disabled, 1: PvE only, 2: PvE+PVP 0x10000000
2662* pl_takedown.quickSelect: 1 Skips the take-down stow/unstow animation 0x10000000
2663* pl_takedown.updateFrequency.active: 0.000000 How often should we perform the take-down check when there exists a valid target (0 = every frame) [s] 0x10000000
2664* pl_takedown.updateFrequency.passive: 0.300000 How often should we perform the take-down check when there is no valid target (0 = every frame) [s] 0x10000000
2665* pl_targetMarkerEdgeDistance: 0.075000 Distance marker is from the edge of the screen 0x10000000
2666* pl_targetMarkerScale: 0.050000 Set scale for the 3D target markers 0x10000000
2667* pl_throw.quickSelect: 1 1 - deselects the weapon without animation, 0 - plays the full animation for the weapon deselect 0x10000000
2668* pl_throw.remoteCatchupStrategy: 2 Strategy to use to keep throw sequence better in sync
26690: none
26701: Speed up anim
26712: Fast forward anim 0x10000000
2672* pl_throw.serverInstantThrow: 0 Throw right away on server to minimize visual lag in physical object on clients. 0x10000000
2673* pl_throw.throwModeAngle: -0.200000 Angle(-1 to 1) to pick the throw mode(underhand or overhand), where -1 is down and 0 is forward and 1 is up. 0x10000000
2674* pl_turn.animPrediction: 1.000000 Set the amount of anim prediction (0-1) used when calculating the turn angle 0x10000000
2675* pl_turn.inputPrediction: 0.000000 Set the amount of input prediction (0-1) used when calculating the turn angle 0x10000000
2676* pl_turn.logVerbosity: 0 If set to 1, spams log with information about turns 0x10000000
2677* pl_turn.MinTurnAngle: 60.000000 Minimum rotation in degrees before the body starts rotating while on the ground 0x10000000
2678* pl_turn.MinTurnAngleProne: 30.000000 Minimum rotation in degrees before the body starts rotating while on the ground in prone 0x10000000
2679* pl_ui_scrollbar_sound_interval_ms: 50.000000 Time interval (in milliseconds) between each sound event played for scrolling with a UI ScrollBar 0x10000000
2680* pl_ui_tracker_debug: 0 1: ODBTracker 0x10000000
2681* pl_velocityInterpAirControlScale: 1.000000 Use velocity based interpolation method with gravity adjustment 0x10000000
2682* pl_visorReticleModelScale: 0.140000 Scale the scanning and missile locked animation 0x10000000
2683* pm_AsyncPrepare: 1 Enables async preparation of events. [0..1] 0: blocking, 1:async 0x10000000
2684* pm_CachingEnabled: 1 Enables event caching feature 0x10000000
2685* pm_PreloadGlobalBanks: 1 Global (autoload) preload setting.
2686Usage: s_PreloadGlobalBanks [0..2]
2687The usage of this differs depending on the value of s_UsePrepareEvent
2688If s_UsePrepareEvent is 0 (banked media mode):
2689 0: don't preload any banks
2690 1: load all banks that have AutoLoad set in their ATL files
2691 2: load _all_ banks regardless of AutoLoad setting
2692If s_UsePrepareEvent is 1 (loose media mode):
2693 0: don't prepare any events up front
2694 1: prepare all events for banks that have AutoLoad set in their ATL files
2695 2: prepare all events for all banks, regardless of AutoLoad setting
2696NOTE: ALL banks will be loaded up front when s_UsePrepareEvent is 1
2697 0x10000000
2698* pm_PrepareDelaySecs: 0.000000 Prepare delay 0x10000000
2699* pm_PrepareEventPoolHeadRoom: 32768 Sets the amount of headroom the PreloadManager tries to maintain in the Prepare Event Pool.
2700Usage: s_PrepareEventPoolHeadRoom [0/...]
2701Default PC: 32Mb, XboxOne: 32, PS4: 32, MAC: 32, Linux: 32, WiiU: 32 IOS: 32 Android: 32
2702 0x10000000
2703* pm_UnprepareDelay: 30.000000 Unprepare delay, in seconds 0x10000000
2704* pm_UsePrepareEvent: 1 Specifies whether events will attempt to be prepared. Use this in conjunction with banks with loose media.
2705Note: don't use with banked media as the media will be loaded into memory twice! Once in the BankMediaPool and once in the PrepareEventPool.
2706Usage: s_WwiseUsePrepareEvent [0/1]
2707Default PC: 1(events will be prepared), NA for other platforms ATM
2708 0x10000000
2709* pp_LoadOnlineAttributes: 1 Load online attributes 0x10000000
2710* pp_RichSaveGames: 0 Enable RichSaveGame Format for SaveGames 0x10000000
2711* pp_RSFDebugWrite: 0 When RichSaveGames are enabled, save plain XML Data alongside for debugging 0x10000000
2712* pp_RSFDebugWriteOnLoad: 0 When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame 0x10000000
2713* preferred_region_id: 0 Set client's region_id. 0:Any, 1:US, 2:EU, 3:AU 0x10000000
2714* profile: 0 Allows CPU profiling
2715Usage: profile #
2716Where # sets the profiling to:
2717 0: Profiling off
2718 1: Self Time
2719 2: Hierarchical Time
2720 3: Extended Self Time
2721 4: Extended Hierarchical Time
2722 5: Peaks Time
2723 6: Subsystem Info
2724 7: Calls Numbers
2725 8: Standard Deviation
2726 9: Memory Allocated
2727 10: Memory AllocationCount
2728 11: Stalls
2729 -1: Profiling enabled, but not displayed
2730Default is 0 (off) 0x10000000
2731* profile_additionalsub: 0 Enable displaying additional sub-system profiling.
2732Usage: profile_additionalsub #
2733Where where # may be:
2734 0: no additional subsystem information
2735 1: display additional subsystem information
2736Default is 0 (off) 0x10000000
2737* profile_allthreads: 0 Enables profiling of non-main threads.
2738 0x10000000
2739* profile_filter: Profiles a specified subsystem.
2740Usage: profile_filter subsystem
2741Where 'subsystem' may be:
2742Renderer
27433DEngine
2744Animation
2745AI
2746Entity
2747Physics
2748Sound
2749System
2750Game
2751Editor
2752Script
2753Network 0x10000000
2754* profile_filter_thread: Profiles a specified thread only.
2755Usage: profile_filter threadName
2756Where 'threadName' may be:
2757Main
2758Renderer
2759Streaming
2760etc... 0x10000000
2761* profile_graph: 0 Enable drawing of profiling graph. 0x10000000
2762* profile_graphScale: 100.000000 Sets the scale of profiling histograms.
2763Usage: profileGraphScale 100 0x10000000
2764* profile_peak: 10.000000 Profiler Peaks Tolerance in Milliseconds 0x10000000
2765* profile_peak_display: 8.000000 hot to cold time for peak display 0x10000000
2766* profile_smooth: 1.000000 Profiler exponential smoothing interval (seconds) 0x10000000
2767* profile_weighting: 1 Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold 0x10000000
2768* profileStreaming: 0 Profiles streaming of different assets.
2769Usage: profileStreaming [0/1/2]
2770 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off). 0x10000000
2771* pu_debugEntityNames: 0 show system entity names in game 0x10000000
2772* pu_editing: 0 Enable all persistent universe specific tools. Default: 0 0x10000000
2773* q_Renderer: 2 Defines the quality of Renderer
2774Usage: q_Renderer 0=low/1=med/2=high/3=very high (default) 0x10000000
2775* q_ShaderDecal: 2 Defines the shader quality of Decal
2776Usage: q_ShaderDecal 0=low/1=med/2=high/3=very high (default) 0x10000000
2777* q_ShaderFX: 2 Defines the shader quality of FX
2778Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) 0x10000000
2779* q_ShaderGeneral: 2 Defines the shader quality of General
2780Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) 0x10000000
2781* q_ShaderGlass: 2 Defines the shader quality of Glass
2782Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) 0x10000000
2783* q_ShaderHDR: 2 Defines the shader quality of HDR
2784Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) 0x10000000
2785* q_ShaderParticle: 2 Defines the shader quality of Particle
2786Usage: q_ShaderParticle 0=low/1=med/2=high/3=very high (default) 0x10000000
2787* q_ShaderPostProcess: 2 Defines the shader quality of PostProcess
2788Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) 0x10000000
2789* q_ShaderShadow: 2 Defines the shader quality of Shadow
2790Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) 0x10000000
2791* q_ShaderSky: 2 Defines the shader quality of Sky
2792Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) 0x10000000
2793* q_ShaderWater: 1 Defines the shader quality of Water
2794Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) 0x10000000
2795* r_3MonHack: 0 Enables 3 monitor hack hud in center 0x10000000
2796* r_3MonHackHUDFOVX: 28.000000 3 monitor hack hud in center - X FOV 0x10000000
2797* r_3MonHackHUDFOVY: 60.000000 3 monitor hack hud in center - Y FOV 0x10000000
2798* r_3MonHackLeftCGFOffsetX: 0.930000 3 monitor hack hud in center - Adds position offset in X direction to all left CGF planes 0x10000000
2799* r_3MonHackRightCGFOffsetX: -0.930000 3 monitor hack hud in center - Adds position offset in X direction to all right CGF planes 0x10000000
2800* r_AABBSortOffsetRatio: 0.100000 Proportion of visible AABB depth to add to sort distance 0x10000000
2801* r_AnalyticShadowDebug: 0 Draw debug geometry for analytic shadows
2802Usage: r_AnalyticShadowDebug [0/1]
2803 0x10000000
2804* r_AnalyticShadowEnable: 1 Enable analytic shadows
2805Usage: r_AnalyticShadowEnable [0/1]
2806 0x10000000
2807* r_AntialiasingMode: 5 Enables post process based anti-aliasing modes.
2808Usage: r_AntialiasingMode [n]
28090: NO AA
28101: SMAA 1X
28112: SMAA 1TX
28123: SMAA 2TX
28134: SMAA TSAA
28145: TSAA
28156: FXAA 1X
2816 0x10000000
2817* r_AntialiasingModeDebug: 0 Enables AA debugging views
2818Usage: r_AntialiasingModeDebug [n]1: Display edge detection2: Zoom image 2x3: Zoom image 2x + display edge detection4: Zoom image 4x, etc 0x10000000
2819* r_AntialiasingModeSCull: 1 Enables post processed based aa modes stencil culling optimization
2820 0x10000000
2821* r_AntialiasingResponsiveAA: 1 Enables support for Responsive AA to reduce artifacts on transparent objects. 0x10000000
2822* r_AntialiasingResponsiveAADepthBias: 25.000000 Depth bias to avoid flickering of particles that collide with scene geometry. 0x10000000
2823* r_AntialiasingTAAExtraSharpening: 0.000000 Apply extra sharpening when temporal AA is enabled.
2824 0x10000000
2825* r_AntialiasingTAAFalloffHiFreq: 6.000000 Set TAA falloff for high frequencies (high contrast regions). Default 6.0
2826Bigger value increases temporal stability but also overall image blurriness
2827Smaller value decreases temporal stability but gives overall sharper image 0x10000000
2828* r_AntialiasingTAAFalloffLowFreq: 2.000000 Set TAA falloff for low frequencies (low contrast regions). Default 2.0
2829Bigger value increases temporal stability but also overall image blurriness
2830Smaller value decreases temporal stability but gives overall sharper image 0x10000000
2831* r_AntialiasingTAAJitterEditor: 1 Configures projection matrix jittering when in editor (jitter can cause flickering of helper objects)
28320: Disabled while editing
28331: Disabled when helpers are displayed
28342: Always allowed
2835 0x10000000
2836* r_AntialiasingTAAPattern: 7 Enables different TAA sampling patterns.
2837Usage: r_AntialiasingTAAPattern [0: no subsamples, 1: 2x, 2: 4x, 3: 8x, 4: sparse grid 8x8, 5: random, 6: Halton 8x, 7: Halton 12x, 8: Halton 16x, 9: Halton random 0x10000000
2838* r_AntialiasingTSAAFilterFPSAware: 0 Adjusts history blend factor based on current frame time 0x10000000
2839* r_AntialiasingTSAAResolveHDR: 1 Performs TSAA in HDR before tone mapping 0x10000000
2840* r_Batching: 1 Enable/disable render items batching
2841Usage: r_Batching [0/1]
2842 0x10000000
2843* r_Beams: 1 Toggles volumetric light beams.
2844Usage: r_Beams [0/1]
2845 0x10000000
2846* r_BreakOnError: 0 calls debugbreak on illegal behaviour 0x10000000
2847* r_Brightness: 0.500000 Sets the display brightness (not supported on PS3).
2848Usage: r_Brightness 0.5
2849Default is 0.5. 0x10000000
2850* r_buffer_banksize: 4 the bank size in MB for buffer pooling 0x10000000
2851* r_buffer_enable_lockless_updates: 1 enable/disable lockless buffer updates on platforms that support them 0x10000000
2852* r_buffer_pool_defrag_dynamic: 0 enable/disable runtime defragmentation of dynamic buffers 0x10000000
2853* r_buffer_pool_defrag_max_moves: 64 maximum number of moves the defragmentation system is allowed to perform per frame 0x10000000
2854* r_buffer_pool_defrag_static: 0 enable/disable runtime defragmentation of static buffers 0x10000000
2855* r_buffer_pool_max_allocs: 65520 the maximum number of allocations per buffer pool if defragmentation is enabled 0x10000000
2856* r_buffer_sli_workaround: 0 enable SLI workaround for buffer pooling 0x10000000
2857* r_Character_NoDeform: 0 0x10000000
2858* r_ChromaticAberration: 4.000000 Chromatic aberration amount
2859Usage: r_ChromaticAberration [Value] 0x10000000
2860* r_ChromaticAberrationQuality: 1 Chromatic aberration quality
2861 0: Low - Simple pixel shift
2862 1: Standard - Radial blur with fixed sample count
2863 2: High - Radial blur with adaptive sample count
2864 0x10000000
2865* r_CIG_ForceFP16: 0 (temporary) forces fp16 conversion on load 0x10000000
2866* r_ColorBits: 32 Sets the color resolution, in bits per pixel. Default is 32.
2867Usage: r_ColorBits [32/24/16/8] 0x10000000
2868* r_ColorGrading: 2 Enables color grading.
2869Usage: r_ColorGrading [0/1] 0x10000000
2870* r_ColorGradingCharts: 1 Enables color grading via color charts.
2871Usage: r_ColorGradingCharts [0/1] 0x10000000
2872* r_ColorGradingChartsCache: 0 Enables color grading charts update caching.
2873Usage: r_ColorGradingCharts [0/1/2/etc]
2874Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame 0x10000000
2875* r_ColorGradingDebug: 0 Displays information used for color grading.
2876Usage: r_ColorGradingDebug [0/1] 0x10000000
2877* r_ColorGradingEditorPreviewMode: 0 Turns on color grading preview mode in editor 0x10000000
2878* r_ColorGradingFilters: 1 Enables color grading.
2879Usage: r_ColorGradingFilters [0/1] 0x10000000
2880* r_ColorGradingLevels: 1 Enables color grading.
2881Usage: r_ColorGradingLevels [0/1] 0x10000000
2882* r_ColorGradingSelectiveColor: 1 Enables color grading.
2883Usage: r_ColorGradingSelectiveColor [0/1] 0x10000000
2884* r_ConditionalRendering: 0 Enables conditional rendering . 0x10000000
2885* r_ConsoleBackbufferHeight: 720 console specific backbuffer resolution - height 0x10000000
2886* r_ConsoleBackbufferWidth: 1152 console specific backbuffer resolution - width 0x10000000
2887* r_constantbuffer_banksize: 4 the bank size in MB for constant buffers pooling 0x10000000
2888* r_constantbuffer_watermarm: 64 the threshold aftyer which constants buffers will reclaim memory 0x10000000
2889* r_Contrast: 0.500000 Sets the display contrast (not supported on PS3).
2890Usage: r_Contrast 0.5
2891Default is 0.5. 0x10000000
2892* r_CustomResHeight: 0 Height of custom resolution rendering 0x10000000
2893* r_CustomResMaxSize: 4096 Maximum resolution of custom resolution rendering 0x10000000
2894* r_CustomResPreview: 1 Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport 0x10000000
2895* r_CustomResWidth: 0 Width of custom resolution rendering 0x10000000
2896* r_CustomVisions: 3 Enables custom visions, like heatvision, binocular view, etc.
2897Usage: r_CustomVisions [0/1/2/3]
2898Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing. 3 - cheaper post version 0x10000000
2899* r_DamageMap_BaseResolution: 256 Base resolution for damage maps (larger objects may use a multiple of this resolution).
2900 0x10000000
2901* r_DamageMap_Debug: 0 Debugging modes for damage maps.
29020 - Disabled
29031 - Print resources and ref counts
29042 - Print queued explosions
2905 0x10000000
2906* r_DamageMap_DebugGun: 0 Debug Gun to paint damage for damage maps.
29070 - Disabled
29081 - Enabled
2909 0x10000000
2910* r_DamageMap_DebugGun_DamageAmount: 1.000000 Debug Gun - Damage Amount.
2911 0x10000000
2912* r_DamageMap_DebugGun_DamageType: 0 Debug Gun to paint damage for damage maps.
29130 - Physical
29141 - Energy
29152 - Distortion
29163 - Thermal
29174 - Biochemical
2918 0x10000000
2919* r_DamageMap_DebugGun_ImpactTimeInterval: 0.000000 Time between individual debug damage being applied.
2920 0x10000000
2921* r_DamageMap_DebugGun_Radius: 1.000000 Debug Gun - Radius of impact.
2922 0x10000000
2923* r_DamageMap_DebugMainThreadImpacts: 0 Displays debug information regarding MainThread Impact. 0x10000000
2924* r_DamageMap_DebugPositionBoneMapRendering: 0 Displays debug information regarding Position Bone Map Rendering and whether a DamageMap has impacts wait for Position Bone Map rendering to be completed. 0x10000000
2925* r_DamageMap_Enabled: 1 Enables Damage Map Tech.
29260 - Disabled
29271 - Enabled
2928 0x10000000
2929* r_DamageMap_MaxVRAMBudget: 128 Sets the Maximum VRAM used by the Damage Map System (mb). 0x10000000
2930* r_DamageMap_Reset: 0 DamageMap Reset - When greater than 0.0f all damage maps will be reset to the values set in the associated CVars.
2931 0x10000000
2932* r_DamageMap_Reset_Burn: 0.000000 DamageMap Reset - Burn Reset Amount.
2933 0x10000000
2934* r_DamageMap_Reset_Deformation: 0.000000 DamageMap Reset - Deformation Reset Amount.
2935 0x10000000
2936* r_DamageMap_Reset_Temperature: 0.000000 DamageMap Reset - Temperature Reset Amount.
2937 0x10000000
2938* r_DamageMap_Reset_Thickness: 0.000000 DamageMap Reset - Thickness Reset Amount.
2939 0x10000000
2940* r_debugCVar1: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
2941* r_debugCVar2: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
2942* r_debugCVar3: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
2943* r_debugCVar4: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
2944* r_DebugDeferredClipVolumeAABBs: 0 Shows AABBs of any clip volume submitted to deferred shading0=Disable
29451=Enable
2946Usage: r_DebugDeferredClipVolumeAABBs[0/1] 0x10000000
2947* r_DebugFontRendering: 0 0=off, 1=display various features of the font rendering to verify function and to document usage 0x10000000
2948* r_DebugGBuffer: 0 Debug view for gbuffer attributes
2949 0 - Disabled
2950 1 - World-space normals
2951 2 - Gloss/smoothness
2952 3 - Specular color
2953 4 - Diffuse color
2954 5 - Translucency
2955 6 - Glow
2956 7 - Subsurface scattering
2957 8 - Validation mode
2958 9 - Validation mode overlay
2959 10 - POM self-shadow
2960 11 - View-space normals
2961 12 - Force white albedo
2962 13 - Force flat dialetric
2963 14 - Force flat metal
2964 0x10000000
2965* r_DebugLightVolumes: 0 0=Disable
29661=Enable
2967Usage: r_DebugLightVolumes[0/1] 0x10000000
2968* r_DebugRefraction: 0 Debug refraction usage. Displays red instead of refraction
2969Usage: r_DebugRefraction
2970Default is 0 (off) 0x10000000
2971* r_DebugTransparentFogPositions: 0 Show sample positions used for transparent objects 0x10000000
2972* r_DeferredDecalsDepthBias: 1 A depth bias applied during ztest operation to increase precision and prevent near plane clip issues when approaching very close to a decal surface.
2973Default is 1 0x10000000
2974* r_DeferredShadingAmbient: 1 Enables/Disables ambient processing.
2975Usage: r_DeferredShadingAmbient [0/1/2]
2976 0: no ambient passes (disabled)
2977 1: vis areas and outdoor ambient (default)
2978 2: only outdoor (debug vis areas mode)
2979 0x10000000
2980* r_DeferredShadingAmbientLights: 1 Enables/Disables ambient lights.
2981Usage: r_DeferredShadingAmbientLights [0/1]
2982Default is 1 (enabled) 0x10000000
2983* r_DeferredShadingAmbientSClear: 1 Clear stencil buffer after ambient pass (prevents artifacts on Nvidia hw)
2984 0x10000000
2985* r_DeferredShadingAreaLights: 1 Enables/Disables more complex area lights processing.
2986Usage: r_DeferredShadingAreaLights [0/1]
2987Default is 1 (enabled) 0x10000000
2988* r_DeferredShadingCustomBRDFs: 1 Enables/Disables support for additional BRDFs on Layer materials (cloth and clear-coat).
2989Fallback for clear-coat just increases gloss by 25%.
2990Usage: r_DeferredShadingCustomBRDFs [0/1]
2991Default is 1 (enabled) 0x10000000
2992* r_DeferredShadingDBTstencil: 1 Toggles deferred shading combined depth bounds test + stencil test.
2993Usage: r_DeferredShadingDBTstencil [0/1]
2994Default is 1 (enabled) 0x10000000
2995* r_DeferredShadingDepthBoundsTest: 1 Toggles deferred shading depth bounds test.
2996Usage: r_DeferredShadingDepthBoundsTest [0/1]
2997Default is 1 (enabled) 0x10000000
2998* r_DeferredShadingEnvProbes: 1 Toggles deferred environment probes rendering.
2999Usage: r_DeferredShadingEnvProbes [0/1]
3000Default is 1 (enabled) 0x10000000
3001* r_DeferredShadingFilterGBuffer: 0 Enables filtering of GBuffer to reduce specular aliasing.
3002 0x10000000
3003* r_DeferredShadingGGXSpecular: 1 Enables/Disables more complex specular lighting model (fallback is blinn-phong).
3004Usage: r_DeferredShadingGGXSpecular [0/1]
3005Default is 1 (enabled) 0x10000000
3006* r_DeferredShadingLightBoxDebug: 0 Toggles light box debug mode.
3007Usage: r_DeferredShadingLightBoxDebug [0/1]
3008Default is 0 (disabled) 0x10000000
3009* r_DeferredShadingLightLodRatio: 1.000000 Sets deferred shading light intensity threshold for PS3.
3010Usage: r_DeferredShadingLightLodRatio [value]
3011Default is 0.1 0x10000000
3012* r_DeferredShadingLights: 1 Enables/Disables lights processing.
3013Usage: r_DeferredShadingLights [0/1]
3014Default is 1 (enabled) 0x10000000
3015* r_DeferredShadingLightStencilRatio: 0.210000 Sets screen ratio for deferred lights to use stencil (eg: 0.2 - 20% of screen).
3016Usage: r_DeferredShadingLightStencilRatio [value]
3017Default is 0.2 0x10000000
3018* r_DeferredShadingLightVolumes: 1 Toggles Light volumes for deferred shading.
3019Usage: r_DeferredShadingLightVolumes [0/1]
3020Default is 1 (enabled) 0x10000000
3021* r_DeferredShadingNormalFormat: 0 Texture format to use for g-buffer normals: 0=8u, 1=16u, 2=16f, 3=32f.
3022 0x10000000
3023* r_DeferredShadingOrenNayarDiffuse: 0 Enables/Disables more complex diffuse lighting model (fallback is Lambert).
3024Usage: r_DeferredShadingOrenNayarDiffuse [0/1]
3025Default is 0 (disabled) 0x10000000
3026* r_DeferredShadingScissor: 1 Toggles deferred shading scissor test.
3027Usage: r_DeferredShadingScissor [0/1]
3028Default is 1 (enabled) 0x10000000
3029* r_DeferredShadingSSS: 1 0/1: Toggle deferred subsurface scattering2 : Enable highest-quality reference implementation 0x10000000
3030* r_DeferredShadingStencilPrepass: 1 Toggles deferred shading stencil pre pass.
