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This page lists the remaining 1,359 of Wolfenstein II's cvars: the engine core (com_), sound (s_), network (net_), input, menus and UI (swf_, menu_), resource loading and the leftover SnapMap editor settings (snapedit_). Each row shows the type, the default value, whether the normal console accepts it, and the developers' own description.

  • 1,359 cvars, the largest groups being snapedit_ (185), net_ (130), com_ (107), swf_ (70) and resource_ (56).
  • 142 are open to the normal console and launch options, for example the volume settings s_volume and s_volume_music.
  • Prefixes with fewer than 10 cvars share one table at the end of the page.
  • How to change the others is explained on the catalogue's start page.

Diese Seite listet die übrigen 1.359 Cvars von Wolfenstein II: den Engine-Kern (com_), Ton (s_), Netzwerk (net_), Eingabe, Menüs und Oberfläche (swf_, menu_), das Laden von Ressourcen und die übrig gebliebenen Einstellungen des SnapMap-Editors (snapedit_). Jede Zeile zeigt Typ, Standardwert, ob die normale Konsole sie annimmt, und die Originalbeschreibung der Entwickler.

  • 1.359 Cvars; die größten Gruppen sind snapedit_ (185), net_ (130), com_ (107), swf_ (70) und resource_ (56).
  • 142 sind für die normale Konsole und die Startoptionen offen, zum Beispiel die Lautstärken s_volume und s_volume_music.
  • Präfixe mit weniger als 10 Cvars teilen sich eine Tabelle am Ende der Seite.
  • Wie man die übrigen ändert, steht auf der Startseite des Katalogs.

Technical detailsTechnische Details

Der technische Teil ist auf Englisch – so, wie er im Wiki steht. Unterstrichene Begriffe haben eine Erklärung auf Deutsch.

Generated by tools/build_cvar_wiki.py from the engine's own cvar registry. Edits made here are overwritten by the next run.

1359 cvars of Wolfenstein II: The New Colossus — engine, sound, network, input, UI and the rest. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNC cvar catalogue, which explains how to set a cvar in this game and where the data comes from.

Exposed = accepted by the retail console and +name value launch arguments; every other cvar needs the resourceExec route.

build_

14 cvars.

Name Type Default Exposed Description
build_binaryName string 20181121-143144-88855_pink-magenta no forge binary build name
build_binaryRequestor string user:autocompiler:forge no forge binary build requestor
build_binarySource string forged no forge binary build type
build_binaryURL string http://www.forge.ad.machinegames.com/builds/binaries/20181121-143144-88855_pink-magenta no forge binary build url
build_candidateDiscNumber string (empty) yes forge candidate disc number
build_candidateName string (empty) yes forge candidate build name
build_discLayoutName string (empty) yes forge disc layout build name
build_packageCorrelation string unknown no package build correlation
build_packageMapSet string (empty) no forge package map set
build_packageName string (empty) no forge package build name
build_packageRelevantChangelists string unknown no package relevant Perforce changelists
build_packageRequestor string (empty) no forge package build requestor
build_packageSource string developer no forge package build type
build_packageURL string (empty) no forge package build url

challenge_

15 cvars.

Name Type Default Exposed Description
challenge_blockFromSas int 0 no Block the challenge from the sas machine
challenge_forceallunlocked bool 0 no Unlock all the challenges without having progression on them
challenge_forceCompleted int 0 no Force the challenge to be completed
challenge_forcescore bool 0 no Even if we arent in a challenge variation make the game think that we are
challenge_framespp int 17 no How many frames for each kill to player for a new guy
challenge_killcount int -1 no Kills during challenge, num slot impact
challenge_medal_test int 0 no Give all the medals from a set prio
challenge_scorefast int 1500 no The fast score counting
challenge_scoreslow int 5000 no The slow score counting
challenge_selecteddifficulty int -1 no —
challenge_selectedtimeline int 0 no —
challenge_slicedelaytimer int 600 no Delay timer for the actual slices
challenge_successionIncremental bool 0 no If true, score will grow for each succession kill and reset once timer runs out.
challenge_successionTimer int 3250 no How far between kills need to be to not get succession bonus, simple multi kill
challenge_varname string (empty) no —

cm_

48 cvars.

Name Type Default Exposed Description
cm_backFaceCull bool 0 no cull back facing polygons
cm_catchLargeQueries int 64 no Catch queries which intersect more than this many submodels
cm_catchLargeQueriesDrawTime int 10000 no How long to draw the large query submodels for.
cm_catchLargeQueriesMode int 1 no The Drawing mode for Catching Large Queries. 0 - No Draw, 1 - Simple Draw, 2 - Complex Draw, 3 - Draw Both
cm_debugCollision bool 0 no debug the collision detection
cm_debugRotation bool 1 no debug rotation failure
cm_debugSetParms bool 1 no debug set parameters
cm_debugTimeoutError bool 0 no When the debug timeout occurs on a collision query, Error (1) or Warn (0) that it occurred.
cm_debugTimeoutWaitingForQueryResults int 16 no MS to wait before giving up on collision query results; 0 = never stop waiting
cm_debugTranslation bool 1 no debug translation failure
cm_depthTest bool 0 no depth test the collision model primitives
cm_DisableCollisionQueryStats bool 0 no Print collision query stats when failure happens
cm_drawArrows bool 0 no 1 = draw edges as arrows, 0 = draw edges as lines
cm_drawColor string 1 0 0 .5 no color used to draw the collision models
cm_drawFilled bool 0 no draw filled polygons
cm_drawIndexScale float 0.02 no scale of primitive indices
cm_drawIndices bool 0 no draw primitive indices
cm_drawInternal bool 1 no draw internal edges green
cm_drawMask string all no collision mask
cm_drawNormals float 0 no draw polygon and edge normals
cm_drawSubModelBounds bool 0 no draw sub model bounds
cm_drawSurfaceColor bool 0 no draw filled polygons with the surface color stored on the material
cm_enableStreaming bool 1 no enable streaming
cm_havokSmallestConvexRadius float 0.001 no At 0.0 every collision is treated as a penetration, we don not want that
cm_havokTriangleMeshMaxVertexError float 0.001 no Maximum allowed vertex position error for triangle compression
cm_memoryMap bool 1 no enable the memory mapped file streaming
cm_showCollisionModelMaterial string textures/common/flatShadeTwoSidedDimRed no Material to use when debug rendering collisionmodel
cm_showDependencies int 0 no —
cm_showMemory bool 0 no —
cm_showProfile bool 0 no —
cm_showStreamedData int 0 no 1 = show not streamed, 2 = show streaming, 3 = show streamed
cm_testAngle float 60 no —
cm_testBox string -16 -16 0 16 16 64 no —
cm_testBoxRotation string 0 0 0 no —
cm_testCollision bool 0 no —
cm_testLength float 1024 no —
cm_testModel int 0 no —
cm_testOrigin string 0 0 0 no —
cm_testQueries bool 0 no —
cm_testRadius float 64 no —
cm_testRandomMany bool 0 no —
cm_testReset bool 0 no —
cm_testRotation bool 1 no —
cm_testTimes int 1000 no —
cm_testTranslation bool 1 no —
cm_testWalk bool 1 no —
cm_useJobs int 2 no 0 = off, 1 = job chain, 2 = coop job
cm_useSubModelQueries bool 1 no —

com_

107 cvars.

Name Type Default Exposed Description
com_adaptiveTick bool 1 no adapt the game hz dynamically
com_adaptiveTick_StressTest int 0 no stress test to find bugs with adaptive tick
com_adaptiveTick_StressTest_BaseHZ int 60 no base HZ value to deviate from
com_adaptiveTick_StressTest_RandomHZAdjust int 20 no stress test HZ deviation amount +/- amount
com_adaptiveTick_StressTest_RandomHZAdjustDelay int 100000 no delay for adjust stress test HZ deviation
com_adaptiveTickAdjHz int 1 no hz adjustment going up/down
com_adaptiveTickImmediateMode bool 1 no immediately adjust game hz based on last frame's duration
com_adaptiveTickMaxHz int 1000 yes max game hz
com_adaptiveTickMinHz int 10 no min game hz
com_adaptiveTickSettleMS int 1 no how long in ms to stay at an adjusted hz before trying to go back up
com_allowRefreshOnPrint bool 0 yes 0 = never force a render frame during a console print
com_assertNoDialog bool 0 yes bypass the popup assert dialog
com_assertOnce bool 0 no Only assert once per assert instance (file/line combination)
com_assertOutOfDebugger bool 0 no by default, do not assert while not running under the debugger
com_assertSkipsDialogInDebugger bool 0 no whether to pop up the break, continue, ignore dialog or just break when an assert is hit
com_captureFilename string (empty) yes optional filename for screenshots, this is only used if no filename is given in the screenshot function call
com_captureFrameCount int 0 no number of frames to capture if com_captureFrames is 2
com_captureFrames int 0 no 1 to capture each frame and output it
com_captureFramesAsBatch int 0 no 1 to capture cause com_captureFrames to capture frames in batches
com_capturePath string (empty) yes optional outpath for screenshots, this path is appended to screeenshots/
com_capturePrimes int 0 yes number of prime screens to use during capturing
com_captureSamples int 1 yes set to number of samples for screenshots
com_captureSounds int 0 no set to 1 to start capture, 2 while capturing, 0 when disabled
com_captureStartIn int 0 no number of frames to start capturing in
com_captureTGA int 0 yes format for capture screenshots, 0 = JPG, 1 = TGA
com_cleanGeneratedFolder bool 1 no set on command line to disable cleaning generated folders - temporary cvar until cooked assets stale check fixed
com_consoleTransparency float 1.0 yes transparency of the console background 0-1
com_cookAssetsHint bool 0 no set on command line when cooking assets, enables loading of additional assets to include things needed for baking etc
com_cookedReloadWritableOnly bool 1 no This will only allow reload of files that are writable on your system while using cooked assets.
com_crashOnErrorReachingFrame bool 0 no crash if an error reach common frame
com_CrashOnFatal bool 0 yes if enabled we will crash on a fatal rather than throwing an exception
com_debugFixedTic bool 0 no —
com_debugHUD int 0 no 1 = show debug HUD
com_deviceZeroOverride int -1 no change input routing for device 0 to poll a different device
com_directoryNotificationsSettleTimeMS int 1500 no number of ms to let files settle (no new events) before issuing the notification
com_disableGameScripts bool 0 no disable script loading
com_drawThreadSpeeds int 0 yes 1 = dynamic draw, 2 = static draw, 3 = dynamic draw until stall
com_editorActive bool 0 no 1 when an editor has focus
com_enableCmdSystemTypoSuggestions bool 1 yes If enabled, the command system will suggest possible commands and/or cvars if the input text is unrecognized.
com_enableCrashHandler bool 1 yes enable the crash exception handler
com_errorOnNonEmptyMapHeap bool 0 no Throw error if map heap isn't empty at reset
com_exitProcessOnError bool 0 yes Exits the process on a com_error.
com_filterWarnings bool 1 no Enable warnings filter system.
com_fixedTic bool 1 no run a single game frame per render frame
com_forceAllMapLayersToLoad string 0 no —
com_forceProductionCvars bool 1 no Set to force production cvars to specific values during build
com_forceSound bool 0 no Force sound to play even if not the focused app
com_frameLockHz int 0 no set when game is running a pre-rendered cutscene in idStudio. Overrides any tick related cvars. 0 = Disable
com_frameStampPrints bool 0 yes print frame number on each console print
com_gameDLLPath string (empty) no path for game DLL to pull from
com_gameMode int 0 yes determines asset load pattern and runtime behaviour for production builds only, 0 - ALL, 1 - SP, 2 - MP, 3 - SNAP, 4 - SHELL, 5 - MOD
com_gameModeRestarts bool 1 no allow restarts when switching game modes
com_gameModeRestartSnapOnly bool 0 no only restart going into and out of snapMap
com_gaugeHeartbeat int 1000 no time between subsequent gauge pushes across the wire.
com_generatedVersionCheck bool 0 no check generated folder version with GeneratedVersionCheck
com_hidePrintWarnings bool 0 yes Disables showing Warnings from calls to PrintWarnings() (called during initialization)
com_hitchThresholdMS int 33 yes sets com_drawThreadSpeeds to 2 if a frame takes longer than this time in milliseconds
com_ignoreFixedTicClamp bool 0 no —
com_InstallCheck bool 1 no Check if chunk is installed when doing map transitions
com_loadlooseLanguages bool 0 no if 1 loads the language files loosly
com_maxResidualGameFrames int 0 no if non zero only run this many residual game frames
com_override_dof bool 1 no —
com_override_dof_far_end float 100 no —
com_override_dof_far_start float 50 no —
com_override_dof_intensity float 1.0 no —
com_override_dof_near_end float 1 no —
com_override_dof_near_start float 2 no —
com_overrideDOF bool 0 no —
com_printFilter string (empty) yes print only if the filter is present in the print message.
com_printWarning bool 0 yes whether to show development warning
com_prod_regression bool 0 no Regression tests require certain functionality in production builds.
com_production int 0 no Used to enable and/or inhibit specific behaviour during production building mode. All demo and retail builds are built with this on.
com_removeVmtrOnLoad bool 0 no remove the default vmtr on load.
com_requireNonProductionSignIn bool 1 no If true, will require sign in, even on non production builds.
com_resetResidualTime bool 1 no —
com_restarted bool 0 yes let us know the command line was a relaunch.
com_safemode bool 0 yes deletes the video.cfg & rageConfig.cfg and reverts video settings to game default
com_saveAttemptTimeout int 15000 no timeout to drop a recurring save that is stuck because the savegamemanager is already working
com_sendSnapshots bool 1 no For debugging, will not send snapshots when false.
com_showConsumerPerfMetrics int 0 yes shows consumer friendly performance metrics
com_showReminders bool 0 yes whether to show development reminders
com_skipBootSequence bool 0 yes skips the intro video
com_skipGameRenderView bool 0 yes skip generating the GUIs
com_skipInputRouting bool 0 yes —
com_skipKeyPressOnLoadScreens bool 0 yes skips keypress on load screens
com_skipSignInManager bool 0 yes —
com_sleepGame int 0 no sleep for this many milliseconds between frames to simulate long game frames.
com_snapLoadScreen bool 0 no Use the load screen code while waiting on the host (0: safer, use a dialog instead)
com_snapMapUseMapHeap bool 1 no SnapMap uses the map heap
com_sourceControl string perforce no name of the source control dll to load
com_speeds int 0 no show engine timings. 1 = print on console, 2 = print on screen, 3 = also show graph, 4 = retail version of graphs
com_syncToTime bool 1 no —
com_threadSpeedScale float 10.0 yes Time to screen scale
com_timer int 0 yes replaces FPS with a seconds counter, set to -1 to start, set to 0 to turn off
com_timeStampPrints int 0 yes print time with each console print, 1 = sec, 2 = msec, 3 = actual time
com_typoSuggestionTolerance float 0.55 no Specifies the highest percent (from 0.0 to 1.0) difference allowed between a typo and other words for the words to be suggestions.
com_useCookedAssets bool 0 no set on command line to enable loading of cooked assets
com_useCookedMaterials bool 0 no set on command line to enable loading of cooked materials
com_useCookedMD6Anims bool 0 no set on command line to enable loading of cooked MD6 anims
com_useCookedModels bool 0 no set on command line to enable loading of cooked models
com_useCookedPreCompressedBvimages bool 0 no set on command line to enable loading of cooked pre-compressed bvimages
com_useEntitiesFiles bool 1 no if set use .entities files instead of .map files for production and buildgame loads
com_useMapHeap bool 1 no Use a separate heap for each map load
com_useSnapMapMemory bool 0 no If true, will use Snapmap memory values - TESTING ONLY! DON'T USE THIS! CANNOT SHIP WITH THIS!
com_waitForSavegames bool 1 no during map heap reset, wait for the savegames to complete
com_warningSeverityFilter int 4 yes print only if the severity of a warning is greater than threshold
com_writeMissingDeclFiles string (empty) no write out any missing decls for a specific decl type, using the default decl (hit tab to display supported decl types)

demo_

10 cvars.

