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In plain wordsIn einfachen Worten

This page lists 550 of The New Order's cvars for graphics: the renderer (r_), the streaming of the giant megatexture (vt_), images and video. Each row shows the type, the default value, its status (cheat, normal, saved, start-up-only or read-only), the allowed range where the game defines one, and the developers' own description.

  • 550 cvars: r_ (428), vt_ (97) and a few smaller groups such as bink_ and image_.
  • 419 are cheats; settings the game saves in its config file, such as the graphics options, are not.
  • 75 have a declared range or a list of allowed values, for example image_filter.
  • How to set cheat cvars anyway is explained on the catalogue's start page.

Diese Seite listet 550 Cvars von The New Order für die Grafik: den Renderer (r_), das Nachladen der riesigen Megatexture (vt_), Bilder und Video. Jede Zeile zeigt Typ, Standardwert, ihren Status (Cheat, normal, gespeichert, nur beim Start oder schreibgeschützt), den erlaubten Bereich (wo das Spiel einen festlegt) und die Originalbeschreibung der Entwickler.

  • 550 Cvars: r_ (428), vt_ (97) und einige kleinere Gruppen wie bink_ und image_.
  • 419 sind Cheats; Einstellungen, die das Spiel in seiner Konfigurationsdatei speichert, etwa die Grafikoptionen, nicht.
  • 75 haben einen festgelegten Bereich oder eine Liste erlaubter Werte, zum Beispiel image_filter.
  • Wie man Cheat-Cvars trotzdem setzt, steht auf der Startseite des Katalogs.

Technical detailsTechnische Details

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

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

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_adaptiveGlareAvgBrightness float 0.5 cheat — Adaptive Glare Avg Brightness (r_adaptiveGlareTest must be on)
r_adaptiveGlareDecayRate float 0.1 cheat — Adaptive Glare Decay Rate (r_adaptiveGlareTest must be on)
r_adaptiveGlareMaxThreshold float 0.8 cheat — Adaptive Glare Max Threshold (r_adaptiveGlareTest must be on)
r_adaptiveGlareMinThreshold float 0.2 cheat — Adaptive Glare Min Threshold (r_adaptiveGlareTest must be on)
r_adaptiveGlareTest bool 0 cheat — Adaptive Glare test value overrides
r_ambientChannelScale float 1 cheat — Scales the ambient light contribution
r_amdCrashReproDelay float 0 cheat — Insert a delay before the resource load from resource file-load to trigger amd driver hang/crash
r_amdShaderLinkCrashWorkaroundTest bool 0 cheat — Insert a glFlush after glLinkProgram
r_amdWorkaroundMapBuffersOnCreate bool 0 cheat — —
r_blendLightShadowSizeScaler float 1.0 cheat — Size of the shadowbuffer to use for blendlight shadows
r_brightness float 1.0 saved 0.5 … 2 changes gamma tables
r_calibrateGamma float 0 cheat — if > 0 draw a swatch at a specific luminance for calibrating gamma
r_calibrateGammaLum float 0 cheat — luminance to display for calibrating gamma [0,255]
r_calibrateGammaMode float 0 cheat — 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue
r_checkBounds bool 0 cheat — compare all surface bounds with precalculated ones
r_clear string 2 cheat — force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_consoleTransparency float 1.0 saved 0 … 1 transparency of the console background 0-1
r_currentMaterial string (empty) cheat — current material name from r_showSurfaceInfo
r_cuttablemodel_freecpudata bool 1 cheat — Free cuttable model CPU data
r_debugArrowStep int 120 saved 0 … 120 step size of arrow cone line rotation in degrees
r_debugContext int 0 init-only — Init context for ARB_debug_output extension, 2 = force sync mode, 3 = also low priority messages
r_debugDecals int 0 cheat — 1 - To display the decal axis. 2 - To see the axis and obb.
r_debugDrawAlpha float 0.5 cheat 0 … 1 alpha for r_show* debug tools, where implemented and applicable
r_debugFlareOcclusionQuad int 0 cheat — display occlusion quad debug
r_debugLineDepthTest bool 0 saved — perform depth test on debug lines
r_debugLineWidth int 1 saved — width of debug lines
r_debugPolyDepthTest bool 0 saved — perform depth test on debug polys
r_debugPolygonFilled bool 1 cheat — draw a filled polygon
r_defaultPolyOfsFactor float -10.0 cheat — default polygonOffset factor
r_defaultPolyOfsUnits float -100.0 cheat — default polygonOffset units
r_detailDistancePixelThreshold float 3 cheat — pixel width to use when determining the maximum detail distance
r_detailFadeDistMax float 3500 cheat — detail models will be completely faded out at this range
r_detailGenJobsPerSubTree int 1 cheat 1 … 32 —
r_dialogIconX float 0.0 cheat — horizontal screen fraction at which the loading icon is placed
r_dialogIconY float -0.84 cheat — vertical screen fraction at which the loading icon is placed
r_dimShadowDensity float 0.75 cheat — 1.0 = full dark shadows, 0.0 = no shadows
r_dimShadowDepthBoundsTest bool 1 cheat — use depth bounds test on dim shadows for early fragment rejection
r_dimShadowFadeVisibilityRange float 1800.0 cheat — dim-shadows start fading at this range from viewer
r_dimShadowForceHighQuality int 2 cheat — 2 = all models use high quality dim-shadows, 1 = all models use mid quality dim-shadows, -1 = no models do
r_dimShadowHeightTweak 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_dimShadowLixelScale float 1.0 cheat — clip space to lixel scale factor, 0 disables
r_dimShadowMaxLixelsPerUnit float 8.0 cheat — Cap shadow map size to a factor of bounding box radius.
r_dimShadowMaxVisibleRange float 2200.0 cheat — dim-shadows are culled at this range from viewer
r_dimShadowPolyOfsFactor float 2.0 cheat — polygon offset factor for drawing shadow buffer
r_dimShadowPolyOfsUnits float 2000 cheat — polygon offset units for drawing shadow buffer
r_dimShadowResolutionCap int 2048 cheat — Cap dimShadow size.