3031Usage: r_DeferredShadingStencilPrepass [0/1]
3032Default is 1 (enabled) 0x10000000
3033* r_DeferredShadingTiledCoherencyOpt: 1 Enable optimizations to make tiled light access more coherent
30340 - Traditional, high-branching code
30351 - Force high-level branches on light type to collapse lower level branches (default)
30362 - Try to process lights in homogeneous loops
3037 0x10000000
3038* r_DeferredShadingTiledMaxNumLights: -1 Clamp maximum input lights to tiled shading. -1 uses engine maximum (currently 1024) 0x10000000
3039* r_DeferredShadingTiledMultipass: 1 Split tiled shading into separate high and low occupancy passes (Default: true)
3040 0x10000000
3041* r_DeferredShadingTiledVGPRHack: 1 Enable a hack to prevent code reordering in tiled shading (Default: true)
3042 0x10000000
3043* r_DepthBits: 32 Sets the depth precision, in bits per pixel. Default is 32.
3044Usage: r_DepthBits [32/24/16/8] 0x10000000
3045* r_DepthOfField: 2 Enables depth of field.
3046Usage: r_DepthOfField [0/1/2]
3047Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled 0x10000000
3048* r_DepthOfFieldBokeh: 0 Sets depth of field bokeh type (only for dof mode 3).
3049Usage: r_DepthOfFieldBokeh [0/1/etc]
3050Default is 0 (isotropic/spherical). 0x10000000
3051* r_DepthOfFieldBokehQuality: 1 Sets depth of field bokeh quality (samples multiplier).
3052Usage: r_DepthOfFieldBokeh [0/1/etc]
3053Default is 0: ingame quality, 1: high quality mode 0x10000000
3054* r_DepthOfFieldDilation: 0.000000 Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
3055 0x10000000
3056* r_DetailDistance: 8.000000 Distance used for per-pixel detail layers blending.
3057Usage: r_DetailDistance (1-20)
3058Default is 6. 0x10000000
3059* r_DisplayInfo: 0 Toggles debugging information in top-right of screen with information customized via cvar 'sys_devteam'.
3060Usage:
3061 0: off
3062 1: minimal data related to your team + issues
3063 2: + extended data related to your team
3064 3: + basic data not directly related to your team
3065 4: + extended data not directly related to your team
3066 5: + further extended data 0x10000000
3067* r_dofMaxPixelBlur: 15.000000 Maximum depth of field blur amount measured in pixels (assumes at 1080p display and automatically scales up/down accordingly)
3068 0x10000000
3069* r_DrawNearFarPlane: 40.000000 Default is 40. 0x10000000
3070* r_DrawNearFoV: 0.100000 Sets the FoV for drawing of near objects.
3071Usage: r_DrawNearFoV [n]
3072Default is 60. 0x10000000
3073* r_DrawNearZRange: 0.120000 Default is 0.1. 0x10000000
3074* r_Driver: DX11 Sets the renderer driver ( DX11/AUTO/NULL ).
3075Specify in system.cfg like this: r_Driver = "DX11" 0x10000000
3076* r_durango_async_dips: 0 enables async dip submission on durango 0x10000000
3077* r_durango_async_dips_sync: 9999 enables async dip submission sync on durango 0x10000000
3078* r_DynTexAtlasDynTexSrcSize: 16 0x10000000
3079* r_DynTexMaxSize: 80 0x10000000
3080* r_DynTexSourceSharedRTHeight: 1024 Height override of shared RT for dynamic texture sources. Takes effect when bigger than 0. 0x10000000
3081* r_DynTexSourceSharedRTUseMipMapping: 1 Enables mip maps and their generation when rendering dynamic texture sources using the shared RT.
30820 - Mip mapping disabled
30831 - Mip mapping enabled for selected Flash materials
30842 - Mip mapping enabled for all Flash materials 0x10000000
3085* r_DynTexSourceSharedRTWidth: 1024 Width override for shared RT for dynamic texture sources. Takes effect when bigger than 0. 0x10000000
3086* r_enable_full_gpu_sync: 0 enable full gpu synchronization for debugging purposes on the every buffer I/O operation (debugging only).
30870 - Disabled
30881 - Loop indefinitely while waiting
30892 - Fatal error if waiting more than 'r_full_gpu_sync_timeout' seconds 0x10000000
3090* r_enableAltTab: 1 Toggles alt tabbing in and out of fullscreen when the game is not in devmode.
3091Usage: r_enableAltTab [toggle]
3092Notes: Should only be added to system.cfg and requires a restart 0x10000000
3093* r_EnvCMResolution: 1 Sets resolution for target environment cubemap, in pixels.
3094Usage: r_EnvCMResolution #
3095where # represents:
3096 0: 64
3097 1: 128
3098 2: 256
3099Default is 2 (256 by 256 pixels). 0x10000000
3100* r_EnvCMupdateInterval: 0.040000 Sets the interval between environmental cube map texture updates.
3101Usage: r_EnvCMupdateInterval #
3102Default is 0.1. 0x10000000
3103* r_EnvironmentProbeQuality: 1 Default quality setting for GPU-compressed environment probes.
31040 = Fast
31051 = High Quality
3106 0x10000000
3107* r_EnvironmentProbeRes: 256 Resolution of environment probes (must match rc.ini) 0x10000000
3108* r_EnvTexUpdateInterval: 0.050000 Sets the interval between environmental 2d texture updates.
3109Usage: r_EnvTexUpdateInterval 0.001
3110Default is 0.001. 0x10000000
3111* r_ExcludeMesh: Exclude or ShowOnly the named mesh from the render list.
3112Usage: r_ExcludeShader Name
3113Usage: r_ExcludeShader !Name
3114Sometimes this is useful when debugging. 0x10000000
3115* r_ExcludeShader: 0 Exclude the named shader from the render list.
3116Usage: r_ExcludeShader ShaderName
3117Sometimes this is useful when debugging. 0x10000000
3118* r_ExposureAdaptRangePupil: 2.000000 Number of stops the pupil can adjust towards scene luminance from resting state (current pigment adaptation). 0x10000000
3119* r_ExposureAdaptTimeBright: 2.000000 Seconds taken for photopigments to adapt halfway towards brighter scene luminance. 0x10000000
3120* r_ExposureAdaptTimeDark: 5.000000 Seconds taken for photopigments to adapt halfway towards darker scene luminance. 0x10000000
3121* r_ExposureAdaptTimePupil: 0.400000 Seconds taken for pupil and ganglion cells to adapt halfway towards scene luminance. 0x10000000
3122* r_ExposureCompensationEV12: 0.500000 Exposure compensation to apply at EV 12. (overcast day) 0x10000000
3123* r_ExposureCompensationEV16: 2.000000 Exposure compensation to apply at EV 16. (sand/snow on sunny day) 0x10000000
3124* r_ExposureCompensationEV4: -3.700000 Exposure compensation to apply at EV 4 (dark interior). 0x10000000
3125* r_ExposureCompensationEV8: -1.000000 Exposure compensation to apply at EV 8 (bright interior). 0x10000000
3126* r_ExposureDebug: 0 Debug views for exposure and tonemapping.
3127Usage:
31280 = Disabled
31291 = Show luminance histogram and exposure values 0x10000000
3130* r_ExposureDiscardRatioBright: 0.010000 Fraction of brightest pixels to discard. 0x10000000
3131* r_ExposureDiscardRatioDark: 0.010000 Fraction of darkest pixels to discard. 0x10000000
3132* r_ExposureMultiplierMax: 20.000000 Maximum multiplier to use for exposure. 0x10000000
3133* r_ExposureMultiplierMin: 0.000100 Minimum multiplier to use for exposure. 0x10000000
3134* r_exposureNoiseRatio10EV: 5.000000 Scene EV at which sensor noise is low enough to be "acceptable" by ISO standards. 0x10000000
3135* r_exposureNoiseRatio40EV: 10.000000 Scene EV at which sensor noise is low enough to be "excellent" by ISO standards. 0x10000000
3136* r_ExposurePeripheralAdaptation: 1.000000 How strongly luminance in peripheral vision will limit dark adaptation.
31370.0 = No effect, 1.0 = clamp dark adaptation to peripheral luminance
3138 0x10000000
3139* r_ExposureTargetEV: 0.000000 Lock the exposure to the given EV.
3140Negative values are interpreted as their positive equivalent, with debug text disabled. 0x10000000
3141* r_ExposureThresholdRange: 10.000000 Dynamic range (from max luminance) to keep after discarding brightest pixels. 0x10000000
3142* r_fireflyFilterEnabled: 1 Enables/disables the firefly filter on bloom/flares. 0x10000000
3143* r_FixAlphaBlend: 1 Fix incorrect alpha being written with standard alpha blend. 0x10000000
3144* r_FlareHqShafts: 1 Toggles high quality mode for point light shafts.
3145Usage: r_FlareHqShafts [0/1]
3146Default is 1 (on). 0x10000000
3147* r_FlaresChromaShift: 0.000000 Set flares chroma shift amount.
3148Usage: r_FlaresChromaShift [n]
3149CryTek default is 6
31500 Disables 0x10000000
3151* r_FlaresIrisShaftMaxPolyNum: 200 Set the maximum number of polygon of IrisShaft.
3152Usage : r_FlaresIrisShaftMaxPolyNum [n]
3153Default is 200
31540 Infinite 0x10000000
3155* r_FlaresTessellationRatio: 1.000000 Set the tessellation rate of flares. 1 is the original mesh.
3156Usage : r_FlaresTessellationRatio 0.5
3157Default is 1.0
3158Range is from 0 to 1 0x10000000
3159* r_fLogStreamingLag: 10.000000 Output log information of mesh streaming in RT_CheckUpdate that look longer in ms than the CVar value. 0x10000000
3160* r_Flush: 0 0x10000000
3161* r_FogDebug: 0 Fog debug modes
31620: Disabled (Default)
31631: Statistics
31642: Debug fog volume geometry
31653: Top-down view of density in Z=0 plane
31664: Top-down view of lit fog in Z=0 plane
31675: Top-down view of reprojection result in Z=0 plane
31686: Top-down view of ray-march result in Z=0 plane
31697: Top-down view of light cluster allocation in Z=0 plane 0x10000000
3170* r_FogDepthTest: -0.000500 Enables per-pixel culling for deferred volumetric fog pass.
3171Fog computations for all pixels closer than a given depth value will be skipped.
3172Usage: r_FogDepthTest z with...
3173 z = 0, culling disabled
3174 z > 0, fixed linear world space culling depth
3175 z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings 0x10000000
3176* r_FogDownscaledSunShadow: 0 Enable replacing sun shadow maps with downscaled shadow maps
31770: disabled
31781: replace first and second cascades with downscaled shadow maps
31792: replace first, second, and third cascades with downscaled shadow maps
3180 0x10000000
3181* r_FogDownscaledSunShadowRatio: 1 Set downscale ratio for sun shadow maps
31820: 1/4 downscaled sun shadow maps
31831: 1/8 downscaled sun shadow maps
31842: 1/16 downscaled sun shadow maps
3185 0x10000000
3186* r_FogDynamicLighting: 1 Activates froxel-based light-reactive fog 0x10000000
3187* r_FogLightingAnisotropy: 0.600000 'K' term for anisotropic scattering function in fog - Range [-1,1], negative numbers = backward-scattering. Default 0.6 0x10000000
3188* r_FogLightingBlurInscattering: 1 Number of blur passes on fog lighting [0,4] (default 1) 0x10000000
3189* r_FogLightingExtinction: 0.300000 Multiplier on the opacity of fog at a given density (default 0.3) 0x10000000
3190* r_FogLightingRadialLobe: 0.500000 Radiality of fog scattering (was a param per light) 0x10000000
3191* r_FogLightingScatter: 1.000000 Multiplier on the brightness of lights in fog (default 1) 0x10000000
3192* r_FogLightingShadowExtinction: 1.000000 Multiplier on the opacity of fog when calculating self-shadows at a given density (default 1.0) 0x10000000
3193* r_FogLightingUVJitter: 1 Jitter UVs during inscatter calculation to reduce aliasing on narrow projectors 0x10000000
3194* r_FogMinimumLightBulbSize: 0.400000 Adjust the minimum size threshold for light attenuation bulb size. Small bulb size causes the light flicker. 0x10000000
3195* r_FogRaymarchStartDistance: 0.100000 Distance of first fog raymarch step 0x10000000
3196* r_FogReprojectionBlendFactor: 0.900000 Adjust the blend factor of temporal reprojection.
3197Acceptable value is between 0 and 1.
31980 means temporal reprojecton is off.
3199 0x10000000
3200* r_FogReprojectionMode: 1 Set the mode of ghost reduction for temporal reprojection.
32010: conservative
32021: advanced 0x10000000
3203* r_FogReprojectZoneMovement: 1 Enable reprojection based on movement of fog volumes due to their parent zone's movement. 0x10000000
3204* r_FogShadowQuality: 1 Adjust shadow sample count per sample point.
32050: 1 shadow sample per sample point
32061: 2 shadow samples per sample point
32072: 3 shadow samples per sample point
32083: 4 shadow samples per sample point
3209 0x10000000
3210* r_FogShadows: 2 Enables deferred volumetric fog shadows
3211Usage: r_FogShadows [0/1/2]
3212 0: off
3213 1: standard resolution
3214 2: reduced resolution
3215 0x10000000
3216* r_FogShadowsMode: 0 Ray-casting mode for shadowed fog
3217Usage: r_FogShadowsMode [0/1]
3218 0: brute force shadowmap sampling
3219 1: optimized shadowmap sampling
3220 0x10000000
3221* r_FogShadowsWater: 0 Enables volumetric fog shadows for watervolumes 0x10000000
3222* r_FogTracingQuality: 0 Adjust number of sample points.
32230: 1 sample point in a voxel
32241: 2 sample points in a voxel
32252: 4 sample points in a voxel
3226 0x10000000
3227* r_FogTracingTexDepth: 32 Depth resolution of volume texture.
3228Huge value runs out of performance and video memory.
3229 0x10000000
3230* r_FogTracingTexScale: 10 Width and height scale factor (divided by screen resolution) for volume texture.
3231Acceptable value is more than equal 2.
3232 0x10000000
3233* r_FogVoxelisationDistance: 60.000000 World-space size of fog's froxel volume 0x10000000
3234* r_ForceResetTemporalEffects: 0 Force temporal effects to the state they'd be in just after a camera cut 0x10000000
3235* r_full_gpu_sync_timeout: 10.000000 sets timeout for full gpu synchronization after which program triggers a fatal error (debugging only) 0x10000000
3236* r_Fullscreen: 0 Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
3237Usage: r_Fullscreen [0=window/1=fullscreen] 0x10000000
3238* r_FullscreenPreemption: 0 While in fullscreen activities like notification pop ups of other applications won't cause a mode switch back into windowed mode. 0x10000000
3239* r_FullscreenWindow: 0 Toggles fullscreen-as-window mode. Fills screen but allows seamless switching. Default is 0.
3240Usage: r_FullscreenWindow [0=locked fullscreen/1=fullscreen as window] 0x10000000
3241* r_Gamma: 1.002500 Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
3242Usage: r_Gamma 1.0
32431 off (default), accepted range on PS3 is 0.8 to 1.25 0x10000000
3244* r_GasCloud2DShadowTestMode: 0 Choose mode for 2D test
32450: Off
32461: Ground truth only
32472: Fourier shadow map
32483: Optical Depth
3249 0x10000000
3250* r_GasCloud2DShadowTestRange: 0.000000 Control range of the 2D shadow test
32510: Use bounds of the current cloud
3252>0: Use this range (in km)
3253 0x10000000
3254* r_GasCloud2DShadowTestSave: 0 Trigger a capture of the 2D shadow test 0x10000000
3255* r_GasCloudAllowEditorMode: 1 Allow the gas cloud to display edit-friendly changes (eg. culling solid areas when the camera is inside them) 0x10000000
3256* r_GasCloudDebug: 0 Gas cloud debug modes:
32570: Disabled (default)
32581: Solid walls
32592: Show chunk boundaries
32603: Low-alpha rays - boost very low alpha rays to visible opacity
3261 0x10000000
3262* r_GasCloudDebugCPUDensity: 0 Draw a scanning slice of density values calculated using only CPU data and world-space sample points 0x10000000
3263* r_GasCloudDebugCPUDensityScale: 1000.000000 Density->Debug Opacity scale when visualising CPU density samples 0x10000000
3264* r_GasCloudDebugCutoff: 0.100000 Value for r_GasCloudDebug 1, anything greater than this value will appear solid 0x10000000
3265* r_GasCloudDebugDrawChunkIdx: 0 Draw the chunk index at the center of the chunk in world space 0x10000000
3266* r_GasCloudDebugDumpChunkVoxels: -1 Dump all the voxel values for the specified chunk index to .csv file 0x10000000
3267* r_GasCloudDebugEmptyVoxelThreshold: 0.000000 Voxel data must be less than or equal to this threshold value in order to be considered empty in the debug selection mode. 0x10000000
3268* r_GasCloudDebugMaxChunks: -1 Cap number of drawn GasCloud chunks 0x10000000
3269* r_GasCloudDebugMinMipHeight: 0 Cap detail level - zero is maximum detail 0x10000000
3270* r_GasCloudDebugSelection: 0 Displays debug information for the current selected gas cloud. (Editor only) 0x10000000
3271* r_GasCloudDebugShadowSearch: -1 Set to >=0 to see a specific voxel tree node bounds in blue, its shadow-space bounds in turquoise, and the shadow nodes that contribute to it in red 0x10000000
3272* r_GasCloudDebugShowChunks: 0 Display chunk AABBs as debug geometry 0x10000000
3273* r_GasCloudDebugSlice: 0 Debug mode that renders a slice through the gas cloud to visualize various information:
32740: Disabled (default)
32751: Regular shading
32762: Density
32773: Chunk resolution
3278 0x10000000
3279* r_GasCloudDebugSliceAxisOS: 2 Determines which axis to render the plane slice in object space 0 = X, 1 = Y, 2 = Z 0x10000000
3280* r_GasCloudDebugSliceDensityMultiplier: 1000.000000 Modify density when rendering debug slice 0x10000000
3281* r_GasCloudDebugSliceHeatMapRangeModifier: 6.000000 Used to shift the range of the heat map ratio 0x10000000
3282* r_GasCloudDebugSliceHeatMapSteps: 8 Number of different colours we can have to represent the different sizes of chunks 0x10000000
3283* r_GasCloudDebugSliceLightIntensityMultiplier: 3.000000 Modify light intensity when rendering debug slice 0x10000000
3284* r_GasCloudDebugSliceRatioOS: 0.500000 Ratio across gascloud BBox in object space. Determines where to render plane slice. 0x10000000
3285* r_GasCloudDebugSunShadowNodes: 0 Display shadow node AABBs as debug geometry 0x10000000
3286* r_GasCloudEnabled: 1 Enable gas cloud tech. Default: 1 0x10000000
3287* r_GasCloudForceDataType: 0 Determines what data type to treat the gas cloud resources as. (Does not change the data type, just informs the engine what data type is expected for optimizations.)
32880: Automatic detection based on compiled VDB.
32891: Float32.
32902: Float16.
32913: Uint8.
3292 0x10000000
3293* r_GasCloudGenerateSunShadows: 1 Generate WIP sun shadows on new gasclouds 0x10000000
3294* r_GasCloudInscatterBrickMaxSize: 32 Maximum resolution of a block in the inscatter pool. Default 32 0x10000000
3295* r_GasCloudInscatterBrickMinSize: 8 Minimum resolution of a block in the inscatter pool. Default 8 0x10000000
3296* r_GasCloudInscatterMaxBrightness: 3.000000 Max brightness stored in gas cloud accumulator textures 0x10000000
3297* r_GasCloudInscatterPoolSize: 128 Resolution of the inscatter pool (rounds up to power of 2) 0x10000000
3298* r_GasCloudInscatterResRatio: 0.250000 Relative resolution of light accumulator to raymarch step size 0x10000000
3299* r_GasCloudMaxShadowBricksPerFrame: 512 Max number of point shadow bricks to generate per frame. Default: 512 0x10000000
3300* r_GasCloudNoiseSampleFreq: 0.500000 Sample frequency relative to the noise texture's voxels 0x10000000
3301* r_GasCloudProfileTextureGen: 0 Force one iteration of texture gen every frame. Default: 0 0x10000000
3302* r_GasCloudReset: 0 Set to 1 to trigger a full reset of the gas cloud 0x10000000
3303* r_GasCloudSampleStepBase: 0.005000 Base length (multiplied by distance from camera) of a ray-marching step 0x10000000
3304* r_GasCloudStats: 0 Display gas cloud debug stats. Default: 0 0x10000000
3305* r_GasCloudSunShadowSupersample: 1 Log2 resolution multiplier for sun shadow generation 0x10000000
3306* r_GasCloudThinFogNoiseSize: 100.000000 Size of one voxel of noise in thin patchy fog 0x10000000
3307* r_GasCloudThinFogSampleFreq: 1.000000 Sample frequency relative to the thin fog's noise texture's voxels 0x10000000
3308* r_GasCloudValidation: 0 Enable expensive sanity checking on brick buffers. Default: 0 0x10000000
3309* r_GasCloudVoxelTargetScreenSpaceSize: 0.010000 How much vertical resolution a single voxel should occupy before trying to split to sub-nodes 0x10000000
3310* r_GeomCacheInstanceThreshold: 10 Threshold after which instancing is used to draw geometry cache pieces 0x10000000
3311* r_GeomInstancing: 1 Toggles HW geometry instancing.
3312Usage: r_GeomInstancing [0/1]
3313Default is 1 (on). Set to 0 to disable geom. instancing. 0x10000000
3314* r_GeomInstancingDebug: 0 Toggles HW geometry instancing debug display.
3315Usage: r_GeomInstancingDebug [0/1/2]
3316Default is 0 (off). Set to 1 to add GPU markers around instanced objects. 2 will visually highlight them as well. 0x10000000
3317* r_GeomInstancingThreshold: 1 If the instance count gets bigger than the specified value the instancing feature is used.
3318Usage: r_GeomInstancingThreshold [Num]
3319Default is -1 (automatic depending on hardware, used value can be found in the log) 0x10000000
3320* r_GetScreenShot: 0 To capture one screenshot (variable is set to 0 after capturing)
33210=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot 0x10000000
3322* r_glareFilterRatio: 10.000000 Compression ratio on luminances over the threshold. E.g. a ratio of 10 will compress dynamic range by 90% (10:1). 0x10000000
3323* r_glareFilterThreshold: 500.000000 Luminance above which the glare filter activates. Default is 500 kcd/m^2. 0x10000000
3324* r_GPUMarkers: 2 Insert markers into the GPU timeline to track GPU crashes.
33250 - Disabled
33261 - Track pipeline stage (regular).
33272 - Track pipeline stage (verbose).
3328 0x10000000
3329* r_GPUMarkersForceEnableREsMask: 4194304 Use this to force enable certain render element types 0x10000000
3330* r_GpuSkinning_debug: 0 Debugging modes for gpu skinning.
33310 - Disabled
33321 - Print resources
3333 0x10000000
3334* r_GraphStyle: 0 0x10000000
3335* r_HDRDebug: 0 Toggles HDR debugging info (to debug HDR/eye adaptation)
3336Usage: r_HDRDebug
33370 off (default)
33381 gamma-corrected scene target without tonemapping (values above 1 kcd/m^2 will clip)
33392 identify illegal colors (grey=normal, red=NotANumber, green=negative)
33403 colormap of luminance values
3341 0x10000000
3342* r_HDRDitherStrength: 3.000000 Scaling factor for dithering applied during tone mapping to reduce banding.
3343Usage: r_HDRDitherStrength [Value] 0x10000000
3344* r_HDREyeAdaptationSpeed: 2.500000 Crytek eye adaptation speed
3345Usage: r_EyeAdaptationSpeed [Value] 0x10000000
3346* r_HDRGrainAmount: 0.500000 Scaling factor on physically based film-grain which itself is dependent on the current exposure.
3347Usage: r_HDRGrainAmount [Value] 0x10000000
3348* r_HDRRangeAdapt: 0 Enable/Disable HDR range adaptation (improve precision - minimize banding)
3349Usage: r_HDRRangeAdapt [Value]
3350Default is 1 0x10000000
3351* r_HDRRangeAdaptationSpeed: 4.000000 HDR range adaption speed
3352Usage: r_HDRRangeAdaptationSpeed [Value] 0x10000000
3353* r_HDRRangeAdaptLBufferMax: 0.125000 Set range adaptation max adaptation for light buffers (improve precision - minimize banding)
3354Usage: r_HDRRangeAdaptLBufferMax [Value]
3355Default is 0.25f 0x10000000
3356* r_HDRRangeAdaptLBufferMaxRange: 2.000000 Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)
3357Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
3358Default is 2.0f 0x10000000
3359* r_HDRRangeAdaptMax: 1.000000 Set HDR range adaptation max adaptation (improve precision - minimize banding)
3360Usage: r_HDRRangeAdaptMax [Value]
3361Default is 1.0f 0x10000000
3362* r_HDRRangeAdaptMaxRange: 4.000000 Set HDR range adaptation max adaptation (improve precision - minimize banding)
3363Usage: r_HDRRangeAdaptMaxRange [Value]
3364Default is 4.0f 0x10000000
3365* r_HDRRendering: 1 Toggles HDR rendering.
3366Usage: r_HDRRendering [0/1]
3367Default is 1 (on), film curve tone mapping.
