Generated by
tools/build_cvar_wiki.pyfrom 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_ |
float | 1 |
yes | set the maximum texture anisotropy if available |
image_ |
int | 1 |
no | Dissable mode 02 for bc7 as it produces unstable output |
image_ |
int | 2 |
no | Compression quality for BC* 0-5 ( 0 = best -- 4 = fastest ) ship with 0, develop with 2 |
image_ |
bool | 0 |
no | don't compress mips with kraken for easier debugging |
image_ |
bool | 0 |
yes | drop mips on images marked as dropMip |
image_ |
string | GL_LINEAR_MIPMAP_LINEAR |
no | changes texture filtering on mipmapped images |
image_ |
bool | 0 |
no | Don't assert during explicit generation |
image_ |
string | 0 |
no | change lod bias on mipmapped images |
image_ |
int | 1 |
yes | 0 = BC+Oodle, 1 = WBP |
image_ |
int | 2 |
no | 0 = Old filter, 1 = Cubic, 2 = Mitchell, 3 = Lanczos |
image_ |
int | 75 |
no | sets the compression quality for jpeg screenshots, 100 is best quality |
image_ |
int | 32 |
no | smallest mip that is compressed individually in streamed images |
image_ |
bool | 1 |
no | Set to use jobs for DXT encoding |
image_ |
bool | 1 |
no | use jobs for idFiler::Resize |
image_ |
string | (empty) | no | places a watermark each image with a watermark |
r_
794 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
r_ |
bool | 1 |
yes | Enables async computing. No effect until game is restarted |
r_ |
bool | 0 |
no | when enabled job chains for multiple render views will be allowed to run simultaneously. |
r_ |
int | 6 |
no | Ambient Octree atlas depth. This should not go over 256. |
r_ |
int | 256 |
no | Ambient Octree atlas height. This should not go over 256. |
r_ |
int | 256 |
no | Ambient Octree atlas width. This should not go over 256. |
r_ |
float | 0.1 |
no | Scales the ambient light contribution from below |
r_ |
float | 1 |
no | Scales the ambient light contribution |
r_ |
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_ |
int | 4 |
no | Distance from the player to the center of a leaf bounding box. |
r_ |
int | 24 |
no | Ambient SH atlas depth. |
r_ |
int | 256 |
no | Ambient SH atlas height. |
r_ |
int | 256 |
no | Ambient SH atlas width. |
r_ |
int | 1 |
no | Set to 1 to enable updating near-cascade every frame and alternating far cascade update. |
r_ |
int | 0 |
no | turn on analytical falloff for light rendering |
r_ |
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_ |
bool | 1 |
yes | 0 = Disabled, 1 = enable override to use FXAA_1TX for editor |
r_ |
bool | 0 |
no | Write vulkan API dump |
r_ |
int | 1 |
no | userchannel data drives blendshape/morph animation: 0 disabled, 1 enabled |
r_ |
int | 0 |
no | max blendshapes to apply to a mesh, 0 = unlimited |
r_ |
bool | 0 |
no | Use async clear for non-esram/uncompressed color targets (currently: object motion vectors / caustics targets ) |
r_ |
float | 0.2 |
no | Max number of waves for post processes up until scattering |
r_ |
float | 0.4 |
no | Max number of waves for after and including scattering |
r_ |
bool | 0 |
no | 1: Enable async deferred passes prepare |
r_ |
bool | 0 |
no | — |
r_ |
float | 0.2 |
no | Max number of waves for async GUI clears |
r_ |
bool | 0 |
no | Unsuported atm. |
r_ |
bool | 1 |
no | Use an async compute shaders for post process |
r_ |
float | 0.3 |
no | Max number of waves for post processes up until tone mapping |
r_ |
float | 0.7 |
no | Max number of waves for post processes after and including tone mapping |
r_ |
bool | 0 |
no | Enable/disable async computer water processing |
r_ |
float | 0.2 |
no | Max number of wavefronts for water stages |
r_ |
bool | 1 |
no | clear atlas area when the corresponding resource is deleted |
r_ |
bool | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
bool | 1 |
no | use the beam direction to compute each segment's tangent vector |
r_ |
int | 1 |
no | 0 = Disabled, 1 = Enabled, 2 = Force |
r_ |
bool | 1 |
no | 0 = Disabled, 1 = Enabled |
r_ |
float | 1.0 |
no | changes the brightness value |
r_ |
bool | 0 |
no | — |
r_ |
float | 0 |
no | if > 0 draw a swatch at a specific luminance for calibrating gamma |
r_ |
float | 0 |
no | luminance to display for calibrating gamma [0,255] |
r_ |
float | 0 |
no | 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue |
r_ |
bool | 0 |
no | compare all surface bounds with precalculated ones |
r_ |
int | 1 |
yes | enable chromatic aberration |
r_ |
float | 1.0 |
no | enable chromatic aberration |
r_ |
bool | 1 |
no | Clamp edge of framebuffer to emulate fullscreen sampling while using resolution scaling. 0 = Disabled, 1 = Enabled |
r_ |
string | 2 |
no | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom |
r_ |
int | 0 |
no | used to enforce a color clear e.g. in editor views with no full color target overdraw |
r_ |
float | 0.0 |
no | background overlay amount for the editor model-viewer |
r_ |
bool | 1 |
no | Clear target that are affected by resolution scaling to prevent artifacts. 0 = Disabled, 1 = Enabled |
r_ |
bool | 1 |
no | Use transfer queue to upload cluster data |
r_ |
bool | 0 |
no | 1: clips decal volume to frustum. 0 no clipping |
r_ |
int | 0 |
no | 0: default, OBB screen projection and zmin/zmax, 1: enable volumes registration refinement step |
r_ |
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_ |
int | 2 |
no | 1: preZ alpha test. 2 PreZ alpha test + static opaques |
r_ |
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_ |
float | 256.0f |
no | Set pseudo far z to be used for zslices distribution |
r_ |
float | 2.0f |
no | Set pseudo near z to be used for zslices distribution |
r_ |
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_ |
bool | 0 |
no | Print duration of wait on cluster jobs, if any. |
r_ |
int | 16 |
no | Clustered lighting tile count in frustum X direction |
r_ |
int | 8 |
no | Clustered lighting tile count in frustum Y direction |
r_ |
int | 24 |
no | Clustered lighting tile count in frustum Z direction |
r_ |
bool | 1 |
no | Use light clipping plane/box during cluster assignment. |
r_ |
bool | 1 |
no | Use jobs to register lights |
r_ |
int | 0 |
yes | Enable color blind modes. 1: Protanopia, 2: Deuteranopia, 3: Tritanopia. ( tbd: Protanomaly, Deuteranomaly, Tritanomaly ). Disabled by default = 0 |
r_ |
int | 1 |
no | enable color correction |
r_ |
int | 8 |
no | Render model granularity for commit surface render prog data jobs |
r_ |
float | 1.0 |
no | changes the contrast value |
r_ |
string | (empty) | no | current material name from r_showSurfaceInfo |
r_ |
bool | 0 |
no | if set we are rendering a cutscene and the renderer should attempt no monkey business with changing cvars |
r_ |
int | 120 |
no | step size of arrow cone line rotation in degrees |
r_ |
float | 0 |
no | How long largest axis needs to be to show in commit |
r_ |
int | 2 |
no | 0: No messages, 1: Errors, 2: Errors & Warnings, 3: Errors, Warnings and Informational |
r_ |
float | 0.5 |
no | alpha for r_show* debug tools, where implemented and applicable |
r_ |
int | 0 |
no | display occlusion quad debug |
r_ |
int | 0 |
no | +/-1: draws hit test spheres on test, +/-2: draws every frame, < 0 for depth test |
r_ |
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_ |
bool | 0 |
no | Invert the second render view in order to debug multiview |
r_ |
int | 0 |
no | For specified number of frames writes out a GraphViz dot file of the render job DAG |
r_ |
bool | 0 |
no | If 1, issue vt_restart command on changing debugLighting mode |
r_ |
bool | 0 |
no | perform depth test on debug lines |
r_ |
int | 1 |
no | width of debug lines |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | perform depth test on debug polys |
r_ |
bool | 1 |
no | draw a filled polygon |
r_ |
float | 90 |
no | Distance from camera of testCubeImage sphere |
r_ |
bool | 0 |
no | Enable drawing debug tools in HDR for debugging HDR content ( e.g. Ambient Probes ) |
r_ |
bool | 0 |
no | Print how many decals are active and in what range |
r_ |
int | 32 |
no | Ideal number of decals per job |
r_ |
bool | 1 |
no | Use jobs to compute decal bounds |
r_ |
int | 32 |
no | Granularity of decal bounds jobs |
r_ |
int | 10 |
no | Start fading out extended decals at this range. |
r_ |
float | 1.0 |
yes | Decal fade distance multiplier. |
r_ |
int | 60 |
no | Start fading out all decals at this range. |
r_ |
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_ |
float | -0.3 |
no | Threshold value for the dot product between decal normal and player view direction. Range is [-1,1]. |
r_ |
int | 0 |
no | Displays just the decal id wanted. |
r_ |
int | 2 |