Name Type Default Exposed Description
demo_disableCapture bool 1 no Set to 1 to disable capturing via 'func/demo/capture' objects.
demo_ignoreBuildCheck bool 0 no Normally demos will only play for the appropriate build. This ignores that check. WARNING: Enabling this can result in strange behaviors and crashes.
demo_netdebug_buildSnapshotSummary bool 0 no When starting playback, should the demo manager build a summary of the snapshot data in the file?
demo_netdebug_largeSnapshotSize int 3000 no In bytes, how big a snapshot should we call out from the snapshot summary?
demo_netdebug_slowSnapshotDelay int 250 no In milliseconds, how far apart should snapshot be for us to call out a warning from the snapshot summary?
demo_numPacketsPerCheckpoint int 30 no How many packets are used to store checkpoints? Must be enough to store a complete base state for a full level.
demo_pause bool 0 no Pauses the demo at the current point. Not a true pause, just an interpolation pause (good enough for now)
demo_processPauseBreakType int 0 no During playback, which type of pause break should we pause on? 0 = NONE, 1 = BAD SPAWN, 2 = BAD TELEPORT
demo_processStoredReliables bool 1 no During playback, should we process stored reliables? If not, we'll skip them.
demo_recording_globaldisable bool 0 no Flat-out disable demo recording from being initiated (won't stop in-progress demos)

dtls_

14 cvars.

Name Type Default Exposed Description
dtls_cipherSuitesPreference string DTLS_PSK_WITH_AES_128_GCM_SHA256,DTLS_PSK_WITH_AES_128_CBC_SHA256 no List of cipher suites in decreasing order of preference separated by ','.
dtls_cookiesCallsLimit int 10000 no Number of calls before a new cookie secret needs to be generated (must be > than COOKIE_CALLS_MINIMUM)
dtls_cookiesLifetimeMS time_ms 600000 no Time before the cookie secret needs to be generated
dtls_enableAlternateSignatureAlgorithms bool 1 no DTLS enable alternate signature algorithms
dtls_enableCertificateTypes bool 0 no DTLS enable sending non-x509 certificates
dtls_enableEncryptThenMAC bool 1 no DTLS enable encrypt then MAC extension (more secure)
dtls_enableHeartbeatRequests bool 1 no DTLS enable being sent heartbeat request messages
dtls_enableHeartbeats bool 0 no DTLS enable heartbeat messages (helps determine PTMU)
dtls_enableRenegotiationInfo bool 1 no DTLS enable renegotiation info extension (secures renegotiations)
dtls_enableTruncatedHMAC bool 1 no DTLS enable trucated HMAC values extension (first 80 bits instead of full value)
dtls_maxCbcExtraPaddingBlocks int 0 no Maximum number of padding blocks to add when using CBC mode (up to 14)
dtls_maximumFragmentLength int 0 no DTLS Maximum Fragment Length extension value (0 = 2**14, 1 = 2**9, 2 = 2**10, 3 = 2**11, 4 = 2**12)
dtls_maximumHandshakeMessageRetransmit int 10 no Maximum number of handshake message retransmits before aborting the connection
dtls_verbose int 0 no Controls logging dtls messages (0 = none, 1 = debug, 2 = trace)

face_

12 cvars.

Name Type Default Exposed Description
face_blinkScale float 0.5 no scale blink intervals by this much
face_debugTextEvent string (empty) no break when the text in a text event matches this value
face_eyeJitter float 2.0 no maximum jitter offset at a distance of eyeJitterMinDist
face_eyeSpreadScale float 0.1 no scale to apply to the delta between the AI's eyes when offsetting the left eye's focus point
face_eyeZOffset float 0 no offset to apply to focus Z
face_fidgetIntervalMax float 10 no maximum interval between fidgets
face_fidgetIntervalMin float 6 no minimum interval between fidgets
face_fluffIntervalMax float 3 no maximum min interval between any fluff
face_fluffIntervalMin float 1 no minimum min interval between any fluff
face_glanceIntervalMax float 5 no maximum interval between glances
face_glanceIntervalMin float 3 no minimum interval between glances
face_jitterMinDist float 32.0 no distance at which eye jitter clamps to minimum

fb_

13 cvars.

Name Type Default Exposed Description
fb_debugBreathingAnims int 0 no 1 uses fb_breathAdjustScale and fb_breathAdjustSpeed to adjust the breathing animations. 2 is the same as 1 but sets heavy breathing. 3 uses fb_breathAdjustSprintBreath
fb_leftLegOffsetX float 0 no X offset of the players left leg
fb_leftLegOffsetY float 0 no Y offset of the players left leg
fb_leftLegOffsetZ float 0 no Z offset of the players left leg
fb_leftLegRotX float 0 no X rotation of the players left leg
fb_leftLegRotY float 0 no Y rotation of the players left leg
fb_leftLegRotZ float 0 no Z rotation of the players left leg
fb_rightLegOffsetX float 0 no X offset of the players right leg
fb_rightLegOffsetY float 0 no Y offset of the players right leg
fb_rightLegOffsetZ float 0 no Z offset of the players right leg
fb_rightLegRotX float 0 no X rotation of the players right leg
fb_rightLegRotY float 0 no Y rotation of the players right leg
fb_rightLegRotZ float 0 no Z rotation of the players right leg

fc_

16 cvars.

Name Type Default Exposed Description
fc_batchReadSizeKB int 1024 no Maximum individual sized read size
fc_checkHdcTimestamps bool 0 no If zero, don't clear the hard disk cache when timestamps are dirty
fc_hardDiskNoSeekOffset int 16 no number of cache lines that can be skipped without seeking
fc_hardDiskRequestTimeOut int 24 no milliseconds after which a request times out
fc_leaveFreeMapMB int 128 no Leave this much in ConsumeMemoryFromMapHeap
fc_leaveFreePersistMB int 8 no Leave this much in ConsumeMemoryFromMapHeap
fc_maxCacheMemoryMB int 1024 no Maximum cache size in megabytes
fc_minCacheMemoryMB int 4 no Minimum cache size in megabytes, take this much even if over committed
fc_opticalDiskNoSeekOffset int 16 no number of cache lines that can be skipped without seeking
fc_opticalDiskRequestTimeOut int 48 no milliseconds after which a request times out
fc_opticalDiskSkipOffset int 5 no keep on reading if the next cache line is less than this many lines ahead
fc_periodicStreamControlJobFrequency int 16 no Frequency of stream control job
fc_printProcessRequestsPerformanceWarning bool 0 no print the "idStreamControlThread::ProcessRequests() took x msec" performance warning
fc_useHdc int 0 no 1 = enable hard hard cache, 2 = force hard disk cache
fc_usePeriodicJob bool 0 no Use periodic job instead of thread for stream control
fc_verifyCacheReadData bool 0 no Compare every cache read with an actual ReadOfs

fs_

19 cvars.

Name Type Default Exposed Description
fs_arbitraryZipSupport bool 0 no default = 1, 0 = will not load zip files
fs_atomicFileWrite bool 1 no Return idFile_AtomicWrite instead of idFile_Permanent on OpenFileWrite
fs_atomicWriteTempFileInGenerated bool 0 no put the temp file for atomic files into generated/temp
fs_benchmarkSeekMicroseconds int 20000 no If benchmark < this, assume HD
fs_caseSensitiveFS bool 0 no —
fs_copyfiles string (empty) no If set will copy all files opened for read to this path, i.e. 'fs_copyfiles x:/work/d00m/' may be set on the command line or post engine load
fs_debug int 0 yes —
fs_mtpWholeReadThreshold int 524288 no if an mtp file size is less than this threshold, block read the entire thing and return a memory file
fs_nfsRetries int 30 no nfs connection error retries before failure, -1 for infinite
fs_nfsRetryWait float 1 no nfs connection error wait before retry in seconds
fs_noCheckout bool 0 no 1 = chmod local files for writing/deleting instead of checking out
fs_noOverlappedIO bool 0 no default = 0, 1 = uses blocking reads instead of overlapped reads
fs_OnDemandZipReads bool 0 no Closes opened zip files after they're opened and re-opens them when file IO needs to take place
fs_readOnly bool 0 no default = 0, 1 = will set file system to read only
fs_reportReads bool 0 no Report every filesystem reads
fs_shareRetry bool 0 no default = 0, 1 = retry opening files when encountering a sharing error
fs_sourceControlEnable bool 0 no enable automatic source control gets for missing files
fs_sourceControlGetWholeFolders bool 0 no update the entire folder on a source control get, only gets files with the same extension, currently excludes tgas
fs_sourceControlWorkspace string (empty) no use an explicit workspace for source control operations

gc_

31 cvars.

Name Type Default Exposed Description
gc_allowDemoPlaybackSpawnDebugging bool 0 no Allow spawn system debugging during demo playback. Must be set BEFORE starting demo playback.
gc_autoRecordDemos int 0 no When 1, automatically records demos for each match in PRODUCTION (packaged) builds. When 2, automatically records demos for each match in all builds.
gc_coop_assistPct float 0.3 no Percentage of damage a player must do to get an assist (while not getting killing blow)
gc_debugPVPUnlockItems bool 0 no Toggle debug text when giving PVP unlocks.
gc_delayBeforeSpectatingMS int 3000 no How long do we sit on death cam before going to spectating, for modes that allow it.
gc_epilogue_timeForVictoryScreens int 3 no Amount of time to show victory screens in seconds
gc_epilogue_type int 0 no 0 = demon slaughter. 1 = escape
gc_failedRestartTime int 15 no In seconds, the time that the game will take before restarting when it has failed
gc_forceLoadoutOnGameStart bool 1 no If true, a loadout will be forced on the player when the game starts. If false, they can stay at the loadout screen forever
gc_forcePartnerLeft bool 0 no Force the partner left scenario
gc_forceSpawnFail bool 0 no Force spawns to be at this spawn index.
gc_forceStats bool 1 no If true, stats will be posted, xp will be awarded, even in games where it normally would not.
gc_friendlyFire bool 0 no 1 = Shooting teammates will hurt them.
gc_gameOverEndDurationMS int 0 no Duration of time between game over starting and the round results.
gc_killsAwardedForKillingDemonPlayer int 1 no How many kills/assists are awarded for killing/assisting a player-controlled demon
gc_lowSpawnTicketWarning int 6 no If spawn tickets are used, will change color to display warning when YOUR team has <= this many tickets left.
gc_numOvertimeRoundsDebugOverride int 0 no When > 0, overrides the numOvertimeRounds for this game mode.
gc_numRoundsDebugOverride int 0 no When > 0, overrides the numRounds for this game mode.
gc_playerReviveEnabled bool 0 no Override. If on, always will allow revive. If off, it will default to whatever the game dictates.
gc_preGameDurationMS int 15000 no Duration of pre-game in milliseconds. Controls the Waiting for Players... duration
gc_resultsTimeMS int 20000 no Time in milliseconds for results screen
gc_reviveThreshold float 2.0 no Threshold of time to game over if both players are down (in seconds). Time of 0 means infinite
gc_roundRestartDurationMS int 5000 no Duration of between rounds loadout in milliseconds.
gc_roundResultsDurationMS int 5000 no Duration of between rounds results screen in milliseconds.
gc_showDamageBalanceData bool 0 no Show debug information used to balance player damage in MP games.
gc_spCheckForJSIP bool 0 no If true - will check for players that join the session in progress. Useful for testing with bots. Be sure to set 'p_spRespawnOnDeath' to 1 as well!
gc_spectatorCamDurationMS int 0 no Duration of spectator mode in milliseconds before respawning - if respawning is allowed.
gc_testStats bool 0 no Test uploading leaderboard stats
gc_timeDelayBetweenLeadChangeCallout int 15000 no Amount of time from last lead change callout until the new lead change callout is allowed to play
gc_timePercentUntilLeadChangeCallout float 0.05f no Percent of time until the lead change callout is allowed to play
gc_timeUntilRespawnOverrideInMS int 0 no If not zero, time until the player is forced to respawn in milliseconds

in_

13 cvars.

Name Type Default Exposed Description
in_anglespeedkey float 1.5 yes angle change scale when holding down _speed button
in_controlInactiveWindow bool 0 yes allow joystick input to control game instances that don't have win focus
in_invertLook bool 0 yes inverts the look controls so the forward looks up (flight controls)
in_joystick bool 1 yes enables joystick input
in_joystickRumble bool 1 yes enables joystick rumble
in_lockMouse bool 1 yes Enable mouse locking
in_MarkJoystickInactiveOnMouseInput bool 1 no 1 - Will mark joystick inactive on mouse input events 0 - will not mark inactive
in_mouse bool 1 yes enable mouse input
in_pitchspeed float 140 yes pitch change speed when holding down look _lookUp or _lookDown button
in_requireGameWindowActive bool 1 yes true - input will be cleared when game window loses focus, false - input present when window lost focus will repeat
in_testJoystickRumble bool 0 no enables joystick rumble testing from console and key binding via 'playRumble'
in_unlockMouseInMenus bool 0 yes If true, the mouse cursor can move outside the game window while in menus.
in_yawspeed float 140 yes yaw change speed when holding down _left or _right button

is_

26 cvars.

Name Type Default Exposed Description
is_cachedIO bool 1 no Use stream file cache for IO
is_cacheGreedily bool 1 no Cache additional mips for images
is_debugColorScheme int 0 no —
is_decodeAlwaysJobs bool 0 no Always use jobs to decode
is_decodeMinJobPriority int 1 no Minimum texture priority to decode with a job chain
is_decodeMinJobThroughput float 15 no Minimum decode velocity MB/s before jobs are an option
is_defrag bool 1 no Defragment the pool on the fly
is_defragAllocDriven int 1 no Defragment the pool based upon allocation demands
is_defragAllocDrivenSearchTimeout int 500 no Maximum number of iterations to spend in searching for an alloc driven move
is_defragAlways bool 0 no Defragment the pool each frame
is_defragLimitCount int 64 no Maximum amount of individual moves per frame
is_defragLimitMB int 32 no Maximum amount of data moved per frame in MiB
is_defragValidateMemRequirements bool 0 no Validate memory requirements when moving
is_enableAMDTransferWorkaround bool 1 no Enable AMD specific transfer workaround
is_enableStreaming bool 1 no Enable image streaming reads/reduces
is_materialAniso float 4 yes Floating point aniso for material textures.
is_maxAllocationsPerFrame int 32 no Maximum number of image allocations per frame
is_maxUploadsPerFrame int 24 yes Maximum number of uploads per frame
is_minDistance float 0.01 no Minimum clamp distance to object for computing mip level
is_mipBias int 0 no Streaming mip bias
is_poolSize int 1024 yes Image streaming pool size in MiB. is_restart after changing this.
is_printTimings bool 0 no Print image streaming timings to console
is_treeGather bool 1 no Use static stream tree for gather
is_treeGatherNear float 24 no Threshold for gathering solely from tree
is_treeGatherUpdateQuantization float 0.5 no Minimum change in a bounds axis before the object is updated in the dynamic tree
is_update bool 1 no Update image streaming

jobs_

19 cvars.