3368Set to 0 to disable HDR rendering. 0x10000000
3369* r_HDRTexFormat: 0 HDR texture format.
3370Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)
3371Default is 0 0x10000000
3372* r_HDRTonemappingCurve: 2 Toggles tone mapping curve.
33730: Linear (tone mapping off)
33741: Color preserving display mapping
33752: ACES filmic curve
3376 0x10000000
3377* r_HDRTonemappingCurveInputScaleACES: 1.200000 Multiplier for input color when using ACES tone mapping curve (1: original) 0x10000000
3378* r_HDRTonemappingCurveSlopeACES: 3.000000 Adjusts contrast of ACES tone mapping curve (1: original, >1: less crushed blacks) 0x10000000
3379* r_HDRVignetting: 1 HDR viggneting
3380Usage: r_HDRVignetting [Value]
3381Default is 1 (enabled) 0x10000000
3382* r_Height: 1200 Sets the display height, in pixels. Default is 720.
3383Usage: r_Height [600/768/..] 0x10000000
3384* r_HideSunInCubemaps: 1 Stops the sun being drawn during cubemap generation.
3385 0x10000000
3386* r_holograms: 1 Enables/disables hologram rendering. 0x10000000
3387* r_IHV_Libraries_Enabled: 1 Enables the Independent Hardware Vendors libraries to be loaded at game start.
33880 - Disabled
33891 - Enabled
3390 0x10000000
3391* r_Instancing: 1 Enable/disable render items instance merging
3392Usage: r_Instancing [0/1]
33930: disable all instancing drawcall merging
33941: enable instancing drawcall merging
3395 0x10000000
3396* r_LayerBlendReload: 0 Reloads textures and materials used by the multilayer material system.
3397Usage: r_LayerBlendReload 1
3398Set to 1 to reload textures and materials. 0x10000000
3399* r_LayerBlendSpecTint: 1 Enables tinting of metals using the per-layer tints (metal is identified by spec colour > 115). 0x10000000
3400* r_LegacyHUDSilhouettes: 1 Use the legacy HUDSilhouettes post effect for edge outlines in the main pass. 0x10000000
3401* r_LightDebugActive: 0 Global toggle for other LightDebug CVars 0x10000000
3402* r_LightDebugCullingList: 1 Controls what lights to process in debug mode.
34030 - All lights
34041 - Lights not hidden by opaque geometry (default)
34052 - Lights intersecting opaque geometry 0x10000000
3406* r_LightDebugMode: 0 Controls what to draw in debug mode.
34070 - Normal scene (default)
34081 - Highlight tiles that are performing an extra pass for planar lights
34092 - Per-tile overdraw
34103 - Experimental planar light modes controlled by r_LightExperimentalPlanarXXX 0x10000000
3411* r_LightDebugOverdrawRange: 32 Number of lights that will appear as "hottest" on the overdraw heat map 0x10000000
3412* r_LightDebugShowAmbient: -1 Control visibility of ambient lights.
3413-1 - Show both ambient and non-ambient lights (default)
3414 0 - Hide ambient lights
3415 1 - Show only ambient lights 0x10000000
3416* r_LightDebugShowEnvProbe: 1 Toggle visibility of environment probes 0x10000000
3417* r_LightDebugShowPlanar: 1 Toggle visibility of point lights 0x10000000
3418* r_LightDebugShowPoint: 1 Toggle visibility of point lights 0x10000000
3419* r_LightDebugShowProjector: -1 Control visibility of projectors.
3420-1 - Show both projectors and non-projectors (default)
3421 0 - Hide projectors
3422 1 - Show only projectors 0x10000000
3423* r_LightDebugShowShadowCaster: -1 Control visibility of shadow casters.
3424-1 - Show both casters and non-casters (default)
3425 0 - Hide shadow casters
3426 1 - Show only shadow casters 0x10000000
3427* r_LightExperimentalPlanarDiffuse: 3 (Experimental) Type of area light calculation.
34280 - None
34291 - Standard CryEngine
34302 - Standard CryEngine w/ tweaks
34313 - 5-point structured sampling (default)
34324 - Form-factor integration
34335 - Visualize fallback distance
3434 0x10000000
3435* r_LightExperimentalPlanarSpecular: 2 0 - Disable specular
34361 - Standard CryEngine (default)
34372 - Phong Approximate Mode
34383 - Brute force reference
3439 0x10000000
3440* r_LightsSinglePass: 1 0x10000000
3441* r_MaterialsBatching: 1 Toggles materials batching.
3442Usage: r_MaterialsBatching [0/1]
3443Default is 1 (on). Set to 0 to disable. 0x10000000
3444* r_MeasureOverdraw: 0 Activate a special rendering mode that visualize the rendering cost of each pixel by color.
34450=off,
34461=pixel shader instructions,
34472=pass count,
34483=vertex shader instructions,
34494=overdraw estimation with 360 Hi-Z,
3450Usage: r_MeasureOverdraw [0/1/2/3/4] 0x10000000
3451* r_MeasureOverdrawScale: 1.500000 0x10000000
3452* r_MergeGeneralDrawcalls: 1 Enabled merging of RenderChunks in General pass
3453Default is 1 (enabled). 0 disabled 0x10000000
3454* r_MergeRenderChunks: 1 0x10000000
3455* r_MergeShadowDrawcalls: 1 Enabled Merging of RenderChunks for ShadowRendering
3456Default is 1 (enabled). 0 disabled 0x10000000
3457* r_MeshInstancePoolSize: 0 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. 0x10000000
3458* r_MeshPoolSize: 0 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. 0x10000000
3459* r_MeshPrecache: 1 0x10000000
3460* r_MeshUploadTimeBudget: 50.000000 Budget per frame for GPU upload of meshes which allows timesliced uploading (in ms)
3461 0x10000000
3462* r_MotionBlur: 2 Enables per object and camera motion blur.
3463Usage: r_MotionBlur [0/1/2/3]
3464Default is 1 (camera motion blur on).
34651: camera motion blur
34662: camera and object motion blur
34673: debug mode
3468 0x10000000
3469* r_MotionBlurCameraMotionScale: 0.200000 Reduces motion blur for camera movements to account for a fixed focus point of the viewer.
3470Default: 0.2 0x10000000
3471* r_MotionBlurGBufferVelocity: 1 Pack velocity output in g-buffer.
3472Usage: r_MotionBlurGBufferVelocity [0/1]
3473Default is 1 (enabled). 0 - disabled
3474 0x10000000
3475* r_MotionBlurQuality: 2 Set motion blur sample count.
3476Usage: r_MotionBlurQuality [0/1]
34770 - low quality, 1 - medium quality, 2 - high quality
3478 0x10000000
3479* r_MotionBlurShutterSpeed: 250.000000 Sets camera exposure time for motion blur as 1/x seconds.
3480Default: 250 (1/250 of a second) 0x10000000
3481* r_MotionBlurThreshold: 0.000100 Object motion blur velocity threshold.
3482Usage: r_MotionBlurThreshold (val)
3483Default is 0.0001. 0 - disabled
3484 0x10000000
3485* r_MotionBlurTileCount: 20 The tile count (which determines the max radius) for motion blur.
3486Updated value only gets applied when resolution changes. 0x10000000
3487* r_MotionVectors: 1 Enables generation of motion vectors for dynamic objects
3488 0x10000000
3489* r_MSAA: 0 Enables hw multisampling antialiasing.
3490Usage: r_MSAA [0/1]
3491Default: 0 (off).
34921: enabled + default reference quality mode
3493 0x10000000
3494* r_MSAA_debug: 0 Enable debugging mode for msaa.
3495Usage: r_MSAA_debug N (where N is debug mode > 0)
3496Default: 0. disabled. Note debug modes share target with post processing, disable post processing for correct visualization.
34971 disable sample frequency pass
34982 visualize sample frequency mask
3499 0x10000000
3500* r_MSAA_quality: 0 Quality level used when multisampled antialiasing is enabled.
3501Usage: r_MSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!
3502Default: 0. Please note that various hardware implements special MSAA modes via certain combinations of
3503r_MSAA_quality and r_MSAA_samples. 0x10000000
3504* r_MSAA_samples: 2 Number of subsamples used when hw multisampled antialiasing is enabled.
3505Usage: r_MSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!
3506Default: 0. Please note that various hardware implements special MSAA modes via certain combinations of
3507r_MSAA_quality and r_MSAA_samples. 0x10000000
3508* r_MSAA_threshold_depth: 0.100000 Set depth threshold to be used for custom resolve sub-samples masking
3509 0x10000000
3510* r_MSAA_threshold_normal: 0.900000 Set normals threshold to be used for custom resolve sub-samples masking
3511 0x10000000
3512* r_MultiGPU: 1 Toggles MGPU support. Should usually be set before startup.
3513 0: force off
3514 1: automatic detection (reliable with SLI, does not respect driver app profiles with Crossfire)
3515 0x10000000
3516* r_MultiThreaded: 1 0=disabled,
35171=enabling rendering in separate thread in pure game,
35182(default)=enabling rendering in separate thread in pure game and editor.
3519Should be activated before rendering. 0x10000000
3520* r_NightVision: 2 Toggles nightvision enabling.
3521Usage: r_NightVision [0/1]
3522Default 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. 0x10000000
3523* r_NightVisionBrightLevel: 3.000000 Set nightvision bloom brightlevel.
3524 0x10000000
3525* r_NightVisionCamMovNoiseAmount: 0.400000 Set nightvision noise amount based on camera movement.
3526 0x10000000
3527* r_NightVisionCamMovNoiseBlendSpeed: 2.000000 Set nightvision noise amount blend speed.
3528 0x10000000
3529* r_NightVisionFinalMul: 6.000000 Set nightvision final color multiplier for fine tunning.
3530 0x10000000
3531* r_NightVisionSonarLifetime: 2.000000 Set nightvision sonar hints lifetime.
3532 0x10000000
3533* r_NightVisionSonarMultiplier: 0.200000 Set nightvision sonar hints color multiplier.
3534 0x10000000
3535* r_NightVisionSonarRadius: 32.000000 Set nightvision sonar hints radius.
3536 0x10000000
3537* r_NoDrawNear: 0 Disable drawing of near objects.
3538Usage: r_NoDrawNear [0/1]
3539Default is 0 (near objects are drawn). 0x10000000
3540* r_NoDrawShaders: 0 Disable entire render pipeline.
3541Usage: r_NoDrawShaders [0/1]
3542Default is 0 (render pipeline enabled). Used for debugging and profiling. 0x10000000
3543* r_NormalsLength: 0.200000 Sets the length of displayed vectors.
3544r_NormalsLength 0.2
3545Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals. 0x10000000
3546* r_OIT_Debug: 0 Clears the OIT buffers between each draw call: 0=off, 1=on 0x10000000
3547* r_OpticsBloom: 2 0 = No bloom
35481 = CryTek bloom
35492 = CIG bloom
3550 0x10000000
3551* r_OpticsDownsampleFilter: -1 Downsample filter for optics mip chain
3552-1 = Auto
35530 = Four tap
35541 = Nine Tap 0x10000000
3555* r_OpticsExposure: 3 0 = Instant eye adaptation
35561 = CryTek eye adaptation
35572 = CIG eye adaptation
35583 = CIG eye adaptation with dynamic range thresholding
3559 0x10000000
3560* r_OpticsFireflyFilter: -1 Anti-firefly filter
3561-1 = Auto
35620 = Four tap
35631 = Five Tap
35642 = Nine Tap 0x10000000
3565* r_OpticsFlares: 3 0 = No flares
35661 = CryTek flares only
35672 = CIG flares only
35683 = All flares
3569 0x10000000
3570* r_OpticsPreset: DefaultLens Loads a custom lens preset from DataForge.
3571Default is "DefaultLens" 0x10000000
3572* r_OpticsQuality: 3 1 = Low, 2 = Medium, 3 = High, 4 = Very High 0x10000000
3573* r_OpticsUpsampleFilter: -1 Upsample filter for bloom generation
3574-1 = Auto
35750 = One tap
35761 = Five Tap
35772 = Nine Tap
35783 = Anamorphic Five Tap
35794 = Anamorphic Seven Tap 0x10000000
3580* r_overrideDXGIAdapter: -1 Specifies index of the preferred video adapter to be used for rendering (-1=off, loops until first suitable adapter is found).
3581Use this to resolve which video card to use if more than one DX11 capable GPU is available in the system. 0x10000000
3582* r_overrideDXGIFullScreenOutput: 0 Defines the preferred monitor for fullscreen display.
3583Defines the preferred output device for fullscreen display, which can be different from the windowed display device.
3584Usage: r_PreferredMonitor [0=Main Display Window (default)/(1-n) Monitor index]OBS: the output device must be attached to the selected video card. (see r_overrideDXGIAdapter and r_overrideDXGIOutput)
3585OBS2: many video cards support up to 2 devices connected, which would make the maximum index be 1.
3586Usage: r_overrideDXGIFullScreenOutput [0=main display output (default)/(1-n)=display index] 0x10000000
3587* r_overrideDXGIOutput: 0 Specifies index of display to use for output (0=primary display). 0x10000000
3588* r_overrideRefreshRate: 0.000000 Enforces specified refresh rate when running in fullscreen (0=off). 0x10000000
3589* r_overrideScanlineOrder: 0 Enforces specified scanline order when running in fullscreen.
35900=off,
35911=progressive,
35922=interlaced (upper field first),
35933=interlaced (lower field first)
3594Usage: r_overrideScanlineOrder [0/1/2/3] 0x10000000
3595* r_OverscanBorderScaleX: 0.000000 Sets the overscan border width scale
3596Usage: r_OverscanBorderScaleX [0.0->0.25] 0x10000000
3597* r_OverscanBorderScaleY: 0.000000 Sets the overscan border height scale
3598Usage: r_OverscanBorderScaleY [0.0->0.25] 0x10000000
3599* r_OverscanBordersDrawDebugView: 0 Toggles drawing overscan borders.
3600Usage: r_OverscanBordersDrawDebugView [0=off/1=show] 0x10000000
3601* r_ParticlesAmountGI: 0.150000 Global illumination amount for particles without material.
3602Usage: r_ParticlesAmountGI [n] 0x10000000
3603* r_ParticlesDebug: 0 Particles debugging
3604Usage:
36050 disabled
36061 particles screen coverage (red = bad, blue = good)
36072 particles overdraw (white = really bad, red = bad, blue = good) 0x10000000
3608* r_ParticlesHalfRes: 0 Enables (1) or forces (2) rendering of particles in a half-resolution buffer.
3609Usage: r_ParticlesHalfRes [0/1/2] 0x10000000
3610* r_ParticlesHalfResAmount: 0 Sets particle half-res buffer to half (0) or quarter (1) screen size.
3611Usage: r_ParticlesHalfResForce [0/1] 0x10000000
3612* r_ParticlesHalfResBlendMode: 0 Specifies which particles can be rendered in half resolution.
3613Usage: r_ParticlesHalfResBlendMode [0=alpha / 1=additive] 0x10000000
3614* r_ParticlesInstanceVertices: 1 Enable instanced-vertex rendering.
3615Usage: r_ParticlesInstanceVertices [0/1] 0x10000000
3616* r_ParticlesRefraction: 1 Enables refractive particles.
3617Usage: r_ParticlesRefraction [0/1] 0x10000000
3618* r_ParticlesSoftIsec: 1 Enables particles soft intersections.
3619Usage: r_ParticlesSoftIsec [0/1] 0x10000000
3620* r_ParticlesTessellation: 1 Enables particle tessellation for higher quality lighting. (DX11 only) 0x10000000
3621* r_ParticlesTessellationMaxTriSize: 64 Sets maximum size of particles (in pixels) to use when tessellating. 0x10000000
3622* r_ParticlesTessellationMinTriSize: 8 Sets minimum size of particles (in pixels) to use when tessellating. 0x10000000
3623* r_ParticleVerticePoolSize: 61440 Max Number of Particle Vertices to support 0x10000000
3624* r_PlanetAtmosphereDebugDraw: 0 Enables atmosphere debug draw modes 0x10000000
3625* r_PlanetAtmosphereOceanGridBlockSize: 4 Sets block size for the ocean's grid of atmosphere attributes 0x10000000
3626* r_PlanetMeshDebugDraw: 0 Draw planet mesh debug draw 0x10000000
3627* r_PlanetOceanForceUpdate: 0 Force planet ocean FFT grid update 0x10000000
3628* r_PlanetOceanTessellation: 1 Enables HW tessellation on planet ocean 0x10000000
3629* r_PlanetOceanTessellationCullingThreshold: -0.150000 Threshold (cosine of angle between viewer and quad) for backface culling of planet terrain during tessellation 0x10000000
3630* r_PlanetOceanTessellationCurvature: 0.500000 Curvature factor for planet terrain subdivision 0x10000000
3631* r_PlanetOceanTessellationMaxSubdivisions: 7.000000 Maximum number of subdivision steps per planet terrain quad 0x10000000
3632* r_PlanetOceanTessellationQuadSize: 16.000000 Average size (in pixels) of subdivided planet terrain quads 0x10000000
3633* r_PlanetOceanTimeScale: 0.125000 Sets ocean time scale 0x10000000
3634* r_PlanetOceanWireframe: 0 Draws planet terrain in wireframe mode.
3635Usage: r_PlanetOceanWireframe [n]
36360: Off
36371: Wireframe Only
36382: Wireframe Overlay 0x10000000
3639* r_PlanetOceanWireframeColor: 1 Planet terrain wireframe color for overlay mode.
3640Usage: r_PlanetOceanWireframeColor [n]
36410: Black
36421: Red
36432: Green
36443: Blue
36454: Yellow
36465: Cyan
36476: Pink
36487: White 0x10000000
3649* r_PlanetOceanWireframeCulling: 1 Controls backface culling while in "Wireframe Only" mode 0x10000000
3650* r_PlanetTerrainHeightMap: 0 Enables planet terrain height maps 0x10000000
3651* r_PlanetTerrainHeightMapBaseRange: 4096 Range to cover in highest detail cascade (0) of planet terrain height map 0x10000000
3652* r_PlanetTerrainHeightMapNumCascades: 3 Number of cascades to use for planet terrain height map 0x10000000
3653* r_PlanetTerrainHeightMapRangeScale: 4 Value to exponentially scale range in subsequent cascades (1..n) of planet terrain height map 0x10000000
3654* r_PlanetTerrainShadows: 0 Enables planet terrain shadows 0x10000000
3655* r_PlanetTerrainTessellation: 1 Enables HW tessellation on planet terrain 0x10000000
3656* r_PlanetTerrainTessellationCullingThreshold: -0.150000 Threshold (cosine of angle between viewer and quad) for backface culling of planet terrain during tessellation 0x10000000
3657* r_PlanetTerrainTessellationCurvature: 0.500000 Curvature factor for planet terrain subdivision 0x10000000
3658* r_PlanetTerrainTessellationMaxSubdivisions: 7.000000 Maximum number of subdivision steps per planet terrain quad 0x10000000
3659* r_PlanetTerrainTessellationQuadSize: 16.000000 Average size (in pixels) of subdivided planet terrain quads 0x10000000
3660* r_PlanetTerrainWireframe: 0 Draws planet terrain in wireframe mode.
3661Usage: r_PlanetTerrainWireframe [n]
36620: Off
36631: Wireframe Only
36642: Wireframe Overlay 0x10000000
3665* r_PlanetTerrainWireframeColor: 1 Planet terrain wireframe color for overlay mode.
3666Usage: r_PlanetTerrainWireframeColor [n]
36670: Black
36681: Red
36692: Green
36703: Blue
36714: Yellow
36725: Cyan
36736: Pink
36747: White 0x10000000
3675* r_PlanetTerrainWireframeCulling: 1 Controls backface culling while in "Wireframe Only" mode 0x10000000
3676* r_PositionBoneMap_BaseResolution: 256 Base resolution for position-bone maps (larger objects may use a multiple of this resolution).
3677 0x10000000
3678* r_PostHoloBloomStrength: 1.000000 The strength of overall bloom on the holograms.
3679Default is 1.0f, 0 = no bloom, higher = stronger bloom 0x10000000
3680* r_PostHoloDebugClippingSphere: 0 Debug views for hologram clipping spheres.
3681Default is 0 (disabled). 1 Wireframe 0x10000000
3682* r_PostHoloDebugDraw: 0 Debug views for holograms.
3683Default is 0 (disabled). 1 AABBs, 2 positions 0x10000000
3684* r_PostHoloDebugTransitions: 0.000000 Automatically animate transition-enabled holograms to preview the effect.
3685Default is 0.0f (disabled), higher = slower animations 0x10000000
3686* r_PostHoloDebugTransitionType: 0 Set a transition on all holograms to test how they look.
3687Default is 0 (disabled). 1 Clip, 2 Dissolve, 3 Texture 0x10000000
3688* r_PostProcessEffects: 1 Enables post processing special effects.
3689Usage: r_PostProcessEffects [0/1/2]
3690Default is 1 (enabled). 2 enables and displays active effects 0x10000000
3691* r_PostProcessFilters: 1 Enables post processing special effects filters.
3692Usage: r_PostProcessEffectsFilters [0/1]
3693Default is 1 (enabled). 0 disabled 0x10000000
3694* r_PostProcessGameFx: 1 Enables post processing special effects game fx.
3695Usage: r_PostProcessEffectsGameFx [0/1]
3696Default is 1 (enabled). 0 disabled 0x10000000
3697* r_PostProcessHUD3D: 1 Toggles 3d hud post processing.
3698Usage: r_PostProcessHUD3D [0/1]
3699Default is 1 (post process hud enabled). 0 Disabled 0x10000000
3700* r_PostProcessHUD3DCache: 0 Enables 3d hud caching overframes.
3701Usage: r_PostProcessHUD3DCache [0/1/2/3]
3702Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc 0x10000000
3703* r_PostProcessHUD3DDebugView: 0 Debug views for 3d hud post processing.
3704Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]
3705Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture 0x10000000
3706* r_PostProcessHUD3DGlowAmount: 1.000000 Controls 3D HUD 'Glow' Amount.
3707Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
3708Default is 1.0f, higher = more glow 0x10000000
3709* r_PostProcessHUD3DShadowAmount: 1.700000 Controls 3D HUD 'Shadow' Amount.
3710Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
3711Default is 1.7f, higher = darker 0x10000000
3712* r_PostProcessHUD3DStencilClear: 1 Enables stencil clears for flash masks when rendering HUD in 3D post process.
3713Usage: r_PostProcessHUD3DNoStencilClear [0/1]
3714Default is 1 (enabled), 0 disabled 0x10000000
3715* r_PostProcessNanoGlassDebugView: 0 Debug views for Nano Glass post processing.
3716Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
3717Default is 0 (disabled). 1 Wire frame. 0x10000000
3718* r_PostProcessParamsBlending: 1 Enables post processing effects parameters smooth blending
3719Usage: r_PostProcessEffectsParamsBlending [0/1]
3720Default is 1 (enabled). 0x10000000
3721* r_PostprocessParamsBlendingDuration: 0.500000 Sets how long it takes post processing effects parameters to blend to their target values
3722Usage: r_PostprocessParamsBlendingDuration [seconds]
3723Default is 0.5f. 0x10000000
3724* r_PostProcessReset: 0 Enables post processing special effects reset.
3725Usage: r_PostProcessEffectsReset [0/1]
3726Default is 0 (disabled). 1 enabled 0x10000000
3727* r_PostScaleformBloomStrength: 0.200000 The strength of overall bloom on Scaleform.
3728Default is 0.2f, 0 = no bloom, higher = stronger bloom 0x10000000
3729* r_PosX: -1 Sets the preferred display window left edge position, in pixels. Default is -1, which will center window on primary display.
3730Usage: r_PosX [-1=centered/0+=left edge position] 0x10000000
3731* r_PosY: -1 Sets the preferred display window top edge position, in pixels. Default is -1, which will center window on primary display.
3732Usage: r_PosY [-1=centered/0+=top edge position] 0x10000000
3733* r_PredicatedTiling: 0 Toggles predicated tiling mode (X360 only)
3734Usage: r_PredicatedTiling [0/1] 0x10000000
3735* r_PrintMemoryLeaks: 0 0x10000000
3736* r_Profile: 0 Enable dev team profiling with the following modes. Axis: x vs y. Filter: a,b
37371 - (default) RenderStage vs Statistic (All teams, All zones)
37382 - RenderStage vs Statistic (Current team, All zones)
37393 - Zones vs Statistic (All teams, All renderstages)
37404 - Zones vs Statistic (Current team, All renderstages) - Columns sorted by highest team budget percentage used
37415 - Teams vs Statistic (All zones, All renderstages)
37426 - RenderStage vs Teams (Drawcalls, All zones)
37437 - RenderStage vs Teams (Polycount, All zones)
37448 - RenderStage vs Teams (Instances, All zones) 0x10000000
3745* r_ProfileFrequency: 1.000000 Refresh rate of the profiling system (In seconds).
3746 0x10000000
3747* r_ProfileRenderStage: 0 Filters which render stage data should be collected and displayed.
37481-n: Filters for one specific render stage.