yes | 0 - Low (trilinear). 1 - Medium (aniso 2x). 2 - High (aniso 4x). 3 - Ultra (aniso 8x). 4 - Nightmare (aniso 16x) |
r_ |
float | 1.0 |
yes | Global lifetime multiplier for timed decals. |
r_ |
int | 115 |
no | Number of width pixels at which the decal will be completely faded out. |
r_ |
int | 125 |
no | Number of width pixels at which the decal will start fading out. |
r_ |
int | 0 |
no | 1. Show how many decals are rendered. 2. Draws the OBB and normal. 3. Draws the id. |
r_ |
bool | 1 |
no | enable decal rendering |
r_ |
float | 1.0 |
no | default polygonOffset units |
r_ |
float | 2.0 |
no | default polygonOffset factor |
r_ |
bool | 1 |
no | Defer descriptor set updates if set to true |
r_ |
int | -1 |
no | Set before loading a map -1 == do nothing, 0 == force defered off, 1 == force defered on. |
r_ |
bool | 0 |
no | 1 = use depth test to render collision spheres |
r_ |
float | 300 |
no | Distance at which to start culling detail geometry |
r_ |
float | 0.875 |
no | horizontal screen fraction at which the loading icon is placed |
r_ |
float | 0.795 |
no | vertical screen fraction at which the loading icon is placed |
r_ |
float | 1 |
no | Scales the direct light contribution |
r_ |
bool | 0 |
no | if true disable all debug render lines, boxes, etc |
r_ |
int | -1 |
no | throw away large static shadows at load to temporarily get around out of videoram on consoles |
r_ |
bool | 0 |
no | display midnight storyboards in-game |
r_ |
int | 0 |
yes | optional display refresh rate option for vid mode |
r_ |
int | 1 |
yes | 0 = Disabled, 1 = Enabled, 2 == Enable DOF near field |
r_ |
int | 0 |
no | 0 = Disabled, 1 = Show DoF debug info |
r_ |
bool | 1 |
no | 0 = full res, 1 = half res ( default ) |
r_ |
int | 8 |
no | — |
r_ |
int | 4 |
no | — |
r_ |
bool | 1 |
yes | 0 = Disabled, 1 = Enabled |
r_ |
float | 0.15 |
no | DOF Temporal AA blend ratio |
r_ |
bool | 0 |
yes | Enable drawing of FCAT bar |
r_ |
int | 0 |
no | Draw loaded images scaled on the screen |
r_ |
float | 64 |
no | Shrink factor for r_drawLoadedImages |
r_ |
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_ |
bool | 0 |
no | dump the shadertext on load to generated/renderprogs/textdump/ |
r_ |
bool | 0 |
no | use the durango hlsl compiler from the installed sdk instead the checked in one |
r_ |
float | 1 |
no | Scales all approximated lighting on dynamic models |
r_ |
int | 1 |
no | 0 = off, 1 = amb + lights, 2 = amb only, 3 = lights only |
r_ |
bool | 1 |
no | 0 to disable, 1 to enable |
r_ |
bool | 1 |
no | enable (subtitle) video overlay |
r_ |
float | 1 |
no | Radius of specular power bleeding filter |
r_ |
int | 0 |
no | report the dynamic blend factors |
r_ |
float | -1.0 |
no | if >= 0, the seconds to completely fade out an old environment |
r_ |
int | 1 |
no | 0 - off, 1 - enable specular environment probes. 2- also enable diffuse environment probes. 3 - probe generation preview mode |
r_ |
int | -1 |
no | exclude only this model |
r_ |
bool | 0 |
yes | draws debug geometry for idProp_Exposive based entities |
r_ |
bool | 0 |
no | Use RelinkModelIntoTree |
r_ |
float | 1.0 |
yes | Film grain - allow overriding art settings |
r_ |
bool | 0 |
no | call glFinish() or equivalent after each draw call. Does not work with r_useSMP = 2. |
r_ |
bool | 0 |
no | Marks the next frame as the first frame in a cutscene rendering session |
r_ |
bool | 0 |
no | temp hack fix for material paths being jumbled up for objs coming out of modo |
r_ |
int | 1 |
no | Flares quality (resolution & format precision). 0: 1/2 res (64bit), 1: 1/4 res (32bit), 2: 1/8 res (32bit) |
r_ |
bool | 0 |
no | set to flat shade on all map loads |
r_ |
bool | 1 |
no | draw missing megatextures as flat shaded upon loading map |
r_ |
float | 7000 |
no | all foliage will be completely faded out at this range |
r_ |
float | 5000 |
no | small foliage will be completely faded out at this range |
r_ |
float | 3000 |
no | start fading foliage out at this range |
r_ |
bool | 0 |
no | force each frame to do a full virtual texture load for capturing video, etc * SLOW * |
r_ |
int | -1 |
no | render a specific lod only |
r_ |
string | 0 |
no | 1 = force non-deferred animation blending |
r_ |
bool | 0 |
no | force the use of occlusion query boxes |
r_ |
bool | 0 |
no | Never skip the reference update |
r_ |
int | 0 |
no | Set to 1 to force all sun cascades to be updated each frame ( used for cutscene rendering ). |
r_ |
bool | 1 |
no | dump the CPU data after building vertex buffers |
r_ |
bool | 1 |
no | fuel trail particle effects |
r_ |
int | 1 |
yes | 0 = windowed, 1 = full screen, 2 = borderless window |
r_ |
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_ |
string | (empty) | no | if set to a folder it will be added as an alternative source for shaders to load from |
r_ |
int | 1 |
no | 0 = overlapped downsample, 1 = glGenerateMipMap |
r_ |
bool | 0 |
no | — |
r_ |
bool | 1 |
no | — |
r_ |
bool | 1 |
no | use async compute for GPU triangle culling |
r_ |
int | 0 |
no | 1 Get the number of triangles culled. 2 Render only GPU culled geometry |
r_ |
int | 1 |
no | Granularity of the compute waves. 0: 64 tris/wave - 1: 256 tris/wave; 2: 512 tris/wave |
r_ |
int | 0 |
no | Maximum number of concurrent gputriangle culling jobs to allow |
r_ |
int | 2 |
no | — |
r_ |
int | 4 |
no | 0. No culling. 1. Frustum culling 2. Backface culling 3. Small triangles culling. 4. All |
r_ |
bool | 0 |
no | Provides debug output in idRenderModelGui code |
r_ |
float | 0 |
no | Debug, set gui focus blur |
r_ |
float | 0 |
no | Debug, set gui motion blur X axis |
r_ |
float | 0 |
no | Debug, set gui motion blur Y axis |
r_ |
float | 27 |
no | Cull all hair after this distance in meters |
r_ |
float | 0.01 |
no | 0.01 (default). Set base exposure adjustment. Helpful for screenshots and fine tunning automated exposure behavior. |
r_ |
bool | 0 |
no | 0 = use r_hdrAutoExposureSpeed, 1 = Auto exposure happens instantly ( as if r_hdrAutoExposureSpeed == infinity ) |
r_ |
float | 1.0 |
no | 1.0 = use full adjustment. 0 = use base exposure adjustment. Helpful for screenshots and fine tunning automated exposure behavior. |
r_ |
float | 1.0 |
no | 0 = disable, 1.0 = 16.5 ms (default), 2.0 = 8.25 ms, etc |
r_ |
bool | 1 |
yes | 0 = disabled, 1 = enabled (default) |
r_ |
float | 0.03 |
no | 0 = disable, 0.03 = 3.0% (default) |
r_ |
float | 2.0 |
no | Luminance threshold for bloom. -1 = all pixels contribute for bloom |
r_ |
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_ |
float | 1.0 |
no | Max range used for r_hdrDebug mode 3 |
r_ |
float | 0.01 |
no | Min range used for r_hdrDebug mode 3 |
r_ |
bool | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
float | 10.0 |
yes | Set camera shutter speed. Default = 10 (1/10 th of a second) |
r_ |
float | 0.75 |
no | Hz of highlight pulse |
r_ |
float | 2 |
no | Hz of highlight pulse |
r_ |
bool | 0 |
no | All highlights in phase |
r_ |
bool | 0 |
no | set to 1 to throw a resource ERROR if hot patching materials fails. |
r_ |
int | 8 |
yes | Hight of decal image atlas (in k, must be pot) |
r_ |
int | 8 |
yes | Width of decal image atlas (in k, must be pot) |
r_ |
bool | 0 |
yes | force dropmip for image atlas resources > 128px |
r_ |
int | 1 |
yes | Hight of light image atlas (in k, must be pot) |
r_ |
int | 2 |
yes | Width of light image atlas (in k, must be pot) |
r_ |
float | 4 |
yes | Max aniso for atlas textures. |
r_ |
int | 8 |
yes | Hight trans sort of image atlas (in k, must be pot) |
r_ |
int | 8 |
yes | Width of trans sort image atlas (in k, must be pot) |
r_ |
float | 1.0 |
no | This is a multiplier for the difference between the two images in the ImageCompare command |
r_ |
bool | 1 |
no | — |
r_ |
int | 1080 |
yes | Default Vertical Resolution on first start ever - Only gets used if r_mode = -2 |
r_ |
int | 1920 |
yes | Default Horizontal Resolution on first start ever - Only gets used if r_mode = -2 |
r_ |
int | -1 |
yes | -1 = auto detect default monitor, >= 0 specific monitor index used to initialize the render system |
r_ |
bool | 0 |
no | randomly subpixel jitter the projection matrix |
r_ |
float | 0.02 |
no | scale of joint axes |
r_ |
string | (empty) | no | name of model joint to render |
r_ |
float | 0.01 |
no | offset of joint names when r_showskel is set to 1 |
r_ |
float | 0.02 |
no | size of joint names when r_showskel is set to 1 |
r_ |
string | (empty) | no | render all joints with this substring in the name |
r_ |
bool | 1 |
no | lazy buffer binds |
r_ |
bool | 1 |
no | lazy buffer image binds |
r_ |
bool | 1 |
no | lazy update of render parms |
r_ |
bool | 1 |
no | lazy program binds |
r_ |
bool | 1 |
no | lazy texture binds |
