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Console Variables

REQUIRE_NET_SYNC: cannot be changed on client and when connecting it’s sent to the client
SAVEGAME: stored when saving a savegame
READONLY: can not be changed by the user

  • Command: uc_set_yaw
  • script:
  • help:

variable: e_GI

  • type: int
  • current: 1
  • help: Enable/disable global illumination. Default: 1 - enabled

variable: r_dofMinZ

  • type: float
  • current: 0
  • help: Set dof min z distance, anything behind this distance will get out focus. (good default value 0.4)

variable: mrac

  • type: int
  • current: 0
  • help:

variable: r_glowanamorphicflares

  • type: int
  • current: 0
  • help: Toggles the anamorphic flares effect.
  • Usage: r_GlowAnamorphicFlares [0/1] Default is 0 (off). Set to 1 to enable.

variable: watching_unit_movement_debug

  • type: int
  • current: 0
  • help:

variable: rope_skill_controller_cut_angvel

  • type: float
  • current: 25.1327
  • help:

variable: camera_use_shake

  • type: int
  • current: 1
  • help: [0,1] off, on

variable: r_ShadowsUseClipVolume

  • type: int
  • current: 0
  • help: 0=disable shadows clip volume, 1=enable shadows clip volume

variable: e_sky_type

  • type: int
  • current: 1
  • help: Type of sky used: 0 (static), 1 (dynamic).

variable: cb_closeup_scale

  • type: float
  • current: 1.6
  • help:

variable: cb_closeup_speed

  • type: float
  • current: 5
  • help:

variable: r_texturesstreamingmipfading

  • type: int
  • current: 0
  • help: (null)

variable: ca_DebugCommandBuffer DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, it will print the amount of commands for the blend-buffer

variable: e_modelview_Prefab_light_offset_from_center

  • type: float
  • current: 5
  • help: modelview Prefab light offset from the box’s center

variable: p_wireframe_distance

  • type: float
  • current: 5
  • help: Maximum distance at which wireframe is drawn on physics helpers

variable: movement_verify_min_z_pos

  • type: float
  • current: -1
  • help:

variable: input_debug

  • type: int
  • current: 0
  • help: dev log

variable: lua_debugger

  • type: int
  • current: 1
  • help: Enables the script debugger. 1 to trigger on breakpoints and errors 2 to only trigger on errors
  • Usage: lua_debugger [0/1/2]

variable: e_GIRSMSize

  • type: int
  • current: 384
  • help: Set the default reflective shadow map size.
  • Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512

variable: lua_use_binary

  • type: int
  • current: 1
  • help: use compiled lua source. 0 : use normal lua file (.lua) 1 : use compiled binary file (.alb)
  • Usage: lua_use_binary [0/1]

variable: cl_take_screen_shot

  • type: int
  • current: 0
  • help: Flag for screen shot function

variable: mate_spawn_debug

  • type: int
  • current: 0
  • help: pet spawn position show

variable: ai_DebugDrawBulletEvents DUMPTODISK

  • type: int
  • current: 0
  • help: Debug draw the bullet events the AI system processes. 0=disable, 1=enable.

variable: camera_move_slowdown

  • type: float
  • current: 2
  • help:

variable: sys_budget_tris_brush

  • type: float
  • current: 50
  • help:

variable: es_profileentities

  • type: int
  • current: 0
  • help:
  • Usage: 1,2,3 Default is 0 (off).

variable: r_HDRBrightThreshold DUMPTODISK

  • type: float
  • current: 6
  • help: HDR rendering bright threshold.
  • Usage: r_HDRBrightThreshold [Value] Default is 3.0f

variable: g_localPacketRate

  • type: float
  • current: 50
  • help: Packet rate locally on faked network connection

variable: r_OptimisedLightSetup

  • type: int
  • current: 2
  • help:

variable: e_lod_skin_ratio

  • type: float
  • current: 1
  • help: LOD distance ratio for skin objects( ex: character

variable: r_cubemapgenerating

  • type: int
  • current: 0
  • help: cube map genrating…

variable: movement_verify_detailed_warp_speed_too_fast

  • type: float
  • current: 150
  • help:

variable: ca_BlendOutTime

  • type: float
  • current: 0.25
  • help: Blend out time in layer

variable: r_ShadowJittering

  • type: float
  • current: 0.125
  • help: Activate shadow map jittering.
  • Usage: r_ShadowJittering [0=off, 1=on]

variable: r_ForceZClearWithColor

  • type: int
  • current: 0
  • help: z Buffer Clear With Color

variable: log_AllowDirectLoggingFromAnyThread

  • type: int
  • current: 0
  • help: When false log messages from another thread than the main thread are stored and outputed delayed

variable: ac_debugAnimEffects

  • type: int
  • current: 0
  • help: Print log messages when anim events spawn effects.

variable: r_ErrorString

  • type: string
  • current: no_error_message
  • help: Error String

variable: rope_skill_controller_fadeout_time

  • type: float
  • current: 3000
  • help:

variable: ai_NoUpdate

  • type: int
  • current: 0
  • help:

variable: e_stream_cgf

  • type: int
  • current: 1
  • help: Debug

variable: effect_debug_filter_unit

  • type: int
  • current: 0
  • help: unit id

variable: sys_memory_debug

  • type: int
  • current: 0
  • help: Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off

variable: movement_verify_max_packet_interval

  • type: int
  • current: 1000
  • help:

variable: e_obj_stats

  • type: int
  • current: 0
  • help: Show instances count

variable: ac_debugAnimError

  • type: int
  • current: 0
  • help: Display debug history graphs of anim error distance and angle.

variable: r_TexturesStreamingDebug

  • type: int
  • current: 0
  • help: 1 : logs 2 : vacuum pools

variable: r_NoHWGamma DUMPTODISK

  • type: int
  • current: 0
  • help: Sets renderer to ignore hardware gamma correction.
  • Usage: r_NoHWGamma [0/1] Default is 0 (allow hardware gamma correction).

variable: p_ray_fadein

  • type: float
  • current: 0.2
  • help: Fade-in time for ray physics helpers

variable: effect_debug_state

  • type: int
  • current: 0
  • help: Enable effect state 1 : helpers, 2 : sort by group, 4 : no empty group, 8 : no fx list

variable: e_terrain_deformations

  • type: int
  • current: 0
  • help: Allows in-game terrain surface deformations

variable: ai_MaxSignalDuration

  • type: float
  • current: 3
  • help: Maximum radius at which player can interact with other entities

variable: att_scale_test_drawn

  • type: float
  • current: 1
  • help:

variable: q_ShaderTerrain REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Terrain
  • Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)

variable: r_WaterReflectionsQuality DUMPTODISK

  • type: int
  • current: 4
  • help: Activates water reflections quality setting.
  • Usage: r_WaterReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

variable: ca_AMC_SmoothTurn

  • type: int
  • current: 1
  • help: If this is 1, then we smooth the turn speed

variable: option_use_water_reflection

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_use_water_reflection [0/1/x]: … r_WaterReflections = 0/1/1

variable: e_terrain_loading_log

  • type: int
  • current: 0
  • help: Debug

variable: p_net_minsnapdist

  • type: float
  • current: 0.1
  • help: Minimum distance between server position and client position at which to start snapping

variable: e_terrain_crater_depth_max

  • type: float
  • current: 0.5
  • help:

variable: r_shootingstar_respawnnow

  • type: int
  • current: 0
  • help: Set to 1 to force a respawn now.

variable: ai_TimeToAggroCancelByNoSkill DUMPTODISK

  • type: float
  • current: 10
  • help: If no-skill-success time go over this value, AI will cancel aggro.

variable: name_tag_mode

  • type: int
  • current: 0
  • help: render name tag of all units and doodads. 0(default), 1(battle), 2(life), 3(box)

variable: profile_disk_max_draw_items

  • type: int
  • current: 10000
  • help: Set maximum number of IO statistics items to visualize The default value is 2000
  • Usage: profile_disk_max_draw_items [num]

variable: instance_index

  • type: int
  • current: -1
  • help: Instance Index

variable: r_CBStatic

  • type: int
  • current: 0
  • help: Toggles per-instance CBs as static.
  • Usage: r_UseCBStatic [0/1] Default is 1 (on). Set to 0 to use dynamic update of CB’s per-instance.

variable: ca_DrawCC

  • type: int
  • current: 1
  • help: if this is 0, will not draw the CC characters

variable: e_brush_streaming_dist_ratio

  • type: float
  • current: 1
  • help: distance ratio to view distance for brush streaming

variable: ai_DebugDrawAStarOpenList DUMPTODISK

  • type: string
  • current: 0
  • help: Draws the A* open list for the specified AI agent.
  • Usage: ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated.

variable: r_Scissor

  • type: int
  • current: 1
  • help: Enables scissor test

variable: sys_streaming_sleep

  • type: int
  • current: 0
  • help:

variable: con_restricted RESTRICTEDMODE

  • type: int
  • current: 0
  • help: 0=normal mode / 1=restricted access to the console

variable: ag_logtransitions

  • type: int
  • current: 0
  • help: Log animation graph transition calls to the console

variable: g_displayIgnoreList DUMPTODISK

  • type: int
  • current: 1
  • help: Display ignore list in chat tab.

variable: e_decals_hit_cache

  • type: int
  • current: 1
  • help: Use smart hit cacheing for bullet hits (may cause no decals in some cases)

variable: dummy

  • type: string
  • current:
  • help: dummy for compiling

variable: camera_far_clip

  • type: float
  • current: 0
  • help:

variable: e_fog

  • type: int
  • current: 1
  • help: Activates global height/distance based fog

variable: e_obj

  • type: int
  • current: 1
  • help: Render or not all objects

variable: e_sun

  • type: int
  • current: 1
  • help: Activates sun light source

variable: r_HDRPresets DUMPTODISK

  • type: int
  • current: 0
  • help: HDR rendering presets. Overrides user settings
  • Usage: r_HDRPresets [Value] Default is 0 (user setup)1: Realistic mode2: Stylized mode

variable: r_TerrainSpecular_ColorB

  • type: float
  • current: 0.498039
  • help: Reflected light colour (blue).

variable: r_TerrainSpecular_ColorG

  • type: float
  • current: 0.596078
  • help: Reflected light colour (green).

variable: r_TerrainSpecular_ColorR

  • type: float
  • current: 0.984314
  • help: Reflected light colour (red).

variable: e_modelview_Prefab_sunlight_color_x

  • type: float
  • current: 3
  • help: x modelview sunlight color

variable: e_modelview_Prefab_sunlight_color_y

  • type: float
  • current: 3
  • help: y modelview sunlight color

variable: e_modelview_Prefab_sunlight_color_z

  • type: float
  • current: 3
  • help: z modelview sunlight color

variable: e_terrain_layer_test

  • type: int
  • current: 1
  • help: turn off layer blending method

variable: e_view_dist_ratio_detail

  • type: float
  • current: 30
  • help: View distance ratio for detail objects

variable: e_modelview_Prefab_sunlight_multiple

  • type: float
  • current: 1.88
  • help: modelview sunlight specular multiplier

variable: sys_float_exceptions

  • type: int
  • current: 0
  • help: Use or not use floating point exceptions.

variable: r_TerrainAO_FadeDist

  • type: int
  • current: 8
  • help: Controls sky light fading in tree canopy in Z direction

variable: r_HDRGrainAmount

  • type: float
  • current: 0.6
  • help: HDR digital noise amount
  • Usage: r_HDRDigitalNoise [Value]

variable: r_Log

  • type: int
  • current: 0
  • help: Logs rendering information to Direct3DLog.txt.
  • Usage: r_Log [0/1/2/3/4] 1: Logs a list of all shaders without profile info. 2: Log contains a list of all shaders with profile info. 3: Logs all API function calls. 4: Highly detailed pipeline log, including all passes, states, lights and pixel/vertex shaders. Default is 0 (off). Use this function carefully, because log files grow very quickly.

variable: s_HDR DUMPTODISK

  • type: int
  • current: 1
  • help: Enable and disable HDR sound
  • Usage: s_HDR [0..1]Default is 1 (on)

variable: cl_debugFreezeShake DUMPTODISK

  • type: int
  • current: 0
  • help: Toggle freeze shake debug draw

variable: sv_voice_enable_groups

  • type: int
  • current: 1
  • help:

variable: ai_LogConsoleVerbosity DUMPTODISK

  • type: int
  • current: 0
  • help: None = 0, progress = 1, event = 2, comment = 3

variable: g_unit_collide_bottom_box_max_size_gap

  • type: float
  • current: 3
  • help:

variable: swim_jump_permission_range

  • type: float
  • current: 0.2
  • help: jump height at surface (meter)
  • default: 0.2

variable: cl_check_resurrectable_pos_debug

  • type: int
  • current: 0
  • help:

variable: x_float1

  • type: float
  • current: 0
  • help:

variable: x_float2

  • type: float
  • current: 0
  • help:

variable: x_float3

  • type: float
  • current: 0
  • help:

variable: ai_InterestScalingScan DUMPTODISK

  • type: float
  • current: 50
  • help: Scale the interest value given to passively scanning the environment

variable: ai_InterestScalingView DUMPTODISK

  • type: float
  • current: 1
  • help: Scale the interest value given to View interest items (e.g. a pretty castle, the horizon)

variable: r_StereoDevice DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 100
  • help: Sets stereo device (only possible before app start)
  • Usage: r_StereoDevice [0/1/2/3/4] 0: No stereo support (default) 1: Frame compatible formats (side-by-side, interlaced, anaglyph) 2: HDMI 1.4 (PS3 only) 3: Stereo driver (PC only, NVidia or AMD) 4: Dualhead (PC only, two projectors or iZ3D screen) 100: Auto-detect device for platform

variable: tip_of_day_number

  • type: int
  • current: 0
  • help: fix tip of day number. 0: off, >0: set number

variable: http_password

  • type: string
  • current: password
  • help:

variable: d3d9_IBPools REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help:

variable: movement_verify_gravity_height_tolerance

  • type: float
  • current: 5
  • help:

variable: e_foliage_broken_branches_damping

  • type: float
  • current: 15
  • help: Damping of branch ropes of broken vegetation

variable: aim_assistAimEnabled

  • type: int
  • current: 1
  • help: Enable/disable aim assitance on aim zooming

variable: sys_budget_dp_road

  • type: float
  • current: 200
  • help:

variable: tab_targeting_fan_angle

  • type: float
  • current: 60
  • help:

variable: custom_apply_dressing_gap

  • type: float
  • current: 0.03
  • help:

variable: ca_UseDecals

  • type: int
  • current: 1
  • help: if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculating/building the decals

variable: i_particleeffects DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable particles spawned during item effects.

variable: e_shadows_slope_bias

  • type: float
  • current: 5
  • help: Shadows slope bias for shadowgen

variable: r_SSAODebug

  • type: int
  • current: 0
  • help: ambient occlusion debug

variable: ag_breakmode

  • type: int
  • current: 0
  • help: 1=Enable debug break mode; 2=also lock inputs

variable: pl_debug_jump2y_mult

  • type: float
  • current: 0
  • help:

variable: e_ShadowsTessellateDLights

  • type: int
  • current: 0
  • help: Disable/enable tessellation for local lights shadows

variable: r_SSAOTemporalConvergence

  • type: float
  • current: 0.7
  • help: Temporal SSAO update/convergence speed

variable: es_enable_full_script_save SAVEGAME, DUMPTODISK

  • type: int
  • current: 0
  • help: Enable (experimental) full script save functionality

variable: bot_short_test_mode

  • type: int
  • current: 0
  • help: 0 : unuse, 1 : use

variable: e_CoverCgfDebug

  • type: int
  • current: 0
  • help: Shows the cover setups on cfg files

variable: r_NightVisionSonarMultiplier

  • type: float
  • current: 0.2
  • help: Set nightvision sonar hints color multiplier.

variable: r_ShadowsParticleKernelSize DUMPTODISK

  • type: float
  • current: 1
  • help: Blur kernel size for particles shadows.
  • Usage: r_ShadowsParticleKernelSize [0.0 hard edge - x for blur], 1. is default

variable: e_VoxTerMixMask

  • type: int
  • current: 0
  • help: Store blend info, base color and normals in textures

variable: ss_max_warp_dist RESTRICTEDMODE

  • type: int
  • current: 256
  • help: maximum dist where camera can warp in 1 frame

variable: ca_MaxFaceLOD DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Use face lod.

variable: sv_ship_mass_debug

  • type: int
  • current: 0
  • help:

variable: sys_game_folder

  • type: string
  • current: Game_pak
  • help: Specifies the game folder to read all data from

variable: e_max_view_dst_full_dist_cam_height

  • type: float
  • current: 1000
  • help: Debug

variable: s_ObstructionMaxPierecability

  • type: float
  • current: 100
  • help: Normalizes accumulated pierecability value for obstruction.
  • Usage: s_ObstructionMaxPierecability [0..] 0: none 100: a sound that is obstructed by accumulated material pierecability of 50 gets half obstruction Default is 100

variable: e_VisareaFogFadingTime

  • type: float
  • current: 2
  • help: VisareaFogFadingTime

variable: name_tag_fade_out_distance

  • type: int
  • current: 40
  • help: set unit name tag fadeout distance

variable: sv_maxmemoryusage

  • type: int
  • current: 0
  • help: Maximum memory a dedicated server is allowed to use

variable: r_PostProcessEffectsFilters

  • type: int
  • current: 1
  • help: Enables post processing special effects filters.
  • Usage: r_PostProcessEffectsFilters [0/1] Default is 1 (enabled). 0 disabled

variable: ca_DumpUsedAnims

  • type: int
  • current: 0
  • help: writes animation asset statistics to the disk

variable: pl_debug_jump2z_mult

  • type: float
  • current: 0
  • help:

variable: e_deferred_loader_stats

  • type: int
  • current: 0
  • help:

variable: g_quickGame_ping2_level DUMPTODISK

  • type: int
  • current: 170
  • help: QuickGame option

variable: e_obj_tree_min_node_size

  • type: int
  • current: 0
  • help: Debug draw of object tree bboxes

variable: r_SSAO_Visualise

  • type: int
  • current: 0
  • help: Set to 1 to visualise either NVSSAO or SSDO as AO fullscreen [0/1]

variable: next_option_sound DUMPTODISK

  • type: int
  • current: 4
  • help:

variable: r_GlitterSpecularPow

  • type: float
  • current: 2
  • help: Sets glitter specular power.
  • Usage: r_GlitterSpecularPow n (default is 2.0f) Where n represents a number: eg: 16.0

variable: sys_firstlaunch

  • type: int
  • current: 0
  • help: Indicates that the game was run for the first time.

variable: ss_deferred_object_loading RESTRICTEDMODE

  • type: int
  • current: 1
  • help:

variable: r_CustomResWidth

  • type: int
  • current: 0
  • help: Width of custom resolution rendering

variable: aux_phys_exclude_hair

  • type: int
  • current: 0
  • help:

variable: e_material_stats

  • type: int
  • current: 0
  • help:

variable: e_character_light_min_dist

  • type: float
  • current: 5
  • help: Character Light Min Dist

variable: e_foliage_branches_damping

  • type: float
  • current: 10
  • help: Damping of branch ropes

variable: p_max_velocity

  • type: float
  • current: 100
  • help: Clamps physicalized objects’ velocities to this value

variable: e_gsm_focus_offset_type

  • type: float
  • current: 0
  • help: focus offset for generate shadows

variable: s_OutputConfig DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Sets up the preferred output configuration.
  • Usage: s_OutputConfig # where # is a number between 0 and 3 representing 0: AutoDetect 1: DirectSound 2: WAV-Writer 3: WAV-Writer-NRT Default is 0 (AutoDetect).

variable: aim_assistVerticalScale

  • type: float
  • current: 0.75
  • help: The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated)

variable: name_tag_icon_gap

  • type: float
  • current: 0.2
  • help: nametag icon gap

variable: e_GICache

  • type: int
  • current: 7
  • help: Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)

variable: s_MusicSpeakerCenterVolume DUMPTODISK

  • type: float
  • current: 0
  • help: Sets the volume of the center speakers (front and back).
  • Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.

variable: movement_verify_move_speed_sampling_time

  • type: float
  • current: 1
  • help:

variable: r_ReloadShaders

  • type: int
  • current: 0
  • help: Reloads shaders.
  • Usage: r_ReloadShaders [0/1] Default is 0. Set to 1 to reload shaders.

variable: e_view_dist_ratio

  • type: float
  • current: 60
  • help: View distance ratio for objects

variable: aim_assistCrosshairDebug

  • type: int
  • current: 0
  • help: debug crosshair aim assistance

variable: ai_IgnoreVisibilityChecks

  • type: int
  • current: 0
  • help: Makes certain visibility checks (for teleporting etc) return false.

variable: r_TerrainSpecular_Strength

  • type: float
  • current: 150
  • help: Scale specular reflection strength.

variable: r_texture_db_streaming_check_integrity

  • type: int
  • current: 1
  • help:

variable: e_particles_low_update_dist

  • type: float
  • current: 100
  • help: particle low update dist

variable: r_TexNoAniso DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: camera_interaction_npc_fadein_time

  • type: float
  • current: 1
  • help:

variable: e_scissor_debug

  • type: int
  • current: 0
  • help: Debug

variable: name_tag_large_app_stamp_offset_normal

  • type: float
  • current: 10
  • help: large stamp app name tag offset

variable: s_PrecacheDuration

  • type: float
  • current: 15
  • help: Sets the duration of pre-caching data after level load in seconds.
  • Usage: s_PrecacheDuration [0…n]
  • Default: 15

variable: p_profile_functions

  • type: int
  • current: 0
  • help: Enables detailed profiling of physical environment-sampling functions

variable: cl_sprintBlur

  • type: float
  • current: 0.6
  • help: sprint blur

variable: ai_PathfinderUpdateCount DUMPTODISK

  • type: int
  • current: 70000
  • help: How many times path finder work for a second?

variable: ai_ThreadedVolumeNavPreprocess DUMPTODISK

  • type: int
  • current: 1
  • help: Parallelizes volume navigation preprocessing by running it on multiple threads. If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ;)

variable: e_VoxTerHeightmapEditingCustomLayerInfo

  • type: int
  • current: 0
  • help: Debug

variable: r_FogDensityScale

  • type: float
  • current: 1
  • help: Scales the fog density before submitting it to the shaders (0-1). Can be used when adjusting view distance.

variable: r_GeomInstancingThreshold

  • type: int
  • current: 0
  • help: If the instance count gets bigger than the specified value the instancing feature is used.
  • Usage: r_GeomInstancingThreshold [Num] Default is 0 (automatic depending on hardware, used value can be found in the log)

variable: g_show_loot_window

  • type: int
  • current: 0
  • help: 0(hide), 1(show)

variable: pl_fall_start_velocity

  • type: float
  • current: 10
  • help: Velocity for starting freefall signal.

variable: name_tag_hp_bg_height_offset

  • type: float
  • current: 11
  • help: nametag hp bg height offset

variable: r_visareavolumeoversize

  • type: float
  • current: 2.5
  • help: visarea volume over size

variable: camera_dive_angle

  • type: int
  • current: 30
  • help:

variable: i_xinput

  • type: int
  • current: 1
  • help: Number of XInput controllers to process
  • Usage: i_xinput [0/1/2/3/4] Default is 1.

variable: sound_enable_bubble_effect_voice

  • type: int
  • current: 1
  • help: bubble effect voice (enable : 1, disable : others)

variable: cl_debugBasequat

  • type: int
  • current: 0
  • help:

variable: e_terrain_texture_debug

  • type: int
  • current: 0
  • help: Debug

variable: r_ShadersAsyncReading

  • type: int
  • current: 1
  • help:

variable: e_StreamPredictionDistanceNear

  • type: float
  • current: 0
  • help: Prediction distance for streaming, affets LOD of objects

variable: camera_dive_pitch

  • type: float
  • current: 20
  • help:

variable: cl_ship_submerge_update_freq

  • type: int
  • current: 16
  • help:

variable: ac_debugSelectionParams

  • type: int
  • current: 0
  • help: Display graph of selection parameters values.

variable: decoration_smart_positioning_max_dist

  • type: float
  • current: 5
  • help: (null)

variable: cr_rotateDampingMax

  • type: float
  • current: 0
  • help:

variable: i_staticfiresounds DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable static fire sounds. Static sounds are not unloaded when idle.

variable: r_CreateZBufferTexture REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enables creating of a texture for the main depth texture for D3D9. This allows us to read back from the main depth buffer (which is required for extreme low spec mode).

variable: p_count_objects

  • type: int
  • current: 0
  • help:

variable: auto_self_targeting

  • type: int
  • current: 1
  • help: auto self targeting for helpful skill

variable: pl_zeroGGyroFadeExp

  • type: float
  • current: 2
  • help: ZeroG gyro angle bias (default is 2.0).

variable: ca_DrawLocator

  • type: int
  • current: 0
  • help: if this is 1, we will draw the body and move-direction. If this is 2, we will also print out the move direction

variable: e_view_dist_ratio_light

  • type: float
  • current: 0.3
  • help: View distance ratio multiply

variable: r_TerrainSpecular_Model

  • type: int
  • current: 1
  • help: 1 for Cook-Torrence specular model, or 0 for phong specular. The highlight shape is very different on extreme angles.

variable: ca_DrawVEGInfo

  • type: int
  • current: 0
  • help: if set to 1, the VEG debug info is drawn

variable: r_texStagingMaxCount

  • type: int
  • current: 64
  • help:

variable: ship_rudder_force

  • type: float
  • current: 1
  • help:

variable: r_meshHoldMemDuration

  • type: int
  • current: 10000
  • help: time(in msec) of system buffer GC period when eRMT_HoldSystem is set

variable: ai_DrawFakeHitEffects DUMPTODISK

  • type: int
  • current: 0
  • help: Draws fake hit effects the player.

variable: g_unit_collide_rear_bound_rate

  • type: float
  • current: 0.6
  • help:

variable: cl_frozenMouseMult

  • type: float
  • current: 0.00015
  • help: Frozen mouseshake multiplier

variable: r_TexAtlasSize

  • type: int
  • current: 2048
  • help:

variable: q_ShaderPostProcess REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of PostProcess
  • Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)

variable: option_hide_mobilization_order

  • type: int
  • current: 0
  • help: 0(show), 1(hide)

variable: r_EnvCMResolution DUMPTODISK

  • type: int
  • current: 2
  • help: Sets resolution for target environment cubemap, in pixels.
  • Usage: r_EnvCMResolution # where # represents: 0: 64 1: 128 2: 256 Default is 2 (256 by 256 pixels).

variable: s_FileCacheManagerSize REQUIRE_APP_RESTART

  • type: int
  • current: 50
  • help:

variable: s_StreamDialogIntoMemory

  • type: int
  • current: 1
  • help: Toggles if dialog are streamed into main memory or FMOD makes a copy for itself.
  • Usage: s_StreamDialogIntoMemory [0/1] Default is 1 (on) on PC, and 0 (off) on XBox.

variable: p_max_substeps

  • type: int
  • current: 5
  • help: Limits the number of substeps allowed in variable time step mode.
  • Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps.

variable: ca_gc_debug

  • type: int
  • current: 0
  • help:

variable: s_PreloadWeaponProjects

  • type: int
  • current: 0
  • help: Toggles if weapon project files (w_*) are fully preloaded into memory to centralize allocations and reads.
  • Usage: s_PreloadWeaponProjects [0/1] Default is 0 (off).

variable: sys_budget_particle_game

  • type: float
  • current: 500
  • help:

variable: sys_budget_particle_item

  • type: float
  • current: 100
  • help:

variable: r_OceanSectorSize

  • type: int
  • current: 128
  • help:

variable: e_object_streaming_log

  • type: int
  • current: 0
  • help: Debug

variable: name_tag_outline

  • type: int
  • current: 1
  • help: name tag outline

variable: ui_modelview_enable DUMPTODISK

  • type: int
  • current: 1
  • help:

variable: ai_DrawFormations DUMPTODISK

  • type: int
  • current: 0
  • help: Draws all the currently active formations of the AI agents.
  • Usage: ai_DrawFormations [0/1] Default is 0 (off). Set to 1 to draw the AI formations.

variable: vehicle_controller_debug_speed

  • type: int
  • current: 1
  • help: speed multiplier

variable: sys_LowSpecPak

  • type: int
  • current: 0
  • help: use low resolution textures from special pak file or emulate if no such pak exists 0=don’t use lowspec.pak (full texture quality) 1=use lowspec.pak (faster loading of textures, reduced texture quality)
  • Usage: sys_LowSpecPak 0/1

variable: r_texturesstreamingResidencyThrottle

  • type: float
  • current: 0.5
  • help: Ratio for textures to become resident.
  • Usage: r_TexturesStreamingResidencyThrottle [ratio]Default is 0.5Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident

variable: e_shadows_cull_terrain_accurately

  • type: int
  • current: 1
  • help: When set to 1, terrain elements that cannot possibly cast shadows into the frustum will be culled from VSM shadow render. Don’t use when VSM generation is spread over several frames.

variable: show_ladder

  • type: int
  • current: 0
  • help: Show $ladder

variable: r_desireWidth DUMPTODISK

  • type: int
  • current: 1920
  • help: desire screen width.

variable: e_GsmExtendLastLodUseVariance

  • type: int
  • current: 0
  • help: Enable Variance Shadow mapping on shadows from terrain

variable: sys_budget_triangles

  • type: float
  • current: 200
  • help:

variable: e_modelview_Prefab_cam_dist

  • type: float
  • current: -10
  • help: modelview Prefab scale cam distance

variable: cl_righthand

  • type: int
  • current: 1
  • help: Select right-handed weapon!

variable: gt_show

  • type: int
  • current: 0
  • help: Show Game Tokens with values started from specified parameter

variable: log_Verbosity DUMPTODISK

  • type: int
  • current: 2
  • help: defines the verbosity level for console log messages (use log_FileVerbosity for file logging) -1=suppress all logs (including eAlways) 0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments

variable: r_DeferredDecals

  • type: int
  • current: 3
  • help: Toggles deferred decals.
  • Usage: r_DeferredDecals [0/1] Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.

variable: ai_UpdateAllAlways

  • type: int
  • current: 0
  • help: If non-zero then over-rides the auto-disabling of invisible/distant AI

variable: ai_DrawNavType DUMPTODISK

  • type: int
  • current: 0
  • help: Draw nav. type under AI object by cylinder
  • Usage: ai_DrawNavType [0/1/2] Default is 0 (off). 0 = Off, 1 = Draw only for Character, 2 = Draw for all AI objs

variable: net_actor_sync_period

  • type: int
  • current: 100
  • help: sending movement sync packet period (ms)

variable: p_notify_epsilon_rigid

  • type: float
  • current: 0.001
  • help:

variable: e_brushes

  • type: int
  • current: 1
  • help: Draw brushes

variable: e_modelview_Prefab_add_scale_ratio

  • type: float
  • current: 0
  • help: modelview prefab add scale ratio

variable: name_tag_hp_color_multiplier_on_bgmode

  • type: float
  • current: 0.5
  • help: nametag hp bar color multiplier on bgmode

variable: e_DeferredPhysicsEvents

  • type: int
  • current: 1
  • help: Enable to Perform some physics events deferred as a task/spu job

variable: r_RainIgnoreNearest

  • type: int
  • current: 1
  • help: Disables rain wet/reflection layer for nearest objects
  • Usage: r_RainIgnoreNearest [0/1]

variable: ca_item_offset_debug

  • type: int
  • current: 0
  • help:

variable: gameoption_finalize_update

  • type: int
  • current: 0
  • help: update current datas

variable: s_PlaybackFilter

  • type: int
  • current: 0
  • help: Toggles filter to select certain sounds to be played only. Default is 0 (off). 1 : Only Voice Sounds 2 : No Voice Sounds +a : Ambience +b : Ambience Oneshots +c : Collisions +d : Dialog +e : MP Chat +f : Footsteps +g : General Physics +h : HUD +i : Unused +j : FlowGraph +k : Unused +l : Living Entity +m : Mechanic Entity +n : NanoSuit +o : SoundSpot +p : Particles +q : AI Pain/Death +r : AI Readability +s : AI Readability Response +t : TrackView +u : Projectile +v : Vehicle +w : Weapon +x : Explosion +y : Player Foley +z : Animation
  • Usage: s_PlaybackFilter [1,2,a..z].

variable: ca_NoAnim

  • type: int
  • current: 0
  • help: the animation isn’t updated (the characters remain in the same pose)

variable: ca_UseIMG_CAF

  • type: int
  • current: 0
  • help: if 1, then we use the IMG file. In development mode it is suppose to be off

variable: e_phys_ocean_cell

  • type: float
  • current: 0.5
  • help: Cell size for ocean approximation in physics, 0 assumes flat plane

variable: r_NVDOF_BokehIntensity

  • type: float
  • current: 0.02
  • help: Controls the brightness of the bokeh artifacts (default 0.02). Raise this number to make the bokeh artifacts more apparent.

variable: option_game_log_life_time DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: game logs life time. default is 0 (disable).

variable: ca_UseLookIK

  • type: int
  • current: 1
  • help: If this is set to 1, then we are adding a look-at animation to the skeleton

variable: g_emp_style

  • type: int
  • current: 0
  • help:

variable: r_AllowHardwareSRGBWrite

  • type: int
  • current: 1
  • help: Enables use of hardware SRGB write support (where it exists). Set to 1 to use the hardware support, or 0 to fall back to shader emulation.

variable: r_HDROffset DUMPTODISK

  • type: float
  • current: 10
  • help: HDR rendering range offset (color multiplier tweak together with hdr level)
  • Usage: r_HDROffset [Value] Default is 10.0f

variable: picking_distance

  • type: float
  • current: 300
  • help: in meter

variable: e_level_auto_precache_terrain_and_proc_veget

  • type: float
  • current: 1
  • help: Force auro pre-cache of terrain textures and procedural vegetation

variable: r_NVSSAO_CoarseAO

  • type: float
  • current: 1
  • help: Scale factor for the coarse AO, the greater the darker. from 0.0 to 1.0.

variable: e_terrain_texture_buffers

  • type: int
  • current: 640
  • help:

variable: cl_frozenAngleMax

  • type: float
  • current: 10
  • help: Frozen clamp angle max

variable: cl_frozenAngleMin

  • type: float
  • current: 1
  • help: Frozen clamp angle min

variable: map_show_zone_sectors

  • type: int
  • current: 0
  • help: show sectors in world map (0 : off, 1 : on)

variable: effect_filter_loop

  • type: int
  • current: 0
  • help: 1 : no loop, 2 : only loop

variable: e_StreamPredictionAheadDebug

  • type: float
  • current: 0
  • help: Draw ball at predicted position

variable: e_gsm_lods_num

  • type: int
  • current: 4
  • help: Number of GSM lods (0..4)

variable: p_single_step_mode

  • type: int
  • current: 0
  • help: Toggles physics system ‘single step’ mode.Usage: p_single_step_mode [0/1] Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a ‘p_do_step’ instruction.

variable: force_show_weapon_visual

  • type: int
  • current: 0
  • help: 1 : on, other : off

variable: pepsiman

  • type: string
  • current:
  • help: modelName

variable: e_gsm_cache_lod_offset

  • type: int
  • current: 3
  • help: Makes first X GSM lods not cached

variable: camera_dive_start_depth

  • type: float
  • current: 2
  • help:

variable: e_level_auto_precache_textures_and_shaders

  • type: float
  • current: 0
  • help: Force auro pre-cache of general textures and shaders

variable: e_VoxTerPlanarProjection

  • type: int
  • current: 0
  • help: Debug

variable: r_SSAO_radius_multipler

  • type: float
  • current: 5
  • help: radius multipler for FarRadius

variable: ai_InterestEnableScan DUMPTODISK

  • type: int
  • current: 0
  • help: Enable interest system scan mode

variable: ai_SightRangeMediumIllumMod SAVEGAME

  • type: float
  • current: 0.8
  • help: Multiplier for sightrange when the target is in medium light condition.

variable: departure_server_passport_pass_high

  • type: int
  • current: 0
  • help: departure_server_passport_pass_high

variable: r_RainMaxViewDist

  • type: float
  • current: 32
  • help: Sets rain max view distance
  • Usage: r_RainMaxViewDist

variable: s_ErrorSound

  • type: int
  • current: 1
  • help: Toggles error sound playback.
  • Usage: s_ErrorSound [0/1] Default is 1 (on).

variable: r_MaxSuitPulseSpeedMultiplier

  • type: float
  • current: 1
  • help: Max suit pulse speed multiplier - default = 1.0

variable: ai_DrawFakeDamageInd DUMPTODISK

  • type: int
  • current: 0
  • help: Draws fake damage indicators on the player.

variable: hr_rotateFactor

  • type: float
  • current: -0.1
  • help: rotate factor

variable: name_tag_offset

  • type: float
  • current: 5
  • help: nametag offset from hp bar

variable: net_phys_pingsmooth

  • type: float
  • current: 0.1
  • help:

variable: aln_debug_filter

  • type: string
  • current:
  • help:

variable: ca_UseAimIK

  • type: int
  • current: 1
  • help: If this is set to 1, then we are adding a look-at animation to the skeleton

variable: ca_travelSpeedScaleMax

  • type: float
  • current: 2
  • help: Maximum motion travel speed scale (default 2.0).

variable: ca_travelSpeedScaleMin

  • type: float
  • current: 0.5
  • help: Minimum motion travel speed scale (default 0.5).

variable: ca_DrawAttachmentOBB

  • type: int
  • current: 0
  • help: if this is 0, will not draw the attachments objects

variable: name_tag_text_line_offset

  • type: float
  • current: 0.4
  • help: name tag text line offset

variable: r_RainOccluderSizeTreshold

  • type: float
  • current: 25
  • help: Only objects bigger than this size will occlude rain

variable: e_gsm_extra_range_shadow_texture_size

  • type: int
  • current: 2048
  • help: Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality)

variable: departure_server_passport_pass_low

  • type: int
  • current: 0
  • help: departure_server_passport_pass_low

variable: ca_UseMorph

  • type: int
  • current: 1
  • help: the morph skinning step is skipped (it’s part of overall skinning during rendering)

variable: r_LogTexStreaming

  • type: int
  • current: 0
  • help: Logs streaming info to Direct3DLogStreaming.txt 0: off 1: normal 2: extended

variable: r_TexMinAnisotropy REQUIRE_LEVEL_RELOAD

  • type: int
  • current: 16
  • help:

variable: p_max_object_splashes

  • type: int
  • current: 3
  • help: Specifies how many splash events one entity is allowed to generate

variable: ui_align_line_feed

  • type: int
  • current: 0
  • help:

variable: sys_logallocations DUMPTODISK

  • type: int
  • current: 0
  • help: Save allocation call stack

variable: g_stressTestCustomizer

  • type: int
  • current: 0
  • help:

variable: sys_entities

  • type: int
  • current: 1
  • help: Enables Entities Update

variable: ac_debugText

  • type: int
  • current: 0
  • help: Display entity/animation location/movement values, etc.

variable: um_decal_shadow_ratio

  • type: float
  • current: 1
  • help: decal shadow size ratio

variable: r_VegetationSpritesGenDebug

  • type: int
  • current: 0
  • help:

variable: r_ShadersNoCompile

  • type: int
  • current: 0
  • help:

variable: ac_forceNoSimpleMovement

  • type: int
  • current: 0
  • help: Force disable simplified movement

variable: fixed_time_step

  • type: float
  • current: 0
  • help: Game updated with this fixed frame time

variable: r_SSGIQuality

  • type: int
  • current: 2
  • help: SSGI quality level

variable: MemStatsMaxDepth

  • type: int
  • current: 4
  • help:

variable: name_tag_render_shadow

  • type: int
  • current: 1
  • help: render nametag shadow

variable: e_cbuffer_debug

  • type: int
  • current: 0
  • help: Display content of main camera coverage buffer

variable: d3d9_pip_buff_size REQUIRE_APP_RESTART

  • type: float
  • current: 120
  • help:

variable: name_tag_hostile_show

  • type: int
  • current: 1
  • help: render name tag of friendly unit

variable: r_StereoOutput DUMPTODISK

  • type: int
  • current: 0
  • help: Sets stereo output. Output depends on the stereo monitor
  • Usage: r_StereoOutput [0=off/1/2/3/4/5/6] 0: Standard 1: IZ3D 2: Checkerboard (not supported on X360) 3: Above and Below (not supported) 4: Side by Side 5: Line by Line (Interlaced) 6: Anaglyph

variable: r_SSReflCutoff

  • type: float
  • current: 0.2
  • help: Glossiness value below which reflections are disabled

variable: name_tag_hp_width_on_bgmode

  • type: float
  • current: 158
  • help: nametag hp bar width on bgmode

variable: ca_DrawSkeleton

  • type: int
  • current: 0
  • help: if set to 1[skeleton anim bones], 2[defaut skeleton], the skeleton is drawn

variable: e_particles_max_screen_fill

  • type: float
  • current: 64
  • help: Max screen-fulls of particles to draw

variable: sys_dev_script_folder READONLY

  • type: string
  • current: Code/scripts
  • help:

variable: e_character_light

  • type: int
  • current: 1
  • help: Activates character light source

variable: e_decals_max_static_mesh_tris

  • type: int
  • current: 5000
  • help: Limit Max Triangle of Decals

variable: s_Obstruction REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Toggles sound obstruction effect.
  • Usage: s_Obstruction [0..2] 0: off 1: DSP based obstruction 2: volume based obstruction Default is 1 (DSP).

variable: combat_sync_framehold

  • type: float
  • current: 0
  • help: FrameHold at combat_sync animation event[0(off)|+(holdtime)]
  • default: 0(off)

variable: sys_affinity_main

  • type: int
  • current: -1
  • help: Specifies the thread affinity main thread will run on. can be auto detected while startup

variable: r_ProfileChar

  • type: int
  • current: 0
  • help: Enables display of character LOD information.
  • Usage: r_ProfileChar [0/1] Default is 0 (off). Set to 1 to display profiling

variable: r_ProfileDIPs

  • type: int
  • current: 1
  • help: 0=disabled, 1=profile each DIP performance (may cause very low frame rate) r_ProfileShaders needs to be activated to see the statistics

variable: VisibleMyEquipInfo

  • type: int
  • current: 1
  • help: visible my equip info

variable: g_spectatorcollisions

  • type: int
  • current: 1
  • help: If set, spectator camera will not be able to pass through buildings

variable: mfx_Enable

  • type: int
  • current: 1
  • help: Enables MaterialEffects.

variable: r_TessellationDebug

  • type: int
  • current: 0
  • help: 1 - Factor visualizing. Default is 0

variable: e_water_ocean

  • type: int
  • current: 2
  • help: Activates drawing of ocean 1: use usual rendering path 2: use fast rendering path with merged fog

variable: es_LogDrawnActors

  • type: int
  • current: 0
  • help: Log all actors rendered each frame

variable: ca_gc_max_count

  • type: int
  • current: 30
  • help:

variable: s_VisAreasPropagation DUMPTODISK

  • type: int
  • current: 5
  • help: Sets the vis area propagation number.
  • Usage: s_VisAreasPropagation 5 Default is 5. This number defines how far sound will propagate, in vis areas from the player’s position. A value of 1 means the sound is only heard in the current vis area, while 3 means sound is heard in adjacent areas which are connected by one portal.

variable: ca_StoreAnimNamesOnLoad

  • type: int
  • current: 0
  • help: stores the names of animations during load to allow name lookup for debugging

variable: e_water_waves

  • type: int
  • current: 0
  • help: Activates drawing of water waves

variable: e_custom_build_extramaps_fromshaderquality

  • type: int
  • current: 3
  • help: 0x01 skip normal texture and 0x02 gloss texture when in low quality shader mode

variable: e_modelview_Prefab_light_color_rgb

  • type: float
  • current: 0
  • help: modelview Prefab light source red, green, and blue color

variable: es_FarPhysTimeout

  • type: float
  • current: 4
  • help: Timeout for faraway physics forceful deactivation

variable: ui_modelview_update_times DUMPTODISK

  • type: int
  • current: 1
  • help:

variable: expr_mode DUMPTODISK

  • type: string
  • current: static
  • help: expr mode [dynamic/static/safe_static]

variable: g_aimdebug

  • type: int
  • current: 0
  • help: Enable/disable debug drawing for aiming direction

variable: r_VegetationSpritesNoGen

  • type: int
  • current: 0
  • help:

variable: net_bw_aggressiveness

  • type: float
  • current: 0.5
  • help: Balances TCP friendlyness versus prioritization of game traffic

variable: r_UseSoftParticles

  • type: int
  • current: 1
  • help: Enables soft particles.
  • Usage: r_UseSoftParticles [0/1]

variable: r_TexturesStreamPoolSize

  • type: int
  • current: 1024
  • help:

variable: s_SoundInfo

  • type: int
  • current: 0
  • help: Toggles onscreen sound statistics.
  • Usage: s_SoundInfo [0..9] 1: simple list of playing sounds. 2: extended list of looping sounds. 3: extended list of oneshot sounds. 4: list of lost sounds. 5: list of event soundbuffers. 6: list of sample soundbuffers (dialog). 7: list of wavebanks. 8: displays music information. 9: displays sound moods. 10 shows Sound Moods values set within FMOD. 11 Shows memory usage by project. 12 Shows memory usage by project/group. 13 Shows memory usage by project/group:sound. 14 hows overall memory stats. 15 shows X2 Sound logs. Default is 0 (off).

variable: r_ThermalVisionViewCloakFrequencyPrimary

  • type: int
  • current: 1
  • help: Sets thermal vision cloaked-object flicker primary frequency.
  • Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+] When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower

variable: s_XMADecoders REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Sets maximum number of XMA Decoder.
  • Usage: s_XMADecoders 32 0: , PC:0, PS3:0, X360:48 Default is 0 .

variable: e_mesh_simplify

  • type: float
  • current: 0
  • help: Mesh simplification debugging

variable: r_DeferredShadingCubeMaps

  • type: int
  • current: 0
  • help: Toggles deferred cube maps.
  • Usage: r_DeferredShadingCubeMaps [0/1] Default is 1 (enabled), 0 Disables

variable: e_vegetation_use_terrain_color

  • type: int
  • current: 1
  • help: Allow blend with terrain color for vegetations

variable: r_NVSSAO_Radius

  • type: float
  • current: 8
  • help: The AO radius in metaers.

variable: ai_SimpleWayptPassability DUMPTODISK

  • type: int
  • current: 1
  • help: Use simplified and faster passability recalculation for human waypoint links where possible.

variable: r_PostProcessHUD3D

  • type: int
  • current: 1
  • help: Toggles 3d hud post processing.
  • Usage: r_PostProcessHUD3D [0/1] Default is 1 (post process hud enabled). 0 Disabled

variable: ca_SmoothStrafeWithAngle

  • type: int
  • current: 0
  • help: Use strafe smooth angle.

variable: g_actor_use_footstep_effect

  • type: int
  • current: 1
  • help:

variable: follow_max_distance

  • type: int
  • current: 30
  • help: distance to allow follow (m)

variable: r_OceanRendType

  • type: int
  • current: 0
  • help:

variable: e_max_view_dst

  • type: int
  • current: 2000
  • help: Far clipping plane distance

variable: e_obj_quality

  • type: int
  • current: 4
  • help: Current object detail quality

variable: r_AllowFP16Meshes

  • type: int
  • current: 1
  • help: Set to 1 to allow 16 bit vertex format for static meshes. (0 will force 32 bit for both position and texture coordinates.) Note that this only applies to certain meshes – mostly things loaded from cfg files. Dynamic geometry, terrain, roads & water may not be affected.

variable: e_lod_max

  • type: int
  • current: 6
  • help: Max LOD for objects

variable: e_lod_min

  • type: int
  • current: 0
  • help: Min LOD for objects

variable: sys_ProfileLevelLoading

  • type: int
  • current: 0
  • help: Output level loading stats into log 0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info

variable: delay_mul_for_zh_cn_letter

  • type: float
  • current: 3.2
  • help: delay for zh cn letter

variable: e_time_of_day

  • type: float
  • current: 14.4646
  • help: Current Time of Day

variable: ca_Test

  • type: int
  • current: 0
  • help:

variable: ca_thread DUMPTODISK

  • type: int
  • current: 1
  • help: If >0 enables Animation Multi-Threading.

variable: g_debug_physicalize_rigid

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: sys_vtune

  • type: int
  • current: 0
  • help:

variable: e_time_of_day_engine_update

  • type: int
  • current: 1
  • help: Update 3dEngine for Time of Day

variable: camera_move_speed

  • type: float
  • current: 20
  • help:

variable: ca_stream_cal

  • type: int
  • current: 1
  • help: [0,1] turn on/off cal streaming

variable: ca_stream_cdf

  • type: int
  • current: 1
  • help: [0,1] turn on/off cdf streaming

variable: ca_stream_chr

  • type: int
  • current: 1
  • help: [0,1] turn on/off chr streaming

variable: ag_adjustToCatchUp

  • type: int
  • current: 0
  • help: Adjust requested move direction of animation to catch up with entity

variable: login_camera_zoom_velocity_power

  • type: float
  • current: 1.8
  • help:

variable: p_accuracy_MC

  • type: float
  • current: 0.005
  • help: Desired accuracy of microcontact solver (velocity-related, m/s)

variable: ca_MergeMaxNumLods

  • type: int
  • current: 3
  • help: Max Lod levels for Merging Character RenderMesh

variable: aux_use_weapon

  • type: int
  • current: 1
  • help:

variable: ai_DrawNodeLinkType

  • type: int
  • current: 0
  • help: Sets the link parameter to draw with ai_DrawNode. Values are: 0 - pass radius (default) 1 - exposure 2 - water max depth 3 - water min depth

variable: s_MaxActiveSounds DUMPTODISK

  • type: int
  • current: 100
  • help: Sets the maximum number of active sounds.

variable: e_shadows_frustums

  • type: int
  • current: 0
  • help: Debug

variable: g_profile

  • type: int
  • current: 0
  • help:

variable: cl_actorsafemode

  • type: int
  • current: 0
  • help: Enable/disable actor safe mode

variable: r_ShadowsSlopeScaleBias DUMPTODISK

  • type: float
  • current: 1.8
  • help: Select shadow map bluriness if r_ShadowBlur is activated.
  • Usage: r_ShadowBluriness [0.1 - 16]

variable: ca_UseDBA

  • type: int
  • current: 0
  • help: if you set this to 0, there won’t be any frequest warnings from the animation system

variable: ai_UpdateProxy

  • type: int
  • current: 1
  • help: Toggles update of AI proxy (model).
  • Usage: ai_UpdateProxy [0/1] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating.