3749IDs:
37501 - Unknown
37512 - UpdateInstBuffers
37523 - DamageMapUpdate
37534 - RuntimeCubemap
37545 - RenderToTexture
37556 - DepthPrePass
37567 - DeferredOpaque
37578 - DeferredDecals
37589 - DeferredRoads
375910 - Shadows
376011 - SSDirOcclusion
376112 - SSReflections
376213 - Fog
376314 - DeferredLighting
376415 - SSScatter
376516 - ForwardOpaque
376617 - ForwardTransparent
376718 - ToneMapping
376819 - PostProcessing
376920 - AfterPostProcess
377021 - CoverageBuffer
377122 - AmbientPass
377223 - Caustics
377324 - Rain
377425 - DebugText
377526 - GasCloud
377627 - GPUParticleUpdate
377728 - GPUParticleSpawn
3778 0x10000000
3779* r_ProfileShaders: 0 Enables display of render profiling information.
3780Usage: r_ProfileShaders [0/1]
3781Default is 0 (off). Set to 1 to display profiling
3782of rendered shaders. 0x10000000
3783* r_ProfileShadersGroupByName: 1 Group items by name ignoring RT flags.
3784Usage: r_ProfileShaders [0/1] 0x10000000
3785* r_ProfileShadersSmooth: 4 Smooth time information.
3786Usage: r_ProfileShadersSmooth [0-10] 0x10000000
3787* r_ProfileShowBudgets: 0 Display all the budgets next to the render profiler data.
3788 0x10000000
3789* r_ProfileStats: 0 Filters which stats data should be collected and displayed.
37901-n: Filters for one specific statistic.
3791IDs:
37921 - DrawCalls
37932 - PolyCount
37943 - Instances
37954 - EnvironmentProbes
37965 - Lights
37976 - ShadowMaps
37987 - FogVolumes
3799 0x10000000
3800* r_ProfileZoneFilter: Filters which zones should have their data collected and displayed.
3801'str': Filters for one specific zone matching the str name.
3802'*str': Filters for zones that contain the str substring in their name.
3803IDs: ZoneFilter uses a string name to filter for specific zones. 0x10000000
3804* r_Rain: 0 Enables rain rendering
3805Usage: r_Rain [0/1/2]
38060 - disabled1 - enabled2 - enabled with rain occlusion 0x10000000
3807* r_RainAmount: 1.000000 Sets rain amount
3808Usage: r_RainAmount 0x10000000
3809* r_RainDistMultiplier: 2.000000 Rain layer distance from camera multiplier 0x10000000
3810* r_RainDropsEffect: 1 Enable RainDrops effect.
3811Usage: r_RainDropEffect [0/1/2]
38120: force off
38131: on (default)
38142: on (forced) 0x10000000
3815* r_RainIgnoreNearest: 1 Disables rain wet/reflection layer for nearest objects
3816Usage: r_RainIgnoreNearest [0/1]
3817 0x10000000
3818* r_RainMaxViewDist: 32.000000 Sets rain max view distance
3819Usage: r_RainMaxViewDist 0x10000000
3820* r_RainMaxViewDist_Deferred: 150.000000 Sets maximum view distance (in meters) for deferred rain reflection layer
3821Usage: r_RainMaxViewDist_Deferred [n] 0x10000000
3822* r_RainOccluderSizeTreshold: 25.000000 Only objects bigger than this size will occlude rain 0x10000000
3823* r_RC_AutoInvoke: 0 Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
3824shows that the destination is older or does not exist.
3825Usage: r_RC_AutoInvoke 0 (default is 1) 0x10000000
3826* r_Reflections: 1 Toggles reflections.
3827Usage: r_Reflections [0/1]
3828Default is 1 (reflects). 0x10000000
3829* r_ReflectionsOffset: 0.000000 0x10000000
3830* r_ReflectionsQuality: 3 Toggles reflections quality.
3831Usage: r_ReflectionsQuality [0/1/2/3]
3832Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) 0x10000000
3833* r_ReflectTextureSlots: 1 Reflect texture slot information from shader 0x10000000
3834* r_Refraction: 1 Enables refraction.
3835Usage: r_Refraction [0/1]
3836Default is 1 (on). Set to 0 to disable. 0x10000000
3837* r_RefractionPartialResolves: 2 Do a partial screen resolve before refraction
3838Usage: r_RefractionPartialResolves [0/1]
38390: disable
38401: enable conservatively (non-optimal)
38412: enable (default) 0x10000000
3842* r_RefractionResolvesDebug: 0 Toggle refraction resolves debug display
3843Usage: r_RefractionResolvesDebug [0/1/2/3]
38440: disable
38451: Additive 2d area (partial resolve)
38462: Bounding boxes (full screen or partial resolve. Using opauqe or transparent scene render target)
38473: Alpha overlay with varying colours (partial resolve)
3848 0x10000000
3849* r_RefractionScreenSizeThresholdMultiplier: 1.000000 Multiplier on top of screen space size for adjusting when we switch various refraction. (Using and blending mips, transparent or opaque scene capture.) 0x10000000
3850* r_ReleaseAllResourcesOnExit: 1 0x10000000
3851* r_ReloadShaders: 0 Reloads shaders.
3852Usage: r_ReloadShaders [0/1]
3853Default is 0. Set to 1 to reload shaders. 0x10000000
3854* r_RenderDocCapture: 0 To capture one RenderDoc (variable is set to 0 after capturing)
38550=do not take a RenderDoc Capture (default), 1= save a RenderDoc Capture, 2>= save the number of captures 0x10000000
3856* r_RenderDocEnabled: 0 To enabled a RenderDoc Capture functionality. (Needs to be set before loading the Client/Editor.) 0x10000000
3857* r_RenderDocTimer: 0 RenderDoc capturing delay 0x10000000
3858* r_RenderMeshHashGridUnitSize: 0.500000 Controls density of render mesh triangle indexing structures 0x10000000
3859* r_RenderTargetPoolSize: 0 Size of pool for render targets in MB.
3860Default is 50(MB) for PS3 & XBox 360. 0x10000000
3861* r_ReprojectOnlyStaticObjects: 1 Forces a split in the zpass, to prevent moving object from beeing reprojected 0x10000000
3862* r_RTT_AllowRTTSunlight: 0 Enables RenderToTexture Sunlight Rendering.
38630 - Disabled
38641 - Enabled
3865 0x10000000
3866* r_RTT_AllowSelfRTTDependency: 0 Allow an RTT to be dependent on itself, so it will force Atlas usage so that last frame render is available.
38670 - Disabled
38681 - Enabled
3869 0x10000000
3870* r_RTT_AtlasAllocationSortingDebug: 0 Enables RenderToTexture Atlas Tree Allocation Sorting Debug Rendering.
38710 - Disabled
38721 - Enabled
3873 0x10000000
3874* r_RTT_AtlasMipMapping_Enabled: 1 Enables RenderToTexture Atlas MipMapping.
38750 - Disabled
38761 - Enabled
3877 0x10000000
3878* r_RTT_AtlasTreeAllocationDebug: 0 Enables RenderToTexture Atlas Tree Allocation Debug Rendering.
38790 - Disabled
38801 - Enabled
3881 0x10000000
3882* r_RTT_DebugCubemapBackdrop: 0 Enables RenderToTexture Cubemap Backdrop debugging.
38830 - Disabled
38841 - Enabled
3885 0x10000000
3886* r_RTT_DebugRTTOResolutionUpdates: 0 Enables RenderToTexture Debug RTTO Resolution Updates.
38870 - Disabled
38881 - Enabled
3889 0x10000000
3890* r_RTT_DebugRTTOUsage: 0 Displays current RTTO usage. 0x10000000
3891* r_RTT_DebugRTTResolutions: 0 Enables RenderToTexture Debug RTTO Resolutions.
38920 - Disabled
38931 - Enabled
3894 0x10000000
3895* r_RTT_DebugSubmissionRequests: 0 Enables RenderToTexture Atlas MipMapping.
38960 - Disabled
38971 - Output Stream Requests on the Main Thread
38982 - Output Render Requests on the Main Thread
38993 - Output Render Requests on the Render Thread
3900 0x10000000
3901* r_RTT_Enabled: 1 Enables RenderToTexture Tech. If disabled in User.cfg, it will be permanently off and will require application restart to reactivate.
3902Turning off during application use will stop all functionality from being used and therefore stop the RenderToTexture system from functioning.
39030 - Disabled
39041 - Enabled
3905 0x10000000
3906* r_RTT_EnableFlashColourCorrection: 0 Enable colour correction of RTT flash rendering. Converts values from sRGB to Linear
39070 - Disabled
39081 - Enabled
3909 0x10000000
3910* r_RTT_GenerateMipmapChainEachRTTRender: 1 Enables RenderToTexture Mipmapping Chain generation on each RTT Render.
39110 - Disabled
39121 - Enabled
3913 0x10000000
3914* r_RTT_IncludeListScreenSizeCulling: 0.035000 Sets the minimum screenspace size on a per mesh basis.
3915 0x10000000
3916* r_RTT_OverideRTTTexture: 0 Override all RTT content with one of several hard-coded textures.
39170 - Disabled
39181 - TestCard
39192 - ReplaceMe
39203 - Black
39214 - White
39225 - Existing texture but interpreted as sRGB colour space
3923 0x10000000
3924* r_scaleform: 1 Enables/disables Scaleform rendering. 0x10000000
3925* r_Scissor: 1 Enables scissor test 0x10000000
3926* r_ShaderCompilerDontCache: 0 Disables caching on remote shader compile server.
3927Usage: r_ShaderCompilerDontCache 0 #
3928Default is 0 0x10000000
3929* r_ShaderCompilerPort: 61453 Set user defined port of the remote shader compile server.
3930Usage: r_ShaderCompilerPort 61453 #
3931Default is 61453 0x10000000
3932* r_ShaderCompilerServer: localhost Host name of machine running the remote shader compile server.
3933Usage: r_ShaderCompilerServer "host name"
3934Default is localhost 0x10000000
3935* r_ShaderEmailCCs: Adds optional CC addresses to shader error emails
3936Usage: r_ShaderEmailCCs "email1@cloudimperiumgames.com;email2@cloudimperiumgames.com"
3937Default is empty 0x10000000
3938* r_ShaderEmailTags: Build Version: 3.3.15.24727; Stream: sc-alpha-3.3.5; ShaderCacheGen: False Adds optional tags to shader error emails e.g. own name or build run
3939Usage: r_ShaderEmailTags "some set of tags or text"
3940Default is build version 0x10000000
3941* r_ShaderEmailTOs: Overrides remote shader compile server's TO addresses to send shader error emails
3942Usage: r_ShaderEmailTOs "email1@cloudimperiumgames.com;email2@cloudimperiumgames.com"
3943Default is empty (that is, use server defaults) 0x10000000
3944* r_ShaderProjectName: sc-alpha-3.3.5 Name of project. Used for communication with remote shader compile server.
3945Usage: r_ShaderProjectName MyGame
3946Default is empty 0x10000000
3947* r_ShadersAllowCompilation: 1 0x10000000
3948* r_ShadersAsyncActivation: 0 Enable asynchronous shader activation
3949Usage: r_ShadersAsyncActivation [0/1]
3950 0 = off, (stalling) synchronous shaders activation
3951 1 = on, shaders are activated/streamed asynchronously
3952 0x10000000
3953* r_ShadersAsyncCompiling: 3 Enable asynchronous shader compiling
3954Usage: r_ShadersAsyncCompiling [0/1/2/3]
3955 0 = off, (stalling) shaders compiling
3956 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
3957 2 = on, shaders are compiled in parallel, missing shaders are not rendered
3958 3 = on, shaders are compiled in parallel in precache mode 0x10000000
3959* r_ShadersCacheDeterministic: 1 Ensures that 2 shaderCaches built from the same source are binary equal 0x10000000
3960* r_ShadersCompileAutoActivate: 0 Automatically reenable shader compilation if outdated shader is detected 0x10000000
3961* r_shadersDeadCodeRemoval: 3 Enable removal of dead/unused code by shader parser to reduce size of shader bin and shader compilation time.0 - No code removal
39621 - Remove unused FX params
39632 - Remove unused FX params & structures
39643 - Remove unused FX params & structures & functions
3965 0x10000000
3966* r_ShadersDebug: 0 Enable special logging when shaders become compiled
3967Usage: r_ShadersDebug [0/1/2/3/4]
3968 1 = assembly into directory Main/{Game}/shaders/cache/d3d9
3969 2 = compiler input into directory Main/{Game}/testcg and initial pre-processed technique code into directory USER/Shaders/Cache/Techniques/
3970 3 = compiler input with debug information (useful for PIX etc./{Game}/testcg_1pass
3971 4 = compiler input with debug information, but optimized shaders
3972Default is 0 (off) 0x10000000
3973* r_ShadersDurango: 0 0x10000000
3974* r_ShadersDX11: 1 0x10000000
3975* r_ShadersEditing: 0 Force all cvars to settings, which allow shader editing 0x10000000
3976* r_ShadersGL4: 1 0x10000000
3977* r_ShadersGLES3: 1 0x10000000
3978* r_ShadersIgnoreIncludesChanging: 0 0x10000000
3979* r_ShadersLazyUnload: 0 0x10000000
3980* r_ShadersLogCacheMisses: 0 Log all shader caches misses
39810 = No logging
39821 = Logging to separate file only
39832 = Logging to separate file and TTY (default) 0x10000000
3984* r_ShadersOrbis: 0 0x10000000
3985* r_ShadersPreactivate: 3 0x10000000
3986* r_ShadersPrecacheAllLights: 1 0x10000000
3987* r_ShadersRemoteCompiler: 0 Enables compilation on remote shader compile server 0x10000000
3988* r_ShadersSubmitRequestline: 0 Submits request line for each compilation request to remote shader compile server 0x10000000
3989* r_ShadersUseInstanceLookUpTable: 0 Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation. 0x10000000
3990* r_ShadowBiasClamp: 0.006000 Shadow map bias clamp.
3991Usage: r_ShadowBiasClamp 0.0 min to unlimited max 0x10000000
3992* r_ShadowBiasConstDeviceMultiplier: 50.000000 ShadowMap Bias Multiplier.
3993Usage: r_ShadowBiasConstDeviceMultiplier is a multiplier on each individual non sun light's bias. 0x10000000
3994* r_ShadowBiasSlopeMultiplier: 0.350000 ShadowMap Slope Multiplier.
3995Usage: r_ShadowBiasSlopeMultiplier is a multiplier on each individual non sun light's slope bias. 0x10000000
3996* r_ShadowBiasSunConstDevice: 1.000000 ShadowMap Sun Const Bias.
3997Usage: r_ShadowBiasSunConstDevice value passed to D3D to account for floating point precision issues. 0x10000000
3998* r_ShadowBiasSunConstJitterMultiplier: 0.300000 ShadowMap Sun Const Bias Jitter Multiplier.
3999Usage: r_ShadowBiasSunConstJitterMultiplier is a multiplier on amount of additional const bias applied based on jitter kernel size 0x10000000
4000* r_ShadowBiasSunConstLinearMultiplier: 1.000000 ShadowMap Sun Const Bias Multiplier.
4001Usage: r_ShadowBiasSunConstLinearMultiplier is a multiplier on amount of const bias applied during sun shadows mask gen 0x10000000
4002* r_ShadowBiasSunConstMaxAngle: 18.000000 ShadowMap Sun Const Max Angle.
4003Usage: r_ShadowBiasSunConstMaxAngle is the maximum supported angle that polys in the same texel can be relative to each other and not get bias issues. 0x10000000
4004* r_ShadowBiasSunSlopeJitterMultiplier: 0.900000 ShadowMap Sun Slope Bias Jitter Multiplier.
4005Usage: r_ShadowBiasSunSlopeJitterMultiplier is a multiplier on amount of additional slope bias applied based on jitter kernel size 0x10000000
4006* r_ShadowBiasSunSlopeMaxAngle: 89.000000 ShadowMap Sun Slope Max Angle.
4007Usage: r_ShadowBiasSunSlopeMaxAngle is the maximum supported angle that geometry can be relative to the sun and not get bias issues. 0x10000000
4008* r_ShadowBiasSunSlopeMultiplier: 1.500000 ShadowMap Sun Slope Bias Multiplier.
4009Usage: r_ShadowBiasSunSlopeMultiplier is a multiplier on amount of slope bias applied at the D3D level during shadow map rendering 0x10000000
4010* r_ShadowForwardPassSkipSemiDynamicCascades: 1 Forward rendered objects shadow pass only reads 4 cascades. This CVar will skip uploading semi dynamic cascades data, so we can sample static region if needed 0x10000000
4011* r_ShadowGen: 1 0=disable shadow map updates, 1=enable shadow map updates 0x10000000
4012* r_ShadowGenDepthClip: 0 0=disable shadow gen depth clipping, 1=enable shadow gen depth clipping 0x10000000
4013* r_ShadowGenMode: 1 0=Use Frustums Mask
40141=Regenerate all sides
4015Usage: r_ShadowGenMode [0/1] 0x10000000
4016* r_ShadowJitteringDirectionalLight: 1.000000 Shadow map jittering radius for directional lights.
4017Usage: r_ShadowJitteringDirectionalLight [0=off] 0x10000000
4018* r_ShadowJitteringOmniDirectionalLight: 2.500000 Shadow map jittering radius for omnidirectional light.
4019Usage: r_ShadowJitteringOmniDirectionalLight [0=off] 0x10000000
4020* r_ShadowJitteringProjectionLight: 1.500000 Shadow map jittering radius for projection light.
4021Usage: r_ShadowJitteringProjectionLight [0=off] 0x10000000
4022* r_ShadowPass: 1 Process shadow pass 0x10000000
4023* r_ShadowPoolDebugRender: 0 Draw shadow pool on screen 0x10000000
4024* r_ShadowPoolDebugRenderSize: 1.000000 How big to draw shadow pool debug (as fraction of vertical screen resolution) 0x10000000
4025* r_ShadowsAdaptionMin: 0.350000 starting kernel size, to avoid blocky shadows.
4026Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default 0x10000000
4027* r_ShadowsAdaptionRangeClamp: 0.020000 maximum range between caster and reciever to take into account.
4028Usage: r_ShadowsAdaptionRangeClamp [0.0 - 1.0], default 0.01 0x10000000
4029* r_ShadowsAdaptionSize: 0.300000 Select shadow map blurriness if r_ShadowJittering is activated.
4030Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing] 0x10000000
4031* r_ShadowsGridAligned: 2 Selects algorithm to use for shadow mask generation:
40320 - Disable shadows snapping
40331 - Enable shadows snapping in world space
40342 - Enable shadows snapping relative to zone movement between frames. Zone chosen is the one that encompasses the biggest cascade. 0x10000000
4035* r_ShadowsMaskDownScale: 0 Saves video memory by using lower resolution for shadow masks except first one
40360=per pixel shadow mask
40371=half resolution shadow mask
4038Usage: r_ShadowsMaskDownScale [0/1] 0x10000000
4039* r_ShadowsMaskLocalLights: 1 Add local lights into the screenspace shadow mask as an optimisation (Default = 1)
40400=lights sample shadows during lighting pass
40411=lights are added to the shadow mask
4042Usage: r_ShadowsMaskLocalLights [0/1] 0x10000000
4043* r_ShadowsNearestMapResolution: 4096 Nearest shadow map resolution. Default: 4096 0x10000000
4044* r_ShadowsPOMSelfShadowEnabled: 1 Enable or Disable POM Self Shadow Copy into ShadowMask. Default: 1 = ON 0x10000000
4045* r_ShadowsPoolSize: 8192 Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize) 0x10000000
4046* r_ShadowSunCascadeCopy: 1 Enable or disable the process of copying lower sun cascade into higher cascade shadow pool 0x10000000
4047* r_ShadowsUseClipVolume: 1 .
4048Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable 0x10000000
4049* r_Sharpening: 0.000000 Image sharpening amount
4050Usage: r_Sharpening [Value] 0x10000000
4051* r_ShowBufferUsage: 0 Shows usage of statically allocated buffers.
4052Usage: r_ShowBufferUSage [0/1]
4053Default is 0 (off). 0x10000000
4054* r_ShowDynTextures: 0 Display a dyn. textures, filtered by r_ShowDynTexturesFilter
4055Usage: r_ShowDynTextures 0/1/2
4056Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
4057Textures are sorted by memory usage 0x10000000
4058* r_ShowDynTexturesFilter: * Usage: r_ShowDynTexturesFilter *end
4059Usage: r_ShowDynTexturesFilter *mid*
4060Usage: r_ShowDynTexturesFilter start*
4061Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures) 0x10000000
4062* r_ShowDynTexturesMaxCount: 36 Allows to adjust number of textures shown on the screen
4063Usage: r_ShowDynTexturesMaxCount [1...36]
4064Default is 36 0x10000000
4065* r_ShowLightBounds: 0 Display light bounds - for debug purpose
4066Usage: r_ShowLightBounds [0=off/1=on] 0x10000000
4067* r_ShowLines: 0 Toggles visibility of wireframe overlay.
4068Usage: r_ShowLines [0/1]
4069Default is 0 (off). 0x10000000
4070* r_ShowMT: 0 Shows render multithreading graphs.
4071Usage: r_ShowMT [0/1]
4072Default is 0 (off). 0x10000000
4073* r_ShowNormals: 0 Toggles visibility of normal vectors.
4074Usage: r_ShowNormals [0/1]Default is 0 (off). 0x10000000
4075* r_ShowTangents: 0 Toggles visibility of three tangent space vectors.
4076Usage: r_ShowTangents [0/1]
4077Default is 0 (off). 0x10000000
4078* r_ShowTexture: Displays loaded texture - for debug purpose
4079 0x10000000
4080* r_ShowTimeGraph: 0 Configures graphic display of frame-times.
4081Usage: r_ShowTimeGraph [0/1/2]
4082 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off). 0x10000000
4083* r_ShowVideoMemoryStats: 0 0x10000000
4084* r_SilhouettePOM: 0 Enables use of silhouette parallax occlusion mapping.
4085Usage: r_SilhouettePOM [0/1] 0x10000000
4086* r_Snow: 2 Enables snow rendering
4087Usage: r_Snow [0/1/2]
40880 - disabled
40891 - enabled
40902 - enabled with snow occlusion 0x10000000
4091* r_SnowDisplacement: 0 Enables displacement for snow accumulation
4092Usage: r_SnowDisplacement [0/1]
40930 - disabled
40941 - enabled 0x10000000
4095* r_SnowFlakeClusters: 100 Number of snow flake clusters.
4096Usage: r_SnowFlakeClusters [n] 0x10000000
4097* r_SnowHalfRes: 0 When enabled, snow renders at half resolution to conserve fill rate.
4098Usage: r_SnowHalfRes [0/1]
40990 - disabled
41001 - enabled
4101 0x10000000
4102* r_SonarVision: 1 Toggles sonar vision enabling.
4103Usage: r_SonarVision [0/1]
4104Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes. 0x10000000
4105* r_ssdo: 2 Screen Space Directional Occlusion
41060 - Disabled
41071 - Obscurance-based (very fast)
41082 - Optimized horizon-based
41093 - Reference horizon-based (very slow)
4110 0x10000000
4111* r_ssdoAmountAmbient: 1.000000 Strength of occlusion applied to probe irradiance 0x10000000
4112* r_ssdoAmountDirect: 1.500000 Strength of occlusion applied to light sources 0x10000000
4113* r_ssdoAmountReflection: 1.500000 Strength of occlusion applied to probe specular 0x10000000
4114* r_ssdoColorBleeding: 1 Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading)
4115Usage: r_ssdoColorBleeding [0/1]
4116 0x10000000
4117* r_ssdoHalfRes: 1 Toggles sampling from lower resolution depth targets to save memory bandwidth [0/1]
4118 0x10000000
4119* r_ssdoRadius: 0.100000 SSDO radius 0x10000000
4120* r_SSReflections: 1 Glossy screen space reflections [0/1]
4121 0x10000000
4122* r_SSReflHalfRes: 1 Toggles rendering reflections in half resolution
4123 0x10000000
4124* r_Stats: 0 Toggles render statistics.
41250=disabled,
41261=global render stats,
41272=print shaders for selected object,
41283=CPU times of render passes and video memory usage,
41294=CPU times of render passes,
41305=Occlusion query calls (calls to mfDraw/mfReadResult_Now/mfReadResult_Try),
41316=display per-instance drawcall count,
41328=Info about instanced DIPs,
413313=print info about cleared RT's,
413415=GPU times,
413516=Detailed GPU timings,
413617=GPU+CPU times, drawcalls and polys per GPU category,
4137Usage: r_Stats [0/1/n] 0x10000000
4138* r_Stats_sync_timers: 0 Toggle whether to wait for GPU sync before displaying stats (guarantees stats shown are from the current frame, but drops framerate considerably)
4139Usage: r_Stats_sync_timers [0/1] 0x10000000
4140* r_StencilBits: 8 Sets the stencil precision, in bits per pixel. Default is 8.