r_dimShadowUseQuery bool 1 cheat — Use occlusion queries
r_directChannelScale float 1 cheat — Scales the direct light contribution
r_disableBlendShapes bool 0 cheat — disable blendshapes
r_disableGLSyncArb bool 0 cheat — use a full glFinish instead of gl sync fence
r_discretemodel_forcestale bool 0 cheat — Force resources as stale during reload
r_discretemodel_freecpudata bool 1 cheat — Free Discrete Animatation model CPU data
r_displayRefresh int 0 cheat 0 … 200 optional display refresh rate option for vid mode
r_distanceScaleLOD float 1.0 cheat — Scale all distance by factor
r_doPreZMask int 0 cheat — do pre-z pass mask (bit 0 = scenemodels, bit 1 = world areas, bit 2 = prez view models)
r_drawLoadedImages int 0 cheat — Draw loaded images scaled on the screen
r_drawLoadedImagesScale float 64 cheat — Shrink factor for r_drawLoadedImages
r_dumpGeneratedGLSL bool 0 cheat — If true, will dump out shader text into base/generated.
r_dynamicLightingScale float 1 cheat — Scales all approximated lighting on dynamic models
r_enableSelfShadowLessLocalLights int 1 cheat — enable selfshadowless local light, 2 = force no selfshadows
r_enableVideoOverlay bool 1 cheat — enable (subtitle) video overlay
r_envBlendAmbient int 1 cheat — use ambientEnvMap instead of userEnvMap for the lowest mip level
r_envBlendPowerFilterSize float 0 cheat — Radius of specular power bleeding filter
r_envBlendShow int 0 cheat — report the dynamic blend factors
r_envBlendSkip bool 0 cheat — if true we ignore blending between environment maps and sets it directly instead
r_envBlendTime float -1.0 cheat — if >= 0, the seconds to completely fade out an old environment
r_eventLogLight int 0 cheat — Capture frame(s) with event log light
r_explosivesDebug bool 0 saved — draws debug geometry for idProp_Exposive based entities
r_extraClears int 1 cheat — To simulate slower rendering scenes, draw this many extra full screen clears. Negative value for purple clears
r_extraWorldPassForSlowDown int 0 cheat — Render world areas multiple times to slow down rendering for debugging
r_fadeScaleLOD float 1.0 cheat — Scale all lod fade times by factor
r_feedbackBGRA bool 0 init-only — use BGRA instead of RGBA for the feedback buffer
r_filterFullscreenGUI int 0 cheat — Filter out the fullscreen only GUI (still renders world in background) 0 = off, 1 = black, 2 = white
r_finishEveryDraw bool 0 cheat — call glFinish() or equivalent after each draw call
r_firstPersonModelsLast bool 0 cheat — Render first person models after all other models
r_fixObjMaterialPath bool 0 cheat — temp hack fix for material paths being jumbled up for objs coming out of modo
r_flareDistanceCull bool 1 cheat — If flares should be culled by distance to player0
r_flatShadeOnMapLoad bool 0 saved — set to flat shade on all map loads
r_flatShadeOnMissingMegas bool 1 cheat — draw missing megatextures as flat shaded upon loading map
r_foliageBigFadeDistMax float 7000 cheat — all foliage will be completely faded out at this range
r_foliageSmallFadeDistMax float 5000 cheat — small foliage will be completely faded out at this range
r_foliageStartFadeDist float 3000 cheat — start fading foliage out at this range
r_forceAspectRatio float 0 cheat — 1.777 for 16:9, 1.6 for 16:10, 1.333 for 4:3, 0 to disable
r_forceDualQuatSkinning bool 0 cheat — 0 = off, 1 = on
r_forceFullVirtualTextureLoad bool 0 cheat — force each frame to do a full virtual texture load for capturing video, etc * SLOW *
r_forceLODIndex int -1 cheat — Force all LODed render models to specific index
r_forceNonDeferredAnimBlend string 0 cheat — 1 = force non-deferred animation blending
r_forceOcclusionBoxQueries bool 0 cheat — force the use of occlusion query boxes
r_forceReferencesOnCommit bool 0 cheat — Never skip the reference update
r_forceTwoSided int 0 cheat — Force two sided rendering for everything
r_frameExposureDecay float 0.9 cheat — Shutter speed / frame exposure decay rate
r_frameExposureMax float 0.7 cheat — Shutter speed / frame exposure max threshold
r_frameExposureMin float 0.5 cheat — Shutter speed / frame exposure min threshold
r_frameExposureSaturation float 0.15 cheat — Shutter speed / frame exposure color saturation
r_frameExposureTest bool 0 cheat — Shutter speed / frame exposure effect
r_freeTriangleCPUData bool 0 cheat — dump the CPU data after building vertex buffers
r_fullscreen bool 1 saved — 0 = windowed, 1 = full screen
r_fullscreenWindowed bool 0 saved — 0 = actual fullscreen, 1 = use desktop
r_gamma float 1.0 cheat 0.5 … 3 changes gamma tables
r_generateMipMaps int 1 normal — 0 = overlapped downsample, 1 = glGenerateMipMap
r_glFinishBeforeGetQuery bool 0 cheat — run glFinish() before running the culling code (for testing)
r_glMajorVersion int 3 init-only — OpenGL Major Version
r_glMinorVersion int 2 init-only — OpenGL Minor Version
r_globalShadowsCoordinateBias float 0.5 cheat — Bias to the shadow check coordinate calculation
r_globalShadowsDepthBias float 0 cheat — Bias to the shadow check depth calculation
r_glSingleContext bool 0 init-only — Only use one gl-context (ati-workaround).