variable: option_custom_addon_fonts DUMPTODISK

  • type: int
  • current: 0
  • help: Enable/Disable addon custom fonts

variable: pl_zeroGEnableGBoots

  • type: int
  • current: 0
  • help: Switch G-Boots action on/off (if button assigned).

variable: rope_skill_controller_maxforce

  • type: float
  • current: 200000
  • help:

variable: sound_target_combat_sound_volume

  • type: float
  • current: 0.5
  • help: target = player. [0.0 - 1.0]

variable: ca_UseLinearOP

  • type: int
  • current: 0
  • help: if this is 1, it will get Linear OP value

variable: e_character_light_color_b

  • type: float
  • current: 1
  • help: character light source blue color

variable: e_character_light_color_g

  • type: float
  • current: 1
  • help: character light source green color

variable: e_character_light_color_r

  • type: float
  • current: 1
  • help: character light source red color

variable: e_stream_for_physics

  • type: int
  • current: 1
  • help: Debug

variable: r_NVSSAO_AmbientLightOcclusion_HighQuality

  • type: float
  • current: 0.6
  • help: Scales the effect of ambient occlusion for ambient/indirect light (high quality NVSSAO setting). 0 to 1. Default: .6

variable: pl_zeroGGyroFadeAngleInner

  • type: float
  • current: 20
  • help: ZeroG gyro inner angle (default is 20).

variable: mfx_pfx_minScale

  • type: float
  • current: 0.5
  • help: Min scale (when particle is close)

variable: r_MergeRenderChunks

  • type: int
  • current: 1
  • help:

variable: rope_skill_controller_swing_force

  • type: float
  • current: 1
  • help:

variable: p_damping_group_size

  • type: int
  • current: 8
  • help: Sets contacting objects group size before group damping is used.Usage: p_damping_group_size 3 Used for internal tweaking only.

variable: pl_zeroGGyroFadeAngleOuter

  • type: float
  • current: 60
  • help: ZeroG gyro outer angle (default is 60).

variable: g_ragdoll_damping_max

  • type: float
  • current: 0.8
  • help: 0 : off, 1 : on

variable: s_SFXVolume DUMPTODISK

  • type: float
  • current: 1
  • help: Sets the percentile volume of the sound effects.
  • Usage: s_SFXVolume 0.5 Default is 1, which is full volume.

variable: db_location DUMPTODISK

  • type: string
  • current: gamedbcompact.sqlite3
  • help:

variable: ca_LodCountMax

  • type: int
  • current: 5
  • help:

variable: ag_logsounds

  • type: int
  • current: 0
  • help: AGSound logging

variable: test_world_congestion

  • type: int
  • current: 0
  • help: 0 : low, 1 : middle, 2 : high

variable: ac_animErrorClamp

  • type: int
  • current: 1
  • help: Forces the animation to stay within the maximum error distance/angle.

variable: cl_ship_mass_update_freq

  • type: int
  • current: 16
  • help:

variable: sys_PakLogMissingFiles

  • type: int
  • current: 0
  • help: If non-0, missing file names go to mastercd/MissingFilesX.log.
  1. only resulting report
  2. run-time report is ON, one entry per file
  3. full run-time report

variable: e_particles_gc_period

  • type: int
  • current: 30000
  • help: Particle garbage collection timer (ms)

variable: cl_cef_use_x2_log

  • type: int
  • current: 0
  • help: set use x2 log system in cef subprocess

variable: name_show_tag_sphere

  • type: int
  • current: 0
  • help: show nametag bounding sphere

variable: net_highlatencythreshold

  • type: float
  • current: 0.5
  • help:

variable: r_PostAAMode

  • type: int
  • current: 2
  • help: Enables supported AA modes.
  • Usage: r_PostAAMode [1: to enable 2x distributed SSAA, 2: video capture mode (TBD)

variable: e_GINumCascades

  • type: int
  • current: 1
  • help: Sets number of cascades for global illumination. Default: 1

variable: fg_SystemEnable

  • type: int
  • current: 1
  • help: Toggles FlowGraph System Updates.
  • Usage: fg_SystemEnable [0/1] Default is 1 (on).

variable: movement_verify_dump_log

  • type: int
  • current: 0
  • help:

variable: mfx_ParticleImpactThresh

  • type: float
  • current: 2
  • help: Impact threshold for particle effects. Default: 2.0

variable: um_plane_shadow_ratio

  • type: float
  • current: 1
  • help: plane shadow size ratio

variable: e_particles_lights_view_dist_ratio

  • type: float
  • current: 128
  • help: Set particles lights view distance ratio

variable: ai_ProtoRODLogScale DUMPTODISK

  • type: int
  • current: 0
  • help: Proto

variable: r_rainOcclAdditionalSize

  • type: float
  • current: 100
  • help:

variable: e_shadows_cast_view_dist_ratio_character

  • type: float
  • current: 0.04
  • help: View dist ratio for shadow maps for character

variable: ai_AmbientFireQuota DUMPTODISK

  • type: int
  • current: 2
  • help: Number of units allowed to hit the player at a time.

variable: g_showUpdateState

  • type: int
  • current: 0
  • help: Show the game object update state of any activated entities; 3: actor objects only

variable: e_cbuffer_terrain_shift_near

  • type: int
  • current: 3
  • help: terrain cbuffer dv size

variable: r_meshUseSummedArea

  • type: int
  • current: 0
  • help:

variable: e_VoxTerOnTheFlyIntegration

  • type: int
  • current: 0
  • help: Debug

variable: ca_stream_facial

  • type: int
  • current: 1
  • help: [0,1] turn on/off facial streaming

variable: r_ShaderEmailTags

  • type: string
  • current: Build Version: 10.0.2.9
  • help: Adds optional tags to shader error emails e.g. own name or build run
  • Usage: r_ShaderEmailTags “some set of tags or text” Default is build version

variable: e_cbuffer_lights_debug_side

  • type: int
  • current: -1
  • help: Debug

variable: cg_sync_delay

  • type: int
  • current: 300
  • help: movement sync delay(ms)

variable: e_particles_decals

  • type: int
  • current: 1
  • help: Allows to create decal particle

variable: sys_affinity_physics

  • type: int
  • current: 255
  • help: Specifies the thread affinity physics will run on. can be auto detected while startup

variable: e_StreamCgfMaxTasksInProgress

  • type: int
  • current: 32
  • help: Maximum number of files simultaneously requested from streaming system

variable: profile_disk_budget

  • type: int
  • current: -1
  • help: Set the budget in KB for the current time frame The default value is -1 (disabled)
  • Usage: profile_disk_budget [val]

variable: ca_CachingModelFiles DUMPTODISK

  • type: int
  • current: 1
  • help: Caching Model files

variable: g_unit_collide_report_interval

  • type: int
  • current: 500
  • help: msec

variable: quest_target_cam_move

  • type: int
  • current: 1
  • help: quest target cam move

variable: user_music_disable_self

  • type: int
  • current: 0
  • help: disable others user music. default is 0.

variable: r_OceanTexUpdate

  • type: int
  • current: 1
  • help:

variable: i_xinput_poll_time

  • type: int
  • current: 1000
  • help: Number of ms between device polls in polling thread
  • Usage: i_xinput_poll_time 500 Default is 1000ms. Value must be >=0.

variable: option_map_given_quest_distance

  • type: float
  • current: 1
  • help: quest notify distance in map

variable: e_detail_materials_highlight

  • type: string
  • current:
  • help: Show terrain detail layer

variable: UseQuestDirectingCloseUpCamera

  • type: int
  • current: 1
  • help: quest camera use option

variable: r_ShadersBlackListGL

  • type: string
  • current:
  • help:

variable: r_ShadersBlackListRT

  • type: string
  • current:
  • help:

variable: ca_disableAnimBones

  • type: int
  • current: 0
  • help: disable anim bones optimization

variable: e_VoxTerHeightmapEditing

  • type: int
  • current: 0
  • help: Debug

variable: cloth_stiffness

  • type: float
  • current: 0
  • help: stiffness for stretching

variable: p_splash_force0

  • type: float
  • current: 10
  • help: Minimum water hit force to generate splash events at p_splash_dist0

variable: p_splash_force1

  • type: float
  • current: 100
  • help: Minimum water hit force to generate splash events at p_splash_dist1

variable: ca_LodDistRatio

  • type: float
  • current: 0.5
  • help:

variable: pl_fall_debug

  • type: int
  • current: 0
  • help: debug fall damage info.

variable: cg_debug_draw

  • type: int
  • current: 0
  • help: show gimmicks

variable: e_cbuffer_occluders_view_dist_ratio

  • type: float
  • current: 1
  • help: Debug

variable: ag_debugErrors

  • type: int
  • current: 0
  • help: Displays debug error info on the entities (0/1)

variable: e_vegetation_sprites_distance_custom_ratio_min

  • type: float
  • current: 0.01
  • help: Clamps SpriteDistRatio setting in vegetation properties

variable: e_screenshot_save_path

  • type: string
  • current:
  • help: Set output image file path

variable: sys_budget_dp_vegetation

  • type: float
  • current: 500
  • help:

variable: ss_auto_cell_loading RESTRICTEDMODE

  • type: int
  • current: 1
  • help:

variable: sv_DedicatedCPUVariance

  • type: float
  • current: 10
  • help: Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.
  • Usage: sv_DedicatedCPUVariance [5..50] Default is 10.

variable: ai_Locate DUMPTODISK

  • type: string
  • current: none
  • help:

variable: d3d9_ResetDeviceAfterLoading

  • type: int
  • current: 0
  • help:

variable: e_visarea_include_radius

  • type: float
  • current: 0
  • help: visarea include radius

variable: r_StereoHudScreenDist DUMPTODISK

  • type: float
  • current: 0.5
  • help: Distance to plane where hud stereo parallax converges to zero. If not zero, HUD needs to be rendered two times.

variable: ca_SkeletonEffectsMaxCount

  • type: int
  • current: 100
  • help: Set Max Count of skeleton effects

variable: e_statobj_use_lod_ready_cache

  • type: int
  • current: 1
  • help:

variable: e_selected_color_b

  • type: int
  • current: 0
  • help: [0, 255] Development purpose

variable: e_selected_color_g

  • type: int
  • current: 0
  • help: [0, 255] Development purpose

variable: e_selected_color_r

  • type: int
  • current: 0
  • help: [0, 255] Development purpose

variable: p_fixed_timestep

  • type: float
  • current: 0
  • help: Toggles fixed time step mode.Usage: p_fixed_timestep [0/1] Forces fixed time step when set to 1. When set to 0, the time step is variable, based on the frame rate.

variable: e_portals_big_entities_fix

  • type: int
  • current: 1
  • help: Enables special processing of big entities like vehicles intersecting portals

variable: cg_hide

  • type: int
  • current: 0
  • help: hide client gimmick

variable: r_EnvCMupdateInterval DUMPTODISK

  • type: float
  • current: 0.04
  • help: Sets the interval between environmental cube map texture updates.
  • Usage: r_EnvCMupdateInterval # Default is 0.1.

variable: profile_sampler_max_samples

  • type: float
  • current: 2000
  • help: Number of samples to collect for sampling profiler

variable: fg_inspectorLog

  • type: int
  • current: 0
  • help: Log inspector on console.

variable: e_particles_filter

  • type: string
  • current:
  • help: filter particles by name

variable: e_shadows_omni_min_texture_size

  • type: int
  • current: 256
  • help: Set minimum resolution of shadow map for omni 256(faster), 512(medium), 1024(better quality)

variable: draw_wind_area

  • type: int
  • current: 0
  • help: drawing wind area

variable: net_vehicle_controller_debug

  • type: int
  • current: 0
  • help:

variable: specialty_debug

  • type: int
  • current: 0
  • help: show debug information of specialty

variable: r_VegetationSpritesGenAlways

  • type: int
  • current: 0
  • help:

variable: ca_mirror_test

  • type: int
  • current: -1
  • help:

variable: ShowPlayerFrameLifeAlertEffect

  • type: int
  • current: 1
  • help: show lift alert effect in player frame

variable: camera_min_pitch

  • type: float
  • current: -88
  • help:

variable: s_DumpEventStructure

  • type: int
  • current: 0
  • help: Toggles to save a file of event structure. Default is 0 (off). 1: dumps event structure to eventstructure.txt.
  • Usage: s_DumpEventStructure [0/1].

variable: auth_serversvc DUMPTODISK

  • type: int
  • current: 0
  • help: AuthServer service

variable: e_phys_bullet_coll_dist

  • type: float
  • current: 75
  • help: Max distance for bullet rendermesh checks

variable: ca_DeathBlendTime

  • type: float
  • current: 0.3
  • help: Specifies the blending time between low-detail dead body skeleton and current skeleton

variable: r_ShadersLogCacheMisses

  • type: int
  • current: 0
  • help: Log all shader caches misses on HD (both level and global shader cache misses).

variable: movement_verify_move_speed_enable

  • type: int
  • current: 1
  • help:

variable: sys_StreamCallbackTimeBudget

  • type: int
  • current: 5000
  • help: Time budget, in microseconds, to be spent every frame in StreamEngine callbacks. Additive with cap: if more time is spent, the next frame gets less budget, and there’s never more than this value per frame.

variable: pl_debug_jumping

  • type: int
  • current: 0
  • help:

variable: movement_verify_move_speed_report_error_rate

  • type: float
  • current: 0.3
  • help:

variable: ai_SOMSpeedCombat SAVEGAME

  • type: float
  • current: 4.5
  • help: Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy.
  • Usage: ai_SOMSpeedCombat 4.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.

variable: ai_DrawReadibilities DUMPTODISK

  • type: int
  • current: 0
  • help: Draws all the currently active readibilities of the AI agents.
  • Usage: ai_DrawReadibilities [0/1] Default is 0 (off). Set to 1 to draw the AI readibilities.

variable: pl_fallDamage_SpeedFatal

  • type: float
  • current: 63.25
  • help: Fatal fall speed in armor mode (13.5 m/s after falling freely for ca 20m).

variable: bot_profiler_type

  • type: string
  • current: BotGridDataManager
  • help: ‘BotGridDataManager(default)’, ‘BotVariableGridDataManager’

variable: ca_lipsync_vertex_drag

  • type: float
  • current: 1.2
  • help: Vertex drag coefficient when blending morph targets

variable: ai_DebugInterestSystem DUMPTODISK

  • type: int
  • current: 0
  • help: Display debugging information on interest system

variable: r_geforce7 DUMPTODISK, RESTRICTEDMODE

  • type: int
  • current: 0
  • help:

variable: given_quest_distance_display_mode

  • type: int
  • current: 1
  • help: given quest display mode

variable: sys_budget_tris_terrain_detail_3d

  • type: float
  • current: 20
  • help:

variable: s_MusicSpeakerLFEVolume DUMPTODISK

  • type: float
  • current: 0.5
  • help: Sets the volume of the LFE speaker.
  • Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.

variable: ai_BigBrushCheckLimitSize DUMPTODISK

  • type: float
  • current: 15
  • help: to be used for finding big objects not enclosed into forbidden areas

variable: option_skill_alert_position

  • type: int
  • current: 1
  • help: option_skill_alert_position

variable: sys_background_task_budget

  • type: float
  • current: 0
  • help: budget time to be used by background thread, multiplied by main frame time. 0 means infinite budget.

variable: ac_enableProceduralLeaning

  • type: float
  • current: 0.4
  • help: Enable procedural leaning (disabled asset leaning and curving slowdown).

variable: r_ThermalVision

  • type: int
  • current: 1
  • help: Toggles thermal vision enabling.
  • Usage: r_ThermalVision [0/1] Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes.

variable: e_vegetation_sprite_max_pixel

  • type: float
  • current: 1.5
  • help: Set Max Screen Pixel size of sprite. over-sized sprite will be drawn by 3d model

variable: r_DisplacementFactor

  • type: float
  • current: 0.4
  • help: Global displacement amount. Default is 0.4f.

variable: es_log_collisions

  • type: int
  • current: 0
  • help: Enables collision events logging

variable: r_StencilFlushShaderReset REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: When set to 1, resets the stencil parameters after every call to FX_FlushShader_General. Intended for debugging problems with illum-pass stencil.

variable: r_ExcludeShader

  • type: string
  • current: 0
  • help: Exclude the named shader from the render list.
  • Usage: r_ExcludeShader ShaderName Sometimes this is useful when debugging.

variable: profile_disk_max_items

  • type: int
  • current: 10000
  • help: Set maximum number of IO statistics items to collect The default value is 10000
  • Usage: profile_disk_max_items [num]

variable: e_cbuffer_version

  • type: int
  • current: 2
  • help: 1 Vladimir’s, 2MichaelK’s

variable: g_ignore_trade_invite

  • type: int
  • current: 0
  • help: 0(accept trade invite), 1(ignore trade invite)

variable: ai_ProtoRODSpeedMod DUMPTODISK

  • type: int
  • current: 1
  • help: Proto

variable: cp_zone_picking

  • type: int
  • current: 0
  • help:

variable: ca_log_unknown_bone_list

  • type: int
  • current: 0
  • help:

variable: e_StreamCgfDebugMinObjSize

  • type: int
  • current: 100
  • help: Threshold for objects debugging in KB

variable: r_ShowRenderTarget_FullScreen

  • type: int
  • current: 0
  • help:

variable: r_CustomResMaxSize

  • type: int
  • current: 4096
  • help: Maximum resolution of custom resolution rendering

variable: ag_measureActualSpeeds

  • type: int
  • current: 0
  • help: Measure actual travel speeds of entity and animation origins

variable: e_shadows_omni_max_texture_size

  • type: int
  • current: 512
  • help: Set maximum resolution of shadow map for omni 256(faster), 512(medium), 1024(better quality)

variable: e_cbuffer

  • type: int
  • current: 1
  • help: Activates usage of software coverage buffer. 0 - zone server, 1 - camera culling only; 2 - camera culling and light-to-object check

variable: ca_LodClampThreshold

  • type: int
  • current: 7
  • help:

variable: e_gsm_scatter_lod_dist

  • type: float
  • current: 70
  • help: Size of Scattering LOD GSM in meters

variable: q_ShaderVegetation REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Vegetation
  • Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)

variable: e_decals_deffered_static

  • type: int
  • current: 0
  • help: 1 - switch all non-planar decals placed by level designer to deferred

variable: r_NightVisionSonarRadius

  • type: float
  • current: 32
  • help: Set nightvision sonar hints radius.

variable: r_SSGIAmount

  • type: float
  • current: 1
  • help: SSGI effect multiplier

variable: e_GISecondaryOcclusion

  • type: int
  • current: 0
  • help: Enable/disable secondary occlusion for global illumination. Default: 0 - disabled

variable: sys_DeactivateConsole

  • type: int
  • current: 0
  • help: 0: normal console behavior 1: hide the console

variable: log_FileKeepOpen

  • type: int
  • current: 0
  • help: keep log file open to reduce open time

variable: r_TexturesStreamSystemPoolSize

  • type: int
  • current: 1024
  • help: (null)

variable: vehicle_controller_debug

  • type: int
  • current: 0
  • help: 2 : no collision check

variable: r_HDRBrightness DUMPTODISK

  • type: float
  • current: 1
  • help: HDR brightness
  • Usage: r_HDRBrightness [Value] Default is 1.0

variable: ca_DrawAimIKVEGrid

  • type: int
  • current: 0
  • help: if set to 1, we will the the grid with the virtual examples

variable: e_character_light_offset_x

  • type: float
  • current: 0
  • help: x offset character light source(in camera space)

variable: e_character_light_offset_y

  • type: float
  • current: -0.5
  • help: y offset character light source(in camera space)

variable: e_character_light_offset_z

  • type: float
  • current: 1.5
  • help: z offset character light source(in world space)

variable: e_decals_force_deferred

  • type: int
  • current: 0
  • help: 1 - force to convert all decals to use deferred ones

variable: ai_ProtoRODSilhuette DUMPTODISK

  • type: int
  • current: 0
  • help: Proto

variable: use_data_mining_manager

  • type: int
  • current: 1
  • help:

variable: g_customizer_enable_cutscene

  • type: int
  • current: 1
  • help: enable customizer in cutscene

variable: ai_DrawSmartObjects DUMPTODISK

  • type: int
  • current: 0
  • help: Draws smart object debug information.
  • Usage: ai_DrawSmartObjects [0/1] Default is 0 (off). Set to 1 to draw the smart objects.

variable: ai_DebugDrawBannedNavsos

  • type: int
  • current: 0
  • help: Toggles drawing banned navsos [default 0 is off]

variable: e_occlusion_volumes

  • type: int
  • current: 1
  • help: Enable occlusion volumes(antiportals)

variable: ca_UnloadAnim

  • type: int
  • current: 1
  • help: unload animations when not use.

variable: movement_verify_speed_error_rate

  • type: float
  • current: 3
  • help:

variable: r_SoftAlphaTest

  • type: int
  • current: 1
  • help: Toggles post processed soft alpha test for shaders supporting this
  • Usage: r_SoftAlphaTest [0/1] Default is 1 (enabled)

variable: ca_DrawDecalsBBoxes

  • type: int
  • current: 0
  • help: if set to 1, the decals bboxes are drawn

variable: r_waitRenderThreadAtDeviceLost

  • type: int
  • current: 1
  • help:

variable: r_GeominstancingDebug

  • type: int
  • current: 0
  • help: Toggles HW geometry instancing Debug.
  • Usage: r_GeomInstancing [0/1/2]

variable: e_screenshot

  • type: int

  • current: 0

  • help: Make screenshot combined up of multiple rendered frames (negative values for multiple frames, positive for a a single frame) 1 highres 2 360 degree panorama 3 Map top-down view

  • see: e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x, e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug

variable: login_fast_start DUMPTODISK

  • type: int
  • current: 0
  • help: start to login page (default : 0)

variable: invisible_debug

  • type: int
  • current: 0
  • help: show invisible status

variable: ag_log_entity

  • type: string
  • current:
  • help: Log only this entity

variable: ca_MeshMergeMode

  • type: int
  • current: 16
  • help: RenderMesh Merge Mode

variable: ai_ProtoRODReactionTime DUMPTODISK

  • type: float
  • current: 2
  • help: Proto

variable: p_characterik

  • type: int
  • current: 1
  • help: Toggles character IK.
  • Usage: p_characterik [0/1] Default is 1 (on). Set to 0 to disable inverse kinematics.

variable: r_shootingstar_width

  • type: float
  • current: 0.005
  • help: Width of the shooting star.

variable: sys_budget_tris_road

  • type: float
  • current: 20
  • help:

variable: bot_use_automatic_startup

  • type: int
  • current: 0
  • help: automatic startup

variable: s_BlockAlignSize

  • type: int
  • current: -1
  • help: Internal minimum file block alignment in bytes. Audio will read data in at least chunks of this size.
  • Usage: s_BlockAlignSize [0/…] Default PC: -1, PS3: 16384, XBox360: -1 -1 is a FMOD default and results in 2048 bytes.

variable: s_SpeakerConfig DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Sets up the preferred speaker configuration.
  • Usage: s_SpeakerConfig # where # is a number between 0 and 9 representing 0: AutoDetect 1: Mono 2: Stereo 4: Quad 5: Surround 6: 5Point1 8: 7Point1 9: Prologic Default is 0 (AutoDetect).

variable: intro_zone_id

  • type: int
  • current: -1
  • help: intro zone id for new character

variable: r_solidWireframe

  • type: int
  • current: 0
  • help:

variable: ag_showmovement

  • type: int
  • current: 0
  • help: Show movement requests

variable: r_UseParticlesHalfRes

  • type: int
  • current: 0
  • help: Enables rendering of particles of given blend operation that are close to the camera in half resolution.
  • Usage: r_UseParticlesHalfRes [0/2]

variable: r_log_stream_db_failed_file

  • type: int
  • current: 1
  • help:

variable: ai_AgentStatsDist DUMPTODISK

  • type: int
  • current: 150
  • help: Sets agent statistics draw distance, such as current goalpipe, command and target.
  • Usage: ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled.

variable: option_hide_enchant_broadcast

  • type: int
  • current: 0
  • help: 0(show broadcast), 1(hide broadcast)

variable: es_UpdateEntities

  • type: int
  • current: 1
  • help: Toggles entity updating.
  • Usage: es_UpdateEntities [0/1] Default is 1 (on). Set to 0 to prevent all entities from updating.

variable: e_character_light_radius

  • type: float
  • current: 2.3
  • help: character light source radius

variable: r_GlitterAmount

  • type: int
  • current: 1024
  • help: Sets amount of glitter sprites.
  • Usage: r_GlitterAmount n (default is 1024) Where n represents a number: eg: 256

variable: es_DisableTriggers

  • type: int
  • current: 0
  • help: Disable enter/leave events for proximity and area triggers

variable: impulse_mass_min

  • type: float
  • current: 40
  • help:

variable: name_tag_icon_size_ratio

  • type: float
  • current: 1
  • help: nametag icon size ratio

variable: sv_unit_collide_dameage_debug

  • type: int
  • current: 0
  • help:

variable: option_use_kr_fonts DUMPTODISK

  • type: int
  • current: 0
  • help: enable kr font for any lang. default is 0.

variable: e_shadows_res_scale

  • type: float
  • current: 2.8
  • help: Shadows slope bias for shadowgen

variable: sys_budget_frame_time

  • type: float
  • current: 16.6
  • help:

variable: e_shadows_cast_view_dist_ratio_lights

  • type: float
  • current: 1
  • help: View dist ratio for shadow maps casting for light sources

variable: r_GetScreenShot

  • type: int
  • current: 0
  • help: To capture one screenshot (variable is set to 0 after capturing) 0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot

variable: r_HDRRangeAdaptationSpeed

  • type: float
  • current: 4
  • help: HDR range adaption speed
  • Usage: r_HDRRangeAdaptationSpeed [Value]

variable: model_streaming_debug

  • type: int
  • current: 0
  • help:

variable: music_slient_duration_max

  • type: int
  • current: 20000
  • help: ms

variable: music_slient_duration_min

  • type: int
  • current: 5000
  • help: ms

variable: sys_console_draw_always

  • type: int
  • current: 1
  • help: draw console always for debug

variable: sys_physics_cpu_auto

  • type: int
  • current: 0
  • help: Auto Enable/Disable Physics Thread (zone server only)

variable: sv_timeout_disconnect

  • type: int
  • current: 0
  • help: Timeout for fully disconnecting timeout connections

variable: e_StreamCgfUpdatePerNodeDistance

  • type: int
  • current: 1
  • help: Use node distance as entity distance for far nodes

variable: s_SoftwareChannels DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 256
  • help: Sets the maximum number of software sound channels. Default is 256.

variable: glider_hide_at_sheath

  • type: int
  • current: 0
  • help: 0(show my glider when sheathed), 1(hide my glider when sheathed))

variable: e_custom_texture_share

  • type: int
  • current: 1
  • help: custom texture sharing on/off

variable: quest_cam_dof_range

  • type: float
  • current: 2.5
  • help: quest cam dof range

variable: e_DissolveDistMax

  • type: float
  • current: 8
  • help: At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)

variable: e_DissolveDistMin

  • type: float
  • current: 2
  • help: At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)

variable: departure_server_passport_high

  • type: int
  • current: 0
  • help: departure_server_passport_high

variable: r_Reflections DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles reflections.
  • Usage: r_Reflections [0/1] Default is 1 (reflects).

variable: s_HWChannels DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Sets the number of sound hardware channels to use./nSo even if you have 256 channels only max of them will be used. Default is 0.

variable: e_particles_lights

  • type: int
  • current: 1
  • help: Allows to have simpe light source attached to every article

variable: ignore_ui_permission

  • type: int
  • current: 0
  • help:

variable: e_DissolveDist

  • type: float
  • current: 1.5
  • help: How near to object MVD dissolve effect triggers

variable: e_DissolveTime

  • type: float
  • current: 0.4
  • help: How many seconds transition takes place

variable: ca_GameControlledStrafing

  • type: int
  • current: 1
  • help: Use game controlled strafing/curving flag, instead of low level calculated curving weight.

variable: ac_MCMHorLocalPlayer

  • type: int
  • current: 1
  • help: Overrides the horizontal movement control method specified by AG (overrides filter).

variable: r_ssdoAmount

  • type: float
  • current: 1.2
  • help: Strength of the directional occlusion

variable: r_ShadersPrecacheAllLights

  • type: int
  • current: 0
  • help:

variable: s_VariationLimiter REQUIRE_APP_RESTART

  • type: float
  • current: 1
  • help: Sets limiter to control sound variation.
  • Usage: s_VariationLimiter [0..1] Default is 1.0.

variable: ai_DrawSpawner

  • type: int
  • current: 0
  • help: drawing spawner

variable: r_texturesStreamingUploadPerFrame

  • type: int
  • current: 1
  • help: max upload texture count per frame. (DX9 only)

variable: log_WriteToFile DUMPTODISK

  • type: int
  • current: 1
  • help: toggle whether to write log to file (game.log)

variable: e_custom_dressing_time_max

  • type: float
  • current: 0.5
  • help: set character customizer max dressing time threshold

variable: e_particles_receive_shadows

  • type: int
  • current: 0
  • help: Enable shadow maps receiving for particles

variable: ui_game_provider

  • type: int
  • current: 3
  • help: game provider for ui view(0 : real game provider, 1 : tencent, 2 : gameon, 3 : trion, 4 : mailru, 5 : playwith)

variable: s_X2CullingByMaxChannel

  • type: int
  • current: 1
  • help: allow early culling by max channel.
  • Usage: s_CullingByX2SoundPriority [0/1] Default is 0 (off).

variable: e_dynamic_light_max_count

  • type: int
  • current: 128
  • help: Sets maximum amount of dynamic light sources

variable: ca_DecalSizeMultiplier

  • type: float
  • current: 1
  • help: The multiplier for the decal sizes

variable: option_use_cloud

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_use_cloud [0/1/x]: … e_clouds = 0/1/1

variable: g_enableFriendlyFallAndPlay

  • type: int
  • current: 0
  • help: Enables fall&play feedback for friendly actors.

variable: combat_msg_alpha_visibility

  • type: float
  • current: 10
  • help: visibility of damage display widget

variable: ai_DrawDirectPathTest DUMPTODISK

  • type: int
  • current: 0
  • help: If enabled, you can see direct path test status.

variable: r_Beams

  • type: int
  • current: 3
  • help: Toggles light beams.
  • Usage: r_Beams [0/1/2/3] Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use optimized and with glow support beams.

variable: cl_unit_collide_dameage_debug

  • type: int
  • current: 0
  • help:

variable: custom_camera_max_dist

  • type: float
  • current: 90
  • help:

variable: ca_CachingCDFFiles DUMPTODISK

  • type: int
  • current: 1
  • help: Caching CDF files. 0 : disable, 1 : CDF, 2 : CDF/CHR

variable: r_Flush

  • type: int
  • current: 0
  • help:

variable: r_Gamma DUMPTODISK

  • type: float
  • current: 1
  • help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
  • Usage: r_Gamma 1.0 1 off (default), try values like 1.6 or 2.2

variable: e_obj_tree_shadow_debug

  • type: int
  • current: 0
  • help: Show shadow gen trees

variable: e_particles_middle

  • type: float
  • current: 80
  • help: particle lod middle

variable: r_ShadowsStencilPrePass

  • type: int
  • current: 1
  • help: 1=Use Stencil pre-pass for shadows
  • Usage: r_ShadowsStencilPrePass [0/1]

variable: ai_DebugDrawPlayerActions DUMPTODISK

  • type: int
  • current: 0
  • help: Debug draw special player actions.

variable: lua_loading_profiler

  • type: int
  • current: 0
  • help: use profiler while loading ui 0: do nothing 1: log ui loading time
  • Usage: lua_loading_profiler [0/1]

variable: r_SSAO_amount

  • type: float
  • current: 0.65
  • help: Controls how much SSAO affects ambient

variable: e_object_streaming_stats

  • type: int
  • current: 0
  • help: Debug

variable: r_NVDOF

  • type: int
  • current: 1
  • help: Enables / disables nvidia depth of field solution.
  • Usage: r_NVDOF [0/1/2] 0 is disable. 1 enables(Default). Set to 2 to enable with some constant blur distances for debugging.

variable: es_UpdateContainer

  • type: int
  • current: 1
  • help:
  • Usage: es_UpdateContainer [0/1] Default is 1 (on).

variable: net_input_dump

  • type: int
  • current: 0
  • help: write net_input_trace output to a file (netinput.log)

variable: r_GraphStyle

  • type: int
  • current: 0
  • help:

variable: r_Stats

  • type: int
  • current: 0
  • help: Toggles render statistics. 0=disabled, 1=global render stats, 2=print shaders for selected object, 11=print info about used RT’s (switches), 12=print info about used unique RT’s, 13=print info about cleared RT’s
  • Usage: r_Stats [0/1/2/3/11/12/13]

variable: r_VSync DUMPTODISK, RESTRICTEDMODE

  • type: int
  • current: 0
  • help: Toggles vertical sync.
  • Usage: r_VSync [0/1]

variable: r_Width DUMPTODISK

  • type: int
  • current: 1920
  • help: Sets the display width, in pixels. Default is 1024.
  • Usage: r_Width [800/1024/..]

variable: e_dissolve_transition_threshold

  • type: float
  • current: 0.05
  • help: Controls disabling of smooth transition if camera moves too fast

variable: r_DeferredShadingLightVolumes

  • type: int
  • current: 1
  • help: Toggles Light volumes for deferred shading.
  • Usage: r_DeferredShadingLightVolumes [0/1] Default is 1 (enabled). 0 Disables.

variable: net_channelstats

  • type: int
  • current: 0
  • help: Display bandwidth statistics per-channel

variable: r_NVDOF_NearBlurSize

  • type: float
  • current: 4
  • help: The strength of the near blur effect. From 1 to 15 (default 4). The higher the number, the more blurred things will appear in the near field.

variable: e_particles_source_filter

  • type: int
  • current: 0
  • help:

variable: ai_DrawProbableTarget DUMPTODISK

  • type: int
  • current: 0
  • help: Enables/Disables drawing the position of probable target.

variable: ac_predictionProbabilityOri

  • type: float
  • current: -1
  • help: .

variable: ac_predictionProbabilityPos

  • type: float
  • current: -1
  • help: .

variable: pl_zeroGEnableGyroFade

  • type: int
  • current: 2
  • help: Enable fadeout of gyro-stabilizer for vertical view angles (2=disable speed fade as well).

variable: glider_debug

  • type: int
  • current: 0
  • help:

variable: s_FileAccess

  • type: int
  • current: 1
  • help: Toggles disk access on reading files. 0: direct file access via CryPak 1: indirect file access via StreamingSystem with wait Default is 0.

variable: um_steer_wheel_rotate_power

  • type: int
  • current: 7
  • help: ship steerWheel rotate power

variable: sound_enable_quest_summary_voice

  • type: int
  • current: 1
  • help: quest summary voice (enable : 1, disable : others)

variable: cu_stream_method

  • type: int
  • current: 1
  • help: 0 : old, 1 : new(c_asset with xml streaming)

variable: r_ForceDiffuseSpecClear

  • type: int
  • current: 0
  • help: Diffuse and Specular Color Clear

variable: e_vegetation_mem_sort_test

  • type: int
  • current: 0
  • help: Debug

variable: ExitOnQuit

  • type: int
  • current: 1
  • help:

variable: e_StreamCgfDebugFilter

  • type: string
  • current:
  • help: Show only items containnig specified text

variable: e_StreamCgfDebugHeatMap

  • type: int
  • current: 0
  • help: Generate and show mesh streaming heat map 1: Generate heat map for entire level 2: Show last heat map

variable: ai_SightRangeDarkIllumMod SAVEGAME

  • type: float
  • current: 0.5
  • help: Multiplier for sightrange when the target is in dark light condition.

variable: MemInfo

  • type: int
  • current: 0
  • help: Display memory information by modules

variable: ac_debugMotionParams

  • type: int
  • current: 0
  • help: Display graph of motion parameters.

variable: r_CBStaticDebug

  • type: int
  • current: 0
  • help: Toggles debugging of per-instance CBs.
  • Usage: r_UseCBStaticDebug [0/1] Default is 0 (off). Set to 1 to enable asserts when static CB content is differ from the actual instance content.

variable: r_VegetationSpritesMaxUpdate

  • type: int
  • current: 10
  • help:

variable: r_TexturesStreamAdaptiveMargin

  • type: float
  • current: 0.1
  • help: percentage of pool size that adaptive mip ratio affects

variable: g_breakImpulseScale REQUIRE_LEVEL_RELOAD

  • type: float
  • current: 1
  • help: How big do explosions need to be to break things?

variable: p_enforce_contacts

  • type: int
  • current: 1
  • help: This variable is obsolete.

variable: v_dumpFriction

  • type: int
  • current: 0
  • help: Dump vehicle friction status

variable: e_joint_strength_scale

  • type: float
  • current: 1
  • help: Scales the strength of prebroken objects’ joints (for tweaking)

variable: prefab_use_mmf

  • type: int
  • current: 0
  • help: 0: off, 1: on

variable: option_enable_combat_chat_log DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: enable combat chat log. default is 0.

variable: g_tree_cut_reuse_dist

  • type: float
  • current: 0
  • help: Maximum distance from a previously made cut that allows reusing

variable: r_TexturesStreamSystemLimitCheckTime

  • type: float
  • current: 3
  • help:

variable: es_VisCheckForUpdate

  • type: int
  • current: 1
  • help:
  • Usage: es_VisCheckForUpdate [0/1] Default is 1 (on).

variable: p_max_plane_contacts_distress

  • type: int
  • current: 4
  • help: Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts

variable: name_tag_hp_width

  • type: float
  • current: 70
  • help: nametag hp bar width

variable: r_ShowTimeGraph

  • type: int
  • current: 0
  • help: Configures graphic display of frame-times.
  • Usage: r_ShowTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

variable: r_StereoEyeDist DUMPTODISK

  • type: float
  • current: 0.02
  • help: Maximum separation between stereo images in percentage of the screen.

variable: bot_world_id

  • type: int
  • current: 0
  • help: bot world id

variable: sys_dll_game

  • type: string
  • current: x2game-dev_dedicate.dll
  • help: Specifies the game DLL to load

variable: net_actor_controller_debug

  • type: int
  • current: 0
  • help:

variable: net_actor_controller_delay

  • type: int
  • current: 300
  • help: ms

variable: r_HDRRangeAdaptLBufferMax DUMPTODISK

  • type: float
  • current: 0.125
  • help: Set range adaptation max adaptation for light buffers (improve precision - minimize banding)
  • Usage: r_HDRRangeAdaptLBufferMax [Value] Default is 0.25f

variable: r_RainLayersPerFrame

  • type: int
  • current: 2
  • help: Number of rain layers to render per frame

variable: sys_budget_particle_etc

  • type: float
  • current: 100
  • help:

variable: sys_budget_particle_mfx

  • type: float
  • current: 100
  • help:

variable: ca_CharEditModel

  • type: string
  • current: objects/Characters/nuian/male/nude/nu_m_base.cdf
  • help:

variable: e_terrain_deformations_obstruct_object_size_ratio

  • type: float
  • current: 1
  • help:

variable: r_texturesstreamingResidencyEnabled

  • type: int
  • current: 1
  • help: Toggle for resident textures streaming support.
  • Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled

variable: e_vegetation_disable_bending_distance

  • type: float
  • current: 70
  • help: Disable vegetation bending depending on the distance

variable: cl_unit_collide_effect_interval

  • type: int
  • current: 500
  • help: msec

variable: r_BufferUpload_WriteMode

  • type: int
  • current: 0
  • help: Set the mode for uploading data to buffers. 0 == UpdateSubresource, 1 == Map

variable: r_MeshPoolSize

  • type: int
  • current: 0
  • help: The size of the pool for render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change.

variable: e_particles_object_collisions

  • type: int
  • current: 1
  • help: Enable particle/object collisions for SimpleCollision

variable: e_modelview_Prefab_light_offset_x

  • type: float
  • current: 0
  • help: x modelview Prefab light source(in world space)

variable: e_modelview_Prefab_light_offset_y

  • type: float
  • current: 0
  • help: y modelview Prefab light source(in world space)

variable: e_modelview_Prefab_light_offset_z

  • type: float
  • current: 0
  • help: z modelview Prefab light source(in world space)

variable: ca_gc_check_count

  • type: int
  • current: 2
  • help:

variable: ca_AllowMultipleEffectsOfSameName

  • type: int
  • current: 0
  • help: Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance.

variable: name_tag_custom_gauge_size_ratio

  • type: float
  • current: 1
  • help: coustom gauge name tag size ratio

variable: um_stream_prefab_switch

  • type: int
  • current: 1
  • help:

variable: swim_dead_anim_debug

  • type: int
  • current: 0
  • help:

variable: e_particles_dynamic_particle_count

  • type: int
  • current: 0
  • help: change particle count in runtime

variable: r_TexturesStreamingDebugDumpIntoLog

  • type: int
  • current: 0
  • help: Dump content of current texture streaming debug screen into log

variable: ca_DrawBaseMesh

  • type: int
  • current: 1
  • help: if this is 0, will not draw the characters

variable: net_defaultChannelPacketRateToleranceLow READONLY

  • type: float
  • current: 0.1
  • help:

variable: e_material_loading_profile

  • type: int
  • current: 0
  • help: Debug

variable: e_particles_trail_min_seg_size

  • type: float
  • current: 0.2
  • help: Trail effect spline segment size

variable: auto_enemy_targeting

  • type: int
  • current: 0
  • help: auto targeting for attacking skill

variable: movement_verify_sample_max

  • type: int
  • current: 200
  • help:

variable: camera_damping_use_physics_speed

  • type: int
  • current: 1
  • help:

variable: ca_DebugAnimMemTracking DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, then its shows the anim-key allocations

variable: r_texturesstreamingResidencyTime

  • type: float
  • current: 10
  • help: Time to keep textures resident for before allowing them to be removed from memory.
  • Usage: r_TexturesStreamingResidencyTime [Time] Default is 10 seconds

variable: r_WaterReflectionsMinVisUpdateFactorMul DUMPTODISK

  • type: float
  • current: 20
  • help: Activates update factor multiplier when water mostly occluded.

variable: e_Tessellation

  • type: int
  • current: 1
  • help: HW geometry tessellation 0 = not allowed, 1 = allowed

variable: r_desireHeight DUMPTODISK

  • type: int
  • current: 1080
  • help: desire screen height.

variable: e_gsm_extra_range_shadow

  • type: int
  • current: 1
  • help: Enable Extra Range Shadow

variable: g_breakagelog

  • type: int
  • current: 0
  • help: Log break events

variable: e_decals_precreate

  • type: int
  • current: 1
  • help: Pre-create decals at load time

variable: r_dyntexatlasvoxterrainsize

  • type: int
  • current: 0
  • help:

variable: s_ReverbDelay

  • type: float
  • current: -1
  • help: Sets the current reverb’s late reflection in seconds! (overrides dynamic values!)
  • Usage: s_ReverbDelay [0/0.1]
  • Default: -1 -1: Uses the value set within the reverb preset.

variable: sys_budget_tris_entity

  • type: float
  • current: 20
  • help:

variable: cp_debug_ray_world_intersection_rwi_flags

  • type: int
  • current: 0
  • help: override flags

variable: auto_disconnect_timer DUMPTODISK

  • type: int
  • current: 30
  • help: current auto disconnect version (default : 30 min)

variable: g_walkMultiplier SAVEGAME

  • type: float
  • current: 1
  • help: Modify movement speed

variable: ai_AdjustPathsAroundDynamicObstacles

  • type: int
  • current: 1
  • help: Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles

variable: r_ShadowsGridAligned DUMPTODISK

  • type: int
  • current: 0
  • help: Selects algorithm to use for shadow mask generation: 0 - Disable shadows snapping 1 - Enable shadows snapping 2 - Just snap position (by a small fixed value)

variable: p_max_contact_gap_player

  • type: float
  • current: 0.01
  • help: Sets the safe contact gap for player collisions with the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only.

variable: um_ship_full_sail_speed_rate

  • type: float
  • current: 0.5
  • help:

variable: e_cgf_verify

  • type: int
  • current: 0
  • help: Debug

variable: r_WaterReflectionsMinVisUpdateDistanceMul DUMPTODISK

  • type: float
  • current: 10
  • help: Activates update distance multiplier when water mostly occluded.

variable: e_cbuffer_terrain_distance_near

  • type: float
  • current: 50
  • help: Only near sectors are rasterized

variable: r_TexGrid

  • type: int
  • current: 0
  • help:

variable: name_tag_font_size_on_bgmode

  • type: int
  • current: 17
  • help: set unit name tag font size on bg mode

variable: profile_disk_timeframe

  • type: float
  • current: 5
  • help: Set maximum keeping time for collected IO statistics items in seconds The default value is 5 sec
  • Usage: profile_disk_timeframe [sec]

variable: bot_scan_area_filter

  • type: string
  • current:
  • help: filter (default : “”)

variable: r_NVDOF_BokehLuminance

  • type: float
  • current: 0.85
  • help: The minimum luminance value at which we start to see bokeh effects. Should be between 0 and 1 (default .85).

variable: net_defaultChannelPacketRateToleranceHigh READONLY

  • type: float
  • current: 2
  • help:

variable: r_BeamsDistFactor

  • type: float
  • current: 0.05
  • help: Distance between slices.
  • Usage: r_BeamsDistFactor [fValue] Default is 0.01 (0.01 meters between slices).

variable: pelvis_shake_knockback

  • type: float
  • current: 1
  • help:

variable: d3d9_ui_buffer_size REQUIRE_APP_RESTART

  • type: int
  • current: 2048
  • help: kilo bytes

variable: g_godMode

  • type: int
  • current: 0
  • help: God Mode

variable: r_TexturesStreamingMipClampDVD

  • type: int
  • current: 1
  • help: Clamp the texture mip level to certain value when streaming from DVD. 1 will never allow highest mips to be loaded for example.
  • Usage: r_TexturesStreamingMipClampDVD [0..4] Default is 1.

variable: e_TessellationMaxDistance

  • type: float
  • current: 30
  • help: Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout

variable: option_weapon_effect

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_weapon_effect [0/1/x]: … e_particles_disable_equipments = 1/0/0 … e_use_enhanced_effect = 0/1/1 … e_use_gem_effect = 0/1/1

variable: over_head_marker_width

  • type: float
  • current: 46
  • help: overhead marker width

variable: e_gsm_terrain_include_objects

  • type: int
  • current: 1
  • help: Includes terrain shadows into last very big shadow frustum

variable: dt_meleeTime

  • type: float
  • current: 0.3
  • help: time in seconds between double taps for melee

variable: r_silhouetteSize

  • type: float
  • current: 1.3
  • help: Silhouette Size

variable: r_NightVisionSonarLifetime

  • type: float
  • current: 2
  • help: Set nightvision sonar hints lifetime.

variable: e_voxel_ao_scale

  • type: int
  • current: 4
  • help: Ambient occlusion amount

variable: e_ProcVegetationMaxObjectsInChunk

  • type: int
  • current: 2048
  • help: Maximum number of instances per chunk

variable: s_ObstructionMaxValue

  • type: float
  • current: 0.95
  • help: Toggles maximum obstruction effect.
  • Usage: s_ObstructionMaxValue [0..1.0f] 0: off 1.0f: total maximum obstruction Default is 0.85f.

variable: g_ignore_family_invite

  • type: int
  • current: 0
  • help: 0(accept family invite), 1(ignore family invite)

variable: e_shadows_on_alpha_blended

  • type: int
  • current: 1
  • help: Enable shadows on aplhablended

variable: e_GICascadesRatio

  • type: float
  • current: 2
  • help: Sets slope of cascades for global illumination. Default: 2.f

variable: e_GsmViewSpace

  • type: int
  • current: 0
  • help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera

variable: ca_LoadHeaders

  • type: int
  • current: 1
  • help: Enable loading animation headers from DBH

variable: p_prohibit_unprojection

  • type: int
  • current: 1
  • help: Prohibit Unprojection and velocity penalties upon Unprojection

variable: fly_stance_enable DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable FLY stance

variable: e_water_tesselation_swath_width

  • type: int
  • current: 10
  • help: Set the swath width for the boustrophedonic mesh stripping

variable: net_defaultChannelBitRateToleranceHigh READONLY

  • type: float
  • current: 0.001
  • help:

variable: show_dof_value

  • type: int
  • current: 1
  • help: [0,1] off, on

variable: e_particles_stream

  • type: int
  • current: 1
  • help: Activates streaming of particles

variable: pl_zeroGSpeedModeEnergyConsumption

  • type: float
  • current: 0.5
  • help: Percentage consumed per second while speed sprinting in ZeroG.

variable: g_debug_sync_without_physics

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: ca_SmoothStrafe

  • type: int
  • current: 1
  • help: If this is 1, then we smooth the strafe vector

variable: cd_no_spawn

  • type: int
  • current: 0
  • help:

variable: e_occlusion_culling_view_dist_ratio

  • type: float
  • current: 0.5
  • help: Skip per object occlusion test for very far objects - culling on tree level will handle it

variable: e_CoarseShadowMgrDebug

  • type: float
  • current: 0
  • help: Toggles coarse visibility manager debug output information 0 = Off 1 = display queries information 2 = display queries cache information

variable: r_UseParticlesMerging

  • type: int
  • current: 0
  • help: Enables merging of particles drawcalls.
  • Usage: CV_r_useparticles_merge [0/1]

variable: e_character_back_light

  • type: int
  • current: 1
  • help: character backlight on/off

variable: e_GIBlendRatio

  • type: float
  • current: 0.25
  • help: Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2

variable: sys_sleep_background

  • type: int
  • current: 40
  • help: sleep while in background (ms)

variable: r_ShowLightBounds

  • type: int
  • current: 0
  • help: Display light bounds - for debug purpose
  • Usage: r_ShowLightBounds [0=off/1=on]

variable: ai_MovementSpeedMediumIllumMod SAVEGAME

  • type: float
  • current: 0.8
  • help: Multiplier for movement speed when the target is in medium light condition.

variable: e_particles_thread

  • type: int
  • current: 0
  • help: Enable particle threading

variable: e_debug_drawShowOnlyLod

  • type: int
  • current: -1
  • help: e_DebugDraw shows only objects showing lod X

variable: hs_ignore_dominion_area RESTRICTEDMODE

  • type: int
  • current: 0
  • help: editor only

variable: e_GIGlossyReflections

  • type: int
  • current: 0
  • help: Enable/disable reflective mode for global illumination. Default: 0 - disabled

variable: net_voice_trail_packets

  • type: int
  • current: 5
  • help:

variable: option_shadow_view_dist_ratio_character

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_shadow_view_dist_ratio_character [1/2/3/4/x]: … e_shadows_cast_view_dist_ratio_character = 0.01/0.02/0.03/0.04/0.04

variable: profile_event_tolerance

  • type: float
  • current: 0.5
  • help: Length of a profile section before it becomes and event (in Milliseconds).