4141 0x10000000
4142* r_StereoDevice: 100 Sets stereo device (only possible before app start)
4143Usage: r_StereoDevice [0/1/2/3/4]
41440: No stereo support (default)
41451: Frame compatible formats (side-by-side, interlaced, anaglyph)
41462: HDMI 1.4 (PS3 and Xbox 360 only)
41473: Stereo driver (PC only, NVidia or AMD)
41484: Dualhead (PC only, two projectors or iZ3D screen)
4149100: Auto-detect device for platform 0x10000000
4150* r_StereoEyeDist: 0.020000 Maximum separation between stereo images in percentage of the screen. 0x10000000
4151* r_StereoFlipEyes: 0 Flip eyes in stereo mode.
4152Usage: r_StereoFlipEyes [0=off/1=on]
41530: don't flip
41541: flip
4155 0x10000000
4156* r_StereoGammaAdjustment: 0.120000 Additional adjustment to the graphics card gamma correction when Stereo is enabled.
4157Usage: r_StereoGammaAdjustment [offset]0: off 0x10000000
4158* r_StereoHudScreenDist: 0.500000 Distance to plane where hud stereo parallax converges to zero.
4159If not zero, HUD needs to be rendered two times. 0x10000000
4160* r_StereoMode: 0 Sets stereo rendering mode.
4161Usage: r_StereoMode [0=off/1/2]
41621: Dual rendering
41632: Post Stereo
4164 0x10000000
4165* r_StereoNearGeoScale: 0.650000 Scale for near geometry (weapon) that gets pushed into the screen 0x10000000
4166* r_StereoOutput: 0 Sets stereo output. Output depends on the stereo monitor
4167Usage: r_StereoOutput [0=off/1/2/3/4/5/6/7]
41680: Standard
41691: IZ3D
41702: Checkerboard (not supported on X360)
41713: Above and Below (not supported)
41724: Side by Side
41735: Line by Line (Interlaced)
41746: Anaglyph
41757: VR Headset (Oculus Rift)
4176 0x10000000
4177* r_StereoScreenDist: 0.250000 Distance to plane where stereo parallax converges to zero. 0x10000000
4178* r_StereoStrength: 1.000000 Multiplier which influences the strength of the stereo effect. 0x10000000
4179* r_sunshafts: 2 Enables sun shafts.
4180Usage: r_sunshafts [0/1]
4181Default is 1 (on). Set to 0 to disable. 0x10000000
4182* r_Supersampling: 1 Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...) 0x10000000
4183* r_SupersamplingFilter: 0 Filter method to use when resolving supersampled output
41840 - Box filter
41851 - Tent filter
41862 - Gaussian filter
41873 - Lanczos filter 0x10000000
4188* r_TessellationDebug: 0 1 - Factor visualizing.
4189Default is 0 0x10000000
4190* r_TessellationTriangleSize: 8.000000 Desired triangle size for screen-space tessellation.
4191Default is 10. 0x10000000
4192* r_testCard: 0 Render an image quality test card on the screen. 0x10000000
4193* r_TexAtlasSize: 2048 0x10000000
4194* r_TexBindMode: 0 Enable texture overrides.
4195Usage: r_TexBindMode [0/1/2/4/5/6/7/8/9/10/11]
4196 1 - Force grey diffuse maps (other than fonts)
4197 2 - Force white diffuse maps (other than fonts)
4198 3 - Force flat normal maps
4199 4 - Force white gloss maps
4200 5 - Force white specular maps
4201 6 - Force grey height maps
4202 7 - Force white diffuse maps and flat normal maps
4203 8 - Force diffuse maps to use mipmapdebug texture
4204 9 - Colour code diffuse maps to show minimum uploaded mip [0:green,1:cyan,2:blue,3:purple,4:magenta,5:yellow,6:orange,7:red,higher:white]
4205 10 - Colour code diffuse maps to show textures streaming in in green and out in red
4206 11 - Colour code diffuse maps that have requested a lower mip than the lowest available [-3: red, -2: yellow, -1: green]
4207 12 - Visualise textures that have more or less mips in memory than needed
4208Default is 0 (disabled). 0x10000000
4209* r_TexelsPerMeter: 0.000000 Enables visualization of the color coded "texels per meter" ratio for objects in view.
4210The checkerboard pattern displayed represents the mapping of the assigned diffuse
4211texture onto the object's uv space. One block in the pattern represents 8x8 texels.
4212Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off) 0x10000000
4213* r_TexLog: 0 Configures texture information logging.
4214Usage: r_TexLog #
4215where # represents:
4216 0: Texture logging off
4217 1: Texture information logged to screen
4218 2: All loaded textures logged to 'UsedTextures.txt'
4219 3: Missing textures logged to 'MissingTextures.txt 0x10000000
4220* r_TexMaxAnisotropy: 16 Specifies the maximum level allowed for anisotropic texture filtering. 0x10000000
4221* r_TexMinAnisotropy: 16 Specifies the minimum level allowed for anisotropic texture filtering.
42220(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy. 0x10000000
4223* r_TexNoAnisoAlphaTest: 0 Disables anisotropic filtering on alpha-tested geometry like vegetation.
4224 0x10000000
4225* r_TexNoLoad: 0 Disables loading of textures.
4226Usage: r_TexNoLoad [0/1]
4227When 1 texture loading is disabled. 0x10000000
4228* r_TexPostponeLoading: 0 0x10000000
4229* r_TexPreallocateAtlases: 0 0x10000000
4230* r_TextureLodDistanceRatio: -1.000000 Controls dynamic LOD system for textures used in materials.
4231Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
4232Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
4233Values bigger than 0 will activate texture LOD selection depending on distance to the objects. 0x10000000
4234* r_texturesskiplowermips: 0 Enabled skipping lower mips for X360.
4235 0x10000000
4236* r_TexturesStreaming: 1 Enables direct streaming of textures from disk during game.
4237Usage: r_TexturesStreaming [0/1/2]
4238Default is 0 (off). All textures save in native format with mips in a
4239cache file. Textures are then loaded into texture memory from the cache. 0x10000000
4240* r_TexturesStreamingDebug: 0 Enables textures streaming debug mode. (Log uploads and remove unnecessary mip levels)
4241Usage: r_TexturesStreamingDebug [0/1/2]
4242Default 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 0x10000000
4243* r_TexturesStreamingDebugDumpIntoLog: 0 Dump content of current texture streaming debug screen into log 0x10000000
4244* r_TexturesStreamingDebugFilter: Filters displayed textures by name in texture streaming debug mode
4245 0x10000000
4246* r_TexturesStreamingDebugMinMip: 100 Filters displayed textures by loaded mip in texture streaming debug mode 0x10000000
4247* r_TexturesStreamingDebugMinSize: 100 Filters displayed textures by size in texture streaming debug mode 0x10000000
4248* r_texturesstreamingDeferred: 1 When enabled textures will be uploaded through a deferred context.
4249 0x10000000
4250* r_TexturesStreamingDisableNoStreamDuringLoad: 0 Load time optimisation. When enabled, textures flagged as non-streaming will still be streamed during level load, but will have a high priority stream request added in RT_Precache. Once streamed in, the texture will remain resident
4251 0x10000000
4252* r_texturesstreamingJobUpdate: 1 Enable texture streaming update job 0x10000000
4253* r_TexturesStreamingMaxRequestedJobs: 32 Maximum number of tasks submitted to streaming system.
4254Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
4255Default is 32 jobs 0x10000000
4256* r_TexturesStreamingMaxRequestedMB: 4.000000 Maximum amount of texture data requested from streaming system in MB.
4257Usage: r_TexturesStreamingMaxRequestedMB [size]
4258Default is 4.0(MB) 0x10000000
4259* r_TexturesStreamingMinReadSizeKB: 64 Minimal read portion in KB.
4260Usage: r_TexturesStreamingMinReadSizeKB [size]
4261Default is 32(KB) 0x10000000
4262* r_texturesstreamingMinUsableMips: 7 Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips.
4263 0x10000000
4264* r_TexturesStreamingMipBias: 0.000000 Controls how texture LOD depends from distance to the objects.
4265Increasing this value will reduce amount of memory required for textures.
4266Usage: r_TexturesStreamingMipBias [-4..0..4]
4267Default is 0. 0x10000000
4268* r_TexturesStreamingMipFading: 1 Controls how the new texture MIP appears after being streamed in.
4269This variable influences only a visual quality of appearing texture details.
4270Usage: r_TexturesStreamingMipFading [0/1]
4271Default is 1 (enabled). 0x10000000
4272* r_TexturesStreamingNoUpload: 0 Disable uploading data into texture from system memory. Useful for debug purposes.
4273Usage: r_TexturesStreamingNoUpload [0/1]
4274Default is 0 (off). 0x10000000
4275* r_TexturesStreamingOnlyVideo: 0 Don't store system memory copy of texture. Applicable only for PC and PS3.
4276On Xenon it's on[1] by default and cannot be changed.
4277Usage: r_TexturesStreamingOnlyVideo [0/1]
4278Default is 0 (off) for PC and PS3, 1(on always) for XBox 360. 0x10000000
4279* r_TexturesStreamingPostponeMips: 0 Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
4280Usage: r_TexturesStreamingPostponeMips [0/1]
4281Default is 1 (on). 0x10000000
4282* r_TexturesStreamingPostponeThresholdKB: 1024 Threshold used to postpone high resolution mipmap loads in KB.
4283Usage: r_TexturesStreamingPostponeThresholdKB [size]
4284Default is 1024(KB) 0x10000000
4285* r_texturesstreamingPostponeThresholdMip: 1 Threshold used to postpone high resolution mipmaps.
4286Usage: r_texturesstreamingPostponeThresholdMip [count]
4287Default is 1 0x10000000
4288* r_TexturesStreamingPrecacheRounds: 1 Number of precache rounds to include in active streamed texture lists.
4289Default is 1 0x10000000
4290* r_TexturesStreamingResidencyEnabled: 1 Toggle for resident textures streaming support.
4291Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled 0x10000000
4292* r_TexturesStreamingResidencyThrottle: 0.500000 Ratio for textures to become resident.
4293Usage: 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 0x10000000
4294* r_TexturesStreamingResidencyTime: 10.000000 Time to keep textures resident for before allowing them to be removed from memory.
4295Usage: r_TexturesStreamingResidencyTime [Time]
4296Default is 10 seconds 0x10000000
4297* r_TexturesStreamingResidencyTimeTestLimit: 5.000000 Time limit to use for mip thrashing calculation in seconds.
4298Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds 0x10000000
4299* r_texturesstreamingSkipMips: 0 Number of top mips to ignore when streaming.
4300 0x10000000
4301* r_TexturesStreamingSuppress: 0 Force unloading of all textures and suppress new stream tasks.
4302Default is 0 0x10000000
4303* r_TexturesStreamingSync: 0 Force only synchronous texture streaming.
4304All textures will be streamed in the main thread. Useful for debug purposes.
4305Usage: r_TexturesStreamingSync [0/1]
4306Default is 0 (off). 0x10000000
4307* r_TexturesStreamingUpdateType: 1 Texture streaming update type.
4308Default is 0 0x10000000
4309* r_TexturesStreamPoolSecondarySize: 0 Size of secondary pool for textures in MB. 0x10000000
4310* r_TexturesStreamPoolSize: 3000 Size of texture streaming pool in MB.
4311 0x10000000
4312* r_ThermalVision: 1 Toggles termal vision enabling.
4313Usage: r_ThermalVision [0/1]
4314Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes. 0x10000000
4315* r_ThermalVisionViewCloakFlickerMaxIntensity: 1.000000 Sets thermal vision cloaked-object flicker random max intensity.
4316Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]
4317When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision 0x10000000
4318* r_ThermalVisionViewCloakFlickerMinIntensity: 1.000000 Sets thermal vision cloaked-object flicker random min intensity.
4319Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]
4320When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision 0x10000000
4321* r_ThermalVisionViewCloakFrequencyPrimary: 1 Sets thermal vision cloaked-object flicker primary frequency.
4322Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+]
4323When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower 0x10000000
4324* r_ThermalVisionViewCloakFrequencySecondary: 1 Sets thermal vision cloaked-object flicker secondary frequency.
4325Usage: r_ThermalVisionViewCloakFrequencySecondary [1+]
4326When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower 0x10000000
4327* r_transient_pool_size: 4 the bank size in MB for the transient pool 0x10000000
4328* r_TranspAfterDOFDepthBias: 1.000000 Depth bias applied to TRANSP_AFTER_MB_DOF render list to prevent z-fighting when TSAA matrix jittering is active 0x10000000
4329* r_TranspAfterDOFForceDistUI: 0.000000 Distance within which interactive display screens are forced to TRANSP_AFTER_MB_DOF render list 0x10000000
4330* r_TranspDepthFixup: 1 Write approximate depth for certain transparent objects before post effects
4331Usage: r_TranspDepthFixup [0/1]
4332Default is 1 (enabled)
4333 0x10000000
4334* r_UIBaseChromaAmount: 0.000000 The baseline amount of chromatic aberration on holograms and Scaleform.
4335Default is 0.0f, 0 = no chroma aberration, higher = stronger chroma aberration 0x10000000
4336* r_UIBlendMode: 3 Adjusts how the UI is blended onto the scene.
43370 Alpha blend, 1 Additive, 2 Screen, 3 Custom CIG (additive + alpha blend), 4 Color dodge 0x10000000
4338* r_UILuminanceThreshold: 0.500000 The luminance value below which alpha blending kicks in with the custom CIG blending mode.
4339Default is 0.5f 0x10000000
4340* r_UIShadowAmount: 0.000000 Increases the visibility of holograms and Scaleform against bright backgrounds with a drop shadow.
4341Default is 0.0f, 0 = no drop shadow, higher = more visible shadow 0x10000000
4342* r_Unlit: 0 Render just diffuse texture with no lighting (for most materials). 0x10000000
4343* r_UseAlphaBlend: 1 Toggles alpha blended objects.
4344Usage: r_UseAlphaBlend [0/1]
4345Default is 1 (on). Set to 0 to disable all alpha blended object. 0x10000000
4346* r_UseDisplacementFactor: 1.000000 Global displacement amount.
4347Default is 0.4f. 0x10000000
4348* r_UseESRAM: 1 Toggles using ESRAM for render targets (Durango only)
4349Usage: r_UseESRAM [0/1] 0x10000000
4350* r_UseHWSkinning: 1 Toggles HW skinning.
4351Usage: r_UseHWSkinning [0/1]
4352Default is 1 (on). Set to 0 to disable HW-skinning. 0x10000000
4353* r_UseMergedPosts: 1 Enables motion blur merged with dof.
4354Usage: r_UseMergedPosts [0/1/2]
4355Default is 1.
43561: fastest mode - half res rendering
43572: full res rendering mode (tbd)
43583: quality mode, hdr + fullres (tbd)
4359 0x10000000
4360* r_UsePersistentRTForModelHUD: 0 Uses a seperate RT to render models for the ModelHud Renderer 0x10000000
4361* r_UserChromaticAberration: 1.000000 User options chromatic aberration amount (0-1)
4362Usage: r_UserChromaticAberration [Value] 0x10000000
4363* r_UserSharpening: 0.000000 User image sharpening amount (0-1)
4364Usage: r_UserSharpening [Value] 0x10000000
4365* r_UseZPass: 2 Toggles g-buffer pass.
4366Usage: r_UseZPass [0/1/2]
43670: Disable Z-pass (not recommended, this disables any g-buffer rendering)
43681: Enable Z-pass (g-buffer only)
43692: Enable Z-pass (g-buffer and additional Z-prepass) 0x10000000
4370* r_UV_DebugGun: 0 Debug Gun to render text displaying the UV coords of the specific point of an object. (Centre of the screen ray down Z axis).
43710 - Disabled
43721 - Enabled
4373 0x10000000
4374* r_ValidateDraw: 0 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc) 0x10000000
4375* r_VisAreaClipLightsPerPixel: 0 Per pixel light/cubemap culling for vis areas: 0=off, 1=on 0x10000000
4376* r_VSync: 0 Toggles vertical sync.
43770: Disabled
43781: Enabled
43792: Enabled in FullScreen. Flush and Sync the DWM (can cost between 0.5 and 1.0ms per frame)3: Enabled in FullScreen. Do our own VSyncing. Presenting still depends on the DWM4: Enabled in FullScreen. Disable the Windows Composite Manager(DWM) in window mode 0x10000000
4380* r_WaterCaustics: 0 Toggles under water caustics.
4381Usage: r_WaterCaustics [0/1]
4382Default is 1 (enabled). 0x10000000
4383* r_WaterCausticsDeferred: 2 Toggles under water caustics deferred pass.
4384Usage: r_WaterCausticsDeferred [0/1/2]
4385Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass 0x10000000
4386* r_WaterCausticsDistance: 100.000000 Toggles under water caustics max distance.
4387Usage: r_WaterCausticsDistance
4388Default is 100.0 meters 0x10000000
4389* r_WaterGodRays: 1 Enables under water god rays.
4390Usage: r_WaterGodRays [0/1]
4391Default is 1 (enabled). 0x10000000
4392* r_WaterGodRaysDistortion: 1.000000 Set the amount of distortion when underwater.
4393Usage: r_WaterGodRaysDistortion [n]
4394Default is 1. 0x10000000
4395* r_WaterReflections: 1 Toggles water reflections.
4396Usage: r_WaterReflections [0/1]
4397Default is 1 (water reflects). 0x10000000
4398* r_WaterReflectionsMGPU: 0 Toggles water reflections.multi-gpu support
4399Usage: r_WaterReflectionsMGPU [0/1/2]
4400Default is 0 (single render update), 1 (multiple render updates) 0x10000000
4401* r_WaterReflectionsMinVisUpdateDistanceMul: 10.000000 Activates update distance multiplier when water mostly occluded. 0x10000000
4402* r_WaterReflectionsMinVisUpdateFactorMul: 20.000000 Activates update factor multiplier when water mostly occluded. 0x10000000
4403* r_WaterReflectionsQuality: 4 Activates water reflections quality setting.
4404Usage: r_WaterReflectionsQuality [0/1/2/3]
4405Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) 0x10000000
4406* r_WaterReflectionsUseMinOffset: 1 Activates water reflections use min distance offset. 0x10000000
4407* r_WaterVolumeCaustics: 0 Toggles advanced water caustics for watervolumes.
4408Usage: r_WaterVolumeCaustics [0/1]
4409Default is 0 (disabled). 1 - enables. 0x10000000
4410* r_WaterVolumeCausticsDensity: 256 Density/resolution of watervolume caustic grid.
4411Usage: r_WaterVolumeCausticsDensity [16/256]
4412Default is 256 0x10000000
4413* r_WaterVolumeCausticsMaxDist: 35.000000 Maximum distance in which caustics are visible.
4414Usage: r_WaterVolumeCausticsMaxDist [n]
4415Default is 35 0x10000000
4416* r_WaterVolumeCausticsRes: 1024 Resolution of watervoluem caustics texture.
4417Usage: r_WaterVolumeCausticsRes [n]
4418Default is 1024 0x10000000
4419* r_WaterVolumeCausticsSnapFactor: 1.000000 Distance in which to snap the vertex grid/projection (to avoid aliasing).
4420Usage: r_WaterVolumeCausticsSnapFactor [n]
4421Default is 1.0 0x10000000
4422* r_Width: 1920 Sets the display width, in pixels. Default is 1280.
4423Usage: r_Width [800/1024/..] 0x10000000
4424* r_wireframe: 0 Toggles wireframe rendering mode 0x10000000
4425* r_ZFightingDepthScale: 0.995000 Controls anti z-fighting measures in shaders (scaling homogeneous z). 0x10000000
4426* r_ZFightingExtrude: 0.001000 Controls anti z-fighting measures in shaders (extrusion along normal in world units). 0x10000000
4427* r_ZFightingShadowDepthScale: 0.999970 Controls anti z-fighting measures in the shadow pass (scaling homogeneous z). 0x10000000
4428* r_ZPassDepthSorting: 1 Toggles Z pass depth sorting.
4429Usage: r_ZPassDepthSorting [0/1/2]
44300: No depth sorting
44311: Sort by depth layers (default)
44322: Sort by distance
4433 0x10000000
4434* r_ZPassOnly: 0 0x10000000
4435* r_ZPrePassVertDensityThreshold: 0.125000 Threshold value to allow objects to render into z pre pass. Measured as chunk surface area per vert.
4436Usage: r_ZPrePassVertDensityThreshold [value]
4437 0x10000000
4438* r_ZReadbackNaNCheck: 0 Check for NaNs in downsampled ZTarget
4439Usage:
44400 disabled
44411 Fix NaNs in depth buffer during ZReadback
44422 Assert on NaNs in depth buffer and fix them during ZReadback 0x10000000
4443* rc_debugVerboseLevel: 0 0x10000000
4444* s_ATLPoolSize: 32768 Specifies the size (in KiB) of the memory pool to be used by the ATL.
4445Usage: s_ATLPoolSize [0/...]
4446Default: 32768 (32 MiB)
4447 0x10000000
4448* s_audioDefaultMaterialOcclusion: 0.500000 Default occlusion value for ray hits in CAudioRayOcclusionComponent 0x10000000
4449* s_AudioEventPoolSize: 256 Sets the number of preallocated audio events.
4450Usage: s_AudioEventPoolSize [0/...]
4451Default PC: 256, XboxOne: 256, PS4: 256, MAC: 256, Linux: 256, WiiU: 128 IOS: 64 Android: 64
4452 0x10000000
4453* s_AudioObjectPoolSize: 512 Sets the number of preallocated audio objects and corresponding audio proxies.
4454Usage: s_AudioObjectPoolSize [0/...]
4455Default PC: 512, XboxOne: 512, PS4: 512, MAC: 512, Linux: 512, WiiU: 256 IOS: 128 Android: 128
4456 0x10000000
4457* s_AudioProxiesInitType: 0 Can override AudioProxies' init type on a global scale.
4458If set it determines whether AudioProxies initialize synchronously or asynchronously.
4459This is a performance type cvar as asynchronously initializing AudioProxies
4460will have a greatly reduced impact on the calling thread.
4461Be aware though that when set to initialize asynchronously that audio will play back delayed.
4462By how much will greatly depend on the audio thread's work load.
44630: AudioProxy specific initialization.
44641: All AudioProxies initialize synchronously.
44652: All AudioProxies initialize asynchronously.
4466Usage: s_AudioProxiesInitType [0/1/2]
4467Default PC: 0, XboxOne: 0, PS4: 0, MAC: 0, Linux: 0, WiiU: 0 iOS: 0 Android: 0
4468 0x10000000
4469* s_AudioSystemImplementationName: CryAudioImplWwise Holds the name of the AudioSystemImplementation library to be used.
4470Usage: s_AudioSystemImplementationName <name of the library without extension>
4471Default: CryAudioImplWwise
4472 0x10000000
4473* s_cameraViewFStopOverwrite: 0.000000 If not 0, overwrites the value of the FStop on third person cameras 0x10000000
4474* s_CaptureAllWwiseRequests: 0 Enable capture of all wwise commands to [USER]/audio_command_requests.xml. 0x10000000
4475* s_DebugAudioRayOcclusion: 0 If set to 1 will display debug info for audio occlusion raycast components.
4476[Default is 0] 0x10000000
4477* s_debugCameraFOVLensSize: 0 Debug the FOV and Lens Size values on third person cameras 0x10000000
4478* s_debugVOIPForLocalPlayer: 0 If 1, enables VOIP for the local player to play on the local player. 0x10000000
4479* s_disableCameraDrift: 0 If set to 1, drift won't be applied to camera movements when the target is moving 0x10000000
4480* s_DropListener: 0 Drop default listener at current location.
4481Usage: s_DropListener [0..1]
44820: Disabled
44831: Enabled. Default listener's location will remain at location it was 'dropped' and it's position will not be updated while this cvar is enabled.
4484 0x10000000
4485* s_DynamicRangePreset: 2 Set dynamic range preset [0,1,2]
4486 0 is MINIMUM RANGE (full compression)
44871 is MEDIUM RANGE (moderate compression)
44882 is FULL RANGE (no compression). 0x10000000
4489* s_enableActorAudioOcclusion: 1 If 1, enables occlusion processing for NLPC audio. 0x10000000
4490* s_enableOperatorShake: 1 Allow operator shake on third person cameras 0x10000000
4491* s_enablePlayerVoice: 1 If 1, enables player microphone input and plays through associated wwise event. 0x10000000
4492* s_enableRaceCommentary: 1 Enables or disables commentary in multiplayer races. 0x10000000
4493* s_enableRaycastForClientFootsteps: 1 If 1, enables raycasting to determine surface for player footsteps. 0x10000000
4494* s_EnableSecondaryOutput: 0 If true, enables the secondary (headset) output in wwise. 0x10000000
4495* s_enableVehicleAudioOcclusion: 1 If 1, enables occlusion processing for vehicle audio. 0x10000000
4496* s_FileCacheManagerSize: 2048 Sets the size in KiB the AFCM will allocate on the heap.
4497Usage: s_FileCacheManagerSize [0/...]