Name Type Default Exposed Description
jobs_allowCore6 bool 0 no Only for consoles. Do or do not allow worker threads to be scheduled onto core 6.
jobs_coopChainSleepInWait bool 1 no hack for r_usesmp 1
jobs_drawDebugGUI int 0 yes 0 = off, 1 = dynamic stats, 2 = umbra only
jobs_enableLogging bool 0 no Enable or disable job system logging entirely.
jobs_forceSingleThreaded bool 0 no Force the job system to run single threaded, executing them immediately upon being submitted.
jobs_logLevel int 2 no Sets the logging level of the job system. 0=None, 1=Error, 2=Warnings, 3=Debug, 4=Everything
jobs_longJobMicroSec int 10000 no Print a warning for jobs that take more than this number of microseconds
jobs_maxJobChainTime int 3600 no The maximum amount of time, in seconds, to wait for a job chain before giving up.
jobs_numThreads int -1 yes The number of threads used to crunch through jobs. if -1, use the maximum number of hyperthreads, minus one for main.
jobs_packageTestFirstCore int 0 no The index of the first core to schedule on. The last core is jobs_jobs_packageTestNumCores + this.
jobs_packageTestNumCores int 4 no The number of cores to use for the package separation testing
jobs_packageTestNumIterations int 131072 no The number of iterations to make in each test. For example, a single test pass normalizes this amount of vectors.
jobs_packageTestNumPasses int 128 no The number of passes to make in each test. For example, each test includes this number of runs, which are averaged together for the final timing. Higher is better, but slower to run.
jobs_packageTestNumTestRuns int 8 no The number of times to run the tests
jobs_pushProfileLabels bool 0 no push pix/razor cpu labels around jobs
jobs_pushTelemetryLabels bool 0 no push pix/razor cpu labels around jobs
jobs_testNumLights int 16 no Number of rays to run in the job system test
jobs_testNumRays int 1024 no Number of rays to run in the job system test
jobs_waitModifiesPriority bool 1 no When a wait or try-wait occurs on a job chain, it will set the priority to high (does not take effect until the next group is scheduled.)

joy_

20 cvars.

Name Type Default Exposed Description
joy_circleToSquare int 2 yes Convert view input from circle to square to prevent diag slowdown.
joy_circleToSquarePower float 2 yes Power exponent for the circle to square lerp
joy_dampenLook bool 1 yes Do not allow full acceleration on look
joy_deadZone float 0.15 yes specifies how large the dead-zone is on the joystick
joy_deltaPerMSLook float 0.003 yes Max amount to be added on look per MS
joy_edgeAccelerationAcceleration float 520.0 yes Max turn acceleration when edge acceleration is active
joy_edgeAccelerationScalar float 0.4 yes Percentage of max turn rate to add when edge acceleration is active (0.0 does nothing; 1.0 doubles turn speed)
joy_edgeAccelerationThreshold float 0.9 yes Percentage of joystick deflection needed before edge acceleration kicks in
joy_gammaLook bool 1 yes use a log curve instead of a power curve for movement
joy_mergedDeadZoneAngle float 10.0 yes If joy_mergedThreshold is enabled, this value is used as an angular dead zone
joy_mergedThreshold bool 1 yes If the thresholds aren't merged, you drift more off center
joy_pitchSpeed float 120 yes pitch speed when pressing left or right on the joystick
joy_powerScale float 2 yes Raise joystick values to this power
joy_range float 1.0 yes allow full range to be mapped to a smaller offset
joy_smoothingAcceleration float 1300.0 yes Max turn acceleration
joy_smoothingEnabled bool 1 yes Enable look smoothing
joy_smoothingSensitivityScalar float 1.0 yes Additional joystick sensitivity scalar when smoothing is enabled
joy_triggerThreshold float 0.2 yes how far the joystick triggers have to be pressed before they register as down
joy_useGameDeltaTime bool 0 yes Use game delta time instead of immediate system queried delta time
joy_yawSpeed float 240 yes yaw speed when pressing left or right on the joystick

31 cvars.

Name Type Default Exposed Description
menu_allowMeinLeben bool 0 no allow mein leben whether or not the game has been beat on other skill levels, development only
menu_creditsendframeregularJP int 10544 no on which frame we end the credits on jp build for fergus only
menu_creditspercentage_height float 0.10 no how far from top and bottom textfields should be aligned
menu_creditspercentage_width float 0.10 no how far from left and right the textfields should be aligned
menu_creditspositionxendgame int 370 no where the entries are positioned in endgame
menu_creditspositionxmainmenu int 0 no where the entries are positioned in mainmenu
menu_creditsscrolltime int 2000 no for how long we run the scroll, debug only should be dep on the decl
menu_creditsscrolltimeentry int 12000 no full scroll menu
menu_creditsscrolltimeentry_each int 240 no add a new entry timer.
menu_creditsscrolltimeentry_ingame int 9000 no full scroll
menu_creditsscrolltimeentry_ingameeach int 184 no add a new entry timer.
menu_creditstotaltimesync int 355000 no total time for the synced bink
menu_creditswyattendframe int 10534 no on which frame we end the bink for wyatt only
menu_debug int 0 no show additional menu debug info. 0 = off, 1 = warnings, 2 = additional info
menu_devMenuChronicle bool 0 no True if we loaded chronicles from dev menu
menu_disableActionRepeater bool 0 no whether to turn off repeat actions (useful for when debugging)
menu_disableBNetAccountLink bool 1 no disable link BNet Account flow
menu_fakeMinLobbyUsers int -1 no fake that there are this many users in the lobby
menu_forcelayer int -1 no Only render this instance of the guimodel, used when running layered rendering.
menu_pauseRemoveOptionsForPressdemo bool 0 no turn on to remove options for press tour demo
menu_playCommandbarTransitions bool 0 no fade the command bar in / out in the journal when changing tabs or when its color changes
menu_reloadbindings bool 0 no dev reload of binding to make them run the initialize again
menu_sasMachineUnlockDateDay int 7 no What day we unlock
menu_sasMachineUnlockDateHour int 14 no What time we unlock
menu_sasMachineUnlockDateMonth int 10 no What month we unlock
menu_sasMachineUnlockDateYear int 117 no What year
menu_showLoadFromGame bool 0 no show the load game screen instead of the pause menu from in game
menu_showOptionForDevMenu bool 0 no set to turn on the menu option to go to the DEV menu
menu_showOptionForSASMenu bool 0 no set to turn on the menu option to go to the SAS menu
menu_showStatsFromGame bool 0 no show the stats screen instead of the pause menu from in game
menu_sleepbeforestart int 2 no How many frames we wait before bink is started to allow banks to load

mp_

16 cvars.

Name Type Default Exposed Description
mp_bot_input_override int -1 no Override local input routing for bot control
mp_crosshairHitbeep bool 0 no Toggle showing hit X when hitting another player in an MP game
mp_enableJoinInProgress bool 0 no If true, join in progress is enabled by default.
mp_maxPlayerSpawnFriendlyDistance float 2000.0 no Max friendly distance.
mp_maxPlayerSpawnHostileDistance float 2000.0 no Max danger distance.
mp_maxPlayerSpawnKillerDistance float 3000.0 no Any spawn location closer than this to the killer will be devalued.
mp_maxPlayerSpawnLastDistance float 0.0 no Any spawn location closer than this to the last spawn will be devalued.
mp_minPlayerSpawnFriendlyDistance float 500.0 no Min friendly distance.
mp_minPlayerSpawnHostileDistance float 400.0 no Min danger distance.
mp_minPlayerSpawnKillerDistance float 1500.0 no Any spawn location closer than this to the killer won't be considered.
mp_minPlayerSpawnLastDistance float 0.0 no Any spawn location closer than this to the last spawn won't be considered.
mp_playerSpawnLookAheadTime float 1.5 no Number of seconds that is used to predict future enemies locations for a LOS check
mp_radialBar_AlwaysGenerate bool 0 no Re-generate radial progress bar verts on every draw.
mp_radialBar_DrawBackdrop bool 0 no Draw backdrop on radial bar.
mp_RadialBarDivisionsOverride int 0 no Override the number of divisions in the circle.
mp_spawnVerbose int 0 no Print detailed spawn manager information for debugging.

net_

130 cvars.

Name Type Default Exposed Description
net_allowMultiplePacketsSentAtOnce bool 0 no Allow multiple packets to be sent in the same frame
net_checkReliableMessageSize bool 0 no will check all reliable messages agenst the goal size. 0 == off, 1 == on
net_checkVersion int 0 no Check for matching version when clients connect. 0: normal rules, 1: force check, otherwise no check (pass always)
net_clientSnapshotPrioritization_Debug bool 0 no Log life-cycle of snapshots (pending -> compressor -> packetprocessor -> sent) with peer info to make sure peers are equally treated.
net_clientSnapshotReception_Debug bool 0 no Log reception of snapshots to try and see why telemetry doesn't seem to match demo or what server sends.
net_coalesceInviteWaitInSeconds int 120 no Time in seconds when a lobby will try to coalesce with another lobby, after sending out invites.
net_connectTimeoutInSeconds int 15 no timeout (in seconds) while connecting
net_debug_snapShotTime bool 0 no —
net_debugBaseStates bool 0 no Log out base state information
net_DebugEntityPriority bool 0 no if true will debug print data for priority sorting
net_debugHandlePackets int 0 no —
net_debughud3_bps_max float 5120.0f no Highest factor of server base snapRate that a client can be throttled
net_debugHud_ResetAggregationTimeMS int 10000 no How long before the aggregation (min/max/avg) should reset
net_debugHud_ShowIncomingSnaps bool 0 no Show incoming snapshots on the net debug hud 3
net_debugNetworkLights bool 0 no —
net_debugSteamLobby bool 0 no —
net_dedicatedServer_requirePlatformValidation bool 1 no When TRUE, failure to validate client will invalidate dedicated lobby
net_dedicatedServerAttempts int 3 no Number of attempts to acquire a dedicated server
net_detectServiceDisconnectTimeoutInSeconds int 30 no Timeout in seconds before a service disconnect is detected
net_disableSnapJob bool 0 no disable snap jobs
net_drawDebugHud int 0 no Shows various network debug information
net_drawDebugPriorityForPeer int -1 no —
net_enableSnapshotTemplates bool 0 no If true, delta against snapshot templates to try to save bandwidth for new objects.
net_entityInterpolationBuffer float 1.25 no The time in MS it will add on to an entity interpolations to make it smooth and seamless
net_entityInterpolationBufferLerp float 0.1 no the amount to lerp to the goal delta every frame
net_entityInterpolationMaxBuffer float 1000.0 no the max allowed delta
net_fakeSearchDelay int 0 no Frames to artificially delay searching for lobby
net_findOrCreateGameLobbyTimeLogInterval int 10000 no How long between logging when the user is still searching for a match
net_fixHiddenDeletes bool 1 no In CopyLatestObjects, attempt to catch hidden deletes (due to single-packet object life)
net_forceLatency int 0 no Simulate network latency (milliseconds round trip time - applied equally on the receive and on the send)
net_forceLatencyRange int 0 no Used with net_forceLatency. This cvar specifies a random latency value from -x to +x where x is this cvar and is added to net_forcelatency.
net_forceStartMatchRatioPeersLoaded float 0.8 no Ratio of peers required before allowing force starting a match.
net_forceStartMatchTimeLimit int 30 no Max amount of time before allowing force starting a match
net_forceUpstream float 0 no Force a maximum upstream in kB/s (256kbps <-> 32kB/s)
net_forceUpstreamQueue int 64 no How much data is queued when enforcing upstream (in kB)
net_ForceWriteSnap bool 0 no If true, server will create snapshots even if there are no peers (for debugging)
net_goalReliableMessageSize int 750 no the goal size for reliable message to be under
net_HTP_timeoutMS time_ms 10000 no Time before a HTTP job will timeout.
net_ignoreConnects int 1 no Test as if no one can connect to me. 0 = off, 1 = ignore with no reply, 2 = send goodbye
net_ignoreStartMatch bool 0 no Skips starting a match. Only on dedicated servers.
net_ip string localhost no local IP address
net_levelDataSend int 0 no Strategy for sending the level data. 0: legacy, 1: new.
net_LobbyCoalesceTimeInSeconds int 30 no Time in seconds when a lobby will try to coalesce with another lobby when there is only one user.
net_LobbyRandomCoalesceTimeInSeconds int 3 no Random time to add to net_LobbyCoalesceTimeInSeconds
net_max_party_lobby_members int 6 no Maximum users allowed in a single party
net_maxFailedPingRecoveries int 10 no Max failed ping recoveries before we stop trying
net_maxLocalUsers int 1 no The maximum allowed local user count. Set to 2+ for splitscreen
net_maxPlayersOverride int 0 no Override for the maximum number of match players when starting a multiplayer session.
net_maxRate int 50 no max send rate in kilobytes per second
net_migration_enable bool 1 no enable host migration. no effect unless net_qos_enable > 0.
net_migration_forcePeer int -1 no When set to >-1, it forces that peer number to be the new host during migration
net_migration_hostPick int 2 no How to pick a migration fallback host. 0: legacy ping based only, 1: use host picks exclusively (new code, no legacy), 2: use host picks, fallback to legacy for MP only, 3: use host picks and fallback for legacy both MP and snaps
net_migration_legacyUsesPing bool 0 no Whether to consider pings when comparing hosts using legacy ping
net_migration_skipPickHostTimeout bool 0 no Wait forever while picking migration host.
net_min_ping_in_ms int 1500 no Ping has to be higher than this before we consider throttling to recover
net_MPCloudGobblerAllowFrequencyOverride bool 1 no Allow the MP Cloud Gobbler server to set override the send frequency
net_MPCloudGobblerAllowRemoteDisable bool 1 no Allow the MP Cloud Gobbler server to disable the log listener
net_MPCloudGobblerAllowRemoteLevelSetting bool 1 no Allow the MP Cloud Gobbler sever to override the log level
net_mpCloudGobblerHeartbeatPeriodMs time_ms 60000 no Time in MS between MP Cloud Gobbler heartbeat events
net_nonHostAdmin_enable bool 1 no enable switching to non-host admin if poor uprate. no effect unless net_qos_enable > 0.
net_offlineTransitionThreshold int 1000 no Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game
net_outputLogInfo int 1 no 0 - warnings and errors, 1 - initialization info, socket opens and tcp listens, 2 - everything
net_packetStall_maxTime int 500 no how much total time allowed total to handle packets -ms
net_partialSnapShotDeltaSize int 4000 no Optimal size of snapshot delta msgs.
net_peer_throttle_bps_decay float 0.25f no If peer exceeds this number of queued snap deltas, then throttle his effective snap rate
net_peer_throttle_bps_duration int 3000 no If peer exceeds this number of queued snap deltas, then throttle his effective snap rate
net_peer_throttle_bps_host_threshold float 1024 no Min outgoing bps of host for bps based throttling to be considered
net_peer_throttle_bps_peer_threshold_pct float 0.60 no Min reported incoming bps % of sent from host that a peer must maintain before throttling kicks in
net_peer_throttle_maxSnapRate int 4 no Highest factor of server base snapRate that a client can be throttled
net_peer_throttle_minSnapSeq int 150 no Minimum number of snapshot exchanges before throttling can be triggered
net_peer_throttle_mode int 3 no = 0 off, 1 = enable fixed, 2 = absolute, 3 = both
net_peerTimeoutDisabled bool 0 no Completely disable CheckHeartBeats and IsLosingConnectionToHost checks that use net_peerTimeoutInSeconds
net_peerTimeoutDuringLoadMS int 10000 no Time in ms before we stop waiting for peer during map load and go ahead into game without them
net_peerTimeoutInSeconds int 30 no If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected.
net_peerTimeoutInSeconds_Lobby int 20 no If the host hasn't received a response from a peer in this amount of time (in seconds), the peer will be disconnected.
net_pingIncPercentBeforeRecover float 1.3 no Percentage change increase of ping before we try to recover
net_pingRecoveryThrottleTimeInSeconds int 3 no Throttle snaps for this amount of time in seconds to recover from ping spike.
net_print_ucmds_outgoing bool 0 no —
net_prioritySnapDeltaSize int 3000 no Optimal size of snapshot delta msgs.
net_qos_enable int 1 no bandwidth and connectivity checks: 0 - disable, 1 - enable in snapmaps, 2 - enable always.
net_qos_forceAdmin bool 0 no Set to 1 to force prompting for switching to a non-admin host. Will pick the best suited peer, even if local host would be ok.
net_queuedreliableWarningThreshold int 15 no Controls the number of reliables to test against to be considered too much
net_queueSnapAcks bool 0 no —
net_realPhysicsRadius float 0 no If any interpolated entities are within this radius of a local player, the interpolated entity will evaluate real physics.
net_reduceThrottlePingMultiplier int -1 no For every level of throttle (1x the common snaprate), if ping drops below level * this cvar, reduce throttle. If < 0 do not reduce throttle.
net_reliable_startFx_debug bool 0 no Prints debug information about the start fx reliable
net_remoteAvailability_forceBestRegionId int -1 no Force the best region id to this value (set negative to disable)
net_REST_timeoutMS time_ms 10000 no Time before a REST job will timeout.
net_sendCompletedPendingSnapsEarly bool 1 no Turn this off to fallback to sending updating/sending snaps at the end of the frame; snaps will fail to be set if off
net_sendCustomizationReliable bool 1 no Send the customizations over the network.
net_showReliableCompression bool 0 no Show reliable compression ratio.
net_skipClientDeltaAppend bool 0 no Simulate delta receive buffer overflowing
net_skipGoodbye bool 0 no —
net_skipRecentEntitlementUpdate bool 0 no if set, skips the recent entitlements.
net_snap_bw_test_throttle_max_scale float 0.80 no When clamping bandwidth to reported values, scale reported value by this
net_snap_redundant_resend_in_ms int 800 no Delay between redundantly sending snaps during initial snap exchange
net_snapRate int 0 no —
net_snapshot_metrics bool 0 no Draw snapshot metrics on screen. 1 = dynamic draw, 2 = static draw, 3 = dynamic raw for largest delta, 4 = draw on fragmentation
net_snapshot_metrics_peer int 0 no Peer to show with net_snapshot_metrics
net_snapshot_metrics_report_fragment bool 1 no Report snapshot metrics when delta fragments
net_snapshot_metrics_report_seq int 100 no Minimum snap sequence to report. Used to not report initial snapshots
net_snapshot_metrics_report_size int 2000 no Report snapshot metrics snapshot delta is greater than this size
net_snapshot_metrics_skipZero bool 1 no Skips objects that didnt change in metric report
net_snapshot_send_warntime int 500 no Print warning messages if we take longer than this to send a client a snapshot.
net_ssTemplateDebug bool 0 no Debug snapshot template states
net_ssTemplateDebugObject int -1 no Will dump template data to console for the corresponding object ID.
net_ssTemplatePrint bool 0 no Prints the raw data whenever a snapshot template is used.
net_testPartyMemberConnectFail int -1 no Force this party member index to fail to connect to games.
net_useCMap bool 1 yes Use cmap for multiplayer maps
net_userCmdRate int 2 no —
net_verbose_Throttling_Snapshot bool 0 no if true will debug print data for snapshot throttling
net_verboseSimulatedTraffic bool 0 no Print some stats about simulated traffic (net_force* cvars)
net_verboseSnapshot int 0 no Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verboseSnapshotCompression int 0 no Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verboseSnapshotObject int -1 no this will help with the spam from net_verboseSnapshot, if -1 will spam like normal, if >= 0 will only print out data for objID == net_verboseSnapshotObject
net_verboseSnapshotReport int 0 no Verbose snapshot code to help debug snapshot problems. Greater the number greater the spam
net_verifyReliableQueue int 2 no 0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test
net_visMaxDistance float 0 no distance based visibility (developer use)
net_voice bool 0 no Enable or disable voice chat
net_voice_throttleStart int 1000 no Throttle steam voice start by x ms to avoid timing bugs
net_voiceDebug int 0 no View debug output for voice specific things
net_voiceDevice int -1 yes Which audio device to use for voice output (listVoiceDevices to list, -1 for default)
net_voicePerformanceData bool 0 no Show Steam XAudio2 performance data
net_voicePushToTalk bool 1 no Enable or disable push to talk
net_voiceTalkTimeMS int 500 no Time (ms) since last data from talker before talker considered silent
net_voiceTrackMicStatus bool 0 no If on, track whether or not players have a mic and report to others
net_voiceVolume float 1.0f no Set the voice playback volume level. 0.0f - 2.0f (0.0f is silence)
net_waitOnPeersToLoadMinimumCount int 0 no How many clients needed before we are allowed to force everyone into the game when other peers are taking forever
net_waitOnPeerToLoadTimer_Seconds int 10 no After a client joins, how long to wait for the rest of the clients to join before just starting the game.
net_waitOnSnaps bool 0 no wait on snaps