r_glSkipframeSync bool 0 cheat — skip end frame sync
r_gLSyncArbLongTimeOut bool 0 cheat — use a long timeout (1s) for glClientWaitSync instead of a loop of short (1ms)
r_glUseDirectStateAccess bool 1 cheat — Use the GL_EXT_direct_state_access for buffer management
r_glUseMultiQuery bool 1 cheat — use the glGetMultiQueryObjectuivAMD extension if available
r_glUseVAO bool 1 cheat — use Vertex Array Objects to speed up buffer bindings (not supported in tools engine)
r_gpuMemReport string 0 cheat — 0 = VBO, 1 = Texture, 2 = RenderBuffer
r_guiDebug bool 0 cheat — Provides debug output in idRenderModelGui code
r_highlightColor string (empty) cheat — default highlight color on 'useables'
r_highlightEnable bool 1 cheat — Highlights are enabled
r_highlightSynchronized bool 0 cheat — All highlights in phase
r_ignoreGLErrors int 2 cheat — 1 = ignore except forcePrint, 2 = ignore GL errors, -1 = fatal error
r_initialMonitor int 0 saved — The initial monitor used to initialize the render system
r_jitter bool 0 cheat — randomly subpixel jitter the projection matrix
r_jointAxisScale float 1.0 cheat — scale of joint axes
r_jointName string (empty) cheat — name of model joint to render
r_jointNameOffset float 0.5 cheat — offset of joint names when r_showskel is set to 1
r_jointNameScale float 0.02 cheat — size of joint names when r_showskel is set to 1
r_jointSubString string (empty) cheat — render all joints with this substring in the name
r_keepLowestLOD bool 0 cheat — Force system to never hide lowest lod
r_lazyBindParms bool 1 cheat — lazy update of render parms
r_lazyBindPrograms bool 1 cheat — lazy program binds
r_lazyBindTextures bool 1 cheat — lazy texture binds
r_loadingIconSize float 0.1 cheat — size of the loading icon
r_loadingIconSpeed float 0.5 cheat — rotation speed of the loading icon
r_loadPrecompiledShaders bool 0 saved — If true, cache compiled shaders to generated directory.
r_lockView bool 0 cheat — lock the current view
r_logFile int 0 cheat — number of frames to emit render logs
r_logFlush bool 0 cheat — continuously flush renderlog (potentially slow) will use less ram as well
r_logLevel int 2 cheat 1 … 2 1 = blocks only, 2 = everything
r_manifoldMaxDetailWidth float 32 cheat — —
r_mergeModelSurfaces bool 1 cheat — combine model surfaces with the same material
r_mip3Border bool 1 saved — use clampToBorder for the mip3 buffers
r_mode int -1 saved — Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes)
r_multiSamples int 0 saved 0 … 64 number of anti-aliasing samples (0 = no multi-sampled FBO)
r_multiSamplesGuiClamp int 8 saved 0 … 64 maximum number of anti-aliasing samples choosable from the option gui
r_noBreakableShadows bool 0 cheat — if 1, don't allow any dimshadows on breakables
r_ocean2_ampdistrexp float 2.2 cheat — Ocean2 wave gen amp distribution exponent
r_ocean2_ampmax float 12.0 cheat — Ocean2 wave gen max amp
r_ocean2_ampmin float 0.5 cheat — Ocean2 wave gen min amp
r_ocean2_anglebase float 0.0 cheat — Ocean2 wave base direction in degrees
r_ocean2_anglespread float 40.0 cheat — Ocean2 wave direction spread in degrees
r_ocean2_debugflags int 0 cheat — Ocean2 debug flags.
r_ocean2_jobmode int 1 cheat — 0 = off, 1 = threaded
r_ocean2_kamp float 0.06 cheat — Ocean2 amp-displacement constant
r_ocean2_kgrav float 512 cheat — Ocean2 wave gravity constant
r_ocean2_numwaves int 36 cheat 1 … 1024 Ocean2 max wave count
r_ocean2_printwaves int 0 cheat — Print ocean2 wave parameters.
r_ocean2_spamtimer float 0 cheat — Ocean2 debug spam timer.
r_ocean_ampdistrexp float 2.2 cheat — Ocean wave gen amp distribution exponent
r_ocean_ampk float 0.06 cheat — Ocean amp-displacement constant
r_ocean_ampmax float 12.0 cheat — Ocean wave gen max amp
r_ocean_ampmin float 0.5 cheat — Ocean wave gen min amp
r_ocean_anglebase float 0.0 cheat — Ocean wave base direction in degrees
r_ocean_anglespread float 40.0 cheat — Ocean wave direction spread in degrees
r_ocean_debugflags int 0 cheat — Ocean debug flags.
r_ocean_gravk float 512 cheat — Ocean wave gravity constant
r_ocean_jobmode int 1 cheat — 0 = off, 1 = threaded
r_ocean_lodk float 0.04 cheat — Ocean lod scale constant. (lod = sqrt(tiledist)*lodk)
r_ocean_macrotilesubdivide int 5 cheat — Max macro tile subdivision.
r_ocean_maxwaves int 36 cheat 1 … 64 Ocean max wave count
r_ocean_mintexelperwavelen float 0.5 cheat — Ocean mintexelperwavelen
r_ocean_minvertperwavelen float 0.5 cheat — Ocean minvertperwavelen
r_ocean_printwaves int 0 cheat — Print ocean wave parameters.
r_ocean_spamtimer float 0 cheat — Ocean debug spam timer.
r_ocean_synddisable int 0 cheat — Ocean sync disable flags.