r_ |
float | 1.0 |
no | Set ratio for lens dirt composition |
r_ |
float | 1.0 |
no | Set ratio for lens flare composition |
r_ |
int | 2 |
yes | Set which light classes are rendered: <= 1 - only key lights, 2 - key + some additional lights, >= 3 - all lights |
r_ |
float | 1.0 |
yes | Light fade distance multiplier. |
r_ |
bool | 1 |
no | 1: Enable light scattering, 0: disable |
r_ |
float | 0.5 |
no | Light scattering anisotropy |
r_ |
bool | 0 |
no | 1: Enable light scattering clearing all buffers |
r_ |
float | 100.0 |
no | Light scattering far clipping plane: 100 meters default ( higher view distances will require increase r_lightScatteringVolumeDepth ) |
r_ |
float | 0.1 |
no | Light scattering near clipping plane |
r_ |
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_ |
int | 0 |
no | Light scattering uxing x8 samples. This is reserved for cinematics |
r_ |
int | 2560 |
no | Light scattering resolution clamping. Anything above r_lightScatteringQualityResClamp uses ( screenres / 16 ) tile size |
r_ |
bool | 1 |
no | 1: Enable light scattering TAA, 0: disable |
r_ |
float | 0.05 |
no | Light scattering temporal blend ratio |
r_ |
float | 0.07 |
no | size of the loading icon |
r_ |
float | 0.5 |
no | rotation speed of the loading icon |
r_ |
bool | 0 |
no | lock the current view |
r_ |
bool | 1 |
no | enables auto generation of LODs |
r_ |
int | 0 |
no | If the number of vertices between LODs are less or equal than this, no LODs are generated. |
r_ |
int | 50 |
no | minimum number of vertices needed so that LODs get created |
r_ |
float | 0.5 |
yes | Scale LOD deviation override |
r_ |
float | 1.0 |
yes | Scale LOD deviation override for Neo |
r_ |
float | 1.0 |
yes | Scale LOD deviation override for Scorpio |
r_ |
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_ |
int | 500000 |
no | skip creating lods on models with more than this many vertices |
r_ |
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_ |
int | 0 |
no | number of frames to emit render logs |
r_ |
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_ |
bool | 0 |
no | Log a warning for every model and light that fail to link in the render world |
r_ |
float | 0.64f |
no | — |
r_ |
bool | 1 |
no | — |
r_ |
bool | 1 |
no | combine model surfaces with the same material |
r_ |
float | 0.15 |
no | midnight storyboards in-game placeholder size (in percent of screen size) |
r_ |
bool | 1 |
no | use clampToBorder for the mip3 buffers |
r_ |
int | -2 |
yes | Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes) |
r_ |
int | 128 |
no | The number of models to process in a single coop job pass |
r_ |
float | 0 |
no | 1 = Weight morph normals heavily based on displacement, 0 = weight normals the same as displacement |
r_ |
float | 10 |
no | Cull all morphs after this distance in meters. |
r_ |
int | 1 |
yes | 0 = Disabled, 1 = Enabled |
r_ |
float | 1 |
no | 1 = 1 pixel threshold motion, 2 = 2 pixel, etc |
r_ |
int | 2 |
yes | Set motion blur quality. 2: high, 1; medium, 0: low |
r_ |
int | 0 |
yes | number of anti-aliasing samples (0 = no multi-sampled FBO) |
r_ |
bool | 1 |
no | Marks the next frame as the start of a new cutscene frame |
r_ |
bool | 0 |
no | Marks the next frame as the first blend frame of a new cutscene frame |
r_ |
int | 0 |
no | 0. No culling. 1. Frustum culling 2. Small triangles culling. 3. All Modes 4. Cull Always |
r_ |
bool | 1 |
no | — |
r_ |
int | 3 |
no | 0 = render program; 1 = depth; 2 = model; 3 = pipeline |
r_ |
bool | 0 |
no | make sure opengl shaders pass validation before allowing usage (disabled because validator usually doesn't support all extensions we use) |
r_ |
float | 14 |
no | Value in pixels. ( 14 default ) |
r_ |
bool | 0 |
no | use the orbis pssl compiler from the installed sdk instead the checked in one |
r_ |
bool | 1 |
no | Run the commit surfaces render prog data jobs in parallel with cull & parts of gather |
r_ |
bool | 1 |
no | Run the UpdateTextureStreaming job in parallel with cull & gather |
r_ |
int | 8 |
no | The number of jobs to break the particle coop work up into |
r_ |
float | 1.0 |
yes | — |
r_ |
float | 0.8 |
yes | — |
r_ |
bool | 1 |
no | if particle alpha in vertex shader is below epsilon, the particle will be culled |
r_ |
float | 70 |
no | Far emitter distance triggering emission rate scaling |
r_ |
float | 0 |
no | Particles min alpha threshold for discarding (0-255 sRGB range ) |
r_ |
bool | 0 |
no | Force default rate on all emitters |
r_ |
float | 68 |
no | Near emitter distance triggering emission rate scaling |
r_ |
float | 1 |
no | Near emission rate scaling factor |
r_ |
bool | 1 |
no | Particles light atlas update. 0 disables update |
r_ |
int | 0 |
no | Draw particle quads. 1 - Green - LOD0, yellow - LOD1, brown - LOD2, red - LOD3. 2 shows tile occupancy inside the bands. |
r_ |
int | 2048 |
yes | Particles light atlas height |
r_ |
int | 1 |
yes | Particles light atlas quality. 0 - low, 1 - medium, 2 - high, 3 - ultra. |
r_ |
float | 0.02 |
no | Tile size for particle light atlas decreases after this threshold. |
r_ |
int | 4096 |
yes | Particles light atlas width |
r_ |
float | 16 |
yes | Particles min alpha threshold for discarding (0-255 sRGB range ) |
r_ |
float | 32 |
yes | Particles min alpha threshold for discarding (0-255 sRGB range ) |
r_ |
bool | 1 |
no | Particles surface spawn update. 0 disables update |
r_ |
int | 0 |
no | 0 = Disabled, 1 = albedo, 2 = tbd... |
r_ |
float | 0 |
no | Albedo max luminance (sRGB) to compare against |
r_ |
float | 89 |
no | Albedo max luminance (sRGB) to compare against, for metals |
r_ |
float | 0 |
no | Albedo min luminance (sRGB) to compare against |
r_ |
float | 1.0 |
no | For debugging purposes, apply multiplier to albedo |
r_ |
float | 89 |
no | Albedo max luminance (sRGB) to compare against, for non-metals |
r_ |
float | 1 |
no | Apply a scale to fog density - for debugging purposes |
r_ |
float | 1.0 |
no | For debugging purposes, apply lighting saturation. Bellow 1.0 desaturates. |
r_ |
float | 1.0 |
no | For debugging purposes, apply gamma curve to smoothness |
r_ |
float | 1.0 |
no | For debugging purposes, apply multiplier to smoothness |
r_ |
string | PerfStats.txt |
no | Name of output file for r_perfSaveStatsToFile, if empty, PerfStats.txt will be used |
r_ |
int | 0 |
no | Writes the current perf stats to a file |
r_ |
float | 2.0 |
yes | Set to change the aspect ratio of physical pages for the uniquemap. |
r_ |
int | 0 |
no | Test and cull marked player surfaces (legs/boots) |
r_ |
float | 1 |
no | Scales prime light contribution |
r_ |
bool | 0 |
no | set to 1 to spam hotpatch warnings. |
r_ |
bool | 0 |
no | print a message when pipelines are generated runtime |
r_ |
bool | 0 |
no | prints the active renderflags once when triggered |
r_ |
bool | 0 |
no | Free memory used by shader text when loading shaders |
r_ |
bool | 0 |
no | Use more (spatially) accurate query for lights |
r_ |
bool | 0 |
no | Query clusters in batches for better performance |
r_ |
bool | 0 |
no | Use AABB tree to gather Umbra clusters |
r_ |
int | 4 |
no | minimum return value from a query |
r_ |
float | 400.0f |
no | Surfaces whose depth delta is smaller than this value will share the same refraction |
r_ |
int | 2 |
no | — |
r_ |
float | 0.001 |
no | Min refractive surface size on screen to trigger refraction updates |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | Try to remap surfaces into genericvmtr if possible |
r_ |
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_ |
int | 0 |
no | render gather mode: 0 = Parallelized, 1 = Parallel code, but called serially |
r_ |
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_ |
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_ |
int | 1 |
no | renderer uses lods |
r_ |
int | 2 |
no | 0 = no output, 1 = warnings, 2 = error |
r_ |
int | -1 |
no | HACK for NVIDIA only - Forces an ideal thread for render thread to mitigate driver issues |
r_ |
int | 4194304 |
no | Render thread stack size |
r_ |
float | 1.0 |
no | changes the saturation value |
r_ |
float | 0.04 |
no | Deferred scale for normal depth bias |
r_ |
float | 10 |
no | Deferred max depth normal bias |
r_ |
float | 1 |
no | depth bias units for drawing shadow buffer |
r_ |
float | 0.002 |
no | polygon depth offst for drawing shadow buffer |
r_ |
int | 0 |
no | 0 = front faces, 1 = back faces, 2 = front and back sides separately with polygon offset |
r_ |
float | 0.01 |
no | depth bias for drawing parallel light shadow buffer |
r_ |
float | 2.5 |
no | slope scale depth bias for drawing parallel light shadow buffer |
r_ |
float | 0.5 |