p_

20 cvars.

Name Type Default Exposed Description
p_allowPlayerWeaponFarDOF bool 1 no player weapon near DOF settings applicable
p_allowPlayerWeaponNearDOF bool 0 no player weapon near DOF settings applicable
p_debugHudBackgroundA float 1.00 yes player debug hud background A component
p_debugHudBackgroundB float 0.25 yes player debug hud background B component
p_debugHudBackgroundG float 0.25 yes player debug hud background G component
p_debugHudBackgroundR float 0.25 yes player debug hud background R component
p_debugHudForegroundA float 1.00 yes player debug hud foreground A component
p_debugHudForegroundB float 0.00 yes player debug hud foreground B component
p_debugHudForegroundG float 1.00 yes player debug hud foreground G component
p_debugHudForegroundR float 1.00 yes player debug hud foreground R component
p_echoPulseDistance float 200.0 no distance the echo needs to travel
p_echoPulseTime int 10000 no time it takes for the echo to finish in milliseconds
p_enablePlayerWeaponDof bool 1 no enables the players DOF settings for weapons (and takedowns etc).
p_fire_clientFire bool 1 no Allow ClientFires
p_fire_clientFireDebug int 0 no Debug ClientFires
p_fire_clientHitscans bool 1 no Allow Client authoritative hitscans
p_fire_clientHitscansNotify bool 0 no Displays markers where local client hitscan hits
p_killCuttoffTime int 5000 no Cuttoff time (in milliseconds) a player will be granted a kill if the target dies from self damage or environment.
p_shieldAmountToStartFlash float 25.0f no The amount of shield when we need to flash the shield low FX
p_stepUpSpringK float 350 no Spring constant for step-up

plog_

11 cvars.

Name Type Default Exposed Description
plog_cumulative bool 0 no don't flush records, keep a running tab
plog_drillDownMode int 0 no 0 = none, 1 = print entire child tree for any item that passes threshold
plog_drillDownStartDepth int 2 no depth at which to start looking at drill down mode
plog_forcePrint bool 0 no force one print of plog info
plog_gameThreshold float 0 no only shows data from a game frame that exceeds this time
plog_holdPrint bool 0 no don't print plog info
plog_itemThreshold float 0 no only shows individual items that exceed this threshold
plog_mode int 0 no global performance log mode, 0 = list, 1 = call graph
plog_sortMode int 0 no sort mode (0 = normal, 1 = sort by time)
plog_threshold float 0 no only shows the global log if the total time exceeds this threshold
plog_totalThreshold float 0 no only shows any items if total of all filtered groups exceeds this ms

resource_

56 cvars.

Name Type Default Exposed Description
resource_bootVideo string bink/boot/boot_pc.bk2 no video to load during initial ( not restart ) boot cycle
resource_clearUserCmdGen bool 1 no toggle to clear userCmdGen at the end of load screens
resource_combineParmVariantsInCooked bool 1 no combine all parm variants in the same container in cooked
resource_debugLevel int 0 no Set to 1 for huge console spew
resource_debugName string (empty) no name of resource to debug
resource_debugPersistHeap bool 0 no set to use the play heap
resource_defaultedResourceIsStaleOnFirstLoad int 1 no consider defaulted resources to be stale on first load (will go away)
resource_defaultVideo string video\bink/logo_end.bik no default video used as reference
resource_disableBGL bool 1 no disable the background loader, not good for speed
resource_disableBGLForLargeFiles bool 0 no don't run files larger than the ring buffer through the BGL
resource_diskStreamingBufferSize int 8 no (MiB) buffer size for disk streamer
resource_diskStreamingDebugUseDirectFile bool 0 no use source file instead of streamer for debugging
resource_diskStreamingMaxReadGap int 128 no (kiB) max gap to read without seek
resource_diskStreamingProfile bool 1 no collect performance stats on the disk streaming
resource_diskStreamingScratchBufferSize int 4 no (MiB) read-scratch buffer size for disk streamer
resource_diskStreamingTreaded bool 1 no use a background thread for disk reads
resource_diskStreamingVerifyReads bool 0 no verify reads from the streamer with direct file reads
resource_dlcDbgSearchPath string (empty) no Search path for dlcs
resource_errorInGame int 0 no 0 - Nothing. 1 - Warning. 2 - Fatal Error - if loaded during gameplay
resource_errorOnResolveFailure bool 1 no 1 = errors on failure to resolve code resources, 0 = just warnings
resource_ignoreLayers bool 0 no ignore layer bits and load all layers during map loads
resource_lastGmcChunkId int 15 no chunks <= are where in the gmc (that is, on blue ray)
resource_loadLooseAssets bool 0 no check for loose assets when satisfying file io from a resource file
resource_loadTimeTimeout int 50 no Maximum number of seconds to spend in the load overall, when waiting for image streaming prefetch
resource_onDemandStaticModels bool 0 no if 1 will not preload static geo in all cases
resource_outPath string (empty) no Optional output path for resource files
resource_parallelGenerate bool 1 no Enable parallel resource generation in BatchStaleCheckAndGenerate
resource_prefetchCatchupTimeout int 5 no Maximum number of seconds to spend at the end of loading, waiting for image streaming prefetch
resource_printCookedUse int 0 no 1 = print resources loaded from cooked, 2 = only print non-use
resource_printMatchingId string (empty) no If non empty, will print the name of the resource that matches this id when idResourceList::GenerateResourceIDForName() is called on it
resource_progressVideo string video\bink/logo_end.bik no video to load during restart boot cycle
resource_restartVideo string video\bink/logo_end.bik no video to load during restart boot cycle
resource_showLoads int 0 no 1 = show all loads, 2 = show all finds
resource_showLocalized bool 0 no 1 = show all localized resource names
resource_showStaleReloads bool 0 no Prints to the console whenever a resource is stale-reloaded.
resource_snapLoadOnDemand bool 1 no tomes and bcm load on demand
resource_spamDeclNotFound bool 1 no 0 = don't spam decl files not found in production builds, in many cases this is valid, 1 = spam
resource_spamLoads bool 0 no 0 = don't spam files loaded in production builds, in many cases this is valid, 1 = spam
resource_spamNoTextForDecl bool 1 no 0 = don't spam no text for decls, in many cases this is valid, 1 = spam
resource_spewPakSpam bool 0 no print verbose information when updating the cache table from a pak file or remvoing preload entries
resource_staleCheckAndGenerateAllVariations bool 0 no check and generate all variations (but only load the right one). For buildgame and cooker.
resource_streamingInstallDebugMapNotInstalled string (empty) no pretend map isn't installed
resource_trackLoadTimes int 0 no 1 = track the time spent on loading resources and basic statistics per resource list, 2 = time stale checks as well
resource_trackResourceUseDate bool 0 no keep track of when a resource was last use. used by the cooker to remove obsolete resources from cooked
resource_updatePakCacheTable bool 0 no update the resource index file for pak files
resource_useCooked int 1 no 1 = check cooked for valid resources, 2 = update cooked
resource_useCookedNameFilter string (empty) no skip cooked for resource names matching these strings (comma separated list), only for debugging
resource_useCookedTypeFilter string (empty) no skip cooked for these types (comma separated list), only for debugging
resource_useDirectoryWatchers bool 1 no use directory watchers for resource update
resource_usePersistHeap bool 1 yes set to use the play heap
resource_usePreloadModels bool 1 no don't read models from disc if we are just going to dump the surfaces right after
resource_useResourceStorageStreamer bool 1 no use the disk streamer for resource storage containers
resource_verifyResources bool 0 no verify resources
resource_virtualTexturePreload bool 1 no run the virtual texture preloader in parallel with game init
resource_warnOnLoad string (empty) no warn on load that sub string match on string (to find out who cause a resource to load)
resource_writePreloadModels bool 0 no write out the common preload list

resourcestorage_

11 cvars.

Name Type Default Exposed Description
resourceStorage_checkDataCheckSum bool 0 no check resource data checksums on resource load
resourceStorage_clearContainerGenerationTimestamp bool 0 no Set the generationTimestamp of the container to 0, allows for binary file comparisons by making sure the only non static element of the metadata doesn't change
resourceStorage_compressionEnabled bool 1 no Allow for resource compression, 0 disables all resource compression
resourceStorage_printDefaulted bool 0 no Print message when resource defaults
resourceStorage_printOnLoadedWithoutStreamer bool 0 no print if resources are loaded without a disk streamer in production
resourceStorage_printStaleReasons bool 0 no print the reason for a resource being considered stale
resourceStorage_printWriteBinary bool 1 no print when resources are regenerated/written
resourceStorage_segmentContainers bool 0 no split containers into multiple segments
resourceStorage_segmentContainersSize int -1 no size of a data segment in MiB (-1 == max size)
resourceStorage_useStreamingDecompressionForLargeFiles int 1 no use streaming decompression for large files, 1 = in production, 2 = always (for testing)
resourceStorage_validateDeclHashes bool 0 no makes sure the hash stored for decls matches the hash of the actual decl

rs_

17 cvars.