r_ocean_usecvarparams int 0 cheat — Configure ocean by cvars (for debug/tuning)
r_ocean_wavelodexp_n float 1.0 cheat — Ocean lod normalmap wave count distribution exponent
r_ocean_wavelodexp_v float 1.0 cheat — Ocean lod vertex wave count distribution exponent
r_ocean_wavelodfaderange float 128 cheat — Ocean r_ocean_wavelodfaderange
r_oldDecalGen bool 0 cheat — 1 - Fall back to old GenDecalVerts serially instead of 4 at a time
r_parallelHQDXTEncode bool 1 cheat — Use parallel jobs for very slow HQ DXT encoding
r_particleBatchStages int 2 cheat 0 … 2 1 = batch particle jobs, 2 = batch particle surfaces
r_particleTrail_timeStep int 0 cheat — particle trail time step in MS (non-zero value uses cvar)
r_postProcessDofMode int 5 cheat — 0 = cheap, 1 = slow, 2 = box, 3 = box+blur, 4 = bokeh, 5 = bokeh+blur
r_postProcessHQ bool 0 cheat — Set high quality post process, for cutscene rendering
r_primeLightScale float 1 cheat — Scales prime light contribution
r_printSyncGpuAtEndThreshold float -1 cheat — threshold for print end of frame wait time in ms, -1 == never
r_purpleClear int 0 cheat — Clear with purple (also forces main buffer clear)
r_queryThreshold int 4 cheat — minimum return value from a query
r_renderProgProdOverridePath string (empty) cheat — load renderprogs from this path instead of from resource file in production
r_sb_imageSize int 4096 cheat 256 … 16384 Dimensions of the shadow buffer image (used for dimshadows and interaction light shadows)
r_sb_linearFilter bool 1 cheat — use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_occluderFacing int 0 cheat — 0 = front faces, 1 = back faces, 2 = front and back sides separately with polygon offset
r_sb_parallelPolyOfsFactor float 2 cheat — polygon offset factor for drawing parallel light shadow buffer
r_sb_parallelPolyOfsUnits float 2000 cheat — polygon offset units for drawing parallel light shadow buffer
r_sb_polyOfsFactor float 2 cheat — polygon offset factor for drawing shadow buffer
r_sb_polyOfsUnits float 2000 cheat — polygon offset units for drawing shadow buffer
r_sb_singleSide int -1 cheat — only draw a single side (0-5) of point lights
r_sb_sliceRampScale float 2 cheat — larger values perform a faster triliner lerp between slices
r_sb_sliceStep float 512 cheat — initial ortho size for first slice
r_screenSpaceReflections int 0 cheat — screen-space ray march reflections. 0 = disabled, 1 = enabled
r_selfShadowDebugImage bool 0 cheat — Capture self-shadow buffer to debug scratch output
r_selfShadowDensity float 1.0 cheat — 1.0 = full dark shadows, 0.0 = no shadows
r_selfShadowFadeVisibilityRange float 1250.0 cheat — self-shadows start fading at this range from viewer
r_selfShadowLixelScale float 1.0 cheat — clip space to lixel scale factor for selfshadows, 0 disables
r_selfShadowMaxVisibleRange float 1600.0 cheat — self-shadows are culled at this range from viewer
r_selfShadowPolyOfsFactor float 5.0 cheat — polygon offset factor for drawing shadow buffer
r_selfShadowPolyOfsUnits float 10000 cheat — polygon offset units for drawing shadow buffer
r_selfShadowResolutionCap int 2048 cheat — Cap dimShadow size.
r_shadows bool 1 cheat — enable shadows
r_showAmbientLighting int 0 cheat — Draw boxes for all the ambient samples, and lines from all dynamic models to their chosen ambients
r_showAnimatedBounds int 0 cheat — displays the bounding boxes of all animated models (1 = frame, 2 = normalized, 4 = translated)
r_showBlendedLights int 0 cheat — 1 = visualize the blendlights boxes, 2 = visualize blendlights region
r_showBlendedSurfaces 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_showBlendedSurfOverdraw 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_showBuffers int 0 cheat — —
r_showCommits int 0 cheat — report model and light commits and ref counts
r_showCracks int 0 cheat — display cracks less that the given number of pixels wide
r_showDeltaStats int 0 cheat — report render stat deltas
r_showDepth bool 0 cheat — display the contents of the depth buffer and the depth range
r_showDepthOfFieldDebug bool 0 cheat — Show depth of field calculations
r_showDestinationAlpha bool 0 cheat — draw destination alpha
r_showDetailNodeBounds bool 0 cheat — show the individual detail model bounds
r_showDimShadows int 0 cheat — visualize the dimShadow boxes
r_showDrawColor string 1 1 1 0.4 saved — specifies the draw color for r_showTris mode 4
r_showDuplicateTriangles bool 0 cheat — show duplicate triangles
r_showDynamic int 0 cheat — report stats on dynamic surface generation
r_showDynamicLighting int 0 cheat — Draw lines to lights for each dynamic model, 3 = draw bounds of problem models and lights affecting them
r_showDynamicLightingSingleModel int -1 cheat — suppress show dynamic lighting on all but one model specified with this model index
r_showEdges bool 0 cheat — draw the sil edges
r_showEnvs bool 0 cheat — displays the bounding boxes of all the dynamic environments
r_showFoliageNodeBounds int 0 cheat — show the individual foliage bounds - 0 = off, 1 = just the bounds, 2 = bounds + position and size
r_showFoliageSubTreeBounds int -1 cheat — show the bounds of the specified subtree
r_showFoliageSubTreeNodes int -1 cheat — show the nodes of the specified subtree
r_showGlobalShadows int 0 cheat — 1 = display the map as an image, 2 = draw the dynamics with the global shadow contributino
r_showGrainLuminanceDebug bool 0 cheat — Show grains screen luminance scale calculations
r_showGuiOverdraw bool 0 cheat — —
r_showIntensity bool 0 cheat — draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showLightCount int 0 cheat 0 … 3 1 = colors surfaces based on light count, 2 = also print overdraw
r_showLightingDebugPrint bool 1 cheat — 1 show warnings, 0 dont show warnings