4498Default PC: 2048 (2 MiB), XboxOne: 393216 (384 MiB), PS4: 393216 (384 MiB), MAC: 393216 (384 MiB), Linux: 393216 (384 MiB), WiiU: 131072 (128 MiB)
4499 0x10000000
4500* s_forceEnableRoomSystemPressurisationForAudio: 0 Enable room system pressures, even in game modes that don't enable it (yet). For Audio. 0x10000000
4501* s_FullObstructionMaxDistance: 5.000000 for the sounds, whose distance to the listener is greater than this value, the obstruction is value gets attenuated with distance.
4502Usage: s_FullObstructionMaxDistance [0/...]
4503Default: 5 m
4504 0x10000000
4505* s_IgnoreWindowFocus: 0 If set to 1, the sound system will continue playing when the Editor or Game window loses focus.
4506Usage: s_IgnoreWindowFocus [0/1]
4507Default: 0 (off)
4508 0x10000000
4509* s_invertCameraOrbitPitch: 0 Invert the Y axis on orbit cameras 0x10000000
4510* s_LoadGlobalBanksBlocking: 0 Specifies whether all global banks will block the main thread when loading.
4511Usage: s_LoadGlobalBanksBlocking [0/1]
4512Default PC: 0 - asynchronous operation, NA for other platforms ATM
4513 0x10000000
4514* s_localPlayerAudio.ObjectBasedReverbRatio: 0.500000 Sets the default ratio of object based reverb when NOT seated in an active vehicle seat. 0x10000000
4515* s_localPlayerEnvironment.RayLength: 250.000000 Sets the max distance for the player actor rays. 0x10000000
4516* s_localPlayerEnvironment.RaysPerFrame: 1 Sets the amount of rays per frame for the player actor. 0x10000000
4517* s_localPlayerEnvironment.SphereRayCount: 60 Sets the amount of rays if a Fibonacci sphere is used for the player actor. Must be multiples of 2! 0x10000000
4518* s_localPlayerEnvironment.SphereType: 0 0: Fibonacci sphere, 1: 60 point truncated icosahedron. 0x10000000
4519* s_MixDebug: 0 Draws Audio Mix Management related debug data to the screen.
4520Usage: s_MixDebug [0ab...] (flags can be combined)
45210: No debug info on the screen.
4522a: Draw debug text.
4523b: Draw extra debug text details.
4524c: Draw snapshot RTPCs.
4525 0x10000000
4526* s_MixDebugXPos: 100 On screen display X position. 0x10000000
4527* s_MixDebugYPos: 120 On screen display Y position. 0x10000000
4528* s_MixEnable: 1 If 1, enables audio mix management system. 0x10000000
4529* s_MixLevelMaster: 0.000000 Sets master volume of all audio output on the primary bus (0..1). 0x10000000
4530* s_MixLevelMusic: 1.000000 Sets volume of music (0..1). 0x10000000
4531* s_MixLevelSfx: 1.000000 Sets volume of sound effects (0..1). 0x10000000
4532* s_MixLevelShipComputerSpeech: 1.000000 Sets volume of ship computer speech (0..1). 0x10000000
4533* s_MixLevelSimulationAnnouncer: 1.000000 Sets volume of simulation announcer (0..1). 0x10000000
4534* s_MixLevelSpeech: 1.000000 Sets volume of speech (0..1). 0x10000000
4535* s_MixLevelVOIP: 1.000000 Sets volume of VOIP received (0..1). 0x10000000
4536* s_OcclusionMaxDistance: 500.000000 Obstruction/Occlusion is not calculated for the sounds whose distance to the listener is greater than this value. Setting this value to 0 disables obstruction/occlusion calculations.
4537Usage: s_OcclusionMaxDistance [0/...]
4538Default: 500 m
4539 0x10000000
4540* s_OcclusionMaxSyncDistance: 10.000000 Physics rays are processed synchronously for the sounds that are closer to the listener than this value, and asynchronously for the rest (possible performance optimization).
4541Usage: s_OcclusionMaxSyncDistance [0/...]
4542Default: 10 m
4543 0x10000000
4544* s_oceanAudio.audioPositionLerpFactor: 0.200000 Defines the lerp factor of audio position changes. 0x10000000
4545* s_oceanAudio.audioPositionSnapDistance: 0.010000 Defines at what distance audio objects are considered at the goal position after lerping. 0x10000000
4546* s_oceanAudio.windThreshold: 0.010000 Sets the update threshold for wind changes 0x10000000
4547* s_physical.CONTINUOUS_CONTACT_ACTIVE_FRAMES: 3 continuous contact active frames 0x10000000
4548* s_physical.CONTINUOUS_CONTACT_IDLE_FRAMES: 5 continuous contact idle frames 0x10000000
4549* s_physical.FAKE_MASS_TERRAIN: 500.000000 Fake mass terrain 0x10000000
4550* s_planetAudio.windThreshold: 0.010000 Sets the update threshold for wind changes 0x10000000
4551* s_PositionUpdateThreshold: 0.100000 An audio object has to move by at least this amount to issue a position update request to the audio system.
4552This kind of optimization should ideally be done by the parent system so this is here for convenience.Usage: s_PositionUpdateThreshold [0/...]
4553Default: 0.1 (10 cm)
4554 0x10000000
4555* s_ShipComputerVerbosityPreset: 4 Ship computer verbosity preset index. 0x10000000
4556* s_SubmixRecordersEnabled: 0 If true, enables submix recording using the CIG Submix Recorder plugin. 0x10000000
4557* s_SubmixRecordersMuteOutput: 0 If true, submix recorders act as sinks and don't pass audio. 0x10000000
4558* s_UseSyncMode: 0 Audio processing is executed on the Main Thread when set to 1, otherwise it uses the CryEngine AudioThreadUsage: s_UseSyncMode 0 or 1Default: 0 0x10000000
4559* s_WwiseAudioAPI: 0 Windows Audio API selection. 0==Wwise Default (Currently XAudio2). 1==WASAPI. 2==XAudio2
4560Usage: s_WwiseAudioAPI [0/1/2]
4561Default PC: 0, NA for other platforms ATM
4562 0x10000000
4563* s_WwiseBankMediaPoolSize: 65536 Specifies the size (in KiB) of the Wwise bank media pool. This holds any media that exists in a bank. Any loose media will not be loaded into this memory.
4564Usage: s_nWwiseBankMediaPoolSize [0/...]
4565Default PC: 65536 (64M), NA for other platforms ATM
4566 0x10000000
4567* s_WwiseCommandQueueSize: 2048 Specifies the size (in KiB) of the Wwise command queue.
4568Usage: s_WwiseCommandQueueSize [0/...]
4569Default PC: 2048 (2M), NA for other platforms ATM
4570 0x10000000
4571* s_WwiseDefaultPoolSize: 73728 Specifies the size (in KiB) of the Wwise (internal) Default Memory pool.
4572Usage: s_WwiseDefaultPoolSize [0/...]
4573Default PC: 73728 (72M), NA for other platforms ATM
4574 0x10000000
4575* s_WwiseEngineDefaultPoolSize: 65536 Specifies the size (in KiB) of the Wwise (internal) Engine Default Memory pool.
4576Usage: s_WwiseEngineDefaultPoolSize [0/...]
4577Default PC: 32768 (32M), NA for other platforms ATM
4578 0x10000000
4579* s_WwiseNumRefillsInVoice: 4 Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
4580Usage: s_WwiseNumRefillsInVoice [2/3/4]
4581Default PC: 4, NA for other platforms ATM
4582 0x10000000
4583* s_WwiseNumSamplesPerFrame: 1024 Number of samples per audio frame (256, 512, 1024, or 2048)
4584Usage: s_WwiseNumSamplesPerFrame [256/512/1024/2048]
4585Default PC: 1024, NA for other platforms ATM
4586 0x10000000
4587* s_WwisePrepareEventPoolSize: 393216 Specifies the size (in KiB) of the Wwise Prepare event pool.
4588Usage: s_WwisePrepareEventPoolSize [0/...]
4589Default PC: 524288 (512mb), NA for other platforms ATM
4590 0x10000000
4591* s_WwisePrimaryPoolSize: 655360 Specifies the size (in KiB) of the memory pool to be used by the Wwise audio system implementation.
4592Usage: s_WwisePrimaryPoolSize [0/...]
4593Default PC: 131072 (128 MiB), Xbox360: 131072 (128 MiB), XboxOne: 131072 (128 MiB), PS3: 131072 (128 MiB), PS4: 131072 (128 MiB), MAC: 131072 (128 MiB), Linux: 131072 (128 MiB), WiiU: 131072 (128 MiB), IOS: 8192 (8 MiB), Android: 8192 (8 MiB)
4594 0x10000000
4595* s_WwiseSecondaryPoolSize: 0 Specifies the size (in KiB) of the memory pool to be used by the Wwise audio system implementation.
4596Usage: s_WwiseSecondaryPoolSize [0/...]
4597Default PC: 0, Xbox360: 32768 (32 MiB), XboxOne: 32768 (32 MiB), PS3: 0, PS4: 0, MAC: 0, Linux: 0, WiiU: 0, IOS: 0, Android: 0
4598 0x10000000
4599* s_WwiseSeparateEngineThreadPriority: 1 Specifies the thread priority when Wwise uses its own thread for audio processing.
4600Usage: s_WwiseSeparateEngineThreadPriority [0/1/2]
4601Default PC: 1 (Highest), NA for other platforms ATM. Other options: 0 (Above Normal), 2 (Time Critical)
4602 0x10000000
4603* s_WwiseStreamMgrPoolSize: 512 Size (in KiB) of memory pool for small objects of Wwise Stream Manager
4604Usage: m_nStreamMgrPoolSize [0/...]
4605Default PC: 512k, NA for other platforms ATM
4606 0x10000000
4607* s_WwiseUseSeparateEngineThread: 1 Specifies whether Wwise should use its own thread or run on the AudioThread.
4608Usage: s_WwiseUseSeparateEngineThread [0/1]
4609Default PC: 1(use a separate thread), NA for other platforms ATM
4610 0x10000000
4611* ShipComputer_AllowInitialDelay: 1 Allow a delay when triggering a response
4612[0/1] 0x10000000
4613* ShipComputer_AllowInterruptions: 1 Allow a newer response to interrupt something that is currently playing
4614[0/1] 0x10000000
4615* ShipComputer_Debug: 0 Enable/disable ship computer on screen debug
4616[0/1] 0x10000000
4617* ShipComputer_ForceAllResponsesToBeQueued: 0 Ignore cockpit response setting and force queuing on everything
4618[0/1] 0x10000000
4619* ShipComputer_Logging: 0 Enable/disable ship computer logging
4620[0/1] 0x10000000
4621* ShipComputer_TimeoutEnabled: 1 Enable/disable ship computer timeouts
4622[0/1] 0x10000000
4623* slide_spread: 1.000000 Spread multiplier when sliding 0x10000000
4624* soc_exclusionsListName: Sets the filename to use for lists of excluded locations 0x10000000
4625* social_HostName: janus-proto.cloudimperiumgames.com Host name for social/foip server. 0x10000000
4626* social_PortNumber: 8188 Port number of social/foip server. 0x10000000
4627* social_Positional: 1 If true, the default room is a positional (non comm) room. 0x10000000
4628* social_RoomId: cigdemo Room ID on social/foip server to join. 0x10000000
4629* social_UseDefaultRoom: 0 If true, the default room is joined at startup. 0x10000000
4630* spu_dump_stats: 0 Set to 1 to dump SPU job stats for current frame.
4631Gets automatically deactivated after current frame has finished. 0x10000000
4632* spu_streaming: 1 Use SPU for stream decompression: 1 to activate, 0 to deactivate 0x10000000
4633* sv_AISystem: 1 Load and use the AI system on the server 0x10000000
4634* sv_bandwidth: 2147483647 Bit rate on server 0x10020000
4635* sv_bind: 0.0.0.0 Bind the server to a specific IP address 0x10000000
4636* sv_debris_count: 128 debris count 0x10000000
4637* sv_DedicatedCPUPercent: 0.000000 Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero.
4638Usage: sv_DedicatedCPUPercent [0..100]
4639Default is 0 (disabled). 0x10000000
4640* sv_DedicatedCPUVariance: 10.000000 Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.
4641Usage: sv_DedicatedCPUVariance [5..50]
4642Default is 10. 0x10000000
4643* sv_dumpstats: 1 Enables/disables dumping of level and player statistics, positions, etc. to files 0x10000000
4644* sv_dumpstatsperiod: 1000 Time period of statistics dumping in milliseconds 0x10000000
4645* sv_gamerules: SC_Default The game rules that the server should use 0x10000000
4646* sv_gamerulesdefault: SC_Default The game rules that the server default to when disconnecting 0x10000000
4647* sv_map: megamap The map the server should load 0x10010000
4648* sv_megamapinstance: PU The current mega map instance 0x10000000
4649* sv_OverridePlayerEASpawnLocation: Server only: Override the spawn location for all players for Electronic Access game modes 0x10000000
4650* sv_OverridePlayerPersistSpawnLocation: Server only: Override the spawn location for all players 0x10000000
4651* sv_pacifist: 0 Pacifist mode (only works on dedicated server) 0x10000000
4652* sv_packetRate: 30 Packet rate on server 0x10000000
4653* sv_port: 64090 Server address 0x10000000
4654* sv_requireinputdevice: dontcare Which input devices to require at connection (dontcare, none, gamepad, keyboard) 0x10000000
4655* sv_restrict_connections_to_prematch: 0 Restrict game to only allow player connections to prematch state. 0x10000000
4656* sv_servername: Server name will be displayed in server list. If empty, machine name will be used. 0x10000000
4657* sv_statsDumpEnabled: 0 When turned on, stats are dumped out locally. 0x10000000
4658* sv_timeofdayenable: 0 Enables time of day simulation. 0x10000000
4659* sv_timeofdaylength: 1.000000 Sets time of day changing speed. 0x10000000
4660* sv_timeofdaystart: 12.000000 Sets time of day start time. 0x10000000
4661* sv_timeout_disconnect: 0 Timeout for fully disconnecting timeout connections 0x10000000
4662* svDedicatedMaxFPS: 30 FrameRate Limit for the Server. Will stall the game if it runs faster than the limit 0x10000000
4663* sys_AI: 1 Enables AI Update 0x10000000
4664* sys_analytics_disable: 1 Disable Analytics Gathering 0x50020000
4665* sys_asserts: 1 0 = Disable asserts
46661 = Enable asserts (assert dialog + logging callstacks into assert.log)
46672 = Only log callstacks into assert.log. No assert dialog will be presented.
46683 = Throw fatal error on assert instead of presenting assert dialog 0x10000000
4669* sys_asserts_info: 1 Displays stats about asserts on screen 0x10000000
4670* sys_audio_disable: 0 Specifies whether to use the NULLAudioSystem in place of the regular AudioSystem
4671Usage: sys_audio_disable [0/1]
46720: use regular AudioSystem.
46731: use NullAudioSystem (disable all audio functionality).
4674Default: 0 (enable audio functionality) 0x10000000
4675* sys_CurrentHMDType: 0 Chooses which Head Mounted Device to use:
4676 0 - Null Device (default)
4677 1 -Oculus Rift
4678 2 - Cinemizer
4679 0x10000000
4680* sys_datacore_enableexport: 1 Determines if live update is available (development only) 0x10000000
4681* sys_datacore_enableliveupdate: 1 Determines if live update is available (development only) 0x10000000
4682* sys_DeactivateConsole: 0 0: normal console behavior
46831: hide the console 0x10000000
4684* sys_deferAudioUpdateOptim: 1 0 - disable optimisation
46851 - enable optimisation
4686Default is 1 0x10000000
4687* sys_devteam: 16 Set dev - team for user to customize debug tools.
46880 - Unknown
46891 - Debug
46902 - Engine
46913 - Physics
46924 - Graphics
46935 - Planet
46946 - Environment
46957 - Prop
46968 - Ship
46979 - Character
469810 - Weapons
469911 - VFX
470012 - Lighting
470113 - UI
470214 - GameCode
470315 - AI
470416 - QA
470517 - Design
470618 - Animation
470719 - Audio
470820 - Network
4709 0x10000000
4710* sys_display_threads: 0 Displays Thread info 0x10000000
4711* sys_dll_game: Game Specifies the game DLL to load 0x10000000
4712* sys_dump_type: 2 Specifies type of crash dump to create.
47130: Do not create a mini dump
47141: Create a small mini dump (stack trace and registers)
47152: Create a medium mini dump (stack trace, registers and some small portion of currently referenced heap)
47163: Create a full mini dump (stack trace, registers and full heap)
4717 0x10000000
4718* sys_entities: 1 Enables Entities Update 0x10000000
4719* sys_error_debugbreak: 0 __debugbreak() if a VALIDATOR_ERROR_DBGBREAK message is hit 0x10000000
4720* sys_firstlaunch: 0 Indicates that the game was run for the first time. 0x10000000
4721* sys_flash: 1 Enables/disables execution of flash files. 0x10000000
4722* sys_flash_allow_reset_mesh_cache: 1 Allow programmatic mesh cache resets. 0x10000000
4723* sys_flash_check_filemodtime: 0 Respect file modification time for Flash internal resource sharing.
4724Cached resources with same filepath but different file modification time are treated as unique entities. 0x10000000
4725* sys_flash_curve_tess_error: 2.000000 Controls curve tessellation. Larger values result in coarser, more angular curves. 0x10000000
4726* sys_flash_debugdraw: 0 Enables debug drawing of Flash assets (1). Canvas area is drawn in bright green.
4727Also draw masks (2). 0x10000000
4728* sys_flash_debuglog: 0 0x10000000
4729* sys_flash_edgeaa: 1 Enables/disables edge anti-aliased rendering of flash files. 0x10000000
4730* sys_flash_log_options: 0 Enables logging of several flash related aspects (add them to combine logging)...
47311) Flash loading : 1
47322) Flash actions script execution : 2
47333) Flash related high-level calls inspected by the profiler (flash.log): 4
4734 Please note that for (3) the following cvars apply:
4735 * sys_flash_info
4736 * sys_flash_info_peak_exclude 0x10000000
4737* sys_flash_newstencilclear: 1 Clears stencil buffer for mask rendering by drawing rects (1) as opposed to issuing clear commands (0) 0x10000000
4738* sys_flash_pixels_per_meter: 1000.000000 The size (in pixels) of a 1 meter long Flash asset.
4739Usage: sys_flash_pixels_per_meter [n]
4740Default is 1000.0f 0x10000000
4741* sys_flash_reset_mesh_cache: 0 Reset mesh cache through console (once). 0x10000000
4742* sys_flash_static_pool_size: 0 Specifies the size (in kb) of the static memory pool for flash objects.
4743Set to zero to turn it off and use a dynamic pool instead. 0x10000000
4744* sys_flash_stereo_maxparallax: 0.020000 Maximum parallax when viewing Flash content in stereo 3D 0x10000000
4745* sys_flash_video_buffertime: 2.000000 Sets buffer time for videos (in seconds) 0x10000000
4746* sys_flash_video_buffertime_loading: 2.000000 Sets buffer time for videos during loading (in seconds) 0x10000000
4747* sys_flash_video_buffertime_startup: 15.000000 Sets buffer time for videos during startup (in seconds) 0x10000000
4748* sys_flash_video_soundvolume: 1.000000 Sets volume of video's main sound track(0..1). 0x10000000
4749* sys_flash_video_subaudiovolume: 1.000000 Sets volume of video's sub audio sound track (0..1). 0x10000000
4750* sys_flash_warning_level: 1 Sets verbosity level for CryEngine related warnings...
47510) Omit warning
47521) Log warning
47532) Log warning and display message box 0x10000000
4754* sys_float_exceptions: 0 Enables floating point exception checks. 0x10000000
4755* sys_force_installtohdd_mode: 0 Forces install to HDD mode even when doing DVD emulation 0x10000000
4756* sys_game_folder: Data Specifies the game folder to read all data from. Can be fully pathed for external folders or relative path for folders inside the root. 0x10000000
4757* sys_game_name: Star Citizen Specifies the name to be displayed in the Launcher window title bar 0x10000000
4758* sys_gfx_bink_video_enable_audio: 0 Enables audio from bink videos for internal (placeholder) purposes.
4759 0x10000000
4760* sys_hmd_reset_sensor: 0 Triggers a reset of the tracking sensor for the head mounted display device. 0x10000000
4761* sys_initpreloadpacks: Specifies the paks for an engine initialization 0x10000000
4762* sys_intromoviesduringinit: 1 Render the intro movies during game initialization 0x10000000
4763* sys_job_system_enable: 1 Enable the JobSystem.
4764Usage: sys_job_system_enable 0/1
47650: The Jobsystem is disabled, each job is executed in its invoking thread.
47661: The JobSystem is enabled, each job is invoked in one of the worker threads. 0x10000000
4767* sys_job_system_enable_batchworker: 1 Enable Batchworker Threads 0x10000000
4768* sys_job_system_max_worker: 6 Sets the number of threads to use for the job system 0x10000000
4769* sys_job_system_profiler: 0 Enable the job system profiler.
4770Usage: sys_job_system_profiler <value>
47710: Disable the profiler
47721: Show the full profiler
47732: Show only the execution graph
4774 0x10000000
4775* sys_keyboard: 1 Enables keyboard.
4776Usage: sys_keyboard [0/1]
4777Default is 1 (on). 0x10000000
4778* sys_languages: english,french String list of available languages 0x10000000
4779* sys_LoadFrontendShaderCache: 0 Load frontend shader cache (on/off) 0x10000000
4780* sys_localization_folder: Localization Sets the folder where to look for localized data.
4781This cvar allows for backwards compatibility so localized data under the game folder can still be found.
4782Usage: sys_localization_folder <folder name>
4783Default: Localization
4784 0x10000000
4785* sys_LooseFileLookupCacheEnabled: 0 If set to 1, the P4K system will use a cache list of loose files to reduce the amount of kernel calls to improve loading time 0x10000000
4786* sys_main_CPU: 0 Specifies the physical CPU index main will run on 0x10000000
4787* sys_max_step: 0.050000 Specifies the maximum physics step in a separate thread 0x10000000
4788* sys_MaxFPS: 0 Limits the frame rate to specified number n (if n>0 and if vsync is disabled).
4789 0 = on PC if vsync is off auto throttles fps while in menu or game is paused (default)
4790-1 = off 0x10000000
4791* sys_maxTimeStepForMovieSystem: 0.100000 Caps the time step for the movie system so that a cut-scene won't be jumped in the case of an extreme stall. 0x10000000
4792* sys_memory_debug: 0 Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off 0x10000000
4793* sys_menupreloadpacks: Specifies the paks for a main menu loading 0x10000000
4794* sys_min_step: 0.010000 Specifies the minimum physics step in a separate thread 0x10000000
4795* sys_newNetworkOrder: 1 Ensure physics<->network interaction is thread safe 0x10000000
4796* sys_no_crash_dialog: 0 0x10000000
4797* sys_noupdate: 0 Toggles updating of system with sys_script_debugger.
4798Usage: sys_noupdate [0/1]
4799Default is 0 (system updates during debug). 0x10000000
4800* sys_PakDisableNonLevelRelatedPaks: 1 Disables all paks that are not required by specific level; This is used with per level splitted assets. 0x10000000
4801* sys_PakEnableInlcusionCheck: 0 Enables checking of inclusion files. Flags:0=disabled1=log invalid access (file open only)2=ignore files from FindFirst calls (folder search)4=prevent loading of files not in inclusion list 0x10000000
4802* sys_PakInMemorySizeLimit: 6 Individual pak size limit for being loaded into memory (MB) 0x10000000
4803* sys_PakLoadCache: 0 Load in memory paks from _LoadCache folder 0x10000000
4804* sys_PakLoadModePaks: 0 Load mode switching paks from modes folder 0x10000000
4805* sys_PakLogInvalidFileAccess: 0 Log synchronous file access when in game 0x10000000
4806* sys_PakLogMissingFiles: 0 If non-0, missing file names go to mastercd/MissingFilesX.log.
48071) only resulting report
48082) run-time report is ON, one entry per file
48093) full run-time report 0x10000000
4810* sys_PakMessageInvalidFileAccess: 0 Message Box synchronous file access when in game 0x10000000
4811* sys_PakPriority: 0 If set to 1, tells CryPak to try to open the file in pak first, then go to file system 0x50020000
4812* sys_PakReadSlice: 0 If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels 0x10000000
4813* sys_PakSaveFastLoadResourceList: 0 Save resource list during initial loading 0x10000000
4814* sys_PakSaveLevelResourceList: 0 Save resource list when loading level 0x10000000
4815* sys_PakSaveMenuCommonResourceList: 0 Save resource list during front end menu flow 0x10000000
4816* sys_PakSaveTotalResourceList: 0 Save resource list 0x10000000
4817* sys_PakStreamCache: 0 Load in memory paks for faster streaming (cgf_cache.pak,dds_cache.pak) 0x10000000
4818* sys_PakTotalInMemorySizeLimit: 30 Total limit (in MB) for all in memory paks 0x10000000
4819* sys_PakValidateFileHash: 0 Validate file hashes in pak files for collisions 0x50020000
4820* sys_physics: 1 Enables Physics Update 0x10000000
4821* sys_physics_CIG: 0 If non-zero, uses the CIG internal physics library 0x10000000
4822* sys_physics_CPU: 1 Specifies the physical CPU index physics will run on 0x10000000
4823* sys_public_crash_handler: 1 Enables public crash handler.
