Generated by
tools/build_cvar_wiki.pyfrom the engine's own cvar registry. Edits made here are overwritten by the next run.
550 cvars of Wolfenstein: The New Order — renderer, textures and video. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNO cvar catalogue, which explains how to set a cvar in this game and where the data comes from.
Status: cheat = wiped at startup when set with +name value, set it with +toggle name value value instead; normal = +name value works; saved = not a cheat and kept in wolfConfig.cfg; init-only = command line only; read-only = cannot be set.
r_
428 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
r_ |
float | 0.5 |
cheat | — | Adaptive Glare Avg Brightness (r_adaptiveGlareTest must be on) |
r_ |
float | 0.1 |
cheat | — | Adaptive Glare Decay Rate (r_adaptiveGlareTest must be on) |
r_ |
float | 0.8 |
cheat | — | Adaptive Glare Max Threshold (r_adaptiveGlareTest must be on) |
r_ |
float | 0.2 |
cheat | — | Adaptive Glare Min Threshold (r_adaptiveGlareTest must be on) |
r_ |
bool | 0 |
cheat | — | Adaptive Glare test value overrides |
r_ |
float | 1 |
cheat | — | Scales the ambient light contribution |
r_ |
float | 0 |
cheat | — | Insert a delay before the resource load from resource file-load to trigger amd driver hang/crash |
r_ |
bool | 0 |
cheat | — | Insert a glFlush after glLinkProgram |
r_ |
bool | 0 |
cheat | — | — |
r_ |
float | 1.0 |
cheat | — | Size of the shadowbuffer to use for blendlight shadows |
r_ |
float | 1.0 |
saved | 0.5 … 2 | changes gamma tables |
r_ |
float | 0 |
cheat | — | if > 0 draw a swatch at a specific luminance for calibrating gamma |
r_ |
float | 0 |
cheat | — | luminance to display for calibrating gamma [0,255] |
r_ |
float | 0 |
cheat | — | 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue |
r_ |
bool | 0 |
cheat | — | compare all surface bounds with precalculated ones |
r_ |
string | 2 |
cheat | — | force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom |
r_ |
float | 1.0 |
saved | 0 … 1 | transparency of the console background 0-1 |
r_ |
string | (empty) | cheat | — | current material name from r_showSurfaceInfo |
r_ |
bool | 1 |
cheat | — | Free cuttable model CPU data |
r_ |
int | 120 |
saved | 0 … 120 | step size of arrow cone line rotation in degrees |
r_ |
int | 0 |
init-only | — | Init context for ARB_debug_output extension, 2 = force sync mode, 3 = also low priority messages |
r_ |
int | 0 |
cheat | — | 1 - To display the decal axis. 2 - To see the axis and obb. |
r_ |
float | 0.5 |
cheat | 0 … 1 | alpha for r_show* debug tools, where implemented and applicable |
r_ |
int | 0 |
cheat | — | display occlusion quad debug |
r_ |
bool | 0 |
saved | — | perform depth test on debug lines |
r_ |
int | 1 |
saved | — | width of debug lines |
r_ |
bool | 0 |
saved | — | perform depth test on debug polys |
r_ |
bool | 1 |
cheat | — | draw a filled polygon |
r_ |
float | -10.0 |
cheat | — | default polygonOffset factor |
r_ |
float | -100.0 |
cheat | — | default polygonOffset units |
r_ |
float | 3 |
cheat | — | pixel width to use when determining the maximum detail distance |
r_ |
float | 3500 |
cheat | — | detail models will be completely faded out at this range |
r_ |
int | 1 |
cheat | 1 … 32 | — |
r_ |
float | 0.0 |
cheat | — | horizontal screen fraction at which the loading icon is placed |
r_ |
float | -0.84 |
cheat | — | vertical screen fraction at which the loading icon is placed |
r_ |
float | 0.75 |
cheat | — | 1.0 = full dark shadows, 0.0 = no shadows |
r_ |
bool | 1 |
cheat | — | use depth bounds test on dim shadows for early fragment rejection |
r_ |
float | 1800.0 |
cheat | — | dim-shadows start fading at this range from viewer |
r_ |
int | 2 |
cheat | — | 2 = all models use high quality dim-shadows, 1 = all models use mid quality dim-shadows, -1 = no models do |
r_ |
float | 0.9 |
cheat | — | This value is added to the true combined light z value to prevent long stretched shadows. Set to 0 for true shadows. |
r_ |
float | 1.0 |
cheat | — | clip space to lixel scale factor, 0 disables |
r_ |
float | 8.0 |
cheat | — | Cap shadow map size to a factor of bounding box radius. |
r_ |
float | 2200.0 |
cheat | — | dim-shadows are culled at this range from viewer |
r_ |
float | 2.0 |
cheat | — | polygon offset factor for drawing shadow buffer |
r_ |
float | 2000 |
cheat | — | polygon offset units for drawing shadow buffer |
r_ |
int | 2048 |
cheat | — | Cap dimShadow size. |
r_ |
bool | 1 |
cheat | — | Use occlusion queries |
r_ |
float | 1 |
cheat | — | Scales the direct light contribution |
r_ |
bool | 0 |
cheat | — | disable blendshapes |
r_ |
bool | 0 |
cheat | — | use a full glFinish instead of gl sync fence |
r_ |
bool | 0 |
cheat | — | Force resources as stale during reload |
r_ |
bool | 1 |
cheat | — | Free Discrete Animatation model CPU data |
r_ |
int | 0 |
cheat | 0 … 200 | optional display refresh rate option for vid mode |
r_ |
float | 1.0 |
cheat | — | Scale all distance by factor |
r_ |
int | 0 |
cheat | — | do pre-z pass mask (bit 0 = scenemodels, bit 1 = world areas, bit 2 = prez view models) |
r_ |
int | 0 |
cheat | — | Draw loaded images scaled on the screen |
r_ |
float | 64 |
cheat | — | Shrink factor for r_drawLoadedImages |
r_ |
bool | 0 |
cheat | — | If true, will dump out shader text into base/generated. |
r_ |
float | 1 |
cheat | — | Scales all approximated lighting on dynamic models |
r_ |
int | 1 |
cheat | — | enable selfshadowless local light, 2 = force no selfshadows |