variable: p_max_contact_gap_simple

  • type: float
  • current: 0.03
  • help: Specifies the maximum contact gap for objects that use the simple solver

variable: r_DualMaterialCullingDist

  • type: float
  • current: 50
  • help: Set dual material culling dist. Default is 50.f.

variable: cp_world_picking

  • type: int
  • current: 0
  • help:

variable: cp_debug_ray_world_intersection_entity_query_flags

  • type: int
  • current: 0
  • help: override objtypes

variable: e_VoxTerShadows

  • type: int
  • current: 1
  • help: Debug

variable: ai_SystemUpdate

  • type: int
  • current: 1
  • help: Toggles the regular AI system update.
  • Usage: ai_SystemUpdate [0/1] Default is 1 (on). Set to 0 to disable ai system updating.

variable: e_detail_materials_zpass_normal_draw_dist

  • type: float
  • current: 100
  • help: in zpass, detail material normal draw dist

variable: sys_no_crash_dialog

  • type: int
  • current: 0
  • help:

variable: time_scale

  • type: float
  • current: 1
  • help: Game time scaled by this - for variable slow motion

variable: ai_InterestDetectMovement DUMPTODISK

  • type: int
  • current: 0
  • help: Enable movement detection in interest system

variable: e_modelview_Prefab_sunlight_dir_x

  • type: float
  • current: -0.207
  • help: x modelview sunlight direction

variable: e_modelview_Prefab_sunlight_dir_y

  • type: float
  • current: -0.756
  • help: y modelview sunlight direction

variable: e_modelview_Prefab_sunlight_dir_z

  • type: float
  • current: 0.621
  • help: z modelview sunlight direction

variable: e_decals_merge

  • type: int
  • current: 1
  • help: Combine pieces of decals into one render call

variable: sound_others_material_effect_sound_volume

  • type: float
  • current: 0.5
  • help: others material effect sound volume. [0.0 - 1.0]

variable: ca_LodSkipTaskInflectionOfRatio

  • type: float
  • current: 100
  • help:

variable: r_ShowNormals

  • type: int
  • current: 0
  • help: Toggles visibility of normal vectors.
  • Usage: r_ShowNormals [0/1]Default is 0 (off).

variable: i_offset_up

  • type: float
  • current: 0
  • help: Item position up offset

variable: pl_debug_filter

  • type: string
  • current:
  • help:

variable: ai_DrawModifiers DUMPTODISK

  • type: int
  • current: 0
  • help: Toggles the AI debugging view of navigation modifiers.

variable: i_forcefeedback

  • type: int
  • current: 1
  • help: Enable/Disable force feedback output.

variable: ca_DebugAnimUsageOnFileAccess

  • type: int
  • current: 0
  • help: shows what animation assets are used in the level, triggered by key fileAccess events

variable: pl_curvingSlowdownSpeedScale

  • type: float
  • current: 1
  • help: Player only slowdown speedscale when curving/leaning extremely.

variable: g_grabLog

  • type: int
  • current: 0
  • help: verbosity for grab logging (0-2)

variable: ai_genCryOrgWaterGraph DUMPTODISK

  • type: int
  • current: 1
  • help: If enabled, generate water triangulation in cry’s way.

variable: sound_others_combat_sound_volume

  • type: float
  • current: 0.5
  • help: target != player and source != player. [0.0 - 1.0]

variable: cl_web_upload_reserved_screenshot_file_name

  • type: string
  • current:
  • help: recent screenshot file name

variable: e_water_ocean_soft_particles

  • type: int
  • current: 1
  • help: Enables ocean soft particles
  • type: int
  • current: 0
  • help: show the path for blink

variable: option_view_dist_ratio

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_view_dist_ratio [1/2/3/4/x]: … ca_useDecals = 0/0/0/1/1 … cd_cattle_update_distance = 20/32/40/64/64 … cd_furniture_update_distance = 20/32/40/64/64 … e_cbuffer_resolution = 128/128/256/256/256 … e_decals_allow_game_decals = 0/1/1/1/1 … e_lod_min = 0/0/0/0/0 … e_lod_ratio = 1/3/4.5/6/6 … e_lods = 1/1/1/1/1 … e_max_view_dst_spec_lerp = 0/0.5/1/1/1 … e_obj_quality = 1/2/3/4/4 … e_stream_cgf = 1/1/1/1/1 … e_view_dist_ratio = 30/30/40/60/60 … e_view_dist_ratio_detail = 15/19/24/30/30 … es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1

variable: sys_min_step

  • type: float
  • current: 0.01
  • help: Specifies the minimum physics step in a separate thread

variable: r_MeshVolatilePoolSize

  • type: int
  • current: 0
  • help: The size of the pool for volatile render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change.

variable: ag_physErrorInnerRadiusFactor DUMPTODISK

  • type: float
  • current: 0.05
  • help:

variable: click_to_move

  • type: int
  • current: 0
  • help: move with mouse click (0 : off, 1 : on)

variable: ag_action

  • type: string
  • current:
  • help: Force this action

variable: camera_smooth_fadeout_mate

  • type: float
  • current: 0.1
  • help:

variable: cl_headBobLimit

  • type: float
  • current: 0.06
  • help: head bobbing distance limit

variable: aux_phys_active_all

  • type: int
  • current: 0
  • help: 0 : activate by lod 1 : active all 2 : deactive all

variable: ac_frametime

  • type: int
  • current: 0
  • help: Display a graph of the frametime.

variable: sys_budget_system_memory_mesh

  • type: float
  • current: 64
  • help:

variable: decoration_smart_positioning_loop_count

  • type: int
  • current: 10
  • help: (null)

variable: s_GameMasterVolume DUMPTODISK

  • type: float
  • current: 0.200001
  • help: Allows for setting the application’s master volume.
  • Usage: s_GameMasterVolume [0…1] Default is 1 (full volume).

variable: ca_LoadDBH

  • type: int
  • current: 0
  • help: Enable loading animations from DBH

variable: pl_zeroGThrusterResponsiveness

  • type: float
  • current: 0.3
  • help: Thrusting responsiveness.

variable: ag_logDrawnActors

  • type: int
  • current: 0
  • help: log all drawn actors

variable: ca_LodDist

  • type: float
  • current: 0
  • help:

variable: ca_SameSkeletonEffectsMaxCount

  • type: int
  • current: 15
  • help: Set Max Count of same skeleton effects

variable: sys_budget_system_memory

  • type: float
  • current: 1024
  • help:

variable: r_deferredDecalsMSAA

  • type: int
  • current: 1
  • help: Enables MSAA for deferred decals. Decals will still work in MSAA modes when this is off, but will create wierd outlines around things sometimes. Default is 0 (off).

variable: glider_start_with_double_jump

  • type: int
  • current: 1
  • help:

variable: overhead_marker_fixed_size

  • type: int
  • current: 1
  • help: render over head marker with fixed size

variable: ai_DynamicWaypointUpdateTime

  • type: float
  • current: 0.0005
  • help: How long (max) to spend updating dynamic waypoint regions per AI update (in sec) 0 disables dynamic updates. 0.0005 is a sensible value

variable: ac_targetcorrectiontimescale

  • type: float
  • current: 4
  • help: .

variable: var_aggro_meter

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: r_OceanLodDist

  • type: int
  • current: 100
  • help:

variable: ca_DebugFacialEyes

  • type: int
  • current: 0
  • help: Debug facial eyes info

variable: ai_DrawPatterns DUMPTODISK

  • type: int
  • current: 0
  • help: Draws all the currently active track patterns of the AI agents.
  • Usage: ai_DrawPatterns [0/1] Default is 0 (off). Set to 1 to draw the AI track patterns.

variable: r_MeasureOverdraw

  • type: int
  • current: 0
  • help: 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
  • Usage: r_MeasureOverdraw [0/1]

variable: e_no_lod_chr_tris

  • type: float
  • current: 1000
  • help: unit of check a chr lod

variable: effect_max_same_item_per_source

  • type: int
  • current: 50
  • help:

variable: sv_bandwidth

  • type: int
  • current: 50000
  • help: Bit rate on server

variable: r_particles_lights_no_merge_size

  • type: float
  • current: 10
  • help: particle light no merge range

variable: e_particles_preload

  • type: int
  • current: 0
  • help: Enable preloading of all particle effects at the begining

variable: prefab_cache_xml

  • type: int
  • current: 2
  • help: 0: don’t cache, 1: precache all, 2: unit & doodad only, 3: unit only

variable: r_NVSSAO_OnlyOccludeAmbient

  • type: int
  • current: 2
  • help: Changes the way SSAO interacts with ambient light [0/1] 0 - NVSSAO occludes both ambient/indirect lighting and direct light from the sun 1 - NVSSAO only occludes ambient/indirect lighting. Direct light from the sun is unaffected. 2 - NVSSAO occludes both ambient/indirect lighting and direct light from the sun, but specular is unaffected and grass objects are unaffected.

variable: option_view_distance

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_view_distance [1/2/3/4/x]: … e_StreamCgfPoolSize = 80/100/120/150/150 … e_max_view_dst = 600/1000/1500/2000/2000 … r_FogDensityScale = 3/2/1/1/1 … r_FogRampScale = .3/.5/1/1/1

variable: e_modelview_Prefab_light_specualr_multy

  • type: float
  • current: 0
  • help: modelview Prefab light source specualr multy

variable: ai_DebugDrawDamageParts DUMPTODISK

  • type: int
  • current: 0
  • help: Draws the damage parts of puppets and vehicles.

variable: e_VoxTerHideIntegrated

  • type: int
  • current: 0
  • help: Debug

variable: cd_unmount_auto

  • type: int
  • current: 1
  • help: unmount all things when interact something

variable: s_DebugMusic DUMPTODISK

  • type: int
  • current: 0
  • help: Changes music-debugging verbosity level.
  • Usage: s_DebugMusic [0/4] Default is 0 (off). Set to 1 (up to 4) to debug music.

variable: profile_disk

  • type: int
  • current: 1
  • help: Enables Disk Profiler (should be deactivated for final product) The C++ function CryThreadSetName(threadid,“Name”) needs to be called on thread creation. 0=off, 1=on screen, 2=on disk Disk profiling may not work on all combinations of OS and CPUs
  • Usage: profile_disk [0/1/2]

variable: profile_peak

  • type: float
  • current: 10
  • help: Profiler Peaks Tolerance in Milliseconds.

variable: r_TextureLodMaxLod

  • type: int
  • current: 1
  • help: Controls dynamic LOD system for textures used in materials.
  • Usage: r_TextureLodMaxLod [1 or bigger] Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame

variable: p_list_active_objects

  • type: int
  • current: 0
  • help: 0: off 1: list once 2: on

variable: ac_terrain_foot_align

  • type: int
  • current: 1
  • help: Turn On/Off of terrain foot align(IK)

variable: s_DebugSound

  • type: int
  • current: 0
  • help: Toggles sound debugging mode.
  • Usage: s_DebugSound [0/13] 0: Disables debugging. 1: Enables simple sound debugging. 2: Enables full sound debugging. 3: Enables sound event callback debugging. 4: Enables sound event listener debugging. 5: Enables sound syncpoint debugging. 6: Enables simple memory debugging. 7: Enables FMOD logging into fmod.log. 8: Enables simple FMOD debugging into fmod.log. 9: Enables complex FMOD debugging into fmod.log. 10: Enables FMOD memory debugging into fmod.log. 11: Enables logging of all FMOD output into fmod.log. 12: Enables AudioDevice command logging to SoundCommands.xml. 13: Enables logging of information on Voice files which have programmersounds. Default is 0 (off).

variable: r_debugPatchwork

  • type: int
  • current: 0
  • help: Enable saving character texture before/after patchwork. target folder is ($TRUNK)/patchwork.
  • Usage: r_debugPatchwork 0 (default is 0)

variable: mov_loading

  • type: int
  • current: 1
  • help: loading bar show option (0 = off, 1 = sequence set, 2 = on)

variable: bot_replay

  • type: string
  • current:
  • help: bot replay name

variable: ai_AttemptStraightPath

  • type: int
  • current: 0
  • help: Toggles AI attempting a simple straight path when possible. Default is 1 (on).

variable: swim_jump_end_depth

  • type: float
  • current: 0.2
  • help: swim jump end depth (meter)

variable: e_time_of_day_debug

  • type: int
  • current: 0
  • help: Time of Day Debug

variable: e_bboxes

  • type: int
  • current: 0
  • help: Activates drawing of bounding boxes

variable: e_load_only_sub_zone_shape

  • type: float
  • current: 0
  • help: cheat for research sub zone

variable: s_LanguagesConversion

  • type: int
  • current: 1
  • help: Controls conversion of legacy event name to direct wav files (only for languages).
  • Usage: s_LanguagesConversion [0/1] Default is 0 (off).

variable: um_show_attach_point

  • type: int
  • current: 0
  • help: show unit model attach point

variable: r_ssdoRadiusMax

  • type: float
  • current: 0.2
  • help: Max clamped SSDO radius

variable: r_ssdoRadiusMin

  • type: float
  • current: 0.06
  • help: Min clamped SSDO radius

variable: ca_ChrBaseLOD DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Base Lod Level for Chr CRenderMesh

variable: number_of_back_visual

  • type: int
  • current: 1
  • help:

variable: model_streaming_enable

  • type: int
  • current: 1
  • help:

variable: e_time_of_day_speed

  • type: float
  • current: 0.0017
  • help: Time of Day change speed

variable: cd_indicator_time

  • type: int
  • current: 2000
  • help: show indicator time

variable: ai_PathfinderUpdateTime

  • type: float
  • current: 0.005
  • help: Maximum pathfinder time per AI update

variable: pl_fall_start_height

  • type: float
  • current: 2
  • help: Minimum height for starting freefall signal.

variable: use_celerity_with_double_forward

  • type: int
  • current: 1
  • help:

variable: ca_PrintDesiredSpeed DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, it will print the desired speed of the human characters

variable: es_activateEntity

  • type: string
  • current:
  • help: Activates an entity

variable: log_VerbosityOverridesWriteToFile DUMPTODISK

  • type: int
  • current: 0
  • help: when enabled, setting log_verbosity to 0 will stop all logging including writing to file

variable: r_dofMinZScale

  • type: float
  • current: 0
  • help: Set dof min z out of focus strenght (good default value - 1.0f)

variable: e_skip_precache

  • type: int
  • current: 0
  • help: Load fast for development (skipping precache)

variable: e_modelview_Prefab_rot_x

  • type: float
  • current: 0
  • help: modelview Prefab rot x

variable: e_modelview_Prefab_rot_z

  • type: float
  • current: 0
  • help: modelview Prefab rot z

variable: e_modelview_Prefab_scale

  • type: float
  • current: 1
  • help: modelview Prefab scale

variable: cl_account DUMPTODISK

  • type: string
  • current: admin
  • help: Client account used when connecting to server

variable: e_ambient_multiplier_no_point_lights

  • type: float
  • current: 1.5
  • help: Ambient colour multiplier when point light sources are disabled

variable: r_CustomResHeight

  • type: int
  • current: 0
  • help: Height of custom resolution rendering

variable: e_sun_clipplane_range

  • type: float
  • current: 875
  • help: Max range for sun shadowmap frustum

variable: r_SSGIRadius

  • type: float
  • current: 0.1
  • help: SSGI kernel radius

variable: r_ColorGrading

  • type: int
  • current: 1
  • help: Enables color grading.
  • Usage: r_ColorGrading [0/1]

variable: ai_WarningsErrorsLimitInGame DUMPTODISK

  • type: int
  • current: 20
  • help: Caution: There’s no limit in Editor. No limit = 0, limit by n = n

variable: r_ShadersAddListRT

  • type: string
  • current:
  • help:

variable: ag_debugLayer

  • type: int
  • current: 0
  • help: Animation graph layer to display debug information for

variable: ag_debugMusic

  • type: int
  • current: 0
  • help: Debug the music graph

variable: s_DialogVolume DUMPTODISK

  • type: float
  • current: 1
  • help: Sets the volume of all dialog sounds.
  • Usage: s_DialogVolume 0.5 Default is 1, which is full volume.

variable: name_tag_large_app_stamp_size_ratio

  • type: float
  • current: 1
  • help: large stamp app name tag size ratio

variable: cg_trace_spawn

  • type: int
  • current: 2
  • help: trace spawn/remove of client gimmick

variable: cd_use_mesh_to_collide_check

  • type: int
  • current: 1
  • help:

variable: p_max_LCPCG_subiters

  • type: int
  • current: 120
  • help: Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)

variable: ai_DrawGroupTactic DUMPTODISK

  • type: int
  • current: 0
  • help: draw group tactic: 0 = disabled, 1 = draw simple, 2 = draw complex.

variable: pelvis_shake_scale

  • type: float
  • current: 0.9
  • help:

variable: e_clouds

  • type: int
  • current: 1
  • help: Enable clouds rendering

variable: net_defaultChannelBitRateToleranceLow READONLY

  • type: float
  • current: 0.5
  • help:

variable: e_decals_clip

  • type: int
  • current: 1
  • help: Clip decal geometry by decal bbox

variable: ai_doNotLoadNavigationData

  • type: int
  • current: 0
  • help:

variable: r_UseParticlesGlow

  • type: int
  • current: 1
  • help: Enables glow particles.
  • Usage: CV_r_useparticles_glow [0/1]

variable: r_LogShaders

  • type: int
  • current: 0
  • help: Logs shaders info to Direct3DLogShaders.txt 0: off 1: normal 2: extended

variable: ag_debug

  • type: string
  • current:
  • help: Entity to display debug information for animation graph for

variable: ag_humanBlending

  • type: int
  • current: 0
  • help: Ivo’s debug stuff. Don’t ask!

variable: camera_debug_target_dist

  • type: int
  • current: 0
  • help: Debug render camera target dist

variable: sys_use_limit_fps DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable to limit max frame per second

variable: e_terrain_lod_ratio

  • type: float
  • current: 0.75
  • help: Set heightmap LOD

variable: name_tag_hp_bg_width_offset

  • type: float
  • current: 13
  • help: nametag hp bg width offset

variable: ag_queue

  • type: string
  • current:
  • help: Next state to force

variable: e_decals

  • type: int
  • current: 1
  • help: Activates drawing of decals (game decals and hand-placed)

variable: p_noGeomLoad

  • type: int
  • current: 0
  • help: do not load or create geometry

variable: s_Profiling

  • type: int
  • current: 0
  • help: Toggles profiling of some sound calls.
  • Usage: s_Profiling [0/1] Default is 0 (off).

variable: es_UpdatePhysics

  • type: int
  • current: 1
  • help: Toggles updating of entity physics.
  • Usage: es_UpdatePhysics [0/1] Default is 1 (on). Set to 0 to prevent entity physics from updating.

variable: auth_serveraddr DUMPTODISK

  • type: string
  • current: 164.132.75.106
  • help: AuthServer address

variable: auth_serverport DUMPTODISK

  • type: int
  • current: 1237
  • help: AuthServer port

variable: cam_target

  • type: string
  • current: $NONE$
  • help: Set the target entity of camera. “$NONE$” means no target. Be careful to remember that this is the name of entity(not unit)!

variable: e_AllowFP16Terrain

  • type: int
  • current: 1
  • help: Set to 1 to allow 16 bit vertex format for the terrain

variable: e_ShadowsOcclusionCullingCaster

  • type: int
  • current: 0
  • help: Clips the caster extrusion to the zero height.

variable: r_NightVisionFinalMul

  • type: float
  • current: 3
  • help: Set nightvision final color multiplier for fine tunning.

variable: r_stars_size

  • type: float
  • current: 1
  • help: Scales the size of stars in the night-time sky.

variable: pl_zeroGSpeedMultSpeed

  • type: float
  • current: 1.7
  • help: Modify movement speed in zeroG, in speed mode.

variable: vpn_external_ip

  • type: string
  • current:
  • help: Set external IP(without VPN) under VPN connection

variable: g_frostDecay

  • type: float
  • current: 0.25
  • help: Frost decay speed when freezing actors

variable: ca_EnableAssetTurning

  • type: int
  • current: 1
  • help: asset tuning is disabled by default

variable: bot_automatic_shutdown

  • type: int
  • current: 0
  • help: 0 : unuse, 1 : use

variable: ai_MaxVisRaysPerFrame

  • type: int
  • current: 100
  • help: Maximum allowed visibility rays per frame - the rest are all assumed to succeed
  • Usage: ai_MaxVisRaysPerFrame Default is 100.

variable: ac_entityAnimClamp

  • type: int
  • current: 1
  • help: Forces the entity movement to be limited by animation.

variable: r_ShadowsParticleNormalEffect DUMPTODISK

  • type: float
  • current: 1
  • help: Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
  • Usage: r_ShadowsParticleNormalEffect [x], 1. is default

variable: r_SonarVision

  • type: int
  • current: 1
  • help: Toggles sonar vision enabling.
  • Usage: r_SonarVision [0/1] Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes.

variable: e_lod_ratio

  • type: float
  • current: 6
  • help: LOD distance ratio for objects

variable: ship_rudder_force_min

  • type: float
  • current: 1
  • help:

variable: cl_serveraddr DUMPTODISK

  • type: string
  • current: 164.132.75.106
  • help: Server address

variable: cl_serverport DUMPTODISK

  • type: int
  • current: 1239
  • help: Server address

variable: g_quickGame_debug

  • type: int
  • current: 0
  • help: QuickGame option

variable: e_vegetation_cull_test_bound_offset

  • type: float
  • current: 0.55
  • help: Set vegetation cull test bound-offset. (0 ~ 1)

variable: r_stars_sharpness

  • type: float
  • current: 3.5
  • help: Modifies the sharpness of stars. Use numbers greater than 5 for best results.

variable: ds_AutoReloadScripts

  • type: int
  • current: 0
  • help: Automatically reload DialogScripts when jumping into GameMode from Editor

variable: ac_debugTweakTrajectoryFit

  • type: int
  • current: 0
  • help: Don’t apply any movement to entity and animation, but allow calculations to think they are moving normally.

variable: s_HRTF_DSP REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Toggles extra lowpass filter for enhanced HRTF.
  • Usage: s_HRTF_DSP [0/1] Default is 0 (on).

variable: um_show_ship_boundingbox

  • type: int
  • current: 0
  • help: show ship unit model bounding box

variable: r_NoLoadTextures

  • type: int
  • current: 0
  • help:

variable: name_tag_faction_show

  • type: int
  • current: 1
  • help: name tag faction show

variable: movement_verify_target_max

  • type: int
  • current: 100
  • help:

variable: e_ambient_boost_no_point_lights_b

  • type: float
  • current: 0.5
  • help: Ambient colour boost when point light sources are disabled (blue)

variable: e_ambient_boost_no_point_lights_g

  • type: float
  • current: 0.3
  • help: Ambient colour boost when point light sources are disabled (green)

variable: e_ambient_boost_no_point_lights_r

  • type: float
  • current: 0.3
  • help: Ambient colour boost when point light sources are disabled (red)

variable: dt_enable

  • type: int
  • current: 0
  • help: suit actions activated by double-tapping

variable: cloth_mass_decay_attached_scale

  • type: float
  • current: 100
  • help:

variable: ai_ProtoRODHealthGraph DUMPTODISK

  • type: int
  • current: 0
  • help: Proto

variable: g_roundlimit

  • type: int
  • current: 30
  • help: Maximum numbers of rounds to be played. Default is 0, 0 means no limit.

variable: v_draw_slip DUMPTODISK

  • type: int
  • current: 0
  • help: Draw wheel slip status

variable: e_flocks DUMPTODISK

  • type: int
  • current: 1
  • help: Enable Flocks (Birds/Fishes)

variable: r_ssdoRadius

  • type: float
  • current: 0.4
  • help: SSDO radius

variable: p_num_bodies_large_group

  • type: int
  • current: 100
  • help: Group size to be used with p_max_substeps_large_group, in bodies

variable: es_HitDeadBodies

  • type: int
  • current: 1
  • help: specifies whether dead bodies are affected by bullet hits (0 or 1)

variable: ca_BodyPartAttachmentCullingRation

  • type: float
  • current: 200
  • help: ration between size of attachment and distance to camera (for body part attachments)

variable: ui_draw_achievement_type

  • type: int
  • current: 0
  • help: draw achievement id

variable: e_view_dist_ratio_vegetation

  • type: float
  • current: 60
  • help: View distance ratio for vegetation

variable: ai_DrawTargets DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: movement_levitation_hack_buff_start_time

  • type: int
  • current: 5000
  • help:

variable: fg_abortOnLoadError

  • type: int
  • current: 1
  • help: Abort on load error of flowgraphs 2:abort, 1:dialog, 0:log only

variable: net_enable_tfrc

  • type: int
  • current: 1
  • help:

variable: p_accuracy_LCPCG_no_improvement

  • type: float
  • current: 0.05
  • help: Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters

variable: r_particles_lights_merge_range

  • type: float
  • current: 1
  • help: particle light merge range

variable: con_display_last_messages

  • type: int
  • current: 0
  • help:

variable: ai_serverDebugStatsTarget DUMPTODISK

  • type: string
  • current: none
  • help:

variable: movement_boost_mul

  • type: float
  • current: 0
  • help:

variable: ca_DrawLinkVertices

  • type: int
  • current: 0
  • help: draws the link vertices of the rendered character

variable: ag_cache_query_results

  • type: int
  • current: 1
  • help:

variable: e_dynamic_light_max_shadow_count

  • type: int
  • current: 4
  • help: not implemented yet

variable: r_BeamsHelpers

  • type: int
  • current: 0
  • help: Toggles light beams helpers drawing.
  • Usage: r_BeamsHelpers [0/1] Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.

variable: net_voice_averagebitrate

  • type: int
  • current: 15000
  • help: The average bit rate for VOIP transmission (default 15000, higher=better quality).

variable: r_SSAO_radius

  • type: float
  • current: 1.5
  • help: Controls size of area tested

variable: r_StereoGammaAdjustment DUMPTODISK

  • type: float
  • current: 0.12
  • help: Additional adjustment to the graphics card gamma correction when Stereo is enabled.
  • Usage: r_StereoGammaAdjustment [offset]0: off

variable: aim_assistRestrictionTimeout

  • type: float
  • current: 20
  • help: The restriction timeout on aim assistance after user uses a mouse

variable: r_ImposterRatio

  • type: float
  • current: 1
  • help: Allows to scale the texture resolution of imposters (clouds)
  • Usage: r_ImposterRatio [1..] Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)

variable: r_ImpostersDraw

  • type: int
  • current: 1
  • help: Toggles imposters drawing.
  • Usage: r_ImpostersDraw [0/1] Default is 1 (on). Set to 0 to disable imposters.

variable: e_custom_max_clone_model_1

  • type: int
  • current: 50
  • help: max custom clone model count 1

variable: e_custom_max_clone_model_2

  • type: int
  • current: 80
  • help: max custom clone model count 2

variable: e_custom_max_clone_model_3

  • type: int
  • current: 100
  • help: max custom clone model count 3

variable: e_custom_max_clone_model_4

  • type: int
  • current: 150
  • help: max custom clone model count 4

variable: e_custom_max_clone_model_5

  • type: int
  • current: 200
  • help: max custom clone model count 5

variable: q_ShaderGeneral REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of General
  • Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)

variable: cb_fadeout_scale

  • type: float
  • current: 1
  • help:

variable: rope_skill_controller_cut_vel

  • type: float
  • current: 30
  • help:

variable: cb_fadeout_speed

  • type: float
  • current: 2
  • help:

variable: login_camera_zoom_base_velocity

  • type: float
  • current: 5
  • help:

variable: e_debug_drawShowOnlyCompound

  • type: int
  • current: 0
  • help: e_DebugDraw shows only Compound (less efficient) static meshes

variable: r_RC_AutoInvoke

  • type: int
  • current: 0
  • help: Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check showes that the destination is older or does not exist.
  • Usage: r_RC_AutoInvoke 1 (default is 0)

variable: e_EntitySuppressionLevel

  • type: int
  • current: 0
  • help: Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level.
  • Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off).

variable: r_TexturesStreamingMipBias

  • type: float
  • current: -4
  • help: Controls how texture LOD depends from distance to the objects. Increasing this value will reduce amount of memory required for textures.
  • Usage: r_TexturesStreamingMipBias [-4..0..4] Default is 0.

variable: r_MotionBlurMaxViewDist

  • type: float
  • current: 16
  • help: Sets motion blur max view distance for objects.
  • Usage: r_MotionBlurMaxViewDist [0…1] Default is 16 meters

variable: e_ObjectLayersActivationPhysics

  • type: int
  • current: 0
  • help: Allow game to create/free physics of objects

variable: p_players_can_break

  • type: int
  • current: 0
  • help: Whether living entities are allowed to break static objects with breakable joints

variable: r_PostProcessMinimal

  • type: int
  • current: 0
  • help: Enables minimal mode for post processing (just dof/postAA allowed).
  • Usage: r_PostProcessMinimal [0/1] Default is 0

variable: r_EnableErrorCheck

  • type: int
  • current: 0
  • help: Enable Error Check

variable: e_GsmCastFromTerrain

  • type: int
  • current: 0
  • help: Add terrain node to GSM shadow

variable: sys_budget_tris_shadow

  • type: float
  • current: 50
  • help:

variable: g_ragdoll_damping_time

  • type: float
  • current: 1
  • help: 0 : off, 1 : on

variable: caq_randomidle_interval

  • type: float
  • current: 3
  • help: random idle interval

variable: s_Compression DUMPTODISK

  • type: int
  • current: 2
  • help: Toggles which decoder should be preferred: , FSB, MP2, MP3, XMA, or WAV. 0: , PC:2, PS3:3, X360:4 1: Prefers FSB 2: Prefers MP2 3: Prefers MP3 4: Prefers XMA 5: Prefers WAV Default is 2 (MP2)

variable: e_screenshot_map_near_plane_offset

  • type: float
  • current: -8000
  • help: param for near plane offset

variable: ai_DrawagentFOV

  • type: float
  • current: 0
  • help: Toggles the vision cone of the AI agent.
  • Usage: ai_DrawagentFOV [-1..1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value 0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used.

variable: ss_auto_origin_change RESTRICTEDMODE

  • type: int
  • current: 1
  • help:

variable: r_WaterRippleResolution

  • type: int
  • current: 256
  • help:

variable: d3d9_IBPoolSize

  • type: int
  • current: 262144
  • help:

variable: name_tag_self_enable

  • type: int
  • current: 1
  • help: render name tag of own unit

variable: effect_debug_filter_group

  • type: int
  • current: 0
  • help: fx group id

variable: e_CoverageBufferAccurateOBBTest

  • type: int
  • current: 0
  • help: Checking of OBB boxes instead of AABB or bounding rects

variable: e_vegetation_sprites

  • type: int
  • current: 1
  • help: Activates drawing of sprites instead of distributed objects at far distance

variable: s_HDRFade DUMPTODISK

  • type: float
  • current: 0.3
  • help: Range that HDR fades sounds
  • Usage: g_fHDRFade [0..1.0f]Default is 0.3f

variable: cl_frozenKeyMult

  • type: float
  • current: 0.02
  • help: Frozen movement keys multiplier

variable: ca_DebugFacial

  • type: int
  • current: 0
  • help: Debug facial playback info

variable: p_penalty_scale

  • type: float
  • current: 0.3
  • help: Scales the penalty impulse for objects that use the simple solver

variable: camera_align_sprung_base

  • type: float
  • current: 1.5
  • help:

variable: ai_SmartObjectUpdateTime

  • type: float
  • current: 0.002
  • help: How long (max) to spend updating smart objects per AI update (in sec) default value is 0.002

variable: name_tag_appellation_show

  • type: int
  • current: 0
  • help: name tag appellation show

variable: r_StereoScreenDist DUMPTODISK

  • type: float
  • current: 0.25
  • help: Distance to plane where stereo parallax converges to zero.

variable: e_ParticlesEmitterPoolSize

  • type: int
  • current: 6144
  • help: Particles pool memory size in KB for sub-emitter

variable: es_MaxPhysDist

  • type: float
  • current: 200
  • help: Physical entities farther from the camera than this are forcefully deactivated

variable: e_view_dist_doodad_min

  • type: float
  • current: 64
  • help: Min distance on how far doodad will be culled out

variable: con_scroll_max

  • type: int
  • current: 300
  • help:

variable: name_tag_my_mate_show

  • type: int
  • current: 1
  • help: render name tag of ride mate unit

variable: sys_budget_particle_entity

  • type: float
  • current: 200
  • help:

variable: sys_TaskThread0_CPU

  • type: int
  • current: 3
  • help: Specifies the physical CPU index taskthread0 will run on

variable: sys_TaskThread1_CPU

  • type: int
  • current: 5
  • help: Specifies the physical CPU index taskthread1 will run on

variable: sys_affinity_render

  • type: int
  • current: -1
  • help: Specifies the thread affinity renderer will run on. can be auto detected while startup

variable: sys_TaskThread2_CPU

  • type: int
  • current: 4
  • help: Specifies the physical CPU index taskthread2 will run on

variable: sys_TaskThread3_CPU

  • type: int
  • current: 3
  • help: Specifies the physical CPU index taskthread3 will run on

variable: e_use_gem_effect

  • type: int
  • current: 1
  • help: [0,1] 0 : Hide, 2 : Show

variable: sys_TaskThread4_CPU

  • type: int
  • current: 2
  • help: Specifies the physical CPU index taskthread4 will run on

variable: sys_TaskThread5_CPU

  • type: int
  • current: 1
  • help: Specifies the physical CPU index taskthread5 will run on

variable: s_VUMeter

  • type: string
  • current:
  • help: Enables audio volume debug drawing for the specified category.
  • Usage: s_VUMeter
  • Default:

variable: e_particles_min_draw_alpha

  • type: float
  • current: 0.004
  • help: Alpha cutoff for rendering particles

variable: ShowMagicPointNumber

  • type: int
  • current: 0
  • help: show mana value in unit frame, party frame

variable: r_ValidateDraw

  • type: int
  • current: 0
  • help: 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)

variable: e_AutoPrecacheCgfMaxTasks

  • type: int
  • current: 4
  • help: Maximum number of parallel streaming tasks during pre-caching

variable: r_TexNormalMapType REQUIRE_LEVEL_RELOAD

  • type: int
  • current: 1
  • help:

variable: camera_tilt_start_pitch

  • type: float
  • current: 50
  • help:

variable: v_invertPitchControl DUMPTODISK

  • type: int
  • current: 0
  • help: Invert the pitch control for driving some vehicles, including the helicopter and the vtol

variable: p_profile

  • type: int
  • current: 0
  • help: Enables group profiling of physical entities

variable: sys_cpu_usage_update_interval

  • type: float
  • current: 5
  • help:

variable: cp_debug_safe_zone

  • type: int
  • current: 0
  • help: 0 : off, 1 : intersect and inside, 2 : intersect

variable: r_rainOcclViewerDist

  • type: float
  • current: 100
  • help:

variable: es_removeEntity

  • type: string
  • current:
  • help: Removes an entity

variable: item_maker_info_show_tooltip

  • type: int
  • current: 1
  • help: item maker info shows tooltip

variable: rope_skill_controller_relative_waterlevel_for_change_to_flymode

  • type: float
  • current: 1
  • help:

variable: camera_free_ignore_all

  • type: int
  • current: 0
  • help: Free camera ignore everything. no collision

variable: cl_check_teleport_to_unit

  • type: int
  • current: 1
  • help:

variable: g_unit_collide_process_frequency

  • type: int
  • current: 6
  • help:

variable: es_DrawRenderBBox

  • type: int
  • current: 0
  • help:

variable: quest_chat_bubble_rate

  • type: int
  • current: 100
  • help: more than ‘1’

variable: r_ExcludeMesh

  • type: string
  • current:
  • help: Exclude or ShowOnly the named mesh from the render list.
  • Usage: r_ExcludeShader Name
  • Usage: r_ExcludeShader !Name Sometimes this is useful when debugging.

variable: ai_InterestScalingMovement DUMPTODISK

  • type: float
  • current: 1
  • help: Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging)

variable: camera_zoom_sensitivity

  • type: float
  • current: 1
  • help:

variable: aim_assistMaxDistance

  • type: float
  • current: 150
  • help: The maximum range at which autoaim operates

variable: r_WaterRipple

  • type: int
  • current: 1
  • help:

variable: g_actor_stance_debug

  • type: int
  • current: 0
  • help:

variable: min_time_step

  • type: float
  • current: 0.00666667
  • help: Game systems clamped to this frame time

variable: e_shadows_arrange_deferred_texture_size

  • type: int
  • current: 1
  • help: Arrange deferred light shadow texture size

variable: g_detachCamera

  • type: int
  • current: 0
  • help: Detach camera

variable: i_mouse_accel_max DUMPTODISK

  • type: float
  • current: 100
  • help: Set mouse max mouse delta when using acceleration.
  • Usage: i_mouse_accel_max [float number] Default is 100.0

variable: e_shadows_terrain_texture_size

  • type: int
  • current: 2048
  • help: Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality)

variable: i_debug

  • type: int
  • current: 0
  • help: Toggles input event debugging.
  • Usage: i_debug [0/1] Default is 0 (off). Set to 1 to spam console with key events (only press and release).

variable: net_voice_lead_packets

  • type: int
  • current: 5
  • help:

variable: combat_autoattack_trigger

  • type: int
  • current: 1
  • help: Enable starting autoattack with related skills

variable: r_TerrainSpecular_IndexOfRefraction

  • type: float
  • current: 1.5
  • help: Index of refraction for schlick fresnel approximation.

variable: ac_debugSelection

  • type: int
  • current: 0
  • help: Display locomotion state selection as text.

variable: r_DrawValidation

  • type: int
  • current: 0
  • help: Validates the device state before every draw call. This can be used to find common problems, and compatibility issues.

variable: g_unit_collide_side_bound_rate

  • type: float
  • current: 0.6
  • help:

variable: r_rainOccluderRoofDrawDistance

  • type: float
  • current: 50
  • help:

variable: p_splash_vel0

  • type: float
  • current: 4.5
  • help: Minimum water hit velocity to generate splash events at p_splash_dist0

variable: p_splash_vel1

  • type: float
  • current: 10
  • help: Minimum water hit velocity to generate splash events at p_splash_dist1

variable: s_MemoryPoolSoundPrimaryRatio

  • type: float
  • current: 0.7
  • help: Controls at what fill ratio sound data is unloaded.
  • Usage: s_MemoryPoolSoundPrimaryRatio [0..1] Default is 0.7.

variable: ag_breakOnQuery

  • type: string
  • current:
  • help: If we query for this state, enter break mode

variable: cl_frozenSteps

  • type: float
  • current: 3
  • help: Number of steps for unfreeze shaking

variable: e_custom_texture_lod

  • type: int
  • current: 4
  • help: custom texture lod spec [1/2/3/4], 0 is off.

variable: cl_hitShake

  • type: float
  • current: 1.25
  • help: hit shake

variable: r_MSAA_debug DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Enable debugging mode for msaa.
  • Usage: r_MSAA_debug N (where N is debug mode > 0)
  • Default: 0. disabled 1 disable sample frequency pass 2 visualize undersampled regions

variable: p_drawPrimitives

  • type: int
  • current: 0
  • help: should be used with p_draw_helpers. colorizing primitives

variable: pl_zeroGGyroStrength

  • type: float
  • current: 1
  • help: ZeroG gyro strength (default is 1.0).

variable: e_cbuffer_bias

  • type: float
  • current: 1.05
  • help: Coverage buffer z-biasing

variable: i_offset_front

  • type: float
  • current: 0
  • help: Item position front offset

variable: sv_AISystem REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Load and use the AI system on the server

variable: combat_msg_visibility

  • type: float
  • current: 50
  • help: visibility of damage display widget

variable: r_UseMergedPosts

  • type: int
  • current: 1
  • help: Enables motion blur merged with dof.
  • Usage: r_UseMergedPosts [0/1/2] Default is 1. 1: fastest mode - half res rendering 2: full res rendering mode (tbd) 3: quality mode, hdr + fullres (tbd)

variable: net_defaultChannelPacketRateDesired READONLY

  • type: float
  • current: 50
  • help:

variable: swim_jump_splash_effect_debug

  • type: int
  • current: 0
  • help: enable swimming debugging

variable: e_detail_materials_view_dist_xy

  • type: float
  • current: 1024
  • help: Max view distance of terrain XY materials

variable: ac_debugLocationsGraphs

  • type: int
  • current: 0
  • help: Display debug history graphs of anim and entity locations and movement.

variable: e_terrain_occlusion_culling_step_size

  • type: int
  • current: 4
  • help: Initial size of single step (in heightmap units)

variable: r_PostProcessEffectsGameFx

  • type: int
  • current: 1
  • help: Enables post processing special effects game fx.
  • Usage: r_PostProcessEffectsGameFx [0/1] Default is 1 (enabled). 0 disabled

variable: e_shadows_optimize

  • type: int
  • current: 12
  • help: Shadow Optimize

variable: i_offset_right

  • type: float
  • current: 0
  • help: Item position right offset

variable: s_MusicMaxPatterns DUMPTODISK

  • type: int
  • current: 12
  • help: Max simultaneously playing music patterns.

variable: test_world_queue

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: r_ZFightingExtrude

  • type: float
  • current: 0.001
  • help: Controls anti z-fighting measures in shaders (extrusion along normal in world units).

variable: log_SpamDelay

  • type: float
  • current: 5
  • help: Sets the minimum time interval between messages classified as spam

variable: s_GameReverbManagerPause

  • type: int
  • current: 0
  • help: Allows for “pausing” the reverb manager, meaning the currently registered reverb preset(s) get saved and destroyed and recreated when unpaused again.
  • Usage: s_GameReverbManagerPause [0/1] 0: unpaused
  • Default: 0

variable: e_debug_draw_lod_warning_default_lod_ratio

  • type: float
  • current: 0.5
  • help: used in e_DebugDraw 24 (warning threshold of lod ratio)

variable: sys_SaveCVars

  • type: int
  • current: 0
  • help: 1 to activate saving of console variables, 0 to deactivate The variables are stored in ‘system.cfg’ on quit, only marked variables are saved (0)
  • Usage: sys_SaveCVars [0/1] Default is 0

variable: r_HDRRangeAdaptLBufferMaxRange DUMPTODISK

  • type: float
  • current: 2
  • help: Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)
  • Usage: r_HDRRangeAdaptLBufferMaxRange [Value] Default is 2.0f

variable: p_net_velsnapmul

  • type: float
  • current: 0.1
  • help: Multiplier to expand the p_net_minsnapdist based on the objects velocity

variable: movement_verify_onground_error_rate

  • type: float
  • current: 0.5
  • help:

variable: e_stream_areas

  • type: int
  • current: 0
  • help: Stream content of terrain and indoor sectors

variable: r_TexResolution DUMPTODISK

  • type: int
  • current: 0
  • help: Reduces texture resolution.
  • Usage: r_TexResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: ag_path_finding_debug

  • type: int
  • current: 0
  • help:

variable: r_FastFullScreenQuad

  • type: int
  • current: 2
  • help: Dont use dynamic Screen Quad.
  • Usage: r_FastFullScreenQuad [0/1]

variable: ai_event_debug DUMPTODISK

  • type: int
  • current: 0
  • help: Enable/Disable ai event debug. Set to 0 to turn off or input unit id. Can use only editor

variable: queued_skill_margin

  • type: int
  • current: 200
  • help: queued skill margin

variable: e_water_ocean_simulate_on_zone

  • type: int
  • current: 0
  • help: Enable water ocean simulate on zone server

variable: sys_physics

  • type: int
  • current: 1
  • help: Enables Physics Update

variable: e_detail_materials_view_dist_z

  • type: float
  • current: 1024
  • help: Max view distance of terrain Z materials

variable: e_MtTest

  • type: int
  • current: 0
  • help: MT Debug

variable: e_cbuffer_max_add_render_mesh_time

  • type: int
  • current: 2
  • help: Max time for unlimited AddRenderMesh

variable: e_VoxTerTexFormat

  • type: int
  • current: 22
  • help: Mega-texture format: 22=eTF_DXT1, 24=eTF_DXT5, 7=eTF_A4R4G4B4, 8=eTF_R5G6B5

variable: ca_disableSkinBones

  • type: int
  • current: 0
  • help: disable skin bones optimization

variable: option_terrain_detail

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_terrain_detail [1/2/3/4/x]: … e_detail_materials_view_dist_xy = 256/512/1024/1024/1024 … e_detail_materials_view_dist_z = 256/512/1024/1024/1024 … e_detail_materials_zpass_normal_draw_dist = 48/64/80/100/100

variable: e_proc_vegetation_min_density

  • type: float
  • current: 0.5
  • help:

variable: ac_ColliderModeAI

  • type: int
  • current: 0
  • help: Force override collider mode for all AI.

variable: r_texturesstreamingMinReadSizeKB

  • type: int
  • current: 64
  • help: Minimal read portion in KB.
  • Usage: r_TexturesStreamingMinReadSizeKB [size] Default is 64(KB)

variable: e_cbuffer_terrain_z_offset

  • type: float
  • current: -3
  • help: terrain_z offset

variable: ai_ForceStance

  • type: int
  • current: -1
  • help: Forces all AI characters to specified stance: disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6

variable: p_break_on_validation

  • type: int
  • current: 0
  • help: Toggles break on validation error.
  • Usage: p_break_on_validation [0/1] Default is 0 (off). Issues DebugBreak() call in case of a physics parameter validation error.

variable: es_debug_not_seen_timeout DUMPTODISK

  • type: int
  • current: 0
  • help: if true, log messages when entities undergo not seen timeout

variable: lua_StopOnError

  • type: int
  • current: 0
  • help: Stops on error.

variable: ca_MotionBlurMovementThreshold

  • type: float
  • current: 0.001
  • help: “advanced” Set motion blur movement threshold for discarding skinned object

variable: e_StreamCgfFastUpdateMaxDistance

  • type: float
  • current: 16
  • help: Update streaming priorities for near objects every second frame

variable: v_wind_minspeed

  • type: float
  • current: 0
  • help: If non-zero, vehicle wind areas always set wind >= specified value

variable: r_HDRRangeAdaptMax DUMPTODISK

  • type: float
  • current: 1
  • help: Set HDR range adaptation max adaptation (improve precision - minimize banding)
  • Usage: r_HDRRangeAdaptMax [Value] Default is 1.0f

variable: sv_DedicatedCPUPercent

  • type: float
  • current: 0
  • help: Sets the target CPU usage when running as a dedicated server, or disable this feature if it’s zero.
  • Usage: sv_DedicatedCPUPercent [0..100] Default is 0 (disabled).

variable: e_RNTmpDataPoolMaxFrames

  • type: int
  • current: 16
  • help: Cache RNTmpData at least for X framres

variable: client_ddcms_path DUMPTODISK

  • type: string
  • current:
  • help:

variable: ShowGameTime

  • type: int
  • current: 0
  • help: show game time

variable: g_procedural_breaking

  • type: int
  • current: 1
  • help: Toggles procedural mesh breaking (except explosion-breaking)

variable: ai_PredictivePathFollowing

  • type: int
  • current: 1
  • help: Sets if AI should use the predictive path following if allowed by the type’s config.

variable: net_inactivitytimeout

  • type: float
  • current: 30
  • help: Set’s how many seconds without receiving a packet a connection will stay alive for (can only be set on server)

variable: ai_DebugDrawStanceSize DUMPTODISK

  • type: int
  • current: 0
  • help: Draws the game logic representation of the stance size of the AI agents.

variable: e_ShadowsLodBiasFixed

  • type: int
  • current: 0
  • help: Simplifies mesh for shadow map generation by X LOD levels

variable: s_MidiFile

  • type: int
  • current: 0
  • help: Set 1 or larger to output a midi file. Default is 0.

variable: d3d9_AllowSoftware REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help:

variable: e_VegetationSpritesBatching

  • type: int
  • current: 0
  • help: Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation

variable: g_quickGame_prefer_lan DUMPTODISK

  • type: int
  • current: 0
  • help: QuickGame option

variable: e_ShadowsLodBiasInvis

  • type: int
  • current: 0
  • help: Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame

variable: camera_hit_test_radius

  • type: float
  • current: 0.2
  • help:

variable: e_DissolveDistband

  • type: float
  • current: 5
  • help: Over how many metres transition takes place

variable: district_shape

  • type: int
  • current: 0
  • help: draw district shape (0: off, 1: on)

variable: bot_account

  • type: string
  • current:
  • help: bot account

variable: e_shadows_water

  • type: int
  • current: 0
  • help: Enable/disable shadows on water

variable: r_GPUProfiler

  • type: int
  • current: 0
  • help: Enables or disables the code that gathers profiles the current GPU performance. Used by profiling displays implemented at higher levels.

variable: e_GIIterations

  • type: int
  • current: 10
  • help: Maximum number of propagation iterations global illumination The less number of propagation iterations the shorter the bleeding. Default: 6. Max: 32

variable: r_BufferUpload_Enable

  • type: int
  • current: 0
  • help: Set to enable the multithreaded buffer upload manager

variable: r_MaxDualMtlDepth

  • type: int
  • current: 1
  • help:

variable: net_scheduler_debug

  • type: string
  • current: 0
  • help: Show scheduler debugger for some channel

variable: g_suddendeathtime

  • type: int
  • current: 30
  • help: Number of seconds before round end to start sudden death. Default if 30. 0 Disables sudden death.

variable: aim_assistAutoCoeff

  • type: float
  • current: 0.5
  • help: The scale of auto weapons’ aim assistance at continuous fire

variable: r_WaterReflections DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles water reflections.
  • Usage: r_WaterReflections [0/1] Default is 1 (water reflects).

variable: e_stream_for_visuals

  • type: int
  • current: 1
  • help: Debug

variable: ai_DebugDrawExpensiveAccessoryQuota DUMPTODISK

  • type: int
  • current: 0
  • help: Displays expensive accessory usage quota on puppets.

variable: s_MusicInfoDebugFilter

  • type: int
  • current: 0
  • help: Allows for filtered of the music system debugging information(enabled with s_soundInfo 8)
  • Usage: s_MusicInfoDebugFilter [0,a,b…] (flags can be combined)
  • Default: 0 (default)
  • a: All
  • b: Instances
  • c: Patterns

variable: e_ProcVegetationMaxSectorsInCache

  • type: int
  • current: 16
  • help: Maximum number of 64x64 meter sectors cached in memory

variable: ShowEmptyBagSlotCounter

  • type: int
  • current: 1
  • help: show empty bag slot counter

variable: ag_forceAdjust

  • type: int
  • current: 0
  • help: Enable forced small step adjustments

variable: r_TexturesStreaming REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enables direct streaming of textures from disk during game.
  • Usage: r_TexturesStreaming [0/1] Default is 1 (on). All textures save in native format with mips in a cache file. Textures are then loaded into texture memory from the cache.