48240: Disable public crash handler
48251: Enable Cloud Imperium Games' public crash handler
48262: Enable Windows Error Reporting crash handler
4827 0x10000000
4828* sys_rad3_enable_logging: 0 Enable/Disable RAD3 Logging
4829 0: Logging is disabled
4830 1: Network logging. Connect to sys_rad3_server_ip:sys_rad3_server_socket
4831 2: File logging. Write to sys_rad3_log_file
4832 0x10000000
4833* sys_rad3_log_file: rad3.tmcap Filename to write telemetry to. (should end with .tmpcap) 0x10000000
4834* sys_rad3_server_ip: localhost IP of the RAD3 telemetry server to use. Default is "localhost" 0x10000000
4835* sys_rad3_server_socket: 4719 Socket of the RAD3 telemetry server to use. Default is "4719" 0x10000000
4836* sys_rendersplashscreen: 1 Render the splash screen during game initialization 0x10000000
4837* sys_root: 0x10000000
4838* sys_scale3DMouseTranslation: 0.200000 Scales translation speed of supported 3DMouse devices. 0x10000000
4839* sys_Scale3DMouseYPR: 0.050000 Scales rotation speed of supported 3DMouse devices. 0x10000000
4840* sys_screensaver_allowed: 0 Specifies if screen saver is allowed to start up while the game is running. 0x10000000
4841* sys_SimulateTask: 0 Simulate a task in System:Update which takes X ms 0x10000000
4842* sys_skip_data_verification: 1 Set to 1 to allow skipping data verification when working with unsigned files (development only) 0x50020000
4843* sys_social_disable: 0 Specifies whether to enable the CIGSocial (FOIP) system
4844Usage: sys_social_disable [0/1]
48450: use CIGSocial.
48461: disable CIGSocial.
4847Default: 1 (disable CIGSocial) 0x10000000
4848* sys_spec: 3 Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=very high, 5=XBox360, 6=Playstation3, 7=XBoxOne, 8=PS4) 0x10000000
4849* sys_spec_full: 3 Console variable group to apply settings to multiple variables
4850
4851sys_spec_full [1/2/3/4/default] [current]:
4852 ... sys_spec_GameEffects = 1/2/3/4/3 [3]
4853 ... sys_spec_ObjectDetail = 1/2/3/4/3 [3]
4854 ... sys_spec_Particles = 1/2/3/4/3 [3]
4855 ... sys_spec_Physics = 1/2/3/4/3 [3]
4856 ... sys_spec_PostProcessing = 1/2/3/4/3 [3]
4857 ... sys_spec_Shading = 1/2/3/4/3 [3]
4858 ... sys_spec_Shadows = 1/2/3/4/3 [3]
4859 ... sys_spec_Sound = 1/2/3/4/3 [3]
4860 ... sys_spec_Texture = 1/2/3/4/3 [3]
4861 ... sys_spec_VolumetricEffects = 1/2/3/4/3 [3]
4862 ... sys_spec_Water = 1/2/3/4/3 [3]
4863 ... sys_spec_light = 1/2/3/4/3 [3]
4864 0x10000000
4865* sys_spec_gameeffects: 3 Console variable group to apply settings to multiple variables
4866
4867sys_spec_gameeffects [3/default] [current]:
4868 ... i_lighteffects = 1/1 [1]
4869 ... mfx_Timeout = 0.01/0.01 [0.01]
4870 0x10000000
4871* sys_spec_light: 3 Console variable group to apply settings to multiple variables
4872
4873sys_spec_light [1/2/3/4/default] [current]:
4874 ... g_ProjectileLightLimit = 5/20/30/50/30 [30]
4875 0x10000000
4876* sys_spec_objectdetail: 3 Console variable group to apply settings to multiple variables
4877
4878sys_spec_objectdetail [1/2/3/4/default] [current]:
4879 ... ca_AttachmentCullingRation = 145/160/300/300/300 [300]
4880 ... e_Dissolve = 2/2/2/2/2 [2]
4881 ... e_LodFaceAreaTargetSize = 3.0/2.5/2.0/1.5/2.0 [2]
4882 ... e_LodMergeLodFaceAreaTargetSize = 2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec [2]
4883 ... e_LodMergeLodMin = 0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.) [0]
4884 ... e_LodMergeLodRatio = 20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated. [20]
4885 ... e_LodMin = 0/0/0/0/0 [0]
4886 ... e_LodRatio = 10/15/20/40/20 [20]
4887 ... e_MergedMeshesInstanceDist = 1.0/1.0/1.0/2.0/1.0 [1]
4888 ... e_MergedMeshesPool = 8192/8192/8192/16384/8192 [8192]
4889 ... e_ObjQuality = 1/2/3/4/3 [3]
4890 ... e_OcclusionCullingViewDistRatio = 1/1/1/1/1 [1]
4891 ... e_StreamCgf = 1/1/1/1/1 [1]
4892 ... e_TerrainLodRatio = 1/1/1/0.5/1 [1]
4893 ... e_Tessellation = 0/0/0/1/0 [0]
4894 ... e_VegetationMinSize = 0.5/0/0/0/0 [0.1]
4895 ... e_ViewDistMin = 0.1/0.1/0.1/0.1/0.1 [0.1]
4896 ... e_ViewDistRatio = 75/75/100/125/100 [100]
4897 ... e_ViewDistRatioCustom = 60/100/100/125/100 [100]
4898 ... e_ViewDistRatioDetail = 25/35/100/125/100 [100]
4899 ... e_ViewDistRatioLights = 25/50/50/75/50 [50]
4900 ... e_ViewDistRatioVegetation = 50/75/100/125/100 [100]
4901 ... es_DebrisLifetimeScale = 0.6/0.8/1/1/1 [1]
4902 ... r_DrawNearZRange = 0.12/0.12/0.12/0.08/0.12 [0.12]
4903 ... r_FlaresTessellationRatio = 0.25/1/1/1/1 [1]
4904 ... sys_flash_curve_tess_error = 4/2/2/2/2 [2]
4905 0x10000000
4906* sys_spec_particles: 3 Console variable group to apply settings to multiple variables
4907
4908sys_spec_particles [1/2/3/4/default] [current]:
4909 ... e_ParticlesMaxScreenFill = 32/64/128/160/128 [128]
4910 ... e_ParticlesMinDrawPixels = 1.5/1/1/1/1 [1]
4911 ... e_ParticlesMotionBlur = 0/0/0/1/0 [0]
4912 ... e_ParticlesObjectCollisions = 1/1/2/2/2 [2]
4913 ... e_ParticlesQuality = 2/3/4/4/4 [4]
4914 ... r_ParticlesHalfRes = 1/0/0/0/0 [0]
4915 ... r_ParticlesTessellation = 0/1/1/1/1 [1]
4916 0x10000000
4917* sys_spec_physics: 3 Console variable group to apply settings to multiple variables
4918
4919sys_spec_physics [1/3/default] [current]:
4920 ... e_CullVegActivation = 30/50/50 [0]
4921 ... e_FoliageWindActivationDist = 10/25/25 [25]
4922 ... e_PhysProxyTriLimit = 10000/10000/10000 [10000]
4923 ... es_MaxPhysDist = 50/100/100 [100]
4924 ... es_MaxPhysDistInvisible = 15/25/25 [25]
4925 ... g_breakage_particles_limit = 80/160/160 [160]
4926 ... g_tree_cut_reuse_dist = 0.35/0/0 [0]
4927 ... p_max_MC_iters = 4000/6000/6000 [6000]
4928 ... p_max_object_splashes = 3/3/3 [3]
4929 ... p_max_substeps_large_group = 5/5/5 [5]
4930 ... p_num_bodies_large_group = 100/100/100 [100]
4931 ... p_splash_dist0 = 7/7/7 [7]
4932 ... p_splash_dist1 = 30/30/30 [30]
4933 ... p_splash_force0 = 10/10/10 [10]
4934 ... p_splash_force1 = 100/100/100 [100]
4935 ... p_splash_vel0 = 4.5/4.5/4.5 [0.5]
4936 ... p_splash_vel1 = 10/10/10 [10]
4937 ... v_vehicle_quality = 4/4/4 [4]
4938 0x10000000
4939* sys_spec_postprocessing: 3 Console variable group to apply settings to multiple variables
4940
4941sys_spec_postprocessing [1/2/3/4/default] [current]:
4942 ... q_ShaderHDR = 1/1/2/3/2 [2]
4943 ... q_ShaderPostProcess = 1/1/2/3/2 [2]
4944 ... r_ColorGrading = 2/2/2/2/2 [2]
4945 ... r_ColorGradingChartsCache = 4/0/0/0/0 [0]
4946 ... r_DepthOfField = 2/2/2/2/2 [2]
4947 ... r_DepthOfFieldDilation = 0/0/0/0/0 [0]
4948 ... r_MotionBlurQuality = 0/2/2/2/2 [2]
4949 ... r_OpticsQuality = 1/2/3/4/3 [3]
4950 ... r_PostProcessHUD3DCache = 2/2/0/0/0 [0]
4951 ... r_RainMaxViewDist_Deferred = 40/150/150/150/150 [150]
4952 ... r_RefractionScreenSizeThresholdMultiplier = 1.5/1.3/1.0/0.8/1.0 [1]
4953 ... r_Sharpening = 0/0/0/0/0 [0]
4954 ... r_SunShafts = 2/2/2/2/2 [2]
4955 ... r_ssdoColorBleeding = 0/0/1/1/1 [1]
4956 0x10000000
4957* sys_spec_quality: 3 Console variable group to apply settings to multiple variables
4958
4959sys_spec_quality [1/2/3/4/default] [current]:
4960 ... q_Renderer = 1/1/2/3/2 [2]
4961 ... q_ShaderDecal = 1/1/2/3/2 [2]
4962 ... q_ShaderFX = 1/1/2/3/2 [2]
4963 ... q_ShaderGeneral = 1/1/2/3/2 [2]
4964 ... q_ShaderGlass = 1/1/2/3/2 [2]
4965 ... q_ShaderParticle = 1/1/2/3/2 [2]
4966 ... q_ShaderRoad = 1/1/2/3/2
4967 ... q_ShaderShadow = 1/1/2/3/2 [2]
4968 ... q_ShaderSky = 1/1/2/3/2 [2]
4969 0x10000000
4970* sys_spec_shading: 3 Console variable group to apply settings to multiple variables
4971
4972sys_spec_shading [1/2/3/4/default] [current]:
4973 ... e_LightVolumes = 1/1/1/1/1 [1]
4974 ... e_SkyUpdateRate = 0.5/1/1/1/1 [1]
4975 ... r_DetailDistance = 4/8/8/8/8 [8]
4976 ... r_EnvTexUpdateInterval = 0.075/0.05/0.05/0.05/0.05 [0.05]
4977 ... r_Refraction = 1/1/1/1/1 [1]
4978 ... r_ssdo = 2/2/2/2/2 [2]
4979 ... r_ssreflections = 1/1/1/1/1 [1]
4980 ... sys_flash_edgeaa = 1/1/1/1/1 [1]
4981 ... sys_spec_Quality = 1/2/3/4/3 [3]
4982 0x10000000
4983* sys_spec_shadows: 3 Console variable group to apply settings to multiple variables
4984
4985sys_spec_shadows [1/2/3/4/default] [current]:
4986 ... e_GsmLodsNum = 4/5/5/5/5 [5]
4987 ... e_GsmRange = 3/3/3/3/3 [3]
4988 ... e_ObjShadowCastSpec = 1/2/3/4/3 [3]
4989 ... e_ParticlesShadows = 1/1/1/1/1 [1]
4990 ... e_ShadowTexelWidthInPixels = 6.0/6.0/3.0/3.0/3.0 [3]
4991 ... e_Shadows = 1/1/1/1/1 [1]
4992 ... e_ShadowsBlendCascades = 0/1/1/1/1 [1]
4993 ... e_ShadowsCastViewDistRatio = 0.8/1/1/1/1 [1]
4994 ... e_ShadowsTessellateCascades = 1/1/1/1/1 [1]
4995 ... e_ShadowsTessellateDLights = 0/0/0/0/0 [0]
4996 ... r_FogShadows = 0/2/2/1/2 [2]
4997 ... r_FogShadowsWater = 0/0/0/1/0 [0]
4998 ... r_ShadowBlur = 0/3/3/3/3
4999 ... r_ShadowJitteringOmniDirectionalLight = 1.0/1.0/2.5/2.5/2.5 [2.5]
5000 ... r_ShadowJitteringProjectionLight = 1.0/1.0/1.5/1.5/1.5 [1.5]
5001 ... r_ShadowsPoolSize = 4096/4096/8192/8192/8192 [8192]
5002 0x10000000
5003* sys_spec_sound: 3 Console variable group to apply settings to multiple variables
5004
5005sys_spec_sound [3/default] [current]:
5006 0x10000000
5007* sys_spec_texture: 3 Console variable group to apply settings to multiple variables
5008
5009sys_spec_texture [1/2/3/default] [current]:
5010 ... r_DynTexMaxSize = 50/60/80/80 [80]
5011 ... r_TexAtlasSize = 512/2048/2048/2048 [2048]
5012 ... r_TexMaxAnisotropy = 8/16/16/16 [16]
5013 ... r_TexMinAnisotropy = 8/16/16/16 [16]
5014 0x10000000
5015* sys_spec_volumetriceffects: 3 Console variable group to apply settings to multiple variables
5016
5017sys_spec_volumetriceffects [3/default] [current]:
5018 ... e_Clouds = 1/1 [1]
5019 ... r_Beams = 1/1 [1]
5020 0x10000000
5021* sys_spec_water: 3 Console variable group to apply settings to multiple variables
5022
5023sys_spec_water [1/2/3/4/default] [current]:
5024 ... r_WaterVolumeCaustics = 0/0/0/1/0 [0]
5025 ... r_WaterVolumeCausticsDensity = 64/128/256/256/256 [256]
5026 ... r_WaterVolumeCausticsMaxDist = 20/25/35/35/35 [35]
5027 ... r_WaterVolumeCausticsRes = 384/512/1024/1024/1024 [1024]
5028 ... r_WaterVolumeCausticsSnapFactor = 1/1/1/1/1 [1]
5029 0x10000000
5030* sys_SSInfo: 0 Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
5031Default is 0 (off) 0x10000000
5032* sys_streaming_CPU: 1 Specifies the physical CPU file IO thread run on 0x10000000
5033* sys_streaming_CPU_worker: 5 Specifies the physical CPU file IO worker thread/s run on 0x10000000
5034* sys_streaming_debug: 0 Enable streaming debug information
50350=off
50361=Streaming Stats
50372=File IO
50383=Request Order
50394=Write to Log
50405=Stats per extension
50416=Xenon file cache info
5042 0x10000000
5043* sys_streaming_debug_filter: 0 Set streaming debug information filter.
50440=all
50451=Texture
50462=Geometry
50473=Terrain
50484=Animation
50495=Music
50506=Sound
50517=Shader
5052 0x10000000
5053* sys_streaming_debug_filter_file_name: Set streaming debug information filter 0x10000000
5054* sys_streaming_debug_filter_min_time: 0.000000 Show only slow items. 0x10000000
5055* sys_streaming_in_blocks: 1 Streaming of large files happens in blocks 0x10000000
5056* sys_streaming_max_bandwidth: 0.000000 Enables capping of max streaming bandwidth in MB/s 0x10000000
5057* sys_streaming_max_finalize_per_frame: 0 Maximum stream finalizing calls per frame to reduce the CPU impact on main thread (0 to disable) 0x10000000
5058* sys_streaming_memory_budget: 10240 Temp memory streaming system can use in KB 0x10000000
5059* sys_streaming_requests_grouping_time_period: 2 Streaming requests are grouped by request time and then sorted by disk offset 0x10000000
5060* sys_streaming_resetstats: 0 Reset all the streaming stats 0x10000000
5061* sys_TaskThread0_CPU: 3 Specifies the physical CPU index taskthread0 will run on 0x10000000
5062* sys_TaskThread1_CPU: 5 Specifies the physical CPU index taskthread1 will run on 0x10000000
5063* sys_TaskThread2_CPU: 4 Specifies the physical CPU index taskthread2 will run on 0x10000000
5064* sys_TaskThread3_CPU: 3 Specifies the physical CPU index taskthread3 will run on 0x10000000
5065* sys_TaskThread4_CPU: 2 Specifies the physical CPU index taskthread4 will run on 0x10000000
5066* sys_TaskThread5_CPU: 1 Specifies the physical CPU index taskthread5 will run on 0x10000000
5067* sys_trackview: 1 Enables TrackView Update 0x10000000
5068* sys_UncachedStreamReads: 1 Enable stream reads via an uncached file handle 0x10000000
5069* sys_update_profile_time: 1.000000 Time to keep updates timings history for. 0x10000000
5070* sys_usePlatformSavingAPI: 1 Use the platform APIs for saving and loading (complies with TRCs, but allocates lots of memory) 0x10000000
5071* sys_user_folder: Specifies the name of the user folder inside the 'Users/<username>/Saved Games/' folder, otherwise if left blank the User folder will be stored inside the root. 0x10000000
5072* sys_warnings: 0 Enables dialog box for system warnings & errors.
5073Usage: sys_warnings [0/1/2]
5074Where # enables dialog box:
5075 0: Never
5076 1: For warnings & errors
5077 2: For errors only
5078Default is 0 (off). 0x10000000
5079* sys_watchdog_enable_hard_timeout: 1 Enable hard timeouts, those cause a debug trap to crash the process. 0x10000000
5080* sys_watchdog_hard_timeout: 60 Time in seconds main thread is allowed to stall before a hard timeout event is generated. 0x10000000
5081* sys_watchdog_hard_timeout_loading: 1800 Time in seconds main thread is allowed to stall during level (un)loading before a hard timeout event is generated. 0x10000000
5082* sys_watchdog_soft_timeout: 30 Time in seconds main thread is allowed to stall before a soft timeout event is generated. 0x10000000
5083* sys_xml_enable_string_reuse: 1 Enable XML string reuse 0x10000000
5084* t_Debug: 0 Timer debug 0x10000000
5085* t_FixedStep: 0.000000 Game updated with this fixed frame time
50860=off, number specifies the frame time in seconds
5087e.g. 0.033333(30 fps), 0.1(10 fps), 0.01(100 fps) 0x10000000
5088* t_MaxStep: 0.250000 Game systems clamped to this frame time 0x10000000
5089* t_Scale: 1.000000 Game time scaled by this - for variable slow motion 0x10000000
5090* t_Smoothing: 1 time smoothing
50910=off, 1=on 0x10000000
5092* t_SystemTimeRegressionSamples: 32 number of samples to be used in system time regression
5093 0x10000000
5094* ui_bindings.cullDistance: 0.000000 Distance to cull, disable with zero 0x10000000
5095* ui_bindings.debug: 0 0:Disable 1:Entities 2:Entities and Variables 0x10000000
5096* ui_bindings.display_scale: 1.000000 amount to scale the debug text 0x10000000
5097* ui_bindings.display_x: 8.000000 start x position of debug text 0x10000000
5098* ui_bindings.display_y: 48.000000 start y position of debug text 0x10000000
5099* ui_bindings.entityFilter: 0:Disable 1:Enable 0x10000000
5100* ui_bindings.variableFilter: 0:Disable 1:Enable 0x10000000
5101* ui_frontend.activate_customizer: 1 Activates the character customizer feature 0x10000000
5102* ui_frontend.spectatormode_enabled: 1 Pure spectator mode enabled if != 0 0x10000000
5103* ui_frontend.spectatormode_visible: 1 Spectator mode button visible in front end if != 0 0x10000000
5104* ui_frontend.startup_mode: 3 0:MainMenu 1:FE Button 2:Direct to FE, 3:Direct to FE level 0x10000000
5105* ui_frontend.teamelimination_available: 0 SM Team Elimination Mode available if != 0 0x10000000
5106* ui_itempreview_debug: 0 1. Enable Item Preview debug to show what's loaded & linked 0x10000000
5107* ui_shipselector_optimization: 1 ASOP Terminal optimization mode - 0: safe 1: fast 0x10000000
5108* ui_shopping.fake_currency_balance: -1 Fake the displayed currency balance (-1:disable) 0x10000000
5109* ui_shopping.fake_purchase_price: -1 Fake the displayed purchase price (-1:disable) 0x10000000
5110* ui_shopping.fake_purchase_result: 0 Fake purchase result returned by shopping service (0:disable | 1:success | <0:PurchaseResultCodes) 0x10000000
5111* ui_shopping.force_ar_action: -1 Force the AR action (-1:disable | 0:Try | 1:Buy 2:Equip | 3:Unequip) 0x10000000
5112* v_aimSimulatedStickSensitivity: 0.025000 (GAIN) Button aim (sticky look) input is multiplied by this value. 0x10000000
5113* v_aimStickSensitivity: 0.040000 (GAIN) Analogue aim (sticky look) input is multiplied by this value. 0x10000000
5114* v_alertState: -1 Debug vehicle damage state: -1 = turn off debug vehicle damage state, 0 = default, 1 = emergency 0x10000000
5115* v_analogueAimStickThreshold: 0.001000 The amount of aim rotation at which the stick timer countdown is started or stopped. 0x10000000
5116* v_analogueAimStickTime: 1.500000 The time the head aim (sticky look) will stay in its current position before starting to re-centre. Mouse input currently ignores this value. 0x10000000
5117* v_audioSurgeThreshold: 0.100000 Defines the threshold when surge values stop being influenced by acceleration values. 0x10000000
5118* v_cockpit_warning_fuel_duration: -1.000000 Time (seconds) to display cockpit fuel warnings for (-1 = use value from DataCore) 0x10000000
5119* v_combatMarker_ForceInitAnim: 0 Whether to force the Combat Marker to always play the intro animation 0x10000000
5120* v_comstab_mode: 1 Set Comstab mode. 1 = speed limiting, 2 = turn-rate limiting, 3 = hybrid 0x10000000
5121* v_debug_retune_ignore_multi_dir: 0 Ignore multidirectional thrusters when tuning 0x10000000
5122* v_debug_retune_thrusters: 0 Show new thrust values for retuned thrusters 0x10000000
5123* v_debug_usage: 0 Debug vehicle usage stats: 1 = basic debug info, 2 = also list ships 0x10000000
5124* v_debugSounds: 0 Enable/disable vehicle sound debug drawing 0x10000000
5125* v_debugSuspensionIK: 0 Debug draw the suspension ik 0x10000000
5126* v_dedi_follow: -1 Set debug renderer pos to follow this vehicle (by index) on dedicated server 0x10000000
5127* v_dedi_offset_x: 0.000000 Set debug renderer x offset 0x10000000
5128* v_dedi_offset_y: -20.000000 Set debug renderer y offset 0x10000000
5129* v_dedi_offset_z: 0.000000 Set debug renderer z offset 0x10000000
5130* v_disable_hull: 0 Disable hull proxies 0x10000000
5131* v_disable_thruster_mods: 0 Disable modifications to thruster power 0x10000000
5132* v_draw_slip: 0 Draw wheel slip status 0x10000000
5133* v_draw_suspension: 0 Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled 0x10000000
5134* v_enableMannequin: 1 Enables enter/exit transition animations for vehicles 0x10000000
5135* v_exportPhysicsGridVoxelData: 0 If set, vehicle will export the voxel data from the physics grid when spawned in the editor 0x10000000
5136* v_filter_thrust: 1 Enables/disables filtered thrust mode 0x10000000
5137* v_FlippedExplosionPlayerMinDistance: 25.000000 If a player is within this distance then don't explode yet 0x10000000
5138* v_FlippedExplosionRetryTimeMS: 10000 If a nearby player blocked explosion then try again after this time period 0x10000000
5139* v_FlippedExplosionTimeToExplode: 20.000000 The number of seconds to wait after a vehicle is flipped to attempt exploding 0x10000000
5140* v_force_static: 0 Force all vehicles to be static 0x10000000
5141* v_gforce_animations: 1 Enable g-force passing out animations from vehicles 0x10000000
5142* v_gforce_on: 1 Enable g-force reactions from vehicles 0x10000000
5143* v_gimbal_instability_decay: 1.000000 Percentage of instability that is removed from gimbals each second 0x10000000
5144* v_godMode: 0 Makes vehicles invincible (1 = no ships can take damage, 2 = only AI ships can take damage) 0x10000000
5145* v_gsafe_mode: 1 Set G-force safety mode. 1 = speed limiting only, 2 = turn-rate and speed limiting. 0x10000000
5146* v_ifcs.ab.noTurnLimit: 1 Disable Afterburner turn rate limit 0x10000000
5147* v_ifcs.ab.turnLimitStart: 0.000000 Fraction of AB range to begin limiting turn rate 0x10000000
5148* v_ifcs.esp.accel: 0 Enable ESP acceleration mode 0x10000000
5149* v_ifcs.esp.combine: 1.000000 ESP magnitude/direction mix level 0x10000000
5150* v_ifcs.esp.dir_precision: 2.000000 ESP direction precision 0x10000000
5151* v_ifcs.esp.mag_precision: 6.250000 ESP magnitude precision 0x10000000
5152* v_ifcs.esp.on: 1 Enable ESP 0x10000000
5153* v_ifcs.esp.pullAmount: 0.500000 Strength of ESP pull toward target (0.0=None) 0x10000000
5154* v_ifcs.esp.sensitivity: 0.166670 ESP sensitivity 0x10000000
5155* v_ifcs.esp.window: 20.000000 ESP window scaler 0x10000000
5156* v_ifcs_ai_aiming_angle_multiplier: 5.000000 Specify the angle multiplier of the fake IFCS desired orientation when an AI ship is trying to stay aimed at a target. 0x10000000
5157* v_ifcs_aim_assist: 1 Enable IFCS aim-assist mode 0x10000000
5158* v_ifcs_allow_spin: 1 Allow unbalanced thrust to generate torque 0x10000000
5159* v_ifcs_allow_thruster_naf: 0 Allow non-axial force for thrust manager 0x10000000
5160* v_ifcs_ang_accel_scale: 0.000000 Set angular acceleration scale 0x10000000
5161* v_ifcs_ang_jerk_scale: 0.000000 Set angular jerk scale 0x10000000
5162* v_ifcs_auto_follow: 0 Enable IFCS auto-follow mode 0x10000000
5163* v_ifcs_cruise_rot_scale: 1.000000 Set rotational acceleration scale for cruise control mode 0x10000000