Name Type Default Exposed Description
rs_debug int 0 no Resolution scale debug modes. 1 = Alternate between 50%/100% each other frame
rs_debugView bool 0 no Enable debug view for resolution scaling
rs_display int 0 no 0 - percentages, 1 - pixels per frame
rs_dropFraction float 0.05 no Drop the resolution in increments of this
rs_dropFrames int 16 no Require this many frames between each resolution drop. This heavily affects Temporal techniques results ( negatively if not enough frames ).
rs_dropMilliseconds float 16.5 no Drop the resolution when GPU time exceeds this
rs_dropMillisecondsLargeHeadroom float 15.0 no Drop the resolution when GPU time exceeds this
rs_enable int 0 yes Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both (horz first, then vert)
rs_forceFractionX float 0 yes Force a specific 0.0 to 1.0 horizontal resolution scale
rs_forceFractionY float 0 yes Force a specific 0.0 to 1.0 vertical resolution scale
rs_headRoomMode int 0 yes -1: rs off 0: small headroom (higher res, higher risk of dropped frames) 1: large headroom (lower res, lower risk of drops)
rs_minimumResolutionScale float 0.7 no Never go below this
rs_raiseFraction float 0.06 no Raise the resolution in increments of this
rs_raiseFrames int 5 no Require this many frames below rs_raiseMilliseconds
rs_raiseMilliseconds float 16.0 no Raise the resolution when GPU time is below this for several frames
rs_raiseMillisecondsLargeHeadroom float 14.5 no Raise the resolution when GPU time is below this for several frames
rs_showResolutionChanges int 0 no 1 = Print whenever the resolution scale changes, 2 = always

s_

42 cvars.

Name Type Default Exposed Description
s_allowMultipleListener bool 1 no Allow multiple m_listeners in splitscreen
s_constantAmplitude float -1 no —
s_debugFontSize float 0.3 no Size of the font used on the debug pages
s_drawSounds int 0 no draw sound objects. 1 = all, 2 = point only, 3 = beam and multi-position only
s_environmentBlendTime int 100 no Time in milliseconds
s_environmentStopTime int 100 no Time in milliseconds
s_fakeMemoryAllocOnNousound int 0 no (MIB)reserve memory when s_nosound is set
s_forceListener bool 0 no force the listener to the origin
s_headphone bool 0 yes Headphone panning rule
s_initApuMemoryHeapSize int 370 no Size in megs of the APU memory pool
s_initApuMemoryHeapSizeMP int 320 no Size in megs of the APU memory pool
s_initApuMemoryHeapSizeSP int 320 no Size in megs of the APU memory pool
s_initSoundPoolCount int 128 no The amount of pools we allocate with WWise.
s_lockListener bool 0 no lock listener updates
s_loudness_profile int 2 yes Loudness profile
s_muteEnvironments bool 0 no Mute sound environments
s_muteSound string (empty) no mute all sound objects coming from this object
s_overridevolume float -1 yes Override (no profile etc) Master volume, active if >= 0
s_replaceSFCContainerOnPatch bool 0 no replace the sound.pack file on patching instead of delta patch it
s_reverbBus string (empty) no Force reverb bus
s_showEnvironments int 0 no Render environment portals and info
s_showPaths int 0 no show paths from listener to all sound objects
s_showPostEvent int 0 no Print all events posted on a sound object. 2 = with timestamps
s_showPostEventFilter string (empty) no Filter for s_showPostEvent
s_showSounds int 0 no Show sounds. 1 = sound objects, 2 = playing events
s_showSoundsFilter string (empty) no Filter for s_showSounds
s_showSoundsFreeze bool 0 no Freeze s_showSounds
s_showStateChanges int 0 no 1 = Print all sound object state changes, 2+ = don't show RTPC, 3+ = don't show globals
s_showStateChangesFilter string (empty) no Filters the messages outputed by s_showStateChanges
s_showStateChangesRtpcFilter string (empty) no Filters the messages outputed by s_showStateChanges
s_showStats bool 0 no Show sound info
s_skipOcclusion bool 0 no Skip sound occlusion
s_soloSound string (empty) no mute all sound objects but those coming from this object
s_turretDebugMuzzle bool 0 no makes the weapon statics always fire
s_turretTurnScale float 0.4 no adjusts the player turn speed of emplaced turret
s_useKdQueryClusterForPoint bool 0 no Use k-d tree to accelerate Umbra cell cluster lookups
s_useSoundThreadJob bool 1 no Enable the sound thread as a job
s_verbose int 0 yes Enable extra verbose prints
s_volume float 1 yes Master volume in 0 - 1
s_volume_music float 1 yes Music volume in 0 - 1
s_volume_vo float 0.5 yes VO volume in 0 - 1
s_zombieOnlyFilter bool 0 no Filter for s_showSounds and s_drawSounds. Zombie sounds are sounds without a handle waiting for the playback to stop

shell_

22 cvars.

Name Type Default Exposed Description
shell_backdrop_angles_p string 0 no —
shell_backdrop_angles_r string 0 no —
shell_backdrop_angles_y string 180 no —
shell_backdrop_origin_x string 10 no —
shell_backdrop_origin_y string 0 no —
shell_backdrop_origin_z string 0 no —
shell_backdrop_scale string 1.28 no —
shell_backdrop_testbink bool 0 no —
shell_cameraSpeed float 0.01f no —
shell_changeViewWithControls bool 0 no If true, the controller will be able to control the camera menu
shell_fov string 60 no —
shell_loadCustomizationRoomOnLaunch bool 0 no Start the game with the customization room loaded.
shell_showMigrationDialog bool 0 yes Should show the migration dialogue when migrating.
shell_startmapverbose bool 0 no If true print information when starting maps.
shell_tutorialfliptime int 1000 no milliseconds until we flip to next image if we have one
shell_tutorialreadtime int 1000 no milliseconds until the tutorial is considered to be read
shell_viewangles_p string 0 no —
shell_viewangles_r string 0 no —
shell_viewangles_y string 0 no —
shell_vieworigin_x string -50 no —
shell_vieworigin_y string 0 no —
shell_vieworigin_z string 0 no —

si_

19 cvars.

Name Type Default Exposed Description
si_challengeDifficulty string (empty) no difficulty for challenge new game
si_challengeRespawnSpot string (empty) no name of the spawn spot to use when reloading from a failed challenge (TEMPORARY)
si_checkpointName string (empty) no name of the checkpoint to load with the map command
si_devInventoryLoadoutOverride string (empty) no name of dev inventory loadout override
si_devprogression string (empty) no name of the devprogression to execute on map load
si_endgamecreditsrunning bool 0 no credits started from endgame, at the end endgame will start
si_endgamevariation string (empty) no what variation we should start on after the endgame credits
si_filllayeractive string (empty) no game play fill layers to use with map the map command, debug help only for now
si_freedomChronicleDifficulty string (empty) no difficulty for freedom chronicle new game
si_gamemode int 0 no which gamemode was selected, starting challenges from the main menu
si_ignoredevprogression bool 0 no ignore dev progression inside the devmenu to be able for QA to test easier
si_mainmenustart bool 0 no game started from main menu
si_nextbakevariation string (empty) no bake variation to use with the next map command
si_nextGameDifficulty string (empty) no difficulty for new games
si_nextlayeractive string (empty) no game play layers to use with map the map command
si_progspawnspot string (empty) no player start to use when saving a progression spawn spot.
si_simAllCheckPoints bool 0 no If true all checkpoints in dev mode are simulated
si_spawnspot string player_start no name of the spawn spot to use with the map command
si_splitscreen int 0 no force splitscreen

sm_

10 cvars.

Name Type Default Exposed Description
sm_buildAmbientFast bool 1 no builds the ambient nodes approximately 40% faster on snap maps
sm_cacheAmbient bool 1 no Toggles between caching the build ambient nodes and not
sm_graph_compressed_limit int 1024 no Normalize the graph(s)
sm_graph_object_priority int 256 no Normalize the graph(s)
sm_graph_object_size int 1014 no Normalize the graph(s)
sm_graph_reliable_io_limit int 4096 no Normalize the graph(s)
sm_graph_total_incoming_limit int 20480 no Normalize the graph(s)
sm_graph_total_outgoing_limit int 20480 no —
sm_graph_uncompressed_limit int 12288 no Normalize the graph(s)
sm_reportSnapBuildTimes bool 1 no Toggles the snap map build time reporting on/off

snapedit_

185 cvars.