no | scale of projected player shadow map |
r_ |
float | 0 |
no | Offset the cascade start point along view direction |
r_ |
float | 10 |
no | larger values perform a faster dithered lerp between slices |
r_ |
float | 512 |
no | initial ortho size for first slice |
r_ |
float | 2.5 |
no | slope scale depth bias for drawing shadow buffer |
r_ |
int | 8 |
no | Number of jobs issue when batching screenshots (min 1, max 16) |
r_ |
string | (empty) | no | String to display on captured screenshots |
r_ |
int | 0 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | 32 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | 3 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | 32 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | 3 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | 10 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
int | -1 |
no | — |
r_ |
bool | 1 |
yes | Use NVIDIA Variable Shading Rate (VSR) |
r_ |
float | 5.0 |
yes | Normalization in pixels |
r_ |
float | 0.8 |
yes | 1/x factor to increase luma sensitivity under slow motion and avoid shimmering |
r_ |
float | 0.33 |
yes | 1/x factor to increase luma sensitivity under slow motion and avoid shimmering |
r_ |
bool | 0 |
yes | Visualize shading rate in colors: blue - 1x2/2x1; green - 2x2; yellow - 2x4/4x2; red - 4x4; white dot = transposed |
r_ |
float | 0.0 |
yes | Dithering of shading rates |
r_ |
int | 4 |
yes | Maximum allowed shading rate (0 - 4x4; 1 - 4x2; 2 - 2x2; 3 - 2x1; 4 - 1x1) |
r_ |
int | 1 |
yes | Minimum allowed shading rate (0 - 4x4; 1 - 4x2; 2 - 2x2; 3 - 2x1; 4 - 1x1) |
r_ |
float | 40.0 |
yes | Motion influence to shading rate in % |
r_ |
float | 5.0 |
yes | Reduce motion influence in areas with divergent colors |
r_ |
float | 1.0 |
yes | Sensitivity to divergent normals |
r_ |
float | 0.001 |
yes | Amount of previous shading rate |
r_ |
float | 10.0 |
yes | Quality distribution in % (-100 = super coarse, 0 = balanced, 100 = super fine) |
r_ |
int | 5 |
yes | 0 - 4x4; 1 - 4x2; 2 - 2x2; 3 - 2x1; 4 - 1x1; 5 - adaptive |
r_ |
float | 60.0 |
yes | Sensitivity to the screen brightness in % |
r_ |
float | 63.0 |
yes | Sensitivity to per-pixel luminance changes in % |
r_ |
bool | 1 |
yes | Smoothing of shading rates |
r_ |
int | 256 |
no | kilo-triangles to assume when a shadow has no known triangle count. |
r_ |
int | 256 |
no | kilo-triangles to assume when a shadow has no known triangle count. |
r_ |
int | 8192 |
yes | Shadow map atlas height |
r_ |
int | 2048 |
yes | Shadow map atlas tile size |
r_ |
int | 8192 |
yes | Shadow map atlas width |
r_ |
int | 0 |
no | Shadow map atlas fmt. 0: 32 bit, 1: 16 bit |
r_ |
int | 0 |
no | fits depth ranges of shadowmaps to the included casters to increase stability |
r_ |
int | 1000000 |
no | Warn if a model intersects more than this number of lights. |
r_ |
bool | 1 |
no | — |
r_ |
int | 15 |
no | Debug! |
r_ |
bool | 1 |
no | Render to ESRAM if true, otherwise directly to atlas |
r_ |
bool | 0 |
no | Render composite in ESRAM if true, otherwise directly to atlas |
r_ |
int | 3 |
no | Render directly to atlas if mip > ESRAMMaxMip |
r_ |
float | 0.0 |
no | Global add for the user defined per-light shadow fade range |
r_ |
float | 1.0 |
no | Global scale for the user defined per-light shadow fade range |
r_ |
bool | 0 |
no | fits depth ranges of shadowmaps to the included casters to increase stability |
r_ |
bool | 1 |
no | always update for dynamic lights |
r_ |
int | 262144 |
yes | Shadow per-frame pixels hard cap in kilo-pixels. |
r_ |
int | 65536 |
yes | Shadow per-frame triangles soft cap in kilo-triangles. |
r_ |
bool | 0 |
no | Enables subpixel jitter for shadow projection matrix for cutscenes |
r_ |
float | 1.0 |
no | Scales subpixel offset of shadows for debug purposes |
r_ |
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_ |
float | 0.2 |
no | Cached shadows are discarded if the wanted float shadow level differs this many LOD levels from the cached shadow. |
r_ |
int | 0 |
no | — |
r_ |
int | -1 |
no | Force a specific lod level for shadow rendering of dynamic models. -1: Use the same LoD as opaque. |
r_ |
float | 0.08 |
no | Projection size lod scale |
r_ |
float | 3.0 |
no | The size of shadow cascades calculated by pow(r_shadowLogBase, cascadeID) |
r_ |
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_ |
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_ |
float | 10 |
no | Lights with radius greater than this value will use occlusion culling for shadow buffer rendering. (set before loading map) |
r_ |
int | -1 |
no | All non-worldspawn shadows are rendered as dynamics into the composite for slices <= this value. (set to -1 to disable) |
r_ |
bool | 1 |
no | — |
r_ |
string | 0,0,1,2 |
no | Max stale frames for parallel lights per cascade. (0=60hz, 1=30hz, 2=20hz, etc..) |
r_ |
float | 0.5 |
no | Parallel light: static cache move margin. (in meters) |
r_ |
int | -1 |
no | — |
r_ |
float | 0 |
no | offsets the first parallel cascade in direction of the player |
r_ |
float | 32 |
no | Approximate radius for the player first person models used for culling shadows. |
r_ |
bool | 1 |
no | Cull player shadows per slice. |
r_ |
int | 1 |
no | Shadow LOD level for player/weapon shadows. |
r_ |
int | 0 |
no | Max throttling for weapon shadows. |
r_ |
bool | 1 |
no | Copy depth using rasterizer. |
r_ |
float | 1.0 |
yes | Shadows fade distance multiplier. |
r_ |
bool | 0 |
no | Skip culling point light slices against main view. |
r_ |
int | 262144 |
yes | Shadow per-frame pixels soft cap in kilo-pixels. |
r_ |
int | 6144 |
yes | Shadow per-frame triangles soft cap in kilo-triangles. |
r_ |
float | 1000.0 |
no | Sun shadow cascades radius |
r_ |
string | -1,10,8,4,2 |
no | kTri thresholds for using static caching for each mip level. (-1=off) |
r_ |
int | 1 |
no | Select heuristic for static caching. 0 = Use r_shadowMinStaticMip, 1 = Use r_shadowStaticMipTriThresholds |
r_ |
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_ |
int | 0 |
no | List the top N most expensive shadow casting lights. (disables soft caps) |
r_ |
bool | 1 |
no | just shadowmaps that include moving objects or from moving lightsources are updated |
r_ |
bool | 1 |
no | Use GL_ClearDepthAttachment to clear shadow slices |
r_ |
bool | 1 |
no | Use preprocessed static shadow geometry for shadow maps. (set before loading map) |
r_ |
bool | 1 |
no | enforce r_shadowSoftLimit* and r_shadowHardLimit |
r_ |
float | 0.5 |
no | biases the smoothness of VSM shadows |
r_ |
float | 2.0 |
yes | Sharpening filter, applied after all rendering |
r_ |
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_ |
int | 0 |
no | displays the bounding boxes of all animated models (1 = frame, 2 = normalized, 4 = translated) |
r_ |
int | 0 |
no | if > 0 show overdraw from all blended surfaces |
r_ |
int | 10 |
no | overdraw >= this value is white |
r_ |
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_ |
int | 0 |
no | report model and light commits and ref counts |
r_ |
int | 0 |
no | display cracks less that the given number of pixels wide |
r_ |
bool | 0 |
no | Show the deviation between interpolated normals and facet normals |
r_ |
bool | 1 |
no | Show debug lines/text/etc |
r_ |
int | 0 |
no | prints a list of currently processed decals, sorted by their impact on rendering time |
r_ |
int | 8 |
no | shows the slowest n decals r_showDecalsByExpense |
r_ |
int | 16 |
no | higher values reduce the variance of r_showDecalsByExpense |
r_ |
float | 2.5 |
no | scales the text showing the timings of r_showDecalsByExpense |
r_ |
int | 0 |
no | report render stat deltas |
r_ |
bool | 0 |
no | display the contents of the depth buffer and the depth range |
r_ |
bool | 0 |
no | draw destination alpha |
r_ |
int | 0 |
no | 1 shadow/motion blur updating objects 2 alpha-test 4 two sided |
r_ |
string | 1 1 1 0.4 |
no | specifies the draw color for r_showTris mode 4 |
r_ |
int | 0 |
no | show duplicate triangles, 2 = reload map genmodel |
r_ |
int | 0 |
no | report stats on dynamic surface generation |
r_ |
int | 0 |
no | Draw lines to lights for each dynamic model, 3 = draw bounds of problem models and lights affecting them |
r_ |
int | -1 |
no | suppress show dynamic lighting on all but one model specified with this model index |
r_ |
bool | 0 |
no | draw the sil edges |
r_ |
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_ |
bool | 0 |
no | displays the bounding boxes of all the dynamic environments |
r_ |
int | 0 |
no | — |
r_ |
int | 0 |
no | show the individual foliage bounds - 0 = off, 1 = just the bounds, 2 = bounds + position and size |
r_ |
int | -1 |
no | show the bounds of the specified subtree |
r_ |
int | -1 |
no | show the nodes of the specified subtree |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | set to 1 to show details on materials in the patch table |
r_ |
bool | 0 |
no | Print image name, size and api object on creation. |
r_ |
bool | 0 |
no | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 |
r_ |
int | 0 |
no | 0 = off, 1 = nodes, 2 = areas, 3 = both |
r_ |
bool | 0 |
no | Draw light axis and center. |
r_ |
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_ |
int | 0 |
no | Light index, -1 == Off |
r_ |
int | 0 |
no | Light slice index for point lights. [0..5] |
r_ |
int | 0 |
no | 1 = print light overdraw |
r_ |
int | 0 |
no | Show light shadow dirty mask due to light relinking. |
r_ |
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_ |
int | 0 |
no | prints a list of currently processed lights, sorted by their impact on rendering time |
r_ |
int | 16 |
no | higher values reduce the variance of r_showLightsByExpense |
r_ |
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_ |
string | (empty) | no | show the volume of a specifically named light |
r_ |
int | 65536 |
no | Max static shadow slice for r_showLights & r_showStaticShadows. |
r_ |
int | 0 |
no | Min static shadow slice index for r_showLights & r_showStaticShadows. |
r_ |
int | 0 |
no | displays the color bounding boxes for each lod |
r_ |
float | 0 |
no | — |
r_ |
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_ |
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_ |
int | 0 |
no | 1 = displays the bounding boxes of all view models, 2 = print index numbers |
r_ |
int | -1 |
no | if >= 0 then only that specific model will be debugged with r_showModels |
r_ |
int | 1 |
no | — |
r_ |
bool | 0 |
no | allow th r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" ) |
r_ |
bool | 0 |
no | draw edges that are not shared by exactly two triangles |
r_ |
float | 0 |
no | draws wireframe normals |
r_ |
int | 0 |
no | show sound BSP base occlusion model |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | print all world / view parmBlock assignments |
r_ |
bool | 0 |
yes | 1 = show process ID in window title. 0 = don't. |
r_ |
int | 0 |
no | report drawsurf/index/vertex counts |
r_ |
bool | 0 |
no | — |
r_ |
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_ |
bool | 0 |
no | reports the number of occlusion queries per frame |
r_ |
bool | 0 |
no | show rendermodels which have their references updated |
r_ |
bool | 0 |
no | selects the pose to draw with r_showskel, 0 = draw the final pose, 1 = draw the reference pose |
r_ |
int | 0 |
no | report stats |
r_ |
bool | 0 |
no | — |
r_ |
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_ |
bool | 0 |
no | display the contents of the shadow atlas buffer |
r_ |
int | 0 |
no | Show shadow cache status. |
r_ |
int | 0 |
no | Show shadow geometry. (1 = Static, 2 = Static bounds, 4 = Shadow view surfaces (#define ID_SHADOWVIEWDEBUG needs to be enabled) ) |
r_ |
bool | 0 |
no | Log culling point light slices against main view. |
r_ |
string | (empty) | no | Limit shadow display to a specific light name |
r_ |
int | -1 |
no | Limit shadow display to a specific slice. -1 = Show all. |
r_ |
int | 0 |
no | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only |
r_ |
bool | 0 |
no | show specular triangles |
r_ |
int | 0 |
no | report render stats |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | display the contents of the stencil buffer |
r_ |
int | 0 |
no | 1 = displays the bounding boxes of all model surfaces |
r_ |
int | 0 |
no | show surface material name under crosshair |
r_ |
float | 65536 |
no | distance r_showSurfaceInfo traces |
r_ |
int | 0 |
no | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector |
r_ |
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_ |
bool | 1 |
no | Turn on for gradient colored rendering of the texel densities |
r_ |
int | 0 |
no | shade triangles based on UV stretching |
r_ |
int | 0 |
no | 0 = off, 1 = all manifolds |
r_ |
bool | 0 |
no | shade triangles by texture area polarity |
r_ |
int | 0 |
no | shade triangles by texture space |
r_ |
bool | 0 |
no | Report the texture channel numbers under the crosshair |
r_ |
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_ |
int | 0 |
no | print the total surface area of all static surfaces (2=include non-statics too) |
r_ |
int | 0 |
no | show the intersection of an eye trace with the world |
r_ |
int | 0 |
no | show traceworld info under crosshair |
r_ |
int | 0 |
no | 1 = print stats |
r_ |
float | 0 |
no | if > 0 show overdraw from transparency sorted surfaces |
r_ |
int | 0 |
no | show vertex numbers and tangents of the triangle the crosshair is over |
r_ |
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_ |
int | 0 |
no | outline two sided geometry |
r_ |
int | 0 |
no | 0 = off, 1 = visible world areas, 2 = culling details, 3 = timing |
r_ |
bool | 0 |
no | draws all triangles with the solid vertex color |
r_ |
int | 0 |
no | Show Umbra view volumes |
r_ |
bool | 0 |
no | show the visible influence spheres |
r_ |
int | 0 |
no | — |
r_ |
int | 0 |
no | 0 = off, 1 = subspace, 2 = geometry, 3 = both |
r_ |
int | 0 |
no | 0 = 0ff, 1 = show world areas, 2 = lock view and show world areas |
r_ |
int | -1 |
no | suppress all but one flare |
r_ |
int | -1 |
no | suppress all but one surface on gui model |
r_ |
int | -1 |
no | suppress all but one light |
r_ |
int | -1 |
no | suppress all but one model |
r_ |
int | -1 |
no | suppress all but one surface on each model |
r_ |
bool | 0 |
no | only draw a single triangle per primitive |
r_ |
int | -1 |
no | suppress all but one world area |
r_ |
bool | 1 |
no | Use offsets to surface 0 joints offsets. |
r_ |
bool | 0 |
no | skip rendering add-always models |
r_ |
bool | 0 |
no | skip surfaces that need to be rendered after the post process |
r_ |
bool | 0 |
no | skip rendering all dynamic and static instance models |
r_ |
int | 0 |
no | skip the feedback analysis |
r_ |
bool | 0 |
no | skip CPU MVP culling of world areas |
r_ |
bool | 0 |
no | skip GPU occlusion testing of world areas |
r_ |
bool | 0 |
no | skip rendering augment models |
r_ |
bool | 0 |
no | skip render model beam system |
r_ |
bool | 0 |
no | skip blended surfaces |
r_ |
bool | 0 |
no | 1 = don't accept any entity or light updates, making everything static |
r_ |
bool | 0 |
no | skip decal culling |
r_ |
bool | 0 |
no | skip decal rendering |
r_ |
bool | 0 |
no | skip depth fixup surfaces |
r_ |
bool | 0 |
no | skip all detail triangles |
r_ |
bool | 0 |
no | skip distortion surfaces |
r_ |
bool | 0 |
no | skip capturing feedback |
r_ |
bool | 0 |
no | skip rendering flare models |
r_ |
bool | 0 |
no | skip rendering fog |
r_ |
bool | 0 |
no | Completely disable foliage models |
r_ |
float | 0 |
no | Skip gameplay post-process effects (near death, drowning, burning etc) |
r_ |
bool | 0 |
no | blended geo surfaces |
r_ |
bool | 0 |
no | skip glass |
r_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | skip GPU triangle culling |
r_ |
bool | 0 |
no | skip rendering all guis |
r_ |
bool | 0 |
no | set to 1 to skip hot patching of vmtrs |
r_ |
bool | 0 |
no | skip rendering in-game guis |
r_ |
bool | 0 |
no | skip CPU MVP culling of lights |
r_ |
bool | 0 |
no | skip GPU occlusion testing of lights. Note: This is forced enabled in slowmap mode. |
r_ |
bool | 0 |
no | allow lights to be removed at distance |
r_ |
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_ |
bool | 0 |
no | skip combining rendermodel surface to reduce the batch count |
r_ |
bool | 0 |
no | skip CPU MVP culling of models |
r_ |
bool | 0 |
no | skip GPU occlusion testing of models |
r_ |
bool | 0 |
no | allow models to be removed at distance |
r_ |
bool | 0 |
no | skip rendering all dynamic models |
r_ |
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_ |
bool | 0 |
no | — |
r_ |
bool | 0 |
no | skip CPU MVP culling of world nodes |
r_ |
bool | 0 |
no | skip GPU occlusion testing of world nodes |
r_ |
bool | 1 |
no | use sound BSP derived model to cover up missed occlusion queries |
r_ |
bool | 0 |
no | skip occlusion surfaces |
r_ |
bool | 0 |
no | skip opaque surfaces |
r_ |
bool | 1 |
no | skip casting shadows from player hands+weapons on self |
r_ |
bool | 0 |
no | skip post processing |
r_ |
bool | 0 |
no | skip rendering all render tools |
r_ |
int | 0 |
no | Skip shadow dirty tagging in render world (1=static, 2=dynamic) |
r_ |
bool | 0 |
no | Disable mip-map flicker limiter |
r_ |
int | 0 |
no | skip CPU culling of shadow casting models. (1=Light bound+Light MVP, 2=Main view MVP, 4=Shadow MVP) |
r_ |
bool | 0 |
no | skip occlusion culling of shadow casting models |
r_ |
bool | 0 |
no | render unsorted models to the shadow buffer |
r_ |
bool | 0 |
no | Disables update frame offset mechanism for parallel lights. |
r_ |
bool | 0 |
no | just use the existing depth texture contents |
r_ |
bool | 0 |
no | skip CPU MVP culling of shadow casting surfaces |
r_ |
bool | 1 |
no | skip occlusion culling of shadow casting surfaces |
r_ |
bool | 0 |
no | Disable low-frequency updates of shadows when soft limits are exceeded. |
r_ |
bool | 0 |
no | ignore the per-view suppressions |
r_ |
bool | 0 |
no | skip CPU MVP culling of model surfaces |
r_ |
int | 6 |
no | Skip swap this many frames when switching back to RENDER_MODE_MANUAL |
r_ |
bool | 1 |
yes | Skips recreation of the swapchain and buffer swaps if the window is minimized. |
r_ |
bool | 0 |
no | skip tracers |
r_ |
bool | 0 |
no | skips setup for depth based sort of drawcalls |
r_ |
bool | 0 |
no | skip world update in view call |
r_ |
bool | 0 |
no | don't use the parmBlock in idRenderView |
r_ |
bool | 0 |
no | 1 = skip loading of vmtrs |
r_ |
int | 0 |
no | 1 = skip render update of all water surfaces |
r_ |
bool | 0 |
no | skip v all world geometry |
r_ |
bool | 0 |
no | skip rendering all world views |
r_ |
bool | 1 |
no | Enable sky lighting |
r_ |
int | 1 |
no | 1: Enable skylighting LUT precomputing, amortize results over N frames, 2: Enable skylighting LUT precomputing, compute entire LUT. 0: disable |
r_ |
int | 128 |
no | Pre-computed LUT for atmosphere light scattering, latitude angle component |
r_ |
int | 32 |
no | Pre-computed LUT for atmosphere light scattering, longitude angle component |
r_ |
int | 32 |
no | Pre-computed LUT for atmosphere light scattering, distance component |
r_ |
int | 0 |
no | Sleep for this many milliseconds to simulate low frame rates. |
r_ |
string | 0.0001 |
no | merge normals that dot less than this |
r_ |
string | 0.00001 |
no | merge texture coordinates this far apart |
r_ |
string | 0.0002 |
no | merge xyz coordinates this far apart |
r_ |
int | 1 |
yes | 0 - off, 1 - enables screen space directional occlusion |
r_ |
float | 1.0 |
no | SSDO diffuse occlusion scale |
r_ |
float | 2.0 |
no | SSDO sharpness of corners/edges, 1.0 == linear, 2.0 == squared etc. |
r_ |
float | 0.0 |
no | SSDO Normal Bias. To mitigate depth precision artifacts |
r_ |
int | 1 |
yes | 0 - low, 1 - medium, 2 - high |
r_ |
float | 0.7 |
no | SSDO radius |
r_ |
float | 1.0 |
no | SSDO specular occlusion scale |
r_ |
bool | 1 |
no | Enable/disable SSDO temporal AA |
r_ |
float | 0.15 |
no | SSDO temporal AA blend ratio |
r_ |
int | 1 |
yes | 1: Enable screen space reflections pass |
r_ |
float | 0.3 |
no | Set minimum smoothness for SSR to blend |
r_ |
int | 2 |
yes | 0 - low, 1 - medium, 2 - high |
r_ |
float | 1 |
no | Set multiplier for static object emissive mask |
r_ |
int | 0 |
no | fail generation of static instance static models if vertices doesn't match after unwrap |
r_ |
bool | 0 |
no | build tristrips for static models |
r_ |
string | (empty) | no | only include this light in the static shadows ('sun' for the sun light) (for debugging) |
r_ |
bool | 1 |
no | Cull triangle that are outside the light radius |
r_ |
bool | 1 |
no | Cull triangles with traceworld |
r_ |
bool | 0 |
no | skip traces that hits transparent surfaces |
r_ |
float | 0.05 |
no | step size for triangle subdiv for culling with traceworld |
r_ |
bool | 1 |
no | Cull triangles with umbra occlusion |
r_ |
bool | 1 |
no | Set to include instance geometry into static shadow cache |
r_ |
bool | 1 |
no | Set to include the sun into static shadow cache |
r_ |
int | 1048576 |
no | Maximum amount of transparent vertices in shadow cache |
r_ |
int | 33554432 |
no | Maximum amount of opaque vertices in shadow cache |
r_ |
bool | 1 |
no | cull triangles in parallel |
r_ |
float | 2048 |
no | completely faded out at this range |
r_ |
float | 1024 |
no | start fading out at this range |
r_ |
bool | 1 |
no | strip branches from fragment programs |
r_ |
int | -1 |
yes | Changes vsync settings. 0 = off, 1 = vsync 60Hz, -1 = swap-tear 60Hz |
r_ |
bool | 0 |
no | Clears the accumulation buffer |
r_ |
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_ |
float | 1.0 |
no | Kernel filter width. Increasing value, increases sharpening. Decreasing increases smoothness |
r_ |
int | 1 |
no | Enable negative lod bias for virtual textures, when TAA modes enabled |
r_ |
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_ |
int | 0 |
no | 0 = Disabled, 1 = enable safe mode, disable anything relying on temporal accumulation |
r_ |
float | 1.0 |
no | Kernel filter width. Increasing value, increases sharpening. Decreasing increases smoothness |
r_ |
float | 1.0 |
no | Transparents weight scale |
r_ |
bool | 0 |
no | display the autosprited geometry |
r_ |
float | 0 |
no | if > 0 draw a grid pattern to test gamma levels |
r_ |
float | 0 |
no | if > 0 draw a grid pattern to test gamma levels |
r_ |
float | 1.0 |
no | The a multiplier to increase/decrease the brightness of the test image |
r_ |
int | 0 |
no | Which slice (layer) to display in a texture array |
r_ |
float | 0.0 |
no | TestImage Mip level |
r_ |
float | 0 |
no | TestImage Offset in the X direction, system values range (0..1) |
r_ |
float | 0 |
no | TestImage Offset in the Y direction, system values range (0..1) |
r_ |
float | 0.75 |
no | TestImage Scale |
r_ |
bool | 0 |
no | draw the entire megatexture as a flat quad |
r_ |
bool | 0 |
no | — |
r_ |
float | 0 |
no | if > 0 displays the vmtr specified by r_currentMaterial centered on the screen |
r_ |
int | 0 |
no | which LOD of the vmtr to display |
r_ |
bool | 1 |
no | — |
r_ |
bool | 0 |
no | Use a parallel job to render the GUI |
r_ |
int | 2 |
no | 0 = single threaded, 1 = job chain, 2 = coop job |
r_ |
bool | 0 |
no | crash on timeout (to catch driver crashed for autobuilder |
r_ |
float | 0 |
no | render watchdog timer in seconds |
r_ |
int | 0 |
no | Enables half-resolution transparency. 0: Disabled. 1: Automatic. 2: Always. |
r_ |
float | 0.35 |
no | Estimation of the constant cost of using half-res particles (ms) |
r_ |
bool | 0 |
no | Transparency half-resolution debug rendering |
r_ |
float | 3.0 |
no | Switch to half-resolution rendering when the blend pass takes longer that this value (ms) |
r_ |
float | 3000 |
no | Max distance at which half-resolution transparency is supported |
r_ |
int | 2000 |
no | Never keep rendering in half-resolution for longer than this unless we absolutely have to (ms) |
r_ |
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_ |
int | 500 |
no | Time to wait before considering to go back to full res (ms) |
r_ |
float | 2.5 |
no | Estimated speedup factor for rendering particles in half-resolution |
r_ |
bool | 0 |
no | Insert a profiler block for each individual transparent surface |
r_ |
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_ |
int | 0 |
no | 0 - model center depth, 1 - depth bounds max depth |
r_ |
float | -1 |
no | LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost |
r_ |
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_ |
bool | 0 |
no | Set to use the adaptive occlusion threshold to balance framerate with accuracy. |
r_ |
float | 12.0 |
no | The maximum number of millseconds to let job(s) run before scaling down culling distance. |
r_ |
float | 100.0f |
no | Backface limit percentage |
r_ |
int | 0 |
no | Build tome for specified map data (.proc file). 0 = COMBO, 1 = SLOW |
r_ |
float | 0.0 |
no | The amount of uncertainty in the camera translation. Helpful when camera is behind geo. |
r_ |
bool | 0 |
no | Show debug lines for current view cell |
r_ |
bool | 0 |
no | Show debug lines for portals traversed in query |
r_ |
bool | 0 |
no | Show statistics for queries |
r_ |
bool | 0 |
no | Show debug lines for view frustum |
r_ |
bool | 0 |
no | Show debug lines from view location to visible objects |
r_ |
bool | 0 |
no | Show debug lines for bounds of visible objects |
r_ |
bool | 0 |
no | Show debug lines for volume PVS |
r_ |
bool | 0 |
no | Sets QUERYFLAG_IGNORE_CAMERA_POSITION on Umbra culling jobs. |
r_ |
int | 2 |
no | Submit the RenderCull request early? 0=no, 1=early, 2=super early, 3=deferred |
r_ |
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_ |
float | 100 |
no | The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost |
r_ |
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_ |
int | 1 |
no | Max non-visible lights shadow occlusion jobs per frame |
r_ |
int | 6 |
no | Max visible lights shadow occlusion jobs per frame |
r_ |
float | 11 |
no | The maximum LOD bias. A higher value results in more accurate culling over distance but also in higher CPU cost |
r_ |
float | 0.0f |
no | Used to override the normal smallest occluder cvar |
r_ |
int | 0 |
no | 0 - Normal depth clear, 1 - Prime depth HTile with Umbra occlusion buffer, 2 - Prime Depth HTile with Umbra Compute Version |
r_ |
int | 0 |
no | 1 = histogram, 2 = depth, 3 = leaks to infinity, 4 = potential leaks (mostly false positives) |
r_ |
bool | 0 |
no | Show shadow occlusion jobs |
r_ |
bool | 0 |
no | Enable/disable Umbra shadow culler for parallel lights |
r_ |
float | 0.1f |
no | Smallest hole computation parameter |
r_ |
float | 0.25f |
no | Smallest hole computation parameter for Snap |
r_ |
float | 2.0f |
no | Smallest occluder computation parameter |
r_ |
string | (empty) | no | Directory for storing Umbra temp and cache files, if empty the files will be placed inside generated/umbra |
r_ |
bool | 0 |
no | Use local light queries but disables LOD |
r_ |
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_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
bool | 1 |
no | 0 == use the uncompressed F16 lightprobes, 1 == use the compressed BC6H lightprobes |
r_ |
bool | 1 |
no | Enable GL_TEXTURE_CUBE_MAP_SEAMLESS |
r_ |
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_ |
int | 1 |
no | generate a new environment map every frame |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
bool | 0 |
no | Use hardware textures instead of virtual textures for implicit gui images |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
bool | 1 |
no | enable influence spheres |
r_ |
bool | 1 |
no | Use iterative rather than recursive version of kdtree functions |
r_ |
bool | 1 |
no | Use k-d tree partitioning for world areas and BSP -- set BEFORE loading map! |
r_ |
bool | 0 |
no | Use PVS to reduce the number of areas a shadow casting light affects |
r_ |
bool | 1 |
no | Call UpdateInView/UpdateInViewJoin only for models that implement it |
r_ |
int | 1 |
no | 0 = off, 1 = job chain, 2 = coop job |
r_ |
bool | 1 |
no | use async pixel buffer read for texture feedback query |
r_ |
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_ |
int | 2 |
no | 1 = run the renderer in a separate thread, 2 = run the renderer in jobs |
r_ |
bool | 1 |
no | avoid redundant state changes in GL_*() calls |
r_ |
bool | 1 |
no | load static shadows for map (change requires re-load) |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
int | 1 |
no | render quads marked emissive to the emissive pass |
r_ |
bool | 1 |
no | 0 = do not sort the transparency quads |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
bool | 1 |
no | enable Umbra occlusion culling and computation |
r_ |
bool | 0 |
no | Use Umbra partitioning for world areas and BSP |
r_ |
int | 2 |
no | 0 = off, 1 = enable subspace bounds sorting and occlusion (no nodes), 2 = no sorting |
r_ |
int | 0 |
no | variance shadow maps |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
int | 1 |
no | 0 = off, 1 = threaded |
r_ |
int | 1 |
no | Validates shaders and points out potential shader patch issues |
r_ |
bool | 0 |
no | Print cmdline for each shader compilation task |
r_ |
float | 0.5 |
no | Distance at which to stop occlusion culling and decide that models are scene models |
r_ |
bool | 1 |
no | enable vignetting |
r_ |
float | 2.0 |
yes | Set to change the aspect ratio of physical pages for the vmtr. |
r_ |
string | (empty) | no | Prefer this vulkan device name if encountered |
r_ |
bool | 1 |
no | Stall until occlusion query returns |
r_ |
bool | 0 |
no | forces the finish feedback function to wait rather than timeout |
r_ |
bool | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
bool | 1 |
yes | 0 = disabled, 1 = enabled (default) |
r_ |
int | 0 |
no | 1 = 256 x 256 photons, 2 = 512 x 256 photons, 3 = 1024 x 256 photons, etc |
r_ |
int | 1024 |
no | 1024 x 1024 default |
r_ |
bool | 1 |
no | Enable vmem to cpu transfer of water positions |
r_ |
bool | 0 |
no | Debug water positions nearby camera |
r_ |
bool | 0 |
no | Enable priming g-buffer depth h-tile |
r_ |
int | 0 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
int | 256 |
no | 256x256 default. Low res depth buffer for water cage mesh. |
r_ |
float | 7.5 |
no | 0 = no offset. Adds Fov offset to water grid view projection |
r_ |
bool | 0 |
no | 0 = triangles, 1 = quadrangles |
r_ |
int | 256 |
yes | 256x256 default ( pc ), 224 x 224 for xb1 / low |
r_ |
bool | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
bool | 1 |
no | Enable half-resolution usage for water for faster performance |
r_ |
bool | 1 |
yes | 0 = disabled, 1 = enabled (default) |
r_ |
int | 512 |
no | 512x512 default |
r_ |
int | 1 |
yes | 0 = disabled, 1 = enabled ( interleaves updates for techniques with similar costs ) |
r_ |
float | 16.0f |
yes | Disable/enable water related phenomena (for now caustics / hits simulation ) after threshold distance |
r_ |
int | 2000 |
no | The number of milliseconds between watermark position changes |
r_ |
float | 4.0 |
no | 0 = no anisotropic filter. 2.0, 4.0, 8.0, 16.0 |
r_ |
bool | 1 |
yes | Enable inside/outside water post process transitions |
r_ |
int | 0 |
no | 0 = 256x256, 1 = 512x512 |
r_ |
int | 1 |
yes | 0 = disabled, 1 = enabled (default) |
r_ |
bool | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
int | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
bool | 1 |
no | 0 = disabled, 1 = enabled (default) |
r_ |
int | 0 |
yes | window height when running in a window |
r_ |
int | 0 |
yes | window X position when running in a window |
r_ |
int | 0 |
yes | window Y position when running in a window |
r_ |
int | 0 |
yes | window width when running in a window |
r_ |
bool | 0 |
no | debug option to write all the packed materials out to viewable tga files as they are retrieved |
r_ |
float | 0.06 |
no | near Z clip plane distance |
r_ |
float | 0.0 |
no | Override near Z if greater than zero |
vt_
114 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
vt_ |
int | 3 |
no | Automatically reload bvmaterials when changed |
vt_ |
int | 16 |
no | Automatically reload bvmaterials when changed |
vt_ |
bool | 0 |
no | Stop reloading of vmtr when material checksum is changed |
vt_ |
bool | 1 |
no | Set to load binary virtual materials in the background |
vt_ |
int | 0 |
no | 1 = print stats for binary vmtr loading, 2 = add evictions |
vt_ |
bool | 0 |
no | Set to enable loading from containers |
vt_ |
int | 0 |
no | set to enable writing of all compressed data to the hard drive for analysis |
vt_ |
bool | 0 |
no | Worse packing to eliminate black borders in vmtrs. |
vt_ |
bool | 1 |
no | Fatal error if page file is missing or can't be created |
vt_ |
float | 90 |
no | More than this percentage of pages needed this frame and we consider ourselves oversubscribed. |
vt_ |
float | 0 |
no | Additional floating point bias for feedback LOD |
vt_ |
float | 0.125 |
no | Base increment value for adjusting dynamic LOD bias. |
vt_ |
float | 80 |
no | Less than this percentage of pages needed this frame and we consider ourselves undersubscribed. |
vt_ |
string | (empty) | yes | Path for the virtual texture |
vt_ |
string | generated/pagefiles |
yes | Optionally get vmtr files from a different source than vt_filePath |
vt_ |
int | 2 |
yes | filter physical images, 0 = off, 1 = bilinear, 2 = trilinear |
vt_ |
int | 0 |
no | Gen a page in memory for pages that don't exist on disk. |
vt_ |
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_ |
bool | 1 |
no | Allow loading of the new megatexture file format. |
vt_ |
int | 1 |
no | Set to true to lock pages |
vt_ |
float | 0 |
no | Additional floating point bias for virtual texture page tables |
vt_ |
float | 4 |
yes | Floating point max ansio for physical textures. |
vt_ |
int | 20 |
yes | Amount of physical page pool to lock in percent; -1 = use default, [0..50] = use that percentage |
vt_ |
float | 12 |
no | Set the coarsest mip that can be accessed. |
vt_ |
int | 6 |
no | Set the coarsest mip that can be accessed by the pagefile. |
vt_ |
int | 32 |
yes | maximum number of transcoded pages per frame |
vt_ |
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_ |
int | 0 |
no | Set the finest mip that can be accessed. |
vt_ |
int | 0 |
no | minimum mip level installed on the hard disk (2 = all mips except finest two installed, 16 = no mips installed) |
vt_ |
bool | 0 |
no | — |
vt_ |
int | 4 |
no | number of cache lines we can skip without seeking |
vt_ |
int | 4 |
yes | Number of analyze jobs to run if vt_useAnalyzeJobs = 2 |
vt_ |
int | 12 |
no | Set to the number of binary virtual mips to build |
vt_ |
int | 1 |
no | Number of threads to create for jobs. |
vt_ |
bool | 0 |
yes | Use the virtual texture file name without any suffixes |
vt_ |
float | 0 |
no | Debug adjustment of a page's mapping about it's center |
vt_ |
int | 3 |
no | — |
vt_ |
int | 8192 |
yes | Dimensions of the physical page images. vt_restart after changing this. |
vt_ |
int | 8192 |
yes | Dimensions of the physical page images. vt_restart after changing this. |
vt_ |
int | 128 |
yes | Dimensions of the physical page images. |
vt_ |
bool | 0 |
no | Print virtual texture information during initialization, likely only interesting to rendering and engine coders |
vt_ |
string | virtualtextures |
yes | path appended for virtual textures in production builds |
vt_ |
int | 2 |
no | 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest |
vt_ |
int | 2 |
no | 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest |
vt_ |
int | 4 |
no | BC7 quality when transcoding. 0 = highest, 1 = high, 2 = medium, 3 = low, 4 = lowest |
vt_ |
int | 30 |
no | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 30 |
no | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
bool | 0 |
no | force lossless HD-Photo compression |
vt_ |
int | 30 |
no | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 30 |
no | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
float | 0 |
no | Lightmap round factor 1.0/val. <= 0 to turn it off |
vt_ |
bool | 1 |
no | Reconstructs the missing mips if set |
vt_ |
string | (empty) | no | record virtual texture system statistics to the given file name |
vt_ |
int | 1024 |
no | Number of region hash buckets on a side |
vt_ |
float | 64.0 |
no | cutoff for the specular below which the normals start getting blended to blue |
vt_ |
bool | 1 |
no | Shape maximum number of transcoded pages per frame |
vt_ |
int | 0 |
no | Set to show the timinigs of the virtual material system |
vt_ |
bool | 0 |
no | Report the number of explicit pages each frame. |
vt_ |
int | 0 |
no | Report all the unique pages visible |
vt_ |
int | 0 |
no | visualize the feedback buffer |
vt_ |
int | 0 |
no | Display the feedback pages as they are streamed in |
vt_ |
bool | 0 |
no | Set to show missing bvimages |
vt_ |
bool | 0 |
yes | Shows the page borders |
vt_ |
bool | 0 |
yes | use a random color for each page |
vt_ |
bool | 0 |
yes | Shows page info: source #, layout #, compression, mono/color specular |
vt_ |
int | 0 |
yes | Print each page that is loaded |
vt_ |
int | 0 |
yes | Colorize pages by virtual mip level, if > 1, only color pages beyond that level-1 |
vt_ |
bool | 0 |
yes | Draw page numbers |
vt_ |
int | 0 |
yes | Draw page sizes (1 = show size in bytes, 2 = color green to red from small to large) |
vt_ |
bool | 0 |
yes | Shades vmtr and unique pages differently |
vt_ |
int | 0 |
yes | color each page from red to green based on the percentage of the page texels that are actually visible |
vt_ |
bool | 0 |
yes | show virtual texture system statistics |
vt_ |
bool | 0 |
no | shows all vmtr accesses in feedback buffer |
vt_ |
int | -1 |
no | single step through the transcode process |
vt_ |
bool | 0 |
no | set to skip upload of bvimages |
vt_ |
bool | 0 |
no | Disable the bvimage stalechecking |
vt_ |
bool | 0 |
no | don't append explicit pages from gui surfaces. |
vt_ |
bool | 0 |
no | Skips the lookup and subsequent reading of binary virtual materials during transcode |
vt_ |
bool | 0 |
no | Skips the LZW decode |
vt_ |
bool | 0 |
no | — |
vt_ |
bool | 0 |
no | Skip streaming but still transcode and update the page tables |
vt_ |
bool | 0 |
no | Skip transcoding (but don't skip reading) |
vt_ |
bool | 0 |
no | If true then set empty baked pagefiles rather than trying to open them (useful when running outside office networks) |
vt_ |
bool | 0 |
no | Skip updating page table and physical images on the PC (but still read/transcode) |
vt_ |
bool | 0 |
no | 1 = Don't load virtual materials - ONLY FOR TESTING! |
vt_ |
bool | 0 |
no | Strip the page border by upscaling the center |
vt_ |
bool | 1 |
no | Set to use supress cpuvmtr building and loading entirely |
vt_ |
int | 2 |
no | 0 = Box, 1 = Cubic, 2 = Mitchell, 3 = Lanczos |
vt_ |
bool | 0 |
no | — |
vt_ |
bool | 1 |
no | Power will be affected by the estimated bump variance to reduce shader aliasing |
vt_ |
bool | 1 |
no | Truncate constant payloads in a binary virtual image |
vt_ |
bool | 0 |
yes | Use uncompressed physical page images. vt_restart after changing this. |
vt_ |
int | 2 |
yes | 0 = off, 1 = threaded, 2 = threaded, multiple sequential jobs |
vt_ |
bool | 1 |
no | Set to use binary virtual materials in the feedback system |
vt_ |
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_ |
bool | 1 |
yes | Loads the dlc vmtr list for storing pages in the dlc quadrant. |
vt_ |
bool | 0 |
no | Loads the intro vmtr list for storing pages in the first quadrant. |
vt_ |
bool | 1 |
no | Use LZ4 instead of LZW |
vt_ |
bool | 0 |
no | Use a min-LOD texture to gradually adjust the LOD when new texture pages become resident |
vt_ |
bool | 0 |
no | Use the network page files and vmtr even when using linear preload files |
vt_ |
bool | 0 |
no | use non-buffered IO |
vt_ |
bool | 1 |
no | Use the pageFileCache for all reads |
vt_ |
int | 1 |
no | 0 = off, 1 = threaded |
vt_ |
int | 1 |
yes | 0 = off, 1 = threaded |
vt_ |
bool | 1 |
no | use the PBOs for page table updates on the PC |
vt_ |
bool | 1 |
no | Use persistent PBOs for virtual texturing uploads |
vt_ |
bool | 1 |
no | Set to 1 to load pre-compressed vmtrs for faster vmtr generation times. |
vt_ |
int | 1 |
yes | 0 = off, 1 = threaded |
vt_ |
bool | 1 |
no | Use transfer queue for page updates if available |
vt_ |
bool | 0 |
no | use unsynchronized PBOs for page table updates on the PC |
vt_ |
bool | 0 |
no | Enable or disable reading and writing to the vmtr page files. |
vt_ |
bool | 0 |
no | If set, then uses the region hash to look up vmtrs during development |
vt_ |
int | 11 |
no | Log2 of the virtualTexture dimensions for general texture allocation. Must be set on the command line. |
vt_ |
bool | 1 |
no | 1 = write out vmtr debug image |
Smaller prefixes
30 cvars.
| Name | Type | Default | Exposed | Description |
|---|---|---|---|---|
atlas_ |
int | -1 |
no | fikter usage print by atlas id |
atlas_ |
bool | 0 |
no | set to 1 print out how much of the atlas has been used during allocation |
bink_ |
float | 0.7 |
no | cinematic audio volume scale |
bink_ |
int | 2 |
no | number of frames of of drift between the bink and the sound engine audio to tolerate |
bink_ |
bool | 1 |
no | trigger bink audio using audio engine playback instead of playing back the embedded audio |
bink_ |
bool | 0 |
no | dump information |
bink_ |
bool | 0 |
no | Use BinkGoto Instead of BinkNextFrame, because of com_fixedTic |
bink_ |
int | 4 |
no | larger buffers for less seeks during load |
bink_ |
int | 200 |
no | number of frames to ramp up the audio over |
bink_ |
int | 30 |
no | number of frames to ramp down the audio over |
bink_ |
int | 2 |
no | 1: use a background thread to read data for bink in large chunks, 2: use stream file cache |
bvmaterial_ |
bool | 0 |
no | generate a new cooked version if stale |
bvmaterial_ |
bool | 1 |
no | generate separate bvimages in parallel |
bvmaterial_ |
bool | 1 |
no | generate separate bvimages in parallel |
decal_ |
time_ms | 10000 |
no | How long to take when fading a killed decal |
decal_ |
bool | 0 |
no | Force all decals to be added as persistent |
decal_ |
float | 3.0f |
no | Max Radius we use to group decals |
gl_ |
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_ |
bool | 1 |
no | This is only here to allow nightly to no break 2017.05.29, remove once flashback fergus mesh is fixed |
md6_ |
bool | 0 |
no | allow remapping materials to generic ones for more aggressive merging |
md6_ |
bool | 1 |
no | attempt to rewrite source if out of date (disabled for cooker) |
md6_ |
bool | 1 |
no | Re-base texture coordinates if trying to generic map MD6 surfaces. |
multi |
bool | 1 |
no | 0 = alternate frame rendering, 1 = render both each frame |
stereo |
float | 0 |
no | shift guis so they don't appear at infinity in HMDs |
stereo |
float | 0.25 |
no | screen units from center to eyes |
stereo |
float | 1.5 |
no | world units from center to eyes |
stereo |
float | 0 |
no | swap target buffers for left and right eyes |
vr_ |
bool | 0 |
no | Enable to run in VR mode. |
vr_ |
float | 1.0 |
no | How many game units one meter represents. |
vr_ |
float | 0.30 |
no | Radius of non-masked area |