5164* v_ifcs_debug_flight_modes: 0 Enables/disables IFCS flight mode debug output 0x10000000
5165* v_ifcs_debug_net: 0 IFCS network debug info 0x10000000
5166* v_ifcs_debug_net2: 0 IFCS network debug info 2 0x10000000
5167* v_ifcs_debug_prediction: 0 IFCS network debug for prediction (local client) 0x10000000
5168* v_ifcs_debug_prediction2: 0 IFCS network debug for prediction (remote client) 0x10000000
5169* v_ifcs_disable: 0 Disable IFCS 0x10000000
5170* v_ifcs_dynamic_safety: 1 Enable dynamic, distance-based precision flight behavior 0x10000000
5171* v_ifcs_enable_thruster_error: 0 Enable thruster error 0x10000000
5172* v_ifcs_esp_mode: 0 Set ESP mode (0=dynamic, 1=full, 2=rotation, 3=attractive 0x10000000
5173* v_ifcs_esp_on: 1 Set ESP toggle (0=off, 1=on) 0x10000000
5174* v_ifcs_flight_modes_on: 1 Enables/disables IFCS flight modes 0x10000000
5175* v_ifcs_gforce_allowDeath: 0 Allow death from g-force exposure 0x10000000
5176* v_ifcs_gforce_debug_mode: 0 Enable IFCS gforce debug mode. Set to 1 to enable full, 2 to enable gforce only, 0 to disable. 0x10000000
5177* v_ifcs_gforce_debug_x: 0.000000 Debug gforce x value. 0x10000000
5178* v_ifcs_gforce_debug_y: 0.000000 Debug gforce y value. 0x10000000
5179* v_ifcs_gforce_debug_z: 0.000000 Debug gforce z value. 0x10000000
5180* v_ifcs_gi_debug: 0 X-axis lateral g-force debug 0x10000000
5181* v_ifcs_gi_incap_time: 5.000000 Time of lateral g-induced incapacitation 0x10000000
5182* v_ifcs_gi_on: 3 X-axis lateral g-force limits 0x10000000
5183* v_ifcs_gi_recovery_time: 5.000000 Time of lateral g-induced incapacitation recovery 0x10000000
5184* v_ifcs_gi_sudden_death_time: 1000.000000 Time of extreme gees for sudden death to occur 0x10000000
5185* v_ifcs_glat_max: 20.000000 Maximum X-axis lateral g-force limit 0x10000000
5186* v_ifcs_glat_min: 4.000000 Minimum X-axis lateral g-force limit 0x10000000
5187* v_ifcs_gtrans_max: 30.000000 Maximum Y-axis transverse g-force limit 0x10000000
5188* v_ifcs_gtrans_min: 6.000000 Minimum Y-axis transverse g-force limit 0x10000000
5189* v_ifcs_gyro_torque: 100000.000000 Set gyro torque amount per axis 0x10000000
5190* v_ifcs_lin_accel_scale: 0.000000 Set linear acceleration scale 0x10000000
5191* v_ifcs_lin_jerk_scale: 0.000000 Set linear jerk scale 0x10000000
5192* v_ifcs_min_distance_before_jump: 150.000000 Min distance before IFCS networking will jump instead of push 0x10000000
5193* v_ifcs_mp_turbulence: 0 Allow thruster turbulence in MP 0x10000000
5194* v_ifcs_net_max_pos_period: 4.000000 IFCS network max positional smoothing period 0x10000000
5195* v_ifcs_net_min_pos_period: 2.000000 IFCS network min positional smoothing period 0x10000000
5196* v_ifcs_network_push_strength: 5000.000000 Amount of force applied to correct other ships in IFCS network correction 0x10000000
5197* v_ifcs_nosync: 0 Ignore IFCS network sync 0x10000000
5198* v_ifcs_on: 1 Enables/disables intelligent flight control system 0x10000000
5199* v_ifcs_opcom_mode: 1 Set opcom dynamic max speed mode (0=off, 1=on) 0x10000000
5200* v_ifcs_ori_damping: 2.000000 Set damping value from 0.0 for least to 3.0 for most 0x10000000
5201* v_ifcs_prec_lin_scale: 0.250000 Set linear acceleration scale for precision control mode 0x10000000
5202* v_ifcs_prec_rot_scale: 0.250000 Set rotational acceleration scale for precision control mode 0x10000000
5203* v_ifcs_predictor: InterpolatePredictor Which Prediction Method for Network Sync to use (NullPredictor/LinearPredictor/SplinePredictor/InterpolatePredictor) 0x10000000
5204* v_ifcs_ropcom_cruise_limit: 1 Set rotational opcom cruise mode turn limit 0x10000000
5205* v_ifcs_ropcom_decoupled_x: 5.000000 Set rotational opcom decoupled mode response time multiplier 0x10000000
5206* v_ifcs_ropcom_mode: 0 Set rotational opcom dynamic max speed mode (0=off, 1=pro mode, 2=safe mode) 0x10000000
5207* v_ifcs_scm_autoshift_split: 0.333333 Set the threshold for shifting down from SCM mode. 0x10000000
5208* v_ifcs_speed_limit: -1.000000 Set speed limit. Set to value >= 0 to apply a speed limit. Set to a value = -2 to disable. 0x10000000
5209* v_ifcs_speed_scale: 0.000000 Set speed scale 0x10000000
5210* v_ifcs_spin_alpha_x: 1.000000 Spin alpha scale x 0x10000000
5211* v_ifcs_spin_alpha_y: 1.000000 Spin alpha scale y 0x10000000
5212* v_ifcs_spin_alpha_z: 1.000000 Spin alpha scale z 0x10000000
5213* v_ifcs_spin_angle_x: 1.000000 Spin angle scale x 0x10000000
5214* v_ifcs_spin_angle_y: 1.000000 Spin angle scale y 0x10000000
5215* v_ifcs_spin_angle_z: 1.000000 Spin angle scale z 0x10000000
5216* v_ifcs_stick_scale: 0.000000 Set rotation scale 0x10000000
5217* v_ifcs_test_control: 1 Enable control improvements 0x10000000
5218* v_ifcs_velocity_override: 1 Use xml velocity overrides 0x10000000
5219* v_ifcs_visual_net_debug: 0 IFCS visual network debug 0x10000000
5220* v_InitialSpawn_DamageDelay: 1.500000 Time in seconds the vehicle will be unable to take damage after being spawned. 0x10000000
5221* v_instant_thrust: 100 Set percent of instant thrust output 0x10000000
5222* v_landingSystem.areaGeom.borderColorModifier: 0.750000 Border quad alpha scale. 0x10000000
5223* v_landingSystem.areaGeom.borderWidth: 2.500000 Width in metres of landing UI quad border. 0x10000000
5224* v_landingSystem.areaGeom.debugLandingUI: 0 Show the bounding box of the landing corridor. 0x10000000
5225* v_landingSystem.areaGeom.debugOpacity: 0 Display geom debug values (hidden state, invisible state, render slot number, opacity). 0x10000000
5226* v_landingSystem.areaGeom.debugVisibleList: 0 Show the current sorted list of landing areas under consideration. 0x10000000
5227* v_landingSystem.areaGeom.drawFarDistSquared: 90000.000000 Distance at which to not show landing areas UIs. Squared for efficient checks. 0x10000000
5228* v_landingSystem.areaGeom.enabled: 1 Enable landing area UI geom. 0x10000000
5229* v_landingSystem.areaGeom.quadColorModifier: 0.500000 Main pad quad alpha scale. 0x10000000
5230* v_landingSystem.assistedManualTakeoff: 1 Use assisted takeoff for Manual (when landing computer active) 0x10000000
5231* v_landingSystem.assistedMaxOrient: 180.000000 Max ship orientation at which assisted landing will begin to auto correct. 0x10000000
5232* v_landingSystem.assistedMinOrient: 165.000000 Angle of ship orientation at which assisted landing will fully auto correct. 0x10000000
5233* v_landingSystem.autolandAI: 0 Test : make AI autoland on entering landing area bounds. 0x10000000
5234* v_landingSystem.debug: 0 Show debug movement requests. 0x10000000
5235* v_landingSystem.debugEntityName: Enables debugging of non-player state machines 0x10000000
5236* v_landingSystem.debugStateHierarchy: 0 Turn on CryState debugging. 0x10000000
5237* v_landingSystem.disabled: 0 Disable landing system vehicle item (remains in idle state). 0x10000000
5238* v_landingSystem.dockingGeom.debugFlags: 0 Display show docking geom debug: =1 opacity values, =2 show shape wireframe, =4 show bounds, =7 show all. 0x10000000
5239* v_landingSystem.dockingGeom.enabled: 1 Enable docking area UI geom. 0x10000000
5240* v_landingSystem.drawBounds: 0 Draw ship and landing area bounds (1 draws ship and area bounds, 2 includes physics bounds : non-Release) 0x10000000
5241* v_landingSystem.eventlog: 0 Log landing events. 0x10000000
5242* v_landingSystem.fixedShipAlt: 1 Keep the ship at a fixed altitude and move the UI grid. 0x10000000
5243* v_landingSystem.ifcsIdle: 0 Set ifcs to idle on landing 0x10000000
5244* v_landingSystem.landingSpeedScale: 0.100000 IFCS speed scale under landing mode. 0x10000000
5245* v_landingSystem.manualGears: 0 Disable altitude auto gears and revert to manual gear control 0x10000000
5246* v_landingSystem.manualOnly: 0 Disable landing assists 0x10000000
5247* v_landingSystem.maxScaleDist: 600.000000 Far distance over which we remain at max scale. 0x10000000
5248* v_landingSystem.maxShaftScale: 4.000000 Max scale of landing area when viewed from distance. 0x10000000
5249* v_landingSystem.minScaleDist: 400.000000 Min distance to begin shaft scaling. 0x10000000
5250* v_landingSystem.netlog: 0 Log network requests. 0x10000000
5251* v_landingSystem.orientGrid: 1 Render the landing grid in the ship's local space. 0x10000000
5252* v_landingSystem.scaleDistRange: 1000.000000 Distance over which to scale from 1.0f to maxShaftScale. 0x10000000
5253* v_landingSystem.simpleLanding.autoland.autoalign: 1 Auto align down pad direction. 0x10000000
5254* v_landingSystem.simpleLanding.autoland.enabled: 1 Enable automatic landing. 0x10000000
5255* v_landingSystem.simpleLanding.autoland.forceActive: 0 Simulate autoland button press. 0x10000000
5256* v_landingSystem.simpleLanding.autoland.padCentric: 1 Automatically land towards centre of pad. 0x10000000
5257* v_landingSystem.simpleLanding.autoland.showPrompt: 1 Show prompt text (1 : show UI, 2 : show debug also). 0x10000000
5258* v_landingSystem.simpleLanding.autotouchdown.enabled: 0 Enable autotouchdown. 0x10000000
5259* v_landingSystem.simpleLanding.autotouchdown.height: 5.000000 Height at which we kick-in auto-touchdown. 0x10000000
5260* v_landingSystem.simpleLanding.debugArea: 0 Debug area processor state machine. 0x10000000
5261* v_landingSystem.simpleLanding.dockingSystem.abortEnabled: 0 Enable/disable docking abort option. 0x10000000
5262* v_landingSystem.simpleLanding.dockingSystem.autoDockEnabled: 1 Enable/disable autodocking option. 0x10000000
5263* v_landingSystem.simpleLanding.dockingSystem.hoverTime: 2.000000 Default hover time. 0x10000000
5264* v_landingSystem.simpleLanding.dockingSystem.requirePlayerInteraction: 1 Requires player to press a button to advance hangar touchdown and post-takeoff. 0x10000000
5265* v_landingSystem.simpleLanding.orientWithPlane: 0 Orientate the ship to align it's up vector with the landing plane. 0x10000000
5266* v_landingSystem.simpleLanding.useLandingHelperNode: 1 Use landing helper node to calculate touchdown position (as opposed to ship bounds). 0x10000000
5267* v_landingSystem.spawnLandedTimeout: 1.000000 Time in seconds that we force landing pad spawned vehicles to remain landed. 0x10000000
5268* v_landingSystem.uiMaxAltitude: 0.400000 UI max altitude. 0x10000000
5269* v_landingSystem.uiNormalisedAltFixedFraction: 0.200000 Fraction of landing area z over which to map ui alt directly. 0x10000000
5270* v_landingSystem.uiNormalisedAltNonLinearScale: 1.000000 Non linear scaling of non-fixed ui alt. 0x10000000
5271* v_landingSystem.uiOffsetZ: -0.150000 UI Z offset (from radar locator). 0x10000000
5272* v_landingSystem.uiScale: 1.750000 UI scaling override. 0x10000000
5273* v_lightDimSpeedIn: 1.000000 Speed of vehicle light fade in 0x10000000
5274* v_lightDimSpeedOut: 1.000000 Speed of vehicle light fade out 0x10000000
5275* v_lights: 2 Controls vehicle lights.
52760: disable all lights
52771: enable lights only for local player
52782: enable all lights 0x10000000
5279* v_lights_enable_always: 0 Vehicle lights are always on (debugging) 0x10000000
5280* v_lookahead_aimdecay: 0.790000 The maximum decay that is applied to the aim offset 0x10000000
5281* v_lookahead_on: 1 Set look ahead mode toggle (0=off, 1=on) 0x10000000
5282* v_lookahead_reticleOffset: 1.000000 Set look ahead offset percentage 0x10000000
5283* v_lookahead_sensitivity: 0.200000 The amount of sensitivity used for look ahead mode.(0.01-1.0) 0x10000000
5284* v_mining.debugArm: 0.000000 Mining arm debug 0x10000000
5285* v_mining.debugController: 0.000000 Mining controller debug 0x10000000
5286* v_mining.debugWeapon: 0.000000 Mining weapon (fracture and extraction) debug 0x10000000
5287* v_pa_surface: 1 Enables/disables vehicle surface particles 0x10000000
5288* v_playPassBySoundOnPlayersShip: 0 Play pass by sound on vehicle regardless if player is a passenger 0x10000000
5289* v_predict_compare_angvelocity: 0.100000 Distance between predicted and actual angular velocity at which we will send a movement packet 0x10000000
5290* v_predict_compare_orientation: 0.010000 Error between predicted and actual orientation at which we will send a movement packet 0x10000000
5291* v_predict_compare_position: 3.160000 Distance between predicted and actual position at which we will send a movement packet 0x10000000
5292* v_predict_compare_velocity: 0.500000 Distance between predicted and actual velocity at which we will send a movement packet 0x10000000
5293* v_predict_compare_wake_angvelocity: 0.000100 Distance between predicted and actual angular velocity at which we will send a movement packet during a frame in which the awake status changed 0x10000000
5294* v_predict_compare_wake_orientation: 0.000100 Error between predicted and actual orientation at which we will send a movement packet during a frame in which the awake status changed 0x10000000
5295* v_predict_compare_wake_position: 0.000100 Distance between predicted and actual position at which we will send a movement packet during a frame in which the awake status changed 0x10000000
5296* v_predict_compare_wake_velocity: 0.000100 Distance between predicted and actual velocity at which we will send a movement packet during a frame in which the awake status changed 0x10000000
5297* v_predict_force_gap: 0.000000 Allows us to force network packets to skip processing for X seconds. 0x10000000
5298* v_predict_max_send_time: 0.200000 Maximum amount of time we will let elapse before forcing a movement packet send 0x10000000
5299* v_predict_min_send_time: 0.100000 Minimum amount of time before we even attempt to send another movement packet following a send 0x10000000
5300* v_predict_physics_step: 0.020000 Amount of time to step physics when predicting vehicle movement for accurate velocity 0x10000000
5301* v_predict_smooth_time: 0.250000 The amount of time we interpolate the movement for ships to 'catch up' to their predicted positions. 0x10000000
5302* v_preventDestruction: 0 Prevent vehicle destruction 0x10000000
5303* v_profile_graph: Show a vehicle movement debug graph:
5304 slip-speed : show the average FOWARD slip of the wheels
5305 slip-speed-lateral : show the average SIDE slip of the wheels
5306 centrif : show the actual centrifugal force
5307 ideal-centrif : show ideal centrifugal force
5308 0x10000000
5309* v_profileMovement: 0 Used to enable profiling of the current vehicle movement (1 to enable) 0x10000000
5310* v_qdrive.debug: 0 Show state debug. 0x10000000
5311* v_qdrive.detectCollisions: 1 Check for potential collisions and exit qdrive. 0x10000000
5312* v_qdrive.detectSelectionObstructions: 1 Check for potential obstructions during target selection. 0x10000000
5313* v_qdrive.enableHistory: 0 Store position history. 0x10000000
5314* v_qdrive.fuel.distancePerCapacityUnit: 1000.000000 Travel distance(m) that each QDrive fuel tank capacity unit provides. 0x10000000
5315* v_qdrive.fuel.enabled: 1 Enables QDrive fuel consumption. 0x10000000
5316* v_qdrive.fuel.refuelTimePerCapacityUnit: 0.000010 Refuel time taken for each QDrive fuel tank capacity unit. 0x10000000
5317* v_qdrive.fuel.tankCapacity: 0.000000 Override for current QDrive fuel tank capacity. 0x10000000
5318* v_qdrive.maxArrivalDelta: 1000.000000 How far offset of the direct target we will arrive. Used to reduce collisions. 0x10000000
5319* v_qdrive.maxArrivalDistanceForDelta: 10000.000000 Max distance where we will use all of maxArrivalDelta. If the arrival radius is smaller than this, we reduce the arrivaldelta accordingly. 0x10000000
5320* v_qdrive.overrideCooldown: 0 Set to 1 in order to ignore all cooldowns for jumps. 0x10000000
5321* v_qdrive.resolver.debug: 0 Draw resolver debug. 0x10000000
5322* v_qdrive.resolver.drawAllVehicles: 0 Draw all vehicles (still does a limiting radius check). 0x10000000
5323* v_qdrive.resolver.drawContainer: 0 Draw resolver container capsule. 0x10000000
5324* v_qdrive.resolver.drawSpheres: 1 Draw resolver obstacles. 0x10000000
5325* v_qdrive.resolver.enabled: 1 Enable destination position resolver (solves multiple clients heading for same QT destination point). 0x10000000
5326* v_qdrive.resolver.viewCameraRelative: 1 Transform debug view to be camera relative. 0x10000000
5327* v_qdrive.resolver.viewRefresh: 1 Update debug view transform (if viewCameraRelative). 0x10000000
5328* v_qdrive.resolver.viewType: 0 0 = top view, 1 = rear view, 2 = front view. 0x10000000
5329* v_qdrive.showTargetsForSCItemVehicle: 0 Display navpoints when using QDrive on an SCItem vehicle. 0x10000000
5330* v_QDrive_CamShakeBaseAmplitude: 0.200000 Base amplitude of the first person shake when using QDrive 0x10000000
5331* v_QDrive_CamShakeBuildUpTime: 5.000000 Time it takes when QDrive is spooling/engaged to get the camera shake from v_QDrive_CamShakeBaseAmplitude to v_QDrive_CamShakeMaxAmplitude 0x10000000
5332* v_QDrive_CamShakeFrequency: 15.000000 Frequency of the first person shake when using QDrive 0x10000000
5333* v_QDrive_CamShakeMaxAmplitude: 0.300000 Max amplitude of the first person shake when using QDrive, rises v_QDrive_CamShakeBuildUpTime from v_QDrive_CamShakeBaseAmplitude 0x10000000
5334* v_QDrive_CamShakeRandomness: 0.500000 Randomness of the first person shake when using QDrive 0x10000000
5335* v_radarQuery.requiredPixelsForScreenSizeCulling: 80.000000 The required pixel count for radar query detection when using screen size culling 0x10000000
5336* v_respawnPenalty_MaxMult: 5.000000 Respawn time multiplier when ejecting at full health 0x10000000
5337* v_respawnPenalty_Threshold: 0.750000 Fraction of health above which a penalty is applied 0x10000000
5338* v_screen_rtt_bias: 1.200000 Vehicle RTT screen texture bias 1 == no bias 0x10000000
5339* v_sdfShieldPrototype: 0 Enable SDF Shield prototype (0 to disable) 0x10000000
5340* v_slipFrictionModFront: 0.000000 if non-zero, used as slip friction modifier (front wheels) 0x10000000
5341* v_slipFrictionModRear: 0.000000 if non-zero, used as slip friction modifier (rear wheels) 0x10000000
5342* v_slipSlopeFront: 0.000000 coefficient for slip friction slope calculation (front wheels) 0x10000000
5343* v_slipSlopeRear: 0.000000 coefficient for slip friction slope calculation (rear wheels) 0x10000000
5344* v_SmoothingDebug: 0 Velocity smoothing debug data 0x10000000
5345* v_SmoothingQuaternionRate: 0.030000 Quaternion smoothing amount 0x10000000
5346* v_SmoothingVelocityRate: 0.030000 Velocity smoothing over speed correction 0x10000000
5347* v_SmoothingVelocityScale: 0.030000 Velocity smoothing scaler 0x10000000
5348* v_sprintSpeed: 0.000000 Set speed for acceleration measuring 0x10000000
5349* v_tankReverseInvertYaw: 1 When a tank goes in reverse, if this is enabled then the left/right controls will be inverted (same as with a wheeled vehicle) 0x10000000
5350* v_thruster_x: 100 Thruster capacity multiplier (%) 0x10000000
5351* v_vehicle_quality: 4 Geometry/Physics quality (1-lowspec, 4-highspec) 0x10000000
5352* v_virtualJoystickMaxAim: 0.330000 How much of the virtual joystick input offsets the reticule aim (modified by FOV). 0x10000000
5353* v_weaponGimbalLockDefaultOn: 0 Whether or not weapon Gimbal lock is enabled by default (0=off, 1=on). 0x10000000
5354* v_wind_minspeed: 0.000000 If non-zero, vehicle wind areas always set wind >= specified value 0x10000000
5355* visor_disable_reticles: 0 Disable the reticles from drawing on the visor 0x10000000
5356* visor_flash_clamp_distance: 100.000000 Clamp the maximum apparent size of each MovieClip to their size at this depth (-1 to disable) 0x10000000
5357* visor_flash_look_reticle_scale: 1.000000 The scale factor applied to the look reticle relative to the other HUD elements. 0x10000000
5358* visor_flash_scale: 120.000000 Scale factor for all MovieClips in the visor 0x10000000
5359* visor_flash_tag_min_size: 1.000000 Clamps the minimum size of the tag relative to its size at the clamp distance
5360visor_flash_clamp_distance must also be set to take effect. (-1 to disable) 0x10000000
5361* visor_flash_tag_scale: 1.000000 The scale factor applied to the tag relative to the other HUD elements. 0x10000000
5362* visor_show_vehicle_collision_markers: 1 Show vehicle collision markers 0x10000000
5363* VisualConsole: 0 writes console to screen 0x10000000
5364* VisualConsoleSubStr: writes console to screen if it matches substr 0x10000000
5365* watch_enabled: 1 On-screen watch text is enabled/disabled 0x10000000
5366* watch_text_render_fxscale: 13.000000 Draw2d label to IFFont x scale value (for calcing sizes). 0x10000000
5367* watch_text_render_lineSpacing: 9.300000 On-screen watch text line spacing (to cram more text on screen without shrinking the font) 0x10000000
5368* watch_text_render_size: 1.750000 On-screen watch text render size 0x10000000
5369* watch_text_render_start_pos_x: 35.000000 On-screen watch text render start x position 0x10000000
5370* watch_text_render_start_pos_y: 180.000000 On-screen watch text render start y position 0x10000000