variable: r_DepthOfFieldBokeh

  • type: int
  • current: 0
  • help: Sets depth of field bokeh type (only for dof mode 3).
  • Usage: r_DepthOfFieldBokeh [0/1/etc] Default is 0 (isotropic/spherical).

variable: cd_pass_collide

  • type: int
  • current: 0
  • help: toggle to check if vegetation spawn position collide others

variable: quadruped_idle_align

  • type: int
  • current: 1
  • help:

variable: ca_AMC_TurnLeaning

  • type: float
  • current: 0.35
  • help: lean stronger in curves

variable: r_PostAAStencilCulling

  • type: int
  • current: 1
  • help: Enables post processed AA stencil culling.

variable: ag_lockToEntity

  • type: int
  • current: 0
  • help: Lock animation to entity (zero offsetting)

variable: option_character_lod

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_character_lod [1/2/3/4/x]: … ca_AttachmentCullingRation = 50 ; note characters can be holding things with 2 hands (like a flower pot)… It looks wierd when it disappears/55/60/70/70 … ca_AttachmentShadowCullingDist = 10/20/30/40/40 … ca_BodyPartAttachmentCullingRation = 100/120/160/200/200 … ca_DrawFaceAttachments = 0/1/1/1/1 … ca_FacialAnimationRadius = 5.0/3.0/5.0/5.0/5.0 … ca_UseFacialAnimation = 0/1/1/1/1 … e_lod_skin_ratio = 0.5 ; we can’t go too low with this, because some low LODS contain flaws/0.8/1/1/1

variable: r_ShowGammaReference

  • type: int
  • current: 0
  • help: Enables display of gamma reference - useful for monitor/tv calibration.
  • Usage: r_ShowGammaReference [0/1]

variable: r_TessellationTriangleSize

  • type: float
  • current: 12
  • help: Desired triangle size for screen-space tessellation. Default is 8.

variable: r_HDRRangeAdaptMaxRange DUMPTODISK

  • type: float
  • current: 4
  • help: Set HDR range adaptation max adaptation (improve precision - minimize banding)
  • Usage: r_HDRRangeAdaptMaxRange [Value] Default is 4.0f

variable: camera_use_fade_out

  • type: float
  • current: 1
  • help:

variable: show_guidedecal

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: r_texturesstreamingResidencyTimeTestLimit

  • type: float
  • current: 5
  • help: Time limit to use for mip thrashing calculation in seconds.
  • Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds

variable: e_cbuffer_occluders_lod_ratio

  • type: float
  • current: 0.25
  • help: Debug

variable: angle_debug

  • type: int
  • current: 0
  • help: show angle

variable: r_CoronaFade

  • type: float
  • current: 0.5
  • help: Time fading factor of the light coronas.
  • Usage: r_CoronaFade 0.5Default is 0.5.

variable: e_gsm_focus_on_unit

  • type: int
  • current: 1
  • help: Focus on unit position when generate shadows. 0 - don’t focus on unit 1 - focus on unit 2 - smooth movement of the shadow frustum based on the camera only

variable: rope_skill_controller_finish_accel_velocity

  • type: float
  • current: 5
  • help:

variable: max_arrow_scale_rate

  • type: float
  • current: 0.3
  • help: Max Arrow Scale Rate

variable: max_arrow_scale_time

  • type: float
  • current: 0.15
  • help: Max Arrow Scale Time

variable: aln_debug_movement

  • type: int
  • current: 0
  • help:

variable: um_decal_shadow

  • type: int
  • current: 0
  • help: use decal shadow for Actor

variable: r_TexturesStreamPoolLimitRatio

  • type: float
  • current: 0.9
  • help: percentage of pool size that trigger overflow

variable: sys_budget_sound_channels

  • type: float
  • current: 64
  • help:

variable: pl_zeroGBaseSpeed

  • type: float
  • current: 3
  • help: Maximum player speed request limit for zeroG.

variable: e_cbuffer_terrain_shift

  • type: int
  • current: 1
  • help: terrain cbuffer dv size

variable: ds_LogLevel

  • type: int
  • current: 0
  • help: Set the verbosity of DiaLOG Messages

variable: OceanWavesConstantA

  • type: float
  • current: 1
  • help: wave constant A

variable: OceanWavesConstantB

  • type: float
  • current: 0.707107
  • help: wave constant B

variable: r_TexturesStreamingDebugfilter

  • type: string
  • current:
  • help: Filters displayed textures by name in texture streaming debug mode

variable: ag_debugExactPos

  • type: int
  • current: 0
  • help: Enable/disable exact positioning debugger

variable: e_statobj_verify

  • type: int
  • current: 0
  • help:

variable: departure_server_passport_low

  • type: int
  • current: 0
  • help: departure_server_passport_low

variable: es_MaxPhysDistInvisible

  • type: float
  • current: 25
  • help: Invisible physical entities farther from the camera than this are forcefully deactivated

variable: r_moon_reflection_boost

  • type: float
  • current: 1
  • help: Brighten the colour of moons in reflections. It’s a hack to get a slightly nicer look.

variable: ag_signal

  • type: string
  • current:
  • help: Send this signal

variable: r_UseParticlesHalfRes_MinCount

  • type: int
  • current: 2
  • help: Minimum number of particle emitters in half resolution to enable half resolution mode. Half resolution rendering has a constant performance hit so there’s usually no gain if used for a very small number of particles
  • Usage: r_UseParticlesHalfRes_MinCount [n]

variable: e_render

  • type: int
  • current: 1
  • help: Enable engine rendering

variable: e_statobj_log

  • type: int
  • current: 0
  • help: Debug

variable: ag_stance

  • type: string
  • current:
  • help: Force this stance

variable: ca_ApplyJointVelocitiesMode

  • type: int
  • current: 0
  • help: Joint velocity preservation code mode: 0=Disabled, 1=Physics-driven, 2=Animation-driven

variable: ai_ForceAllowStrafing

  • type: int
  • current: -1
  • help: Forces all AI characters to use/not use strafing (-1 disables)

variable: i_unlimitedammo

  • type: int
  • current: 0
  • help: unlimited ammo

variable: cl_shallowWaterSpeedMulPlayer

  • type: float
  • current: 0.6
  • help: shallow water speed multiplier (Players only)

variable: e_StreamCgfPoolSize

  • type: int
  • current: 150
  • help: Render mesh cache size in MB

variable: e_modelview_Prefab_light_number

  • type: int
  • current: 8
  • help: modelview Prefab light the number of light entities

variable: e_vegetation_node_level

  • type: int
  • current: -1
  • help: Debug

variable: cd_cattle_update_distance

  • type: float
  • current: 64
  • help:

variable: ca_SerializeSkeletonAnim

  • type: int
  • current: 0
  • help: Turn on CSkeletonAnim Serialization.

variable: ca_UseAimIKRefPose

  • type: int
  • current: 0
  • help: If this is set to 1, adjust aim pose by the reference pose if present

variable: bot_profiler_cell_size

  • type: float
  • current: 256
  • help: meter (default 256m)

variable: r_DeferredShadingStencilPrepass

  • type: int
  • current: 1
  • help: Toggles deferred shading stencil pre pass.
  • Usage: r_DeferredShadingStencilPrepass [0/1] Default is 1 (enabled), 0 Disables

variable: ac_ColliderModePlayer

  • type: int
  • current: 0
  • help: Force override collider mode for all players.

variable: ca_eyes_procedural

  • type: int
  • current: 1
  • help: Enables/Disables procedural eyes animation

variable: cd_show_errors

  • type: int
  • current: 0
  • help: show doodad error info

variable: es_debug

  • type: int
  • current: 0
  • help: Enable entity debugging info
  • Usage: es_debug [0/1/2/3] Default is 0 (on). 1 : normal. 2 : brown mode. 3 : animatoin

variable: ai_ProtoROD DUMPTODISK

  • type: int
  • current: 0
  • help: Proto

variable: option_shader_quality

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_shader_quality [1/2/3/4/x]: … e_GIAmount = 0.1/0.1/0.1/0.1/0.1 … e_GIMaxDistance = 200/200/200/200/200 … e_Tessellation = 0/0/0/1/1 … e_character_back_light = 0/1/1/1/1 … e_custom_build_extramaps_fromshaderquality = 3/3/3/3/3 … e_dissolve = 0/0/1/1/1 … e_gi = 0/0/0/1/1 … e_max_entity_lights = 4/7/11/16/16 … e_particles_lights = 0/1/1/1/1 … e_ram_maps = 0/1/1/1/1 … e_sky_type = 0/1/1/1/1 … e_sky_update_rate = 0.05/0.1/0.3/1/1 … e_terrain_ao = 0/0/1/1/1 … e_terrain_normal_map = 0/0/1/1/1 … e_vegetation_use_terrain_color = 0/1/1/1/1 … q_Renderer = 0/1/2/3/3 … q_ShaderFX = 0/1/2/3/3 … q_ShaderGeneral = 0/1/2/3/3 … q_ShaderGlass = 0/1/2/3/3 … q_ShaderHDR = 0/1/2/3/3 … q_ShaderIce = 0/1/2/3/3 … q_ShaderMetal = 0/1/2/3/3 … q_ShaderPostProcess = 0/1/2/3/3 … q_ShaderShadow = 0/1/2/3/3 … q_ShaderSky = 0/1/2/3/3 … q_ShaderTerrain = 0/1/2/3/3 … q_ShaderVegetation = 0/1/2/3/3 … r_Coronas = 1/1/1/1/1 … r_DetailDistance = 0/4/8/8/8 … r_DetailNumLayers = 0/1/1/2/2 … r_DetailTextures = 0/1/1/1/1 … r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 … r_Flares = 1/1/1/1/1 … r_LightsSinglePass = 1/0/0/0/0 … r_PostProcessEffects = 1/1/1/1/1 … r_SSAO = 0/0/0/0/0 … r_SSDOOptimized = 8/8/10/8/8 … r_TexturesFilteringQuality = 2/1/0/0/0 … r_UsePom = 0/0/0/1/1 … r_colorgrading = 1/1/1/1/1 … r_nvssao = 0/0/0/0/0 … r_refraction = 1/1/1/1/1 … r_ssdo = 0/0/3/3/3 … r_sunshafts = 0/0/1/1/1 … r_usezpass = 1/1/1/1/1

variable: r_LightBufferOptimized

  • type: int
  • current: 1
  • help: Usage: r_LightBufferOptimized 1 0 off (default) 1 SpecualrAcc Merging to DiffuseAcc’s Alpha Channel

variable: e_shadows_softer_distant_lods

  • type: float
  • current: 1
  • help: When set to 1, distant shadow LODs will have softer shadows. This can compensate for lower resolution, but it means the transition from one shadow lod to another is more obvious.

variable: r_ShadersUseScriptCache

  • type: int
  • current: 0
  • help:

variable: e_foliage_branches_timeout

  • type: float
  • current: 4
  • help: Maximum lifetime of branch ropes (if there are no collisions)

variable: pl_debug_movement

  • type: int
  • current: 0
  • help:

variable: s_HDRDebug DUMPTODISK

  • type: int
  • current: 0
  • help: Shows debugging information
  • Usage: s_HDRDebug [0..1]0: none 1: enabled Default is 0 (off)

variable: aim_assistSearchBox

  • type: float
  • current: 100
  • help: The area autoaim looks for enemies within

variable: e_custom_dynamic_lod_debug

  • type: int
  • current: 0
  • help: dynamic lod debug

variable: e_StreamPredictionMaxVisAreaRecursion

  • type: int
  • current: 9
  • help: Maximum number visareas and portals to traverse.

variable: s_MusicEnable DUMPTODISK

  • type: int
  • current: 1
  • help: enable/disable music

variable: s_StopSoundsImmediately

  • type: int
  • current: 0
  • help: Toggles to stop sounds without internal fadeout. Default is 0 (off). 0: Stops sound with fadeout. 1: Stops sounds without fadeout.
  • Usage: s_StopSoundsImmediately [0/1].

variable: r_ReduceRtChange

  • type: int
  • current: 1
  • help: Unnessary Specular push op remove in stencil pass.
  • Usage: r_LightStencilTestOptimize [0/1]

variable: ca_SkipAnimTask

  • type: int
  • current: 0
  • help: skipping debug

variable: r_DetailNumLayers DUMPTODISK

  • type: int
  • current: 2
  • help: Sets the number of detail layers per surface.
  • Usage: r_DetailNumLayers 2 Default is 2.

variable: cp_debug_ray_world_intersection

  • type: int
  • current: 0
  • help: 0 : off, 1 : on, 2 : override objtypes, 4 : override flags, 8 : override nMaxHits to 10

variable: s_HDRRange DUMPTODISK

  • type: float
  • current: 0.2
  • help: Full Volume range below loudest sound
  • Usage: s_HDRRange [0..1.0f]Default is 0.2f

variable: e_vegetation_cull_test_max_dist

  • type: float
  • current: 30
  • help: Set vegetation cull test max dist

variable: ai_LogSignals

  • type: int
  • current: 0
  • help: Maximum radius at which player can interact with other entities

variable: r_Batching

  • type: int
  • current: 1
  • help: Enable/disable render items buching
  • Usage: r_Batching [0/1]

variable: pl_zeroGSpeedMultNormalSprint

  • type: float
  • current: 1.7
  • help: Modify movement speed in zeroG, in normal sprint.

variable: e_terrain_crater_depth

  • type: float
  • current: 0.1
  • help:

variable: p_max_LCPCG_microiters_final

  • type: int
  • current: 25000
  • help: Same as p_max_LCPCG_microiters, but for the final LCP CG iteration

variable: name_tag_fade_out_margin

  • type: int
  • current: 20
  • help: set unit name tag fadeout margin

variable: option_sound

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_sound [1/2/3/4/x]: … s_AudioPreloadsFile = audiopreloads_64/audiopreloads_64/audiopreloads_64/audiopreloads_64/audiopreloads_64 … s_FileCacheManagerEnable = 1/1/1/1/1 … s_FileCacheManagerSize = 50/50/50/50/50 … s_FormatSampleRate = 22050/44100/44100/44100/44100 … s_MPEGDecoders = 16/24/32/32/32 … s_MaxActiveSounds = 24/48/72/100/100 … s_MaxChannels = 16/32/48/64/64 … s_MaxMIDIChannels = 5/8/8/8/8 … s_MemoryPoolSoundPrimary = 20/30/30/30/30 … s_Obstruction = 2/2/2/1/1 … s_ObstructionAccuracy = 0/1/1/1/1 … s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 … s_ReverbType = 0/0/2/2/2 … s_SoundMoods = 0/1/1/1/1 … s_SoundMoodsDSP = 0/1/1/1/1 … s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0

variable: option_water

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_water [1/2/3/4/x]: … e_water_ocean_fft = 0/0/1/1/1 … e_water_tesselation_amount = 6/6/7/10/10 … e_water_tesselation_swath_width = 5/10/10/10/10 … q_ShaderWater = 1/1/2/2/2 … r_WaterCaustics = 0/0/1/1/1 … r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 … r_WaterReflectionsQuality = 0/1/3/4/4 … r_WaterRipple = 0/1/1/1/1

variable: e_hw_occlusion_culling_water

  • type: int
  • current: 1
  • help: Activates usage of HW occlusion test for ocean

variable: ai_IgnorePlayer

  • type: int
  • current: 0
  • help: Makes AI ignore the player.
  • Usage: ai_IgnorePlayer [0/1] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled.

variable: s_MusicFormat DUMPTODISK

  • type: int
  • current: 1
  • help: Format used for streaming music data.Usage: s_MusicFormat 1.0 0: (AD)PCM 1: OGG 4: FSB Default is PC: 1 (OGG), Xbox360: 4 (FSB), PS3: 4 (FSB)

variable: ca_disable_thread DUMPTODISK

  • type: int
  • current: 1
  • help: TEMP Disable Animation Thread.

variable: es_UpdateScript

  • type: int
  • current: 1
  • help:
  • Usage: Default is 1 (on).

variable: e_terrain_texture_lod_ratio

  • type: float
  • current: 1
  • help: Adjust terrain base texture resolution on distance

variable: p_max_contacts

  • type: int
  • current: 150
  • help: Maximum contact number, after which contact reduction mode is activated

variable: s_HDRLoudnessFalloff DUMPTODISK

  • type: float
  • current: 0.002
  • help: Reduction in Loudness per meter Squared
  • Usage: s_HDRLoudnessFalloff [0…]Default is 0.002f

variable: ai_SteepSlopeUpValue

  • type: float
  • current: 1
  • help: Indicates slope value that is borderline-walkable up.
  • Usage: ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue

variable: lua_logging_last_callmethod

  • type: int
  • current: 1
  • help: Enables the logging last_callmethod 0: disable 1: enable
  • Usage: lua_logging_last_callmethod [0/1]

variable: effect_debug_particle

  • type: int
  • current: 0
  • help: 1:count, 2:count and unit id

variable: r_ColorBits DUMPTODISK

  • type: int
  • current: 32
  • help: Sets the color resolution, in bits per pixel. Default is 32.
  • Usage: r_ColorBits [32/24/16/8]

variable: e_terrain_occlusion_culling_max_dist

  • type: float
  • current: 200
  • help: Max length of ray (for version 1)

variable: gt_debug

  • type: int
  • current: 0
  • help: Debug Game Tokens

variable: aim_assistSingleCoeff

  • type: float
  • current: 1
  • help: The scale of single-shot weapons’ aim assistance

variable: um_crawl_groundalign_smooth_time

  • type: float
  • current: 0.1
  • help: 0.0 ~ 1.0, default : 1.0

variable: r_WaterUpdateChange DUMPTODISK

  • type: float
  • current: 0.01
  • help: View-space change factor for water reflection updating.
  • Usage: r_WaterUpdateChange 0.01 Range is [0.0, 1.0], default is 0.01, 0 means update every frame.

variable: e_shadows_max_texture_size

  • type: int
  • current: 2048
  • help: Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality)

variable: e_ShadowsTessellateCascades

  • type: int
  • current: 1
  • help: Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)

variable: distance_helper

  • type: int
  • current: 0
  • help: distance helper

variable: e_modelview_Prefab_light_radius

  • type: float
  • current: 15
  • help: modelview Prefab light source radius

variable: mate_x_offset

  • type: float
  • current: 3
  • help: pet spawn x offset

variable: r_visareaDebug

  • type: int
  • current: 0
  • help: visarea debug [0/1]

variable: r_ImpostersUpdatePerFrame

  • type: int
  • current: 6000
  • help: How many kilobytes to update per-frame.
  • Usage: r_ImpostersUpdatePerFrame [1000-30000] Default is 6000 (6 megabytes).

variable: g_ignore_chat_filter

  • type: int
  • current: 0
  • help: 0(use chat filter), 1(no chat filter)

variable: name_tag_render_size

  • type: int
  • current: 100
  • help: set unit name tag render size

variable: ca_NoDeform

  • type: int
  • current: 0
  • help: the skinning is not performed during rendering if this is 1

variable: sys_budget_tris_terrain_detail

  • type: float
  • current: 40
  • help:

variable: r_texturesStreamUseMipOffset

  • type: int
  • current: 0
  • help: Set to 1 to use the mip-offset code (creates smaller textures for when only partial mip maps are needed)

variable: r_auxGeom

  • type: int
  • current: 1
  • help:

variable: e_VoxTer

  • type: int
  • current: 0
  • help: Debug

variable: camera_max_dist_debug

  • type: float
  • current: 200
  • help:

variable: ag_safeExactPositioning

  • type: int
  • current: 1
  • help: Will teleport the entity to the requested position/orientation when EP think it’s done.

variable: ai_LogFileVerbosity DUMPTODISK

  • type: int
  • current: 0
  • help: None = 0, progress = 1, event = 2, comment = 3

variable: s_AllowNotCachedAccess

  • type: int
  • current: 1
  • help: Controls whether to allow sound load requests that are not cached in the AFCM or not.
  • Usage: s_AllowNotCachedAccess [0/1] 0: OFF (not allowing access to not cached data) Default PC: 1, PS3: 0, XBox360: 0

variable: r_UseGSParticles

  • type: int
  • current: 0
  • help: Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]

variable: r_ShadersAlwaysUseColors

  • type: int
  • current: 1
  • help:

variable: sys_preload

  • type: int
  • current: 0
  • help: Preload Game Resources

variable: net_log

  • type: int
  • current: 0
  • help: Logging level of network system

variable: queued_skill_debug

  • type: int
  • current: 0
  • help: Enable Queued skill debug.
  • usage: queued_skill_debug [0(off)|1(on)]
  • default: 0 (off)

variable: s_UnusedSoundCount

  • type: int
  • current: 64
  • help: Sets count of sound objects that get stored in the unused sounds list.
  • Usage: s_UnusedSoundCount [0/…] Default is 64.

variable: r_ThermalVisionViewCloakFrequencySecondary

  • type: int
  • current: 1
  • help: Sets thermal vision cloaked-object flicker secondary frequency.
  • Usage: r_ThermalVisionViewCloakFrequencySecondary [1+] When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower

variable: builder_rotate_angle

  • type: float
  • current: 5
  • help: builder rotation angle per single input

variable: r_GeneralPassGeometrySorting

  • type: int
  • current: 0
  • help: General Pass geometry sorting 0: Sort by Resource (default) 1: Sory by Geometry first

variable: ai_DrawRadarDist DUMPTODISK

  • type: int
  • current: 20
  • help: AI radar draw distance in meters, default=20m.

variable: ai_SOMSpeedRelaxed SAVEGAME

  • type: float
  • current: 1.5
  • help: Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy.
  • Usage: ai_SOMSpeedRelaxed 1.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat.

variable: ai_DefaultWalkability DUMPTODISK

  • type: int
  • current: 1
  • help: 1=Use ours(X2) walkability, 2=Cry’s walkability

variable: user_music_disable_others

  • type: int
  • current: 0
  • help: disable others user music. default is 0.

variable: e_terrain_ib_stats

  • type: int
  • current: 0
  • help: Set to 1 to display stats about the terrain IB generation.

variable: ai_ForceLookAimTarget

  • type: string
  • current: none
  • help: Forces all AI characters to use/not use a fixed look/aim target none disables x, y, xz or yz sets it to the appropriate direction otherwise it forces looking/aiming at the entity with this name (no name -> (0, 0, 0))

variable: ca_SkipLoadThinFat

  • type: int
  • current: 0
  • help: Skip loading fat hin stuff if enabled

variable: log_doodad_interaction

  • type: int
  • current: 0
  • help: log doodad interaction distance

variable: hs_simple_grid_draw RESTRICTEDMODE

  • type: int
  • current: 0
  • help: shows grid at my pos

variable: g_preroundtime

  • type: int
  • current: 8
  • help: Frozen time before round starts. Default is 8, 0 Disables freeze time.

variable: e_cbuffer_draw_occluders

  • type: int
  • current: 0
  • help: Debug draw of occluders for coverage buffer

variable: s_MemoryPoolSystem REQUIRE_APP_RESTART

  • type: float
  • current: 0
  • help: Sets the size in MB of the sound system memory pool. This memory is always located in main memory.
  • Usage: s_MemoryPoolSystem [0..] 0: , PC:2.5, PS3:2.5, X360:2.5 Default is 0 .

variable: s_ADPCMDecoders REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Sets maximum number of ADPCM Decoder.
  • Usage: s_ADPCMDecoders 32 0: , PC:32, PS3:0, X360:0 Default is 0 .

variable: camera_align_sprung_ratio

  • type: float
  • current: 2
  • help:

variable: ac_DebugFilter

  • type: string
  • current: 0
  • help: Debug specified entity name only.

variable: g_play_die_anim

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: e_CoarseShadowMask

  • type: float
  • current: 0
  • help: Allows coarse shadow mask approximation for alpha blended geometry 0 = Off 1 = Enabled and use asynchronous physics queries 2 = Enabled (but don’t use asynchronous physics queries - debug)

variable: ag_logeffects

  • type: int
  • current: 0
  • help: AGAttachmentEffect logging

variable: ag_physErrorOuterRadiusFactor DUMPTODISK

  • type: float
  • current: 0.2
  • help:

variable: e_hw_occlusion_culling_objects

  • type: int
  • current: 0
  • help: Activates usage of HW occlusion test for objects

variable: r_NVDOF_BokehSize

  • type: float
  • current: 4
  • help: Controls the size of the bokeh artifacts (default 4).

variable: s_GameSFXVolume

  • type: float
  • current: 0.200001
  • help: Controls the sfx volume for game use.
  • Usage: s_GameSFXVolume 0.5 Default is 1, which is full volume.

variable: s_X2CullingMaxChannelRatio

  • type: float
  • current: 0.8
  • help: culling by max channel ratio.
  • Usage: s_CullingByX2SoundPriorityRatio [0..1] Default is 0.8 (80% of max channels).

variable: skill_controller_debug

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: e_particles_high

  • type: float
  • current: 60
  • help: particle lod high

variable: e_lod_sync_view_dist

  • type: int
  • current: 1
  • help:

variable: combat_msg_level

  • type: int
  • current: 1
  • help: 0 : self, 1 : party, 2 : raid team, 3 : expedition, 4 : all

variable: r_TexturesStreamingDebugMinMip

  • type: int
  • current: 100
  • help: Filters displayed textures by loaded mip in texture streaming debug mode

variable: r_ShowTexture

  • type: int
  • current: 0
  • help: Displays texture - for debug purpose Usage : r_ShowTexture [0=off/texId]

variable: s_UnloadProjects

  • type: int
  • current: 1
  • help: Toggles automatic unloading of a project if it was not in use for 20 secs.
  • Usage: s_UnloadProjects [0/1] Default is 0.

variable: r_ShaderCompilerServer

  • type: string
  • current: localhost
  • help: Usage: r_ShaderCompilerServer localhost Default is 8core5

variable: r_WaterUpdateFactor DUMPTODISK

  • type: float
  • current: 0.01
  • help: Distance factor for water reflected texture updating.
  • Usage: r_WaterUpdateFactor 0.01 Default is 0.01. 0 means update every frame

variable: net_defaultChannelBitRateDesired READONLY

  • type: float
  • current: 200000
  • help:

variable: ai_DrawNode DUMPTODISK

  • type: string
  • current: none
  • help: Toggles visibility of named agent’s position on AI triangulation.
  • Usage: ai_DrawNode [ai agent’s name] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player.

variable: ai_DrawPath DUMPTODISK

  • type: string
  • current: none
  • help: Draws the generated paths of the AI agents.
  • Usage: ai_DrawPath [name] Default is none (nobody).

variable: ai_DrawType DUMPTODISK

  • type: int
  • current: -1
  • help: Toggles drawing AI objects of particular type for debugging AI.

variable: r_ShadowBlur DUMPTODISK

  • type: int
  • current: 3
  • help: Selected shadow map screenspace blurring technique.
  • Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]

variable: r_ShadowPass

  • type: int
  • current: 1
  • help: Process shadow pass

variable: e_temp_pool_size

  • type: float
  • current: 1024
  • help: pool size for temporary allocations in kb, requires app restart

variable: d3d9_NullRefDevice REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help:

variable: ca_DrawAimPoses

  • type: int
  • current: 0
  • help: draws the wireframe of the aim poses

variable: e_cbuffer_test_mode

  • type: int
  • current: 2
  • help: Debug

variable: ca_DrawWireframe

  • type: int
  • current: 0
  • help: draws a wireframe on top of the rendered character

variable: d3d9_rb_Verts REQUIRE_APP_RESTART

  • type: int
  • current: 32768
  • help:

variable: camera_zoom_catch_up_base_velocity

  • type: float
  • current: 5
  • help:

variable: swim_debug

  • type: int
  • current: 0
  • help: enable swimming debugging

variable: r_NVSSAO_SceneScale

  • type: float
  • current: 0.5
  • help: “Scene Scale” for the ambient occlusion calculation. The higher the number, the larger the geometry shapes have to be to generate occlusion.This is, a small scene scale means fine details generate occlusion. A high scene scale mean large details generate occlusion, and fine ridges are missed. Default is .5f.

variable: r_ShadowsOmniLightLimit

  • type: int
  • current: 6
  • help: Sets a limit to the maximum number of omni lights that can be casting a shadow at the same time. Set to 0 to disable.

variable: e_water_tesselation_amountX

  • type: int
  • current: 10
  • help: Set tessellation on x axis - 0 means not used

variable: e_water_tesselation_amountY

  • type: int
  • current: 10
  • help: Set tessellation on y axis - 0 means not used

variable: e_CoverageBufferCullIndividualBrushesMaxNodeSize

  • type: int
  • current: 0
  • help: 128 - cull only nodes of scene tree and very big brushes 0 - cull all brushes individually

variable: ai_Recorder DUMPTODISK

  • type: int
  • current: 0
  • help: Enables AI debug recording

variable: ac_debugFutureAnimPath

  • type: int
  • current: 0
  • help: Display future animation path given current motion parameters.

variable: ai_LimitPhysicsRequestPerFrame

  • type: int
  • current: 2000
  • help:

variable: mouse_clear_targeting

  • type: int
  • current: 0
  • help:

variable: tab_targeting_history_expire_time

  • type: float
  • current: 3
  • help:

variable: ai_EnableSystemAggroCancel DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable aggro cancel by system automatically. Set to 0 to turn off.

variable: e_ram_maps DUMPTODISK, REQUIRE_LEVEL_RELOAD

  • type: int
  • current: 1
  • help: Use RAM (realtime ambient maps) on brushes

variable: ai_UpdateFromUnitId

  • type: int
  • current: 0
  • help: Deactivate ai if unit id is lower than this number

variable: option_skill_alert_enable

  • type: int
  • current: 1
  • help: option_skill_alert_enable

variable: ai_PuppetDirSpeedControl

  • type: int
  • current: 1
  • help: Does puppet speed control based on their current move dir

variable: pl_debug_ladders

  • type: int
  • current: 0
  • help:

variable: ai_ProtoRODAliveTime DUMPTODISK

  • type: float
  • current: 10
  • help: Proto

variable: e_screenshot_quality

  • type: int
  • current: 30
  • help: used for e_panorama_screenshot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

variable: r_HDRDebug

  • type: int
  • current: 0
  • help: Toggles HDR debugging info (to debug HDR/eye adaptaion)
  • Usage: r_HDRDebug [0/1/2] 0 off (default) 1 to show some internal HDR textures on the screen 2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)

variable: name_tag_hostile_mate_show

  • type: int
  • current: 1
  • help: render name tag of hostile mate unit

variable: r_ShaderCompilerDontCache

  • type: int
  • current: 0
  • help: Disables caching on server side.
  • Usage: r_ShaderCompilerDontCache 0 # Default is 0

variable: ac_debugColliderMode

  • type: int
  • current: 0
  • help: Display filtered and requested collider modes.

variable: ai_ExtraRadiusDuringBeautification

  • type: float
  • current: 0.2
  • help: Extra radius added to agents during beautification.

variable: r_HDRLevel DUMPTODISK

  • type: float
  • current: 8
  • help: HDR rendering level (bloom multiplier, tweak together with threshold)
  • Usage: r_HDRLevel [Value] Default is 0.6

variable: ca_DebugAnimUpdates

  • type: int
  • current: 0
  • help: shows the amount of skeleton-updates

variable: r_DeferredShadingTilesX DUMPTODISK

  • type: float
  • current: 16
  • help:

variable: r_DeferredShadingTilesY DUMPTODISK

  • type: float
  • current: 12
  • help:

variable: model_streaming_max_task

  • type: int
  • current: 2
  • help:

variable: e_HwOcclusionCullingObjects

  • type: int
  • current: 0
  • help: Activates usage of HW occlusion test for objects

variable: r_particles_lights_limit

  • type: int
  • current: 100
  • help: particle lights limit

variable: net_lan_scanport_first DUMPTODISK

  • type: int
  • current: 64100
  • help: Starting port for LAN games scanning

variable: sys_root READONLY

  • type: string
  • current:
  • help:

variable: sys_spec

  • type: int
  • current: 0
  • help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh)

variable: aim_assistSnapDistance

  • type: float
  • current: 3
  • help: The maximum deviation autoaim is willing to compensate for

variable: e_mipmap_show

  • type: float
  • current: 0
  • help: visualize texture mipmap level

variable: sound_others_skill_sound_volume

  • type: float
  • current: 0.8
  • help: target != player and source != player. [0.0 - 1.0]

variable: e_gsm_range_start

  • type: float
  • current: 3
  • help: Size of LOD 0 GSM area (in meters)

variable: ua_filter

  • type: string
  • current: none
  • help: filter unit attributes.

variable: ai_BannedNavSoTime DUMPTODISK

  • type: float
  • current: 20
  • help: Time indicating how long invalid navsos should be banned.

variable: um_use_attachment

  • type: int
  • current: 0
  • help: use attachment system when attaching units

variable: dt_time

  • type: float
  • current: 0.25
  • help: time in seconds between double taps

variable: ui_double_click_interval DUMPTODISK

  • type: float
  • current: 0.8
  • help: ui double click interval

variable: cd_builder_snap

  • type: int
  • current: 0
  • help: use builder snap

variable: r_DeferredDecalsLowSpec REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enables deferred decals in extreme low spec mode (no-zpass mode)

variable: e_character_light_max_dist

  • type: float
  • current: 10
  • help: Character Light Max Dist

variable: mov_NoCutscenes

  • type: int
  • current: 0
  • help: Disable playing of Cut-Scenes

variable: pl_zeroGFloatDuration

  • type: float
  • current: 1.25
  • help: Floating duration until full stop (after stopped thrusting).

variable: transfer_debug

  • type: int
  • current: 0
  • help: show transfer debug info

variable: r_DebugRefraction

  • type: int
  • current: 0
  • help: Debug refraction usage. Displays red instead of refraction
  • Usage: r_DebugRefraction Default is 0 (off)

variable: r_TerrainAO

  • type: int
  • current: 7
  • help: 7=Activate terrain AO deferred passes

variable: camera_close_up_fade_out_distance

  • type: float
  • current: 1
  • help:

variable: i_debug_mp_flowgraph

  • type: int
  • current: 0
  • help: Displays info on the MP flowgraph node
  • type: int
  • current: 0
  • help: use cursor pos as blink target

variable: ragdoll_hit_bone

  • type: string
  • current:
  • help: strike target by the impulse at bone at attack hit event[0(off)|(bonename)]
  • default: 0(off)

variable: r_UseParticlesHalfResDebug

  • type: int
  • current: 0
  • help: Render half resolution particles tinted with a color.
  • Usage: r_UseParticlesHalfResDebug [0/1]

variable: e_dynamic_light

  • type: int
  • current: 1
  • help: Activates dynamic light sources. 2 : show sphere at dynamic light. 3 : show view distance

variable: fg_profile

  • type: int
  • current: 0
  • help: Flow graph profiling enable/disable

variable: r_UseParticlesHalfResForce

  • type: int
  • current: 0
  • help: Forces all particles of given blend operation to be rendered in half resolution.
  • Usage: r_UseParticlesHalfResForce [0-off/1-additive/2-alphabased]

variable: movement_verify_onground_height_tolerance

  • type: float
  • current: 5
  • help:

variable: e_ShadowsDebug

  • type: int
  • current: 0
  • help: 0=off, 2=visualize shadow maps on the screen

variable: r_WaterUpdateDistance

  • type: float
  • current: 2
  • help:

variable: cl_screeneffects

  • type: int
  • current: 1
  • help: Enable player screen effects (depth-of-field, motion blur, …).

variable: simulate_actor_gc_hack

  • type: int
  • current: 0
  • help: Turn on/off actor gc hack simulation. 0: off, n: on. And the number means a gc unit id

variable: e_gsm_range_rate

  • type: float
  • current: 20
  • help: e_gsm_range is separated e_gsm_range_rate and e_gsm_range_start

variable: e_gsm_range_step

  • type: float
  • current: 3.5
  • help: Range of next GSM lod is previous range multiplied by step

variable: es_bboxes

  • type: int
  • current: 0
  • help: Toggles entity bounding boxes.
  • Usage: es_bboxes [0/1] Default is 0 (off). Set to 1 to display bounding boxes.

variable: r_DisplayInfo DUMPTODISK, RESTRICTEDMODE

  • type: int
  • current: 0
  • help: Toggles debugging information display.
  • Usage: r_DisplayInfo [0=off/1=show/2=enhanced/3=simple]

variable: e_dissolve

  • type: int
  • current: 1
  • help: Objects alphatest_noise_fading out on distance

variable: r_TexturesStreamingIgnore

  • type: int
  • current: 0
  • help:

variable: bot_param_1

  • type: string
  • current:
  • help: bot param 1

variable: bot_param_2

  • type: string
  • current:
  • help: bot param 2

variable: bot_param_3

  • type: string
  • current:
  • help: bot param 3

variable: log_tick

  • type: float
  • current: 0
  • help: When not 0, writes tick log entry into the log file, every N seconds

variable: ai_WarningPhysicsRequestCount

  • type: int
  • current: 1000
  • help:

variable: ca_DrawPerformanceOption

  • type: int
  • current: 0
  • help: if this is 1, it will draw performance option informations, LOD level, visible bone count, etc…

variable: e_vegetation_sprites_distance_ratio

  • type: float
  • current: 0.8
  • help: Allows changing distance on what vegetation switch into sprite

variable: ai_WaterOcclusion DUMPTODISK

  • type: float
  • current: 0.5
  • help: scales how much water hides player from AI

variable: r_RenderMeshLockLog

  • type: int
  • current: 0
  • help:

variable: ag_averageTravelSpeed

  • type: int
  • current: 0
  • help: Average travel speed over a few frames

variable: g_ignore_raid_joint

  • type: int
  • current: 0
  • help: 0(accept raid joint), 1(ignore raid joint)

variable: e_particles_trail_debug

  • type: int
  • current: 0
  • help: Debug swoosh effect (sword trail)

variable: sv_gs_report

  • type: int
  • current: 1
  • help: Enable Gamespy server reporting, this is necessary for NAT negotiation

variable: mfx_Timeout

  • type: float
  • current: 0.2
  • help: Timeout (in seconds) to avoid playing effects too often

variable: rope_change_asset_test

  • type: int
  • current: 0
  • help:

variable: r_ShaderCompilerPort

  • type: int
  • current: 61453
  • help: set user defined port of the shader compile server.
  • Usage: r_ShaderCompilerPort 61453 # Default is 61453

variable: camera_move_accel_time

  • type: float
  • current: 0.2
  • help:

variable: ac_debugLocations

  • type: int
  • current: 0
  • help: Debug render entity (blue), animation (red) and prediction (yellow).

variable: net_actor_force_sync_period

  • type: int
  • current: 3000
  • help: force sending movement sync packet period (ms)

variable: ai_Autobalance

  • type: int
  • current: 0
  • help: Set to 1 to enable autobalancing.

variable: ui_draw_level DUMPTODISK

  • type: int
  • current: 1
  • help: ui drawing level 0: draw no widget 1: draw widgets (normal) 2: draw debug border and id of the widget below mouse cursor 3: draw font texture for debug

variable: p_joint_dmg_accum_thresh

  • type: float
  • current: 0
  • help: If set, joint damage over this threshold will be accumulated

variable: profile_weighting

  • type: int
  • current: 0
  • help: Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold.

variable: g_ragdoll_minE_max

  • type: float
  • current: 0.1
  • help: 0 : off, 1 : on

variable: ai_DrawAnchors DUMPTODISK

  • type: int
  • current: 0
  • help: Toggles drawing AI anchors.

variable: p_group_damping

  • type: float
  • current: 0.5
  • help: Toggles damping for object groups.
  • Usage: p_group_damping [0/1] Default is 1 (on). Used for internal tweaking only.

variable: p_joint_dmg_accum

  • type: float
  • current: 0
  • help: If set, joint damage will be accumulated

variable: e_screenshot_min_slices

  • type: int
  • current: 4
  • help: used for e_panorama_screenshot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug

variable: net_connectivity_detection_interval

  • type: float
  • current: 1
  • help:

variable: prefab_stream_xml

  • type: int
  • current: 1
  • help:

variable: cu_no_spawn

  • type: int
  • current: 0
  • help:

variable: r_SSReflExp

  • type: float
  • current: 0.25
  • help: Reflection exponent, applied to glossiness material property

variable: camera_test

  • type: float
  • current: 0
  • help:

variable: sys_budget_tris_terrain

  • type: float
  • current: 80
  • help:

variable: r_NormalsLength

  • type: float
  • current: 0.1
  • help: Sets the length of displayed vectors. r_NormalsLength 0.1 Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.

variable: s_SoundInfoLogFile

  • type: string
  • current:
  • help: Writes a log file once in xml format with the current sound info setting. Works currently only with s_SoundInfo 11, 12 and 13!
  • Usage: s_SoundInfoLogFile
  • Default:

variable: next_sys_spec_full DUMPTODISK

  • type: int
  • current: 4
  • help:

variable: e_detail_objects

  • type: int
  • current: 1
  • help: Turn detail objects on/off

variable: sound_my_material_effect_sound_volume

  • type: float
  • current: 1
  • help: me or my pet’s material effect sound volume. [0.0 - 1.0]

variable: p_profile_entities

  • type: int
  • current: 0
  • help: Enables per-entity time step profiling

variable: ShowFps

  • type: int
  • current: 1
  • help: show fps

variable: ac_MCMHorOtherPlayer

  • type: int
  • current: 1
  • help: Overrides the horizontal movement control method specified by AG (overrides filter).

variable: g_unit_collide_bottom_box_size_rate

  • type: float
  • current: 0.9
  • help:

variable: e_gsm_extra_range_sun_update_ratio

  • type: float
  • current: 0
  • help: SunDir update ratio

variable: ShowServerTime

  • type: int
  • current: 0
  • help: show server time

variable: p_skip_redundant_colldet

  • type: int
  • current: 1
  • help: Specifies whether to skip furher collision checks between two convex objects using the simple solver when they have enough contacts between them

variable: s_DummySound DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Toggles dummy(NULL) sound system.

variable: e_target_decals_deffered

  • type: int
  • current: 1
  • help: 1 - target decals to deferred

variable: e_terrain_render_profile

  • type: int
  • current: 0
  • help:

variable: ca_DrawNormals

  • type: int
  • current: 0
  • help: draws the normals of the rendered character

variable: ca_DebugSubstateTransitions DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, it will be possible to test blending between sub-states of an AAC

variable: e_view_dist_custom_ratio

  • type: float
  • current: 100
  • help: View distance ratio for special marked objects (Players,AI,Vehicles)

variable: ai_ProfileGoals

  • type: int
  • current: 0
  • help: Toggles timing of AI goal execution.
  • Usage: ai_ProfileGoals [0/1] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled.

variable: s_StreamProjectFiles

  • type: int
  • current: 1
  • help: Toggles if project files are streamed into memory or middleware loads them blocking.
  • Usage: s_StreamProjectFiles [0/1] Default is 1 (on).

variable: r_BeamsMaxSlices

  • type: int
  • current: 200
  • help: Number of volumetric slices allowed per light beam.
  • Usage: r_BeamsMaxSlices [1-300] Default is 200 (high-spec).

variable: r_shadersSaveListRemote

  • type: int
  • current: 11
  • help: shaderlist.txt copy to darmoon cache folder 0x1 = editor 0x2 = client 0x4 = reserved don’t use this 0x8 = remove local host

variable: v_help_tank_steering

  • type: int
  • current: 0
  • help: Enable tank steering help for AI

variable: ShowActionBar_1

  • type: int
  • current: 1
  • help: show default action bar

variable: ShowActionBar_2

  • type: int
  • current: 1
  • help: show second action bar

variable: ShowActionBar_3

  • type: int
  • current: 0
  • help: show third action bar

variable: ShowActionBar_4

  • type: int
  • current: 0
  • help: show fourth action bar

variable: ShowActionBar_5

  • type: int
  • current: 0
  • help: show fifth action bar

variable: ShowActionBar_6

  • type: int
  • current: 0
  • help: show sixth action bar

variable: e_vegetation_min_size DUMPTODISK, REQUIRE_LEVEL_RELOAD

  • type: float
  • current: 0
  • help: Minimal size of static object, smaller objects will be not rendered

variable: aa_maxDist

  • type: float
  • current: 10
  • help: max lock distance

variable: ca_fallAndPlayStandUpDuration

  • type: float
  • current: 0.3
  • help:

variable: e_cbuffer_debug_draw_scale

  • type: float
  • current: 1
  • help: Debug

variable: r_ShadowsMaskResolution

  • type: int
  • current: 0
  • help: 0=per pixel shadow mask 1=horizontal half resolution shadow mask 2=horizontal and vertical half resolution shadow mask
  • Usage: r_ShadowsMaskResolution [0/1/2]

variable: p_notify_epsilon_living

  • type: float
  • current: 0.001
  • help:

variable: net_defaultChannelIdlePacketRateDesired READONLY

  • type: float
  • current: 0.05
  • help:

variable: g_enableitems

  • type: int
  • current: 1
  • help: Enable/disable the item system

variable: pl_zeroGSpeedMultNormal

  • type: float
  • current: 1.2
  • help: Modify movement speed in zeroG, in normal mode.

variable: fr_fturn_scale DUMPTODISK

  • type: float
  • current: 2
  • help: free camera fast turn speed scale

variable: camera_min_dist

  • type: float
  • current: 0
  • help:

variable: pl_debug_jump_mult

  • type: float
  • current: 1
  • help:

variable: e_vegetation_alpha_blend

  • type: int
  • current: 1
  • help: Allow alpha blending for vegetations

variable: sys_trackview

  • type: int
  • current: 1
  • help: Enables TrackView Update

variable: quest_cam_dof_blur

  • type: float
  • current: 1
  • help: quest cam dof blur

variable: es_StreamDebug

  • type: int
  • current: 0
  • help:

variable: r_PostAAInEditingMode

  • type: int
  • current: 1
  • help: Enables amortized super sampling in editing mode. Uses camera jittering which can cause flickering of helper objects
  • Usage: r_PostAAInEditingMode [0/1]

variable: e_foliage_wind_activation_dist

  • type: float
  • current: 25
  • help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated

variable: cd_debug

  • type: int
  • current: 0
  • help: show doodad debug info. 1:type name and streaming 2:type name(id,typeId) 3:lod :type name(id,typeId) only for specified type

variable: ai_InterestSystem DUMPTODISK

  • type: int
  • current: 0
  • help: Enable interest system

variable: ai_CloakIncrementMod DUMPTODISK

  • type: float
  • current: 1
  • help: how fast cloak fades out

variable: e_gsm_combined

  • type: int
  • current: 0
  • help: Variable to tweak the performace of directional shadow maps 0=individual textures are used for each GSM level, 1=texture are combined into one texture

variable: s_UnloadData

  • type: int
  • current: 1
  • help: Toggles unloading of sound data by the AssetManager.
  • Usage: s_UnloadData [0/1] Default is 1.

variable: r_ShadersIgnoreIncludesChanging

  • type: int
  • current: 0
  • help:

variable: r_TexturesStreamingOnlyVideo

  • type: int
  • current: 0
  • help:

variable: r_UseDualMaterial

  • type: int
  • current: 1
  • help: Enables dual material rendering.
  • Usage: r_UseDualMaterial [0/1] Default is 1 (on). Set to 0 to disable dual material.

variable: g_useLastKeyInput

  • type: int
  • current: 1
  • help: Use last key input.

variable: r_ShowRenderTarget

  • type: int
  • current: 0
  • help: Displays special render targets - for debug purpose
  • Usage: r_ShowRenderTarget [0=off/1/2/3/4/5/6/7/8/9] 1: s_ptexZTarget 2: s_ptexSceneTarget 3: s_ptexScreenShadowMap[0] 4: s_ptexScreenShadowMap[1] 5: s_ptexScreenShadowMap[2] 6: gTexture 7: gTexture2 8: s_ptexScatterLayer 9: pEnvTex->m_pTex->m_pTexture 11: SSAO render target 16: Downscaled depth target for SSAO

variable: r_Supersampling

  • type: int
  • current: 1
  • help: Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 …)

variable: r_RainDropsEffect

  • type: int
  • current: 1
  • help: Enable RainDrops effect.
  • Usage: r_RainDropEffect [0/1/2] 0: force off 1: on (default) 2: on (forced)

variable: bot_show

  • type: int
  • current: 0
  • help: show bot status

variable: bot_type

  • type: string
  • current:
  • help: bot type

variable: r_ShadowGen

  • type: int
  • current: 1
  • help: 0=disable shadow map updates, 1=enable shadow map updates

variable: ai_DrawFakeTracers DUMPTODISK

  • type: int
  • current: 0
  • help: Draws fake tracers around the player.

variable: net_tcp_nodelay

  • type: int
  • current: 0
  • help: Use tcp_nodelay option for socket

variable: e_VoxTerTexRangeScale

  • type: float
  • current: 1
  • help: Debug

variable: option_shadow_dist

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_shadow_dist [1/2/3/4/x]: … e_gsm_cache = 0 ; I’m not sure e_gsm_cache ever worked because e_gsm_cache_lod_offset was set to a high value/0 ; I’m not sure e_gsm_cache ever worked because e_gsm_cache_lod_offset was set to a high value/0 ; I’m not sure e_gsm_cache ever worked because e_gsm_cache_lod_offset was set to a high value/0 ; I’m not sure e_gsm_cache ever worked because e_gsm_cache_lod_offset was set to a high value/0 ; I’m not sure e_gsm_cache ever worked because e_gsm_cache_lod_offset was set to a high value … e_gsm_extra_range_shadow = 0/0/1/1/1 … e_gsm_extra_range_shadow_texture_size = 256/512/1024/2048/2048 … e_gsm_extra_range_sun_update_ratio = 0/0/0/0/0 … e_gsm_extra_range_sun_update_time = 0/0/0/0/0 … e_gsm_extra_range_sun_update_type = 0/0/0/0/0 … e_gsm_lods_num = 2/3/3/4/4 … e_gsm_range_rate = 20/8/18/20/20 … e_gsm_range_start = 5/10/4/3/3 … e_gsm_range_step = 5/2/4/3.5/3.5 … e_gsm_range_step_object = .25/.25/3/3/3 … e_gsm_range_step_terrain = .25/.25/2.25/1.5/1.5 … e_shadows_max_texture_size = 512/1024/1024/2048/2048 … e_shadows_on_alpha_blended = 0/0/1/1/1 … e_shadows_terrain = 0/0/1/1/1 … e_shadows_terrain_texture_size = 256/512/1024/2048/2048 … r_DynTexMaxSize = 48/64/80/128/128 … r_ShadowBlur = 0/0/3/3/3 … r_ShadowsDeferOmniLightLimit = 2/4/4/6/6 … r_ShadowsMaskResolution = 0/0/0/0/0 … r_ShadowsOmniLightLimit = 2/4/4/6/6

variable: i_iceeffects

  • type: int
  • current: 0
  • help: Enable/Disable specific weapon effects for ice environments

variable: e_cbuffer_tree_debug

  • type: int
  • current: 0
  • help: Debug

variable: e_cbuffer_tree_depth

  • type: int
  • current: 7
  • help: Debug

variable: r_ShadowGenMode

  • type: int
  • current: 1
  • help: 0=Use Frustums Mask 1=Regenerate all sides
  • Usage: r_ShadowGenMode [0/1]

variable: r_ShadowsParticleJitterAmount DUMPTODISK

  • type: float
  • current: 0.5
  • help: Amount of jittering for particles shadows.
  • Usage: r_ShadowsParticleJitterAmount [x], 0.5 is default

variable: bot_password

  • type: string
  • current:
  • help: bot password

variable: ca_test_profile_shot

  • type: int
  • current: 0
  • help: just test for profile shot

variable: profile_pagefaults

  • type: int
  • current: 0
  • help: Enable drawing of page faults graph.