r_showLights 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_showLightScissors bool 0 cheat — show light scissor rectangles
r_showManifolds 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_showModelGroupMasters 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_showModels int 0 cheat — 1 = displays the bounding boxes of all view models, 2 = print index numbers
r_showNoDrawSurfaceInfo bool 0 cheat — allow r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" )
r_showNonTwoManifoldEdges bool 0 cheat — draw edges that are not shared by exactly two triangles
r_showNormals float 0 cheat — draws wireframe normals
r_showOcclusionBaseModel int 0 cheat — show sound BSP base occlusion model
r_showOcclusionBoxes bool 0 cheat — —
r_showParms bool 0 cheat — print all world / view parmBlock assignments
r_showParticleBounds bool 0 cheat — draw particle bounds
r_showParticleDistVol bool 0 cheat — visualize the distribution volume for each stage of the particle
r_showParticleInfo int 0 cheat — 1 = show particle counts depth-tested, 2 = show particle counts non-depth-tested, 3 = dump particle info to console
r_showPrimitives int 0 cheat — report drawsurf/index/vertex counts
r_showPVS int 0 cheat — —
r_showQueries bool 0 cheat — reports the number of occlusion queries per frame
r_showReferenceUpdates bool 0 cheat — show rendermodels which have their references updated
r_showRefPose bool 0 cheat — selects the pose to draw with r_showskel, 0 = draw the final pose, 1 = draw the reference pose
r_showRenderLog int 0 cheat — report stats
r_showRenderModelCommits int 0 cheat — report model and light commits and ref counts, 1 = print stats in console, 2 = also show rendermodel commits by type
r_showRuler bool 0 cheat — —
r_showSkel int 0 cheat 0 … 3 draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSpecularTriangles bool 0 cheat — show specular triangles
r_showStats int 0 cheat 0 … 2 report render stats. 0 = off, 1 = show and update, 2 = show but don't update
r_showStencil bool 0 cheat — display the contents of the stencil buffer
r_showSurfaceBounds int 0 cheat — 1 = displays the bounding boxes of all model surfaces
r_showSurfaceInfo int 0 cheat — show surface material name under crosshair
r_showTangentSpace 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_showTexelDensity 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_showTextureDistortion int 0 cheat — shade triangles based on UV stretching
r_showTexturePolarity bool 0 cheat — shade triangles by texture area polarity
r_showTextureSpace int 0 cheat — shade triangles by texture space
r_showTJunctions 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_showTotalSurfaceArea int 0 cheat — print the total surface area of all static surfaces (2=include non-statics too)
r_showTrace int 0 cheat 0 … 2 show the intersection of an eye trace with the world
r_showTraceWorld int 0 cheat — show traceworld info under crosshair
r_showTransparencyStats int 0 cheat — 1 = print stats
r_showTransSortOverdraw int 0 cheat 0 … 2 show overdraw from transparency sorted surfaces, 1:heat pallet, 2; stagering red pallet
r_showTriangleInfo int 0 cheat 0 … 2 show vertex numbers and tangents of the triangle the crosshair is over
r_showTris 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_showTwoSided int 0 cheat — outline two sided geometry
r_showUpdateInView bool 0 cheat — show update in view statistics
r_showVertexColor bool 0 cheat — draws all triangles with the solid vertex color
r_showVisibleGlassBounds int 0 cheat — Show the geometry bounds of visible glass surfaces
r_showVisibleInfluenceSpheres bool 0 cheat — show the visible influence spheres
r_showVmtrChannel int 0 cheat — Show VMTR components, 1 = Dffuse, 2 = Specular, 3 = Bump, 4 = Power, 5 = Cover
r_showWorldAreas int 0 cheat — 0 = 0ff, 1 = show world areas, 2 = lock view and show world areas
r_singleDimShadow int -1 cheat — only render the dim-shadow for a single model
r_singleFlareModel int -1 cheat — suppress all but one flare
r_singleGuiSurface int -1 cheat — suppress all but one surface on gui model
r_singleLight int -1 cheat — suppress all but one light
r_singleModel int -1 cheat — suppress all but one model
r_singleSelfShadow int -1 cheat — only render self-shadows for a single model
r_singleSurface int -1 cheat — suppress all but one surface on each model
r_singleTriangle bool 0 cheat — only draw a single triangle per primitive
r_singleWorldArea int -1 cheat — suppress all but one world area
r_skipAdaptiveGlare bool 0 cheat — skip Adaptive Glare
r_skipAddAlways bool 0 cheat — don't include add-always models
r_skipAdditiveEnvParms bool 0 cheat — Turn on/off additive render-view environment parms
r_skipAmbientOcclusion bool 0 cheat — skip occlusion of the approximate dynamic ambient lighting
r_skipAnalyze int 0 cheat — skip the feedback analysis
r_skipAreaCPUCulling bool 0 cheat — skip CPU MVP culling of world areas
r_skipAreaGPUCulling bool 0 cheat — skip GPU occlusion testing of world areas
r_skipAutosprites bool 0 cheat — skip the autosprites
r_skipBeams bool 0 cheat — skip render model beam system
r_skipBlendedSurfaces bool 0 cheat — skip blended surfaces
r_skipBlendLights bool 0 cheat — 1 = don't draw blend lights
r_skipBlendLightShadows bool 0 cheat — skip shadows from blend lights
r_skipBlendShapes bool 0 cheat — If no blendshape data will be setup
r_skipCloth int 0 cheat 0 … 1 1 = skip cloth rendering
r_skipCommits bool 0 cheat — 1 = don't accept any entity or light updates, making everything static
r_skipDecals bool 0 cheat — skip rendermodel decals
r_skipDepthViewStencil bool 0 cheat — Skip stencil pass when rendering first-person head and body models.