Name Type Default Exposed Description
snapEdit_allowDof bool 0 no —
snapEdit_autosaveInterval int 0 no interval to autosave in seconds. set to 0 to disable autosave
snapEdit_blueprintTransition float 0.2 no 0 - 1: point in transitional time where blueprint effect kicks in (above the value for skyview, below for fps view)
snapEdit_bottomCutOffPlaneHeight float 64.0 no the height of the bottom cut off plane for snapEdit_viewSingleFloorMode 2
snapEdit_cameraDistanceLimit float 320.0 no distance allowable for the camera in snapEditor
snapEdit_cameraLightRadius float 24.0 no light radius for fps camerea headlight
snapEdit_connectedPortalIconSize float 1.28 no size of connected portal icons
snapEdit_crawlDoorSplinePathForwardOffset float 0.35 no Distance used to offset the crawl portals' SplinePaths in the Forward direction
snapEdit_dblClickThreshold int 200 no time threshold for dbl click in milliseconds
snapEdit_deadzone float 0.5 no deadzone for stick and hold button operations
snapEdit_debugEditorEntityModels bool 0 no debug editor entity models in the editor
snapEdit_debugEntityBounds int 0 no 1 = show all entity bounds. 2 = show only placeable entity bounds. 3 = show only editable entity bounds
snapEdit_debugLights int 0 no 1 = show all lights in the editor. 2 = Show only point lights. 3 = show only spot lights. 4 = show only parallel lights. 5 = show only light probes. 6 = show only area lights.
snapEdit_DebugManipulatorRotation bool 0 no 1 = debug mode.
snapEdit_DebugManipulatorScale bool 0 no 1 = debug mode.
snapEdit_DebugManipulatorTranslation bool 0 no 1 = debug mode.
snapEdit_debugModuleBasis int 0 no 1 = show all module origins and transforms.
snapEdit_debugModuleBounds int 0 no 1 = show all module bounds.
snapEdit_debugModuleIndices int 0 no 1 = show all module and portal indices. 2 = same as 1, but show global portal indices
snapEdit_debugModuleNavBrushes int 0 no 1 = show all module nav polytopes and models.
snapEdit_debugModulePortalBounds int 0 no 1 = show all module portal bounds.
snapEdit_debugModulePortalDirs int 0 no 1 = show all module portal orientations.
snapEdit_debugModulePositions int 0 no 1 = show all module positions and extents.
snapEdit_debugPrefabBounds bool 0 no show prefab bounds
snapEdit_debugWorldBasis int 0 no 1 = show world origin and transform.
snapEdit_defaultEntityBoundsSize float 0.32 no Size of an entity bounding box if not specified
snapEdit_defaultEntitySortFilter int 0 no 0 = Category
snapEdit_defaultPrimitiveSortFilter int 0 no 0:Theme 1:Function 2:Num Portals 3:Size 4:Motif 5:Floor Diff 6:Palette Name 7:Type, 8:Decl Path 9:Deliverable Category
snapEdit_descPosChangeHideTime int 500 no MS to hide description box when it changes position
snapEdit_devMode bool 0 no 1 = Sets dev mode on match parms. This will give the player ALL THE THINGS.
snapEdit_disableCulling bool 0 no 1 = don't cull entities in the snap editor
snapEdit_disablePortalFloorLabel bool 0 no 1 = don't draw floor number labels.
snapEdit_disablePortalIcons bool 0 no 1 = don't draw colored portal icons.
snapEdit_doorSplinePathForwardOffset float 0.0 no Distance used to offset the doors' SplinePaths in the Forward direction
snapEdit_doorSplinePathUpOffset float 0.2 no Distance used to offset the doors' SplinePaths in the Up direction
snapEdit_dragLineScale float 0.01 no scale for the drag line
snapEdit_dragStartThreshold int 100 no Distance in pixels(?) that we need to move to start a drag input.
snapEdit_dragThreshold float 16.0 no Distance threshold for starting a drag operation, in pixels
snapEdit_editLogicRotateMouseScaleX float -0.01 no scale to multiply rotation speed by when using mouse
snapEdit_editLogicRotateMouseScaleY float -0.005 no scale to multiply rotation speed by when using mouse
snapEdit_editLogicRotateScale float 2.0 no scale to multiply rotation speed by
snapEdit_editLogicZoomMouseWheelScale float 0.2 no scale to multiply after snapEdit_editLogicZoomScale for mouse wheel
snapEdit_editLogicZoomScale float 12.0 no scale to multiply fpsDollySpeed by
snapEdit_editPropertiesControlScheme int 0 no control scheme to use for edit properties
snapEdit_editSelectFullLimit bool 0 no test limits full
snapEdit_enableAugmentHighlights bool 1 no 1 = enable render model augments in the editor.
snapEdit_enableDevLayer bool 0 no enable dev layer
snapEdit_enableGrid bool 1 no 0 = disable grid. 1 = enable grid.
snapEdit_entityBobAmplitude float 0.35 no the amplitude of bobbing for entities in the snap editor
snapEdit_entityBobFrequency float 0.003 no the frequency of bobbing for entities in the snap editor
snapEdit_entityConnectionCapsuleRadius float 0.1 no Radius of the capsule we create to do ray trace test against for entity connection detection
snapEdit_entityIconSize float 0.64 no size of entity icons
snapEdit_entityLabelOffset float 0.4 no Offset from the top of the entity's bounding box.
snapEdit_entityPickingDistance float 20.48 no Entity picking raycast distance.
snapEdit_entityRefConnectionScale float 0.1 no entityref connection line scale
snapEdit_entityRefConnectionSpeed float 1.5 no entityref connection texture scroll speed
snapEdit_entityRefConnectionTextureScale float 1.0 no entityref connection texture sizing scale
snapEdit_entityStateIconOffset float 0.72 no Offset from the top of the entity's bounding box.
snapEdit_environmentFogBounds float 650.0 no distance from center bounds for fog to be absent in snapEditor
snapEdit_environmentModuleBounds float 320.0 no module distance from center bounds in snapEditor
snapEdit_findCameraDistance float 4.0 no Distance to place the camera when finding an entity.
snapEdit_floorFadeOutLength float 50.0 no the fade out length above and below the cut off planes for floor viewing mode
snapEdit_floorOutlineSize float 10.0 no size of the outline in both cutoff planes
snapEdit_forceEntityDefUpdateOnSave bool 0 no force entity def update on save even if entity is not dirty
snapEdit_forcePrimitivesRenderAsHovered bool 0 no 1 = force snap render world to use the hover color for all modules
snapEdit_fpsAccelerationTime float 900.0 no Time it takes for fps cam to reach full speed.
snapEdit_fpsBlueprint bool 0 no 0 = disable blueprint effect for fps mode. 1 = enable blueprint effect for fps mode.
snapEdit_fpsDollySpeed float 2.0 no float value for the dolly speed of the fps-logic view.
snapEdit_fpsEntityDollySpeed float 0.2 no float value for the dolly speed of the fps entity mode view.
snapEdit_fpsGravity float 0.08 no float value for the strength of gravity in the fps view.
snapEdit_fpsLerpSpeed float 20 no float value for the min speed to lerp in fps-logic view.
snapEdit_fpsLerpTime time_ms 350 no float value for the max time to lerp in fps-logic view.
snapEdit_fpsLogicSpeedScale float 3.0 no scale speed by this factor when holding LT in fps-logic
snapEdit_fpsLogicViewDistanceMax float 50.0 no Maximum logic view distance.
snapEdit_fpsLogicViewDistanceMin float 0.5 no Minimum logic view distance.
snapEdit_fpsMaxDistance float 20.0f no float value for the max distance camera can be away from entity in fps-logic view. Cannot be less than 1
snapEdit_fpsMinMovePercentage float 0.05 no Smallest percentage of movement the camera will do. Set to 1.0 to disable acceleration.
snapEdit_fpsMoveSpeed float 0.06 no float value for the move speed in the fps view.
snapEdit_fpsOrbitSpeed float 90.0 no float value for the orbit speed of the fps-logic view.
snapEdit_fpsPanSpeed float 0.01 no float value for the pan speed of the fps view.
snapEdit_fpsTiltSpeed float 120.0 no float value for the dolly speed of the fps-logic view.
snapEdit_fpsVerticalTime float 0.35 no float value for the time till max speed is achieved for vertical movement in FPS
snapEdit_fpsVisualOutlineOpacity float 1.0 no outline opacity
snapEdit_fpsVisualOutlineWidth float 0.1 no outline width
snapEdit_gizmoRotationScale float 1.5 no < 1.0 = less sensitive, > 1.0 = more sensitive
snapEdit_gridOffset float 1.28 no distance below the bottom of the map to render the grid
snapEdit_gridRepeatInputDelay int 250 no Time in MS inputs are delayed when repeating.
snapEdit_heightMigration bool 0 no 1 = On map load, map migration will occur.
snapEdit_hideLogicInBlueprint bool 1 no 1 = don't draw logic in blueprint mode.
snapEdit_labelFadeOver float 2.0 no floating label fade range
snapEdit_labelFadeStart float 20.0 no floating label fade start
snapEdit_labelFontHeight float 0.18 no floating label font height
snapEdit_lerpModuleDuration time_ms 125 no Lerp duration for modules
snapEdit_lerpValue float 0.85 no 0 <= x < 1: float value for the 'float-y' effect, higher is more float-y, should not be 1.
snapEdit_logicSuccessFadeoutMS int 4000 no 0 = instant
snapEdit_magnetLerpSpeed float 1000.0 no float value for the min speed to lerp with magnets
snapEdit_magnetLerpTime time_ms 200 no value for the max time to lerp with magnets
snapEdit_magnetThreshold float 0.01 no Distance squared threshold for magnet snapping
snapEdit_manifest string (empty) no manifest file to use for loading resources/palettes/etc.
snapEdit_maxBlueprintFloor int 25 no maximum allowable floor in snapEditor
snapEdit_maxDrawDistanceBlueprint float 650.0f no Max draw distance in the snap editor during blueprint view
snapEdit_maxDrawDistanceFPS float 75.0f no Max draw distance in the snap editor during fps view
snapEdit_minBlueprintFloor int -25 no minimal allowable floor in snapEditor
snapEdit_moduleIconSize float 2.56 no size of module icons
snapEdit_modulePickingDistance float 1000.0 no Module picking raycast distance.
snapEdit_noClipOffset float 0.32 no height offset to be added when entering no clip mode
snapEdit_noUiSound bool 1 no 1 = stop sound events from playing
snapEdit_orbitDollySpeed float 27.0 no float value for the dolly speed of the orbit view.
snapEdit_orbitRotateSpeed float 90.0 no float value for the rotate speed of the free orbit view.
snapEdit_orbitTiltSpeed float 90.0 no float value for the tilt speed of the free orbit view.
snapEdit_overrideChmod bool 0 no ignore chmod restrictions
snapEdit_packagePaletteGroupDef string c1v1 no Set the name of the snap editor palette definition to use when building or running packages
snapEdit_paletteGroupDef string master no Set the name of the snap editor palette definition to use
snapEdit_placementAllowGlobalInstance bool 1 no If true, entities can be placed in the 'global instance', aka the void outside of all modules.
snapEdit_placementDefaultDistance float 5.12 no float value for the default distance of entities in placement
snapEdit_placementDefaultDistanceWithMouse float 15.36 no float value for the default distance of entities in mouse placement
snapEdit_placementFloorDistance float 81.92 no Drop to floor max distance
snapEdit_placementForwardSpeed float 7.68 no float value for the forward speed of entities in placement
snapEdit_placementMinDistance float 4.0 no float value for the min distance of entities in placement
snapEdit_placementRotateSpeed float 180.0 no Placement rotate angles per seconds
snapEdit_placementRotateThreshold float 0.2 no Deadzone to prevent accidental rotation during placement.
snapEdit_placementSurfaceDistance float 81.92 no Surface align max distance
snapEdit_placementUpSpeed float 2.54 no float value for the upward speed of entities in placement
snapEdit_playInModuleSounds bool 1 no 0 = off. 1 = play in-module speakers/sounds in the editor.
snapEdit_renderForAutoMap bool 0 no 1 = draw only a white floor for each primitive
snapEdit_restrictedPrimitives string (empty) no Semi-Colon delimited list of primitive names to restrict. ex: maps/primitives/ind_medium/a_ind_long_hall_wide.decl
snapEdit_screenshotFormat int 0 no screenshot format
snapEdit_scriptConnectingEyeRayDist float 3.8 no Distance infront of camera to draw beam to when connecting and there is no target node
snapEdit_scriptConnectionCapsuleRadius float 0.1 no Radius of the capsule we create to do ray trace test against for script connection detection
snapEdit_scriptConnectionPickingDistance float 20.48 no script connection picking raycast distance.
snapEdit_scriptVarNameMaxLength int 20 no Maximum length of a script var name.
snapEdit_showChmod bool 0 no show chmod debug info
snapEdit_showControlPoints bool 1 no show spline paths' control points in the snap editor
snapEdit_showEntitiesInScriptUI bool 1 no Set 0 to turn off 1 to turn on
snapEdit_showEntityInfo int 0 no 1 = show all entities in the editor, around the camera. 2 = Same as 1, pluse show editor decl name as well.
snapEdit_showEntityInfoDistance float 20.0f no set distance limit for shown entities.
snapEdit_showEntityInfoFilter string (empty) no filter shown entities on class.
snapEdit_showHoverEntity bool 0 no show the current hover entity
snapEdit_showInvalidCaps bool 0 no Show caps that are in an invalid state
snapEdit_showInvalidDoors bool 0 no Show doors that are in an invalid state
snapEdit_showlimits bool 0 no show limits
snapEdit_showModule bool 0 no show module debug info
snapEdit_showNavMeshType int -1 no 0 = AAS48, 1 = AAS96, 2 = AAS128
snapEdit_showScenePointArcs bool 0 no show scene point arcs in the snap editor
snapEdit_showScriptUI bool 1 no Set 0 to turn off 1 to turn on
snapEdit_simplePrimitiveSortFilters bool 1 no Use only simple module sort filters
snapEdit_skipDecals bool 0 no Skip loading decals in the Snap Editor.
snapEdit_skipLimits bool 1 no 1 = skip all editor limits - keep building until the game crashes.
snapEdit_skipPlacableNavMeshTest int 0 no 1 = place entities anywhere, skipping the navmesh test
snapEdit_skyDollySpeed float 8.0 no float value for the dolly speed of the sky view.
snapEdit_skyPanSpeed float 0.075 no float value for the pan speed of the sky view.
snapEdit_skySpeedScale float 3.0 no scale speed by this factor when holding LT in skyview
snapEdit_skyViewBlueprint bool 1 no 0 = disable blueprint effect for sky view mode. 1 = enable blueprint effect for sky view mode.
snapEdit_skyViewBorder float 4.0 no size of margin around world bounds when initially setting the sky view camera
snapEdit_skyViewHeightOffset float 8.0 no height offset from top of world bounds when initially setting the sky view camera
snapEdit_stickyFilterText bool 1 no make the filter text stay after closing the grid
snapEdit_SWF_colorPickerDeadZone float .05 no dead zone value for joystick input
snapEdit_SWF_colorPickerMaxDeadZone float .97 no maximum dead zone value for joystick input
snapEdit_SWF_Input_Delay int 200 no delay after the initial button press when a button is held
snapEdit_SWF_Input_InitialDelay int 500 no delay on first button press before we continue to scroll on button held
snapEdit_SWF_MessageToast_DisplayTime int 4000 no how long to show the toast for before it goes away
snapEdit_SWF_platformTest int -1 no -1 = disabled, 0 = XBOX, 1 = PS, 2 = PC
snapEdit_SWF_PropertyMenu_Delay int 50 no delay after the initial button press when a button is held
snapEdit_SWF_PropertyMenu_InitialDelay int 200 no delay on first button press before we continue to scroll on button held
snapEdit_SWF_PropertyMenuSlider_Acceleration int 10 no multiplier on slider after input on joystick is held for 10 ticks
snapEdit_SWF_ScriptEndScaleDistance int 9 no where to stop scaling the script UI and hide it
snapEdit_SWF_ScriptMinScale float .3 no the minimum scale value when scaling the script UI ( 0 - 1 )
snapEdit_SWF_ScriptStartScaleDistance int 1 no where to start scaling the script UI
snapEdit_tapThreshold time_ms 250 no time threshold for key tap (press/release)
snapEdit_target_connector_scale float 0.25 no scale for the entity connection lines
snapEdit_targetConnectionScale float 1.5 no target connection texture sizing scale
snapEdit_targetConnectionSpeed float 2.0 no connection texture scroll speed
snapEdit_textBuilderPrioritize bool 0 no Prioritize which icons and labels to draw
snapEdit_topCutOffPlaneHeight float 448.0 no the height of the top cut off plane for snapEdit_viewSingleFloorMode 2
snapEdit_unconnectedPortalIconSize float 2.56 no size of unconnected portal icons
snapEdit_useBundleAmbient bool 0 no if true will use cached ambient from the bundle when loading instead of building ambient
snapEdit_useBundleAutomap bool 0 no if true will use cached automap from the bundle when loading instead of building automap
snapEdit_useBundleMap bool 0 no if true will use cached map from the bundle when loading instead of building map
snapEdit_useBundleNav bool 0 no if true will use cached nav from the bundle when loading instead of building nav
snapEdit_useBundleProc bool 0 no if true will use cached proc from the bundle when loading instead of building proc
snapEdit_useBundleUmbra bool 0 no if true will use cached umbra from the bundle when loading instead of building umbra
snapEdit_useManifest bool 0 no should use manifest file to initialize the snapeditor
snapEdit_useSlowMapInEditor bool 0 no 1 = use slowmap in the editor when running snapEditor
snapEdit_useSlowMapInGame bool 0 no 1 = use slowmap in the game when running snapEditor
snapEdit_viewSingleFloorMode int 0 no 0 = no floor fade out, 1 = fade out according to which floor you're on, 2 = custom fadeout heights, 3 = fancy lerpy fade in

swf_

70 cvars.

Name Type Default Exposed Description
swf_combatSubtitleRange float 20.0f no distance a which combat subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior).
swf_connectionNumber string 01 no Test
swf_debug int 0 no debug swf scripts. 1 shows traces/errors. 2 also shows warnings. 3 also shows disassembly. 4 shows parameters in the disassembly.
swf_debugInvoke int 0 no debug swf functions being called from game.
swf_debugMouseCoords bool 0 no Display where the idSWF thinks the mouse is in swf coordinates.
swf_enableTweening bool 1 no If false, all tweening will be skipped
swf_forceAlignToFrame bool 0 no force alignment of UI elements to the flash frame instead of viewport
swf_forceAlpha float 0 no force an alpha value on all elements, useful to show invisible animating elements
swf_forceBlackBars bool 0 no force blackbars outside the flash frame. Used when aspect ratio is different between viewport and flash frame.
swf_hud_component_speed float 1.0f no speed hud components interpolate
swf_hud_damage_loctest_x float 0.0 no x pos of the damage
swf_hud_damage_loctest_y float 0.0 no y pos of the damage
swf_hud_damage_max float 15.0 no what is the max damage = max intensity of the damage
swf_hud_damage_min float 3.2 no what is the min damage = min intensity of the damage
swf_hud_damagedir_towenemy bool 0 no should the red damage be drawn toward the hit or away from the hit
swf_hud_damageintensity float -1.0 no override the damage intensity
swf_hud_damageintensity_event float 0.40 no different events that give damage
swf_hud_damageintensity_min float 0.07 no min value of intensity to always show this effect
swf_hud_status_grain_intensity float 0.7 no grain intensity on font and ui elements
swf_leaderboard_debug bool 0 no —
swf_leaderboard_extrafriends int 0 no —
swf_leaderboardupdate_all int 10000 no —
swf_loadBinary int 1 no used to set whether to load binary swf from generated
swf_loadBladeOverride int -1 no force a blade on a certain screen
swf_loadScreenText int -1 no alternate loadscreentext to use
swf_logShapeParserWarnings bool 0 no Print warnings for shape parsing which no one ever reads or cares about
swf_maxUpdatesPerFrame int 1 no The maximum number of times that UI elements can be updated per frame
swf_openBatchRenderingEarly bool 1 no Allow More things to be batch rendered
swf_platformOverride int -1 no used to force which buttons are displayed for testing UI 0 - Xbox1 gamepad, 1 - PS4 gamepad, 2 - Steam gamepad, 3 -PC (mouse/keyboard)
swf_playMenuSounds int 1 no Do we want to play menu sounds 1 Yes 0 No
swf_purgeUnusedImages bool 1 no purge atlas images when a swf is not being rendered
swf_rendertesteffect int 0 no If above 0 render a special effect on the word custom__ fetched from swf, 1 frosted, 2 blur, 3 fullscreen blur, 4 degamma
swf_safeFrame float 0.025 no space between UI elements and screen edge
swf_screen_ability_debug bool 0 no Render debug information about the abilities when they are setup inside the journal
swf_shell string shell/menu_shell no The SWF to use for the main shell
swf_showRegisterResourceTimes bool 0 no print swf resource load times to the console
swf_skipAltGlyphs bool 0 no skips setting any alt glyphs for a font
swf_skipFilesNotMatching string (empty) no skips rendering any SWFs that don't match this string
swf_skipRender bool 0 no skips attempting to render any SWF
swf_skipRenderMask bool 0 no skip rendering masks
swf_skipRenderText bool 0 no skips attempting to render any SWF editTexts
swf_skipTooltipIcons bool 0 no skips attempting to replace tooltips in SWF editText
swf_snapScrollbar_useCalculatedHeight bool 0 no use the calculated height instead of the hardcoded height
SWF_StatsGUI bool 0 no Enables the SWF Statistics Gui display.
swf_stopat float 0 no stop at a specific frame
swf_streamImageThreshold int 1152 no (kilo pixel) make atlases that have more than this amount of pixels
swf_subtitleEarlyTrans int 3500 no early time out to switch the line
swf_subtitleExtraTime int 3500 no time after subtitles vo is complete
swf_subtitleLengthGuess int 10000 no early time out to switch the line
swf_subtitlePause int 3000 no number of seconds before a pause is considered
swf_subtitleRange float 10.0f no distance a which subtitles no longer appear (note: for AI's this is overridden by their idDeclAIBehavior).
swf_tauntTextEnd int -1 no specify a end randomize number for the texts
swf_tauntTextStart int -1 no specify a start randomize number for the texts
swf_tauntTextTimer int 250 no for how long it takes for text to roll in and off the screen
swf_textAllowSelection bool 1 no whether or not text selection is allowed with shift
swf_textMaxInputLength int 512 no max number of characters that can go into the input line
swf_textParagraphInc float 1.3 no scroll speed for text
swf_textParagraphSpeed int 15 no scroll speed for text
swf_textRndLetterDelay int 100 no scroll speed for text
swf_textRndLetterSpeed int 1 no scroll speed for text
swf_textScrollSpeed int 80 no scroll speed for text
swf_timescale float 1 no timescale for swf files
swf_tooltipBoxMarginExtraSpace float 0.15 yes extra space past the margins for the tooltip boxes, calculated as a fraction of the box height
swf_tooltipBoxMarginWidth float 0.2 yes left and right extra margins width for the tooltip boxes, calculated as a fraction of the box height
swf_tooltipBoxScaling float 1.1 yes scaling for the PC tooltip box relative to surrounding text size
swf_tooltipBoxVerticalAdjust float 0.2 yes extra vertical adjust for the PC tooltip box post-scaling; higher values will position the box lower relative to the text
swf_useFullBlur bool 1 no 1: use full single pass blur (VERY NOT PERFORMANT) for transparent blurred swf shapes, 0: use horizontal single pass separable blur for transparent blurred swf shapes
swf_useRenderJobs int 2 no 0 = run on the main thread, 1 = use a job chain, 2 = use coop jobs
swf_useSubtitles bool 0 no set to override the profile setting
swf_useTooltipBox bool 1 no 1: draw boxes around tooltip buttons on the PC; 0: insert brackets

sys_

15 cvars.

Name Type Default Exposed Description
sys_enableFontMods bool 0 yes used to enable font modifications for Chinese and Japanese fonts.
sys_fontModAddedLineSpacing float 6 yes added line spacing.
sys_fontModAscenderExtend float 10 yes extend ascender, extend bounding box from base.
sys_fontModBoundExtend float 6 yes extend bounds, unclear effect please document.
sys_fontModPointSizeOffset float 0 yes increase point size has the effect of shrinking font.
sys_fontModTooltipIconOffsetX float 0.3 yes tooltip X offset.
sys_fontModTooltipIconOffsetY float -0.13 yes tooltip Y offset.
sys_fontModTooltipIconScale float 1 yes tooltip scale.
sys_fontModTopOffset float 3 yes top offset, unclear effect please document.
sys_lang string english yes —
sys_langPlatform string en yes the actual language code supplied by the system at load time. Useful in a few platform-specific cases.
sys_languages string english yes comma separated list of available languages
sys_localization bool 0 yes if 1, strings and vo can live outside a retail package
sys_showInstallProgress int 0 no if 1, show install progress
sys_sleepSoftYield int 0 no If 0, all uses of Sys_SoftYield() will use a thread yield, otherwise a thread sleep with the given ms delay.

telemetry_

18 cvars.

Name Type Default Exposed Description
telemetry_enableCampaignStats bool 1 no Enable tracking of sp campaign game data to Forge.
telemetry_enableFootTraffic bool 0 no Enable metric recording of player/bot foot traffic.
telemetry_enableFramePerformance bool 1 no Enable tracking of general frame performance data to Forge.
telemetry_enableMPCloudMetrics bool 0 no Enable telemetry tracking of dedicated server metrics to Forge.
telemetry_enableNetworkPerformance bool 1 no Enable tracking of networking performance data to Forge.
telemetry_enableRendererPerformance bool 0 no Enable tracking of renderer performance data to Forge.
telemetry_enableVTPerformance bool 0 no Enable tracking of virtual texture system performance data to Forge.
telemetry_footTrafficHeartbeat int 100 no The amount of time between foot traffic metric snapshots in milliseconds
telemetry_forgeNetwork string uppsala.mg no AMQP Forge network topic to use when sending messages to Forge; defaults to forge_currentNetwork or AMQP vhost
telemetry_mpCloudMetricHeartbeat int 30000 no delay between server metric updates
telemetry_mpCloudMetricPrefix string doom.zion.servers no configurable string prefix for the server metric gauge
telemetry_pushAtEndOfMatch bool 1 no Push telemetry logs at the end of a match.
telemetry_snapshotBufferSize int 2048 no Buffer size for telemetry snapshot transport
telemetry_snapshotVerbose bool 0 no Controls verbosity of snapshot telemetry transport
telemetry_transport int 1 no Message transport to use for publishing telemetry; 0 = none, 1 = AMQP, 2 = UDP, 3 = Snapshot
telemetry_udpMetricPrefixName string unspecified no Metric correlation name
telemetry_udpServer string (empty) no host and port to receive UDP telemetry messages
telemetry_unknownPlayerIDPrefix string unknown no Default player prefix for generated player IDs

tm_

19 cvars.

Name Type Default Exposed Description
tm_blendInTime int 100 no the time (in milliseconds) that animations played on a test model will take to blend in
tm_joint string (empty) no name of joint to display the model-space location of
tm_jointTime int 1 no amount of time in millseconds that joint positions will remain visible
tm_maxLoops int -1 no number of loops to play after tm_loop is executed. -1 means loop forever.
tm_modifyRenderModel bool 1 no 0 = modify the physics origin / axis, 1 = modify the render model origin / axis
tm_onGround bool 1 yes 0 = place model directly in front of view point, 1 = place model in front of view point, but on the ground.
tm_pitchOffset float 0 no extra offset to apply around pitch axis
tm_pitchRate float 0 no rate to rotate model around pitch ( in degrees per second ).
tm_removeCurrentOnSpawn bool 1 no 1 = remove last test model when a new one is spawned, 0 = don't remove.
tm_rollOffset float 0 no extra offset to apply around roll axis
tm_rollRate float 0 no rate to rotate model around roll ( in degrees per second ).
tm_scale float 1 no scale of test model
tm_showDeltas int 0 no 1 = show translation and rotation deltas for each loop, 2 = also so deltas each frame, 0 = don't show any delta info.
tm_showOrigin int 0 no 0 = don't show origin position and rotation 1 = show origin position and rotation 2 = trace origin position and rotation
tm_showOriginFudge int 1 no 0 = don't show origin position and rotation 1 = draw origin locations where the delta was fudged for frameset boundaries
tm_useDeferredPosition bool 1 no 1 = render the model with most recent origin
tm_useQuats bool 1 no 1 = use quaternion version of ApplyOriginDeltas
tm_yawOffset float 0 no extra offset to apply around yaw axis
tm_yawRate float 0 no rate to rotate model around yaw ( in degrees per second ).

win_

21 cvars.

Name Type Default Exposed Description
win_allowMultipleInstances string 0 no set on command line to allow multiple instances at the same time
win_consoleVisibility int 1 no 0 = hidden, 1 = normal, 2 = minimized
win_crashDmp_enable bool 0 no enable crash dumps in the windows exception handler
win_crashDmp_home_domain string ad.machinegames.com no only use win_crashDmp_path_network when on this domain network
win_crashDmp_path string (empty) no Override path to save windows crash minidmps. If empty, save to save path. Must include ending \
win_crashDmp_path_network string \\mgbuilds01\crashdumps\mercury\ no Networkpath to save windows crash minidmps. If empty, save to save path. Must include ending \
win_defaultGamerTagToUsername bool 0 no default the gamerTag to the windows username rather than machine name
win_emulateCircleAsAccept bool 0 no If 1, emulates PC as if circle were accept (JP PS4 behavior
win_floatExceptions bool 0 no enable floating point exceptions
win_hasFocus bool 1 no shows if the game window has focus or not, autoset from code
win_hideMouseWithSetCursor bool 0 no Hides the mouse cursor with SetCursor, rather than ShowCursor
win_joystickGUIDeadzone int 20000 no Joystick deadzone as used by the GUI. Between 0 and 32768.
win_joystickRumbleFrameDelay int 180 no How many frames to wait until we set rumble. XBone controllers can freak out if we call SetState too quickly after connecting.
win_miniDumpLevel int 1 no Level of dump, 0 - minimal, 1 - midi, 2 - full memory
win_notaskkeys int 0 no disable windows task keys
win_outputDebugString bool 1 no enable output to debugger
win_pauseOnAltTab bool 1 no pause game on alt-tab
win_silentCrash int 0 no crash without showing the Windows crash dialog. 0: show 1: silent 2: silent and auto report
win_spinOnCrash int 0 no 1: spins on a crash, 2: show and wait on message box
win_terminateOnCrash bool 0 no immediate terminate process on crash
win_viewlog int 0 no —

Smaller prefixes

269 cvars.