variable: um_debug_exact_aabb

  • type: int
  • current: 0
  • help: render exact AABB

variable: g_ignore_duel_invite

  • type: int
  • current: 0
  • help: 0(accept duel invite), 1(ignore duel invite)

variable: tab_targeting_round_dist

  • type: float
  • current: 4
  • help:

variable: p_jump_to_profile_ent

  • type: int
  • current: 0
  • help: Move the local player next to the corresponding entity in the p_profile_entities list

variable: s_MaxMIDIChannels DUMPTODISK

  • type: int
  • current: 8
  • help: Sets the maximum number of midi sound channels. Default is 16.

variable: g_die_anim_force

  • type: float
  • current: 1000
  • help:

variable: ca_UsePhysics

  • type: int
  • current: 1
  • help: the physics is not applied (effectively, no IK)

variable: e_custom_max_model_low

  • type: int
  • current: 50
  • help: max custom model count low level

variable: e_custom_max_model_mid

  • type: int
  • current: 80
  • help: max custom model count mid level

variable: ca_DrawTangents

  • type: int
  • current: 0
  • help: draws the tangents of the rendered character

variable: sys_movie_update_position

  • type: int
  • current: 1
  • help: 0 : before prephysics update, 1 : after prephysics (default)

variable: simulate_actor_push_hack

  • type: int
  • current: 0
  • help: Turn on/off actor push hack simulation. 0: off, n: on. And the number means a pusher unit id

variable: p_max_contact_gap

  • type: float
  • current: 0.01
  • help: Sets the gap, enforced whenever possible, between contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only.

variable: e_particles_dynamic_quality

  • type: int
  • current: 1
  • help: change particle quality in runtime

variable: ai_DebugPathfinding

  • type: int
  • current: 0
  • help: Toggles output of pathfinding information [default 0 is off]

variable: e_DecalsPlacementTestAreaSize

  • type: float
  • current: 0.22
  • help: Avoid spawning decals on the corners or edges of entity geometry

variable: ai_SteepSlopeAcrossValue

  • type: float
  • current: 0.6
  • help: Indicates slope value that is borderline-walkable across.
  • Usage: ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue

variable: p_net_angsnapmul

  • type: float
  • current: 0.01
  • help: Multiplier to expand the p_net_minsnapdot based on the objects angular velocity

variable: s_RecordConfig DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Sets up the preferred record configuration.
  • Usage: s_RecordConfig # where # is a number from 0 to x representing 0: AutoDetect (Control Panel Setting) x: The index of a listed record driver Default is 0 (AutoDetect).

variable: e_particles_quality

  • type: int
  • current: 4
  • help: Current particles detail quality

variable: mov_effect

  • type: int
  • current: 1
  • help: (0 = off, 1 = on)

variable: check_custom_texture_lod_gap

  • type: float
  • current: 3
  • help:

variable: g_ignore_squad_invite

  • type: int
  • current: 0
  • help: 0(accept squad invite), 1(ignore squad invite)

variable: ca_gc_duration

  • type: int
  • current: 60000
  • help:

variable: r_ShadowsSunMaskBlurriness

  • type: float
  • current: 2
  • help: Specifies the amount of bluring to apply to the sun shadow mask. Set to 0 for no blurring. Typically 1-2 are the best values.

variable: sound_character_listener

  • type: int
  • current: 1
  • help: character listener(1)/camera listener(0)

variable: g_unit_collide_bottom_box_min_height_size_gap

  • type: float
  • current: 0.4
  • help:

variable: instance_id

  • type: int
  • current: 0
  • help: Instance Id

variable: r_WaterCaustics

  • type: int
  • current: 1
  • help: Toggles under water caustics.
  • Usage: r_WaterCaustics [0/1] Default is 1 (enabled).

variable: p_debug_joints

  • type: int
  • current: 0
  • help: If set, breakable objects will log tensions at the weakest spots

variable: ca_LoadUncompressedChunks

  • type: int
  • current: 0
  • help: If this 1, then uncompressed chunks prefer compressed while loading

variable: e_terrain_occlusion_culling_version

  • type: int
  • current: 1
  • help: 0 - old, 1 - new

variable: um_vehicle_ground_align

  • type: int
  • current: 1
  • help: vehicle unit model ground aligning. 0(off), 1>(on), 2(debug)

variable: capture_file_format

  • type: string
  • current: jpg
  • help: Specifies file format of captured files (jpg, bmp, tga, hdr).

variable: ai_IncludeNonColEntitiesInNavigation

  • type: int
  • current: 1
  • help: Includes/Excludes noncolliding objects from navigation.

variable: ban_timeout DUMPTODISK

  • type: int
  • current: 30
  • help: Ban timeout in minutes

variable: r_MotionBlur

  • type: int
  • current: 0
  • help: Enables per object and screen motion blur.
  • Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer

variable: ca_DrawCGAAsSkin

  • type: int
  • current: 0
  • help: if this is 1, will draw the CGA characters using skin (dp calls decreased)

variable: ai_DebugDrawAmbientFire DUMPTODISK

  • type: int
  • current: 0
  • help: Displays fire quota on puppets.

variable: r_UseParticlesRefraction

  • type: int
  • current: 1
  • help: Enables refractive particles.
  • Usage: r_UseParticlesRefraction [0/1]

variable: movement_verify_airstanding_height_tolerance

  • type: float
  • current: 5
  • help:

variable: r_BeamsSoftClip

  • type: int
  • current: 1
  • help: Toggles light beams clip type.
  • Usage: r_BeamsSoftClip [0/1] Default is 1 (software clip beams). Set to 0 to enable hardware clipping.

variable: ac_clampTimeEntity

  • type: float
  • current: 0.3
  • help: Time it takes for carry clamping to reduce the deviation to zero.

variable: skip_ag_update

  • type: int
  • current: 1
  • help: Skip update animation graph in server : skip_ag_update [0(off)|1(on)]
  • default: 1 (on)

variable: sv_gs_trackstats

  • type: int
  • current: 1
  • help: Enable Gamespy stats tracking

variable: rope_skill_controller_jump_velocity

  • type: float
  • current: 8
  • help:

variable: aux_phys_max_unit_num

  • type: int
  • current: 10
  • help:

variable: net_highlatencytimelimit

  • type: float
  • current: 1.5
  • help:

variable: r_ShowLight

  • type: string
  • current: 0
  • help: Display a light source by name.
  • Usage: r_ShowLight lightname Default is 0. Set to ‘lightname’ to show only the light from the source named ‘lightname’.

variable: r_ShowLines

  • type: int
  • current: 0
  • help: Toggles visibility of wireframe overlay.
  • Usage: r_ShowLines [0/1]Default is 0 (off).

variable: ca_FacialSequenceMaxCount

  • type: int
  • current: 20
  • help: Set Max Count of Facial animation loaded

variable: ds_LoadExcelScripts

  • type: int
  • current: 1
  • help: Load legacy Excel based dialogs.

variable: option_animation

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_animation [1/2/3/4/x]: … ca_LodClampThreshold = 4/5/6/7/7 … ca_LodDistRatio = 1.5/1/0.7/0.5/0.5 … ca_LodRadiusInflection = 2.5/2.5/2.5/2.5/2.5 … ca_LodSkipTaskRatio = 2/1/0.7/0.5/0.5 … ca_UnloadAnimTime = 60/60/60/60/60 … ca_dbh_level = 1/2/3/3/3

variable: e_custom_clone_mode

  • type: int
  • current: 0
  • help: use clone for custom units on/off

variable: ac_debugAnimTarget

  • type: int
  • current: 0
  • help: Display debug history graphs of anim target correction.

variable: sv_servername DUMPTODISK

  • type: string
  • current:
  • help: Server name will be displayed in server list. If empty, machine name will be used.

variable: r_CoronaSizeScale

  • type: float
  • current: 1
  • help:

variable: net_phys_debug

  • type: int
  • current: 0
  • help:

variable: ca_LodRadiusInflection

  • type: float
  • current: 2.5
  • help:

variable: r_TextureLodDistanceRatio

  • type: float
  • current: -1
  • help: Controls dynamic LOD system for textures used in materials.
  • Usage: r_TextureLodDistanceRatio [-1, 0 and bigger] Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. Values bigger than 0 will activate texture LOD selection depending on distance to the objects.

variable: follow_debug

  • type: int
  • current: 0
  • help:

variable: s_FileOpenHandleMax

  • type: int
  • current: 30
  • help: Sets max of open file handles.
  • Usage: s_FileOpenHandleMax [1..] Default PC: 30, PS3: 10.

variable: lua_gc_mul

  • type: int
  • current: 110
  • help: change LUA_GCSETSTEPMUL

variable: e_model_decals

  • type: int
  • current: 1
  • help: Activates drawing of model decals (game decals and hand-placed)

variable: e_foliage_stiffness

  • type: float
  • current: 3.2
  • help: Stiffness of the spongy obstruct geometry

variable: s_MusicVolume DUMPTODISK

  • type: float
  • current: 0.700001
  • help: Sets the music volume from 0 to 1 in the games option.
  • Usage: s_MusicVolume 0.2 Default is 1.0

variable: ca_LockFeetWithIK

  • type: int
  • current: 1
  • help: If this is set to 1, then we lock the feet to prevent sliding when additive animations are used

variable: fr_fspeed_scale DUMPTODISK

  • type: float
  • current: 3
  • help: free camera fast move speed scale

variable: ai_ObstacleSizeThreshold DUMPTODISK

  • type: float
  • current: 1.2
  • help: Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones

variable: e_shadows

  • type: int
  • current: 1
  • help: Activates drawing of shadows

variable: e_dynamic_light_force_deferred

  • type: int
  • current: 0
  • help: dynamic light force deferred

variable: s_ReverbType REQUIRE_APP_RESTART

  • type: int
  • current: 2
  • help: Toggles type of reverb effect.
  • Usage: s_ReverbType [0..2] Default PC: 2, Xbox360: 2, PS3: 2, Durango: 2, Orbis: 1 0: Disables reverb completely. 1: Enables SW I3DL2 reverb with dynamic buffer allocation at run time. 2: Enables SW I3DL2 reverb with full buffer allocation during initialization.

variable: gm_startup

  • type: int
  • current: 1
  • help: 0 : off, 1 : on

variable: ca_DrawBinormals

  • type: int
  • current: 0
  • help: draws the binormals of the rendered character

variable: s_SoundMoodsDSP

  • type: int
  • current: 1
  • help: enables DSP effects being used in soundmoods.
  • Usage: s_SoundMoodsDSP [0/1] Default is 1 (on).

variable: e_timedemo_frames

  • type: int
  • current: 0
  • help: Will quit appication in X number of frames, r_DisplayInfo must be also enabled

variable: e_modelview_Prefab_camera_offset_x

  • type: float
  • current: 0
  • help: x modelview Prefab camera offset (in world space)

variable: e_modelview_Prefab_camera_offset_y

  • type: float
  • current: 0
  • help: y modelview Prefab camera offset (in world space)

variable: e_modelview_Prefab_camera_offset_z

  • type: float
  • current: 0
  • help: z modelview Prefab camera offset (in world space)

variable: basic_cursor_shape

  • type: int
  • current: 0
  • help: basic cursor shape

variable: s_AudioPreloadsFile

  • type: string
  • current: audiopreloads_64
  • help: Sets the file name for the AudioFileCacheManager to parse.
  • Usage: s_AudioPreloadsFile
  • Default: AudioPreloads

variable: s_MemoryPoolSoundPrimary REQUIRE_APP_RESTART

  • type: float
  • current: 30
  • help: Sets the size in MB of the primary sound memory pool. This memory is always located in main memory.
  • Usage: s_MemoryPoolSoundPrimary [0..] 0: , PC:60, PS3:12, X360:28 Default is 0 .

variable: lua_handle

  • type: int
  • current: 0
  • help: change script handle. 0 : System 1 : UI 1 : GlobalUI
  • Usage: lua_handle [0/1/2]

variable: ca_modelViewLog

  • type: int
  • current: 0
  • help: modelview rendering log

variable: e_max_view_dst_spec_lerp

  • type: float
  • current: 1
  • help: 1 - use max view distance set by designer for very high spec 0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances

variable: show_aim_point

  • type: int
  • current: 0
  • help: Show aim points

variable: ai_DebugDrawVegetationCollisionDist DUMPTODISK

  • type: int
  • current: 0
  • help: Enables drawing vegetation collision closer than a distance projected onto the terrain.

variable: e_gsm_terrain_sun_update_time

  • type: float
  • current: 5
  • help: SunDir update gap for terrain range shadow

variable: e_roads

  • type: int
  • current: 1
  • help: Activates drawing of road objects

variable: e_ropes

  • type: int
  • current: 1
  • help: Turn Rendering of Ropes on/off

variable: ai_DebugDrawDynamicHideObjectsRange DUMPTODISK

  • type: int
  • current: 0
  • help: Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw > 0).

variable: e_sleep

  • type: int
  • current: 0
  • help: Sleep X in C3DEngine::Draw

variable: custom_zoom_sensitivity

  • type: float
  • current: 1.5
  • help:

variable: ca_DrawFaceAttachments

  • type: int
  • current: 1
  • help: if this is 0, will not draw the skin attachments objects

variable: e_voxel

  • type: int
  • current: 1
  • help: Render voxels

variable: e_stat_obj_merge

  • type: float
  • current: 1
  • help: Enable CGF sub-objects meshes merging

variable: sound_mood_combat_enable

  • type: int
  • current: 1
  • help: 1: on / 0: off

variable: e_particles_lod

  • type: float
  • current: 1
  • help: Multiplier to particle count

variable: e_particles_low

  • type: float
  • current: 180
  • help: particle lod low

variable: e_CameraFreeze

  • type: int
  • current: 0
  • help: Freeze 3dengine camera (good to debug object culling and LOD). The view frustum is drawn in write frame. 0 = off 1 = activated

variable: ac_clampTimeAnimation

  • type: float
  • current: 0.3
  • help: Time it takes for carry clamping to reduce the deviation to zero.

variable: pl_flyingVelocityMultiplier

  • type: float
  • current: 30
  • help:

variable: name_tag_font_name

  • type: string
  • current: font_main
  • help: set unit name tag font name

variable: d3d9_debugruntime

  • type: int
  • current: 0
  • help:

variable: name_tag_font_size

  • type: int
  • current: 17
  • help: set unit name tag font size

variable: e_default_material

  • type: float
  • current: 0
  • help: use gray illum as default

variable: option_show_combat_resource_window

  • type: int
  • current: 0
  • help: option_show_combat_resource_window

variable: movement_verify_move_speed_big_enough_vel

  • type: float
  • current: 40
  • help:

variable: ag_ep_correctMovement

  • type: int
  • current: 1
  • help: enable/disable position correction in exact positioning

variable: r_ShadowsAdaptionMin DUMPTODISK

  • type: float
  • current: 0
  • help: starting kernel size, to avoid blocky shadows.
  • Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default

variable: r_PostProcessEffectsParamsBlending

  • type: int
  • current: 1
  • help: Enables post processing effects parameters smooth blending
  • Usage: r_PostProcessEffectsParamsBlending [0/1] Default is 1 (enabled).

variable: sub_zone_debug

  • type: int
  • current: 0
  • help:

variable: cl_voice_recording

  • type: int
  • current: 0
  • help: Enable client voice recording

variable: e_StreamPredictionMinFarZoneDistance

  • type: float
  • current: 16
  • help: Debug

variable: ea_show

  • type: int
  • current: 0
  • help: show effect area

variable: log_IncludeMemory

  • type: int
  • current: 0
  • help:

variable: ca_DrawPositionPost

  • type: int
  • current: 0
  • help: draws the world position of the character (after update)

variable: r_VarianceShadowMapBlurAmount DUMPTODISK

  • type: float
  • current: 1
  • help: Activate shadow map blur.
  • Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]

variable: e_AutoPrecacheCgf

  • type: int
  • current: 1
  • help: Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)

variable: r_shootingstar_respawntime

  • type: float
  • current: 3
  • help: Respawn time of the shooting star (in game hours).

variable: e_cbuffer_terrain_distance

  • type: float
  • current: 100
  • help: Only near sectors are rasterized

variable: r_DetailTextures DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles detail texture overlays.
  • Usage: r_DetailTextures [0/1] Default is 1 (detail textures on).

variable: v_altitudeLimit

  • type: float
  • current: 600
  • help: Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled.

variable: p_max_debris_mass

  • type: float
  • current: 10
  • help: Broken pieces with mass<=this limit use debris collision settings

variable: option_enable_misc_chat_log DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: enable misc chat log. default is 0.

variable: r_binaryShaderAutoGen REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: binaryShaderAutoGen

variable: r_UseSRGB REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enables sRGB texture reads / framebuffer writes.
  • Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]

variable: cl_invertMouse DUMPTODISK

  • type: int
  • current: 0
  • help: mouse invert?

variable: OceanWindSpeed

  • type: float
  • current: 4
  • help: ocean wind speed

variable: ca_UseFacialAnimation

  • type: int
  • current: 1
  • help: If this is set to 1, we can play facial animations

variable: s_VehcleMusicVolume DUMPTODISK

  • type: float
  • current: 1
  • help: Sets the percentile volume of the vehicle music.
  • Usage: s_vehcleMusicVolume 1.0 Default is 1, which is full volume.

variable: e_decals_allow_game_decals

  • type: int
  • current: 1
  • help: Allows creation of decals by game (like weapon bullets marks)

variable: e_zoneWeatherEffect

  • type: int
  • current: 1
  • help: Active zone effect

variable: e_proc_vegetation_max_view_distance

  • type: int
  • current: 128
  • help: Debug

variable: p_max_world_step

  • type: float
  • current: 0.2
  • help: Specifies the maximum step physical world can make (larger steps will be truncated)

variable: r_silhouetteColorAmount

  • type: float
  • current: 2
  • help: silhouette Color Amount

variable: ca_LoadDatabase

  • type: int
  • current: 0
  • help: Enable loading animations from database

variable: e_screenshot_map_far_plane_offset

  • type: float
  • current: 1000
  • help: param for far plane offset

variable: v_rockBoats

  • type: int
  • current: 1
  • help: Enable/disable boats idle rocking

variable: cl_zone_id

  • type: int
  • current: -1
  • help:

variable: r_NoDrawShaders

  • type: int
  • current: 0
  • help: Disable entire render pipeline.
  • Usage: r_NoDrawShaders [0/1] Default is 0 (render pipeline enabled). Used for debugging and profiling.

variable: capture_folder

  • type: string
  • current: CaptureOutput
  • help: Specifies sub folder to write captured frames.

variable: name_tag_mark_size_ratio

  • type: float
  • current: 1
  • help: name tag mark scale

variable: mfx_MaxFootStepCount

  • type: int
  • current: 50
  • help: Max foot_step count, Default : 50

variable: p_use_distance_contacts

  • type: int
  • current: 0
  • help: Allows to use distance-based contacts (is forced off in multiplayer)

variable: capture_frames

  • type: int
  • current: 0
  • help: Enables capturing of frames.

variable: v_debugMountedWeapon

  • type: int
  • current: 0
  • help: Enable/disable vehicle mounted weapon camera debug draw

variable: cr_sensitivity

  • type: float
  • current: 20
  • help:

variable: swim_side_speed_mul

  • type: float
  • current: 0.6
  • help: Swimming sideways speed mul.

variable: r_texturesstreamingPostponeThresholdKB

  • type: int
  • current: 1024
  • help: Threshold used to postpone high resolution mipmap loads in KB.
  • Usage: r_TexturesStreamingPostponeThresholdKB [size] Default is 1024(KB)

variable: r_NVSSAO_PowerExponent

  • type: float
  • current: 4
  • help: The final AO output is pow(AO, powerExponent). /n

variable: e_sky_box

  • type: int
  • current: 1
  • help: Activates drawing of skybox and moving cloud layers

variable: p_time_granularity

  • type: float
  • current: 0.0001
  • help: Sets physical time step granularity.
  • Usage: p_time_granularity [0..0.1] Used for internal tweaking only.

variable: sound_target_skill_sound_volume

  • type: float
  • current: 0.8
  • help: target = player. [0.0 - 1.0]

variable: dump_lua_in_loading

  • type: int
  • current: 1
  • help:

variable: cl_account_id

  • type: string
  • current: 1
  • help: Account ID string for authenticated client

variable: r_MultiThreadFlush

  • type: int
  • current: 0
  • help: force flush render thread

variable: e_cbuffer_terrain_lod_ratio

  • type: float
  • current: 4
  • help: Terrain lod ratio for mesh rendered into cbuffer

variable: ca_FacialAnimationFramerate

  • type: int
  • current: 20
  • help: Update facial system at a maximum framerate of n. This framerate falls off linearly to zero with the distance.

variable: s_MusicSpeakerFrontVolume DUMPTODISK

  • type: float
  • current: 1
  • help: Sets the volume of the front speakers.
  • Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.

variable: ca_DrawLookIK

  • type: int
  • current: 0
  • help: draws a visualization of look ik

variable: ac_debugXXXValues

  • type: int
  • current: 0
  • help: Display some values temporarily hooked into temp history graphs.

variable: r_NVSSAO_DetailAO

  • type: float
  • current: 0.6
  • help: Scale factor for the detail AO, the greater the darker. from 0.0 to 1.0.

variable: mfx_pfx_maxScale

  • type: float
  • current: 1.5
  • help: Max scale (when particle is far)

variable: e_detail_materials

  • type: int
  • current: 1
  • help: Activates drawing of detail materials on terrain ground

variable: swim_back_speed_mul

  • type: float
  • current: 0.8
  • help: Swimming backwards speed mul.

variable: e_lod_min_tris

  • type: int
  • current: 300
  • help: LODs with less triangles will not be used

variable: swim_up_speed_mul

  • type: float
  • current: 0.7
  • help: Swimming up speed mul.

variable: ai_drawBeautifyPath DUMPTODISK

  • type: float
  • current: 0
  • help: If enabled, you can see beautify path info

variable: movement_verify_move_speed_report_critical_point

  • type: float
  • current: 1.5
  • help:

variable: r_texturesstreamingPostponeMips

  • type: int
  • current: 0
  • help: Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
  • Usage: r_TexturesStreamingPostponeMips [0/1] Default is 0 (off).

variable: p_rwi_queue_debug

  • type: int
  • current: 0
  • help:

variable: ca_lipsync_phoneme_crossfade

  • type: int
  • current: 70
  • help: Cross fade time between phonemes in milliseconds

variable: r_ShadersAsyncCompiling

  • type: int
  • current: 2
  • help: Enable asynchronous shader compiling
  • Usage: r_ShadersAsyncCompiling [0/1] 0 = off, (stalling) shadering compiling 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow 2 = on, shaders are compiled in parallel, missing shaders are not rendered

variable: time_of_day_sync

  • type: int
  • current: 1
  • help:

variable: e_materials

  • type: int
  • current: 1
  • help: Activates material support for non animated objects

variable: r_HDREyeAdaptionCache DUMPTODISK

  • type: int
  • current: 4
  • help: Enable/Disable eye adaptation caching overframes
  • Usage: r_HDREyeAdaptionCache [value] Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc

variable: r_enableAuxGeom REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enables aux geometry rendering.

variable: s_MPEGDecoders REQUIRE_APP_RESTART

  • type: int
  • current: 32
  • help: Sets maximum number of MPEG Decoder.
  • Usage: s_MPEGDecoders 16 0: , PC:32, PS3:32, X360:0 Default is 0 .

variable: r_NVDOF_Test_Mode

  • type: int
  • current: 0
  • help: Enables / disables nvidia depth of field test mode.
  • Usage: r_NVDOF_Test_Mode [0/1] 0 disable(default). 1 enables.

variable: r_ColorGradingChartsCache

  • type: int
  • current: 4
  • help: Enables color grading charts update caching.
  • Usage: r_ColorGradingCharts [0/1/2/etc] Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame

variable: hr_rotateTime

  • type: float
  • current: 0.07
  • help: rotate time

variable: r_DeferredShadingDepthBoundsTest

  • type: int
  • current: 1
  • help: Toggles deferred shading depth bounds test.
  • Usage: r_DeferredShadingDepthBoundsTest [0/1] Default is 1 (enabled). 0 Disables.

variable: e_dynamic_light_consistent_sort_order

  • type: int
  • current: 1
  • help: Debug

variable: r_sunshafts

  • type: int
  • current: 1
  • help: Enables sun shafts.
  • Usage: r_sunshafts [0/1] Default is 1 (on). Set to 0 to disable.

variable: p_max_unproj_vel

  • type: float
  • current: 2.5
  • help: Limits the maximum unprojection velocity request

variable: p_pod_life_time

  • type: float
  • current: 8
  • help: How long POD(Physicalized On Demand. Vegetation) will keep alive

variable: g_roundtime

  • type: float
  • current: 2
  • help: Duration of a round (in minutes). Default is 0, 0 means no time-limit.

variable: es_MinImpulseVel

  • type: float
  • current: 0
  • help:
  • Usage: es_MinImpulseVel 0.0

variable: ca_physicsProcessImpact DUMPTODISK

  • type: int
  • current: 0
  • help: Process physics impact pulses.

variable: r_DeferredShadingDebug

  • type: int
  • current: 0
  • help: Toggles deferred shading debug.
  • Usage: r_DeferredShadingDebug [0/1] 0 disabled (Default) 1 skip lights rendering (but still do cpu work) 2 only 1 light 3 Fillrate debug (brighter colors means more expensive)

variable: r_ShadersCacheOptimiseLog

  • type: int
  • current: 0
  • help:

variable: e_modelview_Prefab_init_rot_x_for_flat_objects

  • type: float
  • current: -45
  • help: modelview prefab initial rotation x value for flat objects

variable: camera_limit_fadeout_distance

  • type: float
  • current: 3
  • help:

variable: e_water_tesselation_amount

  • type: int
  • current: 10
  • help: Set tesselation amount

variable: g_customizer_stream_cutscene

  • type: int
  • current: 1
  • help: enable customizer streaming in cutscene

variable: g_unit_collide_bottom_box_height_size_rate

  • type: float
  • current: 0.2
  • help:

variable: e_GIAmount

  • type: float
  • current: 0.1
  • help: Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)

variable: r_DeferredShadingTiled DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: ai_DynamicTriangularUpdateTime

  • type: float
  • current: 0.002
  • help: How long (max) to spend updating triangular waypoint regions per AI update (in sec) 0 disables dynamic updates. 0.002 is a sensible value

variable: es_SplashTimeout

  • type: float
  • current: 3
  • help: minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0

variable: movement_verify_detailed_warp_speed_pretty_fast

  • type: float
  • current: 100
  • help:

variable: r_DynTexAtlasSpritesMaxSize

  • type: int
  • current: 64
  • help:

variable: e_force_detail_level_for_resolution

  • type: int
  • current: 0
  • help: Force sprite distance and other values used for some specific screen resolution, 0 means current

variable: option_anti_aliasing

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_anti_aliasing [1/2/3/4/5/6/7/8/9/10/11/12/13/x]: … r_Fxaa = 0/1/2/0/0/0/0/0/0/0/0/0/0/0 … r_MSAA = 0/0/0/0/1/1/1/1/1/1/1/1/1/0 … r_MSAA_quality = 0/0/0/0/0/0/0/8/8/16/16/0/0/0 … r_MSAA_samples = 0/0/0/0/2/4/8/4/8/4/8/2/4/0 … r_MotionBlur = 0/0/0/0/0/0/0/0/0/0/0/0/0/0 … r_PostAA = 0/0/0/1/0/0/0/0/0/0/0/0/0/0 … r_PostAAEdgeFilter = 0/0/0/2/0/0/0/0/0/0/0/0/0/0 … r_TXAA = 0/0/0/0/0/0/0/0/0/0/0/1/1/0 … r_UseEdgeAA = 0/0/0/0/0/0/0/0/0/0/0/0/0/0

variable: r_VegetationSpritesNoBend

  • type: int
  • current: 2
  • help:

variable: r_MultiThreaded DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection should be activated before rendering

variable: ai_DrawNodeLinkCutoff

  • type: float
  • current: 0
  • help: Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red.

variable: e_cbuffer_occluders_test_min_tris_num

  • type: int
  • current: 0
  • help: Debug

variable: s_SoundEnable DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles sound on and off.
  • Usage: s_SoundEnable [0/1] Default is 1 (on). Set to 0 to disable sound.

variable: e_max_entity_lights

  • type: int
  • current: 16
  • help: Set maximum number of lights affecting object

variable: net_actor_controller_debug_filter

  • type: int
  • current: 0
  • help:

variable: log_FileMergeTime

  • type: int
  • current: 500
  • help: flush log file for every ms

variable: p_net_smoothtime

  • type: float
  • current: 5
  • help: How much time should non-snapped positions take to synchronize completely?

variable: s_CinemaVolume DUMPTODISK

  • type: float
  • current: 0.700001
  • help: Sets the percentile volume of the cinema sound.
  • Usage: s_CinemaVolume 0.7 Default is 1, which is full volume.

variable: ai_DrawRefPoints DUMPTODISK

  • type: string
  • current:
  • help: Toggles reference points view for debugging AI.
  • Usage: ai_DrawRefPoints [0/1] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions.

variable: con_char_size

  • type: int
  • current: 14
  • help:

variable: cl_motionBlur

  • type: float
  • current: 2
  • help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based)

variable: movement_hack_report_debug

  • type: int
  • current: 0
  • help:

variable: camera_damping_default

  • type: int
  • current: 0
  • help:

variable: r_SSReflections

  • type: int
  • current: 0
  • help: Toggles screen space reflections

variable: r_MotionBlurFrameTimeScale

  • type: int
  • current: 0
  • help: Enables motion blur.frame time scaling - visually nicer on lower frame rates
  • Usage: r_MotionBlurFrameTimeScale [0/1]

variable: sv_bind REQUIRE_LEVEL_RELOAD

  • type: string
  • current: 0.0.0.0
  • help: Bind the server to a specific IP address

variable: sv_port DUMPTODISK

  • type: int
  • current: 64100
  • help: Server address

variable: e_vegetation_wind

  • type: int
  • current: 0
  • help: Activates vegetation with wind support

variable: ai_ExtraVehicleAvoidanceRadiusSmall DUMPTODISK

  • type: float
  • current: 0.5
  • help: Value in meters to be added to a big obstacle’s own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.

variable: bot_tempory_dump_size

  • type: int
  • current: 10240
  • help: Kbyte

variable: g_goForceFastUpdate

  • type: int
  • current: 0
  • help: GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE

variable: world_widget_mouse_up_threshold_time

  • type: int
  • current: 250
  • help: threshold time for mouse down to mouse up position

variable: movement_verify_move_speed_max_climbing_vel

  • type: float
  • current: 3
  • help:

variable: r_refraction

  • type: int
  • current: 1
  • help: Enables refraction.
  • Usage: r_refraction [0/1] Default is 1 (on). Set to 0 to disable.

variable: e_gsm_range_step_object

  • type: float
  • current: 3
  • help: Extra range shadow step value

variable: cd_stream_view_dist_ratio

  • type: int
  • current: 50
  • help:

variable: r_CSTest

  • type: int
  • current: 0
  • help: 0 - Disabled. 1 - Enabled.

variable: ca_DoPrecacheAnim

  • type: int
  • current: 1
  • help: Enables the precaching anim set during startup. Set in system.cfg, because used during initialisation.

variable: picking_debug

  • type: int
  • current: 0
  • help: debug picking

variable: e_StreamPredictionAhead

  • type: float
  • current: 0.5
  • help: Use preducted camera position for streaming priority updates

variable: cloth_max_timestep

  • type: float
  • current: 0
  • help:

variable: r_PostProcessOptimize

  • type: int
  • current: 2
  • help: Enables post processing Optimize.
  • Usage: r_PostProcessOptimize [0/1]

variable: r_WaterGodRays

  • type: int
  • current: 1
  • help: Enables under water god rays.
  • Usage: r_WaterGodRays [0/1] Default is 1 (enabled).

variable: ShowBuffDuration

  • type: int
  • current: 1
  • help: show buff duration in unit frame, party frame

variable: r_OceanHeightScale

  • type: int
  • current: 4
  • help:

variable: es_DebugFindEntity

  • type: int
  • current: 0
  • help:

variable: g_breaktimeoutframes

  • type: int
  • current: 140
  • help:

variable: movement_verify_gravity_error_tolerance

  • type: float
  • current: 0.4
  • help:

variable: g_enableIdleCheck

  • type: int
  • current: 1
  • help:

variable: OceanWavesSpeed

  • type: float
  • current: 1
  • help: wave speed

variable: modifier_show

  • type: int
  • current: 0
  • help: show modifiers. 1: self skill, 2: self buff

variable: r_Driver DUMPTODISK, REQUIRE_APP_RESTART

  • type: string
  • current: DX9
  • help: Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise. Specify in system.cfg like this: r_Driver = “DX10”

variable: movement_verify_ignore_msec_after_skill_controller

  • type: int
  • current: 2000
  • help:

variable: ca_lipsync_debug

  • type: int
  • current: 0
  • help: Enables facial animation debug draw

variable: s_Doppler DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles Doppler effect on and off.
  • Usage: s_Doppler [0/1] Default is 1 (on).

variable: r_DrawNearZRange

  • type: float
  • current: 0
  • help: Default is 0.1.

variable: cl_shadow DUMPTODISK

  • type: string
  • current:
  • help: Client password shadow for single mode

variable: r_SSAO_amount_multipler

  • type: float
  • current: 2
  • help: Controls how much SSAO affects ambient for far

variable: hs_foundation_radius

  • type: int
  • current: 100
  • help:

variable: es_Stream

  • type: int
  • current: 1
  • help:

variable: r_GlitterSize

  • type: float
  • current: 1
  • help: Sets glitter sprite size.
  • Usage: r_GlitterSize n (default is 1) Where n represents a number: eg: 0.5

variable: pl_zeroGSwitchableGyro

  • type: int
  • current: 0
  • help: MERGE/REVERT

variable: ca_useAttachmentItemEffect

  • type: int
  • current: 1
  • help:

variable: ca_stream_debug

  • type: int
  • current: 0
  • help:

variable: e_lowspec_mode

  • type: int
  • current: 0
  • help: Enables lowspec mode

variable: r_TexturesStreamingDontKeepSystemMode

  • type: int
  • current: 1
  • help: 0 oldmode. 1 new mode. default 1

variable: g_custom_texture_mipmap_min_size

  • type: int
  • current: 16
  • help:

variable: e_ObjectsTreeBBoxes

  • type: int
  • current: 0
  • help: Debug draw of object tree bboxes. 1(node box), 2(objects box)

variable: r_NVDOF_InFocusRange

  • type: float
  • current: 0.2
  • help: Controls the range in which objects appear fully in focus. When set to 0, only an infinitely thin plane at the focus distance is in focus. When set to some value up to 1, the volume around the focus distance will appear perfectly in focus. For example, .2 means 20% of the focus range is fully in focus.

variable: name_tag_hp_show

  • type: int
  • current: 1
  • help: name tag hp show

variable: r_ParticleVertHeapSize

  • type: int
  • current: 5242880
  • help:

variable: ai_DebugDrawVolumeVoxels DUMPTODISK

  • type: int
  • current: 0
  • help: Toggles the AI debugging drawing of voxels in volume generation.
  • Usage: ai_DebugDrawVolumeVoxels [0, 1, 2 etc] Default is 0 (off) +n draws all voxels with original value >= n-n draws all voxels with original value = n

variable: sys_main_CPU

  • type: int
  • current: 0
  • help: Specifies the physical CPU index main will run on

variable: name_tag_shadow_alpha

  • type: float
  • current: 0.4
  • help: name tag shadow alpha

variable: ca_RandomScaling

  • type: int
  • current: 0
  • help: If this is set to 1, then we apply ransom scaling to characters

variable: e_sun_angle_snap_dot

  • type: float
  • current: 1
  • help: Sun dir snap control

variable: e_sun_angle_snap_sec

  • type: float
  • current: 0
  • help: Sun dir snap control

variable: name_tag_shadow_delta

  • type: float
  • current: 1
  • help: name tag shadow delta

variable: cl_tpvYaw

  • type: float
  • current: 0
  • help: camera angle offset in 3rd person view

variable: r_HDRRendering DUMPTODISK

  • type: int
  • current: 3
  • help: Toggles HDR rendering.
  • Usage: r_HDRRendering [0,3] Default is 3 (on). Set to 0 to disable HDR rendering.

variable: ds_PrecacheSounds

  • type: int
  • current: 0
  • help: Precache sounds on Dialog Begin

variable: skill_detail_damage_show_tooltip

  • type: int
  • current: 0
  • help: skill detail damage shows tooltip

variable: sv_voicecodec REQUIRE_LEVEL_RELOAD

  • type: string
  • current: speex
  • help:

variable: ai_DebugDraw DUMPTODISK

  • type: int
  • current: 0
  • help: Toggles the AI debugging view.
  • Usage: ai_DebugDraw [0/1] Default is 0 (off). ai_DebugDraw displays AI rays and targets and enables the view for other AI debugging tools.

variable: r_DeferredShadingDBTstencil DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles deferred shading combined depth bounds test + stencil test.
  • Usage: r_DeferredShadingDBTstencil [0/1] Default is 1 (enabled). 0 Disables.

variable: pl_zeroGAimResponsiveness

  • type: float
  • current: 8
  • help: ZeroG aim responsiveness vs. inertia (default is 8.0).

variable: ac_debugPrediction

  • type: int
  • current: 0
  • help: Display graph of motion parameters.

variable: r_Flares DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles sunlight lens flare effect.
  • Usage: r_Flares [0/1] Default is 1 (on).

variable: option_optimization_enable

  • type: int
  • current: 0
  • help: optimization enable

variable: e_voxel_make_shadows

  • type: int
  • current: 0
  • help: Calculate per vertex shadows

variable: r_DetailScale

  • type: float
  • current: 8
  • help: Sets the default scaling for detail overlays.
  • Usage: r_DetailScale 8 Default is 8. This scale applies only if the object’s detail scale was not previously defined (in MAX).

variable: ai_DirectPathMode DUMPTODISK

  • type: int
  • current: 0
  • help: 0 = Normal, 1 = skip direct path test, 2 = If no direct path, never go

variable: sys_WER

  • type: int
  • current: 0
  • help: Enables Windows Error Reporting

variable: auto_attack_rotation

  • type: int
  • current: 1
  • help: auto attack rotation mode ( 0:first time, 1:always, 2:don’t rotate )

variable: option_view_dist_ratio_vegetation

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_view_dist_ratio_vegetation [1/2/3/4/x]: … e_ProcVegetationMaxObjectsInChunk = 256/512/512/2048/2048 … e_proc_vegetation = 1/1/1/1/1 … e_proc_vegetation_min_density = 2/1/1/0.5/0.5 … e_vegetation_bending = 1/2/2/2/2 … e_vegetation_min_size = 1.0/0.5/0/0/0 … e_vegetation_sprites_distance_custom_ratio_min = 0.01/0.01/0.01/0.01/0.01 … e_vegetation_sprites_distance_ratio = 0.5/0.6/0.7/0.8/0.8 … e_view_dist_ratio_vegetation = 30/40/50/60/60

variable: ca_DBAUnloadUnregisterTime

  • type: int
  • current: 2
  • help: DBA Unload Timing: CAF Unregister Time.

variable: e_shadows_clouds

  • type: int
  • current: 0
  • help: Cloud shadows

variable: r_WaterCausticsDistance

  • type: float
  • current: 100
  • help: Toggles under water caustics max distance.
  • Usage: r_WaterCausticsDistance Default is 100.0 meters

variable: cl_user_key

  • type: string
  • current:
  • help: pod user key

variable: e_detail_materials_debug

  • type: int
  • current: 0
  • help: Shows number of materials in use per terrain sector

variable: s_X2CullingByDistance

  • type: int
  • current: 0
  • help: allow early culling by distance.
  • Usage: s_CullingByX2Distance [0/1] Default is 0 (off).

variable: bot_profile_period

  • type: int
  • current: 60000
  • help: in ms.

variable: map_show_return_points

  • type: int
  • current: 0
  • help: show return points in world map (0 : off, 1 : on)

variable: sys_budget_dp_terrain_detail_3d

  • type: float
  • current: 200
  • help:

variable: p_max_plane_contacts

  • type: int
  • current: 8
  • help: Maximum number of contacts lying in one plane between two rigid bodies (the system tries to remove the least important contacts to get to this value)

variable: e_particles_veryhigh

  • type: float
  • current: 40
  • help: particle lod very high

variable: um_plane_shadow

  • type: int
  • current: 0
  • help: use plane shadow for Actor

variable: movement_verify_detailed_warp_dist_pretty_far

  • type: float
  • current: 25
  • help:

variable: pl_zeroGParticleTrail

  • type: int
  • current: 0
  • help: Enable particle trail when in zerog.

variable: hr_dotAngle

  • type: float
  • current: 0.75
  • help: max angle for FOV change

variable: e_xml_cache_gc

  • type: int
  • current: 1000
  • help: GC duration of xml cache

variable: net_actor_controller_smooth_time

  • type: float
  • current: 0.1
  • help:

variable: r_VegetationSpritesTexRes

  • type: int
  • current: 128
  • help:

variable: con_char_scale

  • type: float
  • current: 0.5
  • help:

variable: r_ShadowsDeferOmniLightLimit

  • type: int
  • current: 6
  • help: Sets a limit to the maximum number of deferred omni lights that can be casting a shadow at the same time. Set to 0 to disable.

variable: r_dyntexatlasdyntexsrcsize

  • type: int
  • current: 0
  • help:

variable: g_die_anim_Degree

  • type: float
  • current: 35
  • help:

variable: movement_verify_enable

  • type: int
  • current: 0
  • help:

variable: bot_restart_dealy_time

  • type: int
  • current: 15
  • help: restart delay (sec)

variable: d3d9_TripleBuffering REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help:

variable: pl_zeroGDashEnergyConsumption

  • type: float
  • current: 0.25
  • help: Percentage consumed when doing a dash in ZeroG.

variable: r_Height DUMPTODISK

  • type: int
  • current: 1080
  • help: Sets the display height, in pixels. Default is 768.
  • Usage: r_Height [600/768/..]

variable: fr_xturn DUMPTODISK

  • type: float
  • current: 60
  • help: free camera x turn(yaw) speed

variable: fr_yturn DUMPTODISK

  • type: float
  • current: 60
  • help: free camera y turn(pitch) speed

variable: ca_UnloadAnimationCAF DUMPTODISK

  • type: int
  • current: 1
  • help: unloading streamed CAFs as soon as they are not used

variable: ca_UnloadAnimationDBA

  • type: int
  • current: 1
  • help: if 1, then unload DBA if not used

variable: g_breakage_particles_limit

  • type: int
  • current: 250
  • help: Imposes a limit on particles generated during 2d surfaces breaking

variable: p_unproj_vel_scale

  • type: float
  • current: 10
  • help: Requested unprojection velocity is set equal to penetration depth multiplied by this number

variable: r_HDRBrightOffset DUMPTODISK

  • type: float
  • current: 5
  • help: HDR rendering bright offset.
  • Usage: r_HDRBrightOffset [Value] Default is 6.0f

variable: hs_ignore_build_available_time RESTRICTEDMODE

  • type: int
  • current: 0
  • help: ignore build-available-time

variable: e_terrain_occlusion_culling_precision_dist_ratio

  • type: float
  • current: 3
  • help: Controlls density of rays depending on distance to the object

variable: e_face_reset_debug

  • type: int
  • current: 0
  • help: set bit, for face reset debug. each bit mean, 1=eye 2=nose 4=mouth 8=shape 32=ear

variable: player_debug_name

  • type: string
  • current: player
  • help: the name to use in player_debug_state: default is player

variable: es_DrawAreas

  • type: int
  • current: 0
  • help: Enables drawing of Areas

variable: next_r_Driver DUMPTODISK, REQUIRE_APP_RESTART

  • type: string
  • current: DX9
  • help: r_Driver’s back up variable

variable: r_WaterUpdateTimeMax DUMPTODISK

  • type: float
  • current: 0.1
  • help: Maximum update time for water reflection texture (that occurs at 100m above the level of water), in seconds. Note that the update time can be higher when the camera is higher than 100m, and the update time is limited to max. 0.3 sec (that is ~3 FPS).
  • Usage: r_WaterUpdateTimeMax 0.1 Range is [0.0, 1.0], Default is 0.1.

variable: r_WaterUpdateTimeMin DUMPTODISK

  • type: float
  • current: 0.01
  • help: Minimum update time of water reflection texture (that occurs at the level of water), in seconds.
  • Usage: r_WaterUpdateTimeMin 0.01 Range is [0.0, 1.0], Default is 0.01.

variable: e_cbuffer_debug_freeze

  • type: int
  • current: 0
  • help: Freezes viewmatrix/-frustum

variable: e_wind_areas

  • type: int
  • current: 1
  • help: Debug

variable: cl_voice_volume

  • type: float
  • current: 1
  • help: Set VOIP playback volume: 0-1

variable: e_precache_level

  • type: int
  • current: 1
  • help: Pre-render objects right after level loading

variable: ca_LodCount

  • type: int
  • current: -1
  • help:

variable: map_show_sub_zone_area

  • type: int
  • current: 0
  • help: show sub zone area in world map (0 : off, 1 : on)

variable: ca_LodDist0

  • type: float
  • current: 15
  • help:

variable: r_ShadowsDepthBoundNV

  • type: int
  • current: 0
  • help: 1=use NV Depth Bound extension
  • Usage: CV_r_ShadowsDepthBoundNV [0/1]

variable: s_MusicProfiling

  • type: int
  • current: 0
  • help: Toggles profiling of music calls.
  • Usage: s_MusicProfiling [0/1] Default is 0 (off).

variable: profile_graphScale

  • type: float
  • current: 100
  • help: Sets the scale of profiling histograms.
  • Usage: profileGraphScale 100

variable: r_shadersdontflush

  • type: int
  • current: 0
  • help: Set to 1 to disable writing shaders to disk. Note that this will means shaders will have to recompiled every time you start the game (because the compiled version will never be committed to disk).

variable: e_particles_normal_update_dist

  • type: float
  • current: 70
  • help: particle normal update dist

variable: ai_RadiusForAutoForbidden

  • type: float
  • current: 1000
  • help: If object/vegetation radius is more than this then an automatic forbidden area is created during triangulation.

variable: e_CoverageBufferAABBExpand

  • type: float
  • current: 0.007
  • help: expanding the AABB’s of the objects to test to avoid z-fighting issues in the Coverage buffer

variable: sv_lanonly DUMPTODISK

  • type: int
  • current: 0
  • help: Set for LAN games

variable: name_tag_friendly_show

  • type: int
  • current: 1
  • help: render name tag of party unit

variable: s_LoadNonBlocking

  • type: int
  • current: 1
  • help: Toggles loading data non-blocking.
  • Usage: s_LoadNonBlocking [0/1] Default is 1.

variable: s_SpamFilterTimeout

  • type: float
  • current: 5
  • help: Sets the time in sec for entries in spam filter to time out.
  • Usage: s_SpamFilterTimeout 0 means spam filter is disables
  • Usage: s_SpamFilterTimeout [0..] Default is 5 (on).

variable: e_particles_debug

  • type: int
  • current: 0
  • help: Particle debug flags: 1 = show basic stats f+ = show fill rate stats r+ = show reuse/reject stats b+ = draw bounding boxes and labels s+ = log emitter and particle counts by effect (for 1 frame) d+ = show emitter and particle counts to screen e+ = log particle system timing info (for 1 frame) t+ = log particle texture usage z+ = freeze particle system c+ = show particle container LOD info(UpdateParticles)

variable: e_terrain_texture_sync_load

  • type: int
  • current: 0
  • help: Debug

variable: e_obj_tree_max_node_size

  • type: int
  • current: 0
  • help: Debug draw of object tree bboxes

variable: hs_debugdraw RESTRICTEDMODE

  • type: int
  • current: 0
  • help: shows debugging informations for housing

variable: r_TerrainSpecular_AccurateFresnel

  • type: int
  • current: 1
  • help: Set to 1 for Schlick fresnel approximation, or 0 for basic fresnel.

variable: name_tag_expeditionfamily

  • type: int
  • current: 1
  • help: render name tag expedition or family

variable: e_deferred_cell_loader_log

  • type: int
  • current: 0
  • help: Debug

variable: g_debug_psychokinesis

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: r_HDRBlueShift DUMPTODISK

  • type: float
  • current: 0
  • help: HDR rendering blue shift.
  • Usage: r_HDRBlueShift 0 to 1 Default is 0 (disabled). Set to 1 to use max blue shift strength

variable: net_voice_proximity

  • type: float
  • current: 0
  • help:

variable: ShowChatBubble

  • type: int
  • current: 1
  • help: show chat bubble

variable: r_DeferredShadingLightLodRatio

  • type: float
  • current: 1
  • help: Sets deferred shading light intensity threshold for PS3.
  • Usage: r_DeferredShadingLightLodRatio [value] Default is 0.1

variable: camera_fov_on_16by9_screen

  • type: float
  • current: 0.95
  • help: fov on 16:9 screen ratio

variable: ca_logDrawnActors

  • type: int
  • current: 0
  • help: log all drawn actors

variable: e_particles_stats

  • type: int
  • current: 0
  • help: Show Particle Statistics

variable: s_MIDIVolume DUMPTODISK

  • type: float
  • current: 1
  • help: Sets the percentile volume of the MIDI sound.
  • Usage: s_MIDIVolume 1.0 Default is 1, which is full volume.