r_ |
bool | 1 |
cheat | — | enable (subtitle) video overlay |
r_ |
int | 1 |
cheat | — | use ambientEnvMap instead of userEnvMap for the lowest mip level |
r_ |
float | 0 |
cheat | — | Radius of specular power bleeding filter |
r_ |
int | 0 |
cheat | — | report the dynamic blend factors |
r_ |
bool | 0 |
cheat | — | if true we ignore blending between environment maps and sets it directly instead |
r_ |
float | -1.0 |
cheat | — | if >= 0, the seconds to completely fade out an old environment |
r_ |
int | 0 |
cheat | — | Capture frame(s) with event log light |
r_ |
bool | 0 |
saved | — | draws debug geometry for idProp_Exposive based entities |
r_ |
int | 1 |
cheat | — | To simulate slower rendering scenes, draw this many extra full screen clears. Negative value for purple clears |
r_ |
int | 0 |
cheat | — | Render world areas multiple times to slow down rendering for debugging |
r_ |
float | 1.0 |
cheat | — | Scale all lod fade times by factor |
r_ |
bool | 0 |
init-only | — | use BGRA instead of RGBA for the feedback buffer |
r_ |
int | 0 |
cheat | — | Filter out the fullscreen only GUI (still renders world in background) 0 = off, 1 = black, 2 = white |
r_ |
bool | 0 |
cheat | — | call glFinish() or equivalent after each draw call |
r_ |
bool | 0 |
cheat | — | Render first person models after all other models |
r_ |
bool | 0 |
cheat | — | temp hack fix for material paths being jumbled up for objs coming out of modo |
r_ |
bool | 1 |
cheat | — | If flares should be culled by distance to player0 |
r_ |
bool | 0 |
saved | — | set to flat shade on all map loads |
r_ |
bool | 1 |
cheat | — | draw missing megatextures as flat shaded upon loading map |
r_ |
float | 7000 |
cheat | — | all foliage will be completely faded out at this range |
r_ |
float | 5000 |
cheat | — | small foliage will be completely faded out at this range |
r_ |
float | 3000 |
cheat | — | start fading foliage out at this range |
r_ |
float | 0 |
cheat | — | 1.777 for 16:9, 1.6 for 16:10, 1.333 for 4:3, 0 to disable |
r_ |
bool | 0 |
cheat | — | 0 = off, 1 = on |
r_ |
bool | 0 |
cheat | — | force each frame to do a full virtual texture load for capturing video, etc * SLOW * |
r_ |
int | -1 |
cheat | — | Force all LODed render models to specific index |
r_ |
string | 0 |
cheat | — | 1 = force non-deferred animation blending |
r_ |
bool | 0 |
cheat | — | force the use of occlusion query boxes |
r_ |
bool | 0 |
cheat | — | Never skip the reference update |
r_ |
int | 0 |
cheat | — | Force two sided rendering for everything |
r_ |
float | 0.9 |
cheat | — | Shutter speed / frame exposure decay rate |
r_ |
float | 0.7 |
cheat | — | Shutter speed / frame exposure max threshold |
r_ |
float | 0.5 |
cheat | — | Shutter speed / frame exposure min threshold |
r_ |
float | 0.15 |
cheat | — | Shutter speed / frame exposure color saturation |
r_ |
bool | 0 |
cheat | — | Shutter speed / frame exposure effect |
r_ |
bool | 0 |
cheat | — | dump the CPU data after building vertex buffers |
r_ |
bool | 1 |
saved | — | 0 = windowed, 1 = full screen |
r_ |
bool | 0 |
saved | — | 0 = actual fullscreen, 1 = use desktop |
r_ |
float | 1.0 |
cheat | 0.5 … 3 | changes gamma tables |
r_ |
int | 1 |
normal | — | 0 = overlapped downsample, 1 = glGenerateMipMap |
r_ |
bool | 0 |
cheat | — | run glFinish() before running the culling code (for testing) |
r_ |
int | 3 |
init-only | — | OpenGL Major Version |
r_ |
int | 2 |
init-only | — | OpenGL Minor Version |
r_ |
float | 0.5 |
cheat | — | Bias to the shadow check coordinate calculation |
r_ |
float | 0 |
cheat | — | Bias to the shadow check depth calculation |
r_ |
bool | 0 |
init-only | — | Only use one gl-context (ati-workaround). |
r_ |
bool | 0 |
cheat | — | skip end frame sync |
r_ |
bool | 0 |
cheat | — | use a long timeout (1s) for glClientWaitSync instead of a loop of short (1ms) |
r_ |
bool | 1 |
cheat | — | Use the GL_EXT_direct_state_access for buffer management |
r_ |
bool | 1 |
cheat | — | use the glGetMultiQueryObjectuivAMD extension if available |
r_ |
bool | 1 |
cheat | — | use Vertex Array Objects to speed up buffer bindings (not supported in tools engine) |
r_ |
string | 0 |
cheat | — | 0 = VBO, 1 = Texture, 2 = RenderBuffer |
r_ |
bool | 0 |
cheat | — | Provides debug output in idRenderModelGui code |
r_ |
string | (empty) | cheat | — | default highlight color on 'useables' |
r_ |
bool | 1 |
cheat | — | Highlights are enabled |
r_ |
bool | 0 |
cheat | — | All highlights in phase |
r_ |
int | 2 |
cheat | — | 1 = ignore except forcePrint, 2 = ignore GL errors, -1 = fatal error |
r_ |
int | 0 |
saved | — | The initial monitor used to initialize the render system |
r_ |
bool | 0 |
cheat | — | randomly subpixel jitter the projection matrix |
r_ |
float | 1.0 |
cheat | — | scale of joint axes |
r_ |
string | (empty) | cheat | — | name of model joint to render |
r_ |
float | 0.5 |
cheat | — | offset of joint names when r_showskel is set to 1 |
r_ |
float | 0.02 |
cheat | — | size of joint names when r_showskel is set to 1 |
r_ |
string | (empty) | cheat | — | render all joints with this substring in the name |
r_ |
bool | 0 |
cheat | — | Force system to never hide lowest lod |
r_ |
bool | 1 |
cheat | — | lazy update of render parms |
r_ |
bool | 1 |
cheat | — | lazy program binds |
r_ |
bool | 1 |
cheat | — | lazy texture binds |
r_ |
float | 0.1 |
cheat | — | size of the loading icon |
r_ |
float | 0.5 |