r_skipDetail bool 0 cheat — Completely disable detail model
r_skipDetailTris bool 0 cheat — skip all detail triangles
r_skipDimShadowRangeCulling bool 0 cheat — 1 = skip dim-shadow range culling
r_skipDimShadows bool 0 cheat — skip the dim-shadow rendering
r_skipDistortionSurfaces bool 0 cheat — skip perturb surfaces
r_skipDust int 0 cheat 0 … 1 —
r_skipDynamic bool 0 cheat — skip dynamic models
r_skipDynamicLighting bool 0 cheat — —
r_skipEffectParticles int 0 cheat 0 … 3 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles
r_skipEmissiveGlare int 0 cheat — skip emissive glare processing
r_skipEmissiveSurfaces bool 0 cheat — skip emissive surfaces
r_skipFeedback bool 0 cheat — skip the feedback rendering
r_skipFlares int 0 cheat 0 … 1 1 = skip all flares
r_skipFog bool 0 cheat — skip fog
r_skipFoliage bool 0 cheat — Completely disable foliage models
r_skipGeneratedFileCheck bool 0 cheat — override for skipping the generated file check
r_skipGlass bool 0 cheat — skip glass
r_skipGodRays bool 0 cheat — skip godrays
r_skipGuis int 0 cheat — skip rendering guis, 1 = in-game, 2 = all
r_skipHazeFlare bool 0 cheat — skip Haze/Flare post effect
r_skipLightCPUCulling bool 0 cheat — skip CPU MVP culling of lights
r_skipLightGPUCulling bool 0 cheat — skip GPU occlusion testing of lights
r_skipLightRangeCulling bool 0 cheat — allow lights to be removed at distance
r_skipLights bool 0 cheat — skip drawing all dynamic lights
r_skipMergeMeshes bool 0 cheat — skip combining rendermodel surface to reduce the batch count
r_skipModelCPUCulling bool 0 cheat — skip CPU MVP culling of models
r_skipModelGPUCulling bool 0 cheat — skip GPU occlusion testing of models
r_skipModelRangeCulling bool 0 cheat — allow models to be removed at distance
r_skipModels bool 0 cheat — skip drawing all dynamic models
r_skipNodeCPUCulling bool 0 cheat — skip CPU MVP culling of world nodes
r_skipNodeGPUCulling bool 0 cheat — skip GPU occlusion testing of world nodes
r_skipOcclusionBaseModel bool 0 cheat — use sound BSP derived base occluder triangles
r_skipOcclusionSurfaces bool 0 cheat — skip occlusion surfaces
r_skipOpaqueSurfaces bool 0 cheat — skip opaque surfaces
r_skipParticles int 0 cheat — 1 = skip all particle systems, 2 = skip all non-transsort particles, 3 = skip all transsort particles
r_skipPostProcess int 0 cheat — skip post processing
r_skipPostSpecular bool 0 cheat — skips the specular in post pass and moves it to the base pass
r_skipSelfShadowRangeCulling bool 0 cheat — 1 = skip self-shadow range culling
r_skipSelfShadows bool 0 cheat — skip rendering three-point self-shadows
r_skipShadowModelCPUCulling bool 0 cheat — skip CPU MVP culling of shadow casting models
r_skipShadowOccluders bool 0 cheat — do the clear, but no triangle draws
r_skipShadows bool 0 cheat — just use the existing depth texture contents
r_skipShadowSurfaceCPUCulling bool 0 cheat — skip CPU MVP culling of shadow casting surfaces
r_skipSlowLights bool 0 cheat — 1 = don't draw slow lights
r_skipSubSurfaceScattering bool 0 cheat — skip sub-surface scattering
r_skipSunFlares int 0 cheat 0 … 1 1 = skip sun flares
r_skipSuppress bool 0 cheat — ignore the per-view suppressions
r_skipSurfaceCPUCulling bool 0 cheat — skip CPU MVP culling of model surfaces
r_skipTracers bool 0 cheat — skip tracers
r_skipUpdateInView bool 0 cheat — skip world update in view call
r_skipViewParms bool 0 cheat — don't use the parmBlock in idRenderView
r_skipVmtrs bool 0 cheat — 1 = skip loading of vmtrs
r_skipWater int 0 cheat 0 … 1 1 = skip render update of all water surfaces
r_skipWorld bool 0 cheat — skip drawing all world geometry
r_sleep int 0 cheat — Sleep for this many milliseconds to simulate low frame rates.
r_slopNormal string 0.0001 cheat — merge normals that dot less than this
r_slopTexCoord string 0.0001 cheat — merge texture coordinates this far apart
r_slopVertex string 0.01 cheat — merge xyz coordinates this far apart
r_slowMapWorldAmbient float 0.075 cheat — amount of ambient lighting to use on the world in slow map
r_sortBlendedSurfacesBackToFront bool 1 cheat — Sort blended surfaces so that they draw back-to-front
r_staticModelTriStrips bool 1 cheat — build tristrips for static models
r_staticTransparencyFadeMaxDist float 2048 cheat — completely faded out at this range
r_staticTransparencyFadeStartDist float 1024 cheat — start fading out at this range
r_stealFocus bool 1 saved — If set, gl system will steal focus during setup
r_stripFragmentBranches bool 1 cheat — strip branches from fragment programs
r_subSurfaceScatteringFadeVisibilityRange float 384.0 cheat — Sub surface scattering start fading at this range from viewer
r_subSurfaceScatteringMaxVisibleRange float 512.0 cheat — Sub surface scattering are culled at this range from viewer
r_subSurfaceScatteringSkipRangeCulling bool 0 cheat — Sub surface scattering is never ranged culled
r_swapInterval int -1 normal — changes wglSwapInterval. 0 = off, 1 = vsync 60Hz, -1 = swap-tear 60Hz
r_syncAtEndFrame bool 0 cheat — sync at GL_EndFrame instead at swap and wait
r_testAutosprites bool 0 cheat — display the autosprited geometry
r_testGamma float 0 cheat 0 … 195 if > 0 draw a grid pattern to test gamma levels
r_testGammaBias float 0 cheat — if > 0 draw a grid pattern to test gamma levels
r_testMegaTexture bool 0 cheat — draw the entire megatexture as a flat quad
r_testParticleLOD int 0 cheat 0 … 3 which lod level to apply
r_testTextureReconstruct bool 0 cheat — —
r_testVMTR float 0 cheat — if > 0 displays the vmtr specified by r_currentMaterial centered on the screen
r_testVMTRLod int 0 cheat — which LOD of the vmtr to display
r_useAnimBlendJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useCableGenJobs int 0 cheat 0 … 1 0 = off, 1 = threaded
r_useDeferredSlowMapLighting bool 0 cheat — —
r_useDetailGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useDistanceFont 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_useDustGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useDynamicEnvironment int 1 cheat — generate a new environment map every frame
r_useDynamicLightingJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useFloatBuffers bool 0 cheat — Use float format for render buffers, for higher range
r_useFoliageGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useGeneratedRenderprogs bool 1 cheat — Use the pre-translated renderprog files for faster loads
