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This page lists 953 of Wolfenstein II's cvars for graphics: the renderer (r_), the texture streaming (vt_), images and video playback. Each row shows the type, the default value, whether the normal console accepts it, and the developers' own description. Many are debug switches for the developers; 127 are open to the normal console.

  • 953 cvars: r_ (794), vt_ (114), image_ (15) and a few smaller groups.
  • 127 are open to the normal console and launch options, for example r_fullscreen and r_swapInterval (vsync).
  • The rest can only be set from a file run with resourceExec, as explained on the catalogue's start page.
  • Default values are the ones built into the program, not values from one play session.

Diese Seite listet 953 Cvars von Wolfenstein II für die Grafik: den Renderer (r_), das Nachladen der Texturen (vt_), Bilder und Videowiedergabe. Jede Zeile zeigt Typ, Standardwert, ob die normale Konsole sie annimmt, und die Originalbeschreibung der Entwickler. Viele sind Debug-Schalter der Entwickler; 127 sind für die normale Konsole offen.

  • 953 Cvars: r_ (794), vt_ (114), image_ (15) und einige kleinere Gruppen.
  • 127 sind für die normale Konsole und die Startoptionen offen, zum Beispiel r_fullscreen und r_swapInterval (VSync).
  • Der Rest lässt sich nur aus einer Datei setzen, die mit resourceExec läuft – erklärt auf der Startseite des Katalogs.
  • Die Standardwerte sind die im Programm eingebauten, keine Werte aus einer einzelnen Spielsitzung.

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.

953 cvars of Wolfenstein II: The New Colossus — renderer, textures and video. 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.

image_

15 cvars.

Name Type Default Exposed Description
image_anisotropy float 1 yes set the maximum texture anisotropy if available
image_BC7DissableMode02 int 1 no Dissable mode 02 for bc7 as it produces unstable output
image_BCCompressionQuality int 2 no Compression quality for BC* 0-5 ( 0 = best -- 4 = fastest ) ship with 0, develop with 2
image_debugSkipKraken bool 0 no don't compress mips with kraken for easier debugging
image_dropMips bool 0 yes drop mips on images marked as dropMip
image_filter string GL_LINEAR_MIPMAP_LINEAR no changes texture filtering on mipmapped images
image_HACK_generatingExplicit bool 0 no Don't assert during explicit generation
image_lodbias string 0 no change lod bias on mipmapped images
image_materialEncoding int 1 yes 0 = BC+Oodle, 1 = WBP
image_mipFilter int 2 no 0 = Old filter, 1 = Cubic, 2 = Mitchell, 3 = Lanczos
image_screenshotQuality int 75 no sets the compression quality for jpeg screenshots, 100 is best quality
image_streamingSeparatelyCompMip int 32 no smallest mip that is compressed individually in streamed images
image_useDxtEncodeJobs bool 1 no Set to use jobs for DXT encoding
image_useResizeFilterJobs bool 1 no use jobs for idFiler::Resize
image_watermark string (empty) no places a watermark each image with a watermark

r_

794 cvars.