cheat | — | rotation speed of the loading icon |
r_ |
bool | 0 |
saved | — | If true, cache compiled shaders to generated directory. |
r_ |
bool | 0 |
cheat | — | lock the current view |
r_ |
int | 0 |
cheat | — | number of frames to emit render logs |
r_ |
bool | 0 |
cheat | — | continuously flush renderlog (potentially slow) will use less ram as well |
r_ |
int | 2 |
cheat | 1 … 2 | 1 = blocks only, 2 = everything |
r_ |
float | 32 |
cheat | — | — |
r_ |
bool | 1 |
cheat | — | combine model surfaces with the same material |
r_ |
bool | 1 |
saved | — | use clampToBorder for the mip3 buffers |
r_ |
int | -1 |
saved | — | Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes) |
r_ |
int | 0 |
saved | 0 … 64 | number of anti-aliasing samples (0 = no multi-sampled FBO) |
r_ |
int | 8 |
saved | 0 … 64 | maximum number of anti-aliasing samples choosable from the option gui |
r_ |
bool | 0 |
cheat | — | if 1, don't allow any dimshadows on breakables |
r_ |
float | 2.2 |
cheat | — | Ocean2 wave gen amp distribution exponent |
r_ |
float | 12.0 |
cheat | — | Ocean2 wave gen max amp |
r_ |
float | 0.5 |
cheat | — | Ocean2 wave gen min amp |
r_ |
float | 0.0 |
cheat | — | Ocean2 wave base direction in degrees |
r_ |
float | 40.0 |
cheat | — | Ocean2 wave direction spread in degrees |
r_ |
int | 0 |
cheat | — | Ocean2 debug flags. |
r_ |
int | 1 |
cheat | — | 0 = off, 1 = threaded |
r_ |
float | 0.06 |
cheat | — | Ocean2 amp-displacement constant |
r_ |
float | 512 |
cheat | — | Ocean2 wave gravity constant |
r_ |
int | 36 |
cheat | 1 … 1024 | Ocean2 max wave count |
r_ |
int | 0 |
cheat | — | Print ocean2 wave parameters. |
r_ |
float | 0 |
cheat | — | Ocean2 debug spam timer. |
r_ |
float | 2.2 |
cheat | — | Ocean wave gen amp distribution exponent |
r_ |
float | 0.06 |
cheat | — | Ocean amp-displacement constant |
r_ |
float | 12.0 |
cheat | — | Ocean wave gen max amp |
r_ |
float | 0.5 |
cheat | — | Ocean wave gen min amp |
r_ |
float | 0.0 |
cheat | — | Ocean wave base direction in degrees |
r_ |
float | 40.0 |
cheat | — | Ocean wave direction spread in degrees |
r_ |
int | 0 |
cheat | — | Ocean debug flags. |
r_ |
float | 512 |
cheat | — | Ocean wave gravity constant |
r_ |
int | 1 |
cheat | — | 0 = off, 1 = threaded |
r_ |
float | 0.04 |
cheat | — | Ocean lod scale constant. (lod = sqrt(tiledist)*lodk) |
r_ |
int | 5 |
cheat | — | Max macro tile subdivision. |
r_ |
int | 36 |
cheat | 1 … 64 | Ocean max wave count |
r_ |
float | 0.5 |
cheat | — | Ocean mintexelperwavelen |
r_ |
float | 0.5 |
cheat | — | Ocean minvertperwavelen |
r_ |
int | 0 |
cheat | — | Print ocean wave parameters. |
r_ |
float | 0 |
cheat | — | Ocean debug spam timer. |
r_ |
int | 0 |
cheat | — | Ocean sync disable flags. |
r_ |
int | 0 |
cheat | — | Configure ocean by cvars (for debug/tuning) |
r_ |
float | 1.0 |
cheat | — | Ocean lod normalmap wave count distribution exponent |
r_ |
float | 1.0 |
cheat | — | Ocean lod vertex wave count distribution exponent |
r_ |
float | 128 |
cheat | — | Ocean r_ocean_wavelodfaderange |
r_ |
bool | 0 |
cheat | — | 1 - Fall back to old GenDecalVerts serially instead of 4 at a time |
r_ |
bool | 1 |
cheat | — | Use parallel jobs for very slow HQ DXT encoding |
r_ |
int | 2 |
cheat | 0 … 2 | 1 = batch particle jobs, 2 = batch particle surfaces |
r_ |
int | 0 |
cheat | — | particle trail time step in MS (non-zero value uses cvar) |
r_ |
int | 5 |
cheat | — | 0 = cheap, 1 = slow, 2 = box, 3 = box+blur, 4 = bokeh, 5 = bokeh+blur |
r_ |
bool | 0 |
cheat | — | Set high quality post process, for cutscene rendering |
r_ |
float | 1 |
cheat | — | Scales prime light contribution |
r_ |
float | -1 |
cheat | — | threshold for print end of frame wait time in ms, -1 == never |
r_ |
int | 0 |
cheat | — | Clear with purple (also forces main buffer clear) |
r_ |
int | 4 |
cheat | — | minimum return value from a query |
r_ |
string | (empty) | cheat | — | load renderprogs from this path instead of from resource file in production |
r_ |
int | 4096 |
cheat | 256 … 16384 | Dimensions of the shadow buffer image (used for dimshadows and interaction light shadows) |
r_ |
bool | 1 |
cheat | — | use GL_LINEAR instead of GL_NEAREST on shadow maps |
r_ |
int | 0 |
cheat | — | 0 = front faces, 1 = back faces, 2 = front and back sides separately with polygon offset |
r_ |
float | 2 |
cheat | — | polygon offset factor for drawing parallel light shadow buffer |
r_ |
float | 2000 |
cheat | — | polygon offset units for drawing parallel light shadow buffer |
r_ |
float | 2 |
cheat | — | polygon offset factor for drawing shadow buffer |
r_ |
float | 2000 |
cheat | — | polygon offset units for drawing shadow buffer |
r_ |
int | -1 |
cheat | — | only draw a single side (0-5) of point lights |
r_ |
float | 2 |
cheat | — | larger values perform a faster triliner lerp between slices |
r_ |
float | 512 |
cheat | — | initial ortho size for first slice |
r_ |
int | 0 |
cheat | — | screen-space ray march reflections. 0 = disabled, 1 = enabled |
r_ |
bool | 0 |
cheat | — | Capture self-shadow buffer to debug scratch output |
r_ |
float | 1.0 |
cheat | — | 1.0 = full dark shadows, 0.0 = no shadows |
r_ |
float | 1250.0 |
cheat | — | self-shadows start fading at this range from viewer |
r_ |
float | 1.0 |
cheat | — | clip space to lixel scale factor for selfshadows, 0 disables |
r_ |
float | 1600.0 |
cheat | — | self-shadows are culled at this range from viewer |
r_ |
float | 5.0 |