variable: raise_exception

  • type: int
  • current: 0
  • help: raise exception

variable: e_dissolve_transition_time

  • type: float
  • current: 0.3
  • help: Lod switch duration

variable: e_decals_update_silhouette_scope

  • type: int
  • current: 0
  • help: 0 - unit&doodad, 1 - unit only, 2 - doodad only

variable: name_tag_bottom_margin_on_bgmode

  • type: float
  • current: 0.3
  • help: nametag bottom margin on bgmode

variable: e_StatObjTestOBB

  • type: int
  • current: 0
  • help: Use additinal OBB check for culling

variable: e_water_volumes

  • type: int
  • current: 1
  • help: Activates drawing of water volumes

variable: r_TexLogNonStream

  • type: int
  • current: 1
  • help: Logging loading of non-stream textures.
  • Usage: r_TexLogNonStream [0/1] When 1 logging is enabled.

variable: cloth_max_safe_step

  • type: float
  • current: 0
  • help: if a segment stretches more than this (in relative units), its length is reinforced

variable: fr_speed_scale DUMPTODISK

  • type: float
  • current: 1
  • help: free camera move speed scale

variable: s_FormatSampleRate REQUIRE_APP_RESTART

  • type: int
  • current: 44100
  • help: Sets the output sample rate.
  • Usage: s_FormatSampleRate 44100 Default is 48000. Sets the rate, in samples per second, at which the output of the sound system is played.

variable: p_tick_breakable

  • type: float
  • current: 0.1
  • help: Sets the breakable objects structure update interval

variable: r_ShadowsAdaptionSize DUMPTODISK

  • type: float
  • current: 40
  • help: Select shadow map blurriness if r_ShadowsBias is activated.
  • Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing]

variable: e_statobj_stats

  • type: int
  • current: 0
  • help: Debug

variable: e_terrain_occlusion_culling_step_size_delta

  • type: float
  • current: 1.05
  • help: Step size scale on every next step (for version 1)

variable: bot_zone_id

  • type: int
  • current: -1
  • help: bot zone id

variable: ai_EnableWarningsErrors DUMPTODISK

  • type: int
  • current: 1
  • help: Enable AI warnings and errors: 1 or 0

variable: ai_DebugDrawCollisionEvents DUMPTODISK

  • type: int
  • current: 0
  • help: Debug draw the collision events the AI system processes. 0=disable, 1=enable.

variable: r_TexturesFilteringQuality REQUIRE_LEVEL_RELOAD

  • type: int
  • current: 0
  • help: Configures texture filtering adjusting.
  • Usage: r_TexturesFilteringQuality [#] where # represents: 0: Highest quality 1: Medium quality 2: Low quality

variable: r_WaterReflectionsMGPU DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles water reflections.multi-gpu support
  • Usage: r_WaterReflectionsMGPU [0/1/2] Default is 0 (single render update), 1 (multiple render updates)

variable: g_hide_tutorial

  • type: int
  • current: 0
  • help: 0(show tutorial), 1(hide tutorial)

variable: p_lattice_max_iters

  • type: int
  • current: 100000
  • help: Limits the number of iterations of lattice tension solver

variable: e_proc_vegetation

  • type: int
  • current: 1
  • help: Show procedurally distributed vegetation

variable: sys_budget_video_memory

  • type: float
  • current: 512
  • help:

variable: camera_smooth_fadeout

  • type: float
  • current: 0.06
  • help:

variable: cloth_air_resistance

  • type: float
  • current: 0
  • help: “advanced” (more correct) version of damping

variable: g_ignore_raid_invite

  • type: int
  • current: 0
  • help: 0(accept raid invite), 1(ignore raid invite)

variable: cr_mouseRotateSpeedMax

  • type: float
  • current: 10
  • help:

variable: i_lighteffects DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable lights spawned during item effects.

variable: mfx_pfx_maxDist

  • type: float
  • current: 35
  • help: Max dist (how far away before scale is clamped)

variable: sys_physics_CPU

  • type: int
  • current: 1
  • help: turn on/off physics thread

variable: ca_DebugFootPlants DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, it will print some debug text on the screen

variable: custom_fov

  • type: float
  • current: 60
  • help: fov, the value will used when camera mode is custom.

variable: r_NVSSAO_FogDistance

  • type: float
  • current: 4000
  • help: The distance at which the AO falls off to half strength./n

variable: data_mining_file_open

  • type: int
  • current: 0
  • help:

variable: ai_DebugDrawHidespotRange DUMPTODISK

  • type: int
  • current: 0
  • help: Sets the range for drawing hidespots around the player (needs ai_DebugDraw > 0).

variable: r_TexBindMode

  • type: int
  • current: 0
  • help:

variable: s_SoundMoods

  • type: int
  • current: 1
  • help: Controls using sound moods for mixing.
  • Usage: s_SoundMoods [0/1] Default is 1 (on).

variable: r_TextureCompressor DUMPTODISK

  • type: int
  • current: 1
  • help: Defines which texture compressor is used (fallback is DirectX)
  • Usage: r_TextureCompressor [0/1] 0 uses nvDXT, 1 uses Squish if possible

variable: ac_animErrorMaxAngle

  • type: float
  • current: 45
  • help: Degrees animation orientation is allowed to stray from entity.

variable: e_mixed_normals_report

  • type: int
  • current: 0
  • help: mixed normals report

variable: s_GameDialogVolume

  • type: float
  • current: 0.200001
  • help: Controls the dialog volume for game use.
  • Usage: s_GameDialogVolume 0.5 Default is 1, which is full volume.

variable: ai_DebugDrawLightLevel DUMPTODISK

  • type: int
  • current: 0
  • help: Debug AI light level manager

variable: cursor_size

  • type: int
  • current: 0
  • help: cursor size

variable: r_EyeAdaptationBase

  • type: float
  • current: 0.18
  • help: HDR rendering eye adaptation base value (smaller values result in brighter adaption)
  • Usage: r_EyeAdaptationBase [Value]

variable: r_ColorGradingDof

  • type: int
  • current: 1
  • help: Enables color grading dof control.
  • Usage: r_ColorGradingDof [0/1]

variable: e_decals_deffered_dynamic

  • type: int
  • current: 0
  • help: 1 - make all game play decals deferred, 2 - make all game play decals non deferred

variable: ai_EnableUnbending DUMPTODISK

  • type: int
  • current: 1
  • help: If enabled, unbending part of BeautifyPath works

variable: r_CloudsUpdateAlways

  • type: int
  • current: 0
  • help: Toggles updating of clouds each frame.
  • Usage: r_CloudsUpdateAlways [0/1] Default is 0 (off.

variable: next_r_MultiThreaded DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: r_MultiThreaded’s back up variable

variable: r_ShadersRemoteCompiler DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: r_deferredDecalsDebug

  • type: int
  • current: 0
  • help: Display decals debug info.
  • Usage: r_deferredDecalsDebug [0/1]

variable: r_TexturesStreamingDebugMinSize

  • type: int
  • current: 100
  • help: Filters displayed textures by size in texture streaming debug mode

variable: r_texturesstreamingMinMipmap

  • type: int
  • current: 0
  • help: (null)

variable: s_MemoryPoolSoundSecondaryRatio

  • type: float
  • current: 0.7
  • help: Controls at what fill ratio sound data is unloaded.
  • Usage: s_MemoryPoolSoundSecondaryRatio [0..1] Default is 0.7.

variable: show_raid_command_message

  • type: int
  • current: 1
  • help: show raid command message

variable: s_NoFocusVolume

  • type: float
  • current: 0
  • help: Allows for overriding the application’s master volume when the window lost focus.
  • Usage: s_NoFocusVolume [0…1] Default is 0 (total silence on no focus).

variable: r_TerrainSpecular_Roughness

  • type: float
  • current: 0.6
  • help: ‘Roughness’ parameter for Cook-Torrence specular model.

variable: r_silhouetteQuality

  • type: int
  • current: 1
  • help: silhouette Quality 3=high 2=middle 1=low

variable: cl_gs_nick

  • type: string
  • current:
  • help: Nickname for Gamespy login

variable: name_tag_faction_selection

  • type: int
  • current: 1
  • help: name tag faction selection

variable: i_mouse_smooth DUMPTODISK

  • type: float
  • current: 0
  • help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
  • Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) Default is 0.0

variable: e_custom_max_model_high

  • type: int
  • current: 100
  • help: max custom model count high level

variable: r_ShadersLazyUnload

  • type: int
  • current: 0
  • help:

variable: s_FindLostEvents

  • type: int
  • current: 0
  • help: Toggles to find and stop lost events to prevent them from endlessly looping. Default is 0 (off). 1: finds and stops lost events.
  • Usage: s_FindLostEvents [0/1].

variable: ca_DrawCGA

  • type: int
  • current: 1
  • help: if this is 0, will not draw the CGA characters

variable: ca_DrawCHR

  • type: int
  • current: 1
  • help: if this is 0, will not draw the CHR characters

variable: v_debugSounds

  • type: int
  • current: 0
  • help: Enable/disable vehicle sound debug drawing

variable: ca_DBAUnloadRemoveTime

  • type: int
  • current: 4
  • help: DBA Unload Timing: DBA Remove Time.

variable: fire_action_on_button_down

  • type: int
  • current: 1
  • help:

variable: r_NVSSAO_FogEnable

  • type: int
  • current: 0
  • help: To make the AO fall off with the view depth. [0/1]/n

variable: r_SSAO_depth_range

  • type: float
  • current: 0.99999
  • help: Use depth test to avoid SSAO computations on sky, 0 = disabled

variable: es_MaxImpulseAdjMass

  • type: float
  • current: 2000
  • help:
  • Usage: es_MaxImpulseAdjMass 2000.0

variable: ai_ExtraVehicleAvoidanceRadiusBig DUMPTODISK

  • type: float
  • current: 4
  • help: Value in meters to be added to a big obstacle’s own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold.

variable: ai_InterestScalingEyeCatching DUMPTODISK

  • type: float
  • current: 14
  • help: Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people)

variable: ca_DrawAttachmentRadius

  • type: int
  • current: 0
  • help: if this is 0, will not draw the attachments objects

variable: ShowTargetCastingBar

  • type: int
  • current: 1
  • help: show target castring bar

variable: p_max_LCPCG_contacts

  • type: int
  • current: 100
  • help: Maximum number of contacts that LCPCG solver is allowed to handle

variable: name_tag_fixed_size_mode

  • type: int
  • current: 0
  • help: name tag fixed size mode

variable: e_stat_obj_merge_max_tris_per_drawcall

  • type: float
  • current: 500
  • help: Skip merging of meshes already having acceptable number of triangles per draw call

variable: r_ShadersUseInstanceLookUpTable

  • type: int
  • current: 0
  • help: Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.

variable: r_NightVisionBrightLevel

  • type: float
  • current: 3
  • help: Set nightvision bloom brightlevel.

variable: r_NVSSAO

  • type: int
  • current: 0
  • help: NVidia’s horizon based ambient occlusion method [0/1/2] 0 - Disabled 1 - Performance Mode 2 - Quality Mode (**best)

variable: es_not_seen_timeout DUMPTODISK

  • type: int
  • current: 30
  • help: number of seconds after which to cleanup temporary render buffers in entity

variable: ui_draw_quest_type

  • type: int
  • current: 0
  • help: draw quest id

variable: ca_get_op_from_key

  • type: int
  • current: 0
  • help:

variable: ai_StatsTarget DUMPTODISK

  • type: string
  • current: none
  • help: Focus debugging information on a specific AI
  • Usage: ai_StatsTarget AIName Default is ‘none’. AIName is the name of the AI on which to focus.

variable: option_use_shadow

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_use_shadow [0/1/x]: … e_shadows = 0/1/1

variable: r_RainAmount

  • type: float
  • current: 1
  • help: Sets rain amount
  • Usage: r_RainAmount

variable: e_on_demand_physics

  • type: int
  • current: 1
  • help: Turns on on-demand vegetation physicalization

variable: ai_DynamicWaypointUpdateCount DUMPTODISK

  • type: int
  • current: 10000
  • help: How many times dynamic waypoint connection check work for a second?

variable: r_PostAAEdgeFilter

  • type: int
  • current: 0
  • help: Enables morphological edge antialiasing algorithm.
  • Usage: r_PostAAEdgeFilter [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x

variable: option_texture_bg

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_texture_bg [1/2/3/4/x]: … e_terrain_texture_buffers = 192/320/448/640/640 … e_terrain_texture_lod_ratio = 3/2/1.5/1/1 … r_DynTexAtlasCloudsMaxSize = 1/8/8/32/32 … r_DynTexAtlasSpritesMaxSize = 8/8/16/64/64 … r_EnvCMResolution = 0/1/2/2/2 … r_EnvTexResolution = 1/2/3/3/3 … r_ImposterRatio = 2/1.5/1/1/1 … r_TexAtlasSize = 512/1024/1024/2048/2048 … r_TexBumpResolution = 2/1/0/0/0 … r_TexMinAnisotropy = 1/4/8/16/16 … r_TexResolution = 2/1/0/0/0 … r_TexResolution_Conditional = 1/0/0/0/0 … r_TexturesStreamPoolSize = 128/1024/1024/1024/1024 … r_TexturesStreamSystemPoolSize = 128/1024/1024/1024/1024 … r_TexturesStreaming = 1/1/1/1/1 … r_VegetationSpritesTexRes = 64/64/64/128/128 … r_texture_db_streaming = 1/1/1/1/1

variable: ca_LodSkipTaskRatio

  • type: float
  • current: 0.5
  • help:

variable: e_GIOffset

  • type: float
  • current: 0.2
  • help: Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1

variable: mfx_RaisedSoundImpactThresh

  • type: float
  • current: 3.5
  • help: Impact threshold for sound effects if we’re rolling. Default: 3.5

variable: e_custom_max_model

  • type: int
  • current: 3
  • help: max custom model

variable: um_debug

  • type: int
  • current: 0
  • help: [1 or unit id]

variable: ca_useBoneLOD

  • type: int
  • current: 1
  • help:

variable: e_screenshot_map_size_x

  • type: float
  • current: 1024
  • help: param for the size in worldunits of area to make map screenshot, see e_screenshot_map defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)

variable: e_screenshot_map_size_y

  • type: float
  • current: 1024
  • help: param for the size in worldunits of area to make map screenshot, see e_screenshot_map defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)

variable: p_min_separation_speed

  • type: float
  • current: 0.02
  • help: Used a threshold in some places (namely, to determine when a particle goes to rest, and a sliding condition in microcontact solver)

variable: p_max_entity_cells

  • type: int
  • current: 300000
  • help: Limits the number of entity grid cells an entity can occupy

variable: effect_max_fx

  • type: int
  • current: 200
  • help: max skill effect group count

variable: s_ObstructionAccuracy

  • type: int
  • current: 1
  • help: Toggles maximum obstruction effect.
  • Usage: s_ObstructionAccuracy [1..5] 1: test Direct 2: also test left side 3: also test right side 4: also test up 5: also test down Default is 1 (for now)

variable: r_PostProcessEffects

  • type: int
  • current: 1
  • help: Enables post processing special effects.
  • Usage: r_PostProcessEffects [0/1/2] Default is 1 (enabled). 2 enables and displays active effects

variable: ai_DebugDrawSoundEvents DUMPTODISK

  • type: int
  • current: 0
  • help: Debug draw the sound events the AI system processes. 0=disable, 1=enable.

variable: g_use_physicalize_rigid

  • type: int
  • current: 1
  • help: 0 : off, 1 : on

variable: s_HDRLoudnessMaxFalloff DUMPTODISK

  • type: float
  • current: 0.3
  • help: Maximum loudness falloff due to distance, e.g something of loudness 0.8 can only ever be as quiet as 0.5 due to HDR
  • Usage: s_HDRLoudnessFalloffMax [0..1]Default is 0.3f

variable: s_OffscreenEnable

  • type: int
  • current: 0
  • help: Enables update of the ‘offscreen_angle’ parameter on sound events.
  • Usage: s_OffscreenEnable [0/1] Default is 0 (off).

variable: hr_fovTime

  • type: float
  • current: 0.05
  • help: fov time

variable: r_SSAO_contrast

  • type: float
  • current: 1
  • help: SSAO contrast coefficient (higher contrast highlights edges)

variable: swim_jump_speed

  • type: float
  • current: 12
  • help: jump height at surface (meter)
  • default: 4.0

variable: e_gsm_extra_range_sun_update_time

  • type: float
  • current: 0
  • help: SunDir update gap for extra range shadow

variable: e_gsm_extra_range_sun_update_type

  • type: int
  • current: 0
  • help: SunDir update type

variable: r_PostAA

  • type: int
  • current: 0
  • help: Enables amortized super sampling.
  • Usage: r_PostAA [0/1]1: 2x SSAA, 0: disabled

variable: net_input_trace

  • type: string
  • current: 0
  • help: trace an entities input processing to assist finding sync errors

variable: ui_disable_caption DUMPTODISK

  • type: int
  • current: 0
  • help: disable cutscene caption 0: enable caption 1: disable caption

variable: r_UseCompactHDRFormat

  • type: int
  • current: 1
  • help: Usage: r_UseCompactHDRFormat 1 0 off (default) 1 using 32bit float format

variable: locale_setting

  • type: int
  • current: 0
  • help: Console variable group to apply settings to multiple variables

locale_setting [0/x]: … name_tag_font_size = 17/17

variable: over_head_marker_height

  • type: float
  • current: 50
  • help: overhead marker height

variable: um_ship_speed_rate_smooth_time

  • type: float
  • current: 0.5
  • help:

variable: e_char_debug_draw

  • type: int
  • current: 0
  • help: apply e_debug_draw just char and skin instance

variable: r_DisplayInfoGraph RESTRICTEDMODE

  • type: int
  • current: 0
  • help: 0: off, 1 : simple, 2 : enhanced

variable: s_X2CullingDistanceRatio

  • type: float
  • current: 0.5
  • help: culling distance ratio.
  • Usage: s_CullingByX2SoundPriorityRatio [0..1] Default is 0.5 (50% of max channels).

variable: fg_noDebugText

  • type: int
  • current: 0
  • help: Don’t show debug text [0/1] Default is 0 (show debug text).

variable: doodad_crater_debug

  • type: int
  • current: 0
  • help:

variable: r_TexturesStreamingMaxRequestedMB

  • type: float
  • current: 0.5
  • help: Maximum amount of texture data requested from streaming system in MB.
  • Usage: r_TexturesStreamingMaxRequestedMB [size] Default is 2.0(MB)

variable: camera_use_fx_cam_fov

  • type: int
  • current: 1
  • help: [0,1] off, on

variable: e_cbuffer_lazy_test

  • type: int
  • current: 1
  • help: Dont test visible objects every frame

variable: e_recursion

  • type: int
  • current: 1
  • help: If 0 - will skip recursive render calls like render into texture

variable: um_picking_sphere_max_scale_dist

  • type: float
  • current: 50
  • help:

variable: option_custom_addon_ui DUMPTODISK

  • type: int
  • current: 0
  • help: Enable/Disable addon custom ui

variable: can_survey_in_future

  • type: int
  • current: 0
  • help: can survey in future, 0: unuse, 1: use

variable: ag_log

  • type: int
  • current: 0
  • help: Enable a log of animation graph decisions

variable: r_TexturesStreamingMaxRequestedJobs

  • type: int
  • current: 256
  • help: Maximum number of tasks submitted to streaming system.
  • Usage: r_TexturesStreamingMaxRequestedJobs [jobs number] Default is 256 jobs

variable: ai_DrawPathAdjustment DUMPTODISK

  • type: string
  • current: none
  • help: Draws the path adjustment for the AI agents.
  • Usage: ai_DrawPathAdjustment [name] Default is none (nobody).

variable: bot_restart_after_crash

  • type: int
  • current: 0
  • help: restart after crash

variable: sv_requireinputdevice DUMPTODISK, REQUIRE_LEVEL_RELOAD

  • type: string
  • current: dontcare
  • help: Which input devices to require at connection (dontcare, none, gamepad, keyboard)

variable: r_usesilhouette

  • type: int
  • current: 0
  • help: Use silhouette

variable: sv_maxspectators DUMPTODISK

  • type: int
  • current: 32
  • help: Maximum number of players allowed to be spectators during the game.

variable: r_DeferredShadingTiledRatio DUMPTODISK

  • type: float
  • current: 0
  • help:

variable: ai_DebugDrawCrowdControl

  • type: int
  • current: 0
  • help: Draws crowd control debug information. 0=off, 1=on

variable: p_accuracy_LCPCG

  • type: float
  • current: 0.005
  • help: Desired accuracy of LCP CG solver (velocity-related, m/s)

variable: e_material_no_load

  • type: int
  • current: 0
  • help:

variable: e_particles_min_draw_pixels

  • type: float
  • current: 1
  • help: Pixel size cutoff for rendering particles – fade out earlier

variable: i_soundeffects DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/Disable playing item sound effects.

variable: ai_DrawAreas DUMPTODISK

  • type: int
  • current: 0
  • help: Enables/Disables drawing behavior related areas.

variable: p_max_approx_caps

  • type: int
  • current: 7
  • help: Maximum number of capsule approximation levels for breakable trees

variable: r_Contrast DUMPTODISK

  • type: float
  • current: 0.5
  • help: Sets the diplay contrast.
  • Usage: r_Contrast 0.5 Default is 0.5.

variable: net_actor_controller_interpolate_method

  • type: int
  • current: 3
  • help: 0 : simple correction, 1 : smooth cd correction, 2 : queued interpolation, 3 : step interpolation

variable: r_EyeAdaptationLocal

  • type: int
  • current: 0
  • help: HDR rendering eye adaptation local
  • Usage: 0==off 1==4x4 2==16x16 3==256x256

variable: q_ShaderGlass REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Glass
  • Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)

variable: ai_DrawGoals DUMPTODISK

  • type: int
  • current: 0
  • help: Draws all the active goal ops debug info.
  • Usage: ai_DrawGoals [0/1] Default is 0 (off). Set to 1 to draw the AI goal op debug info.

variable: ai_DrawGroup DUMPTODISK

  • type: int
  • current: -2
  • help: draw groups: positive value - group ID to draw; -1 - all groups; -2 - nothing

variable: ai_DrawTrajectory DUMPTODISK

  • type: int
  • current: 0
  • help: Records and draws the trajectory of the stats target: 0=do not record, 1=record.

variable: ca_UseAllJoints

  • type: int
  • current: 1
  • help: if set to 1, then have no Animation-LOD (debugging feature for animation LOD)

variable: q_ShaderFX REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of FX
  • Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)

variable: r_EyeAdaptationSpeed DUMPTODISK

  • type: float
  • current: 2
  • help: HDR rendering eye adaptation speed
  • Usage: r_EyeAdaptionMax [Value] Default is 2

variable: q_ShaderMetal REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Metal
  • Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)

variable: r_HDRVignetting DUMPTODISK

  • type: int
  • current: 0
  • help: HDR viggneting
  • Usage: r_HDRVignetting [Value] Default is 1 (enabled)

variable: r_TexMaxAnisotropy REQUIRE_LEVEL_RELOAD

  • type: int
  • current: 16
  • help:

variable: s_MaxEventCount

  • type: int
  • current: 7000
  • help: Max event count.

variable: ai_DrawRadar DUMPTODISK

  • type: int
  • current: 0
  • help: Draws AI radar: 0=no radar, >0 = size of the radar on screen

variable: r_ShadowsDeferredMode

  • type: int
  • current: 1
  • help: 0=Quad light bounds 1=Use light volumes
  • Usage: r_ShadowsDeferredMode [0/1]

variable: name_tag_friendly_mate_show

  • type: int
  • current: 1
  • help: render name tag of friendly mate unit

variable: ai_DrawStats DUMPTODISK

  • type: int
  • current: 0
  • help: Toggles drawing stats for AI objects withing range.

variable: ac_MCMFilter

  • type: int
  • current: 0
  • help: Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).

variable: q_ShaderWater REQUIRE_APP_RESTART

  • type: int
  • current: 2
  • help: Defines the shader quality of Water
  • Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default)

variable: ac_templateMCMs

  • type: int
  • current: 1
  • help: Use MCMs from AG state templates instead of AG state headers.

variable: um_picking_sphere_max_scale

  • type: float
  • current: 2
  • help:

variable: option_item_mount_only_my_pet

  • type: int
  • current: 0
  • help: mount only my pet

variable: r_DebugLightVolumes

  • type: int
  • current: 0
  • help: 0=Disable 1=Enable
  • Usage: r_DebugLightVolumes[0/1]

variable: budget

  • type: int
  • current: 0
  • help: bit flags 1:overall 2:particle 4:render 8:sound -1:all

variable: r_TexturesStreamPoolIdealRatio

  • type: float
  • current: 0.7
  • help: percentage of pool size to use

variable: r_TexNoLoad

  • type: int
  • current: 0
  • help: Disables loading of textures.
  • Usage: r_TexNoLoad [0/1] When 1 texture loading is disabled.

variable: login_camera_zoom_delta_rate

  • type: float
  • current: 1
  • help:

variable: use_auto_regist_district

  • type: int
  • current: 1
  • help: use auto regist district

variable: e_StreamPredictionMinReportDistance

  • type: float
  • current: 0.75
  • help: Debug

variable: ca_SaveAABB

  • type: int
  • current: 0
  • help: if the AABB is invalid, replace it by the default AABB

variable: net_rtt_convergence_factor

  • type: int
  • current: 995
  • help:

variable: ai_DebugDrawGrenadeEvents DUMPTODISK

  • type: int
  • current: 0
  • help: Debug draw the grenade events the AI system processes. 0=disable, 1=enable.

variable: r_WaterCausticsDeferred

  • type: int
  • current: 1
  • help: Toggles under water caustics deferred pass.
  • Usage: r_WaterCausticsDeferred [0/1/2] Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass

variable: cd_pass_garden

  • type: int
  • current: 0
  • help: toggle to check if vegetation spawn position garden inside

variable: ca_AMC

  • type: int
  • current: 1
  • help: enable some AMC functionality

variable: e_VoxTerRelaxation

  • type: int
  • current: 0
  • help: Use X vertex relaxation passes during voxel terrain mesh generation

variable: p_event_count_debug

  • type: int
  • current: 0
  • help:

variable: r_stars_rotate

  • type: int
  • current: 0
  • help: Enables rotation of the stars and the secondary moon. [1] - The stars will rotate with the sun and primary moon. [2] - both stars and secondary moons will rotate.

variable: ship_movement_controller_debug

  • type: int
  • current: 0
  • help:

variable: ai_UnbendingThreshold DUMPTODISK

  • type: float
  • current: 15
  • help: Unbending can go around zero obstacles, if connected triangles’ normals aren’t different more than threshold

variable: p_ray_on_grid_max_size

  • type: int
  • current: 512
  • help:

variable: name_tag_npc_show

  • type: int
  • current: 1
  • help: render name tag of npc unit

variable: e_particles_lean_lifetime_test

  • type: int
  • current: 0
  • help:

variable: e_sketch_mode

  • type: int
  • current: 0
  • help: Enables Sketch mode drawing

variable: s_DrawObstruction

  • type: int
  • current: 0
  • help: Toggles drawing of a blue radius around the sound’s position and rays casted to test obstruction.
  • Usage: s_DrawObstruction [0/1] Default is 0 (off). 1: Draws the ball and casts rays to show the obstruction tests.

variable: cl_bob

  • type: float
  • current: 1
  • help: view/weapon bobbing multiplier

variable: cl_fov

  • type: float
  • current: 60
  • help: field of view.

variable: r_texture_db_streaming

  • type: int
  • current: 1
  • help:

variable: s_MusicCategory

  • type: int
  • current: 1
  • help: Toggles adding the music sound under the music category of the eventsystem.
  • Usage: s_MusicCategory [0/1] Default is 1 (on).

variable: r_FogRampScale

  • type: float
  • current: 1
  • help: Scales the fog ramp distance before submitting it to the shaders (0-1). Typically adjusted linearly with view distance, it controls the ramp-off distance near the camera. Can be used when adjusting view distance.

variable: r_TexLog

  • type: int
  • current: 0
  • help: Configures texture information logging.
  • Usage: r_TexLog # where # represents: 0: Texture logging off 1: Texture information logged to screen 2: All loaded textures logged to ‘texlog_used.txt’ 3: Missing textures logged to ‘texlog_missing.txt’ 4: Keep logging 2 and 3 5: Dump Free Pool Textures

variable: ai_BeautifyPath DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles AI optimization of the generated path.
  • Usage: ai_BeautifyPath [0/1] Default is 1 (on). Optimization is on by default. Set to 0 to disable path optimization (AI uses non-optimized path).

variable: e_particles_landmark

  • type: float
  • current: 1000
  • help: particle lod landmark

variable: camera_interaction_npc_fadeout_time

  • type: float
  • current: 1
  • help:

variable: sys_max_step

  • type: float
  • current: 0.05
  • help: Specifies the maximum physics step in a separate thread

variable: r_NVSSAO_UseNormals

  • type: int
  • current: 1
  • help: Enables the normal map input to the ambient occlusion calculations [0/1] 0 - don’t use normals. Just build ambient occlusion from depth map. 1 - use the normal map to emulate occlusion in small facets.

variable: r_CoronaColorScale

  • type: float
  • current: 1
  • help:

variable: r_ZFightingDepthScale

  • type: float
  • current: 0.995
  • help: Controls anti z-fighting measures in shaders (scaling homogeneous z).

variable: ca_AttachmentCullingRation

  • type: float
  • current: 70
  • help: ration between size of attachment and distance to camera

variable: g_unit_collide_front_bound_rate

  • type: float
  • current: 0.6
  • help:

variable: tab_targeting_debug

  • type: int
  • current: 0
  • help:

variable: log_FileThread

  • type: int
  • current: 1
  • help: use thread task for log-to-file

variable: con_showonload

  • type: int
  • current: 0
  • help: Show console on level loading

variable: r_PostProcessEffectsReset

  • type: int
  • current: 0
  • help: Enables post processing special effects reset.
  • Usage: r_PostProcessEffectsReset [0/1] Default is 0 (disabled). 1 enabled

variable: ac_MCMHorNPC

  • type: int
  • current: 1
  • help: Overrides the horizontal movement control method specified by AG (overrides filter).

variable: r_pointslightshafts

  • type: int
  • current: 0
  • help: Enables point light shafts.
  • Usage: r_pointslightshafts [0/1] Default is 1 (on). Set to 0 to disable.

variable: r_ProfileShaders

  • type: int
  • current: 0
  • help: Enables display of render profiling information.
  • Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.

variable: e_DissolveDistFactor

  • type: float
  • current: 0.025
  • help: Factor representing the starting point for far plane dissolve. Eg, dissolve will occur over the distance given by (furtherest rendering distance * e_DissolveDistFactor), so if e_DissolveDistFactor is 0.1, then the object will start to dissolve when it is 10% away from the far plane.

variable: p_max_player_velocity

  • type: float
  • current: 150
  • help: Clamps players’ velocities to this value

variable: cl_check_resurrectable_pos

  • type: int
  • current: 1
  • help:

variable: party_default_accept

  • type: int
  • current: 0
  • help: default response at invitation.

variable: r_DynTexMaxSize

  • type: int
  • current: 128
  • help:

variable: e_lods

  • type: int
  • current: 1
  • help: Load and use LOD models for static geometry

variable: e_wind

  • type: int
  • current: 1
  • help: Debug

variable: r_UsePOM

  • type: int
  • current: 1
  • help: Enables Parallax Occlusion Mapping.
  • Usage: r_UsePOM [0/1]

variable: r_MSAA_quality DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Quality level used when multisampled antialiasing is enabled.
  • Usage: r_MSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!
  • Default: 0. Please note that various hardware implements special MSAA modes via certain combinations of r_MSAA_quality and r_MSAA_samples. See config/MSAAProfiles*.txt for samples.

variable: skillMoving

  • type: int
  • current: 1
  • help: skill moving

variable: e_allow_cvars_serialization

  • type: int
  • current: 1
  • help: If set to zero - will not save cvars to cfg file

variable: s_FileCacheManagerEnable REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enables the use of the file cache manager to cache audio data that is set in AudioPreloads.xml!
  • Usage: s_FileCacheManagerEnable [0/1] 0: OFF (no caching of audio data, AudioPreloads.xml is not parsed!) Default is 1 (on).

variable: max_interaction_doodad_distance

  • type: float
  • current: 2.1
  • help: offset distance (meter)

variable: option_effect

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_effect [1/2/3/4/x]: … e_cull_veg_activation = 20/30/50/50/50 … e_foliage_wind_activation_dist = 0/10/20/25/25 … e_particles_lod = 1/1/1/1/1 … e_particles_object_collisions = 0/1/1/1/1 … e_particles_quality = 1/2/3/4/4 … e_phys_foliage = 0/0/0/0/0 … e_phys_ocean_cell = 0/1/0.5/0.5/0.5 … e_water_ocean_soft_particles = 0/1/1/1/1 … es_MaxPhysDist = 50/100/200/200/200 … es_MaxPhysDistInvisible = 10/15/25/25/25 … g_breakage_particles_limit = 80/130/200/250/250 … g_joint_breaking = 0/1/1/1/1 … g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 … i_lighteffects = 0/0/1/1/1 … p_max_MC_iters = 4000/5000/6000/6000/6000 … p_max_object_splashes = 3/3/3/3/3 … p_max_substeps_large_group = 3/5/5/5/5 … p_num_bodies_large_group = 30/100/100/100/100 … p_splash_dist0 = 7/7/7/7/7 … p_splash_dist1 = 30/30/30/30/30 … p_splash_force0 = 10/10/10/10/10 … p_splash_force1 = 100/100/100/100/100 … p_splash_vel0 = 4.5/4.5/4.5/4.5/4.5 … p_splash_vel1 = 10/10/10/10/10 … r_UseSoftParticles = 0/1/1/1/1

variable: e_flocks_hunt

  • type: int
  • current: 1
  • help: Birds will fall down…

variable: swim_buoy_speed

  • type: float
  • current: 2
  • help: Swimming buoyancy speed mul.

variable: r_TexSkyQuality

  • type: int
  • current: 0
  • help:

variable: ce_debug

  • type: int
  • current: 0
  • help: show debug information of environment system

variable: sys_max_fps DUMPTODISK

  • type: float
  • current: 120
  • help: max frame per second for prevent overheat

variable: tab_targeting_history_max

  • type: int
  • current: 10
  • help:

variable: r_UseHWSkinning

  • type: int
  • current: 1
  • help: Toggles HW skinning.
  • Usage: r_UseHWSkinning [0/1] Default is 1 (on). Set to 0 to disable HW-skinning.

variable: ac_debugEntityParams

  • type: int
  • current: 0
  • help: Display entity params graphs

variable: camera_building_something_fadeout_vel

  • type: float
  • current: 10
  • help:

variable: ca_ShareMergedMesh

  • type: int
  • current: 1
  • help: Share Merged BodyMesh

variable: cloth_stiffness_norm

  • type: float
  • current: 0
  • help: stiffness for shape preservation along normals (“convexity preservation”)

variable: cloth_stiffness_tang

  • type: float
  • current: 0
  • help: stiffness for shape preservation against tilting

variable: cloth_friction

  • type: float
  • current: 0
  • help:

variable: keyboard_movement

  • type: int
  • current: 1
  • help: A/S/D/W keyboard movement coordinates system. (0: player / 1: camera)

variable: r_ScatteringMaxDist

  • type: float
  • current: 20
  • help: Sets scattering max distance

variable: ai_CloakMaxDist DUMPTODISK

  • type: float
  • current: 5
  • help: closer than that - cloak starts to fade out

variable: caq_debug

  • type: int
  • current: 0
  • help: Show debug information for combat animation queue.

variable: profile_allthreads

  • type: int
  • current: 0
  • help: Enables profiling of non-main threads.

variable: e_screenshot_map_center_x

  • type: float
  • current: 0
  • help: param for the centerX position of the camera, see e_screenshot_map defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)

variable: e_screenshot_map_center_y

  • type: float
  • current: 0
  • help: param for the centerX position of the camera, see e_screenshot_map defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)

variable: camera_target_ground_align

  • type: int
  • current: 1
  • help:

variable: r_ShadowGenGS DUMPTODISK

  • type: int
  • current: 0
  • help: Use geometry shader for shadow map generation (DX10 only, don’t change at runtime)
  • Usage: r_ShadowGenGS [0=off, 1=on]

variable: r_Fullscreen DUMPTODISK

  • type: int
  • current: 0
  • help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
  • Usage: r_Fullscreen [0=window/1=fullscreen]

variable: ca_FaceBaseLOD DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Base Lod Level for FaceModel

variable: loot_debug_state

  • type: int
  • current: 0
  • help: Enable Loot state
  • usage: loot_debug_state [0(off)|1(on)]
  • default: 0 (off)

variable: map_show_transfer_path

  • type: int
  • current: 0
  • help: show transfer path in world map (0 : off, 1 : on, 2 : carrage only, 3 : airship only, 4 : etc only)

variable: sys_warnings

  • type: int
  • current: 0
  • help: Toggles printing system warnings.
  • Usage: sys_warnings [0/1] Default is 0 (off).

variable: ca_FootAnchoring DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, it will print some debug boxes at the feet of the character

variable: ca_DoAnimTaskPerFrame

  • type: int
  • current: -1
  • help:

variable: r_ShadowsBias DUMPTODISK

  • type: float
  • current: 8e-005
  • help: Select shadow map bluriness if r_ShadowsBias is activated.
  • Usage: r_ShadowsBias [0.1 - 16]

variable: camera_rot_max_inertia

  • type: float
  • current: 50
  • help:

variable: g_fake

  • type: string
  • current: no
  • help:

variable: quest_camera_debug

  • type: int
  • current: 0
  • help: quest camera debug

variable: ca_JointVelocityMax

  • type: float
  • current: 30
  • help:

variable: swim_down_speed_mul

  • type: float
  • current: 0.5
  • help: Swimming down speed mul.

variable: cb_dist_test

  • type: float
  • current: 0
  • help:

variable: ca_useAttEffectRelativeOffset

  • type: int
  • current: 0
  • help:

variable: e_profile_level_loading

  • type: int
  • current: 2
  • help: Output level loading stats into log 0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info

variable: sound_source_combat_sound_volume

  • type: float
  • current: 1
  • help: source = player. [0.0 - 1.0]

variable: movement_verify_detailed_warp_dist_far

  • type: float
  • current: 10
  • help:

variable: ddcms_time_offset

  • type: int
  • current: 0
  • help: this value(minute) added to ddcms time data.

variable: att_scale_test_worn

  • type: float
  • current: 1
  • help:

variable: over_head_marker_offset

  • type: float
  • current: 10
  • help: overhead marker offset height

variable: e_gsm_focus_offset_val

  • type: float
  • current: 0
  • help: addtional Y-Axis offset for generate shadows

variable: r_ShadersDelayFlush

  • type: int
  • current: 1
  • help:

variable: cl_web_upload_reserved_screenshot_path

  • type: string
  • current:
  • help: recent screenshot path

variable: ai_AllTime

  • type: int
  • current: 0
  • help: Displays the update times of all agents, in milliseconds.
  • Usage: ai_AllTime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. The name is colour coded to represent the update time. Green: less than 1 ms (ok) White: 1 ms to 5 ms Red: more than 5 ms You must enable ai_DebugDraw before you can use this tool.

variable: ca_UseLinkVertices

  • type: int
  • current: 1
  • help: If this is set to 1, we can use link vertices

variable: ai_InterestSwitchBoost DUMPTODISK

  • type: float
  • current: 2
  • help: Multipler applied when we switch to an interest item; higher values maintain interest for longer (always > 1)

variable: r_RainMaxViewDist_Deferred

  • type: float
  • current: 40
  • help: Sets maximum view distance (in meters) for deferred rain reflection layer
  • Usage: r_RainMaxViewDist_Deferred [n]

variable: r_GeomInstancing

  • type: int
  • current: 0
  • help: Toggles HW geometry instancing.
  • Usage: r_GeomInstancing [0/1] Default is 1 (on). Set to 0 to disable geom. instancing.

variable: r_TexBumpResolution DUMPTODISK

  • type: int
  • current: 0
  • help: Reduces texture resolution.
  • Usage: r_TexBumpResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_NVSSAO_BlurSharpness

  • type: float
  • current: 8
  • help: The higher, the more the blur preserves edges. from 0.0 to 16.0./n

variable: optimization_use_footstep

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

optimization_use_footstep [0/1/x]: … mfx_MaxFootStepCount = 0/50/50

variable: e_terrain

  • type: int
  • current: 1
  • help: Activates drawing of terrain ground

variable: e_StreamPredictionTexelDensity

  • type: int
  • current: 1
  • help: Use mesh texture mapping density info for textures streaming

variable: MasterGrahicQuality DUMPTODISK

  • type: int
  • current: 4
  • help:

variable: p_approx_caps_len

  • type: float
  • current: 1.2
  • help: Breakable trees are approximated with capsules of this length (0 disables approximation)

variable: r_ParticleIndHeapSize

  • type: int
  • current: 1048576
  • help:

variable: d3d9_VBPools REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help:

variable: quest_guide_decal_size

  • type: float
  • current: 0.25
  • help:

variable: doodad_smart_positioning

  • type: int
  • current: 1
  • help: doodad smart positioning enable

variable: net_ship_controller_smooth_time

  • type: float
  • current: 0.1
  • help:

variable: r_EnvTexResolution DUMPTODISK

  • type: int
  • current: 3
  • help: Sets resolution for 2d target environment texture, in pixels.
  • Usage: r_EnvTexResolution # where # represents: 0: 64 1: 128 2: 256 3: 512 Default is 3 (512 by 512 pixels).

variable: v_sprintSpeed

  • type: float
  • current: 0
  • help: Set speed for acceleration measuring

variable: name_tag_quest_mark_smooth_margin

  • type: int
  • current: 40
  • help: set unit name tag quest_mark_smooth margin

variable: cd_streaming

  • type: int
  • current: 1
  • help:

variable: e_particles_dynamic_particle_life

  • type: int
  • current: 1
  • help: change particle life in runtime

variable: net_phys_lagsmooth

  • type: float
  • current: 0.1
  • help:

variable: name_tag_party_show

  • type: int
  • current: 1
  • help: render name tag of party unit

variable: ca_LodDistMax

  • type: int
  • current: 8
  • help:

variable: ca_DebugModelCache

  • type: int
  • current: 0
  • help: shows what models are currently loaded and how much memory they take

variable: ai_DebugDrawReinforcements DUMPTODISK

  • type: int
  • current: -1
  • help: Enables debug draw for reinforcement logic for specified group.
  • Usage: ai_DebugDrawReinforcements , or -1 to disable.

variable: log_DebuggerVerbosity DUMPTODISK

  • type: int
  • current: 2
  • help: defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used) -1=suppress all logs (including eAlways) 0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments

variable: es_sortupdatesbyclass

  • type: int
  • current: 0
  • help: Sort entity updates by class (possible optimization)

variable: e_decals_scissor

  • type: int
  • current: 1
  • help: Enable decal rendering optimization by using scissor

variable: es_helpers

  • type: int
  • current: 0
  • help: Toggles helpers.
  • Usage: es_helpers [0/1] Default is 0 (off). Set to 1 to display entity helpers.

variable: ca_xl13RandomCount DUMPTODISK

  • type: int
  • current: 3
  • help: xl13 random count

variable: s_StreamBufferSize

  • type: int
  • current: 131072
  • help: Sets the internal buffer size for streams in raw bytes.
  • NOTE: This will only affect streams opened after this value has been changed!
  • Usage: s_StreamBufferSize [0/…] Default PC: 131072, PS3: 65536, XBox360: 131072

variable: r_NVSSAO_Bias

  • type: float
  • current: 0.05
  • help: To hide low-tessellation artifacts. from 0.0 to 0.5.

variable: s_FormatResampler REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Toggles internal resampling method.
  • Usage: s_FormatResampler [0..3] 0: none 1: linear 2: cubic 3: spline Default is 1 (linear).

variable: es_DebrisLifetimeScale

  • type: float
  • current: 1
  • help:
  • Usage: es_DebrisLifetimeScale 1.0

variable: e_time_smoothing

  • type: int
  • current: 1
  • help: 0=no smoothing, 1=smoothing

variable: cl_shallowWaterSpeedMulAI

  • type: float
  • current: 0.8
  • help: Shallow water speed multiplier (AI only)

variable: p_GEB_max_cells

  • type: int
  • current: 800
  • help: Specifies the cell number threshold after which GetEntitiesInBox issues a warning

variable: e_shadows_update_view_dist_ratio

  • type: float
  • current: 128
  • help: View dist ratio for shadow maps updating for shadowpool

variable: sys_budget_dp_terrain_detail

  • type: float
  • current: 400
  • help:

variable: OceanWindDirection

  • type: float
  • current: 1
  • help: ocean wind direction

variable: ai_AmbientFireUpdateInterval DUMPTODISK

  • type: float
  • current: 2
  • help: Ambient fire update interval. Controls how often puppet’s ambient fire status is updated.

variable: r_ReflectionsOffset

  • type: float
  • current: 0
  • help:

variable: e_material_refcount_check_logging

  • type: int
  • current: 0
  • help:

variable: doodad_smart_positioning_max_dist

  • type: float
  • current: 3
  • help: (null)

variable: ai_ProtoRODGrenades DUMPTODISK

  • type: int
  • current: 1
  • help: Proto

variable: ca_ignoreCutSceneAnim

  • type: int
  • current: 0
  • help: cutscene anim debug

variable: e_sky_quality

  • type: int
  • current: 1
  • help: Quality of dynamic sky: 1 (very high), 2 (high).

variable: log_IncludeTime

  • type: int
  • current: 1
  • help: Toggles time stamping of log entries.
  • Usage: log_IncludeTime [0/1/2/3/4] 0=off (default) 1=current time 2=relative time 3=current+relative time 4=absolute time in seconds since this mode was started

variable: e_ViewDistRatioPortals

  • type: float
  • current: 60
  • help: View distance ratio for portals

variable: ca_AllowFP16Characters

  • type: int
  • current: 0
  • help: When set, this will allow use of FP16 vertex formats for customised character meshes. When not set, all character meshes will be FP32.

variable: s_ReverbDynamic

  • type: float
  • current: 0
  • help: If greater than 0 enables dynamic reverb-delay and reverb-reflection-delay calculation dependent on the surrounding geometry! The number than indicates a multiplier for the reverb-delay and reverb-reflection-delay effect.(1.0 manipulates nothing)
  • Usage: s_ReverbDynamic [0/…]
  • Default: 0 0: Uses the static values set within the reverb preset.

variable: p_list_objects

  • type: int
  • current: 0
  • help: 0: off 1: list once 2: on

variable: r_RefractionPartialResolves

  • type: int
  • current: 0
  • help: Do a partial screen resolve before refraction
  • Usage: r_RefractionPartialResolves [0/1] 0: disable 1: enable conservativley (non-optimal) 2: enable (default)

variable: p_debug_explosions

  • type: int
  • current: 0
  • help: Turns on explosions debug mode

variable: e_terrain_occlusion_culling_precision

  • type: float
  • current: 0.25
  • help: Density of rays

variable: decoration_smart_positioning

  • type: int
  • current: 1
  • help: decoration smart positioning enable

variable: e_shader_constant_metrics

  • type: int
  • current: 0
  • help: Set to 1 to display stats about shader constant uploads.

variable: optimization_mode

  • type: int
  • current: 0
  • help: Console variable group to apply settings to multiple variables

optimization_mode [0/1/x]: … e_custom_clone_mode = 1/1/1 … e_zoneWeatherEffect = 0/0/0 … optimization_skeleton_effect = 0/0/0 … optimization_use_footstep = 0/0/0 … option_animation = 1/1/1 … option_character_lod = 1/1/1 … option_effect = 1/1/1 … option_shadow_dist = 1/1/1 … option_shadow_view_dist_ratio = 1/1/1 … option_shadow_view_dist_ratio_character = 1/1/1 … option_terrain_detail = 1/1/1 … option_terrain_lod = 1/1/1 … option_texture_bg = 1/1/1 … option_texture_character = 1/1/1 … option_use_cloud = 0/0/0 … option_use_dof = 0/0/0 … option_use_hdr = 0/0/0 … option_use_shadow = 0/0/0 … option_use_water_reflection = 0/0/0 … option_view_dist_ratio = 1/1/1 … option_view_dist_ratio_vegetation = 1/1/1 … option_view_distance = 1/1/1 … option_volumetric_effect = 1/1/1 … option_water = 1/1/1 … option_weapon_effect = 0/0/0

variable: ac_MCMHor

  • type: int
  • current: 0
  • help: Overrides the horizontal movement control method specified by AG (overrides filter).

variable: ac_MCMVer

  • type: int
  • current: 0
  • help: Overrides the vertical movement control method specified by AG (overrides filter).

variable: sys_affinity

  • type: string
  • current: 0x0000000000000000
  • help:

variable: e_cbuffer_clip_planes_num

  • type: int
  • current: 6
  • help: Debug

variable: e_volobj_shadow_strength

  • type: float
  • current: 0.4
  • help: Self shadow intensity of volume objects [0..1].

variable: action_debug_state

  • type: int
  • current: 0
  • help: Enable effect state
  • usage: action_debug_state [0(off)|1(on)]
  • default: 0 (off)

variable: q_Renderer

  • type: int
  • current: 3
  • help: Defines the quality of Renderer
  • Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)

variable: camera_zoom_catch_up_velocity_power

  • type: float
  • current: 1.8
  • help:

variable: sys_budget_tris_vegetation

  • type: float
  • current: 50
  • help:

variable: es_UsePhysVisibilityChecks

  • type: int
  • current: 1
  • help: Activates physics quality degradation and forceful sleeping for invisible and faraway entities

variable: ai_DrawDistanceLUT

  • type: int
  • current: 0
  • help: Draws the distance lookup table graph overlay.

variable: es_deactivateEntity

  • type: string
  • current:
  • help: Deactivates an entity

variable: e_debug_draw_lod_error_no_lod_tris

  • type: int
  • current: 2000
  • help: used in e_DebugDraw 25 (error threshold of tris count)

variable: ShowHeatlthNumber

  • type: int
  • current: 0
  • help: show health value in unit frame, party frame

variable: r_ShadowPoolMaxFrames

  • type: int
  • current: 30
  • help: Maximum number of frames a shadow can exist in the pool

variable: r_wireframe

  • type: int
  • current: 0
  • help:

variable: movement_verify_move_speed_critical_tolerance

  • type: float
  • current: 0.5
  • help:

variable: p_max_MC_mass_ratio

  • type: float
  • current: 100
  • help: Maximum mass ratio between objects in an island that MC solver is considered safe to handle

variable: r_CullGeometryForLights

  • type: int
  • current: 0
  • help: Rendering optimization for lights.
  • Usage: r_CullGeometryForLights [0/1/2] Default is 0 (off). Set to 1 to cull geometry behind light sources. Set to 2 to cull geometry behind static lights only.