Name Type Default Exposed Description
r_allowAsyncCompute bool 1 yes Enables async computing. No effect until game is restarted
r_allowParallelViewProcessing bool 0 no when enabled job chains for multiple render views will be allowed to run simultaneously.
r_ambientAtlasDepth int 6 no Ambient Octree atlas depth. This should not go over 256.
r_ambientAtlasHeight int 256 no Ambient Octree atlas height. This should not go over 256.
r_ambientAtlasWidth int 256 no Ambient Octree atlas width. This should not go over 256.
r_ambientBottomScale float 0.1 no Scales the ambient light contribution from below
r_ambientChannelScale float 1 no Scales the ambient light contribution
r_ambientDebugGPU int 0 no 1 - Shows the octree leafs bounding boxes at center distance of r_ambientDebugGPUDistance from player. 2 - same as 0 plus draws probe ids in each cube corner to the closest probes. 3 - same as 1 and 2 + add the volume id of the cube. 4 - budgets
r_ambientDebugGPUDistance int 4 no Distance from the player to the center of a leaf bounding box.
r_ambientSHAtlasDepth int 24 no Ambient SH atlas depth.
r_ambientSHAtlasHeight int 256 no Ambient SH atlas height.
r_ambientSHAtlasWidth int 256 no Ambient SH atlas width.
r_amortizedSunCascades int 1 no Set to 1 to enable updating near-cascade every frame and alternating far cascade update.
r_analyticalLightFalloff int 0 no turn on analytical falloff for light rendering
r_antialiasing int 6 yes 0 = Disabled, 1 = FXAA, 2 = SMAA, 3 = TAA (1TX), 4 = FXAA (1TX), 5 = SMAA (1TX), 6 = TSSAA (8TX), 7 = TSSAA (2X_8TX), 8 = TSSAA (4X_8TX), 9 = TSSAA (8X_8TX) 10 = MSAA (2X), 11 = MSAA (4X), 12 = MSAA (8X). Enables Anti-Aliasing modes
r_antialiasingEditorFXAA bool 1 yes 0 = Disabled, 1 = enable override to use FXAA_1TX for editor
r_apiDump bool 0 no Write vulkan API dump
r_applyMorphAnimations int 1 no userchannel data drives blendshape/morph animation: 0 disabled, 1 enabled
r_applyMorphCount int 0 no max blendshapes to apply to a mesh, 0 = unlimited
r_asyncClears bool 0 no Use async clear for non-esram/uncompressed color targets (currently: object motion vectors / caustics targets )
r_asyncDeferredPassesEarlyMaxWaves float 0.2 no Max number of waves for post processes up until scattering
r_asyncDeferredPassesLateMaxWaves float 0.4 no Max number of waves for after and including scattering
r_asyncDeferredPassesPrepare bool 0 no 1: Enable async deferred passes prepare
r_asyncGuiClears bool 0 no —
r_asyncGuiClearsMaxWaves float 0.2 no Max number of waves for async GUI clears
r_asyncLightScattering bool 0 no Unsuported atm.
r_asyncPostProcess bool 1 no Use an async compute shaders for post process
r_asyncPostProcessEarlyMaxWaves float 0.3 no Max number of waves for post processes up until tone mapping
r_asyncPostProcessLateMaxWaves float 0.7 no Max number of waves for post processes after and including tone mapping
r_asyncWater bool 0 no Enable/disable async computer water processing
r_asyncWaterMaxWaves float 0.2 no Max number of wavefronts for water stages
r_atlasClearTextureOnResourceDelete bool 1 no clear atlas area when the corresponding resource is deleted
r_augmentSilhouette bool 1 no 0 = disabled, 1 = enabled (default)
r_beamsOrientTravelDir bool 1 no use the beam direction to compute each segment's tangent vector
r_blurGaussian int 1 no 0 = Disabled, 1 = Enabled, 2 = Force
r_blurRadial bool 1 no 0 = Disabled, 1 = Enabled
r_brightness float 1.0 no changes the brightness value
r_buffersForceSyncMap bool 0 no —
r_calibrateGamma float 0 no if > 0 draw a swatch at a specific luminance for calibrating gamma
r_calibrateGammaLum float 0 no luminance to display for calibrating gamma [0,255]
r_calibrateGammaMode float 0 no 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue
r_checkBounds bool 0 no compare all surface bounds with precalculated ones
r_chromaticAberration int 1 yes enable chromatic aberration
r_chromaticAberrationLimit float 1.0 no enable chromatic aberration
r_clampToEdgeRenderView bool 1 no Clamp edge of framebuffer to emulate fullscreen sampling while using resolution scaling. 0 = Disabled, 1 = Enabled
r_clear string 2 no force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_clearColorTarget int 0 no used to enforce a color clear e.g. in editor views with no full color target overdraw
r_clearEditorAlpha float 0.0 no background overlay amount for the editor model-viewer
r_clearTargetsAfterScaleDown bool 1 no Clear target that are affected by resolution scaling to prevent artifacts. 0 = Disabled, 1 = Enabled
r_clusterDataUseTransferQueue bool 1 no Use transfer queue to upload cluster data
r_clusteredDecalsClippedBounds bool 0 no 1: clips decal volume to frustum. 0 no clipping
r_clusteredDecalsRegisterMode int 0 no 0: default, OBB screen projection and zmin/zmax, 1: enable volumes registration refinement step
r_clusteredDeferredRendering bool 0 yes Use clustered deferred rendering path, else uses forward. CVar can be changed at runtime to verify visual, but for performance check, please enable from cmdline.
r_clusteredDeferredRenderingPreZ int 2 no 1: preZ alpha test. 2 PreZ alpha test + static opaques
r_clusteredLightingDebug int 0 no 0: disabled, 1: cluster parent frustums in world space 2: clusters frustums in world space 3: clusters frustums in screen space
r_clusteredLightingFarZ float 256.0f no Set pseudo far z to be used for zslices distribution
r_clusteredLightingNearZ float 2.0f no Set pseudo near z to be used for zslices distribution
r_clusteredLightingRegisterMode int 0 no 0: default, OBB screen projection and zmin/zmax, 1: enable volumes registration refinement step, 2: compute based, 3: async compute based
r_clusteredLightingShowStall bool 0 no Print duration of wait on cluster jobs, if any.
r_clusteredLightingTilesX int 16 no Clustered lighting tile count in frustum X direction
r_clusteredLightingTilesY int 8 no Clustered lighting tile count in frustum Y direction
r_clusteredLightingTilesZ int 24 no Clustered lighting tile count in frustum Z direction
r_clusteredLightingUseClipping bool 1 no Use light clipping plane/box during cluster assignment.
r_clusteredLightingUseJob bool 1 no Use jobs to register lights
r_colorBlindMode int 0 yes Enable color blind modes. 1: Protanopia, 2: Deuteranopia, 3: Tritanopia. ( tbd: Protanomaly, Deuteranomaly, Tritanomaly ). Disabled by default = 0
r_colorCorrection int 1 no enable color correction
r_commitSurfacesRenderProgDataJobGranularity int 8 no Render model granularity for commit surface render prog data jobs
r_contrast float 1.0 no changes the contrast value
r_currentMaterial string (empty) no current material name from r_showSurfaceInfo
r_cutsceneRender bool 0 no if set we are rendering a cutscene and the renderer should attempt no monkey business with changing cvars
r_debugArrowStep int 120 no step size of arrow cone line rotation in degrees
r_debugBounds float 0 no How long largest axis needs to be to show in commit
r_debugContextVerbosity int 2 no 0: No messages, 1: Errors, 2: Errors & Warnings, 3: Errors, Warnings and Informational
r_debugDrawAlpha float 0.5 no alpha for r_show* debug tools, where implemented and applicable
r_debugFlareOcclusionQuad int 0 no display occlusion quad debug
r_debugHitTraceModels int 0 no +/-1: draws hit test spheres on test, +/-2: draws every frame, < 0 for depth test
r_debugImageQuality int 0 no Enable image quality debug view, >= 1 antialiasing debug views, increasing debug view number increases zoom factor, >= 10 pixel density, >= 20 gamma debug
r_debugInvert2ndView bool 0 no Invert the second render view in order to debug multiview
r_debugJobDAG int 0 no For specified number of frames writes out a GraphViz dot file of the render job DAG
r_debugLightingVtRestart bool 0 no If 1, issue vt_restart command on changing debugLighting mode
r_debugLineDepthTest bool 0 no perform depth test on debug lines
r_debugLineWidth int 1 no width of debug lines
r_debugNewGPUParticles bool 0 no —
r_debugPolyDepthTest bool 0 no perform depth test on debug polys
r_debugPolygonFilled bool 1 no draw a filled polygon
r_debugSphereDist float 90 no Distance from camera of testCubeImage sphere
r_debugToolsHDR bool 0 no Enable drawing debug tools in HDR for debugging HDR content ( e.g. Ambient Probes )
r_debugTransientDecals bool 0 no Print how many decals are active and in what range
r_decalClusteringNumDecalsPerJob int 32 no Ideal number of decals per job
r_decalClusteringUseJob bool 1 no Use jobs to compute decal bounds
r_decalDecalBoundsJobGranularity int 32 no Granularity of decal bounds jobs
r_decalDistanceExtendedFadeStart int 10 no Start fading out extended decals at this range.
r_decalDistanceFadeMultiplier float 1.0 yes Decal fade distance multiplier.
r_decalDistanceFadeStart int 60 no Start fading out all decals at this range.
r_decalFadeCulling int 2 yes 1. Starts culling decals based on area of visibility on screen after the distance specified on r_decalDistanceFadeStart. Culling starts once decal has r_decalPixelThresholdFadeStart on screen and ends when it reaches r_decalPixelThresholdFadeEnd pixels. 2 - Also cull decals that face normals facing away from player.
r_decalFadeCullingAngle float -0.3 no Threshold value for the dot product between decal normal and player view direction. Range is [-1,1].
r_decalFadeFilterId int 0 no Displays just the decal id wanted.
r_decalFilteringQuality int 2 yes 0 - Low (trilinear). 1 - Medium (aniso 2x). 2 - High (aniso 4x). 3 - Ultra (aniso 8x). 4 - Nightmare (aniso 16x)
r_decalLifetimeMultiplier float 1.0 yes Global lifetime multiplier for timed decals.
r_decalPixelThresholdFadeEnd int 115 no Number of width pixels at which the decal will be completely faded out.
r_decalPixelThresholdFadeStart int 125 no Number of width pixels at which the decal will start fading out.
r_decalRenderedDebug int 0 no 1. Show how many decals are rendered. 2. Draws the OBB and normal. 3. Draws the id.
r_decals bool 1 no enable decal rendering
r_defaultDepthBias float 1.0 no default polygonOffset units
r_defaultSlopeScaleDepthBias float 2.0 no default polygonOffset factor
r_deferDescriptorSetUpdates bool 1 no Defer descriptor set updates if set to true
r_deferedRenderModelMode int -1 no Set before loading a map -1 == do nothing, 0 == force defered off, 1 == force defered on.
r_depthTestCollisionSpheres bool 0 no 1 = use depth test to render collision spheres
r_detailDistance float 300 no Distance at which to start culling detail geometry
r_dialogIconX float 0.875 no horizontal screen fraction at which the loading icon is placed
r_dialogIconY float 0.795 no vertical screen fraction at which the loading icon is placed
r_directChannelScale float 1 no Scales the direct light contribution
r_disableDebugRender bool 0 no if true disable all debug render lines, boxes, etc
r_discardLargeStatShadowsAtLoadHack int -1 no throw away large static shadows at load to temporarily get around out of videoram on consoles
r_displayMidnightStoryBoards bool 0 no display midnight storyboards in-game
r_displayRefresh int 0 yes optional display refresh rate option for vid mode
r_dof int 1 yes 0 = Disabled, 1 = Enabled, 2 == Enable DOF near field
r_dofDebug int 0 no 0 = Disabled, 1 = Show DoF debug info
r_dofHalfRes bool 1 no 0 = full res, 1 = half res ( default )
r_dofNumTapsSideBlur int 8 no —
r_dofNumTapsSideFloodFill int 4 no —
r_dofTAA bool 1 yes 0 = Disabled, 1 = Enabled
r_dofTAABlendRatio float 0.15 no DOF Temporal AA blend ratio
r_drawFCATBar bool 0 yes Enable drawing of FCAT bar
r_drawLoadedImages int 0 no Draw loaded images scaled on the screen
r_drawLoadedImagesScale float 64 no Shrink factor for r_drawLoadedImages
r_driverDebugLayerVerbosity int 3 no 0 = disabled, 1 = print low severity (info, all warnings, errors), 2 = print medium severity (performance warnings and errors), 3 = print high severity (errors or dangerous undefined behavior)
r_dumpShaderText bool 0 no dump the shadertext on load to generated/renderprogs/textdump/
r_durangoUseInstalledHlslCompiler bool 0 no use the durango hlsl compiler from the installed sdk instead the checked in one
r_dynamicLightingScale float 1 no Scales all approximated lighting on dynamic models
r_enableApproximateLightingForPoint int 1 no 0 = off, 1 = amb + lights, 2 = amb only, 3 = lights only
r_enableBlendShapes bool 1 no 0 to disable, 1 to enable
r_enableVideoOverlay bool 1 no enable (subtitle) video overlay
r_envBlendPowerFilterSize float 1 no Radius of specular power bleeding filter
r_envBlendShow int 0 no report the dynamic blend factors
r_envBlendTime float -1.0 no if >= 0, the seconds to completely fade out an old environment
r_environmentProbes int 1 no 0 - off, 1 - enable specular environment probes. 2- also enable diffuse environment probes. 3 - probe generation preview mode
r_excludeModel int -1 no exclude only this model
r_explosivesDebug bool 0 yes draws debug geometry for idProp_Exposive based entities
r_fastPathReInsert bool 0 no Use RelinkModelIntoTree
r_filmGrainRatio float 1.0 yes Film grain - allow overriding art settings
r_finishEveryDraw bool 0 no call glFinish() or equivalent after each draw call. Does not work with r_useSMP = 2.
r_firstCutsceneFrame bool 0 no Marks the next frame as the first frame in a cutscene rendering session
r_fixObjMaterialPath bool 0 no temp hack fix for material paths being jumbled up for objs coming out of modo
r_flaresQuality int 1 no Flares quality (resolution & format precision). 0: 1/2 res (64bit), 1: 1/4 res (32bit), 2: 1/8 res (32bit)
r_flatShadeOnMapLoad bool 0 no set to flat shade on all map loads
r_flatShadeOnMissingMegas bool 1 no draw missing megatextures as flat shaded upon loading map
r_foliageBigFadeDistMax float 7000 no all foliage will be completely faded out at this range
r_foliageSmallFadeDistMax float 5000 no small foliage will be completely faded out at this range
r_foliageStartFadeDist float 3000 no start fading foliage out at this range
r_forceFullVirtualTextureLoad bool 0 no force each frame to do a full virtual texture load for capturing video, etc * SLOW *
r_forceLod int -1 no render a specific lod only
r_forceNonDeferredAnimBlend string 0 no 1 = force non-deferred animation blending
r_forceOcclusionBoxQueries bool 0 no force the use of occlusion query boxes
r_forceReferencesOnCommit bool 0 no Never skip the reference update
r_forceUpdateAllSunCascades int 0 no Set to 1 to force all sun cascades to be updated each frame ( used for cutscene rendering ).
r_freeTriangleCPUData bool 1 no dump the CPU data after building vertex buffers
r_fuelTrailEffects bool 1 no fuel trail particle effects
r_fullscreen int 1 yes 0 = windowed, 1 = full screen, 2 = borderless window
r_gamma float 1.0 yes changes the user defined gamma value of the display device - the default value 1.0 has no effect on the brightness of the image
r_generatedRenderprogPath string (empty) no if set to a folder it will be added as an alternative source for shaders to load from
r_generateMipMaps int 1 no 0 = overlapped downsample, 1 = glGenerateMipMap
r_gpuParticleStats bool 0 no —
r_gpuParticleUseAsyncCompute bool 1 no —
r_gpuTriangleCullingAsyncCompute bool 1 no use async compute for GPU triangle culling
r_gpuTriangleCullingDebug int 0 no 1 Get the number of triangles culled. 2 Render only GPU culled geometry
r_gpuTriangleCullingGranularity int 1 no Granularity of the compute waves. 0: 64 tris/wave - 1: 256 tris/wave; 2: 512 tris/wave
r_gpuTriangleCullingMaxJobs int 0 no Maximum number of concurrent gputriangle culling jobs to allow
r_gpuTriangleCullingMaxWaves int 2 no —
r_gpuTriangleCullingOptions int 4 no 0. No culling. 1. Frustum culling 2. Backface culling 3. Small triangles culling. 4. All
r_guiDebug bool 0 no Provides debug output in idRenderModelGui code
r_guiFocusBlur float 0 no Debug, set gui focus blur
r_guiMotionBlurX float 0 no Debug, set gui motion blur X axis
r_guiMotionBlurY float 0 no Debug, set gui motion blur Y axis
r_hairCullingDistance float 27 no Cull all hair after this distance in meters
r_hdrAutoExposureBase float 0.01 no 0.01 (default). Set base exposure adjustment. Helpful for screenshots and fine tunning automated exposure behavior.
r_hdrAutoExposureInstant bool 0 no 0 = use r_hdrAutoExposureSpeed, 1 = Auto exposure happens instantly ( as if r_hdrAutoExposureSpeed == infinity )
r_hdrAutoExposureRatio float 1.0 no 1.0 = use full adjustment. 0 = use base exposure adjustment. Helpful for screenshots and fine tunning automated exposure behavior.
r_hdrAutoExposureSpeed float 1.0 no 0 = disable, 1.0 = 16.5 ms (default), 2.0 = 8.25 ms, etc
r_hdrBloom bool 1 yes 0 = disabled, 1 = enabled (default)
r_hdrBloomRatio float 0.03 no 0 = disable, 0.03 = 3.0% (default)
r_hdrBloomThreshold float 2.0 no Luminance threshold for bloom. -1 = all pixels contribute for bloom
r_hdrDebug int 0 no 0 = Disabled, 1 = Non-tonemapped gamma corrected output, 2 = debug view (red = nans, green = negative, grayscale = valid), 3 = range debug (red = above max range, blue = bellow min range), 4 = Auto Exposure + Bloom debug
r_hdrDebugRangeMax float 1.0 no Max range used for r_hdrDebug mode 3
r_hdrDebugRangeMin float 0.01 no Min range used for r_hdrDebug mode 3
r_hdrPostProcess bool 1 no 0 = disabled, 1 = enabled (default)
r_hdrShutterSpeed float 10.0 yes Set camera shutter speed. Default = 10 (1/10 th of a second)
r_highlightFrequency float 0.75 no Hz of highlight pulse
r_highlightFrequencyFast float 2 no Hz of highlight pulse
r_highlightSynchronized bool 0 no All highlights in phase
r_hotPatchWarningsAreErrors bool 0 no set to 1 to throw a resource ERROR if hot patching materials fails.
r_imageAtlasDecalHeight int 8 yes Hight of decal image atlas (in k, must be pot)
r_imageAtlasDecalWidth int 8 yes Width of decal image atlas (in k, must be pot)
r_imageAtlasForceDropMip bool 0 yes force dropmip for image atlas resources > 128px
r_imageAtlasLightHeight int 1 yes Hight of light image atlas (in k, must be pot)
r_imageAtlasLightWidth int 2 yes Width of light image atlas (in k, must be pot)
r_imageAtlasMaxAniso float 4 yes Max aniso for atlas textures.
r_imageAtlasTranSortHeight int 8 yes Hight trans sort of image atlas (in k, must be pot)
r_imageAtlasTranSortWidth int 8 yes Width of trans sort image atlas (in k, must be pot)
r_imageCompareMultiplier float 1.0 no This is a multiplier for the difference between the two images in the ImageCompare command
r_incrementalUpdate bool 1 no —
r_initialModeHeight int 1080 yes Default Vertical Resolution on first start ever - Only gets used if r_mode = -2
r_initialModeWidth int 1920 yes Default Horizontal Resolution on first start ever - Only gets used if r_mode = -2
r_initialMonitor int -1 yes -1 = auto detect default monitor, >= 0 specific monitor index used to initialize the render system
r_jitter bool 0 no randomly subpixel jitter the projection matrix
r_jointAxisScale float 0.02 no scale of joint axes
r_jointName string (empty) no name of model joint to render
r_jointNameOffset float 0.01 no offset of joint names when r_showskel is set to 1
r_jointNameScale float 0.02 no size of joint names when r_showskel is set to 1
r_jointSubString string (empty) no render all joints with this substring in the name
r_lazyBindBuffers bool 1 no lazy buffer binds
r_lazyBindImageBuffers bool 1 no lazy buffer image binds
r_lazyBindParms bool 1 no lazy update of render parms
r_lazyBindPrograms bool 1 no lazy program binds
r_lazyBindTextures bool 1 no lazy texture binds
r_lensDirtRatio float 1.0 no Set ratio for lens dirt composition
r_lensFlaresRatio float 1.0 no Set ratio for lens flare composition
r_lightClassThreshold int 2 yes Set which light classes are rendered: <= 1 - only key lights, 2 - key + some additional lights, >= 3 - all lights
r_lightDistanceFadeMultiplier float 1.0 yes Light fade distance multiplier.
r_lightScattering bool 1 no 1: Enable light scattering, 0: disable
r_lightScatteringAnisotropy float 0.5 no Light scattering anisotropy
r_lightScatteringClearBuffers bool 0 no 1: Enable light scattering clearing all buffers
r_lightScatteringFarPlane float 100.0 no Light scattering far clipping plane: 100 meters default ( higher view distances will require increase r_lightScatteringVolumeDepth )
r_lightScatteringNearPlane float 0.1 no Light scattering near clipping plane
r_lightScatteringQuality int 1 yes Light scattering volume width: 3: screenres / 8 x 128 depth (high) 2: screenres / 16 x 128 depth (high UDH) 1: screenres / 8 x 64 (medium), 0: screenres / 16 x 64 (low). >=1440p uses 0 by default
r_lightScatteringQualityCinematic int 0 no Light scattering uxing x8 samples. This is reserved for cinematics
r_lightScatteringQualityResClamp int 2560 no Light scattering resolution clamping. Anything above r_lightScatteringQualityResClamp uses ( screenres / 16 ) tile size
r_lightScatteringTAA bool 1 no 1: Enable light scattering TAA, 0: disable
r_lightScatteringTAABlendRatio float 0.05 no Light scattering temporal blend ratio
r_loadingIconSize float 0.07 no size of the loading icon
r_loadingIconSpeed float 0.5 no rotation speed of the loading icon
r_lockView bool 0 no lock the current view
r_LODAutoGenerate bool 1 no enables auto generation of LODs
r_LODAutoGenerateThreshold int 0 no If the number of vertices between LODs are less or equal than this, no LODs are generated.
r_LODMinVertCount int 50 no minimum number of vertices needed so that LODs get created
r_lodScaleDeviation float 0.5 yes Scale LOD deviation override
r_lodScaleDeviationNeo float 1.0 yes Scale LOD deviation override for Neo
r_lodScaleDeviationScorpio float 1.0 yes Scale LOD deviation override for Scorpio
r_LODSkipGen int 2 no 0: normal, 2: skip, skip generating lods or generate at low quality to improve load times on workstation when cooker lags behind
r_LODSkipOnLargeModelsMaxVerts int 500000 no skip creating lods on models with more than this many vertices
r_LODSkipOnLargeModelsVersionDepCVar int 1 no a cvar that all skiped models depends on, so we easily can increment it when we make the test more sophisticated
r_logFile int 0 no number of frames to emit render logs
r_logLightTris int 0 no if 0 do nothing, if 1 print all light triangle interaction numbers, if > 1 print light interactions more than nK triangles. r_logLightTris 100 will print interactions touching more than 100K triangles
r_logRenderWorldLinkFailures bool 0 no Log a warning for every model and light that fail to link in the render world
r_manifoldMaxDetailWidth float 0.64f no —
r_MaterialStream bool 1 no —
r_mergeModelSurfaces bool 1 no combine model surfaces with the same material
r_MidnightStoryBoardsScale float 0.15 no midnight storyboards in-game placeholder size (in percent of screen size)
r_mip3Border bool 1 no use clampToBorder for the mip3 buffers
r_mode int -2 yes Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes)
r_modelToIndexGranularity int 128 no The number of models to process in a single coop job pass
r_morphDisplacementNormalWeight float 0 no 1 = Weight morph normals heavily based on displacement, 0 = weight normals the same as displacement
r_morphsCullingDistance float 10 no Cull all morphs after this distance in meters.
r_motionblur int 1 yes 0 = Disabled, 1 = Enabled
r_motionblurMotionPixelThreshold float 1 no 1 = 1 pixel threshold motion, 2 = 2 pixel, etc
r_motionBlurQuality int 2 yes Set motion blur quality. 2: high, 1; medium, 0: low
r_multiSamples int 0 yes number of anti-aliasing samples (0 = no multi-sampled FBO)
r_newCutsceneFrame bool 1 no Marks the next frame as the start of a new cutscene frame
r_newCutsceneFrameBlend bool 0 no Marks the next frame as the first blend frame of a new cutscene frame
r_newGpuParticleCullingOptions int 0 no 0. No culling. 1. Frustum culling 2. Small triangles culling. 3. All Modes 4. Cull Always
r_newGpuParticleUseAsyncCompute bool 1 no —
r_opaqueSurfacesSortMode int 3 no 0 = render program; 1 = depth; 2 = model; 3 = pipeline
r_openglUseValidator bool 0 no make sure opengl shaders pass validation before allowing usage (disabled because validator usually doesn't support all extensions we use)
r_opticsMaxPixelBlurLimit float 14 no Value in pixels. ( 14 default )
r_orbisUseInstalledPsslCompiler bool 0 no use the orbis pssl compiler from the installed sdk instead the checked in one
r_parallelCommitSurfacesRenderProgData bool 1 no Run the commit surfaces render prog data jobs in parallel with cull & parts of gather
r_parallelTextureStreamingUpdate bool 1 no Run the UpdateTextureStreaming job in parallel with cull & gather
r_particleCoopJobCount int 8 no The number of jobs to break the particle coop work up into
r_particleFadeQualityMultiplier float 1.0 yes —
r_particleFadeQualityMultiplierDurango float 0.8 yes —
r_particlesCullByVertexAlpha bool 1 no if particle alpha in vertex shader is below epsilon, the particle will be culled
r_particlesEmissionScale_FarDist float 70 no Far emitter distance triggering emission rate scaling
r_particlesEmissionScale_FarScale float 0 no Particles min alpha threshold for discarding (0-255 sRGB range )
r_particlesEmissionScale_ForceDefaultRate bool 0 no Force default rate on all emitters
r_particlesEmissionScale_NearDist float 68 no Near emitter distance triggering emission rate scaling
r_particlesEmissionScale_NearScale float 1 no Near emission rate scaling factor
r_particlesLightAtlas bool 1 no Particles light atlas update. 0 disables update
r_particlesLightAtlasDebug int 0 no Draw particle quads. 1 - Green - LOD0, yellow - LOD1, brown - LOD2, red - LOD3. 2 shows tile occupancy inside the bands.
r_particlesLightAtlasHeight int 2048 yes Particles light atlas height
r_particlesLightAtlasQuality int 1 yes Particles light atlas quality. 0 - low, 1 - medium, 2 - high, 3 - ultra.
r_particlesLightAtlasVTSThreashold float 0.02 no Tile size for particle light atlas decreases after this threshold.
r_particlesLightAtlasWidth int 4096 yes Particles light atlas width
r_particlesMinAlpha float 16 yes Particles min alpha threshold for discarding (0-255 sRGB range )
r_particlesMinAlphaDurango float 32 yes Particles min alpha threshold for discarding (0-255 sRGB range )
r_particlesSurfaceSpawn bool 1 no Particles surface spawn update. 0 disables update
r_pbrDebug int 0 no 0 = Disabled, 1 = albedo, 2 = tbd...
r_pbrDebugAlbedoMax float 0 no Albedo max luminance (sRGB) to compare against
r_pbrDebugAlbedoMetalThreshold float 89 no Albedo max luminance (sRGB) to compare against, for metals
r_pbrDebugAlbedoMin float 0 no Albedo min luminance (sRGB) to compare against
r_pbrDebugAlbedoMultiplier float 1.0 no For debugging purposes, apply multiplier to albedo
r_pbrDebugAlbedoNonMetalThreshold float 89 no Albedo max luminance (sRGB) to compare against, for non-metals
r_pbrDebugFogDensityScale float 1 no Apply a scale to fog density - for debugging purposes
r_pbrDebugLightingSaturation float 1.0 no For debugging purposes, apply lighting saturation. Bellow 1.0 desaturates.
r_pbrDebugSmoothnessGamma float 1.0 no For debugging purposes, apply gamma curve to smoothness
r_pbrDebugSmoothnessMultiplier float 1.0 no For debugging purposes, apply multiplier to smoothness
r_perfSaveFile string PerfStats.txt no Name of output file for r_perfSaveStatsToFile, if empty, PerfStats.txt will be used
r_perfSaveStatsToFile int 0 no Writes the current perf stats to a file
r_physicalPagesAspectRatio float 2.0 yes Set to change the aspect ratio of physical pages for the uniquemap.
r_playerCullSurfacesCPU int 0 no Test and cull marked player surfaces (legs/boots)
r_primeLightScale float 1 no Scales prime light contribution
r_printHotPatchWarnings bool 0 no set to 1 to spam hotpatch warnings.
r_printOnRunTimePipelineGeneration bool 0 no print a message when pipelines are generated runtime
r_printRenderFlagsOnce bool 0 no prints the active renderflags once when triggered
r_purgeShaderTextOnLoad bool 0 no Free memory used by shader text when loading shaders
r_queryClustersForFrustum bool 0 no Use more (spatially) accurate query for lights
r_queryClustersInBatches bool 0 no Query clusters in batches for better performance
r_queryClustersInTree bool 0 no Use AABB tree to gather Umbra clusters
r_queryThreshold int 4 no minimum return value from a query
r_refractionForceRefreshThreshold float 400.0f no Surfaces whose depth delta is smaller than this value will share the same refraction
r_refractionMaxUpdates int 2 no —
r_refractionMinSurfaceWeight float 0.001 no Min refractive surface size on screen to trigger refraction updates
r_refractionUpdatesDebug bool 0 no —
r_remapStaticModelSurfaces bool 0 no Try to remap surfaces into genericvmtr if possible
r_renderGatherDecalsGranularity int 16 no The number of decals a worker thread will consume on each pass. Too low and memory contention becomes an issue. Too high and completion times spike.
r_renderGatherMode int 0 no render gather mode: 0 = Parallelized, 1 = Parallel code, but called serially
r_renderGatherModelsGranularity int 4 no The number of areas a worker thread will consume on each pass. Too low and memory contention becomes an issue. Too high and completion times spike.
r_renderGatherWorldAreaGranularity int 8 no The number of areas a worker thread will consume on each pass. Too low and memory contention becomes an issue. Too high and completion times spike.
r_renderLods int 1 no renderer uses lods
r_renderProgResourceUsageWarnings int 2 no 0 = no output, 1 = warnings, 2 = error
r_renderThreadIdealProcessor int -1 no HACK for NVIDIA only - Forces an ideal thread for render thread to mitigate driver issues
r_renderThreadStackSizeKB int 4194304 no Render thread stack size
r_saturation float 1.0 no changes the saturation value
r_sb_deferredNormalBiasScale float 0.04 no Deferred scale for normal depth bias
r_sb_deferredNormalBiasScaleMax float 10 no Deferred max depth normal bias
r_sb_depthBias float 1 no depth bias units for drawing shadow buffer
r_sb_depthOffset float 0.002 no polygon depth offst for drawing shadow buffer
r_sb_occluderFacing int 0 no 0 = front faces, 1 = back faces, 2 = front and back sides separately with polygon offset
r_sb_parallelDepthBias float 0.01 no depth bias for drawing parallel light shadow buffer
r_sb_parallelSlopeScaleDepthBias float 2.5 no slope scale depth bias for drawing parallel light shadow buffer
r_sb_playerShadowShrink float 0.5 no scale of projected player shadow map
r_sb_sliceOffset float 0 no Offset the cascade start point along view direction
r_sb_sliceRampScale float 10 no larger values perform a faster dithered lerp between slices
r_sb_sliceStep float 512 no initial ortho size for first slice
r_sb_slopeScaleDepthBias float 2.5 no slope scale depth bias for drawing shadow buffer
r_screenshotBatchSize int 8 no Number of jobs issue when batching screenshots (min 1, max 16)
r_screenshotTag string (empty) no String to display on captured screenshots
r_shaderLimits_blendedSurfaces_numLateAlloc int 0 no —
r_shaderLimits_blendedSurfaces_numPS int -1 no —
r_shaderLimits_blendedSurfaces_numVS int -1 no —
r_shaderLimits_blendedSurfaces_VSLockThreshold int -1 no —
r_shaderLimits_renderOpaque_dynamicModels_numLateAlloc int 32 no —
r_shaderLimits_renderOpaque_dynamicModels_numPS int -1 no —
r_shaderLimits_renderOpaque_dynamicModels_numVS int 3 no —
r_shaderLimits_renderOpaque_dynamicModels_PSLockThreshold int -1 no —
r_shaderLimits_renderOpaque_dynamicModels_VSLockThreshold int -1 no —
r_shaderLimits_renderOpaque_viewModels_numLateAlloc int 32 no —
r_shaderLimits_renderOpaque_viewModels_numPS int -1 no —
r_shaderLimits_renderOpaque_viewModels_numVS int 3 no —
r_shaderLimits_renderOpaque_viewModels_PSLockThreshold int -1 no —
r_shaderLimits_renderOpaque_viewModels_VSLockThreshold int -1 no —
r_shaderLimits_renderOpaque_world_numLateAlloc int 10 no —
r_shaderLimits_renderOpaque_world_numPS int -1 no —
r_shaderLimits_renderOpaque_world_numVS int -1 no —
r_shaderLimits_renderOpaque_world_PSLockThreshold int -1 no —
r_shaderLimits_renderOpaque_world_VSLockThreshold int -1 no —
r_shadingRate bool 1 yes Use NVIDIA Variable Shading Rate (VSR)
r_shadingRateAntiFlickerMotionNorm float 5.0 yes Normalization in pixels
r_shadingRateAntiFlickerRoughMaterial float 0.8 yes 1/x factor to increase luma sensitivity under slow motion and avoid shimmering
r_shadingRateAntiFlickerSmoothMaterial float 0.33 yes 1/x factor to increase luma sensitivity under slow motion and avoid shimmering
r_shadingRateDebug bool 0 yes Visualize shading rate in colors: blue - 1x2/2x1; green - 2x2; yellow - 2x4/4x2; red - 4x4; white dot = transposed
r_shadingRateFinalDither float 0.0 yes Dithering of shading rates
r_shadingRateLevelMax int 4 yes Maximum allowed shading rate (0 - 4x4; 1 - 4x2; 2 - 2x2; 3 - 2x1; 4 - 1x1)
r_shadingRateLevelMin int 1 yes Minimum allowed shading rate (0 - 4x4; 1 - 4x2; 2 - 2x2; 3 - 2x1; 4 - 1x1)
r_shadingRateMotionInfluence float 40.0 yes Motion influence to shading rate in %
r_shadingRateMotionSensitivityToLuma float 5.0 yes Reduce motion influence in areas with divergent colors
r_shadingRateNormalInfluence float 1.0 yes Sensitivity to divergent normals
r_shadingRatePrevAmount float 0.001 yes Amount of previous shading rate
r_shadingRateQualityDistribution float 10.0 yes Quality distribution in % (-100 = super coarse, 0 = balanced, 100 = super fine)
r_shadingRateQualityOverride int 5 yes 0 - 4x4; 1 - 4x2; 2 - 2x2; 3 - 2x1; 4 - 1x1; 5 - adaptive
r_shadingRateSensitivityBrightness float 60.0 yes Sensitivity to the screen brightness in %
r_shadingRateSensitivityLuminance float 63.0 yes Sensitivity to per-pixel luminance changes in %
r_shadingRateSmooth bool 1 yes Smoothing of shading rates
r_shadowAssumeNumTriDynamic int 256 no kilo-triangles to assume when a shadow has no known triangle count.
r_shadowAssumeNumTriStatic int 256 no kilo-triangles to assume when a shadow has no known triangle count.
r_shadowAtlasHeight int 8192 yes Shadow map atlas height
r_shadowAtlasTileSize int 2048 yes Shadow map atlas tile size
r_shadowAtlasWidth int 8192 yes Shadow map atlas width
r_shadowCacheFmt int 0 no Shadow map atlas fmt. 0: 32 bit, 1: 16 bit
r_shadowDebugSlice int 0 no fits depth ranges of shadowmaps to the included casters to increase stability
r_shadowDirtyWarningTreshold int 1000000 no Warn if a model intersects more than this number of lights.
r_shadowDMAStaticSlices bool 1 no —
r_shadowDurangoDebug int 15 no Debug!
r_shadowDurangoESRAM bool 1 no Render to ESRAM if true, otherwise directly to atlas
r_shadowDurangoESRAMComposite bool 0 no Render composite in ESRAM if true, otherwise directly to atlas
r_shadowDurangoESRAMMaxMip int 3 no Render directly to atlas if mip > ESRAMMaxMip
r_shadowFadeRangeAdd float 0.0 no Global add for the user defined per-light shadow fade range
r_shadowFadeRangeScale float 1.0 no Global scale for the user defined per-light shadow fade range
r_shadowFitDepthToCasterBounds bool 0 no fits depth ranges of shadowmaps to the included casters to increase stability
r_shadowForceDynLights bool 1 no always update for dynamic lights
r_shadowHardLimitPixels int 262144 yes Shadow per-frame pixels hard cap in kilo-pixels.
r_shadowHardLimitTriangles int 65536 yes Shadow per-frame triangles soft cap in kilo-triangles.
r_shadowJitter bool 0 no Enables subpixel jitter for shadow projection matrix for cutscenes
r_shadowJitterDebugScale float 1.0 no Scales subpixel offset of shadows for debug purposes
r_shadowKeepStaticMipsMask int 24 no Bit mask that represent mip levels of static cached shadow maps that won't get deleted when the current mip is lowered.
r_shadowLODAdjustThreshold float 0.2 no Cached shadows are discarded if the wanted float shadow level differs this many LOD levels from the cached shadow.
r_shadowLodBias int 0 no —
r_shadowLodForceValue int -1 no Force a specific lod level for shadow rendering of dynamic models. -1: Use the same LoD as opaque.
r_shadowLODProjectionSizeFactor float 0.08 no Projection size lod scale
r_shadowLogBase float 3.0 no The size of shadow cascades calculated by pow(r_shadowLogBase, cascadeID)
r_shadowMaxStaleFrames string 0,0,1,2,2 yes Max stale frames for spots/point lights per mip level. (0=60hz, 1=30hz, 2=20hz, etc..)
r_shadowMinStaticMip int 3 no Mip at which the static caching is applied, idea is that the more shadows -> lower mips -> more vertex pressure -> static caching
r_shadowOcclusionMinRadius float 10 no Lights with radius greater than this value will use occlusion culling for shadow buffer rendering. (set before loading map)
r_shadowParallelCompositeAllEntitiesMaxSlice int -1 no All non-worldspawn shadows are rendered as dynamics into the composite for slices <= this value. (set to -1 to disable)
r_shadowParallelLightFastPath bool 1 no —
r_shadowParallelMaxStaleFrames string 0,0,1,2 no Max stale frames for parallel lights per cascade. (0=60hz, 1=30hz, 2=20hz, etc..)
r_shadowParallelMoveMargin float 0.5 no Parallel light: static cache move margin. (in meters)
r_shadowParallelSkipDynamicModelsFromSlice int -1 no —
r_shadowParallelSliceOffsetScale float 0 no offsets the first parallel cascade in direction of the player
r_shadowPlayerCullRadius float 32 no Approximate radius for the player first person models used for culling shadows.
r_shadowPlayerCullSlice bool 1 no Cull player shadows per slice.
r_shadowPlayerLOD int 1 no Shadow LOD level for player/weapon shadows.
r_shadowPlayerMaxStaleFrames int 0 no Max throttling for weapon shadows.
r_shadowRenderDepthCopy bool 1 no Copy depth using rasterizer.
r_shadowsDistanceFadeMultiplier float 1.0 yes Shadows fade distance multiplier.
r_shadowSkipSliceViewCull bool 0 no Skip culling point light slices against main view.
r_shadowSoftLimitPixels int 262144 yes Shadow per-frame pixels soft cap in kilo-pixels.
r_shadowSoftLimitTriangles int 6144 yes Shadow per-frame triangles soft cap in kilo-triangles.
r_shadowsSunCascadesRadius float 1000.0 no Sun shadow cascades radius
r_shadowStaticMipTriThresholds string -1,10,8,4,2 no kTri thresholds for using static caching for each mip level. (-1=off)
r_shadowStaticMode int 1 no Select heuristic for static caching. 0 = Use r_shadowMinStaticMip, 1 = Use r_shadowStaticMipTriThresholds
r_shadowStats int 0 no 0=Off, 1=Trace stats, 2=Record stats, 3=Trace recorded data and set to 0, 4=only print if stats change, 5=only print if shadow alloc failed
r_shadowTopOffenders int 0 no List the top N most expensive shadow casting lights. (disables soft caps)
r_shadowUpdateDynamicOnly bool 1 no just shadowmaps that include moving objects or from moving lightsources are updated
r_shadowUseClearAttachment bool 1 no Use GL_ClearDepthAttachment to clear shadow slices
r_shadowUseStaticGeometry bool 1 no Use preprocessed static shadow geometry for shadow maps. (set before loading map)
r_shadowUseTriangleAndPixelLimits bool 1 no enforce r_shadowSoftLimit* and r_shadowHardLimit
r_shadowVSMSmoothness float 0.5 no biases the smoothness of VSM shadows
r_sharpening float 2.0 yes Sharpening filter, applied after all rendering
r_showAmbientProbes int 0 no Draw boxes for all the ambient samples, and lines from all dynamic models to their ambient. Note: due to how debug views are rendered at this point, these boxes are not affected by tone mapping - for more accurate ambient color view, use r_debugToolsHDR 1
r_showAnimatedBounds int 0 no displays the bounding boxes of all animated models (1 = frame, 2 = normalized, 4 = translated)
r_showBlendedSurfOverdraw int 0 no if > 0 show overdraw from all blended surfaces
r_showBlendedSurfOverdrawMax int 10 no overdraw >= this value is white
r_showBuffers int 0 no Show buffer info logging, bitfields: 0 - none, 1 - all, 2 - vertex, 4 - index, 8 - uniform, 16 - structured, 32 - pixel pack/unpack
r_showCommits int 0 no report model and light commits and ref counts
r_showCracks int 0 no display cracks less that the given number of pixels wide
r_showCurvature bool 0 no Show the deviation between interpolated normals and facet normals
r_showDebugTools bool 1 no Show debug lines/text/etc
r_showDecalsByExpense int 0 no prints a list of currently processed decals, sorted by their impact on rendering time
r_showDecalsByExpenseCount int 8 no shows the slowest n decals r_showDecalsByExpense
r_showDecalsByExpenseSensitivity int 16 no higher values reduce the variance of r_showDecalsByExpense
r_showDecalsByExpenseTextScale float 2.5 no scales the text showing the timings of r_showDecalsByExpense
r_showDeltaStats int 0 no report render stat deltas
r_showDepth bool 0 no display the contents of the depth buffer and the depth range
r_showDestinationAlpha bool 0 no draw destination alpha
r_showDisaster int 0 no 1 shadow/motion blur updating objects 2 alpha-test 4 two sided
r_showDrawColor string 1 1 1 0.4 no specifies the draw color for r_showTris mode 4
r_showDuplicateTriangles int 0 no show duplicate triangles, 2 = reload map genmodel
r_showDynamic int 0 no report stats on dynamic surface generation
r_showDynamicLighting int 0 no Draw lines to lights for each dynamic model, 3 = draw bounds of problem models and lights affecting them
r_showDynamicLightingSingleModel int -1 no suppress show dynamic lighting on all but one model specified with this model index
r_showEdges bool 0 no draw the sil edges
r_showEnvironmentProbes int 0 no Draw boxes for all the environment probes. Note: due to how debug views are rendered at this point, these boxes are not affected by tone mapping - for more accurate probes color view, use r_debugToolsHDR 1
r_showEnvs bool 0 no displays the bounding boxes of all the dynamic environments
r_showExpandedWorld int 0 no —
r_showFoliageNodeBounds int 0 no show the individual foliage bounds - 0 = off, 1 = just the bounds, 2 = bounds + position and size
r_showFoliageSubTreeBounds int -1 no show the bounds of the specified subtree
r_showFoliageSubTreeNodes int -1 no show the nodes of the specified subtree
r_showGuiOverdraw bool 0 no —
r_showGuiTris bool 0 no —
r_showHotPatchModelMaterials bool 0 no set to 1 to show details on materials in the patch table
r_showImageCreation bool 0 no Print image name, size and api object on creation.
r_showIntensity bool 0 no draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showKdTreeBounds int 0 no 0 = off, 1 = nodes, 2 = areas, 3 = both
r_showLightCenter bool 0 no Draw light axis and center.
r_showLightCount int 0 no 1 = color dkgreen to green for lights below 5 surfaces and color yellow to red for lights with more than 5 surfaces, white is more than 12, 2 = colors surfaces based on light count touching the surface
r_showLightOcclusion int 0 no Light index, -1 == Off
r_showLightOcclusionSlice int 0 no Light slice index for point lights. [0..5]
r_showLightOverdraw int 0 no 1 = print light overdraw
r_showLightRelinkDirty int 0 no Show light shadow dirty mask due to light relinking.
r_showLights int 0 no 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = spews a one-time list of the names of active lights
r_showLightsByExpense int 0 no prints a list of currently processed lights, sorted by their impact on rendering time
r_showLightsByExpenseSensitivity int 16 no higher values reduce the variance of r_showLightsByExpense
r_showLightsMode int 0 no 0 = Show all, 1 = Show non-static, 2 = Show non-static shadow casters, 3 = Show only in static shadow index range. (r_showLightsSSMin/Max)
r_showLightSpecific string (empty) no show the volume of a specifically named light
r_showLightsSSMax int 65536 no Max static shadow slice for r_showLights & r_showStaticShadows.
r_showLightsSSMin int 0 no Min static shadow slice index for r_showLights & r_showStaticShadows.
r_showLods int 0 no displays the color bounding boxes for each lod
r_showMagnifier float 0 no —
r_showManifolds int 0 no 0 = off, 1 = all manifolds, 2 = significant manifolds, 3 = omni-significant manifolds, 4 = show detail manifolds, 5 = show pipe manifolds, 6 = subdivided world manifolds
r_showModelGroupMasters int 0 no draw lines from from models that use another model's origin for lighting and shadowing (1 = visible models, 2 = all models)
r_showModels int 0 no 1 = displays the bounding boxes of all view models, 2 = print index numbers
r_showModelsSingle int -1 no if >= 0 then only that specific model will be debugged with r_showModels
r_showNavPortals int 1 no —
r_showNoDrawSurfaceInfo bool 0 no allow th r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" )
r_showNonTwoManifoldEdges bool 0 no draw edges that are not shared by exactly two triangles
r_showNormals float 0 no draws wireframe normals
r_showOcclusionBaseModel int 0 no show sound BSP base occlusion model
r_showOcclusionBoxes bool 0 no —
r_showParms bool 0 no print all world / view parmBlock assignments
r_showPIDInTitle bool 0 yes 1 = show process ID in window title. 0 = don't.
r_showPrimitives int 0 no report drawsurf/index/vertex counts
r_showPushFrustumIntoTreeProfiling bool 0 no —
r_showPVS int 0 no 0 - disabled, 1 - draw cells visible from player as green, 2 - draw cells invisible from player as red, 3 - draw both red and green cells
r_showQueries bool 0 no reports the number of occlusion queries per frame
r_showReferenceUpdates bool 0 no show rendermodels which have their references updated
r_showRefPose bool 0 no selects the pose to draw with r_showskel, 0 = draw the final pose, 1 = draw the reference pose
r_showRenderLog int 0 no report stats
r_showRuler bool 0 no —
r_showShadowActivity int 0 no Shows shadow slice dirty tag (red lines from dynamic models, the orange boxes) and color-coded rendering cost. Slice triangles: blue<=16k, green<=64k, yellow<=256k, orange<=512k, red<=1M, purple>1M. Parallel lights are not included since they are always dynamic. Options: 1 = Enable, 2 = Show activity for weapon shadow set, 4 = Disable depth-test for slice rendering.
r_showShadowAtlas bool 0 no display the contents of the shadow atlas buffer
r_showShadowCache int 0 no Show shadow cache status.
r_showShadows int 0 no Show shadow geometry. (1 = Static, 2 = Static bounds, 4 = Shadow view surfaces (#define ID_SHADOWVIEWDEBUG needs to be enabled) )
r_showShadowSliceViewCull bool 0 no Log culling point light slices against main view.
r_showShadowsName string (empty) no Limit shadow display to a specific light name
r_showShadowsSlice int -1 no Limit shadow display to a specific slice. -1 = Show all.
r_showSkel int 0 no draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSpecularTriangles bool 0 no show specular triangles
r_showStats int 0 no report render stats
r_showStatsNewGPUParticles bool 0 no —
r_showStencil bool 0 no display the contents of the stencil buffer
r_showSurfaceBounds int 0 no 1 = displays the bounding boxes of all model surfaces
r_showSurfaceInfo int 0 no show surface material name under crosshair
r_showSurfaceInfoDistance float 65536 no distance r_showSurfaceInfo traces
r_showTangentSpace int 0 no shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexelDensity int 0 no shade triangles by texel density. Set > 0 to scale range by specified amount. Colors mean: 0: black, 1: purple, 2: blue, 3: green, 4: yellow, 5: orange, 6: red, 7+: white.
r_showTexelDensitySmooth bool 1 no Turn on for gradient colored rendering of the texel densities
r_showTextureDistortion int 0 no shade triangles based on UV stretching
r_showTextureIslands int 0 no 0 = off, 1 = all manifolds
r_showTexturePolarity bool 0 no shade triangles by texture area polarity
r_showTextureSpace int 0 no shade triangles by texture space
r_showTextureValues bool 0 no Report the texture channel numbers under the crosshair
r_showTJunctions int 0 no 0 = off, 1 = all t-junctions, 2 = t-junctions on significant occluders, 3 = j-junctions with vertices between two colinear edges, 4 = = j-junctions with vertices between two colinear edges on significant occluders
r_showTotalSurfaceArea int 0 no print the total surface area of all static surfaces (2=include non-statics too)
r_showTrace int 0 no show the intersection of an eye trace with the world
r_showTraceWorld int 0 no show traceworld info under crosshair
r_showTransparencyStats int 0 no 1 = print stats
r_showTransSortOverdraw float 0 no if > 0 show overdraw from transparency sorted surfaces
r_showTriangleInfo int 0 no show vertex numbers and tangents of the triangle the crosshair is over
r_showTris int 0 no enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all, 4 = only visible ones with blended lines, 5 = draw all front facing non-static
r_showTwoSided int 0 no outline two sided geometry
r_showUmbraStats int 0 no 0 = off, 1 = visible world areas, 2 = culling details, 3 = timing
r_showVertexColor bool 0 no draws all triangles with the solid vertex color
r_showViewVolumes int 0 no Show Umbra view volumes
r_showVisibleInfluenceSpheres bool 0 no show the visible influence spheres
r_showVoxels int 0 no —
r_showWorldAreaBounds int 0 no 0 = off, 1 = subspace, 2 = geometry, 3 = both
r_showWorldAreas int 0 no 0 = 0ff, 1 = show world areas, 2 = lock view and show world areas
r_singleFlareModel int -1 no suppress all but one flare
r_singleGuiSurface int -1 no suppress all but one surface on gui model
r_singleLight int -1 no suppress all but one light
r_singleModel int -1 no suppress all but one model
r_singleSurface int -1 no suppress all but one surface on each model
r_singleTriangle bool 0 no only draw a single triangle per primitive
r_singleWorldArea int -1 no suppress all but one world area
r_skinningUseRelativeOffsets bool 1 no Use offsets to surface 0 joints offsets.
r_skipAddAlways bool 0 no skip rendering add-always models
r_skipAfterPostProcessSurfaces bool 0 no skip surfaces that need to be rendered after the post process
r_skipAllModels bool 0 no skip rendering all dynamic and static instance models
r_skipAnalyze int 0 no skip the feedback analysis
r_skipAreaCPUCulling bool 0 no skip CPU MVP culling of world areas
r_skipAreaGPUCulling bool 0 no skip GPU occlusion testing of world areas
r_skipAugment bool 0 no skip rendering augment models
r_skipBeams bool 0 no skip render model beam system
r_skipBlendedSurfaces bool 0 no skip blended surfaces
r_skipCommits bool 0 no 1 = don't accept any entity or light updates, making everything static
r_skipDecalCulling bool 0 no skip decal culling
r_skipDecals bool 0 no skip decal rendering
r_skipDepthFixupSurfaces bool 0 no skip depth fixup surfaces
r_skipDetailTris bool 0 no skip all detail triangles
r_skipDistortionSurfaces bool 0 no skip distortion surfaces
r_skipFeedbackCapture bool 0 no skip capturing feedback
r_skipFlares bool 0 no skip rendering flare models
r_skipFog bool 0 no skip rendering fog
r_skipFoliage bool 0 no Completely disable foliage models
r_skipGamePostProcess float 0 no Skip gameplay post-process effects (near death, drowning, burning etc)
r_skipGeoBlendSurfaces bool 0 no blended geo surfaces
r_skipGlass bool 0 no skip glass
r_skipGPUParticleSort bool 0 no —
r_skipGPUTriangleCulling bool 0 no skip GPU triangle culling
r_skipGuis bool 0 no skip rendering all guis
r_skipHotPatchDuringModelLoad bool 0 no set to 1 to skip hot patching of vmtrs
r_skipInGameGuis bool 0 no skip rendering in-game guis
r_skipLightCPUCulling bool 0 no skip CPU MVP culling of lights
r_skipLightGPUCulling bool 0 no skip GPU occlusion testing of lights. Note: This is forced enabled in slowmap mode.
r_skipLightRangeCulling bool 0 no allow lights to be removed at distance
r_skipLights int 0 no 1 - skip all dynamic lights, 2 - points, 4 - spots, 8 - area, 16 - parallel, 32 - probes (combine by adding, e.g. skip spots + points = 2+4 = r_skipLights 6)
r_skipMergeMeshes bool 0 no skip combining rendermodel surface to reduce the batch count
r_skipModelCPUCulling bool 0 no skip CPU MVP culling of models
r_skipModelGPUCulling bool 0 no skip GPU occlusion testing of models
r_skipModelRangeCulling bool 0 no allow models to be removed at distance
r_skipModels bool 0 no skip rendering all dynamic models
r_skipMultipleMaterialErrors bool 1 no set to 0 to spam hotpatch warnings per vertex, 1 to only emit a warning for the first vertex in a surface.
r_skipNewGPUParticles bool 0 no —
r_skipNodeCPUCulling bool 0 no skip CPU MVP culling of world nodes
r_skipNodeGPUCulling bool 0 no skip GPU occlusion testing of world nodes
r_skipOcclusionBaseModel bool 1 no use sound BSP derived model to cover up missed occlusion queries
r_skipOcclusionSurfaces bool 0 no skip occlusion surfaces
r_skipOpaqueSurfaces bool 0 no skip opaque surfaces
r_skipPlayerShadow bool 1 no skip casting shadows from player hands+weapons on self
r_skipPostProcess bool 0 no skip post processing
r_skipRenderTools bool 0 no skip rendering all render tools
r_skipShadowDirtyTag int 0 no Skip shadow dirty tagging in render world (1=static, 2=dynamic)
r_skipShadowMipFlickerLimit bool 0 no Disable mip-map flicker limiter
r_skipShadowModelCPUCulling int 0 no skip CPU culling of shadow casting models. (1=Light bound+Light MVP, 2=Main view MVP, 4=Shadow MVP)
r_skipShadowModelOcclusionCulling bool 0 no skip occlusion culling of shadow casting models
r_skipShadowModelSort bool 0 no render unsorted models to the shadow buffer
r_skipShadowParallelTickOffset bool 0 no Disables update frame offset mechanism for parallel lights.
r_skipShadows bool 0 no just use the existing depth texture contents
r_skipShadowSurfaceCPUCulling bool 0 no skip CPU MVP culling of shadow casting surfaces
r_skipShadowSurfaceOcclusionCulling bool 1 no skip occlusion culling of shadow casting surfaces
r_skipShadowThrottle bool 0 no Disable low-frequency updates of shadows when soft limits are exceeded.
r_skipSuppress bool 0 no ignore the per-view suppressions
r_skipSurfaceCPUCulling bool 0 no skip CPU MVP culling of model surfaces
r_skipSwapAfterRenderModeChange int 6 no Skip swap this many frames when switching back to RENDER_MODE_MANUAL
r_skipSwapChainRecreateWhenMinimized bool 1 yes Skips recreation of the swapchain and buffer swaps if the window is minimized.
r_skipTracers bool 0 no skip tracers
r_skipTransparentDepthSort bool 0 no skips setup for depth based sort of drawcalls
r_skipUpdateInView bool 0 no skip world update in view call
r_skipViewParms bool 0 no don't use the parmBlock in idRenderView
r_skipVmtrs bool 0 no 1 = skip loading of vmtrs
r_skipWater int 0 no 1 = skip render update of all water surfaces
r_skipWorld bool 0 no skip v all world geometry
r_skipWorldViews bool 0 no skip rendering all world views
r_skyLighting bool 1 no Enable sky lighting
r_skyLightingLut int 1 no 1: Enable skylighting LUT precomputing, amortize results over N frames, 2: Enable skylighting LUT precomputing, compute entire LUT. 0: disable
r_skyLightingLutResolutionAngleLatitude int 128 no Pre-computed LUT for atmosphere light scattering, latitude angle component
r_skyLightingLutResolutionAngleLongitude int 32 no Pre-computed LUT for atmosphere light scattering, longitude angle component
r_skyLightingLutResolutionDistance int 32 no Pre-computed LUT for atmosphere light scattering, distance component
r_sleep int 0 no Sleep for this many milliseconds to simulate low frame rates.
r_slopNormal string 0.0001 no merge normals that dot less than this
r_slopTexCoord string 0.00001 no merge texture coordinates this far apart
r_slopVertex string 0.0002 no merge xyz coordinates this far apart
r_SSDO int 1 yes 0 - off, 1 - enables screen space directional occlusion
r_SSDODiffuseOcclusion float 1.0 no SSDO diffuse occlusion scale
r_SSDOEdgeSharping float 2.0 no SSDO sharpness of corners/edges, 1.0 == linear, 2.0 == squared etc.
r_SSDONormalBias float 0.0 no SSDO Normal Bias. To mitigate depth precision artifacts
r_SSDOQuality int 1 yes 0 - low, 1 - medium, 2 - high
r_SSDORadius float 0.7 no SSDO radius
r_SSDOSpecularOcclusion float 1.0 no SSDO specular occlusion scale
r_SSDOTemporalAA bool 1 no Enable/disable SSDO temporal AA
r_SSDOTemporalAABlendRatio float 0.15 no SSDO temporal AA blend ratio
r_SSR int 1 yes 1: Enable screen space reflections pass
r_SSRMinSmoothness float 0.3 no Set minimum smoothness for SSR to blend
r_SSRQuality int 2 yes 0 - low, 1 - medium, 2 - high
r_staticBloomMaskScale float 1 no Set multiplier for static object emissive mask
r_staticModelErrorUnwrapError int 0 no fail generation of static instance static models if vertices doesn't match after unwrap
r_staticModelTriStrips bool 0 no build tristrips for static models
r_staticShadowsBuildForSingleLightName string (empty) no only include this light in the static shadows ('sun' for the sun light) (for debugging)
r_staticShadowsCullTrisOutsideRadius bool 1 no Cull triangle that are outside the light radius
r_staticShadowsCullWithTraceWorld bool 1 no Cull triangles with traceworld
r_staticShadowsCullWithTraceWorldSkipAlphatestSurfaces bool 0 no skip traces that hits transparent surfaces
r_staticShadowsCullWithTraceWorldSubDivStep float 0.05 no step size for triangle subdiv for culling with traceworld
r_staticShadowsCullWithUmbra bool 1 no Cull triangles with umbra occlusion
r_staticShadowsIncludeInstances bool 1 no Set to include instance geometry into static shadow cache
r_staticShadowsIncludeSun bool 1 no Set to include the sun into static shadow cache
r_staticShadowsMaxAlphaVertices int 1048576 no Maximum amount of transparent vertices in shadow cache
r_staticShadowsMaxOpaqueVertices int 33554432 no Maximum amount of opaque vertices in shadow cache
r_staticShadowsUseJobs bool 1 no cull triangles in parallel
r_staticTransparencyFadeMaxDist float 2048 no completely faded out at this range
r_staticTransparencyFadeStartDist float 1024 no start fading out at this range
r_stripFragmentBranches bool 1 no strip branches from fragment programs
r_swapInterval int -1 yes Changes vsync settings. 0 = off, 1 = vsync 60Hz, -1 = swap-tear 60Hz
r_TAAClearAccumulationBuffer bool 0 no Clears the accumulation buffer
r_TAALowPassResolveFilter int 2 no Resolve filter type. 0: Box, 1: Triangle, 2: Gaussian, 3: Mitchel, 4: B-spline, 5: Catmul-rom, 6: Smoothstep, 7: Hanning, 8: Hamming, 9: BlackMan, 10: Blackman-Harris, 11: Lanczos
r_TAALowPassSharpening float 1.0 no Kernel filter width. Increasing value, increases sharpening. Decreasing increases smoothness
r_taaNegativeLodBiasVT int 1 no Enable negative lod bias for virtual textures, when TAA modes enabled
r_TAAResolveFilter int 3 no Resolve filter type. 0: Box, 1: Triangle, 2: Gaussian, 3: Mitchel, 4: B-spline, 5: Catmul-rom, 6: Smoothstep, 7: Hanning, 8: Hamming, 9: BlackMan, 10: Blackman-Harris, 11: Lanczos
r_TAASafeMode int 0 no 0 = Disabled, 1 = enable safe mode, disable anything relying on temporal accumulation
r_TAASharpening float 1.0 no Kernel filter width. Increasing value, increases sharpening. Decreasing increases smoothness
r_TAATransparentsK float 1.0 no Transparents weight scale
r_testAutosprites bool 0 no display the autosprited geometry
r_testGamma float 0 no if > 0 draw a grid pattern to test gamma levels
r_testGammaBias float 0 no if > 0 draw a grid pattern to test gamma levels
r_testImageIntensity float 1.0 no The a multiplier to increase/decrease the brightness of the test image
r_testImageLayer int 0 no Which slice (layer) to display in a texture array
r_testImageMip float 0.0 no TestImage Mip level
r_testImageOffsetX float 0 no TestImage Offset in the X direction, system values range (0..1)
r_testImageOffsetY float 0 no TestImage Offset in the Y direction, system values range (0..1)
r_testImageScale float 0.75 no TestImage Scale
r_testMegaTexture bool 0 no draw the entire megatexture as a flat quad
r_testTextureReconstruct bool 0 no —
r_testVMTR float 0 no if > 0 displays the vmtr specified by r_currentMaterial centered on the screen
r_testVMTRLod int 0 no which LOD of the vmtr to display
r_threadedCommit bool 1 no —
r_threadedRenderGui bool 0 no Use a parallel job to render the GUI
r_threadedUpdateInView int 2 no 0 = single threaded, 1 = job chain, 2 = coop job
r_timerWatchdogCrashOnTimout bool 0 no crash on timeout (to catch driver crashed for autobuilder
r_timerWatchdogTimout float 0 no render watchdog timer in seconds
r_transparencyHalfRes int 0 no Enables half-resolution transparency. 0: Disabled. 1: Automatic. 2: Always.
r_transparencyHalfRes_ConstantCostEstimation float 0.35 no Estimation of the constant cost of using half-res particles (ms)
r_transparencyHalfRes_DebugRender bool 0 no Transparency half-resolution debug rendering
r_transparencyHalfRes_DropDuration float 3.0 no Switch to half-resolution rendering when the blend pass takes longer that this value (ms)
r_transparencyHalfRes_MaxDistance float 3000 no Max distance at which half-resolution transparency is supported
r_transparencyHalfRes_MaxSettleTime int 2000 no Never keep rendering in half-resolution for longer than this unless we absolutely have to (ms)
r_transparencyHalfRes_RaiseDuration float 2.5 no Come back to full-resolution rendering if we estimate that the blend pass will take less than this value (ms)
r_transparencyHalfRes_SettleTime int 500 no Time to wait before considering to go back to full res (ms)
r_transparencyHalfRes_SpeedupEstimation float 2.5 no Estimated speedup factor for rendering particles in half-resolution
r_transparencyProfileModels bool 0 no Insert a profiler block for each individual transparent surface
r_transparencyShowSurfaces int 0 no 1: Show all transparent surfaces being rendered in the world. 2: Show prog name. 3: Show material name. 4: Show model name. 5: Show stage sort.
r_transparentSurfacesSortMode int 0 no 0 - model center depth, 1 - depth bounds max depth
r_umbraAccurateOcclusionThreshold float -1 no LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost
r_umbraAccurateOcclusionThresholdStep float 0.9 no The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost
r_umbraAdaptiveOcclusionThreshold bool 0 no Set to use the adaptive occlusion threshold to balance framerate with accuracy.
r_umbraAdaptiveOcclusionThresholdMsec float 12.0 no The maximum number of millseconds to let job(s) run before scaling down culling distance.
r_umbraBackfaceLimit float 100.0f no Backface limit percentage
r_umbraBuildTomeMapType int 0 no Build tome for specified map data (.proc file). 0 = COMBO, 1 = SLOW
r_umbraCameraUncertainty float 0.0 no The amount of uncertainty in the camera translation. Helpful when camera is behind geo.
r_umbraDebug_showCurrentViewCell bool 0 no Show debug lines for current view cell
r_umbraDebug_showPortalsTraversed bool 0 no Show debug lines for portals traversed in query
r_umbraDebug_showStats bool 0 no Show statistics for queries
r_umbraDebug_showViewFrustum bool 0 no Show debug lines for view frustum
r_umbraDebug_showVisibilityLines bool 0 no Show debug lines from view location to visible objects
r_umbraDebug_showVisibleObjectBounds bool 0 no Show debug lines for bounds of visible objects
r_umbraDebug_showVisibleVolume bool 0 no Show debug lines for volume PVS
r_umbraIgnoreCameraPosition bool 0 no Sets QUERYFLAG_IGNORE_CAMERA_POSITION on Umbra culling jobs.
r_umbraJobKickoff int 2 no Submit the RenderCull request early? 0=no, 1=early, 2=super early, 3=deferred
r_umbraJobsPerWorker int 4 no Multiplies the number of worker threads by this value to obtain the number of jobs to run (limited by r_umbraMaxJobCount.) The higher this value, the more granular the jobs and the better they'll dynamically balance, but the more overhead per job due to job scheduling.
r_umbraMaxAccurateOcclusionThreshold float 100 no The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost
r_umbraMaxJobCount int 16 no The maximum number of jobs to split queries into. This is limited by Umbra to 16, so setting it higher will cause queries to fail.
r_umbraMaxShadowQueriesInvisible int 1 no Max non-visible lights shadow occlusion jobs per frame
r_umbraMaxShadowQueriesVisible int 6 no Max visible lights shadow occlusion jobs per frame
r_umbraMinAccurateOcclusionThreshold float 11 no The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost
r_umbraOverrideSmallestOccluder float 0.0f no Used to override the normal smallest occluder cvar
r_umbraPrimeHTile int 0 no 0 - Normal depth clear, 1 - Prime depth HTile with Umbra occlusion buffer, 2 - Prime Depth HTile with Umbra Compute Version
r_umbraShowOcclusionBuffer int 0 no 1 = histogram, 2 = depth, 3 = leaks to infinity, 4 = potential leaks (mostly false positives)
r_umbraShowShadowJobs bool 0 no Show shadow occlusion jobs
r_umbraSkipParallelShadowCuller bool 0 no Enable/disable Umbra shadow culler for parallel lights
r_umbraSmallestHole float 0.1f no Smallest hole computation parameter
r_umbraSmallestHoleSnap float 0.25f no Smallest hole computation parameter for Snap
r_umbraSmallestOccluder float 2.0f no Smallest occluder computation parameter
r_umbraTempPath string (empty) no Directory for storing Umbra temp and cache files, if empty the files will be placed inside generated/umbra
r_umbraUseLocalLightQuery bool 0 no Use local light queries but disables LOD
r_umbraYieldToCollisionJobs bool 1 no HACK: Ensure the collision jobs have completed before starting umbra jobs so the main thread doesn't stall for the length of umbra when there are only a couple of collision jobs left.
r_useAnimBlendJobs int 1 no 0 = off, 1 = threaded
r_useCompressedLightProbes bool 1 no 0 == use the uncompressed F16 lightprobes, 1 == use the compressed BC6H lightprobes
r_useCubeMapSeamless bool 1 no Enable GL_TEXTURE_CUBE_MAP_SEAMLESS
r_useDistanceFont int 1 no 1 - the game uses distance fonts instead of coverage fonts - Note: This cvar should only be set from command line and toggled at run time
r_useDynamicEnvironment int 1 no generate a new environment map every frame
r_useDynamicLightingJobs int 1 no 0 = off, 1 = threaded
r_useFoliageGenJobs int 1 no 0 = off, 1 = threaded
r_useHardwareTextures bool 0 no Use hardware textures instead of virtual textures for implicit gui images
r_useInfluenceSphereCullJob int 1 no 0 = off, 1 = threaded
r_useInfluenceSpheres bool 1 no enable influence spheres
r_useIterativeKDTree bool 1 no Use iterative rather than recursive version of kdtree functions
r_useKdPartitioning bool 1 no Use k-d tree partitioning for world areas and BSP -- set BEFORE loading map!
r_useLightPVS bool 0 no Use PVS to reduce the number of areas a shadow casting light affects
r_useModelUpdateFlags bool 1 no Call UpdateInView/UpdateInViewJoin only for models that implement it
r_useParticleGenJobs int 1 no 0 = off, 1 = job chain, 2 = coop job
r_usePBOTextureFeedback bool 1 no use async pixel buffer read for texture feedback query
r_userOptionSkipGPUCulling int -1 yes Can be modified from Video Options. If it's positive, r_skipGPUTriangleCulling is set to this value when the game starts
r_useSMP int 2 no 1 = run the renderer in a separate thread, 2 = run the renderer in jobs
r_useStateCaching bool 1 no avoid redundant state changes in GL_*() calls
r_useStaticShadows bool 1 no load static shadows for map (change requires re-load)
r_useStaticTransparencyGenJobs int 1 no 0 = off, 1 = threaded
r_useTransparencyEmissivePass int 1 no render quads marked emissive to the emissive pass
r_useTransparencySort bool 1 no 0 = do not sort the transparency quads
r_useTransparencySortJobs int 1 no 0 = off, 1 = threaded
r_useUmbraCulling bool 1 no enable Umbra occlusion culling and computation
r_useUmbraPartitioning bool 0 no Use Umbra partitioning for world areas and BSP
r_useUmbraSubspaceOcclusion int 2 no 0 = off, 1 = enable subspace bounds sorting and occlusion (no nodes), 2 = no sorting
r_useVSM int 0 no variance shadow maps
r_useWaterSimulationJobs int 1 no 0 = off, 1 = threaded
r_useZiplineGenJobs int 1 no 0 = off, 1 = threaded
r_validateRenderProgs int 1 no Validates shaders and points out potential shader patch issues
r_verboseShaderCompilation bool 0 no Print cmdline for each shader compilation task
r_viewBoundsRange float 0.5 no Distance at which to stop occlusion culling and decide that models are scene models
r_vignette bool 1 no enable vignetting
r_vmtrPhysicalPagesAspectRatio float 2.0 yes Set to change the aspect ratio of physical pages for the vmtr.
r_vulkanPreferPhysicalDevice string (empty) no Prefer this vulkan device name if encountered
r_waitForQuery bool 1 no Stall until occlusion query returns
r_waitForVirtualMaterialFinishFeedback bool 0 no forces the finish feedback function to wait rather than timeout
r_water bool 1 no 0 = disabled, 1 = enabled (default)
r_waterCaustics bool 1 yes 0 = disabled, 1 = enabled (default)
r_waterCausticsGridVertsScale int 0 no 1 = 256 x 256 photons, 2 = 512 x 256 photons, 3 = 1024 x 256 photons, etc
r_waterCausticsResolution int 1024 no 1024 x 1024 default
r_waterDisplacementCapture bool 1 no Enable vmem to cpu transfer of water positions
r_waterDisplacementDebug bool 0 no Debug water positions nearby camera
r_waterGbufferPrimeDepthHTile bool 0 no Enable priming g-buffer depth h-tile
r_waterGridDebug int 0 no 0 = disabled, 1 = enabled (default)
r_waterGridDepthResolution int 256 no 256x256 default. Low res depth buffer for water cage mesh.
r_waterGridOffsetFov float 7.5 no 0 = no offset. Adds Fov offset to water grid view projection
r_waterGridQuadPrimitive bool 0 no 0 = triangles, 1 = quadrangles
r_waterGridResolution int 256 yes 256x256 default ( pc ), 224 x 224 for xb1 / low
r_waterGridTAA bool 1 no 0 = disabled, 1 = enabled (default)
r_waterHalfRes bool 1 no Enable half-resolution usage for water for faster performance
r_waterHitsSim bool 1 yes 0 = disabled, 1 = enabled (default)
r_waterHitsSimResolution int 512 no 512x512 default
r_waterInterleaveUpdates int 1 yes 0 = disabled, 1 = enabled ( interleaves updates for techniques with similar costs )
r_waterLodViewDistance float 16.0f yes Disable/enable water related phenomena (for now caustics / hits simulation ) after threshold distance
r_watermarkDelay int 2000 no The number of milliseconds between watermark position changes
r_waterNormalsAnisoFilter float 4.0 no 0 = no anisotropic filter. 2.0, 4.0, 8.0, 16.0
r_waterPostProcess bool 1 yes Enable inside/outside water post process transitions
r_waterQualityFFT int 0 no 0 = 256x256, 1 = 512x512
r_waterReflections int 1 yes 0 = disabled, 1 = enabled (default)
r_waterReflectionsTAA bool 1 no 0 = disabled, 1 = enabled (default)
r_waterUpdateFFT int 1 no 0 = disabled, 1 = enabled (default)
r_waterUpdateGridVerts bool 1 no 0 = disabled, 1 = enabled (default)
r_windowHeight int 0 yes window height when running in a window
r_windowPosX int 0 yes window X position when running in a window
r_windowPosY int 0 yes window Y position when running in a window
r_windowWidth int 0 yes window width when running in a window
r_writePackedMaterials bool 0 no debug option to write all the packed materials out to viewable tga files as they are retrieved
r_znear float 0.06 no near Z clip plane distance
r_znearOverride float 0.0 no Override near Z if greater than zero

vt_

114 cvars.

Name Type Default Exposed Description
vt_autoReloadBinaryVirtualMaterials int 3 no Automatically reload bvmaterials when changed
vt_autoReloadBinaryVirtualMaterialsDelay int 16 no Automatically reload bvmaterials when changed
vt_autoReloadSuspendReloadOnMaterialChange bool 0 no Stop reloading of vmtr when material checksum is changed
vt_binaryVirtualMaterialsAsync bool 1 no Set to load binary virtual materials in the background
vt_binaryVmtrStats int 0 no 1 = print stats for binary vmtr loading, 2 = add evictions
vt_containers bool 0 no Set to enable loading from containers
vt_dumpHDPData int 0 no set to enable writing of all compressed data to the hard drive for analysis
vt_eliminateSeamsInVmtr bool 0 no Worse packing to eliminate black borders in vmtrs.
vt_errorOnNoPageFile bool 1 no Fatal error if page file is missing or can't be created
vt_feedbackHighWater float 90 no More than this percentage of pages needed this frame and we consider ourselves oversubscribed.
vt_feedbackLodBias float 0 no Additional floating point bias for feedback LOD
vt_feedbackLODIncrement float 0.125 no Base increment value for adjusting dynamic LOD bias.
vt_feedbackLowWater float 80 no Less than this percentage of pages needed this frame and we consider ourselves undersubscribed.
vt_filePath string (empty) yes Path for the virtual texture
vt_filePathVmtrOverride string generated/pagefiles yes Optionally get vmtr files from a different source than vt_filePath
vt_filter int 2 yes filter physical images, 0 = off, 1 = bilinear, 2 = trilinear
vt_genMissingPages int 0 no Gen a page in memory for pages that don't exist on disk.
vt_glSyncOnPageUpload bool 1 no sync with fences around the page upload (to make sure we don't write to the pbo before the last upload
vt_loadMegaTexture2 bool 1 no Allow loading of the new megatexture file format.
vt_lockExplicitPages int 1 no Set to true to lock pages
vt_lodBias float 0 no Additional floating point bias for virtual texture page tables
vt_maxAniso float 4 yes Floating point max ansio for physical textures.
vt_maxLockedPagesPercent int 20 yes Amount of physical page pool to lock in percent; -1 = use default, [0..50] = use that percentage
vt_maxLod float 12 no Set the coarsest mip that can be accessed.
vt_maxPageFileLod int 6 no Set the coarsest mip that can be accessed by the pagefile.
vt_maxPPF int 32 yes maximum number of transcoded pages per frame
vt_minLockedVmtrLOD int 6 yes Lock from coarsest LOD down to this LOD level in the vmtr physical page pool; [0..10] = lock from coarsest(11) down to this mip LOD
vt_minLod int 0 no Set the finest mip that can be accessed.
vt_minMipLevelInstalled int 0 no minimum mip level installed on the hard disk (2 = all mips except finest two installed, 16 = no mips installed)
vt_nopreload bool 0 no —
vt_noSeekCacheLines int 4 no number of cache lines we can skip without seeking
vt_numAnalyzeJobs int 4 yes Number of analyze jobs to run if vt_useAnalyzeJobs = 2
vt_numBinaryVirtualMips int 12 no Set to the number of binary virtual mips to build
vt_numBinaryVmtrThreads int 1 no Number of threads to create for jobs.
vt_packPageFiles bool 0 yes Use the virtual texture file name without any suffixes
vt_pageBorderAdjust float 0 no Debug adjustment of a page's mapping about it's center
vt_pageFadeInSteps int 3 no —
vt_pageImageSizeUnique int 8192 yes Dimensions of the physical page images. vt_restart after changing this.
vt_pageImageSizeVmtr int 8192 yes Dimensions of the physical page images. vt_restart after changing this.
vt_pageImageSizeVmtrUnique int 128 yes Dimensions of the physical page images.
vt_printInfo bool 0 no Print virtual texture information during initialization, likely only interesting to rendering and engine coders
vt_productionFilePath string virtualtextures yes path appended for virtual textures in production builds
vt_qualityBC6HLightmap int 2 no 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest
vt_qualityBC7ColorMask int 2 no 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest
vt_qualityBC7ColorMaskTranscode int 4 no BC7 quality when transcoding. 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest
vt_qualityHDPDiffuse int 30 no amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPLightmap int 30 no amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPLossless bool 0 no force lossless HD-Photo compression
vt_qualityHDPNormal int 30 no amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPPower int 30 no amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityLightmapRoundDenominator float 0 no Lightmap round factor 1.0/val. <= 0 to turn it off
vt_reconstructMissingMips bool 1 no Reconstructs the missing mips if set
vt_recordStats string (empty) no record virtual texture system statistics to the given file name
vt_regionHashBucketSize int 1024 no Number of region hash buckets on a side
vt_scaleNormalsBySpecularCutoff float 64.0 no cutoff for the specular below which the normals start getting blended to blue
vt_shapePPF bool 1 no Shape maximum number of transcoded pages per frame
vt_showBinaryVirtualMaterialsTimings int 0 no Set to show the timinigs of the virtual material system
vt_showExplicitPages bool 0 no Report the number of explicit pages each frame.
vt_showFeedbackAnalysis int 0 no Report all the unique pages visible
vt_showFeedbackBuffer int 0 no visualize the feedback buffer
vt_showFeedbackStreaming int 0 no Display the feedback pages as they are streamed in
vt_showMissingBvimages bool 0 no Set to show missing bvimages
vt_showPageBorders bool 0 yes Shows the page borders
vt_showPageColors bool 0 yes use a random color for each page
vt_showPageInfo bool 0 yes Shows page info: source #, layout #, compression, mono/color specular
vt_showPageLoads int 0 yes Print each page that is loaded
vt_showPageMips int 0 yes Colorize pages by virtual mip level, if > 1, only color pages beyond that level-1
vt_showPageNumbers bool 0 yes Draw page numbers
vt_showPageSizes int 0 yes Draw page sizes (1 = show size in bytes, 2 = color green to red from small to large)
vt_showPageSources bool 0 yes Shades vmtr and unique pages differently
vt_showPageUsage int 0 yes color each page from red to green based on the percentage of the page texels that are actually visible
vt_showStats bool 0 yes show virtual texture system statistics
vt_showVmtrAccesses bool 0 no shows all vmtr accesses in feedback buffer
vt_singleStep int -1 no single step through the transcode process
vt_skipBVImages bool 0 no set to skip upload of bvimages
vt_skipBVStaleCheck bool 0 no Disable the bvimage stalechecking
vt_skipExplicitPageFeedback bool 0 no don't append explicit pages from gui surfaces.
vt_skipFindingVmtrFromAbsolutePoint bool 0 no Skips the lookup and subsequent reading of binary virtual materials during transcode
vt_skipLZDecompress bool 0 no Skips the LZW decode
vt_skipPhysicalTextureUploads bool 0 no —
vt_skipStreaming bool 0 no Skip streaming but still transcode and update the page tables
vt_skipTranscode bool 0 no Skip transcoding (but don't skip reading)
vt_skipUniquePageFiles bool 0 no If true then set empty baked pagefiles rather than trying to open them (useful when running outside office networks)
vt_skipUpdatePageImages bool 0 no Skip updating page table and physical images on the PC (but still read/transcode)
vt_skipVirtualMaterials bool 0 no 1 = Don't load virtual materials - ONLY FOR TESTING!
vt_stripPageBorders bool 0 no Strip the page border by upscaling the center
vt_supressCpuVmtrs bool 1 no Set to use supress cpuvmtr building and loading entirely
vt_textureFilter int 2 no 0 = Box, 1 = Cubic, 2 = Mitchell, 3 = Lanczos
vt_timeBC6HCompression bool 0 no —
vt_toksvigAA bool 1 no Power will be affected by the estimated bump variance to reduce shader aliasing
vt_truncateConstantPayloads bool 1 no Truncate constant payloads in a binary virtual image
vt_uncompressedPhysicalImages bool 0 yes Use uncompressed physical page images. vt_restart after changing this.
vt_useAnalyzeJobs int 2 yes 0 = off, 1 = threaded, 2 = threaded, multiple sequential jobs
vt_useBinaryVirtualMaterials bool 1 no Set to use binary virtual materials in the feedback system
vt_useCachedOpenFilesForBinaryVmtrs bool 0 no Force the use of a limited number of opened BVMTR files, should only be applicable to PS4 in top of tree ( development ) runs
vt_useDLCVmtrPageFiles bool 1 yes Loads the dlc vmtr list for storing pages in the dlc quadrant.
vt_useIntroVmtrPageFiles bool 0 no Loads the intro vmtr list for storing pages in the first quadrant.
vt_useLZ4Compression bool 1 no Use LZ4 instead of LZW
vt_useMinLodTexture bool 0 no Use a min-LOD texture to gradually adjust the LOD when new texture pages become resident
vt_useNetworkPagesWithPreload bool 0 no Use the network page files and vmtr even when using linear preload files
vt_useNonBufferedIO bool 0 no use non-buffered IO
vt_usePageFileCache bool 1 no Use the pageFileCache for all reads
vt_usePageMinLodJobs int 1 no 0 = off, 1 = threaded
vt_usePageSortJobs int 1 yes 0 = off, 1 = threaded
vt_usePageTablePBOs bool 1 no use the PBOs for page table updates on the PC
vt_usePersistentPBO bool 1 no Use persistent PBOs for virtual texturing uploads
vt_usePreCompressedVmtrs bool 1 no Set to 1 to load pre-compressed vmtrs for faster vmtr generation times.
vt_useTranscodeJobs int 1 yes 0 = off, 1 = threaded
vt_useTransferQueue bool 1 no Use transfer queue for page updates if available
vt_useUnsynchronizedPageTablePBOs bool 0 no use unsynchronized PBOs for page table updates on the PC
vt_useVmtrPageFiles bool 0 no Enable or disable reading and writing to the vmtr page files.
vt_useVmtrRegionHash bool 0 no If set, then uses the region hash to look up vmtrs during development
vt_virtualSizeLog2 int 11 no Log2 of the virtualTexture dimensions for general texture allocation. Must be set on the command line.
vt_writeDebugImage bool 1 no 1 = write out vmtr debug image

Smaller prefixes

30 cvars.

Name Type Default Exposed Description
atlas_printFilter int -1 no fikter usage print by atlas id
atlas_printUsage bool 0 no set to 1 print out how much of the atlas has been used during allocation
bink_audioScaleCinematic float 0.7 no cinematic audio volume scale
bink_audioSyncTolerance int 2 no number of frames of of drift between the bink and the sound engine audio to tolerate
bink_audioSyncToSoundEngine bool 1 no trigger bink audio using audio engine playback instead of playing back the embedded audio
bink_debug bool 0 no dump information
bink_GotoFrameInsteadOfNextFrame bool 0 no Use BinkGoto Instead of BinkNextFrame, because of com_fixedTic
bink_ioMegs int 4 no larger buffers for less seeks during load
bink_lerpInAudioFrames int 200 no number of frames to ramp up the audio over
bink_lerpOutAudioFrames int 30 no number of frames to ramp down the audio over
bink_useIOThreadForBinkIO int 2 no 1: use a background thread to read data for bink in large chunks, 2: use stream file cache
bvmaterial_forceUseCooked bool 0 no generate a new cooked version if stale
bvmaterial_parallelGeneration bool 1 no generate separate bvimages in parallel
bvmaterial_precompressed_parallelGeneration bool 1 no generate separate bvimages in parallel
decal_ForceFadeOutDuration time_ms 10000 no How long to take when fading a killed decal
decal_forcePersistent bool 0 no Force all decals to be added as persistent
decal_MaxDecalGroupingRadius float 3.0f no Max Radius we use to group decals
gl_threadWaitSelection int 2 no How long to wait for serialization jobs to finish. 0 = shortest. wait immediately, 1 = middle. wait at the end of ReadSnapshot, 2 = longest. wait until right before PostSerializeRead
md6_allowFailedLodModelToSucceed bool 1 no This is only here to allow nightly to no break 2017.05.29, remove once flashback fergus mesh is fixed
md6_allowGenericRemap bool 0 no allow remapping materials to generic ones for more aggressive merging
md6_attemptRewrite bool 1 no attempt to rewrite source if out of date (disabled for cooker)
md6_generateTexcoordRebase bool 1 no Re-base texture coordinates if trying to generic map MD6 surfaces.
multiView_60Hz bool 1 no 0 = alternate frame rendering, 1 = render both each frame
stereoRender_guiOffset float 0 no shift guis so they don't appear at infinity in HMDs
stereoRender_screenSeparation float 0.25 no screen units from center to eyes
stereoRender_separation float 1.5 no world units from center to eyes
stereoRender_swapEyes float 0 no swap target buffers for left and right eyes
vr_enable bool 0 no Enable to run in VR mode.
vr_metersToGameUnits float 1.0 no How many game units one meter represents.
vr_radialMaskingRatio float 0.30 no Radius of non-masked area