cheat | — | polygon offset factor for drawing shadow buffer |
r_ |
float | 10000 |
cheat | — | polygon offset units for drawing shadow buffer |
r_ |
int | 2048 |
cheat | — | Cap dimShadow size. |
r_ |
bool | 1 |
cheat | — | enable shadows |
r_ |
int | 0 |
cheat | — | Draw boxes for all the ambient samples, and lines from all dynamic models to their chosen ambients |
r_ |
int | 0 |
cheat | — | displays the bounding boxes of all animated models (1 = frame, 2 = normalized, 4 = translated) |
r_ |
int | 0 |
cheat | — | 1 = visualize the blendlights boxes, 2 = visualize blendlights region |
r_ |
int | 0 |
cheat | — | outline and draw blended geometry, 1 = all, 2 = emissive pass, 3 = blended pass, 4 = background sort, 5 = emit sort, 6 = light sort, 7 = decal sort, 8 = trans sort, 9 = water sort |
r_ |
int | 0 |
cheat | 0 … 9 | show overdraw from all blended surfaces: 1 = all, 2 = emissive pass, 3 = blended pass, 4 = background sort, 5 = emit sort, 6 = light sort, 7 = decal sort, 8 = trans sort, 9 = water sort |
r_ |
int | 0 |
cheat | — | — |
r_ |
int | 0 |
cheat | — | report model and light commits and ref counts |
r_ |
int | 0 |
cheat | — | display cracks less that the given number of pixels wide |
r_ |
int | 0 |
cheat | — | report render stat deltas |
r_ |
bool | 0 |
cheat | — | display the contents of the depth buffer and the depth range |
r_ |
bool | 0 |
cheat | — | Show depth of field calculations |
r_ |
bool | 0 |
cheat | — | draw destination alpha |
r_ |
bool | 0 |
cheat | — | show the individual detail model bounds |
r_ |
int | 0 |
cheat | — | visualize the dimShadow boxes |
r_ |
string | 1 1 1 0.4 |
saved | — | specifies the draw color for r_showTris mode 4 |
r_ |
bool | 0 |
cheat | — | show duplicate triangles |
r_ |
int | 0 |
cheat | — | report stats on dynamic surface generation |
r_ |
int | 0 |
cheat | — | Draw lines to lights for each dynamic model, 3 = draw bounds of problem models and lights affecting them |
r_ |
int | -1 |
cheat | — | suppress show dynamic lighting on all but one model specified with this model index |
r_ |
bool | 0 |
cheat | — | draw the sil edges |
r_ |
bool | 0 |
cheat | — | displays the bounding boxes of all the dynamic environments |
r_ |
int | 0 |
cheat | — | show the individual foliage bounds - 0 = off, 1 = just the bounds, 2 = bounds + position and size |
r_ |
int | -1 |
cheat | — | show the bounds of the specified subtree |
r_ |
int | -1 |
cheat | — | show the nodes of the specified subtree |
r_ |
int | 0 |
cheat | — | 1 = display the map as an image, 2 = draw the dynamics with the global shadow contributino |
r_ |
bool | 0 |
cheat | — | Show grains screen luminance scale calculations |
r_ |
bool | 0 |
cheat | — | — |
r_ |
bool | 0 |
cheat | — | draw the screen colors based on intensity, red = 0, green = 128, blue = 255 |
r_ |
int | 0 |
cheat | 0 … 3 | 1 = colors surfaces based on light count, 2 = also print overdraw |
r_ |
bool | 1 |
cheat | — | 1 show warnings, 0 dont show warnings |
r_ |
int | 0 |
cheat | 0 … 3 | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume |
r_ |
bool | 0 |
cheat | — | show light scissor rectangles |
r_ |
int | 0 |
cheat | — | 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 |
cheat | — | draw lines from from models that use another model's origin for lighting and shadowing (1 = visible models, 2 = all models) |
r_ |
int | 0 |
cheat | — | 1 = displays the bounding boxes of all view models, 2 = print index numbers |
r_ |
bool | 0 |
cheat | — | allow r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" ) |
r_ |
bool | 0 |
cheat | — | draw edges that are not shared by exactly two triangles |
r_ |
float | 0 |
cheat | — | draws wireframe normals |
r_ |
int | 0 |
cheat | — | show sound BSP base occlusion model |
r_ |
bool | 0 |
cheat | — | — |
r_ |
bool | 0 |
cheat | — | print all world / view parmBlock assignments |
r_ |
bool | 0 |
cheat | — | draw particle bounds |
r_ |
bool | 0 |
cheat | — | visualize the distribution volume for each stage of the particle |
r_ |
int | 0 |
cheat | — | 1 = show particle counts depth-tested, 2 = show particle counts non-depth-tested, 3 = dump particle info to console |
r_ |
int | 0 |
cheat | — | report drawsurf/index/vertex counts |
r_ |
int | 0 |
cheat | — | — |
r_ |
bool | 0 |
cheat | — | reports the number of occlusion queries per frame |
r_ |
bool | 0 |
cheat | — | show rendermodels which have their references updated |
r_ |
bool | 0 |
cheat | — | selects the pose to draw with r_showskel, 0 = draw the final pose, 1 = draw the reference pose |
r_ |
int | 0 |
cheat | — | report stats |
r_ |
int | 0 |
cheat | — | report model and light commits and ref counts, 1 = print stats in console, 2 = also show rendermodel commits by type |
r_ |
bool | 0 |
cheat | — | — |
r_ |
int | 0 |
cheat | 0 … 3 | draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only |
r_ |
bool | 0 |
cheat | — | show specular triangles |
r_ |
int | 0 |
cheat | 0 … 2 | report render stats. 0 = off, 1 = show and update, 2 = show but don't update |
r_ |
bool | 0 |
cheat | — | display the contents of the stencil buffer |
r_ |
int | 0 |
cheat | — | 1 = displays the bounding boxes of all model surfaces |
r_ |
int | 0 |
cheat | — | show surface material name under crosshair |
r_ |
int | 0 |
cheat | 0 … 3 | shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector |
r_ |
int | 0 |
cheat | — | 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_ |
int | 0 |
cheat | — | shade triangles based on UV stretching |
r_ |
bool | 0 |
cheat | — | shade triangles by texture area polarity |
r_ |
int | 0 |
cheat | — | shade triangles by texture space |
r_ |
int | 0 |
cheat | — | 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 |
cheat | — | print the total surface area of all static surfaces (2=include non-statics too) |
r_ |
int | 0 |
cheat | 0 … 2 | show the intersection of an eye trace with the world |
r_ |
int | 0 |
cheat | — | show traceworld info under crosshair |
r_ |
int | 0 |
cheat | — | 1 = print stats |
r_ |
int | 0 |
cheat | 0 … 2 | show overdraw from transparency sorted surfaces, 1:heat pallet, 2; stagering red pallet |
r_ |
int | 0 |
cheat | 0 … 2 | show vertex numbers and tangents of the triangle the crosshair is over |
r_ |
int | 0 |
cheat | -4 … 4 | 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 |
r_ |
int | 0 |
cheat | — | outline two sided geometry |
r_ |
bool | 0 |
cheat | — | show update in view statistics |
r_ |
bool | 0 |
cheat | — | draws all triangles with the solid vertex color |
r_ |
int | 0 |
cheat | — | Show the geometry bounds of visible glass surfaces |
r_ |
bool | 0 |
cheat | — | show the visible influence spheres |
r_ |
int | 0 |
cheat | — | Show VMTR components, 1 = Dffuse, 2 = Specular, 3 = Bump, 4 = Power, 5 = Cover |
r_ |
int | 0 |
cheat | — | 0 = 0ff, 1 = show world areas, 2 = lock view and show world areas |
r_ |
int | -1 |
cheat | — | only render the dim-shadow for a single model |
r_ |
int | -1 |
cheat | — | suppress all but one flare |
r_ |
int | -1 |
cheat | — | suppress all but one surface on gui model |
r_ |
int | -1 |
cheat | — | suppress all but one light |
r_ |
int | -1 |
cheat | — | suppress all but one model |
r_ |
int | -1 |
cheat | — | only render self-shadows for a single model |
r_ |
int | -1 |
cheat | — | suppress all but one surface on each model |
r_ |
bool | 0 |
cheat | — | only draw a single triangle per primitive |
r_ |
int | -1 |
cheat | — | suppress all but one world area |
r_ |
bool | 0 |
cheat | — | skip Adaptive Glare |
r_ |
bool | 0 |
cheat | — | don't include add-always models |
r_ |
bool | 0 |
cheat | — | Turn on/off additive render-view environment parms |
r_ |
bool | 0 |
cheat | — | skip occlusion of the approximate dynamic ambient lighting |
r_ |
int | 0 |
cheat | — | skip the feedback analysis |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of world areas |
r_ |
bool | 0 |
cheat | — | skip GPU occlusion testing of world areas |
r_ |
bool | 0 |
cheat | — | skip the autosprites |
r_ |
bool | 0 |
cheat | — | skip render model beam system |
r_ |
bool | 0 |
cheat | — | skip blended surfaces |
r_ |
bool | 0 |
cheat | — | 1 = don't draw blend lights |
r_ |
bool | 0 |
cheat | — | skip shadows from blend lights |
r_ |
bool | 0 |
cheat | — | If no blendshape data will be setup |
r_ |
int | 0 |
cheat | 0 … 1 | 1 = skip cloth rendering |
r_ |
bool | 0 |
cheat | — | 1 = don't accept any entity or light updates, making everything static |
r_ |
bool | 0 |
cheat | — | skip rendermodel decals |
r_ |
bool | 0 |
cheat | — | Skip stencil pass when rendering first-person head and body models. |
r_ |
bool | 0 |
cheat | — | Completely disable detail model |
r_ |
bool | 0 |
cheat | — | skip all detail triangles |
r_ |
bool | 0 |
cheat | — | 1 = skip dim-shadow range culling |
r_ |
bool | 0 |
cheat | — | skip the dim-shadow rendering |
r_ |
bool | 0 |
cheat | — | skip perturb surfaces |
r_ |
int | 0 |
cheat | 0 … 1 | — |
r_ |
bool | 0 |
cheat | — | skip dynamic models |
r_ |
bool | 0 |
cheat | — | — |
r_ |
int | 0 |
cheat | 0 … 3 | 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles |
r_ |
int | 0 |
cheat | — | skip emissive glare processing |
r_ |
bool | 0 |
cheat | — | skip emissive surfaces |
r_ |
bool | 0 |
cheat | — | skip the feedback rendering |
r_ |
int | 0 |
cheat | 0 … 1 | 1 = skip all flares |
r_ |
bool | 0 |
cheat | — | skip fog |
r_ |
bool | 0 |
cheat | — | Completely disable foliage models |
r_ |
bool | 0 |
cheat | — | override for skipping the generated file check |
r_ |
bool | 0 |
cheat | — | skip glass |
r_ |
bool | 0 |
cheat | — | skip godrays |
r_ |
int | 0 |
cheat | — | skip rendering guis, 1 = in-game, 2 = all |
r_ |
bool | 0 |
cheat | — | skip Haze/Flare post effect |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of lights |
r_ |
bool | 0 |
cheat | — | skip GPU occlusion testing of lights |
r_ |
bool | 0 |
cheat | — | allow lights to be removed at distance |
r_ |
bool | 0 |
cheat | — | skip drawing all dynamic lights |
r_ |
bool | 0 |
cheat | — | skip combining rendermodel surface to reduce the batch count |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of models |
r_ |
bool | 0 |
cheat | — | skip GPU occlusion testing of models |
r_ |
bool | 0 |
cheat | — | allow models to be removed at distance |
r_ |
bool | 0 |
cheat | — | skip drawing all dynamic models |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of world nodes |
r_ |
bool | 0 |
cheat | — | skip GPU occlusion testing of world nodes |
r_ |
bool | 0 |
cheat | — | use sound BSP derived base occluder triangles |
r_ |
bool | 0 |
cheat | — | skip occlusion surfaces |
r_ |
bool | 0 |
cheat | — | skip opaque surfaces |
r_ |
int | 0 |
cheat | — | 1 = skip all particle systems, 2 = skip all non-transsort particles, 3 = skip all transsort particles |
r_ |
int | 0 |
cheat | — | skip post processing |
r_ |
bool | 0 |
cheat | — | skips the specular in post pass and moves it to the base pass |
r_ |
bool | 0 |
cheat | — | 1 = skip self-shadow range culling |
r_ |
bool | 0 |
cheat | — | skip rendering three-point self-shadows |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of shadow casting models |
r_ |
bool | 0 |
cheat | — | do the clear, but no triangle draws |
r_ |
bool | 0 |
cheat | — | just use the existing depth texture contents |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of shadow casting surfaces |
r_ |
bool | 0 |
cheat | — | 1 = don't draw slow lights |
r_ |
bool | 0 |
cheat | — | skip sub-surface scattering |
r_ |
int | 0 |
cheat | 0 … 1 | 1 = skip sun flares |
r_ |
bool | 0 |
cheat | — | ignore the per-view suppressions |
r_ |
bool | 0 |
cheat | — | skip CPU MVP culling of model surfaces |
r_ |
bool | 0 |
cheat | — | skip tracers |
r_ |
bool | 0 |
cheat | — | skip world update in view call |
r_ |
bool | 0 |
cheat | — | don't use the parmBlock in idRenderView |
r_ |
bool | 0 |
cheat | — | 1 = skip loading of vmtrs |
r_ |
int | 0 |
cheat | 0 … 1 | 1 = skip render update of all water surfaces |
r_ |
bool | 0 |
cheat | — | skip drawing all world geometry |
r_ |
int | 0 |
cheat | — | Sleep for this many milliseconds to simulate low frame rates. |
r_ |
string | 0.0001 |
cheat | — | merge normals that dot less than this |
r_ |
string | 0.0001 |
cheat | — | merge texture coordinates this far apart |
r_ |
string | 0.01 |
cheat | — | merge xyz coordinates this far apart |
r_ |
float | 0.075 |
cheat | — | amount of ambient lighting to use on the world in slow map |
r_ |
bool | 1 |
cheat | — | Sort blended surfaces so that they draw back-to-front |
r_ |
bool | 1 |
cheat | — | build tristrips for static models |
r_ |
float | 2048 |
cheat | — | completely faded out at this range |
r_ |
float | 1024 |
cheat | — | start fading out at this range |
r_ |
bool | 1 |
saved | — | If set, gl system will steal focus during setup |
r_ |
bool | 1 |
cheat | — | strip branches from fragment programs |
r_ |
float | 384.0 |
cheat | — | Sub surface scattering start fading at this range from viewer |
r_ |
float | 512.0 |
cheat | — | Sub surface scattering are culled at this range from viewer |
r_ |
bool | 0 |
cheat | — | Sub surface scattering is never ranged culled |
r_ |
int | -1 |
normal | — | changes wglSwapInterval. 0 = off, 1 = vsync 60Hz, -1 = swap-tear 60Hz |
r_ |
bool | 0 |
cheat | — | sync at GL_EndFrame instead at swap and wait |
r_ |
bool | 0 |
cheat | — | display the autosprited geometry |
r_ |
float | 0 |
cheat | 0 … 195 | if > 0 draw a grid pattern to test gamma levels |
r_ |
float | 0 |
cheat | — | if > 0 draw a grid pattern to test gamma levels |
r_ |
bool | 0 |
cheat | — | draw the entire megatexture as a flat quad |
r_ |
int | 0 |
cheat | 0 … 3 | which lod level to apply |
r_ |
bool | 0 |
cheat | — | — |
r_ |
float | 0 |
cheat | — | if > 0 displays the vmtr specified by r_currentMaterial centered on the screen |
r_ |
int | 0 |
cheat | — | which LOD of the vmtr to display |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
int | 0 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
bool | 0 |
cheat | — | — |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
int | 1 |
cheat | — | 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 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
int | 1 |
cheat | — | generate a new environment map every frame |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
bool | 0 |
cheat | — | Use float format for render buffers, for higher range |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
bool | 1 |
cheat | — | Use the pre-translated renderprog files for faster loads |
r_ |
bool | 1 |
cheat | — | If false, always return 1.0 for shadow tests |
r_ |
int | 1 |
normal | — | Use the GL_ext_timer_query extension, 2 for force on (else is disabled on amd) |
r_ |
bool | 0 |
cheat | — | Use hardware textures instead of virtual textures for implicit gui images |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
bool | 1 |
cheat | — | enable influence spheres |
r_ |
bool | 1 |
cheat | — | use depth bounds test on blended lights for early fragment rejection |
r_ |
bool | 1 |
cheat | — | use custom scissor rectangle for each light based on projection |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
bool | 1 |
cheat | — | use async pixel buffer read for texture feedback query |
r_ |
bool | 1 |
cheat | — | 1 = run the renderer in a separate thread |
r_ |
bool | 1 |
cheat | — | avoid redundant state changes in GL_*() calls |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
bool | 0 |
cheat | — | — |
r_ |
bool | 1 |
cheat | — | 1 = collapse unused verts |
r_ |
int | 1 |
cheat | — | render quads marked emissive to the emissive pass |
r_ |
bool | 1 |
cheat | — | 0 = do not sort the transparency quads |
r_ |
int | 1 |
cheat | 0 … 1 | 0 = off, 1 = threaded |
r_ |
int | 1 |
init-only | 0 … 2 | 0: use individual uniforms, 1: use uniform array |
r_ |
bool | 0 |
cheat | — | — |
r_ |
int | 1 |
cheat | — | 0 = off, 1 = threaded |
r_ |
int | 1 |
cheat | — | if > 0 validates 360 shaders and points out potential shader patch issues |
r_ |
bool | 1 |
cheat | — | Stall until occlusion query returns |
r_ |
int | 0 |
saved | — | window height when running in a window |
r_ |
int | 0 |
saved | — | window X position when running in a window |
r_ |
int | 0 |
saved | — | window Y position when running in a window |
r_ |
int | 0 |
saved | — | window width when running in a window |
r_ |
bool | 0 |
cheat | — | debug option to write all the packed materials out to viewable tga files as they are retrieved |
r_ |
float | 0 |
cheat | 0 … 200000 | far Z clip plane distance, 0 = infinity |
r_ |
float | 3 |
cheat | 0.001 … 200 | near Z clip plane distance |
vt_
97 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
vt_ |
bool | 0 |
normal | — | Set to enable loading from containers |
vt_ |
string | 1 |
init-only | — | 1 = Create a new pages file if there is none for the specified material, 2 = allow creation of vmtr pages file but not unique |
vt_ |
bool | 0 |
cheat | — | Set to enable PRT mode |
vt_ |
float | 90 |
normal | — | More than this percentage of pages needed this frame and we consider ourselves oversubscribed. |
vt_ |
float | 0 |
normal | — | Additional floating point bias for feedback LOD |
vt_ |
float | 0.125 |
normal | — | Base increment value for adjusting dynamic LOD bias. |
vt_ |
float | 80 |
normal | — | Less than this percentage of pages needed this frame and we consider ourselves undersubscribed. |
vt_ |
string | (empty) | normal | — | Path for the virtual texture |
vt_ |
string | generated/pagefiles |
normal | — | Optionally get vmtr files from a different source than vt_filePath |
vt_ |
int | 2 |
normal | 0 … 2 | filter physical images, 0 = off, 1 = bilinear, 2 = trilinear |
vt_ |
int | 1 |
normal | 0 … 2 | Gen a page in memory for pages that don't exist on disk. |
vt_ |
bool | 0 |
cheat | — | — |
vt_ |
float | 0 |
normal | — | Additional floating point bias for virtual texture page tables |
vt_ |
bool | 0 |
normal | — | write out log file entries when virtual texture pages are created and written |
vt_ |
float | 4 |
normal | 1 … 4 | Floating point max ansio for physical textures. |
vt_ |
int | 256 |
normal | — | Don't lock more than pages than this. |
vt_ |
int | 10 |
normal | — | specular is considered monochrome if the error is less than this value |
vt_ |
int | 4096 |
normal | — | Maximum number of resident PRT pages. |
vt_ |
int | 64 |
normal | 0 … 128 | maximum number of transcoded pages per frame |
vt_ |
int | 0 |
normal | — | Set the finest mip that can be accessed. |
vt_ |
int | 0 |
normal | 0 … 16 | minimum mip level installed on the hard disk (2 = all mips except finest two installed, 16 = no mips installed) |
vt_ |
bool | 0 |
normal | — | — |
vt_ |
int | 4 |
normal | — | number of cache lines we can skip without seeking |
vt_ |
int | 0 |
normal | — | Use the virtual texture file name without any suffixes, 0 = version vmtr and megas, 1 = version megas, 2 = version none |
vt_ |
float | 0 |
normal | — | Debug adjustment of a page's mapping about it's center |
vt_ |
int | 3 |
normal | — | — |
vt_ |
int | 4096 |
saved | — | Dimensions of the physical page images. vt_restart after changing this. |
vt_ |
int | 4096 |
saved | — | Dimensions of the physical page images. |
vt_ |
int | 4096 |
saved | — | Dimensions of the physical page images. |
vt_ |
int | 4096 |
saved | — | Dimensions of the physical page images. vt_restart after changing this. |
vt_ |
int | 80 |
normal | 0 … 100 | quality in the range [0-100] percent |
vt_ |
int | 90 |
normal | 0 … 100 | quality in the range [0-100] percent where higher is better quality |
vt_ |
int | 90 |
normal | 0 … 100 | quality in the range [0-100] percent |
vt_ |
int | 80 |
normal | 0 … 100 | quality in the range [0-100] percent |
vt_ |
int | 80 |
normal | 0 … 100 | quality in the range [0-100] percent |
vt_ |
int | 30 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
bool | 0 |
normal | 0 … 255 | force lossless HD-Photo compression |
vt_ |
int | 13 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 40 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 25 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 30 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
bool | 0 |
normal | 0 … 255 | force lossless JPEG-XR compression |
vt_ |
int | 10 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 40 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
int | 25 |
normal | 0 … 255 | amount of quantization to apply in the range [0-255] where lower is better quality |
vt_ |
bool | 1 |
cheat | — | Set to always open network pagefiles in readonly mode (BHVR need this) |
vt_ |
string | (empty) | normal | — | record virtual texture system statistics to the given file name |
vt_ |
bool | 0 |
normal | — | Report the number of explicit pages each frame. |
vt_ |
int | 0 |
normal | — | Report all the unique pages visible |
vt_ |
int | 0 |
normal | — | visualize the feedback buffer |
vt_ |
int | 0 |
normal | — | Display the feedback pages as they are streamed in |
vt_ |
bool | 0 |
normal | — | Colorize locked pages |
vt_ |
bool | 0 |
normal | — | Shows the page borders |
vt_ |
bool | 0 |
normal | — | Draw a checkered pattern on every page to check how the mip selection works |
vt_ |
bool | 0 |
normal | — | use a random color for each page |
vt_ |
bool | 0 |
normal | — | Shows page info: source #, layout #, compression, mono/color specular |
vt_ |
int | 0 |
normal | — | Print each page that is loaded |
vt_ |
int | 0 |
normal | — | Colorize pages by virtual mip level, if > 1, only color pages beyond that level-1 |
vt_ |
bool | 0 |
normal | — | Draw page numbers |
vt_ |
int | 0 |
normal | — | Draw page sizes (1 = show size in bytes, 2 = color green to red from small to large) |
vt_ |
bool | 0 |
normal | — | Shades vmtr and unique pages differently |
vt_ |
int | 0 |
normal | — | color each page from red to green based on the percentage of the page texels that are actually visible |
vt_ |
bool | 0 |
normal | — | show virtual texture system statistics |
vt_ |
int | -1 |
normal | — | single step through the transcode process |
vt_ |
bool | 0 |
normal | — | don't append explicit pages from gui surfaces. |
vt_ |
bool | 0 |
normal | — | — |
vt_ |
bool | 0 |
normal | — | Skip streaming but still transcode and update the page tables |
vt_ |
bool | 0 |
normal | — | Skip transcoding (but don't skip reading) |
vt_ |
bool | 0 |
normal | — | Skip updating page table and physical images on the PC (but still read/transcode) |
vt_ |
float | 0.2 |
normal | 0 … 255 | — |
vt_ |
float | 0 |
normal | 0 … 255 | — |
vt_ |
bool | 1 |
normal | — | split transcode jobs into two jobs per page |
vt_ |
bool | 0 |
normal | — | error out when encountering write errors |
vt_ |
bool | 0 |
normal | — | Strip the page border by upscaling the center |
vt_ |
int | 0 |
cheat | — | quick temporary fix to load in the 4x1 pages properly |
vt_ |
bool | 1 |
cheat | — | touch the vt physical images right after allocation, we don't really have the texture otherwise on amd |
vt_ |
bool | 0 |
saved | — | Use uncompressed physical page images. vt_restart after changing this. |
vt_ |
bool | 0 |
saved | — | Use uncompressed vmtr data. Only read at startup. |
vt_ |
int | 3 |
normal | — | 0 = nearest, 1 = bilinear, 2 = biquadratic, 3 = bicubic, 4 = sinc+hamming, 5 = sinc+blackman, 6 = sinc+lanczos, 7 = sinc+kaiser |
vt_ |
int | 3 |
normal | 0 … 255 | amount of noise to add to upsampled texture pages |
vt_ |
int | 96 |
normal | 0 … 255 | amount of sharpening to apply to upsampled texture pages |
vt_ |
int | 1 |
normal | 0 … 1 | 0 = off, 1 = threaded |
vt_ |
int | 0 |
saved | — | controls Cuda texture transcoding: 0 - off, 1 - smart, 2 - on |
vt_ |
bool | 1 |
normal | — | Use direct texture access extension on the PC if available. |
vt_ |
bool | 0 |
normal | — | use the GL_MAP_INVALIDATE_RANGE_BIT for PBO map for mapping and page table updates on the PC |
vt_ |
bool | 0 |
normal | — | Use a min-LOD texture to gradually adjust the LOD when new texture pages become resident |
vt_ |
bool | 0 |
normal | — | Use the network page files and vmtr even when using linear preload files |
vt_ |
bool | 0 |
normal | — | use non-buffered IO |
vt_ |
bool | 1 |
normal | — | Use the pageFileCache for all reads |
vt_ |
int | 1 |
normal | 0 … 1 | 0 = off, 1 = threaded |
vt_ |
int | 1 |
normal | 0 … 1 | 0 = off, 1 = threaded |
vt_ |
bool | 1 |
normal | — | use the PBOs for page table updates on the PC |
vt_ |
bool | 1 |
normal | — | scale the specular to avoid DXT quantization errors |
vt_ |
int | 1 |
normal | 0 … 1 | 0 = off, 1 = threaded |
vt_ |
bool | 0 |
normal | — | use unsynchronized PBOs for page table updates on the PC |
vt_ |
int | 1 |
normal | 0 … 2 | Number of extra levels in vt to use for upsample |
vt_ |
int | 11 |
normal | — | Log2 of the virtualTexture dimensions for general texture allocation. Must be set on the command line. |
Smaller prefixes
25 cvars.
| Name | Type | Default | Status | Range | Description |
|---|---|---|---|---|---|
bink_ |
int | 0 |
cheat | — | dump information |
bink_ |
bool | 0 |
cheat | — | read complete file to a memory before playback start (using bink option BINKPRELOADALL) |
bink_ |
bool | 0 |
init-only | — | keep bink textures around since we need to be able to play videos whenever |
bink_ |
bool | 1 |
cheat | — | if game should bump bink io (to make sure it runs in our slightly inflated prio-mess |
bink_ |
int | 32 |
cheat | — | larger buffers for less seeks during load |
bink_ |
bool | 0 |
cheat | — | do not load and play bink |
bink_ |
bool | 1 |
cheat | — | use two threads for bink decode |
bink_ |
bool | 1 |
cheat | — | use the stream file cache when reading videos over network (to reduce the number of reads) |
bink_ |
string | (empty) | cheat | — | use separate base path for videos (to share video data between builds) |
image_ |
string | 1 |
saved | — | set the maximum texture anisotropy if available |
image_ |
int | 0 |
cheat | — | Write an tga next to the .bimage as debug tool for intermediate results 0: disable 1:write first mip 2: write all mips |
image_ |
string | GL_LINEAR_MIPMAP_LINEAR |
saved | GL_LINEAR_MIPMAP_NEAREST / GL_LINEAR_MIPMAP_LINEAR / GL_NEAREST / GL_LINEAR / GL_NEAREST_MIPMAP_NEAREST / GL_NEAREST_MIPMAP_LINEAR | changes texture filtering on mipmapped images |
image_ |
string | 0 |
saved | — | change lod bias on mipmapped images |
image_ |
int | 1 |
saved | — | CompressionLevel for png [0-9], or -1 for default |
image_ |
int | 75 |
saved | — | sets the compression quality for jpeg screenshots, 100 is best quality |
image_ |
string | 8192 |
saved | — | size of the trans-sort image atlas |
image_ |
bool | 1 |
saved | — | 0 = force everything to high quality |
image_ |
string | (empty) | cheat | — | places a watermark each image with a watermark |
md6_ |
bool | 0 |
cheat | — | — |
md6_ |
bool | 1 |
cheat | — | Re-base texture coordinates if trying to generic map MD6 surfaces. |
multi |
bool | 1 |
cheat | — | 0 = alternate frame rendering, 1 = render both each frame |
stereo |
float | -0.3 |
cheat | — | shift guis so they don't appear at infinity in HMDs |
stereo |
float | -0.3 |
cheat | — | screen units from center to eyes |
stereo |
float | 1.5 |
cheat | — | world units from center to eyes |
stereo |
float | 0 |
cheat | — | swap target buffers for left and right eyes |