variable: e_vegetation_use_list

  • type: int
  • current: 1
  • help: Test : optimize vegetation list

variable: r_DepthOfField

  • type: int
  • current: 2
  • help: Enables depth of field.
  • Usage: r_DepthOfField [0/1/2] Default is 0 (disabled). 1 enables, 2 enables and overrides game settings

variable: e_vegetation_sprites_cast_shadow

  • type: int
  • current: 1
  • help:

variable: d3d9_VBPoolSize

  • type: int
  • current: 262144
  • help:

variable: option_shadow_view_dist_ratio

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_shadow_view_dist_ratio [1/2/3/4/x]: … e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8

variable: g_groundeffectsdebug

  • type: int
  • current: 0
  • help: Enable/disable logging for GroundEffects

variable: r_ShowVideoMemoryStats

  • type: int
  • current: 0
  • help:

variable: camera_rot_speed

  • type: float
  • current: 150
  • help:

variable: r_ShowDynTextureFilter

  • type: string
  • current: *
  • help: Usage: r_ShowDynTextureFilter *end
  • Usage: r_ShowDynTextureFilter mid
  • Usage: r_ShowDynTextureFilter start* Default is *. Set to ‘pattern’ to show only specific textures (activate r_ShowDynTextures)

variable: g_use_chat_time_stamp

  • type: int
  • current: 1
  • help: 0(use chat time stamp), 1(no chat time stamp)

variable: r_NoDrawNear

  • type: int
  • current: 0
  • help: Disable drawing of near objects.
  • Usage: r_NoDrawNear [0/1] Default is 0 (near objects are drawn).

variable: e_terrain_normal_map

  • type: int
  • current: 1
  • help: Use terrain normal map for base pass if available

variable: ai_ExtraForbiddenRadiusDuringBeautification

  • type: float
  • current: 1
  • help: Extra radius added to agents close to forbidden edges during beautification.

variable: p_max_substeps_large_group

  • type: int
  • current: 5
  • help: Limits the number of substeps large groups of objects can make

variable: FixedTooltipPosition

  • type: int
  • current: 1
  • help: fixed doodad tooltip position

variable: r_NightVisionViewDist

  • type: float
  • current: 100
  • help: Set nightvision ambient view distance.

variable: e_StreamPredictionDistanceFar

  • type: float
  • current: 16
  • help: Prediction distance for streaming, affects far objects

variable: locale

  • type: string
  • current: en_us
  • help:

variable: r_UseZPass

  • type: int
  • current: 1
  • help: Toggles Z pass optimizations.
  • Usage: r_UseZPass [0/1] Default is 1 (on). Set to 0 to disable Z-pass.

variable: cl_sprintShake

  • type: float
  • current: 0
  • help: sprint shake

variable: aim_assistTriggerEnabled

  • type: int
  • current: 1
  • help: Enable/disable aim assistance on firing the weapon

variable: log_FileVerbosity DUMPTODISK

  • type: int
  • current: 3
  • help: defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used) -1=suppress all logs (including eAlways) 0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments

variable: r_ssdoAmbientAmount

  • type: float
  • current: 1
  • help: Strength of SSDO ambient occlusion

variable: ai_DynamicVolumeUpdateTime

  • type: float
  • current: 0.001
  • help: How long (max) to spend updating dynamic volume regions per AI update (in sec) 0 disables dynamic updates. 0.002 is a sensible value

variable: ca_DrawAttachments

  • type: int
  • current: 1
  • help: if this is 0, will not draw the attachments objects

variable: e_vegetation_bending

  • type: int
  • current: 2
  • help: Debug

variable: r_ShowTangents

  • type: int
  • current: 0
  • help: Toggles visibility of three tangent space vectors.
  • Usage: r_ShowTangents [0/1] Default is 0 (off).

variable: ai_UpdateInterval

  • type: float
  • current: 0.1
  • help: In seconds the amount of time between two full updates for AI
  • Usage: ai_UpdateInterval Default is 0.1. Number is time in seconds

variable: e_voxel_lods_num

  • type: int
  • current: 1
  • help: Generate LODs for voxels

variable: es_UpdateCollision

  • type: int
  • current: 1
  • help: Toggles updating of entity collisions.
  • Usage: es_UpdateCollision [0/1] Default is 1 (on). Set to 0 to disable entity collision updating.

variable: sys_crashtest

  • type: int
  • current: 0
  • help:

variable: r_WaterReflectionsUseMinOffset DUMPTODISK

  • type: int
  • current: 1
  • help: Activates water reflections use min distance offset.

variable: e_view_dist_min

  • type: float
  • current: 0
  • help: Min distance on what far objects will be culled out

variable: ai_RecordFilter DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: e_terrain_texture_streaming_debug

  • type: int
  • current: 0
  • help: Debug

variable: ag_item

  • type: string
  • current:
  • help: Force this item

variable: ai_DrawGetEnclosingFailures DUMPTODISK

  • type: float
  • current: 0
  • help: Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off.

variable: bot_fly_mode

  • type: int
  • current: 0
  • help: bot fly mode

variable: profile_filter

  • type: string
  • current:
  • help: Profiles a specified subsystem.
  • Usage: profile_filter subsystem Where ‘subsystem’ may be: Renderer 3DEngine Animation AI Entity Physics Sound System Game Editor Script Network

variable: hs_show_housing_area RESTRICTEDMODE

  • type: int
  • current: 0
  • help:

variable: cd_view_dist_ratio

  • type: int
  • current: 150
  • help:

variable: r_NVSSAO_BlurEnable

  • type: int
  • current: 1
  • help: To blur the AO before compositing it. [0/1]/n

variable: cr_invert_x_axis

  • type: int
  • current: 0
  • help: invert mouse x axis

variable: mfx_DebugFootStep

  • type: int
  • current: 0
  • help: Turns on debug foot_step

variable: cl_headBob

  • type: float
  • current: 1
  • help: head bobbing multiplier

variable: ai_CloakMinDist DUMPTODISK

  • type: float
  • current: 1
  • help: closer than that - cloak not effective

variable: net_enable_voice_chat

  • type: int
  • current: 1
  • help:

variable: r_StereoStrength DUMPTODISK

  • type: float
  • current: 1
  • help: Multiplier which influences the strength of the stereo effect.

variable: r_UseAlphaBlend

  • type: int
  • current: 1
  • help: Toggles alpha blended objects.
  • Usage: r_UseAlphaBlend [0/1] Default is 1 (on). Set to 0 to disable all alpha blended object.

variable: tab_targeting_z_limit

  • type: float
  • current: 20
  • help:

variable: r_shootingstar_lifetime

  • type: float
  • current: 0.005
  • help: Lifetime of the shooting star (in game hours).

variable: ca_AnimWarningLevel DUMPTODISK

  • type: int
  • current: 3
  • help: if you set this to 0, there won’t be any frequest warnings from the animation system

variable: e_sky_update_rate

  • type: float
  • current: 1
  • help: Percentage of a full dynamic sky update calculated per frame (0..100].

variable: r_TexMaxSize

  • type: int
  • current: 0
  • help:

variable: g_ragdoll_minE_time

  • type: float
  • current: 3
  • help: 0 : off, 1 : on

variable: r_ShadowsForwardPass

  • type: int
  • current: 1
  • help: 1=use Forward prepare depth maps pass
  • Usage: CV_r_ShadowsForwardPass [0/1]

variable: ui_localized_text_debug DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: r_RenderMeshHashGridUnitSize

  • type: float
  • current: 0.5
  • help: Controls density of render mesh triangle indexing structures

variable: cr_invert_y_axis

  • type: int
  • current: 0
  • help: invert mouse y axis

variable: s_DopplerScale DUMPTODISK

  • type: float
  • current: 1
  • help: Sets the strength of the Doppler effect.
  • Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.

variable: p_min_LCPCG_improvement

  • type: float
  • current: 0.05
  • help: Defines a required residual squared length improvement, in fractions of 1

variable: p_max_LCPCG_iters

  • type: int
  • current: 5
  • help: Maximum number of LCP CG iterations

variable: ca_ParametricPoolSize

  • type: int
  • current: 256
  • help: Size of the parametric pool

variable: e_shadows_unit_cube_clip

  • type: int
  • current: 1
  • help: Shadow Unit Cube Clip

variable: g_showIdleStats

  • type: int
  • current: 0
  • help:

variable: option_terrain_lod

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_terrain_lod [1/2/3/4/x]: … e_terrain_lod_ratio = 4/1/.75/.75/.75 … e_terrain_occlusion_culling_max_dist = 100/130/150/200/200

variable: s_ObstructionUpdate

  • type: float
  • current: 0.1
  • help: Controls how fast obstruction is re-evaluated in seconds.
  • Usage: s_ObstructionUpdate [0..] 0: every frame 0.5: every half seconds Default is 0.1 (for now)

variable: g_ignore_expedition_invite

  • type: int
  • current: 0
  • help: 0(accept expedition invite), 1(ignore expedition invite)

variable: r_testSplitScreen

  • type: int
  • current: 0
  • help: Toggles split screen test mode
  • Usage: r_testSplitScreen [0/1]

variable: e_decals_neighbor_max_life_time

  • type: float
  • current: 4
  • help: If not zero - new decals will force old decals to fade in X seconds

variable: action_bar_lock

  • type: int
  • current: 0
  • help: lock actionbar slots.

variable: action_bar_page DUMPTODISK

  • type: int
  • current: 0
  • help: index offset of 1st actionbar.

variable: con_debug

  • type: int
  • current: 0
  • help: Log call stack on every GetCVar call

variable: e_cbuffer_terrain

  • type: int
  • current: 0
  • help: Activates usage of coverage buffer for terrain

variable: e_StatObjBufferRenderTasks

  • type: int
  • current: 0
  • help: 1 - occlusion test on render node level, 2 - occlusion test on render mesh level

variable: keyboard_rotate_speed

  • type: float
  • current: 0.5
  • help:

variable: ai_Recorder_Buffer DUMPTODISK

  • type: int
  • current: 1024
  • help: Set the size of the AI debug recording buffer

variable: mfx_SerializeFGEffects

  • type: int
  • current: 1
  • help: Serialize Flowgraph based effects. Default: On

variable: sys_dedicated_sleep_test

  • type: int
  • current: 0
  • help:

variable: r_shootingstar

  • type: int
  • current: 1
  • help: Enable/disable shooting stars.

variable: ai_ProtoRODAffectMove DUMPTODISK

  • type: int
  • current: 0
  • help: Proto

variable: name_tag_custom_gauge_offset_normal

  • type: float
  • current: 13
  • help: coustom gauge name tag offset

variable: e_particles_decals_force_deferred

  • type: int
  • current: 1
  • help:

variable: r_NoPreprocess

  • type: int
  • current: 0
  • help:

variable: prefab_cache_xml_gc

  • type: int
  • current: 1800000
  • help: (ms), garbage collect xml cache. if turned on, prefab_cache_xml should be 0

variable: ai_UseObjectPosWithExactPos DUMPTODISK

  • type: int
  • current: 0
  • help: Use object position when playing exact positioning.

variable: ca_GroundAlignment DUMPTODISK

  • type: int
  • current: 1
  • help: if this is 1, the legs of human characters will align with the terrain

variable: r_StereoFlipEyes DUMPTODISK

  • type: int
  • current: 0
  • help: Flip eyes in stereo mode.
  • Usage: r_StereoFlipEyes [0=off/1=on] 0: don’t flip 1: flip

variable: r_DepthOfFieldBokehQuality

  • type: int
  • current: 0
  • help: Sets depth of field bokeh quality (samples multiplier).
  • Usage: r_DepthOfFieldBokeh [0/1/etc] Default is 0: 32 samples, 1: 64 samples

variable: e_terrain_occlusion_culling_debug

  • type: int
  • current: 0
  • help: Draw sphere onevery terrain height sample

variable: name_tag_quest_offset

  • type: float
  • current: 3
  • help: nametag quest offset

variable: ss_debug_ui RESTRICTEDMODE

  • type: int
  • current: 0
  • help: show seamless debug UI(0=off, 1=cell, 2=vegetation group, 3=terrain, 4=TOD)

variable: cl_packetRate

  • type: int
  • current: 30
  • help: Packet rate on client

variable: cl_gs_password

  • type: string
  • current:
  • help: Password for Gamespy login

variable: sys_budget_dp_terrain

  • type: float
  • current: 800
  • help:

variable: e_cbuffer_hw

  • type: int
  • current: 0
  • help: Debug

variable: e_cbuffer_lc

  • type: int
  • current: 0
  • help: Debug

variable: name_tag_quest_option

  • type: float
  • current: 1
  • help: nametag quest option

variable: sv_levelrotation

  • type: string
  • current: levelrotation
  • help: Sequence of levels to load after each game ends

variable: g_VisibilityTimeoutTime

  • type: int
  • current: 30
  • help: Visibility timeout time used by IsProbablyVisible() calculations

variable: s_MusicStreaming

  • type: int
  • current: 0
  • help: Defines the way music is loaded and handled.
  • Usage: s_MusicStreaming [0..2] 0: , streaming is defined by pattern 1: Enforces streaming from disk for less memory usage 2: Enforces preloading to memory for less disk seeks/reads Default is 0 (auto).

variable: tab_targeting_fan_dist

  • type: float
  • current: 50
  • help:

variable: effect_filter_group

  • type: int
  • current: 0
  • help: [effect group type]

variable: g_ignore_party_invite

  • type: int
  • current: 0
  • help: 0(accept party invite), 1(ignore party invite)

variable: r_SplitScreenActive

  • type: int
  • current: 0
  • help: Activates split screen mode
  • Usage: r_SplitScreenActive [0/1]

variable: e_visarea_test_mode

  • type: int
  • current: 0
  • help: visarea test mode on for debugging

variable: r_DeferredShadingSortLights

  • type: int
  • current: 0
  • help: Sorts light by influence
  • Usage: r_DeferredShadingSortLights [0/1] Default is 0 (off)

variable: cl_invertController DUMPTODISK

  • type: int
  • current: 0
  • help: Controller Look Up-Down invert

variable: ragdoll_hit

  • type: int
  • current: 0
  • help: strike target by the impulse at bone at attack hit event[0(off)|+(hit power)]
  • default: 0(off)

variable: scan_log_level

  • type: int
  • current: 1
  • help:

variable: r_ShadowsPCFiltering

  • type: int
  • current: 0
  • help: 1=use PCF for shadows
  • Usage: r_ShadowsPCFiltering [0/1]

variable: r_ShadersSaveList

  • type: int
  • current: 1
  • help:

variable: v_draw_suspension DUMPTODISK

  • type: int
  • current: 0
  • help: Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled

variable: r_VegetationAlphaTestOnly

  • type: int
  • current: 0
  • help:

variable: r_fxaa

  • type: int
  • current: 0
  • help: Toggles fxaa antialiasing

variable: r_Glow

  • type: int
  • current: 1
  • help: Toggles the glow effect.
  • Usage: r_Glow [0/1] Default is 0 (off). Set to 1 to enable glow effect.

variable: r_MSAA DUMPTODISK

  • type: int
  • current: 0
  • help: Enables selective supersampled antialiasing.
  • Usage: r_MSAA [0/1]
  • Default: 0 (off).

variable: r_Rain

  • type: int
  • current: 3
  • help: Enables rain rendering
  • Usage: r_Rain [0/1/2] 0 - disabled1 - enabled - CE22 - enabled - CE33 - enabled with rain occlusion

variable: r_SSAO

  • type: int
  • current: 0
  • help: Enable ambient occlusion

variable: r_ssdo

  • type: int
  • current: 3
  • help: Screen Space Directional Occlusion [0/1/2] 1 - Enabled for local lights and sun 2 - Enabled for all lights and used for ambient as well (make sure to disable SSAO)99 - Enabled for lights, no smoothing applied (for debugging)

variable: r_SSGI

  • type: int
  • current: 0
  • help: SSGI toggle

variable: r_TXAA DUMPTODISK

  • type: int
  • current: 0
  • help: Enables nVidia TXAA antialiasing mode. Requires MSAA on in either 2x or 4x mode and PostAA and FXAA off.
  • Usage: r_TXAA [0/1]
  • Default: 0 (off).

variable: r_MeshPrecache

  • type: int
  • current: 1
  • help:

variable: r_texStagingGCTime

  • type: float
  • current: 10
  • help: (second)

variable: cl_shallowWaterDepthHi

  • type: float
  • current: 1
  • help: Shallow water depth high (above has full slowdown)

variable: cl_shallowWaterDepthLo

  • type: float
  • current: 0.3
  • help: Shallow water depth low (below has zero slowdown)

variable: e_debug_draw_filter

  • type: string
  • current:
  • help: e_debug_draw sub param! Show debug info only matched object

variable: um_show_aim_point

  • type: int
  • current: 0
  • help: show unit model aim point

variable: r_Texture_Anisotropic_Level DUMPTODISK

  • type: int
  • current: 1
  • help:

variable: doodad_ignore_checking_area

  • type: int
  • current: 0
  • help: (null)

variable: pl_zeroGUpDown

  • type: float
  • current: 1
  • help: Scales the z-axis movement speed in zeroG.

variable: s_FormatType REQUIRE_APP_RESTART

  • type: int
  • current: 2
  • help: Sets the format data type.
  • Usage: s_FormatType [0..5] 0: none 1: PCM 8bit 2: PCM 16bit 3: PCM 24bit 4: PCM 32bit 5: PCM 32bit float Default is 2 (PCM 16bit).

variable: s_ReverbEchoDSP

  • type: int
  • current: 1
  • help: Toggles Echo DSP effect. Works only with s_ReverbType set to either 2 or 3!
  • Usage: s_ReverbEchoDSP [0/1]
  • Default: 1 0: Bypasses Echo DSP effect. 1: Enables Echo DSP effect. (~~~>Reverb~>Echo~>~~)

variable: cl_hitBlur

  • type: float
  • current: 0.25
  • help: blur on hit

variable: r_EnvLCMupdateInterval DUMPTODISK

  • type: float
  • current: 0.1
  • help: LEGACY - not used

variable: r_WaterReflectionsMinVisiblePixelsUpdate DUMPTODISK

  • type: float
  • current: 0.05
  • help: Activates water reflections if visible pixels above a certain threshold.

variable: e_decals_overlapping

  • type: float
  • current: 0
  • help: If zero - new decals will not be spawned if the distance to nearest decals less than X

variable: e_cgf_loading_profile

  • type: int
  • current: 0
  • help: Debug

variable: doodad_smart_positioning_loop_count

  • type: int
  • current: 10
  • help: (null)

variable: r_ShadowBluriness DUMPTODISK

  • type: float
  • current: 1
  • help: Select shadow map bluriness if r_ShadowBlur is activated.
  • Usage: r_ShadowBluriness [0.1 - 16]

variable: ca_UsePostKinematic

  • type: int
  • current: 0
  • help: if this is 1, it will skip Morph, IK, GroundAlign, etc ..

variable: lua_gc_pause

  • type: int
  • current: 50
  • help: change LUA_GCSETPAUSE

variable: p_max_LCPCG_microiters

  • type: int
  • current: 12000
  • help: Limits the total number of per-contact iterations during one LCP CG iteration (number of microiters = number of subiters * number of contacts)

variable: s_MinRepeatSoundTimeout DUMPTODISK

  • type: float
  • current: 200
  • help: Prevents playback of a sound within time range in MS.
  • Usage: s_MinRepeatSoundTimeout [0..] Default is 200.0.

variable: e_terrain_lm_gen_threshold

  • type: float
  • current: 0.1
  • help: Debug

variable: i_bufferedkeys

  • type: int
  • current: 1
  • help: Toggles key buffering.
  • Usage: i_bufferedkeys [0/1] Default is 0 (off). Set to 1 to process buffered key strokes.

variable: r_CustomVisions

  • type: int
  • current: 1
  • help: Enables custom visions, like heatvision, binocular view, etc.
  • Usage: r_CustomVisions [0/1] Default is 0 (disabled). 1 enables

variable: um_show_attached_child

  • type: int
  • current: 0
  • help: show attached children of unit model

variable: fr_xspeed DUMPTODISK

  • type: float
  • current: 40
  • help: free camera x(left/right) move speed

variable: p_limit_simple_solver_energy

  • type: int
  • current: 1
  • help: Specifies whether the energy added by the simple solver is limited (0 or 1)

variable: s_GameMusicVolume

  • type: float
  • current: 0.200001
  • help: Controls the music volume for game use.
  • Usage: s_GameMusicVolume 0.2 Default is 1.0

variable: capture_misc_render_buffers

  • type: int
  • current: 0
  • help: Captures HDR target, depth buffer, shadow mask buffer, AO buffer along with final frame buffer. 0=Disable (default) 1=Enable
  • Usage: capture_misc_render_buffers [0/1]
  • Note: Enable capturing via “capture_frames 1”.

variable: s_MaxChannels DUMPTODISK

  • type: int
  • current: 64
  • help: Sets the maximum number of sound channels. Default is 64.

variable: cl_web_session_key

  • type: string
  • current: 2555396B33273B145FD2574276AE0094
  • help: web session key

variable: s_ObstructionVisArea

  • type: float
  • current: 0.15
  • help: Controls the effect of additional obstruction per VisArea/portal step.
  • Usage: s_ObstructionVisArea [0..1] 0: none 0.15: obstruction per step Default is 0.15

variable: sv_password DUMPTODISK

  • type: string
  • current:
  • help: Server password

variable: movement_log

  • type: int
  • current: 0
  • help: show movement log : 0(off), 1(on)

variable: hs_ignore_housing_area RESTRICTEDMODE

  • type: int
  • current: 0
  • help: editor only

variable: sv_map

  • type: string
  • current:
  • help: The map the server should load

variable: sound_source_skill_sound_volume

  • type: float
  • current: 1
  • help: source = player. [0.0 - 1.0]

variable: sys_AI

  • type: int
  • current: 1
  • help: Enables AI Update

variable: e_character_no_merge_render_chunks

  • type: int
  • current: 0
  • help: Do not Merge RenderChunk for Skined Meshes

variable: ca_thread0Affinity DUMPTODISK

  • type: int
  • current: 5
  • help: Affinity of first Animation Thread.

variable: smart_ground_targeting

  • type: int
  • current: 0
  • help: use ground target skill on mouse position

variable: slot_cooldown_visible

  • type: int
  • current: 1
  • help: visible slot widget cooldown.

variable: e_CacheNearestCubePicking

  • type: int
  • current: 1
  • help: Enable caching nearest cube maps probe picking for alpha blended geometry

variable: g_ignore_jury_invite

  • type: int
  • current: 0
  • help: 0(accept jury invite), 1(ignore jury invite)

variable: auto_use_only_my_portal

  • type: int
  • current: 0
  • help: automatically use portal only if it’s mine

variable: ca_DebugADIKTargets

  • type: int
  • current: 0
  • help: If 1, then it will show if there are animation-driven IK-Targets for this model.

variable: r_meshlog

  • type: int
  • current: 0
  • help:

variable: r_Coronas DUMPTODISK

  • type: int
  • current: 1
  • help: Toggles light coronas around light sources.
  • Usage: r_Coronas [0/1]Default is 1 (on).

variable: r_usefurpass

  • type: int
  • current: 1
  • help: Use deferred fur pass

variable: fr_yspeed DUMPTODISK

  • type: float
  • current: 40
  • help: free camera y(forward/backward) move speed

variable: r_DepthBits DUMPTODISK

  • type: int
  • current: 32
  • help:

variable: ag_fpAnimPop DUMPTODISK

  • type: int
  • current: 1
  • help:

variable: s_CompressedDialog

  • type: int
  • current: 1
  • help: toggles if dialog data are stored compressed in memory.
  • Usage: s_CompressedDialog [0/1] Default is 1 (on).

variable: ai_DebugDrawObstrSpheres DUMPTODISK

  • type: int
  • current: 0
  • help: Draws all the existing obstruction spheres.

variable: camera_fov_on_5by4_screen

  • type: float
  • current: 1.05
  • help: fov on 5:4 screen ratio

variable: ag_physErrorMaxOuterRadius DUMPTODISK

  • type: float
  • current: 0.5
  • help:

variable: r_NVSSAO_AmbientLightOcclusion_LowQuality

  • type: float
  • current: 1
  • help: Scales the effect of ambient occlusion for ambient/indirect light (low quality NVSSAO setting). 0 to 1. Default: 1

variable: net_lanbrowser

  • type: int
  • current: 0
  • help: enable lan games browser

variable: e_water_waves_tesselation_amount

  • type: int
  • current: 5
  • help: Sets water waves tesselation amount

variable: caq_fist_randomidle_interval

  • type: float
  • current: 0.1
  • help: fist random idle interval

variable: ai_serverDebugTarget DUMPTODISK

  • type: string
  • current: none
  • help:

variable: s_PriorityThreshold

  • type: int
  • current: 45
  • help: Controls rejection of sounds lower(higher) than this priority if 80% of voices are used.
  • Usage: s_PriorityThreshold [0..128] Default is 45, value of 0 disables priority rejection.

variable: fr_zspeed DUMPTODISK

  • type: float
  • current: 40
  • help: free camera z(up/down) move speed

variable: net_enable_fast_ping

  • type: int
  • current: 0
  • help:

variable: cloth_mass_decay

  • type: float
  • current: 1
  • help:

variable: r_MSAA_amd_resolvessubresource_workaround DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Enable temporary workaround for resolvesubresources poor performance on AMD.

variable: s_X2CullingDistance

  • type: float
  • current: 15
  • help: culling distance.
  • Usage: s_X2CullingDistance [0..1] Default is 15 meter.

variable: g_ragdoll_BlendAnim

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: r_ConditionalRendering

  • type: int
  • current: 0
  • help: Enables conditional rendering .

variable: option_texture_character

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_texture_character [1/2/3/4/x]: … e_custom_texture_lod = 1/2/3/4/4

variable: login_first_movie DUMPTODISK

  • type: int
  • current: 1
  • help: current movie version (default : 0)

variable: ac_disableFancyTransitions

  • type: int
  • current: 0
  • help: Disabled Idle2Move and Move2Idle special transition animations.

variable: ca_hideFacialAnimWarning

  • type: int
  • current: 0
  • help:

variable: r_TexMinSize

  • type: int
  • current: 64
  • help:

variable: r_MeasureOverdrawScale

  • type: float
  • current: 1.5
  • help:

variable: es_UpdateAI

  • type: int
  • current: 1
  • help: Toggles updating of AI entities.
  • Usage: es_UpdateAI [0/1] Default is 1 (on). Set to 0 to prevent AI entities from updating.

variable: r_NVDOF_BeforeToneMap

  • type: int
  • current: 0
  • help: When set to true, NVDOF will render before before tonemapping (ie on the HDR buffer).

variable: editor_serveraddr DUMPTODISK

  • type: string
  • current: 192.168.10.31
  • help: EditorServer address

variable: camera_fov_dist_controll

  • type: float
  • current: 0
  • help: dist controll

variable: editor_serverport DUMPTODISK

  • type: int
  • current: 1230
  • help: EditorServer port

variable: r_TexPostponeLoading

  • type: int
  • current: 1
  • help:

variable: posture_debug

  • type: int
  • current: 0
  • help:

variable: e_shadows_on_water

  • type: int
  • current: 0
  • help: Enable/disable shadows on water

variable: ac_debugMovementControlMethods

  • type: int
  • current: 0
  • help: Display movement control methods.

variable: movement_verify_detailed_warp_dist_too_far

  • type: float
  • current: 50
  • help:

variable: e_VoxTerTexBuildOnCPU

  • type: int
  • current: 0
  • help: Debug

variable: cl_debug_skill_msg

  • type: int
  • current: 0
  • help: cl_debug_skill_msg

variable: ai_AllowAccuracyIncrease SAVEGAME

  • type: int
  • current: 0
  • help: Set to 1 to enable AI accuracy increase when target is standing still.

variable: g_debugNetPlayerInput

  • type: int
  • current: 0
  • help: Show some debug for player input

variable: s_ObstructionMaxRadius

  • type: float
  • current: 500
  • help: Controls how much loud sounds are affected by obstruction.
  • Usage: s_ObstructionMaxRadius [0..] 0: none 500: a sound with a radius of 500m is not affected by obstruction Default is 500m

variable: e_vegetation_disable_distant_bending

  • type: float
  • current: 0.0015
  • help: Disable vegetation bending in the distance

variable: r_ColorGradingCharts

  • type: int
  • current: 1
  • help: Enables color grading via color charts.
  • Usage: r_ColorGradingCharts [0/1]

variable: ui_draw_npc_type

  • type: int
  • current: 0
  • help: draw npc id

variable: g_actor_stance_use_queue

  • type: int
  • current: 1
  • help:

variable: skill_synergy_info_show_tooltip

  • type: int
  • current: 1
  • help: skill synergy info shows tooltip

variable: ca_fullAnimStatistics

  • type: int
  • current: 0
  • help: If 1, animation statistics shows all animations LMG is consist of, but does not show LMG names themselves. If 0, shows only top-level LMG names

variable: fr_turn_scale DUMPTODISK

  • type: float
  • current: 1
  • help: free camera turn speed scale

variable: p_use_unproj_vel

  • type: int
  • current: 0
  • help: internal solver tweak

variable: e_shadows_const_bias

  • type: float
  • current: 0.1
  • help: Shadows const bias for shadowgen

variable: r_ShadersAsyncActivation

  • type: int
  • current: 1
  • help: Enable asynchronous shader activation
  • Usage: r_ShadersAsyncActivation [0/1] 0 = off, (stalling) synchronous shaders activation 1 = on, shaders are activated/streamed asynchronously 2 = on, user cache is also streamed 5 = 1 and log debugging info 6 = 2 and log debugging info

variable: cu_stream_equip_change

  • type: int
  • current: 1
  • help:

variable: ca_DoPrecache

  • type: int
  • current: 1
  • help: Enables the precaching set during startup. Set in system.cfg, because used during initialisation.

variable: s_ReverbDebugDraw

  • type: int
  • current: 0
  • help: Enables reverb ray casting debug drawing. Needs s_ReverbDynamic to be not 0!
  • Usage: s_ReverbDebugDraw [0/1]
  • Default: 0

variable: sys_sleep_test

  • type: int
  • current: 0
  • help:

variable: e_recursion_occlusion_culling

  • type: int
  • current: 0
  • help: If 0 - will disable occlusion tests for recursive render calls like render into texture

variable: stirrup_align_rot

  • type: int
  • current: 0
  • help: 0: align pos, 1: align pos & rot

variable: e_water_ocean_bottom

  • type: int
  • current: 1
  • help: Activates drawing bottom of ocean

variable: e_debug_lights

  • type: float
  • current: 0
  • help: Use different colors for objects affected by different number of lights black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled

variable: r_profileTerrainDetail

  • type: int
  • current: 0
  • help:

variable: c_shakeMult

  • type: float
  • current: 1
  • help:

variable: ac_forceSimpleMovement

  • type: int
  • current: 0
  • help: Force enable simplified movement (not visible, dedicated server, etc).

variable: effect_max_groups

  • type: int
  • current: 400
  • help: max skill effect group count

variable: r_ssdoAmbientPow

  • type: float
  • current: 0.3
  • help: Strength of SSDO ambient occlusion

variable: r_NightVisionAmbientMul

  • type: float
  • current: 6
  • help: Set nightvision ambient color multiplier.

variable: r_ShadersInterfaceVersion REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Sets the current shader interface version. This is useful for maintaining multiple different copies of the shader folder. The shader interface references to the vertex inputs declaration – which is hardcoded. So the code must match the version of the shaders currently in use. Can only be set in system.cfg, since it affects shader loading.

variable: cl_frozenSoundDelta

  • type: float
  • current: 0.004
  • help: Threshold for unfreeze shake to trigger a crack sound

variable: option_name_tag_mode

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_name_tag_mode [0/1/2/3/x]: … name_tag_appellation_show = 1/0/1/0/1 … name_tag_expedition_show = 1/1/1/1/1 … name_tag_faction_selection = 0/1/2/0/0 … name_tag_faction_show = 1/1/1/0/1 … name_tag_friendly_mate_show = 1/1/1/1/1 … name_tag_friendly_show = 1/1/1/1/1 … name_tag_hostile_mate_show = 1/1/1/1/1 … name_tag_hostile_show = 1/1/1/1/1 … name_tag_hp_show = 1/1/1/1/1 … name_tag_my_mate_show = 1/1/1/1/1 … name_tag_npc_show = 1/1/1/1/1 … name_tag_party_show = 1/1/1/1/1 … name_tag_self_enable = 1/1/1/1/1

variable: r_texture_precache_limit

  • type: float
  • current: 0.8
  • help:

variable: x_int1

  • type: int
  • current: 0
  • help:

variable: x_int2

  • type: int
  • current: 0
  • help:

variable: x_int3

  • type: int
  • current: 0
  • help:

variable: es_OnDemandPhysics

  • type: int
  • current: 0
  • help:
  • Usage: es_OnDemandPhysics [0/1] Default is 1 (on).

variable: ca_UnloadAnimTime

  • type: int
  • current: 60
  • help: unload animations time. (minute)

variable: sys_memory_cleanup

  • type: int
  • current: 0
  • help:

variable: r_OceanMaxSplashes

  • type: int
  • current: 8
  • help:

variable: e_under_wear_debug

  • type: int
  • current: 0
  • help: set bit, for under wear debug. each bit mean, 1=show shirt 2=patns

variable: e_voxel_ao_radius

  • type: int
  • current: 6
  • help: Ambient occlusion test range in units

variable: e_obj_fast_register

  • type: int
  • current: 1
  • help: Debug

variable: e_gsm_depth_bounds_debug

  • type: int
  • current: 0
  • help: Debug GSM bounds regions calculation

variable: e_StreamCgfGridUpdateDistance

  • type: float
  • current: 0
  • help: Update streaming priorities when camera moves more than this value

variable: cl_check_teleport_to_unit_debug

  • type: int
  • current: 0
  • help:

variable: r_HDRBrightLevel DUMPTODISK

  • type: float
  • current: 1.25
  • help: HDR rendering level (bloom multiplier, tweak together with threshold)
  • Usage: r_HDRBrightLevel [Value] Default is 0.6

variable: r_EyeAdaptationFactor DUMPTODISK

  • type: float
  • current: 0.4
  • help: HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
  • Usage: r_HDREyeAdaptionFactor [Value] Default is 0.5

variable: hit_assistMultiplayerEnabled

  • type: int
  • current: 1
  • help: Enable/disable minimum damage hit assistance in multiplayer games

variable: e_vegetation_create_collision_only DUMPTODISK, REQUIRE_LEVEL_RELOAD

  • type: float
  • current: 0
  • help:

variable: hr_fovAmt

  • type: float
  • current: 0.03
  • help: goal FOV when hit

variable: equip_requirements_non_check

  • type: int
  • current: 0
  • help: 1 : on, other : off

variable: mate_y_offset

  • type: float
  • current: 3
  • help: pet spawn y offset

variable: name_tag_down_scale_limit

  • type: float
  • current: 0.7
  • help: set unit name tag maximum font size

variable: es_DrawAreaGrid

  • type: int
  • current: 0
  • help: Enables drawing of Area Grid

variable: cl_tgwindex DUMPTODISK

  • type: int
  • current: 0
  • help: Tgw address index

variable: r_Brightness DUMPTODISK

  • type: float
  • current: 0.5
  • help: Sets the diplay brightness.
  • Usage: r_Brightness 0.5 Default is 0.5.

variable: r_TexResolution_Conditional DUMPTODISK

  • type: int
  • current: 0
  • help: Reduces texture resolution.
  • Usage: r_TexResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_ShadowsOrthogonal

  • type: int
  • current: 1
  • help: 0 - Use a perspective transform that emulates an orthogonal transform for sun shadows (old behaviour) 1 - Use an orthogonal transform for sun shadows (new behaviour)

variable: r_HDRTexFormat DUMPTODISK

  • type: int
  • current: 0
  • help: HDR texture format.
  • Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision) Default is 0

variable: profile_graph

  • type: int
  • current: 0
  • help: Enable drawing of profiling graph.

variable: e_particles_lod_onoff

  • type: int
  • current: 1
  • help: particle lod of off

variable: ca_Validate

  • type: int
  • current: 0
  • help: if set to 1, will run validation on animation data

variable: ui_scale

  • type: float
  • current: 1
  • help: ui scale

variable: sys_flush_system_file_cache

  • type: int
  • current: 1
  • help: Flush system file cache every 1 minute

variable: ui_stats DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: draw_tornado_area

  • type: int
  • current: 0
  • help: drawing torando area

variable: e_terrain_bboxes

  • type: int
  • current: 0
  • help: Show terrain nodes bboxes. 1(main pass), 2(detail mesh), 3(range size), 4(shadow pass)

variable: r_ProfileShadersSmooth

  • type: int
  • current: 2
  • help: Enables display of render profiling information.
  • Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.

variable: e_debug_draw_lod_error_min_reduce_ratio

  • type: float
  • current: 0.8
  • help: used in e_DebugDraw 25 (error threshold of ratio each lod levels)

variable: ai_SoundPerception

  • type: int
  • current: 1
  • help: Toggles AI sound perception.
  • Usage: ai_SoundPerception [0/1] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled.

variable: g_quickGame_ping1_level DUMPTODISK

  • type: int
  • current: 80
  • help: QuickGame option

variable: ds_WarnOnMissingLoc

  • type: int
  • current: 1
  • help: Warn on Missing Localization Entries

variable: sys_budget_dp_character

  • type: float
  • current: 800
  • help:

variable: ca_UseJointMasking DUMPTODISK

  • type: int
  • current: 1
  • help: Use Joint Masking to speed up motion decoding.

variable: r_SSAO_downscale

  • type: int
  • current: 0
  • help: Use downscaled computations for SSAO

variable: r_DeferredShadingScissor

  • type: int
  • current: 1
  • help: Toggles deferred shading scissor test.
  • Usage: r_DeferredShadingScissor [0/1] Default is 1 (enabled), 0 Disables

variable: net_ship_no_interpolate

  • type: int
  • current: 0
  • help:

variable: ca_FacialAnimationRadius

  • type: float
  • current: 5
  • help: Maximum distance at which facial animations are updated - handles zooming correctly

variable: e_occlusion_volumes_view_dist_ratio

  • type: float
  • current: 0.05
  • help: Controls how far occlusion volumes starts to occlude objects

variable: tab_targeting_dir

  • type: int
  • current: 0
  • help:

variable: r_IrradianceVolumes

  • type: int
  • current: 1
  • help: Toggles irradiance volumes.
  • Usage: r_IrradianceVolumes [0/1] Default is 0 (off)

variable: cr_sensitivityMax

  • type: float
  • current: 30
  • help:

variable: cr_sensitivityMin

  • type: float
  • current: 10
  • help:

variable: r_StereoMode DUMPTODISK

  • type: int
  • current: 0
  • help: Sets stereo rendering mode.
  • Usage: r_StereoMode [0=off/1/2] 1: Dual rendering 2: Post Stereo

variable: r_DetailDistance DUMPTODISK

  • type: float
  • current: 8
  • help: Distance used for per-pixel detail layers blending.
  • Usage: r_DetailDistance (1-20) Default is 6.

variable: v_altitudeLimitLowerOffset

  • type: float
  • current: 0.1
  • help: Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult.

variable: aim_assistCrosshairSize

  • type: int
  • current: 25
  • help: screen size used for crosshair aim assistance

variable: MemStatsFilter

  • type: string
  • current:
  • help:

variable: profile_smooth

  • type: float
  • current: 0.35
  • help: Profiler exponential smoothing interval (seconds).

variable: p_do_step

  • type: int
  • current: 0
  • help: Steps physics system forward when in single step mode.
  • Usage: p_do_step 1 Default is 0 (off). Each ‘p_do_step 1’ instruction allows the physics system to advance a single step.

variable: r_SupersamplingFilter

  • type: int
  • current: 0
  • help: Filter method to use when resolving supersampled output 0 - Box filter 1 - Tent filter 2 - Gaussian filter 3 - Lanczos filter

variable: ag_drawActorPos

  • type: int
  • current: 0
  • help: Draw actor pos/dir

variable: e_CoverageBufferRotationSafeCheck

  • type: int
  • current: 0
  • help: Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object

variable: r_UseShadowsPool

  • type: int
  • current: 1
  • help: 0=Disable 1=Enable
  • Usage: r_UseShadowsPool[0/1]

variable: r_LightsSinglePass

  • type: int
  • current: 0
  • help:

variable: ca_UseFileAfterDBH

  • type: int
  • current: 1
  • help: Enable loading animations from DBH and File

variable: ai_UseCalculationStopperCounter

  • type: int
  • current: 1
  • help: 0 - Use Timer, 1 - Use Counter(Calls per second)

variable: movement_verify_speed_sample_min

  • type: int
  • current: 50
  • help:

variable: r_ShadersDebug DUMPTODISK

  • type: int
  • current: 0
  • help: Enable special logging when shaders become compiled
  • Usage: r_ShadersDebug [0/1/2/3] 1 = assembly into directory Main/{Game}/shaders/cache/d3d9 2 = compiler input into directory Main/{Game}/testcg 3 = compiler input into directory Main/{Game}/testcg_1pass 4 = compile as usual, but include the DEBUG flag on the compiler input Default is 0 (off)

variable: rope_skill_controller_target_moved_away_dist

  • type: float
  • current: 2
  • help:

variable: ca_lipsync_phoneme_strength

  • type: float
  • current: 1
  • help: LipSync phoneme strength

variable: r_FogDepthTest

  • type: float
  • current: 0
  • help: Enables per-pixel culling for deferred volumetric fog pass. Fog computations for all pixels closer than a given depth value will be skipped.
  • Usage: r_FogDepthTest z with… z = 0, culling disabled z > 0, fixed linear world space culling depth z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings

variable: ca_lipsync_phoneme_offset

  • type: int
  • current: 20
  • help: Offset phoneme start time by this value in milliseconds

variable: r_GlitterVariation

  • type: float
  • current: 1
  • help: Sets glitter variation.
  • Usage: r_GlitterVariation n (default is 1) Where n represents a number: eg: 0.5

variable: ua_show

  • type: int
  • current: 0
  • help: show unit attributes. 1: self, 2: target, 3: both

variable: e_shadows_cast_view_dist_ratio

  • type: float
  • current: 0.8
  • help: View dist ratio for shadow maps

variable: s_InactiveSoundIterationTimeout DUMPTODISK

  • type: float
  • current: 1
  • help: This variable is for internal use only.

variable: p_cull_distance

  • type: float
  • current: 100
  • help: Culling distance for physics helpers rendering

variable: name_tag_perspective_rate

  • type: int
  • current: 1
  • help: set unit name tag perspective rate (0~100)

variable: r_ShowDynTextures

  • type: int
  • current: 0
  • help: Display a dyn. textures, filtered by r_ShowDynTextureFilter
  • Usage: r_ShowDynTextures 0/1/2 Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame

variable: r_DebugRenderMode

  • type: int
  • current: 0
  • help:

variable: max_unit_in_world

  • type: int
  • current: 100000
  • help: max unit in world

variable: e_vegetation

  • type: int
  • current: 1
  • help: Activates drawing of distributed objects like trees

variable: cloth_thickness

  • type: float
  • current: 0
  • help: thickness for collision checks

variable: i_mouse_inertia DUMPTODISK

  • type: float
  • current: 0
  • help: Set mouse inertia. It is disabled (0.0) by default.
  • Usage: i_mouse_inertia [float number] Default is 0.0

variable: g_VisibilityTimeout

  • type: int
  • current: 0
  • help: Adds visibility timeout to IsProbablyVisible() calculations

variable: r_ColorGradingFilters

  • type: int
  • current: 1
  • help: Enables color grading.
  • Usage: r_ColorGradingFilters [0/1]

variable: r_TexHWMipsGeneration

  • type: int
  • current: 1
  • help:

variable: disable_private_message_music

  • type: int
  • current: 0
  • help: disable private message music. default is 0.

variable: s_MemoryPoolSoundSecondary REQUIRE_APP_RESTART

  • type: float
  • current: 0
  • help: Sets the size in MB of the secondary sound memory pool. On PS3 it is located in RSX memory, on Xbox360 its Physical memory.
  • Usage: s_MemoryPoolSoundSecondary [0..] 0: , PC:0, PS3:16, X360:4 Default is 0 .

variable: r_TerrainSpecular_Metallicness

  • type: float
  • current: 0.05
  • help: ‘Metallicness’ parameter for specular. Controls specular reflection colour.

variable: r_dofMinZBlendMult

  • type: float
  • current: 1
  • help: Set dof min z blend multiplier (bigger value means faster blendind transition)

variable: battleship_option

  • type: int
  • current: 0
  • help:

variable: e_screenshot_file_format

  • type: string
  • current: jpg
  • help: Set output image file format. Can be JPG or TGA for hires screen shots.

variable: r_ZPassDepthSorting

  • type: int
  • current: 0
  • help: Toggles Z pass depth sorting.
  • Usage: r_ZPassDepthSorting [0/1/2] 0: No depth sorting 1: Sort by depth layers (default) 2: Sort by distance

variable: g_quickGame_prefer_mycountry DUMPTODISK

  • type: int
  • current: 0
  • help: QuickGame option

variable: sys_physics_client

  • type: int
  • current: 1
  • help: turn on/off physics thread client only

variable: ai_EnableAsserts DUMPTODISK

  • type: int
  • current: 0
  • help: Enable AI asserts: 1 or 0

variable: cloth_damping

  • type: float
  • current: 0
  • help:

variable: e_fogvolumes

  • type: int
  • current: 1
  • help: Activates local height/distance based fog volumes

variable: MemStats

  • type: int
  • current: 0
  • help: 0/x=refresh rate in milliseconds Use 1000 to switch on and 0 to switch off
  • Usage: MemStats [0..]

variable: s_GameVehicleMusicVolume

  • type: float
  • current: 0.200001
  • help: Controls the vehicle music volume for game use.
  • Usage: s_GameVehicleMusicVolume 1.0 Default is 1, which is full volume.

variable: r_HDRBloomMul

  • type: float
  • current: 0.2
  • help: HDR bloom multiplier
  • Usage: r_HDRBloomMul [Value]

variable: world_serveraddr DUMPTODISK

  • type: string
  • current: na_hotfix
  • help: WorldServer address

variable: world_serverport DUMPTODISK

  • type: int
  • current: 1240
  • help: WorldServer port

variable: sys_budget_tris_character

  • type: float
  • current: 80
  • help:

variable: camera_fov_from_entity

  • type: float
  • current: 0
  • help: fov from entity at login stage

variable: e_terrain_log

  • type: int
  • current: 0
  • help: Debug

variable: e_custom_max_clone_model

  • type: int
  • current: 3
  • help: max custom model with clone mode

variable: s_GameMIDIVolume

  • type: float
  • current: 0.200001
  • help: Controls the MIDI volume for game use.
  • Usage: s_GameMIDIVolume 1.0 Default is 1, which is full volume.

variable: p_draw_helpers

  • type: string
  • current: 0
  • help: Same as p_draw_helpers_num, but encoded in letters Usage [Entity_Types][Helper_Types] - [t|s|r|R|l|i|g|a|y|e][g|c|b|l|t(#)] Entity Types: t - show terrain s - show static entities r - show sleeping rigid bodies R - show active rigid bodies l - show living entities i - show independent entities g - show triggers a - show areas y - show rays in RayWorldIntersection e - show explosion occlusion maps Helper Types g - show geometry c - show contact points b - show bounding boxes l - show tetrahedra lattices for breakable objects j - show structural joints (will force translucency on the main geometry) t(#) - show bounding volume trees up to the level # f(#) - only show geometries with this bit flag set (multiple f’s stack)
  • Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas

variable: r_Character_NoDeform

  • type: int
  • current: 0
  • help:

variable: client_default_zone

  • type: int
  • current: -1
  • help: -1: seamlessZone, number: instant or seamless zone

variable: ca_CALthread DUMPTODISK

  • type: int
  • current: 1
  • help: If >0 enables Cal and DBH Multi-Threading.

variable: r_ShowTexTimeGraph

  • type: int
  • current: 0
  • help: Configures graphic display of frame-times.
  • Usage: r_ShowTexTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

variable: e_raycasting_debug

  • type: int
  • current: 0
  • help:

variable: camera_align

  • type: int
  • current: 1
  • help: on/off

variable: ucc_ver DUMPTODISK

  • type: int
  • current: 5
  • help: current movie version (default : 0)

variable: s_NetworkAudition REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Toggles network audition (opens port/needs restart).
  • Usage: s_NetworkAudition [0/1] Default is 0 (off).

variable: r_EnvCMWrite

  • type: int
  • current: 0
  • help: Writes cube-map textures to disk.
  • Usage: r_EnvCMWrite [0/1] Default is 0 (off). The textures are written to ‘Cube_posx.jpg’ ‘Cube_negx.jpg’,…,‘Cube_negz.jpg’. At least one of the real-time cube-map shaders should be present in the current scene.

variable: r_ShadersEditing

  • type: int
  • current: 0
  • help: Force all cvars to settings, which allow shader editing

variable: e_debug_draw

  • type: int
  • current: 0
  • help: Draw helpers with information for each object (same number negative hides the text) 1: Name of the used cgf, polycount, used LOD 2: Color coded polygon count 3: Show color coded LODs count, flashing color indicates no Lod 4: Display object texture memory usage 5: Display color coded number of render materials 6: Display ambient color 7: Display tri count, number of render materials, texture memory 8: RenderWorld statistics (with view cones) 9: RenderWorld statistics (with view cones without lights) 10: Render geometry with simple lines and triangles 11: Render occlusion geometry additionally 12: Render occlusion geometry without render geometry 13: Render occlusion ammount (used during AO computations) 15: Display helpers 16: Display material name 17: Display AABB radius 24: Display lod warning and error 25: Display lod error 26: Display object stats in current scene

variable: e_debug_mask

  • type: int
  • current: 0
  • help: debug variable to activate certain features for debugging (each bit represents one feature bit 0(1): use EFSLIST_TERRAINLAYER bit 1(2): bit 3(4): bit 4(8):

variable: e_ParticlesCoarseShadowMask

  • type: float
  • current: 0
  • help: Allows particles coarse shadow mask approximation 0 = Off 1 = Enabled

variable: ca_DebugCriticalErrors

  • type: int
  • current: 0
  • help: if 1, then we stop with a Fatal-Error if we detect a serious issue

variable: ca_AnimActionDebug

  • type: int
  • current: 0
  • help: Enables debugging information for the AnimActions

variable: r_DynTexAtlasCloudsMaxSize

  • type: int
  • current: 32
  • help:

variable: name_tag_custom_gauge_offset_hpbar

  • type: float
  • current: 13
  • help: coustom gauge name name tag offset

variable: ai_skill_debug DUMPTODISK

  • type: int
  • current: 0
  • help: Enable/Disable ai skill debug. Set to 0 to turn off.