r_useGlobalShadows bool 1 cheat — If false, always return 1.0 for shadow tests
r_useGPUTimer int 1 normal — Use the GL_ext_timer_query extension, 2 for force on (else is disabled on amd)
r_useHardwareTextures bool 0 cheat — Use hardware textures instead of virtual textures for implicit gui images
r_useInfluenceSphereCullJob int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useInfluenceSpheres bool 1 cheat — enable influence spheres
r_useLightDepthBoundsTest bool 1 cheat — use depth bounds test on blended lights for early fragment rejection
r_useLightScissors bool 1 cheat — use custom scissor rectangle for each light based on projection
r_useParticleGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_usePBOTextureFeedback bool 1 cheat — use async pixel buffer read for texture feedback query
r_useSMP bool 1 cheat — 1 = run the renderer in a separate thread
r_useStateCaching bool 1 cheat — avoid redundant state changes in GL_*() calls
r_useStaticTransparencyGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useTransparencyBinning bool 0 cheat — —
r_useTransparencyCollapse bool 1 cheat — 1 = collapse unused verts
r_useTransparencyEmissivePass int 1 cheat — render quads marked emissive to the emissive pass
r_useTransparencySort bool 1 cheat — 0 = do not sort the transparency quads
r_useTransparencySortJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useUniformArrays int 1 init-only 0 … 2 0: use individual uniforms, 1: use uniform array
r_useUnsyncBufferObjects bool 0 cheat — —
r_useWaterSimulationJobs int 1 cheat — 0 = off, 1 = threaded
r_validateRenderProgs int 1 cheat — if > 0 validates 360 shaders and points out potential shader patch issues
r_waitForQuery bool 1 cheat — Stall until occlusion query returns
r_windowHeight int 0 saved — window height when running in a window
r_windowPosX int 0 saved — window X position when running in a window
r_windowPosY int 0 saved — window Y position when running in a window
r_windowWidth int 0 saved — window width when running in a window
r_writePackedMaterials bool 0 cheat — debug option to write all the packed materials out to viewable tga files as they are retrieved
r_zfar float 0 cheat 0 … 200000 far Z clip plane distance, 0 = infinity
r_znear float 3 cheat 0.001 … 200 near Z clip plane distance

vt_

97 cvars.

Name Type Default Status Range Description
vt_containers bool 0 normal — Set to enable loading from containers
vt_createPagesFile 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_enablePRT bool 0 cheat — Set to enable PRT mode
vt_feedbackHighWater float 90 normal — More than this percentage of pages needed this frame and we consider ourselves oversubscribed.
vt_feedbackLodBias float 0 normal — Additional floating point bias for feedback LOD
vt_feedbackLODIncrement float 0.125 normal — Base increment value for adjusting dynamic LOD bias.
vt_feedbackLowWater float 80 normal — Less than this percentage of pages needed this frame and we consider ourselves undersubscribed.
vt_filePath string (empty) normal — Path for the virtual texture
vt_filePathVmtrOverride string generated/pagefiles normal — Optionally get vmtr files from a different source than vt_filePath
vt_filter int 2 normal 0 … 2 filter physical images, 0 = off, 1 = bilinear, 2 = trilinear
vt_genMissingPages int 1 normal 0 … 2 Gen a page in memory for pages that don't exist on disk.
vt_linearPhysicalImages bool 0 cheat — —
vt_lodBias float 0 normal — Additional floating point bias for virtual texture page tables
vt_logPageWrites bool 0 normal — write out log file entries when virtual texture pages are created and written
vt_maxAniso float 4 normal 1 … 4 Floating point max ansio for physical textures.
vt_maxLockedPages int 256 normal — Don't lock more than pages than this.
vt_maxMonoSpecularError int 10 normal — specular is considered monochrome if the error is less than this value
vt_maxPhysicalPRTPages int 4096 normal — Maximum number of resident PRT pages.
vt_maxPPF int 64 normal 0 … 128 maximum number of transcoded pages per frame
vt_minLod int 0 normal — Set the finest mip that can be accessed.
vt_minMipLevelInstalled 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_nopreload bool 0 normal — —
vt_noSeekCacheLines int 4 normal — number of cache lines we can skip without seeking
vt_packPageFiles int 0 normal — Use the virtual texture file name without any suffixes, 0 = version vmtr and megas, 1 = version megas, 2 = version none
vt_pageBorderAdjust float 0 normal — Debug adjustment of a page's mapping about it's center
vt_pageFadeInSteps int 3 normal — —
vt_pageImageSizeUnique int 4096 saved — Dimensions of the physical page images. vt_restart after changing this.
vt_pageImageSizeUniqueDiffuseOnly int 4096 saved — Dimensions of the physical page images.
vt_pageImageSizeUniqueDiffuseOnly2 int 4096 saved — Dimensions of the physical page images.
vt_pageImageSizeVmtr int 4096 saved — Dimensions of the physical page images. vt_restart after changing this.
vt_qualityDCTChroma int 80 normal 0 … 100 quality in the range [0-100] percent
vt_qualityDCTLuma int 90 normal 0 … 100 quality in the range [0-100] percent where higher is better quality
vt_qualityDCTNormal int 90 normal 0 … 100 quality in the range [0-100] percent
vt_qualityDCTPower int 80 normal 0 … 100 quality in the range [0-100] percent
vt_qualityDCTSpecular int 80 normal 0 … 100 quality in the range [0-100] percent
vt_qualityHDPDiffuse int 30 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPLossless bool 0 normal 0 … 255 force lossless HD-Photo compression
vt_qualityHDPNormal int 13 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPPower int 40 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPSpecular int 25 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRDiffuse int 30 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRLossless bool 0 normal 0 … 255 force lossless JPEG-XR compression
vt_qualityJXRNormal int 10 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRPower int 40 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRSpecular int 25 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_readOnlyNetPages bool 1 cheat — Set to always open network pagefiles in readonly mode (BHVR need this)
vt_recordStats string (empty) normal — record virtual texture system statistics to the given file name
vt_showExplicitPages bool 0 normal — Report the number of explicit pages each frame.
vt_showFeedbackAnalysis int 0 normal — Report all the unique pages visible
vt_showFeedbackBuffer int 0 normal — visualize the feedback buffer
vt_showFeedbackStreaming int 0 normal — Display the feedback pages as they are streamed in
vt_showLockedPages bool 0 normal — Colorize locked pages
vt_showPageBorders bool 0 normal — Shows the page borders
vt_showPageCheckered bool 0 normal — Draw a checkered pattern on every page to check how the mip selection works
vt_showPageColors bool 0 normal — use a random color for each page
vt_showPageInfo bool 0 normal — Shows page info: source #, layout #, compression, mono/color specular
vt_showPageLoads int 0 normal — Print each page that is loaded
vt_showPageMips int 0 normal — Colorize pages by virtual mip level, if > 1, only color pages beyond that level-1
vt_showPageNumbers bool 0 normal — Draw page numbers
vt_showPageSizes int 0 normal — Draw page sizes (1 = show size in bytes, 2 = color green to red from small to large)
vt_showPageSources bool 0 normal — Shades vmtr and unique pages differently
vt_showPageUsage int 0 normal — color each page from red to green based on the percentage of the page texels that are actually visible
vt_showStats bool 0 normal — show virtual texture system statistics
vt_singleStep int -1 normal — single step through the transcode process
vt_skipExplicitPageFeedback bool 0 normal — don't append explicit pages from gui surfaces.
vt_skipPhysicalTextureUploads bool 0 normal — —
vt_skipStreaming bool 0 normal — Skip streaming but still transcode and update the page tables
vt_skipTranscode bool 0 normal — Skip transcoding (but don't skip reading)
vt_skipUpdatePageImages bool 0 normal — Skip updating page table and physical images on the PC (but still read/transcode)
vt_specularScale float 0.2 normal 0 … 255 —
vt_specularThreshold float 0 normal 0 … 255 —
vt_splitTranscodeJobs bool 1 normal — split transcode jobs into two jobs per page
vt_stopOnWriteErrors bool 0 normal — error out when encountering write errors
vt_stripPageBorders bool 0 normal — Strip the page border by upscaling the center
vt_supportRoundedDownVmtrs int 0 cheat — quick temporary fix to load in the 4x1 pages properly
vt_touchPhysCacheOnAlloc bool 1 cheat — touch the vt physical images right after allocation, we don't really have the texture otherwise on amd
vt_uncompressedPhysicalImages bool 0 saved — Use uncompressed physical page images. vt_restart after changing this.
vt_uncompressedVmtr bool 0 saved — Use uncompressed vmtr data. Only read at startup.
vt_upsampleFilter int 3 normal — 0 = nearest, 1 = bilinear, 2 = biquadratic, 3 = bicubic, 4 = sinc+hamming, 5 = sinc+blackman, 6 = sinc+lanczos, 7 = sinc+kaiser
vt_upsampleNoise int 3 normal 0 … 255 amount of noise to add to upsampled texture pages
vt_upsampleSharpen int 96 normal 0 … 255 amount of sharpening to apply to upsampled texture pages
vt_useAnalyzeJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_useCudaTranscode int 0 saved — controls Cuda texture transcoding: 0 - off, 1 - smart, 2 - on
vt_useDirectTextureAccess bool 1 normal — Use direct texture access extension on the PC if available.
vt_useInvalidateRangeBitForMappingAndPageTablePBOMap bool 0 normal — use the GL_MAP_INVALIDATE_RANGE_BIT for PBO map for mapping and page table updates on the PC
vt_useMinLodTexture bool 0 normal — Use a min-LOD texture to gradually adjust the LOD when new texture pages become resident
vt_useNetworkPagesWithPreload bool 0 normal — Use the network page files and vmtr even when using linear preload files
vt_useNonBufferedIO bool 0 normal — use non-buffered IO
vt_usePageFileCache bool 1 normal — Use the pageFileCache for all reads
vt_usePageMinLodJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_usePageSortJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_usePageTablePBOs bool 1 normal — use the PBOs for page table updates on the PC
vt_useSpecularScale bool 1 normal — scale the specular to avoid DXT quantization errors
vt_useTranscodeJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_useUnsynchronizedPageTablePBOs bool 0 normal — use unsynchronized PBOs for page table updates on the PC
vt_useUpsample int 1 normal 0 … 2 Number of extra levels in vt to use for upsample
vt_virtualSizeLog2 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_debug int 0 cheat — dump information
bink_debugPreLoadCompleteFile bool 0 cheat — read complete file to a memory before playback start (using bink option BINKPRELOADALL)
bink_dontfree bool 0 init-only — keep bink textures around since we need to be able to play videos whenever
bink_gamePumpIO bool 1 cheat — if game should bump bink io (to make sure it runs in our slightly inflated prio-mess
bink_ioMegs int 32 cheat — larger buffers for less seeks during load
bink_skip bool 0 cheat — do not load and play bink
bink_threaded bool 1 cheat — use two threads for bink decode
bink_useSFCForNetwork bool 1 cheat — use the stream file cache when reading videos over network (to reduce the number of reads)
bink_videoBasePath string (empty) cheat — use separate base path for videos (to share video data between builds)
image_anisotropy string 1 saved — set the maximum texture anisotropy if available
image_binaryImageDebugSaveTGA 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_filter 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_lodbias string 0 saved — change lod bias on mipmapped images
image_pngCompressionLevel int 1 saved — CompressionLevel for png [0-9], or -1 for default
image_screenshotQuality int 75 saved — sets the compression quality for jpeg screenshots, 100 is best quality
image_transSortImageSize string 8192 saved — size of the trans-sort image atlas
image_useCompression bool 1 saved — 0 = force everything to high quality
image_watermark string (empty) cheat — places a watermark each image with a watermark
md6_ForceGenMorphVerts bool 0 cheat — —
md6_generateTexcoordRebase bool 1 cheat — Re-base texture coordinates if trying to generic map MD6 surfaces.
multiView_fullRender bool 1 cheat — 0 = alternate frame rendering, 1 = render both each frame
stereoRender_guiOffset float -0.3 cheat — shift guis so they don't appear at infinity in HMDs
stereoRender_screenSeparation float -0.3 cheat — screen units from center to eyes
stereoRender_separation float 1.5 cheat — world units from center to eyes
stereoRender_swapEyes float 0 cheat — swap target buffers for left and right eyes