Name Type Default Exposed Description
aigui int 0 no 0 = no AI debug GUI, 1-9 = debug page
aigui_keyboardUse int 2 no 0 = no keys, 1 = arrow keys, 2 = arrows and NumPad
aigui_scale float 0.25 no scale for AI GUI text
aigui_show int 0 no 0 = no AI debug GUI, 1 = minimal AI debug GUI, 2 = full AI debug GUI
aigui_titleSafe float 0.0 no title safe ratio region
amqp_baseRetryConnectionDelay int 20 no Base interval at which AMQP library tries to reconnect to a server.
amqp_connectionURI string amqp://zion:zion@mq.forge.ad.machinegames.com:5672/uppsala.mg no AMQP connection URI for the AMQP server ... preferably RabbitMQ
amqp_enable bool 0 no Enables the AMQP traffic
amqp_maxRetryConnectionAttempts int 9 no Number of attempts AMQP library will make to connect to a server. ( -1=indefinite, 0=no retry )
amqp_verbose bool 0 no Control AMQP library and client(s) chattiness.
animsysGui_alpha float 0.85 yes Gui alpha
animsysGui_scale float 0.2 yes Gui scale
animsysGui_show int 0 no 0 = off, 1 = show 2 = show anim command stack
ark_kiscule_logManager int 1 no 0: only errors, 1: +warnings, 2: +debug messages. (default = 1).
ark_kiscule_logRuntimeTypeChecks bool 0 no If 1, Kiscule will log all its runtime check verification (WINDOWS/DEBUG only)
bindset int 0 yes value of current bind set
bnet_useGlobalAroundUser bool 0 yes use global around user instead of friends leaderboard
bot_fakePing bool 1 no If 1, show fake pings for bots in-game. Just for testing.
bot_minClients int 0 no Keep a minimum number of clients on the server with bots and humans. 0 to disable. > 1 = Num clients to always keep in game.
bp_debug bool 0 no Debug bullet penetration
campaign_AllowMenuShellActivation bool 1 no Allow the shell to be activated or not
capturePoint_contributorWeightDiminishingReturns bool 1 no The contributing weight diminishes as the scalar increases
capturePoint_debugProgressBars bool 1 no Whether to show the debug progress bars on CPs
capturePoint_showDebugRadius bool 0 no Whether to show the debug radius on CPs
capturePoint_showDebugState bool 0 no Whether to print out debug state changes on CPs
cg_projectile_grenadeDeathDropVelocity float 0.0 no —
cg_projectile_ignoreGrenades bool 0 no —
cg_reliable_debug bool 0 no Debug reliable client game msgs
cg_useGuiReferencePath bool 0 no Render the reference path ui
cine_cam_debug bool 0 no debug cinematic camera
cine_captureFrames bool 0 no set to 1 to capture the cinematic frames to jpgs/tgas
clientGame_ImpactDist float 0.1 no the distance that must be in between impact effects
commander_termtimer int 1000 no How long from kill to becoming terminating, milli
commodity_debug bool 0 no Show information about managing the commodities
con_cpuUtilizationFrequency int 5 yes The number of times per second to query CPU utilization. Higher frequencies make the numbers less accurate.
con_fontSize float 10 yes Use con_fontName at this many pixels wide per char
con_noPrint bool 1 yes print on the console but not onscreen when console is pulled up
con_notifyTime float 3 yes time messages are displayed onscreen when console is pulled up
con_speed float 3 yes speed at which the console moves up and down
cs_drawLadders bool 0 no draws the rungs of all ladders
cs_drawSpline bool 0 no draws the spline of the crawlspace
deathHistory_Debug bool 0 no Prints debug info about death history.
debug_showNewChroniclePopup bool 0 no show the new chronicle popup when entering the root screen in shell
debugHud_textScale float 1.0 no Com_DebugHUD text Scale
decl_localDeclsEnabled bool 1 no Write all decl changes into a local decl tree (for automatic syncing and merging)
decl_mergeGenericMaterials bool 1 no set to 0 to not merge generic materials on model load
decl_mergeNewDecls bool 1 no Automatically merge all new decls
decl_useTransparentUberShader bool 1 no set to 1 to use the transparent uber shader
decl_writeDeltaGraphKiscule int 0 no EXPERIMENTAL: (only enables if set to magic value) If true then make a diff against a set of freshly constructed nodes before writing down the graph
declOverride_verbose bool 1 no Print debug information regarding decl overriding
devgui int 0 no 0 = disable DevGUI, 1 = enable DevGUI, 2 = enable DevGUI with key legend, 3 = ImGUI only, 4 = ImGUI with custom windows, 5 = custom ImGUI windows only
devMode_enable bool 0 yes Enable entering developer mode
devMode_fatalErrorOnEnter bool 0 yes FatalError rather than enter Dev Mode
devMode_skipCorruptedSaves bool 1 no Skip entering developer mode when loading corrupted saves
dialog_saveClearLevel1 int 1000 no Time required to show short message
dict_debugCheckSum bool 0 no debug the checksum process for the dictionary
dict_strictSaveRules bool 0 no if true it does not allow pre/post white spaces in sentences on the saved files, data can result in checksum fail
dlts_cookiesGracePeriodMS time_ms 60000 no Time after a cookie expires that it will still be accepted
dp_jumpTraversalMinApexHeight float 32.0f no Min apex height from the higher of starting or landing pos
eventDefHashCVar string 0x3cd64dc7265bcf06 no cvar with the hash of the event defs in it
faust_turnDeltaScale float 0.5 no —
faust_turnDeltaScaleController float 2.0 no —
findchapter_overridemapname string (empty) no if this is set the override the map name when trying to find it used from test chapters
fnc_show float 0 no distance to render flight nav voxels
focus_defaultUsableDistance float 2.5 no Distance threshold to display and perform usable
forge_taskName string (empty) no forge task name
forge_userId string user:unknown:forge no forge user identifier
gameMode_defaultComponent int 0 no Number for the component that should start by default. 0 = OFF.
gamepad_defaultBindSet int 0 no Change the default bindset for the gamepad ( 0 - SP, 1 - MP
geist_drawAlpha float 2.0 no Draw Alpha multiplier
geist_motionRootOffset float 0 no Motion Root Offset
geist_useDeferredJob bool 1 no Use Deferred Job
glass_useJobs int 1 no 0 = off, 1 = threaded
globalCursor_RayLength float 100.0f no Length of the trace used for the global cursor.
goreGUI bool 0 no Enables the Gore Editing Gui display.
hailmary_distance float 30.0 no How far away we need to be for this to count as hail mary
hands_fovVerticalScaleHack float 1.0 no Hands vertical FOV multiplier
hands_timeInSprintForSprintMelee int 500 no how long in MS the player has to be in sprint to do a sprint melee
hansoft_forgeNetwork string (empty) no AMQP Forge network topic to use when sending messages to Forge; defaults to forge_currentNetwork or AMQP vhost
heap_forceProductionReset bool 0 no Force the map heap to follow the production path when resetting
http_connectTimeout time_ms 60000 no Default HTTP connection timeout in MS
http_receiveTimeout time_ms 30000 no Default HTTP receive timeout in MS
http_resolveTimeout time_ms 0 no Default HTTP resolve timeout in MS (0 = infinite)
http_sendTimeout time_ms 30000 no Default HTTP send timeout in MS
http_useProxy bool 0 no Control whether to use system proxy configuration
http_verbose bool 0 no Control HTTP client chattiness
idNetTelemetry_disabled bool 0 no disable system
idNetTelemetry_intervalTime int 5000 no how long should we track
idNetTelemetry_maxTimePerInterval int 1000 no if a single client has taken up too much time in an interval drop him
idStudio_enableAutoReloadModels bool 1 no Enables reloading of models automatically as soon as any change is detected.
ikNode_hipOffsetTest float 0 no raise hip, compensate feet
info_showingamecomments bool 1 no Show in game comments or not
journal_enable_contraption_tab_hack bool 0 no Force contraption tab in the journal.
journal_showAllCollectibles bool 0 no show all collectibles in the journal
journal_tutorialfliptime int 5000 no milliseconds until we flip to next image if we have one
journal_uselayeredrendering bool 1 no use layered rendering for the journal
journal_useposteffects int 1 no Use post effects on the journal, 2 = debug circle
kd_maxLeafSize float 800.0 no —
kd_maxTrisPerLeaf int 8192 no max triangles per area
kd_maxVertsPerLeaf int 8192 no max vertices per area
kd_playspaceLeafSize float 25.0 no —
kd_preferredLeafSize float 100.0 no —
key_debugBinds bool 0 no if 1 then prints debug info as bind commands are received
key_deviceBindOverride int -1 no if > -1 will use that device to exec bind commmands on
kiscule_logNodeTextColor string ^0 yes set Kiscule Log node text default color (use color escape strings: ^ followed by 0-9)
kiscule_purgeConnections bool 0 no —
lang_displayReferenceStrings bool 0 no if set, shows the reference strings (ie: #str_blah_blah) rather than the language strings
lang_maskLocalizedStrings bool 0 no Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string table load time.
launcher_launcherId string (empty) no id of the Forge launcher running the game
launcher_launchId string (empty) no id of the current launch instance
lcp_showFailures bool 0 no show LCP solver failures
loadscreen_loadtipduration int 12000 no how long before we switch loading tip
lobby_alwaysReportFull bool 0 no The lobby host always behaves as though the lobby was full so external clients are unable to join.
lobby_forceSpinOnSearch bool 0 no Force the session to spin in the searching state; even if it has found something to connect to. ( For debug purposes only )
lobby_localUserForceSpectate bool 0 no Force the local user to be a non-participant spectator
lobby_localUserInitialTeam int -1 no Force the local users to an initial team when joining a lobby. Must be used in conjunction with lobby_enableInitialTeamAssignment = 0 on the host.
lobby_reservedUserTimeout int 30000 no The max amount of time a lobby user can be reserved for.
lobby_timeBetweenGameAndPartyLobbyParityCheck time_ms 5000 no How often the party host checks the game lobby to see if a party client is missing and then fix that.
loc_sendStringUsageTelemetry bool 0 no enables the uploading of string usage telemetry to the forge telemetry data
loc_updateStringTableWithStringLengthsFromGuis bool 0 no on load of a swf we update the string table with strings max length
logFile string 0 yes 1 = buffer log, 2 = flush after each print
logFileName string qconsole.log yes name of log file, if empty, qconsole.log will be used
logFilePathType string 0 yes 0 = FSPATH_SAVE, 1 = FSPATH_BASE
logFilePersistent bool 0 yes If the qconsole log should persist between launches
m_menu_sensitivity float 1.0 no mouse menu sensitivity used because using the same unscaled mouse view sensitivity is way to high
m_pitch float 0.022 yes mouse pitch scale
m_sensitivity float 3 yes mouse view sensitivity
m_showMouseRate bool 0 yes shows mouse movement
m_smooth int 1 yes number of samples blended for mouse viewing
m_smoothing bool 0 yes enable mouse smoothing
m_yaw float 0.022 yes mouse yaw scale
mainmenu_debugmotion bool 0 no UShow debug info for the miotion fixes inside the main menu.
mainmenu_useposteffects bool 1 no Use post inside main menu.
marker_scale float 50.0 no Scale of the animated marker
marker_scale_distance float 15.0 no Distance where the animated marker starts to scale
mdnt_canStartWarnings bool 0 no To warn on CanStartMdnt fail cases.
mdnt_capturePathOverride string (empty) no When set, used to override capture output location. May contain $(rating) placeholder.
mdnt_capturePrimes int 3 no Used to set com_capturePrimes for midnight captures
mdnt_cinematicFOV bool 0 no Override game FOV calculation to not assume the resolution is in 16:9
mdnt_forceSynchronous bool 0 no Forces midnights to be evaluated synchronous.
mdnt_minDistanceForLod float 25 no Indicate the minimum distance to an Entity of Midnight to permit LOD.
mdnt_motionAnimDebug bool 0 no Show an axis where motion anim props should be
mdnt_showFrameNumbers bool 0 no Write the frame number on each captured frame.
mem_findStalePointers bool 0 no Run the heap pointer checking before resetMapHeap
mem_guardMapHeap bool 0 no Don't destroy map heaps on exit, guard them instead (64 bit build required)
mem_printAllocsOnMapHeapDestroy bool 0 no Print out any unfreed allocations on map heap destroy
mm_savedDevMenuDecl string (empty) yes saved dev menu decl
mm_savedDevMenuIndex int 0 yes saved index into the dev menu decl.
mm_savedDevMenuLaunchType int 0 yes saved type of launch 0 is slow combo map, 1 is devmap
mm_simulatecampaignprogression bool 0 no progressional saving.
mm_simulatecampaignprogressionon bool 0 no should we do the progressional save.
mmf_debug bool 0 no print during operation
modelEditor_entityDef string player yes Default entity def to use for footstep sounds and other defaults
motd_forceStoreToProductId string (empty) no When not empty, the MOTD store option will be forced to this product id
motd_useFallbackLanguage bool 1 no Use default language if localized version not found
motd_verbose bool 0 no Print debug information regarding the message of the day
mpServerCloudClient_connectTimeout time_ms 5000 no Initial timeout for clients connecting to Forge MP Cloud
mpServerCloudClient_httpConnectionURI string (empty) no Address of the http endpoint in URI format
mpServerCloudClient_initialTimeout time_ms 12000 no initial time to wait for a server response in MSec
mpServerCloudClient_verbose bool 0 no You know what this does
mpServerCloudInstance_exit bool 0 no Flag controlling whether to exit the game after a dedicated server match
mpServerCloudInstance_exitCode int 0 no Process exit code used after a match if mpServerCloudInstance_exit is set
mt_genPageCompression string HDP no Compression method for generated pages.
mt_genVmtrCompression string HDP no Compression method for generated Vmtrs.
mt_sizeOverride int 0 no Override the default landscape resolution, specified in kiloTexels
mtp_server string 10.4.20.180 no IP Address of the MTP server
mtp_writeSize string 1400 no per write size for mtp writes to server
music_bpm float 80 no Beats per minute for the background track
orbis_HACK_prefetchtimer int -1 no —
pmec_BlockCheckUse8x8 bool 0 no If set, then the block check uses an 8x8 cube instead of a point
pmec_BodyForceUseDeferredPosition int -1 no Force the deferred position handling as follows -1: don't force anything, 0: force non deferred handling, 1: force deferred handling
pmec_EnableAdvancedMovementInMP bool 1 no Enable ledge grab in MP game modes
pmec_EnableThirdPersonBody bool 1 no Enable the 3rd person body
pmec_ForceShowThirdPersonBody bool 0 no Always draw the 3rd person body
pmec_TraceBodyAngles int 0 no Traces the third person body angles (1=post-values, 2=pre and post-values
pmec_TraceBodyAnimDeltas int 0 no Traces the third person body anim deltas (1 for trans, 2 for rot, 3 for both)
pmec_TraceBodyAnims bool 0 no Traces the animation calls on the body to the debug console
pmec_TraceBodyPos int 0 no Traces the third person body position (1=post-values, 2=pre and post-values
poiPlayer_coop_lowHealthThreshold float 0.2 no Health ratio value considered low health
poiPlayer_coop_medHealthThreshold float 0.5 no Health ratio value considered medium health
popupDialog_debug bool 0 yes display debug spam
profile_debug bool 0 no print debug info for player profiles
profile_pretendFileIsMissing bool 0 no act as if no profile file was found on first load (to simulate no profile)
profile_securityCheck bool 0 no checks to make sure we are on a valid map before we save stats to profile or update achievements
profile_verbose bool 0 no Turns on debug spam for profiles
pvs_showQueryProfiling bool 0 no —
qc_resetPlayerSettingsAfterMatch bool 0 no Clear/Reset player settings after each match.
reg_excludeList string (empty) no optional file for specifying list of tests/paths to skip, which override reg_includeList
reg_includeList string (empty) no optional file for specifying list of tests/paths to run
rumble_screenShakeToRumbleMultiplier float 5.0 no How much rumble to add if there's screen shake
sasmachine_reinitialize bool 0 no set this to reinitialize the sasmachine again
sasmachine_returnToVolumeScreen int -1 no set this to show the last volume screen when returning to the in game sas machine
saveGame_allowOlderVersions int 0 no allows loading of savegames from previous versions of the game
saveGame_enable bool 1 no are savegames enabled
savegame_error int 0 no Combination of bits that will simulate an error, see 'savegamePrintErrors'. 0 = no error
saveGame_fakeSlowSaveLoad float 0 no wait for x extra seconds in the save to simulate a slow save/load
savegame_minRequiredStorage int -1 no minimum bytes required to start a new game
saveGame_minSaveTime int 1000 no min time the save icon can appear TRC/TCR compatible
saveGame_verbose bool 0 yes debug spam
savegame_winInduceDelay int 0 no on windows, this is a delay induced before any file operation occurs
sc_client string (empty) no client used to access perforce server (aka P4CLIENT)
sc_maxVerbosity int 0 no 0 = errors only, 1 = minimal output, 2 = maximum verbosity from perforce api commands
sc_serverAddress string perforce:1666 no address used to access perforce server (aka P4PORT)
sc_username string (empty) no username used to access perforce server (aka P4USER)
scoreboard_alwaysoverwrite bool 0 no Always overwrite the score for scoreboards
shooting_range_countdown int 3 no Shooting range new game timer countdown, in seconds.
shooting_range_timer int 60 no Seconds for the shooting range timer
skipChronicleProgressCheck bool 0 no debug command to skip the progress check in the chronicles screen and always move to the volume screen despite unlock status
smtp_debug bool 0 no Show SMTP messages.
smtp_sendAttachments bool 1 no sends attachments on emails, for viewnotes
snap_minWorldTextFadeWindowMultiplier float 0.25 no multiplier for a fade window with culling distances that are less than the default fade window
snap_primitivePath string primitives no String specifying the folder where the primitives are stored.
snap_worldText_borderPadding float 20 no padding for the border on world texts
snap_worldText_borderSize float 5 no size of the border line when using borders on world texts
snap_worldTextFadeWindow float 200.0 no default fade window for world texts fading away distance culling
snap_worldTextScale float 2.05 no a scale for world texts
snapAddEntity_dofFar float 1000.0f no What value to use for DoF far
snapAddEntity_dofFocus float 400.0f no What value to use for DoF focus
snapAddEntity_dofNear float 0.0f no What value to use for DoF near
snapmap_skipVersionChecks bool 0 no Skip version checks during snap map building
snapmaps_enterModuleRequiredDist float 65536 no Distance required to be from a portal to be counted as entering a module.
snapScore_parBonus_value int 5000 no One shot bonus for beating the par time
snapScore_parPerSec_value int 100 no Per second bonus under par time.
snapScore_revive_value int 150 no Value of reviving a teammate in snap challenge
soundBSPBuilderError bool 0 no Used to report sound bsp build errors to the build wizard steps
spectator_allowRotationInThirdPersonView bool 1 no If true, then when spectating a 3rd person view of someone, allow camera rotation.
spectator_deadFollowTargetTimeoutSeconds time_ms 3000 no Timeout, in milliseconds, for auto-switching to a new spectator target after the previous one dies.
spectator_followCameraAbsolutePitch float 60.0 no Maximum absolute pitch angle from horizon for the spectator follow camera.
steam_achievements_enable bool 1 no enable steam achievements
steam_privateKey string (empty) no The key you got from the guy to do the thing that one time..
string_forceSystemPool bool 0 no force all atomic strings to be put in system pool
subtitle_cullTime float 0.5 no Time(s) that a subtitle has to be below min volume to be culled
subtitle_disable bool 0 no Disables all subtitles
subtitle_location_fadeinafter int 0 no —
subtitle_location_fadeinduration float 1000.0 no —
subtitle_location_fadeoutduration float 1000.0 no —
subtitle_location_waitduration int 1800 no —
subtitle_minVolume float 0.55 no cull subtitles when sound volume (0-1) for the vo is below this value
takedownCollisionDebug bool 0 no Debug drawing for collision check
takedownForceIcon bool 0 no always draw takedown icon if a takedown is possible
takedownForceSceneNumber int -1 no Forces the logic midnight container to use a specific valid scene for takedowns
takedownFromAboveViewLimit float 45.0f no Pitch limit the player must look below for a takedown to trigger
takedownFromAboveViewTrigger bool 1 no Does takedowns from above require player to look down
takedownShowInfo bool 0 no show current takedown name
testBase64Str string user/shawn/level_transition_b no sample base64 string used by testBase64
testVolumeUnlock int 0 no show the volume unlock popup in show screen for the volume specified. Resets after each test.
timescale float 1 no scales the time
tss_binaryFile_timeoutMS time_ms 60000 no Time before a REST job will timeout.
typeinfo_listAlloc bool 1 no 0 = allocate each node in ParsePath, 1 = use a list to preallocate memory
ucmd_useSensitivityTable bool 0 no if true will use the sensitivity table set up in the editor
vo_debugVOParsing bool 0 no print debug info when parsing VoiceTrack resources
vo_extraVisemeDuration float 0 no extra duration to add to visemes
vo_genSimpleVisemes bool 1 no 1 = use simple, one peak visemes, 0 = use visemes that store a weight per-frame
vo_lipsyncToolPath string w:/mercury/game/tools/arttools/anno/cmdlinesync.exe no location of the lip sync command line tool
vo_localizeLangs_CRO string english,japanese no Which languages should be localized, other language will use english
vo_localizeLangs_ROW string english,french,italian,spanish no Which languages should be localized, other language will use english
vo_localizeLangs_USK string german no Which languages should be localized, other language will use english
vo_mergeVisemes bool 1 no 1 = merge overlapping visemes of the same type
vo_showFrames int 0 no 1 = show frame numbers for GetEvents()
voicetrack_allowFallbackToEnglish bool 1 no allow voicetrack to fallback to english on usk
wartable_ambiencetimer float 5.0 no how many seconds between each ambience node starts to play.
wartable_ambiencetimerrandom float 2.0 no randomized value added to the ambiencetimer so we dont become to predictable
wartable_cityUseRadius float 200.0 no radius where we can use it starts playing anim when entering ok radius
wartable_debug int 0 no 1 shows debug info for the wartable, > 1 shows info for spline as well.
wartable_districtUseRadius float 200.0 no radius where we can use it starts playing anim when entering ok radius
wartable_districtUseTimer int 2000 no for how long do we need to hold it to use it.
wartable_lockplayer int 1 no 1 lock the player in wartable with movement following spline, 0 free look
wartable_reinitialize bool 0 no set this to reinitialize the warmap again
wartable_userange float 2.5 no How far away can we use the table