variable: r_ShadersAddListRTAndRT

  • type: string
  • current:
  • help:

variable: v_profileMovement

  • type: int
  • current: 0
  • help: Used to enable profiling of the current vehicle movement (1 to enable)

variable: name_tag_size_scale_on_bgmode

  • type: float
  • current: 0.8
  • help: nametag size scale on bgmode

variable: projectile_debug

  • type: int
  • current: 0
  • help: Enable projectile debug
  • usage: projectile_debug [0(off)|1(on)]
  • default: 0 (off)

variable: sys_budget_particle

  • type: float
  • current: 1000
  • help:

variable: ca_DrawSkeletonName

  • type: int
  • current: 0
  • help: draw skeleton name on ca_drawSkeleton

variable: player_debug_state

  • type: int
  • current: 0
  • help: Enable player state
  • usage: player_debug_state [0|1]
  • default: 0 (off)

variable: mfx_EnableFGEffects

  • type: int
  • current: 1
  • help: Enabled Flowgraph based Material effects. Default: On

variable: g_quickGame_map DUMPTODISK

  • type: string
  • current:
  • help: QuickGame option

variable: es_UpdateCollisionScript

  • type: int
  • current: 1
  • help:
  • Usage: es_UpdateCollisionScript [0/1] Default is 1 (on).

variable: es_DebugEvents

  • type: int
  • current: 0
  • help: Enables logging of entity events

variable: hs_simple_castle_grid_draw RESTRICTEDMODE

  • type: int
  • current: 0
  • help: shows grid at my pos

variable: cd_optimize_update_tm

  • type: int
  • current: 1
  • help:

variable: s_CullingByCache

  • type: int
  • current: 1
  • help: Controls if sound name are cache to allow early culling.
  • Usage: s_CullingByCache [0/1] Default is 1 (on).

variable: r_ShadersSubmitRequestline

  • type: int
  • current: 0
  • help:

variable: r_DebugLights

  • type: int
  • current: 0
  • help: Display dynamic lights for debugging.
  • Usage: r_DebugLights [0/1/2/3] Default is 0 (off). Set to 1 to display centres of light sources, or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen

variable: ai_RecordLog DUMPTODISK

  • type: int
  • current: 0
  • help: log all the AI state changes on stats_target

variable: ca_Cheap

  • type: int
  • current: 0
  • help: Use cheaped game controll.

variable: name_tag_large_app_stamp_offset_hpbar

  • type: float
  • current: 0.1
  • help: large stamp app name name tag offset

variable: e_gsm_range_step_terrain

  • type: float
  • current: 1.5
  • help: gsm_range_step for last gsm lod containg terrain

variable: r_PreloadUserShaderCache

  • type: int
  • current: 1
  • help: Set the mode for preloading the user shader cache during startup. 0 – disabled1 – always enabled2 – only enabled with 3GB+

variable: r_ColorGradingLevels

  • type: int
  • current: 1
  • help: Enables color grading.
  • Usage: r_ColorGradingLevels [0/1]

variable: e_cull_veg_activation

  • type: int
  • current: 50
  • help: Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)

variable: e_shadows_optimised_object_culling

  • type: int
  • current: 1
  • help: When set to 1, use an optimised path for culling objects from the shadow frustums.

variable: cl_gs_email

  • type: string
  • current:
  • help: Email address for Gamespy login

variable: net_actor_controller_delay_margin

  • type: int
  • current: 300
  • help:

variable: s_HDRFalloff DUMPTODISK

  • type: float
  • current: 1
  • help: How quickly sound adjusts back from current loudness
  • Usage: s_HDRFalloff [0..1.0f]Default is 1.0f

variable: custom_skill_queue

  • type: int
  • current: 1
  • help: custom skill queue - 0: disable, 1 : enable except combo, 2 : enable to all

variable: optimization_skeleton_effect

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

optimization_skeleton_effect [0/1/x]: … ca_SameSkeletonEffectsMaxCount = 15/15/15 … ca_SkeletonEffectsMaxCount = 0/100/100

variable: e_GIPropagationAmp

  • type: float
  • current: 3.3
  • help: Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5

variable: ca_dbh_level

  • type: int
  • current: 3
  • help: memory size for dbh (5MB / 15MB / 45MB)

variable: r_NightVision

  • type: int
  • current: 1
  • help: Toggles nightvision enabling.
  • Usage: r_NightVision [0/1] Default is 1 (on). Set to 0 to completely disable nightvision.

variable: ac_animErrorMaxDistance

  • type: float
  • current: 0.15
  • help: Meters animation location is allowed to stray from entity.

variable: pl_fallDamage_SpeedBias

  • type: float
  • current: 1.5
  • help: Damage bias for medium fall speed: =1 linear, <1 more damage, >1 less damage.

variable: pl_fallDamage_SpeedSafe

  • type: float
  • current: 20
  • help: Safe fall speed (in all modes, including strength jump on flat ground).

variable: ai_UseAlternativeReadability SAVEGAME

  • type: int
  • current: 0
  • help: Switch between normal and alternative SoundPack for AI readability.

variable: movement_verify_airstanding_error_rate

  • type: float
  • current: 0.5
  • help:

variable: es_CharZOffsetSpeed DUMPTODISK

  • type: float
  • current: 2
  • help: sets the character Z-offset change speed (in m/s), used for IK

variable: e_terrain_draw_this_sector_only

  • type: int
  • current: 0
  • help: 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is

variable: camera_move_hold_z

  • type: float
  • current: 0
  • help:

variable: option_volumetric_effect

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

option_volumetric_effect [1/2/3/4/x]: … e_Clouds = 0/1/1/1/1 … r_Beams = 3/4/3/3/3 … r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 … r_BeamsMaxSlices = 16/32/64/200/200 … r_CloudsUpdateAlways = 0/0/0/0/0

variable: ac_enableExtraSolidCollider

  • type: int
  • current: 0
  • help: Enable extra solid collider (for non-pushable characters).

variable: ai_ProtoRODFireRange DUMPTODISK

  • type: float
  • current: 35
  • help: Proto

variable: e_terrain_occlusion_culling

  • type: int
  • current: 1
  • help: heightmap occlusion culling with time coherency 0=off, 1=on

variable: OceanWavesAmount

  • type: float
  • current: 1.6
  • help: wave amount

variable: r_DebugScreenEffects

  • type: int
  • current: 0
  • help: Debugs screen effects textures.
  • Usage: r_DebugScreenEffects # Where # represents: 0: disabled (default) 1: enabled

variable: quest_source_cam_offset

  • type: float
  • current: 1.5
  • help: quest source cam offset

variable: mfx_SoundImpactThresh

  • type: float
  • current: 1.5
  • help: Impact threshold for sound effects. Default: 1.5

variable: g_quickGame_mode DUMPTODISK

  • type: string
  • current: PowerStruggle
  • help: QuickGame option

variable: r_TXAA_DebugMode

  • type: int
  • current: 0
  • help: Sets the TXAA debug mode value. 0 = TXAA_MODE_2xMSAAx1T 1 = TXAA_MODE_4xMSAAx1T 2 = TXAA_MODE_DEBUG_VIEW_MV 3 = TXAA_MODE_DEBUG_2xMSAA 4 = TXAA_MODE_DEBUG_4xMSAA 5 = TXAA_MODE_DEBUG_2xMSAAx1T_DIFF 6 = TXAA_MODE_DEBUG_4xMSAAx1T_DIFF
  • Default: 0 (normal).

variable: ca_DebugSkeletonEffects

  • type: int
  • current: 0
  • help: If true, dump log messages when skeleton effects are handled.

variable: e_debug_draw_objstats_warning_tris

  • type: int
  • current: 50000
  • help: used in e_DebugDraw 26 (warning threshold of tris count)

variable: e_VoxTerShapeCheck

  • type: int
  • current: 0
  • help: Debug

variable: sound_enable_npc_chat_bubble_voice

  • type: int
  • current: 1
  • help: npc chat bubble voice (enable : 1, disable : others)

variable: e_GsmExtendLastLodUseAdditiveBlending

  • type: int
  • current: 0
  • help: Enable Additive Blending on shadows from terrain

variable: p_max_MC_vel

  • type: float
  • current: 15
  • help: Maximum object velocity in an island that MC solver is considered safe to handle

variable: ca_DebugAnimUsage

  • type: int
  • current: 0
  • help: shows what animation assets are used in the level

variable: g_LogIdleStats

  • type: int
  • current: 0
  • help:

variable: d3d9_rb_Tris REQUIRE_APP_RESTART

  • type: int
  • current: 65536
  • help:

variable: g_enableloadingscreen DUMPTODISK

  • type: int
  • current: 1
  • help: Enable/disable the loading screen

variable: ca_MemoryUsageLog

  • type: int
  • current: 0
  • help: enables a memory usage log

variable: r_NVDOF_FarBlurSize

  • type: float
  • current: 8
  • help: The strength of the far blur effect. From 1 to 15 (default 8). The higher the number, the more blurred things will appear in the far field.

variable: replay_buffer_size

  • type: int
  • current: 8
  • help: MB

variable: ucc_show_id

  • type: int
  • current: 0
  • help: toggle shows ucc id

variable: gliding_mouse_ad

  • type: float
  • current: 8
  • help:

variable: gliding_mouse_ws

  • type: float
  • current: 8
  • help:

variable: login_localization DUMPTODISK

  • type: string
  • current:
  • help: auto set to localized_text_reload

variable: ca_DrawPositionPre

  • type: int
  • current: 0
  • help: draws the world position of the character (before update)

variable: r_WindowX DUMPTODISK

  • type: int
  • current: 317
  • help: Sets the window x position.
  • Usage: r_WindowX [100/200/..]

variable: r_WindowY DUMPTODISK

  • type: int
  • current: 165
  • help: Sets the window y position.
  • Usage: r_WindowY [100/200/..]

variable: p_draw_helpers_num

  • type: int
  • current: 0
  • help: Toggles display of various physical helpers. The value is a bitmask: bit 0 - show contact points bit 1 - show physical geometry bit 8 - show helpers for static objects bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls) bit 10 - show helpers for active physicalized objects bit 11 - show helpers for players bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes) bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
  • Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050

variable: e_terrain_optimised_ib

  • type: int
  • current: 0
  • help: Set to 1 to use the optimised IB generation for terrain. Uses some more memory, but speeds up terrain work.

variable: localized_texts_db_location DUMPTODISK

  • type: string
  • current:
  • help:

variable: rope_skill_controller_air_time_for_change_to_flymode

  • type: float
  • current: 0.25
  • help:

variable: ds_LoadSoundsSync

  • type: int
  • current: 0
  • help: Load Sounds synchronously

variable: e_CoverageBufferTolerance

  • type: int
  • current: 0
  • help: amount of visible pixel that will still identify the object as covered

variable: cl_country_code

  • type: string
  • current:
  • help: pod user country code

variable: p_max_MC_iters

  • type: int
  • current: 6000
  • help: Specifies the maximum number of microcontact solver iterations

variable: s_PrecacheData

  • type: int
  • current: 1
  • help: Toggles precaching of static sounds on level loading.
  • Usage: s_PrecacheData [0/1] Default is 1.

variable: ss_min_loading_dist_ratio RESTRICTEDMODE

  • type: float
  • current: 0.5
  • help: minimum dist ratio to view dist to load terrain and geometries

variable: e_gsm_cache

  • type: float
  • current: 0
  • help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated

variable: pl_zeroGSpeedMultSpeedSprint

  • type: float
  • current: 5
  • help: Modify movement speed in zeroG, in speed sprint.

variable: camera_dive_enable

  • type: int
  • current: 1
  • help:

variable: e_StreamCgfDebug

  • type: int
  • current: 0
  • help: Draw helpers and other debug information about CGF streaming 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize, also shows are the LOD’s stored in single CGF or were split into several CGF’s 2: Trace into console every loading and unloading operation 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB

variable: e_gsm_stats

  • type: int
  • current: 0
  • help: Show GSM statistics 0=off, 1=enable debug to the screens

variable: e_dist_for_wsbbox_update

  • type: float
  • current: 1
  • help:

variable: e_dynamic_light_frame_id_vis_test

  • type: int
  • current: 1
  • help: Use based on last draw frame visibility test

variable: sv_ranked

  • type: int
  • current: 0
  • help: Enable statistics report, for official servers only.

variable: i_mouse_buffered

  • type: int
  • current: 0
  • help: Toggles mouse input buffering.
  • Usage: i_mouse_buffered [0/1] Default is 0 (off). Set to 1 to process buffered mouse input.

variable: MemStatsThreshold

  • type: int
  • current: 32000
  • help:

variable: r_MotionBlurShutterSpeed

  • type: float
  • current: 0.015
  • help: Sets motion blur camera shutter speed.
  • Usage: r_MotionBlurShutterSpeed [0…1] Default is 0.015f.

variable: bot_select_char_index

  • type: int
  • current: 0
  • help: select character index (0 ~ n), invalid index stop progress

variable: e_recursion_view_dist_ratio

  • type: float
  • current: 0.1
  • help: Set all view distances shorter by factor of X

variable: r_ZPassOnly

  • type: int
  • current: 0
  • help:

variable: e_cbuffer_resolution

  • type: int
  • current: 256
  • help: Resolution of software coverage buffer

variable: e_shadows_adapt_scale

  • type: float
  • current: 2.72
  • help: Shadows slope bias for shadowgen

variable: e_screenshot_debug

  • type: int
  • current: 0
  • help: 0 off 1 show stiching borders 2 show overlapping areas

variable: cl_freeCamDamping

  • type: float
  • current: 0.5
  • help: Free camera damping

variable: r_ArmourPulseSpeedMultiplier

  • type: float
  • current: 1
  • help: Armour pulse speed multiplier - default = 1.0

variable: net_stats_login DUMPTODISK

  • type: string
  • current:
  • help: Login for reporting stats on dedicated server

variable: s_DrawSounds

  • type: int
  • current: 0
  • help: Toggles drawing of a small red ball at the sound’s position and additional information.
  • Usage: s_DrawSounds [0..4] Default is 0 (off). 1: Draws the ball, filename and the current volume of the used channel for all active sounds. 2: Draws the ball, used channel, static volume, current volume, SoundID of the used channel for all active sounds. 3: Draws the ball, all information for all active sounds. 4: Draws the ball, and information for all sounds (also unactive).

variable: es_ImpulseScale

  • type: float
  • current: 0
  • help:
  • Usage: es_ImpulseScale 0.0

variable: r_HDRSCurveMax DUMPTODISK

  • type: float
  • current: 0.95
  • help: HDR s-curve max output
  • Usage: r_HDRSCurveMax [Value] Default is 0.95

variable: r_HDRSCurveMin DUMPTODISK

  • type: float
  • current: 0
  • help: HDR s-curve min output
  • Usage: r_HDRSCurveMin [Value] Default is 0.0

variable: e_gsm_force_terrain_include_objects

  • type: int
  • current: 0
  • help: Includes All Object into terrain shadow map

variable: um_vehicle_deep_water_speed_ratio

  • type: float
  • current: 0.1
  • help:

variable: e_show_modelview_commands

  • type: int
  • current: 0
  • help: show modelview commands

variable: camera_max_dist

  • type: float
  • current: 10
  • help:

variable: r_NightVisionCamMovNoiseAmount

  • type: float
  • current: 0.5
  • help: Set nightvision noise amount based on camera movement.

variable: r_DrawNearFarPlane

  • type: float
  • current: 40
  • help: Default is 40.

variable: ai_PathfindTimeLimit

  • type: float
  • current: 2
  • help: Specifies how many seconds an individual AI can hold the pathfinder blocked
  • Usage: ai_PathfindTimeLimit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist.

variable: s_GameCinemaVolume

  • type: float
  • current: 0.200001
  • help: Controls the cinema volume for game use.
  • Usage: s_GameCinemaVolume 1.0 Default is 1, which is full volume.

variable: p_net_minsnapdot

  • type: float
  • current: 0.99
  • help: Minimum quat dot product between server orientation and client orientation at which to start snapping

variable: e_screenshot_width

  • type: int
  • current: 2000
  • help: used for e_panorama_screenshot to define the width of the destination image, 2000 default

variable: ai_OverlayMessageDuration DUMPTODISK

  • type: float
  • current: 5
  • help: How long (seconds) to overlay AI warnings/errors

variable: net_actor_controller_ragdoll_smooth_time

  • type: float
  • current: 1
  • help:

variable: sys_SSInfo

  • type: int
  • current: 0
  • help: Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1] Default is 0 (off).

variable: sv_DedicatedMaxRate

  • type: float
  • current: 30
  • help: Sets the maximum update rate when running as a dedicated server.
  • Usage: sv_DedicatedMaxRate [5..500] Default is 50.

variable: r_DrawNearFoV

  • type: int
  • current: 60
  • help: Sets the FoV for drawing of near objects.
  • Usage: r_DrawNearFoV [n] Default is 60.

variable: r_shadersUnLoadBinCaches

  • type: int
  • current: 1
  • help:

variable: r_ShadowsX2CustomBias

  • type: float
  • current: 1
  • help: Custom Bias for Sun Light

variable: ai_TickCounter DUMPTODISK

  • type: int
  • current: 0
  • help: Enables AI tick counter

variable: g_joint_breaking

  • type: int
  • current: 1
  • help: Toggles jointed objects breaking

variable: r_TexturesStreamingNoUpload

  • type: int
  • current: 0
  • help:

variable: rope_max_allowed_step

  • type: float
  • current: 0.02
  • help:

variable: cr_rotateDampingSpeed

  • type: float
  • current: 0.1
  • help:

variable: r_ShadersDirectory

  • type: string
  • current: shaders
  • help:

variable: movement_verify_detailed_warp_speed_fast

  • type: float
  • current: 50
  • help:

variable: e_sky_box_debug

  • type: int
  • current: 0
  • help: debug sky box

variable: p_max_LCPCG_subiters_final

  • type: int
  • current: 250
  • help: Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)

variable: r_CustomResPreview

  • type: int
  • current: 1
  • help: Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport
  • type: int
  • current: 0
  • help: world cookie

variable: ai_DrawShooting

  • type: string
  • current: none
  • help: Name of puppet to show fire stats

variable: e_entities

  • type: int
  • current: 1
  • help: Activates drawing of entities and brushes

variable: name_tag_hp_height_offset_on_bgmode

  • type: float
  • current: 13
  • help: nametag hp height offset on bgmode

variable: r_HDRFilmicToe

  • type: float
  • current: 0.1
  • help: HDR Teo Strenth Fix amount
  • Usage: r_HDRFilmicToe [Value]

variable: ai_DrawHidespots DUMPTODISK

  • type: int
  • current: 0
  • help: Draws latest hide-spot positions for all agents withing specified range.

variable: camera_debug_target_pos

  • type: int
  • current: 0
  • help: Debug render camera target pos (blue)

variable: g_ignore_whisper_invite

  • type: int
  • current: 0
  • help: 0(accept whisper invite), 1(ignore whisper invite)

variable: sv_input_timeout

  • type: int
  • current: 0
  • help: Experimental timeout in ms to stop interpolating client inputs since last update.

variable: r_ShadowTexFormat

  • type: int
  • current: 5
  • help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target 2=use R32F texture format for depth map 3=use ATI’s DF24 texture format for depth map 4=use NVIDIA’s D24S8 texture format for depth map 5=use NVIDIA’s D16 texture format for depth map
  • Usage: r_ShadowTexFormat [0-5]

variable: e_GIMaxDistance

  • type: float
  • current: 200
  • help: Maximum distance of global illumination in meters. The less the distance the better the quality. Default: 50. Max: 150

variable: tqos_performance_report_period

  • type: int
  • current: 360000
  • help: tqos performance report period

variable: r_ColorGradingSelectiveColor

  • type: int
  • current: 1
  • help: Enables color grading.
  • Usage: r_ColorGradingSelectiveColor [0/1]

variable: um_ship_debug

  • type: int
  • current: 0
  • help: show ship unit model debug info

variable: q_ShaderHDR REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of HDR
  • Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderIce REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Ice
  • Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)

variable: q_ShaderSky REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Sky
  • Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)

variable: ac_predictionSmoothingOri

  • type: float
  • current: 0
  • help: .

variable: ac_predictionSmoothingPos

  • type: float
  • current: 0
  • help: .

variable: ac_triggercorrectiontimescale

  • type: float
  • current: 0.5
  • help: .

variable: p_ray_peak_time

  • type: float
  • current: 0
  • help: Rays that take longer then this (in ms) will use different color

variable: r_ShadersAsyncMaxThreads DUMPTODISK

  • type: int
  • current: 1
  • help:

variable: cp_debug_picked_entity

  • type: int
  • current: 0
  • help:

variable: replay_play_camera

  • type: int
  • current: 1
  • help: [0, 1]

variable: dynamic_action_bar_distance

  • type: float
  • current: 25
  • help: dynamic action bar distance (meter)

variable: e_StreamCgfVisObjPriority

  • type: float
  • current: 0.5
  • help: Priority boost for visible objects 0 - visible objects has no priority over invisible objects, camera direction does not affect streaming 1 - visible objects has highest priority, in case of trashing will produce even more trashing

variable: name_tag_hp_height

  • type: float
  • current: 7
  • help: nametag hp bar height

variable: dynamic_action_bar_combo_pop

  • type: int
  • current: 1
  • help:

variable: ac_debugCarryCorrection

  • type: int
  • current: 0
  • help: .

variable: e_screenshot_height

  • type: int
  • current: 1500
  • help: used for e_panorama_screenshot to define the height of the destination image, 1500 default

variable: e_deformable_objects

  • type: int
  • current: 1
  • help: Enable / Disable morph based deformable objects

variable: ag_logselections

  • type: int
  • current: 0
  • help: Log animation graph selection results

variable: g_teamlock

  • type: int
  • current: 2
  • help: Number of players one team needs to have over the other, for the game to deny joining it. 0 disables.

variable: e_custom_dynamic_lod

  • type: int
  • current: 0
  • help: use dynamic lod

variable: e_use_enhanced_effect

  • type: int
  • current: 1
  • help: show weapon enhanced effect

variable: r_shootingstar_length

  • type: float
  • current: 0.05
  • help: Distance across the sky the shooting star travels.

variable: name_tag_hp_height_on_bgmode

  • type: float
  • current: 38
  • help: nametag hp bar height on bgmode

variable: r_CloudsDebug

  • type: int
  • current: 0
  • help: Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2]
  • Usage: r_CloudsDebug = 1: render just screen imposters
  • Usage: r_CloudsDebug = 2: render just non-screen imposters Default is 0 (off)

variable: net_ship_controller_debug

  • type: int
  • current: 0
  • help:

variable: data_mining_report_interval

  • type: float
  • current: 300
  • help:

variable: sys_spec_full

  • type: int
  • current: 4
  • help: Console variable group to apply settings to multiple variables

sys_spec_full [1/2/3/4/x]: … option_animation = 1/2/3/4/4 … option_anti_aliasing = 1/1/2/3/3 … option_character_lod = 1/2/3/4/4 … option_effect = 1/2/3/4/4 … option_shader_quality = 1/2/3/4/4 … option_shadow_dist = 1/2/3/4/4 … option_shadow_view_dist_ratio = 1/2/3/4/4 … option_shadow_view_dist_ratio_character = 1/2/3/4/4 … option_terrain_detail = 1/2/3/4/4 … option_terrain_lod = 1/2/3/4/4 … option_texture_bg = 1/2/3/4/4 … option_texture_character = 1/2/3/4/4 … option_use_cloud = 0/1/1/1/1 … option_use_dof = 0/0/1/1/1 … option_use_hdr = 0/0/1/1/1 … option_use_shadow = 1/1/1/1/1 … option_use_water_reflection = 0/1/1/1/1 … option_view_dist_ratio = 1/2/3/4/4 … option_view_dist_ratio_vegetation = 1/2/3/4/4 … option_view_distance = 1/2/3/4/4 … option_volumetric_effect = 1/2/3/4/4 … option_water = 1/2/3/4/4

variable: ai_AllowAccuracyDecrease SAVEGAME

  • type: int
  • current: 1
  • help: Set to 1 to enable AI accuracy decrease when target is moving lateraly.

variable: ca_debug_phys_loading

  • type: int
  • current: 0
  • help:

variable: net_lan_scanport_num DUMPTODISK

  • type: int
  • current: 5
  • help: Num ports for LAN games scanning

variable: e_ambient_occlusion

  • type: int
  • current: 0
  • help: Activate non deferred terrain occlusion and indirectional lighitng system

variable: cg_sync_delay_max

  • type: int
  • current: 300
  • help: movement sync delay margin(ms)

variable: max_time_step

  • type: float
  • current: 0.2
  • help: Game systems clamped to this frame time

variable: r_PixelSync DUMPTODISK

  • type: int
  • current: 0
  • help: 0 = OFF 1 = LDR 2 = HDR 3 = Debug 4 = Remove individual targets 5 = LDR(Individual) 6 = HDR(Individual) 7 = Debug(Individual)

variable: ag_forceInsideErrorDisc

  • type: int
  • current: 1
  • help: Force animation to stay within maximum error distance

variable: um_vehicle_water_speed_ratio

  • type: float
  • current: 0.5
  • help:

variable: vehicle_controller_GroundAlign_smooth_time

  • type: float
  • current: 1
  • help: 0.0 ~ 2.0, default : 1.0

variable: sys_budget_dp

  • type: float
  • current: 2000
  • help:

variable: e_screenshot_map_camheight

  • type: float
  • current: 100000
  • help: param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)

variable: r_ShadersPreactivate DUMPTODISK

  • type: int
  • current: 0
  • help:

variable: g_difficultyLevel READONLY

  • type: int
  • current: 0
  • help: Difficulty level

variable: profile

  • type: int
  • current: 0
  • help: Enable profiling.
  • Usage: profile # Where # sets the profiling to: 0: Profiling off 1: Self Time 2: Hierarchical Time 3: Extended Self Time 4: Extended Hierarchical Time 5: Peaks Time 6: Subsystem Info 7: Calls Numbers 8: Standard Deviation -1: Profiling enabled, but not displayed Default is 0 (off).

variable: ShowTargetToTargetCastingBar

  • type: int
  • current: 0
  • help: show target target casting bar

variable: r_StereoNearGeoScale DUMPTODISK

  • type: float
  • current: 0.65
  • help: Scale for near geometry (weapon) that gets pushed into the screen

variable: name_tag_hp_width_offset_on_bgmode

  • type: float
  • current: 13
  • help: nametag hp width offset on bgmode

variable: r_DeferredShadingLightStencilRatio DUMPTODISK

  • type: float
  • current: 0.21
  • help: Sets screen ratio for deferred lights to use stencil (eg: 0.2 - 20% of screen).
  • Usage: r_DeferredShadingLightStencilRatio [value] Default is 0.2

variable: ai_DrawVisCheckQueue DUMPTODISK

  • type: int
  • current: 0
  • help: list of pending vis-check trace requests

variable: r_EnvTexUpdateInterval DUMPTODISK

  • type: float
  • current: 0.05
  • help: Sets the interval between environmental 2d texture updates.
  • Usage: r_EnvTexUpdateInterval 0.001 Default is 0.001.

variable: e_voxel_fill_mode

  • type: int
  • current: 0
  • help: Use create brush as fill brush

variable: ui_skill_accessor_update_interval

  • type: float
  • current: 100
  • help: skill accessor update interval time(ms) [0. ~ 1000]

variable: r_ShadowPoolMaxTimeslicedUpdatesPerFrame

  • type: int
  • current: 1
  • help: Max number of time sliced shadow pool updates allowed per frame

variable: ai_ProtoRODRegenTime DUMPTODISK

  • type: float
  • current: 8
  • help: Proto

variable: camera_close_up_fade_out_duration

  • type: float
  • current: 1
  • help:

variable: net_stats_pass DUMPTODISK

  • type: string
  • current:
  • help: Password for reporting stats on dedicated server

variable: movement_verify_move_speed_report_skip_rate

  • type: float
  • current: 0.8
  • help:

variable: p_log_lattice_tension

  • type: int
  • current: 0
  • help: If set, breakable objects will log tensions at the weakest spots

variable: camera_pitch_align_speed

  • type: int
  • current: 60
  • help:

variable: hit_assistSingleplayerEnabled

  • type: int
  • current: 1
  • help: Enable/disable minimum damage hit assistance

variable: p_max_LCPCG_fruitless_iters

  • type: int
  • current: 4
  • help: Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)

variable: e_phys_foliage

  • type: int
  • current: 0
  • help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic)

variable: e_decals_deffered_dynamic_min_size

  • type: float
  • current: 0.1
  • help: Convert only dynamic decals bigger than X into deferred

variable: net_adaptive_fast_ping

  • type: int
  • current: 1
  • help:

variable: e_particles_disable_equipments

  • type: int
  • current: 0
  • help: disable equipment particles in runtime

variable: con_line_buffer_size

  • type: int
  • current: 1000
  • help:

variable: r_TexturesStreamingSync

  • type: int
  • current: 0
  • help:

variable: r_OcclusionQueriesMGPU

  • type: int
  • current: 1
  • help: 0=disabled, 1=enabled (if mgpu supported),

variable: e_modelview_Prefab_offset_x

  • type: float
  • current: 0
  • help: x modelview Prefab offset (in world space)

variable: e_modelview_Prefab_offset_y

  • type: float
  • current: 0
  • help: y modelview Prefab offset (in world space)

variable: e_modelview_Prefab_offset_z

  • type: float
  • current: 0
  • help: z modelview Prefab offset (in world space)

variable: sound_enable_only_activated

  • type: int
  • current: 1
  • help: enable only activated(1)/disable(0)

variable: g_blood

  • type: int
  • current: 1
  • help: Toggle blood effects

variable: ca_cloth_vars_reset

  • type: int
  • current: 2
  • help: 1 - load the values from the next char, 1 - apply normally, 2+ - ignore

variable: ss_use_in_game_loading RESTRICTEDMODE

  • type: int
  • current: 1
  • help:

variable: cl_password DUMPTODISK

  • type: string
  • current:
  • help: client password for developer

variable: r_SSGIBlur

  • type: int
  • current: 1
  • help: SSGI enable blur

variable: e_timer_debug

  • type: int
  • current: 0
  • help: Timer debug

variable: r_SSDOOptimized

  • type: int
  • current: 8
  • help: Usage: CV_r_SSDOOptimized 1 2 3 0 off (default) 0x01 reduce sample size 0x02 reduce texture size 0x04 apply median filter(additionl processing)

variable: world_widget_mouse_up_threshold

  • type: int
  • current: 30
  • help: threshold for mouse down to mouse up position

variable: camera_move_max_inertia

  • type: float
  • current: 2
  • help:

variable: cl_sensitivityZeroG DUMPTODISK

  • type: float
  • current: 70
  • help: Set mouse sensitivity in ZeroG!

variable: ai_DrawOffset

  • type: float
  • current: 0.1
  • help: vertical offset during debug drawing

variable: ca_drawSkeletonFilter

  • type: string
  • current: *
  • help: Filter for ca_DrawSkeleton

variable: camera_dive_end_depth

  • type: float
  • current: 1
  • help:

variable: ai_CrowdControlInPathfind

  • type: int
  • current: 1
  • help: Toggles AI using crowd control in pathfinding.
  • Usage: ai_CrowdControlInPathfind [0/1] Default is 1 (on).

variable: g_quickGame_min_players DUMPTODISK

  • type: int
  • current: 0
  • help: QuickGame option

variable: ca_DelayTransitionAtLoading DUMPTODISK

  • type: int
  • current: 1
  • help: if this is 1, then Delay Transition at streaming loading

variable: r_ShadowsParticleAnimJitterAmount DUMPTODISK

  • type: float
  • current: 1
  • help: Amount of animated jittering for particles shadows.
  • Usage: r_ShadowsParticleJitterAmount [x], 1. is default

variable: ai_DebugDrawAdaptiveUrgency DUMPTODISK

  • type: int
  • current: 0
  • help: Enables drawing the adaptive movement urgency.

variable: e_character_light_specualr_multy

  • type: float
  • current: 0
  • help: character light source specualr multy

variable: ca_UseAssetDefinedLod

  • type: int
  • current: 0
  • help: Lowers render LODs for characters with respect to “consoles_lod0” UDP. Requires characters to be reloaded.

variable: e_particles_max_draw_screen

  • type: float
  • current: 2
  • help: Pixel size cutoff for rendering particles – fade out earlier

variable: distance_meter

  • type: int
  • current: 0
  • help: 0 : off, 1 : on

variable: r_UseEdgeAA

  • type: int
  • current: 0
  • help: Toggles edge blurring/antialiasing
  • Usage: r_UseEdgeAA [0/1/2] Default is 1 (edge blurring) 1 = activate edge blurring mode 2 = activate edge antialiasing mode (previous version)

variable: sys_budget_system_memory_texture

  • type: float
  • current: 32
  • help:

variable: ca_AttachmentShadowCullingDist

  • type: float
  • current: 40
  • help: attachment shadow culling distance

variable: i_mouse_accel DUMPTODISK

  • type: float
  • current: 0
  • help: Set mouse acceleration, 0.0 means no acceleration.
  • Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) Default is 0.0 (off)

variable: ag_physErrorMinOuterRadius DUMPTODISK

  • type: float
  • current: 0.2
  • help:

variable: e_water_ocean_fft

  • type: int
  • current: 1
  • help: Activates fft based ocean

variable: e_portals

  • type: int
  • current: 1
  • help: Activates drawing of visareas content (indoors), values 2,3,4 used for debugging

variable: transfer_station_lower

  • type: float
  • current: 0
  • help:

variable: ai_sprintDistance DUMPTODISK

  • type: float
  • current: 5
  • help: goalOp sprint distance

variable: OceanWavesSize

  • type: float
  • current: 0.75
  • help: wave size

variable: r_DeferredShadingHeightBasedAmbient

  • type: int
  • current: 1
  • help: Toggles experimental height based ambient.
  • Usage: r_DeferredShadingHeightBasedAmbient [0/1] Default is 1 (enabled), 0 Disables

variable: cl_sensitivity DUMPTODISK

  • type: float
  • current: 20
  • help: Set mouse sensitivity!

variable: e_ParticlesPoolSize

  • type: int
  • current: 12288
  • help: Particles pool memory size in KB

variable: max_unit_for_test

  • type: int
  • current: 1000
  • help: max unit for test

variable: r_MultiGPU

  • type: int
  • current: 0
  • help: 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2(default)=automatic detection (currently SLI only, means off for ATI) should be activated before rendering

variable: e_StreamPredictionUpdateTimeSlice

  • type: float
  • current: 0.4
  • help: Maximum amount of time to spend for scene streaming priority update in milliseconds

variable: e_customizer_settings_vacuum

  • type: int
  • current: 0
  • help: Enable the customizer settings “vacuum.” This collects the settings used for customizing units, in a local database.

variable: option_camera_fov_set

  • type: int
  • current: 1
  • help: [1,2,3] 1 : Action, 2 : Classic, 3 : Wide

variable: bot_enable_engine_profiler

  • type: int
  • current: 0
  • help: bot enable engine profiler

variable: r_StencilBits DUMPTODISK

  • type: int
  • current: 8
  • help:

variable: ai_MovementSpeedDarkIllumMod SAVEGAME

  • type: float
  • current: 0.6
  • help: Multiplier for movement speed when the target is in dark light condition.

variable: ac_disableSlidingContactEvents

  • type: int
  • current: 0
  • help: Force disable sliding contact events.

variable: sys_budget_dp_entity

  • type: float
  • current: 200
  • help:

variable: cl_immigration_passport_hash

  • type: string
  • current: I3MaAzOL��M�Y7�0�Cb
  • help: cl_immigration_passport_hash

variable: option_character_privacy_status

  • type: int
  • current: 0
  • help: set character privacy status

variable: r_ssdoAmbientClamp

  • type: float
  • current: 0.5
  • help: Strength of SSDO ambient occlusion

variable: ca_UseCompiledCalFile

  • type: int
  • current: 0
  • help:

variable: ag_ep_showPath

  • type: int
  • current: 0
  • help:

variable: q_ShaderShadow REQUIRE_APP_RESTART

  • type: int
  • current: 3
  • help: Defines the shader quality of Shadow
  • Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)

variable: r_Scratches

  • type: int
  • current: 2
  • help: Sets fullscreen scratches post-process effect usage.
  • Usage: r_Scratches [0/1/2] 0: force off 1: force on 2: on in game-mode only (default) 3: as 2, but independent of sunshafts or sun postion

variable: e_terrain_ao

  • type: int
  • current: 1
  • help: Activate deferred terrain ambient occlusion

variable: e_voxel_build

  • type: int
  • current: 0
  • help: Regenerate voxel world

variable: r_ReflectionsQuality DUMPTODISK

  • type: int
  • current: 3
  • help: Toggles reflections quality.
  • Usage: r_ReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

variable: e_voxel_debug

  • type: int
  • current: 0
  • help: Draw voxel debug info

variable: cl_nearPlane DUMPTODISK

  • type: float
  • current: 0
  • help: overrides the near clipping plane if != 0, just for testing.

variable: combat_msg_display_ship_collision

  • type: int
  • current: 1
  • help: 0 : off, 1 : display

variable: name_tag_hp_offset

  • type: float
  • current: 5
  • help: nametag hp bar offset

variable: r_FogGlassBackbufferResolveDebug

  • type: int
  • current: 0
  • help: Prints debug output show current number of backbuffer resolves used to Glass shader with depth fog
  • Usage: r_FogGlassBackbufferResolveDebug [0/1] 0: disable output (default) 1: enable output

variable: sys_budget_dp_brush

  • type: float
  • current: 500
  • help:

variable: es_DebugTimers

  • type: int
  • current: 0
  • help: This is for profiling and debugging (for game coders and level designer) By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it’s good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer.
  • Usage: es_DebugTimers 0/1

variable: e_foliage_branches_stiffness

  • type: float
  • current: 100
  • help: Stiffness of branch ropes

variable: r_UseMaterialLayers

  • type: int
  • current: 1
  • help: Enables material layers rendering.
  • Usage: r_UseMaterialLayers [0/1] Default is 1 (on). Set to 0 to disable material layers.

variable: name_tag_fading_duration

  • type: int
  • current: 500
  • help: set unit name tag fading duration (msec)

variable: sys_noupdate

  • type: int
  • current: 0
  • help: Toggles updating of system with sys_script_debugger.
  • Usage: sys_noupdate [0/1] Default is 0 (system updates during debug).

variable: movement_verify_speed_error_tolerance

  • type: float
  • current: 0.1
  • help:

variable: quest_guide_decal_offset

  • type: float
  • current: 1
  • help:

variable: v_stabilizeVTOL DUMPTODISK

  • type: float
  • current: 0.35
  • help: Specifies if the air movements should automatically stabilize

variable: s_ReverbReflectionDelay

  • type: float
  • current: -1
  • help: Sets the current reverb’s early reflection in seconds! (overrides dynamic values!)
  • Usage: s_ReverbReflectionDelay [0/0.3]
  • Default: -1 -1: Uses the value set within the reverb preset.

variable: ca_MergeAttachmentMeshes

  • type: int
  • current: 1
  • help: Merge Attachment RenderMesh to CCharInstance

variable: option_hide_bloodlust_mode

  • type: int
  • current: 0
  • help: 0(show), 1(hide)

variable: ui_eventProfile

  • type: int
  • current: 0
  • help:

variable: ca_DrawBBox

  • type: int
  • current: 0
  • help: if set to 1, the own bounding box of the character is drawn

variable: e_gsm_force_extra_range_include_objects

  • type: int
  • current: 0
  • help: Includes All Object into extra range shadow map

variable: cl_crouchToggle DUMPTODISK

  • type: int
  • current: 0
  • help: To make the crouch key work as a toggle

variable: net_backofftimeout

  • type: int
  • current: 360
  • help: Maximum time to allow a remote machine to stall for before disconnecting

variable: mfx_Debug

  • type: int
  • current: 0
  • help: Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both

variable: e_shadows_terrain

  • type: int
  • current: 1
  • help: Enable shadows from terrain

variable: v_pa_surface

  • type: int
  • current: 1
  • help: Enables/disables vehicle surface particles

variable: p_splash_dist0

  • type: float
  • current: 7
  • help: Range start for splash event distance culling

variable: p_splash_dist1

  • type: float
  • current: 30
  • help: Range end for splash event distance culling

variable: r_RainDistMultiplier

  • type: float
  • current: 2
  • help: Rain layer distance from camera multiplier

variable: r_ShadersIntCompiler DUMPTODISK

  • type: int
  • current: 1
  • help:

variable: r_distant_rain

  • type: int
  • current: 0
  • help: Enables distant rain rendering.
  • Usage: r_distant_rain [0/1] Default is 1 (on). Set to 0 to disable.

variable: s_MusicSpeakerBackVolume DUMPTODISK

  • type: float
  • current: 0
  • help: Sets the volume of the back speakers.
  • Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.

variable: r_texturesstreamingPostponeThresholdMip

  • type: int
  • current: 1
  • help: Threshold used to postpone high resolution mipmaps.
  • Usage: r_texturesstreamingPostponeThresholdMip [count] Default is 1

variable: r_NightVisionCamMovNoiseBlendSpeed

  • type: float
  • current: 2
  • help: Set nightvision noise amount blend speed.

variable: g_debugaimlook

  • type: int
  • current: 0
  • help: Debug aim/look direction

variable: picking_target

  • type: int
  • current: 0
  • help: 0 : rigid, terrain, water, 1 : terrain, water

variable: g_debug_sync_skip_entity_update

  • type: int
  • current: 1
  • help: 0 : off, 1 : on

variable: e_particles

  • type: int
  • current: 1
  • help: Activates drawing of particles

variable: sv_gamerules

  • type: string
  • current: SinglePlayer
  • help: The game rules that the server should use

variable: pelvis_shake_time

  • type: float
  • current: 0.2
  • help:

variable: pelvis_shake_warp

  • type: int
  • current: 0
  • help:

variable: r_MSAA_samples DUMPTODISK, REQUIRE_APP_RESTART

  • type: int
  • current: 0
  • help: Number of subsamples used when multisampled antialiasing is enabled.
  • Usage: r_MSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!
  • Default: 4. Please note that various hardware implements special MSAA modes via certain combinations of r_MSAA_quality and r_MSAA_samples. See config/MSAAProfiles*.txt for samples.

variable: ca_ForceUpdateSkeletons

  • type: int
  • current: 0
  • help: Always update all skeletons, even if not visible.

variable: name_tag_up_scale_limit

  • type: float
  • current: 1.1
  • help: set unit name tag minimum font size

variable: profile_network

  • type: int
  • current: 0
  • help: Enables network profiling.

variable: cd_furniture_update_distance

  • type: float
  • current: 64
  • help:

variable: e_voxel_make_physics

  • type: int
  • current: 1
  • help: Physicalize geometry

variable: ca_LodCountRatio

  • type: int
  • current: 2
  • help:

variable: r_ShadowsMaskDownScale

  • type: int
  • current: 0
  • help: Saves video memory by using lower resolution for shadow masks except first one 0=per pixel shadow mask 1=half resolution shadow mask
  • Usage: r_ShadowsMaskDownScale [0/1]

variable: sv_packetRate

  • type: int
  • current: 30
  • help: Packet rate on server

variable: ca_DrawIdle2MoveDir

  • type: int
  • current: 0
  • help: if this is 1, we will draw the initial Idle2Move dir

variable: ca_DrawFootPlants DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, it will print some debug boxes at the feet of the character

variable: s_Vol0TurnsVirtual REQUIRE_APP_RESTART

  • type: int
  • current: 1
  • help: Toggles if sounds with zero volume force to go virtual.
  • Usage: s_Vol0TurnsVirtual [0/1] Default is 1 (on).

variable: es_UpdateTimer

  • type: int
  • current: 1
  • help:
  • Usage: es_UpdateTimer [0/1] Default is 1 (on).

variable: ai_LimitNodeGetEnclosing

  • type: int
  • current: 30
  • help:

variable: es_SplashThreshold

  • type: float
  • current: 1
  • help: minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0

variable: r_HDRSaturation DUMPTODISK

  • type: float
  • current: 0.875
  • help: HDR saturation
  • Usage: r_HDRSaturation [Value] Default is 1.0

variable: option_use_dof

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_use_dof [0/1/x]: … r_DepthOfField = 1/2/2

variable: option_use_hdr

  • type: int
  • current: 1
  • help: Console variable group to apply settings to multiple variables

option_use_hdr [0/1/x]: … r_HDRRendering = 0/3/3 … r_PostProcessMinimal = 1/0/0

variable: r_SSAO_quality

  • type: int
  • current: 3
  • help: SSAO shader quality

variable: aux_use_simple_target

  • type: int
  • current: 0
  • help: 0 : load from asset 1 : use 2 : don’t use

variable: profile_sampler

  • type: float
  • current: 0
  • help: Set to 1 to start sampling profiling

variable: g_quickGame_prefer_favorites DUMPTODISK

  • type: int
  • current: 0
  • help: QuickGame option

variable: e_on_demand_maxsize

  • type: float
  • current: 20
  • help: Specifies the maximum size of vegetation objects that are physicalized on-demand

variable: e_decals_life_time_scale DUMPTODISK

  • type: float
  • current: 1
  • help: Allows to increase or reduce decals life time for different specs

variable: r_ShaderUsageDelay

  • type: int
  • current: 0
  • help: Enables a delay between creating a shader resource and actually using it. This can prevent the D3D thread from locking on background shader compilation work. Set to 0 to disable this delay. The default is 3, which means a 3 frame delay.

variable: cl_bandwidth

  • type: int
  • current: 50000
  • help: Bit rate on client

variable: ca_LodCount0

  • type: int
  • current: 5
  • help:

variable: d3d9_TextureFilter DUMPTODISK

  • type: string
  • current: TRILINEAR
  • help: Specifies D3D specific texture filtering type.
  • Usage: d3d9_TexMipFilter [TRILINEAR/BILINEAR/LINEAR/NEAREST]

variable: movement_verify_move_speed_over_tolerance

  • type: float
  • current: 0.2
  • help:

variable: es_HitCharacters

  • type: int
  • current: 1
  • help: specifies whether alive characters are affected by bullet hits (0 or 1)

variable: name_tag_expedition_show

  • type: int
  • current: 1
  • help: render name tag of expedition unit

variable: aux_use_collide

  • type: int
  • current: 0
  • help: 0 : load from asset 1 : use 2 : don’t use

variable: cl_frozenSensMax

  • type: float
  • current: 1
  • help: Frozen sensitivity max

variable: cl_frozenSensMin

  • type: float
  • current: 1
  • help: Frozen sensitivity min

variable: ca_EnableAssetStrafing

  • type: int
  • current: 1
  • help: asset strafing is disabled by default

variable: data_mining_perf_interval

  • type: float
  • current: 60
  • help:

variable: cl_web_session_enc_key

  • type: string
  • current: xEeUYIxCpqJZpRwKA97VZA==
  • help: web session encryption key

variable: e_soft_particles

  • type: int
  • current: 1
  • help: Enables soft particles

variable: net_actor_controller_debug_ragdoll

  • type: int
  • current: 0
  • help:

variable: ai_DrawUpdate DUMPTODISK

  • type: int
  • current: 0
  • help: list of AI forceUpdated entities

variable: d3d9_NVPerfHUD

  • type: int
  • current: 0
  • help:

variable: e_write_character_patchwork_dds

  • type: int
  • current: 0
  • help: Print all patchworked textures as DDS files

variable: pl_zeroGSpeedMaxSpeed

  • type: float
  • current: -1
  • help: (DEPRECATED) Maximum player speed request limit for zeroG while in speed mode.

variable: g_buddyMessagesIngame DUMPTODISK

  • type: int
  • current: 1
  • help: Output incoming buddy messages in chat while playing game.

variable: combo_debug

  • type: int
  • current: 0
  • help: debug combo timing

variable: ag_showPhysSync

  • type: int
  • current: 0
  • help: Show physics sync

variable: profile_disk_type_filter

  • type: int
  • current: -1
  • help: Set the tasks to be filtered Allowed values are: Textures = 1, Geometry = 2, Animation = 3, Music = 4, Sound = 5The default value is -1 (disabled)
  • Usage: profile_disk_timeframe [val]

variable: camera_max_pitch

  • type: float
  • current: 88
  • help:

variable: r_ShadowsAdaptionRangeClamp DUMPTODISK

  • type: float
  • current: 0.04
  • help: maximum range between caster and reciever to take into account.
  • Usage: r_ShadowsAdaptionRangeClamp [0.0 - 1.0], default 0.01

variable: e_vegetation_sprites_min_distance

  • type: float
  • current: 8
  • help: Sets minimal distance when distributed object can be replaced with sprite

variable: ca_DrawEmptyAttachments

  • type: int
  • current: 0
  • help: draws a wireframe cube if there is no object linked to an attachment

variable: e_terrain_occlusion_culling_max_steps

  • type: int
  • current: 50
  • help: Max number of tests per ray (for version 0)

variable: aux_use_breast

  • type: int
  • current: 1
  • help:

variable: ca_FPWeaponInCamSpace

  • type: int
  • current: 1
  • help: if this is 1, then we attach the weapon to the camera

variable: e_decals_wrap_debug

  • type: int
  • current: 0
  • help: debug wrapped decal

variable: e_custom_thread_cut_mesh

  • type: int
  • current: 0
  • help: turn off thread cut mesh on/off

variable: skill_caster_rotation

  • type: int
  • current: 1
  • help: rotate caster to target before fire skill

variable: ai_DebugDrawHashSpaceAround DUMPTODISK

  • type: string
  • current: 0
  • help: Validates and draws the navigation node hash space around specified entity.

variable: g_playerInteractorRadius

  • type: float
  • current: 2
  • help: Maximum radius at which player can interact with other entities

variable: ca_DebugAnimationStreaming DUMPTODISK

  • type: int
  • current: 0
  • help: if this is 1, then it shows what animations are streamed in

variable: lua_stackonmalloc

  • type: int
  • current: 0
  • help:

variable: s_MusicSpeakerSideVolume DUMPTODISK

  • type: float
  • current: 0.5
  • help: Sets the volume of the side speakers.
  • Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.

variable: ai_InterestScalingAmbient DUMPTODISK

  • type: float
  • current: 1
  • help: Scale the interest value given to Ambient interest items (e.g. static/passive objects)

variable: sys_user_folder

  • type: string
  • current: USER
  • help: Specifies the user folder

variable: ca_DebugCaps

  • type: int
  • current: 0
  • help: Display current blended motion capabilities.

variable: ca_DebugText DUMPTODISK

  • type: int
  • current: -1
  • help: if this is 1, it will print some debug text on the screen

variable: sys_budget_sound_memory

  • type: float
  • current: 64
  • help: