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- i_joystick_buffered
- Buffered joystick input.
- i_joystick_debug
- Debug joystick
- i_kinGlobalExpDeviationRadius
- Maximum deviation radius from prediction for double exponential smoothing.
- i_kinGlobalExpJitterRadius
- Radius to determine jitter correction for double exponential smoothing.
- i_kinGlobalExpPredictionFactor
- Prediction factor for double exponential smoothing.
- i_kinGlobalExpCorrectionFactor
- Trend correction factor for double exponential smoothing.
- i_kinGlobalExpSmoothFactor
- Smoothing factor for double exponential smoothing.
- i_kinSkeletonMovedDistance
- Distance used to determine if kinect skeleton has moved in the play space.
- i_seatedTracking
- 1 = Enable seated skeleton tracking
- i_kinectDebug
- 1 = Draws skeleton on screen
- 2 = Draws colour + depth buffers on screen
- 3 = Draws both skeleton and buffers
- i_kinSkeletonSmoothType
- Kinect skeleton tracking smooth type: 0 = not smoothed, 1 = using Double Exponential Smoothing
- i_useKinect
- Use Kinect
- i_kinectXboxConnectIP
- Usage: force set a specific Xbox Game IP to connect to for Kinect input (use default xbox from neighbourhood when empty)
- Default is empty
- i_kinectXboxConnectPort
- Port used to connect to Xbox for Kinect input.
- Default is 62455 (random value different than remote compiler)
- i_kinectXboxConnect
- Allow connection to Xbox for Kinect input.
- Usage: 0 = disabled, 1 = allow connection, 2 = force connection (don't try local Kinect on system)
- Default is 1
- i_ps3input_deadzone_handling
- i_xinput_deadzone_handling
- deadzonehandling
- Usage: i_xinput_deadzone_handling 0/1 (0 - old deadzone/ 1 - new deadzone)
- Default is 1. Value must be >=0.
- i_xinput_poll_time
- Number of ms between device polls in polling thread
- Usage: i_xinput_poll_time 500
- Default is 1000ms. Value must be >=0.
- i_xinput
- Number of XInput controllers to process
- Usage: i_xinput [0/1/2/3/4]
- Default is 1.
- i_bufferedkeys
- Toggles key buffering.
- Usage: i_bufferedkeys [0/1]
- Default is 0 (off). Set to 1 to process buffered key strokes.
- i_mouse_inertia
- Set mouse inertia. It is disabled (0.0) by default.
- Usage: i_mouse_inertia [float number]
- Default is 0.0
- i_mouse_smooth
- 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 instant)
- Default is 0.0
- i_mouse_accel_max
- Set mouse max mouse delta when using acceleration.
- Usage: i_mouse_accel_max [float number]
- Default is 100.0
- i_mouse_accel
- 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)
- i_mouse_buffered
- Toggles mouse input buffering.
- Usage: i_mouse_buffered [0/1]
- Default is 0 (off). Set to 1 to process buffered mouse input.
- i_forcefeedback
- Enable/Disable force feedback output.
- 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).
- Usage: r_OverscanBorders [0..25]
- r_OverscanBorders [0..25] [0..25]
- Default is 0=off, >0 defines the size of the overscan borders for left/right
- or top/bottom as percentages of the whole screen size (e.g. 7.5).
- r_DynTexSourceUseSharedRT
- Defines if dynamic flash textures are rendered into shared RT
- Usage: r_DynTexSourceUseSharedRT [0/1].
- 0: Use Unique RT for each dynamic flash texture (with alpha support)
- 1: Use Shared RT for all dynamic flash textures (no alpha support!)
- Disabled by default. Requires level reload to change.
- r_DynTexSourceSharedRTHeight
- Height of shared RT for dynamic texture sources.
- r_DynTexSourceSharedRTWidth
- Width of shared RT for dynamic texture sources.
- r_FlashMatTexResQuality
- Texture resolution quality of flash materials.
- Only used if flash asset is tagged CE_HQR!
- r_Batching
- Enable/disable render items buching
- Usage: r_Batching [0/1]
- r_RefractionPartialResolves
- Do a partial screen resolve before refraction
- Usage: r_RefractionPartialResolves [0/1]
- 0: disable
- 1: enable conservativley (non-optimal)
- 2: enable (default)
- r_RainDropsEffect
- Enable RainDrops effect.
- Usage: r_RainDropEffect [0/1/2]
- 0: force off
- 1: on (default)
- 2: on (forced)
- r_HUDHitEffect
- Enable HUD Hit Effects.
- Usage: r_HUDHitEffect [0/1]
- 0: force off
- 1: on (default (rectangles)
- 2: on (different border rendering (trapezoids))
- 3: on (alternating border rendering methods)
- 4: on (fullscreen rendering)
- r_Scratches
- 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
- r_FogShadows
- Enables deferred volumetric fog shadows
- r_FogDepthTest
- 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
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- r_TextureCompressor
- Defines which texture compressor is used (fallback is DirectX)
- Usage: r_TextureCompressor [0/1]
- 0 uses nvDXT, 1 uses Squish if possible
- r_PrecacheShadersLevels
- r_MergeShaders
- r_OptimiseShaders
- r_StatsShaderList
- r_StatsShaders
- r_PrecacheShaderList
- r_PrecacheShaders
- r_SupersamplingFilter
- Filter method to use when resolving supersampled output
- 0 - Box filter
- 1 - Tent filter
- 2 - Gaussian filter
- 3 - Lanczos filter
- r_Supersampling
- Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
- r_CustomResPreview
- Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport
- r_CustomResHeight
- Height of custom resolution rendering
- r_CustomResWidth
- Width of custom resolution rendering
- r_CustomResMaxSize
- Maximum resolution of custom resolution rendering
- r_ConditionalRendering
- Enables conditional rendering .
- r_ConsoleBackbufferHeight
- console specific backbuffer resolution - height
- r_ConsoleBackbufferWidth
- console specific backbuffer resolution - width
- r_StereoGammaAdjustment
- Additional adjustment to the graphics card gamma correction when Stereo is enabled.
- Usage: r_StereoGammaAdjustment [offset]0: off
- r_StereoHudScreenDist
- Distance to plane where hud stereo parallax converges to zero.
- If not zero, HUD needs to be rendered two times.
- r_StereoNearGeoScale
- Scale for near geometry (weapon) that gets pushed into the screen
- r_StereoScreenDist
- Distance to plane where stereo parallax converges to zero.
- r_StereoEyeDist
- Maximum separation between stereo images in percentage of the screen.
- r_StereoStrength
- Multiplier which influences the strength of the stereo effect.
- r_StereoFlipEyes
- Flip eyes in stereo mode.
- Usage: r_StereoFlipEyes [0=off/1=on]
- 0: don't flip
- 1: flip
- r_StereoOutput
- 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
- r_StereoMode
- Sets stereo rendering mode.
- Usage: r_StereoMode [0=off/1/2]
- 1: Dual rendering
- 2: Post Stereo
- r_StereoDevice
- 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
- r_enableAltTab
- Toggles alt tabbing in and out of fullscreen when the game is not in devmode.
- Usage: r_enableAltTab [toggle]
- Notes: Should only be added to system.cfg and requires a restart
- r_TexelsPerMeter
- Enables visualization of the color coded "texels per meter" ratio for objects in view.
- The checkerboard pattern displayed represents the mapping of the assigned diffuse
- texture onto the object's uv space. One block in the pattern represents 8x8 texels.
- Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off)
- r_UseSRGB
- Enables sRGB texture reads / framebuffer writes.
- Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]
- r_ZFightingExtrude
- Controls anti z-fighting measures in shaders (extrusion along normal in world units).
- r_ZFightingDepthScale
- Controls anti z-fighting measures in shaders (scaling homogeneous z).
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- r_UseGSParticles
- Toggles use of geometry shader particles (DX11 only, changing at runtime is supported).
- Usage: r_UseGSParticles [0/1=default]
- r_MergeRenderChunks
- r_ShowLightBounds
- Display light bounds - for debug purpose
- Usage: r_ShowLightBounds [0=off/1=on]
- r_ShowTexture
- Displays loaded texture - for debug purpose
- r_BreakOnError
- calls debugbreak on illegal behaviour
- r_ShowRenderTarget
- r_ShowVideoMemoryStats
- r_VegetationAlphaTestOnly
- r_VegetationSpritesTexRes
- r_VegetationSpritesGenAlways
- r_VegetationSpritesNoGen
- r_ZPassOnly
- r_VegetationSpritesMaxLightingUpdates
- r_VegetationSpritesDebug
- r_ReleaseAllResourcesOnExit
- r_PrintMemoryLeaks
- r_MeasureOverdrawScale
- r_MeasureOverdraw
- 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
- Usage: r_MeasureOverdraw [0/1]
- r_SplitScreenActive
- Activates split screen mode
- Usage: r_SplitScreenActive [0/1]
- r_testSplitScreen
- Toggles split screen test mode
- Usage: r_testSplitScreen [0/1]
- r_PredicatedTiling
- Toggles predicated tiling mode (X360 only)
- Usage: r_PredicatedTiling [0/1]
- r_VSync
- Toggles vertical sync.
- 0: Disabled
- 1: Enabled
- 2: Enabled, use asynchronous swaps on X360
- r_Stats
- Toggles render statistics.
- 0=disabled,
- 1=global render stats,
- 2=print shaders for selected object,
- 6=display per-instance drawcall count,
- 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 [0/1/2/3/6/11/12/13]
- r_LogVidMem
- Logs vid mem information to VidMemLog.txt.
- r_Log
- Logs rendering information to Direct3DLog.txt.
- Use negative values to log a single frame.
- 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.
- r_Character_NoDeform
- r_GetMechName
- r_GetMechStyle
- r_GetMechCenterY
- r_GetMechCenterX
- r_GetMechScreenShot
- r_GetScreenShot
- 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
- r_wireframe
- r_LensGhostsForSun
- Toggles lens ghosts for sun.
- Usage: r_LensGhostForSun [0/1]Default is 1 (on).
- r_LensGhostsForPointLight
- Toggles lens ghosts for point light sources.
- Usage: r_LensGhostForPointLight [0/1]Default is 1 (on).
- r_Coronashafts
- Toggles light corona shafts around light sources.
- Usage: r_Coronashafts [0/1]Default is 1 (on).
- r_CoronaColorScale
- r_CoronaSizeScale
- r_CoronaFade
- Time fading factor of the light coronas.
- Usage: r_CoronaFade 0.5Default is 0.5.
- r_Coronas
- Toggles light coronas around light sources.
- Usage: r_Coronas [0/1]Default is 1 (on).
- r_Scissor
- Enables scissor test
- r_NoHWGamma
- Sets renderer to ignore hardware gamma correction.
- Usage: r_NoHWGamma [0/1]
- Default is 0 (allow hardware gamma correction).
- r_Contrast
- Sets the display contrast (not supported on PS3).
- Usage: r_Contrast 0.5
- Default is 0.5.
- r_Brightness
- Sets the display brightness (not supported on PS3).
- Usage: r_Brightness 0.5
- Default is 0.5.
- r_Gamma
- Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
- Usage: r_Gamma 1.0
- 1 off (default), accepted range on PS3 is 0.8 to 1.25
- r_Flares
- Toggles sunlight lens flare effect.
- Usage: r_Flares [0/1]
- Default is 1 (on).
- r_DrawNearFoV
- Sets the FoV for drawing of near objects.
- Usage: r_DrawNearFoV [n]
- Default is 60.
- r_DrawNearFarPlane
- Default is 40.
- r_DrawNearZRange
- Default is 0.1.
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- r_NoDrawNear
- Disable drawing of near objects.
- Usage: r_NoDrawNear [0/1]
- Default is 0 (near objects are drawn).
- r_NoDrawShaders
- Disable entire render pipeline.
- Usage: r_NoDrawShaders [0/1]
- Default is 0 (render pipeline enabled). Used for debugging and profiling.
- r_TexBindMode
- r_DetailDistance
- Distance used for per-pixel detail layers blending.
- Usage: r_DetailDistance (1-20)
- Default is 6.
- r_ReloadShaders
- Reloads shaders.
- Usage: r_ReloadShaders [0/1]
- Default is 0. Set to 1 to reload shaders.
- r_DetailTextures
- Toggles detail texture overlays.
- Usage: r_DetailTextures [0/1]
- Default is 1 (detail textures on).
- r_ReflectionsQuality
- Toggles reflections quality.
- Usage: r_ReflectionsQuality [0/1/2/3]
- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- r_ReflectionsOffset
- r_Reflections
- Toggles reflections.
- Usage: r_Reflections [0/1]
- Default is 1 (reflects).
- r_WaterRandomSeed
- RNG seed for waves generation; <0 disables (default)
- r_WaterUpdateThread
- Enables water updating on separate thread (when MT supported).
- Usage: r_WaterUpdateThread [0/1/2/3/4/n]
- Default is 5 (enabled and on 5 hw thread).
- r_WaterGodRays
- Enables under water god rays.
- Usage: r_WaterGodRays [0/1]
- Default is 1 (enabled).
- r_WaterCausticsDeferred
- Toggles under water caustics deferred pass.
- Usage: r_WaterCausticsDeferred [0/1/2]
- Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass
- r_WaterCausticsDistance
- Toggles under water caustics max distance.
- Usage: r_WaterCausticsDistance
- Default is 100.0 meters
- r_WaterCaustics
- Toggles under water caustics.
- Usage: r_WaterCaustics [0/1]
- Default is 1 (enabled).
- r_WaterReflectionsMinVisUpdateDistanceMul
- Activates update distance multiplier when water mostly occluded.
- r_WaterReflectionsMinVisUpdateFactorMul
- Activates update factor multiplier when water mostly occluded.
- r_WaterReflectionsMinVisiblePixelsUpdate
- Activates water reflections if visible pixels above a certain threshold.
- r_WaterReflectionsUseMinOffset
- Activates water reflections use min distance offset.
- r_WaterReflectionsQuality
- 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)
- r_WaterReflectionsMGPU
- Toggles water reflections.multi-gpu support
- Usage: r_WaterReflectionsMGPU [0/1/2]
- Default is 0 (single render update), 1 (multiple render updates)
- r_WaterReflections
- Toggles water reflections.
- Usage: r_WaterReflections [0/1]
- Default is 1 (water reflects).
- r_EnvTexUpdateInterval
- Sets the interval between environmental 2d texture updates.
- Usage: r_EnvTexUpdateInterval 0.001
- Default is 0.001.
- r_EnvCMupdateInterval
- Sets the interval between environmental cube map texture updates.
- Usage: r_EnvCMupdateInterval #
- Default is 0.1.
- ×#=r_EnvLCMupdateInterval
- LEGACY - not used
- r_WaterUpdateFactor
- Distance factor for water reflected texture updating.
- Usage: r_WaterUpdateFactor 0.01
- Default is 0.01. 0 means update every frame
- r_WaterUpdateDistance
- r_EnvTexResolution
- 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).
- r_EnvCMResolution
- 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).
- r_ProfileShadersGroupByName
- Group items by name ignoring RT flags.
- Usage: r_ProfileShaders [0/1]
- r_ProfileShadersSmooth
- Smooth time information.
- Usage: r_ProfileShadersSmooth [0-10]
- r_ProfileShaders
- Enables display of render profiling information.
- Usage: r_ProfileShaders [0/1]
- Default is 0 (off). Set to 1 to display profiling
- of rendered shaders.
- r_ExcludeMesh
- Exclude or ShowOnly the named mesh from the render list.
- Usage: r_ExcludeShader Name
- Usage: r_ExcludeShader !Name
- Sometimes this is useful when debugging.
- r_ExcludeShader
- Exclude the named shader from the render list.
- Usage: r_ExcludeShader ShaderName
- Sometimes this is useful when debugging.
- r_MeshVolatilePoolSize
- 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.
- r_MeshPoolSize
- 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.
- r_MeshPrecache
- r_DebugVoxTerrainY
- r_DebugVoxTerrainX
- r_DebugRefraction
- Debug refraction usage. Displays red instead of refraction
- Usage: r_DebugRefraction
- Default is 0 (off)
- r_DebugRenderMode
- r_ShadersLogCacheMisses
- Log all shader caches misses on HD (both level and global shader cache misses).
- r_ShadersUseInstanceLookUpTable
- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
- r_ShadersSubmitRequestline
- r_ShadersPrecacheAllLights
- r_ShadersCacheOptimiseLog
- r_ShadersAsyncMaxThreads
- r_MaxSuitPulseSpeedMultiplier
- Max suit pulse speed multiplier - default = 1.0
- r_ArmourPulseSpeedMultiplier
- Armour pulse speed multiplier - default = 1.0
- r_cloakHighlightStrength
- Cloak hightlight strength
- r_CloakInterferenceSparksAlpha
- Cloak interference sparks alpha
- r_CloakSparksAlpha
- Cloak sparks alpha
- r_CloakMinAmbientIndoors
- Cloak minimum ambient indoors
- r_CloakMinAmbientOutdoors
- Cloak minimum ambient outdoors
- r_CloakRenderInThermalVision
- Render cloak in thermal vision - default = 0
- r_CloakHeatScale
- Cloak heat scale for thermal vision - default = 1.0
- r_CloakMinLightValue
- Cloak min light value - default = 0.0
- r_CloakRefractionFadeMinValue
- Cloak refraction fade minimum value (between 0 and 1) - default = 0.2
- r_CloakRefractionFadeMaxDistSq
- Cloak refraction fade end distance squared - default = 25.0
- r_CloakRefractionFadeMinDistSq
- Cloak refraction fade start distance squared - default = 1.0
- r_CloakRefractionFadeByDist
- Cloak refraction fade by distance - default = false
- r_CloakFadeMinValue
- Cloak fade minimum value (between 0 and 1) - default = 0.2
- r_CloakFadeMaxDistSq
- Cloak fade end distance squared - default = 25.0
- r_CloakFadeMinDistSq
- Cloak fade start distance squared - default = 1.0
- r_CloakFadeLightScale
- Cloak fade light scale - default = 0.25
- r_CloakFadeByDist
- Cloak fade by distance - default = false
- r_CloakTransitionLightScale
- Cloak transition light scale - default = 1.0
- r_CloakLightScale
- Cloak light scale - default = 0.25
- r_ShadersCompileAutoActivate
- Automatically reenable shader compilation if outdated shader is detected
- r_ShadersEditing
- Force all cvars to settings, which allow shader editing
- r_ShadersAsyncActivation
- Enable asynchronous shader activation
- Usage: r_ShadersAsyncActivation [0/1]
- 0 = off, (stalling) synchronous shaders activation
- 1 = on, shaders are activated/streamed asynchronously
- r_ShadersAsyncCompiling
- Enable asynchronous shader compiling
- Usage: r_ShadersAsyncCompiling [0/1/2/3]
- 0 = off, (stalling) shaders 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
- 3 = on, shaders are compiled in parallel in precache mode
- r_ShadersRemoteCompiler
- r_ShadersNoCompile
- r_ShadersIntCompiler
- r_ShadersPreactivate
- r_ShadersLazyUnload
- r_ShadersIgnoreIncludesChanging
- r_ShadersDX11
- r_ShadersDX9
- r_ShadersPS3
- r_ShadersXenon
- r_ShadersCafe
- r_ShadersDebug
- 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 with debug information (useful for PIX etc./{Game}/testcg_1pass
- Default is 0 (off)
- r_OptimisedLightSetup
- r_Flush
- r_LogShaders
- Logs shaders info to Direct3DLogShaders.txt
- 0: off
- 1: normal
- 2: extended
- r_LogTexStreaming
- Logs streaming info to Direct3DLogStreaming.txt
- 0: off
- 1: normal
- 2: extended
- r_LogVBuffers
- Logs vertex buffers in memory to 'LogVBuffers.txt'.
- Usage: r_LogVBuffers [0/1]
- Default is 0 (off).
- r_ShowBufferUsage
- Shows usage of statically allocated buffers.
- Usage: r_ShowBufferUSage [0/1]
- Default is 0 (off).
- r_ShowMT
- Shows render multithreading graphs.
- Usage: r_ShowMT [0/1]
- Default is 0 (off).
- r_GraphStyle
- profileStreaming
- Profiles streaming of different assets.
- Usage: profileStreaming [0/1/2]
- 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
- r_DebugFontRendering
- 0=off, 1=display various features of the font rendering to verify function and to document usage
- r_ShowTimeGraph
- 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).
- r_ShowTangents
- Toggles visibility of three tangent space vectors.
- Usage: r_ShowTangents [0/1]
- Default is 0 (off).
- r_NormalsLength
- Sets the length of displayed vectors.
- r_NormalsLength 0.2
- Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.
- r_ShowLines
- Toggles visibility of wireframe overlay.
- Usage: r_ShowLines [0/1]
- Default is 0 (off).
- r_ShowNormals
- Toggles visibility of normal vectors.
- Usage: r_ShowNormals [0/1]Default is 0 (off).
- r_MSAA_amd_resolvessubresource_hack
- Enable temporary workaround for resolvesubresources poor performance on AMD.
- r_MSAA_debug
- 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
- 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.
- 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.
- Enables selective supersampled antialiasing.
- Usage: r_MSAA [0/1]
- Default: 0 (off).
- r_ProfileGPU
- 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
- r_ProfileShaders or r_Stats needs to be activated to see the statistics
- r_ValidateDraw
- 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
- r_MultiGPU
- 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
- r_MultiThreaded
- 0=disabled, 1=enabling rendering in separate thread,
- 2(default)=automatic detection
- should be activated before rendering
- r_TextureLodDistanceRatio
- 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.
- r_TexturesWarmup
- Enables textures uploading to video memory after level loading
- Usage: r_TexturesWarmup[1/0]
- 0: Disabled
- 1: Enabled
- r_TexturesStreamingDebugDumpIntoLog
- Dump content of current texture streaming debug screen into log
- r_TexturesStreamingDebugMinMip
- Filters displayed textures by loaded mip in texture streaming debug mode
- r_TexturesStreamingDebugMinSize
- Filters displayed textures by size in texture streaming debug mode
- r_TexturesStreamingDebugFilter
- Filters displayed textures by name in texture streaming debug mode
- r_TexturesStreamingDebug
- Enables textures streaming debug mode. (Log uploads and remove unnecessary mip levels)
- Usage: r_TexturesStreamingDebug [0/1/2]
- Default is 0 (off).1 - texture streaming log.2 - Show textures hit-parade based on streaming priorities3 - Show textures hit-parade based on the memory consumed
- r_TexturesStreaming
- Enables direct streaming of textures from disk during game.
- Usage: r_TexturesStreaming [0/1/2]
- Default is 0 (off). All textures save in native format with mips in a
- cache file. Textures are then loaded into texture memory from the cache.
- r_TexturesStreamingOnlyVideo
- Don't store system memory copy of texture. Applicable only for PC and PS3.
- On Xenon it's on[1] by default and cannot be changed.
- Usage: r_TexturesStreamingOnlyVideo [0/1]
- Default is 0 (off) for PC and PS3, 1(on always) for XBox 360.
- r_TexturesStreamingNoUpload
- Disable uploading data into texture from system memory. Useful for debug purposes.
- Usage: r_TexturesStreamingNoUpload [0/1]
- Default is 0 (off).
- r_TexturesStreamingMipFading
- Controls how the new texture MIP appears after being streamed in.
- This variable influences only a visual quality of appearing texture details.
- Usage: r_TexturesStreamingMipFading [0/1]
- Default is 1 (enabled).
- r_TexturesStreamingDisableNoStreamDuringLoad
- Load time optimisation. When enabled, textures flagged as non-streaming will still be streamed during level load, but will have a high priority stream request added in RT_Precache. Once streamed in, the texture will remain resident
- r_TexturesStreamingMipClampDVD
- 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.
- r_TexturesStreamingMipBias
- 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.
- r_TexturesStreamingMaxRequestedJobs
- Maximum number of tasks submitted to streaming system.
- Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
- Default is 256 jobs
- r_TexturesStreamingMinReadSizeKB
- Minimal read portion in KB.
- Usage: r_TexturesStreamingMinReadSizeKB [size]
- Default is 32(KB)
- r_texturesstreamingPostponeThresholdMip
- Threshold used to postpone high resolution mipmaps.
- Usage: r_texturesstreamingPostponeThresholdMip [count]
- Default is 1
- r_TexturesStreamingPostponeThresholdKB
- Threshold used to postpone high resolution mipmap loads in KB.
- Usage: r_TexturesStreamingPostponeThresholdKB [size]
- Default is 1024(KB)
- r_TexturesStreamingPostponeMips
- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
- Usage: r_TexturesStreamingPostponeMips [0/1]
- Default is 1 (on).
- r_TexturesStreamingMaxRequestedMB
- Maximum amount of texture data requested from streaming system in MB.
- Usage: r_TexturesStreamingMaxRequestedMB [size]
- Default is 2.0(MB)
- r_TexturesStreamingResidencyThrottle
- 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
- r_TexturesStreamingResidencyTime
- Time to keep textures resident for before allowing them to be removed from memory.
- Usage: r_TexturesStreamingResidencyTime [Time]
- Default is 10 seconds
- r_TexturesStreamingResidencyTimeTestLimit
- Time limit to use for mip thrashing calculation in seconds.
- Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds
- r_TexturesStreamingResidencyEnabled
- Toggle for resident textures streaming support.
- Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled
- r_TexturesStreamingSync
- Force only synchronous texture streaming.
- All textures will be streamed in the main thread. Useful for debug purposes.
- Usage: r_TexturesStreamingSync [0/1]
- Default is 0 (off).
- r_TexturesStreamPoolSysSize
- Size of system memory pool for managed textures in MB.
- If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.
- Default is 800 MB for PC.
- r_TexturesStreamPoolSize
- Size of pool for textures streaming in MB.
- If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.
- Default is 128(MB) for PC, 80(MB) for PS3 & XBox 360.
- r_texturesskiplowermips
- Enabled skipping lower mips for X360.
- r_texturesstreampooldefragmentation
- Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
- r_TexturesStreamPoolFragmentationCount
- Add warning message about texture pool fragmentation when pool is overflown.
- r_RenderTargetPoolSize
- Size of pool for render targets in MB.
- Default is 50(MB) for PS3 & XBox 360.
- r_TexNoLoad
- Disables loading of textures.
- Usage: r_TexNoLoad [0/1]
- When 1 texture loading is disabled.
- r_TexLog
- 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 'UsedTextures.txt'
- 3: Missing textures logged to 'MissingTextures.txt
- r_TexGrid
- Specifies the default level for anisotropic texture filtering.
- r_TexNoAniso
- Forces anisotropic filtering off.
- Only for D3D9
- r_TexSkyResolution
- r_TexResolution
- Reduces texture resolution.
- Usage: r_TexResolution [0/1/2 etc]
- When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexBumpResolution
- Reduces texture resolution.
- Usage: r_TexBumpResolution [0/1/2 etc]
- When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- r_TexMinSize
- r_TexMaxSize
- r_TexMaxAnisotropy
- Specifies the maximum level allowed for anisotropic texture filtering.
- r_TexMinAnisotropy
- Specifies the minimum level allowed for anisotropic texture filtering.
- 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy.
- r_DynTexAtlasDynTexSrcSize
- r_DynTexAtlasVoxTerrainMaxSize
- r_DynTexAtlasSpritesMaxSize
- r_DynTexAtlasCloudsMaxSize
- r_TexPostponeLoading
- r_TexAtlasSize
- r_TexPreallocateAtlases
- r_DynTexMaxSize
- r_CloudsDebug
- 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)
- r_CloudsUpdateAlways
- Toggles updating of clouds each frame.
- Usage: r_CloudsUpdateAlways [0/1]
- Default is 0 (off)
- r_ColorGradingChartsCache
- 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
- r_ColorGradingCharts
- Enables color grading via color charts.
- Usage: r_ColorGradingCharts [0/1]
- r_ColorGradingFilters
- Enables color grading.
- Usage: r_ColorGradingFilters [0/1]
- r_ColorGradingLevels
- Enables color grading.
- Usage: r_ColorGradingLevels [0/1]
- r_ColorGradingSelectiveColor
- Enables color grading.
- Usage: r_ColorGradingSelectiveColor [0/1]
- r_Fur
- Enables fur rendering.
- Usage: r_Fur [0/1]
- r_ColorGrading
- Enables color grading.
- Usage: r_ColorGrading [0/1]
- r_ShowGammaReference
- Enables display of gamma reference - useful for monitor/tv calibration.
- Usage: r_ShowGammaReference [0/1]
- r_PostProcessNanoGlassDebugView
- Debug views for Nano Glass post processing.
- Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
- Default is 0 (disabled). 1 Wire frame.
- r_PostProcessHUD3DStencilClear
- Enables stencil clears for flash masks when rendering HUD in 3D post process.
- Usage: r_PostProcessHUD3DNoStencilClear [0/1]
- Default is 1 (enabled), 0 disabled
- r_PostProcessHUD3DGlowAmount
- Controls 3D HUD 'Glow' Amount.
- Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
- Default is 1.0f, higher = more glow
- r_PostProcessHUD3DShadowAmount
- Controls 3D HUD 'Shadow' Amount.
- Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
- Default is 1.7f, higher = darker
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- r_PostProcessHUD3DCache
- Enables 3d hud caching overframes.
- Usage: r_PostProcessHUD3DCache [0/1/2/3]
- Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
- r_PostProcessHUD3DDebugView
- Debug views for 3d hud post processing.
- Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]
- Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture
- r_PostProcessHUD3D
- Toggles 3d hud post processing.
- Usage: r_PostProcessHUD3D [0/1]
- Default is 1 (post process hud enabled). 0 Disabled
- r_PostProcessReset
- Enables post processing special effects reset.
- Usage: r_PostProcessEffectsReset [0/1]
- Default is 0 (disabled). 1 enabled
- r_PostProcessGameFx
- Enables post processing special effects game fx.
- Usage: r_PostProcessEffectsGameFx [0/1]
- Default is 1 (enabled). 0 disabled
- r_PostProcessFilters
- Enables post processing special effects filters.
- Usage: r_PostProcessEffectsFilters [0/1]
- Default is 1 (enabled). 0 disabled
- r_PostprocessParamsBlendingTimeScale
- Sets post processing effects parameters smooth blending time scale
- Usage: r_PostprocessParamsBlendingTimeScale [scale]
- Default is 12.0f.
- r_PostProcessParamsBlending
- Enables post processing effects parameters smooth blending
- Usage: r_PostProcessEffectsParamsBlending [0/1]
- Default is 1 (enabled).
- Enables NVIDIA TXAA resolve.
- Usage: r_txaa [0/1]
- Default is 0 (disabled).
- r_PostProcessEffects
- Enables post processing special effects.
- Usage: r_PostProcessEffects [0/1/2]
- Default is 1 (enabled). 2 enables and displays active effects
- r_pointslightshafts
- Enables point light shafts.
- Usage: r_pointslightshafts [0/1]
- Default is 1 (on). Set to 0 to disable.
- r_sunshafts
- Enables sun shafts.
- Usage: r_sunshafts [0/1]
- Default is 1 (on). Set to 0 to disable.
- r_refraction
- Enables refraction.
- Usage: r_refraction [0/1]
- Default is 1 (on). Set to 0 to disable.
- r_ThermalVisionViewCloakFlickerMaxIntensity
- Sets thermal vision cloaked-object flicker random max intensity.
- Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]
- When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
- r_ThermalVisionViewCloakFlickerMinIntensity
- Sets thermal vision cloaked-object flicker random min intensity.
- Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]
- When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
- r_ThermalVisionViewCloakFrequencySecondary
- 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
- r_ThermalVisionViewCloakFrequencyPrimary
- 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
- r_ThermalVisionViewDistance
- Toggles thermal vision distance attenuation.
- Default is 150 (meters)
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- r_ThermalVision
- Toggles termal 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.
- r_SonarVision
- 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.
- r_dofMinZBlendMult
- Set dof min z blend multiplier (bigger value means faster blendind transition)
- r_dofMinZScale
- Set dof min z out of focus strenght (good default value - 1.0f)
- r_dofMinZ
- Set dof min z distance, anything behind this distance will get out focus. (good default value 0.4)
- r_NightVisionCamMovNoiseBlendSpeed
- Set nightvision noise amount blend speed.
- r_NightVisionCamMovNoiseAmount
- Set nightvision noise amount based on camera movement.
- r_NightVisionSonarRadius
- Set nightvision sonar hints radius.
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- r_NightVisionSonarMultiplier
- Set nightvision sonar hints color multiplier.
- r_NightVisionSonarLifetime
- Set nightvision sonar hints lifetime.
- r_NightVisionViewDist
- Set nightvision ambient view distance.
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- r_NightVisionBrightLevel
- Set nightvision bloom brightlevel.
- r_NightVisionAmbientMul
- Set nightvision ambient color multiplier.
- r_NightVisionFinalMul
- Set nightvision final color multiplier for fine tunning.
- r_NightVision
- Toggles nightvision enabling.
- Usage: r_NightVision [0/1/2/3/4]
- Default is 2 (HDR). Set to 1 (older version - kept for backward compatibility)Set to 3 to enable debug mode (force enabling).Set to 4 to enable debug mode (older version - force enabling).Set to 0 to completely disable nightvision.
- r_GlowAnamorphicFlares
- Toggles the anamorphic flares effect.
- Usage: r_GlowAnamorphicFlares [0/1]
- Default is 0 (off). Set to 1 to enable.
- r_Glow
- Toggles the glow effect.
- Usage: r_Glow [0/1]
- Default is 0 (off). Set to 1 to enable glow effect.
- r_RC_AutoInvoke
- Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
- shows that the destination is older or does not exist.
- Usage: r_RC_AutoInvoke 1 (default is 0)
- r_ShaderCompilerDontCache
- Disables caching on server side.
- Usage: r_ShaderCompilerDontCache 0 #
- Default is 0
- r_ShaderCompilerPort
- set user defined port of the shader compile server.
- Usage: r_ShaderCompilerPort 61453 #
- Default is 61453
- r_ShaderEmailTags
- 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
- Build Version: %d.%d.%d.%d
- r_ShaderCompilerServer
- 8core5
- Usage: r_ShaderCompilerServer localhost
- Default is 8core5
- r_ShowDynTexturesFilter
- *
- Usage: r_ShowDynTexturesFilter *end
- Usage: r_ShowDynTexturesFilter *mid*
- Usage: r_ShowDynTexturesFilter start*
- Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
- r_ShowDynTexturesMaxCount
- Allows to adjust number of textures shown on the screen
- Usage: r_ShowDynTexturesMaxCount [1...36]
- Default is 36
- r_ShowDynTextures
- Display a dyn. textures, filtered by r_ShowDynTexturesFilter
- 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
- Textures are sorted by memory usage
- r_LightsSinglePass
- r_TerrainAO_FadeDist
- Controls sky light fading in tree canopy in Z direction
- r_TerrainAO
- 7=Activate terrain AO deferred passes
- r_SSAOBrighteningMargin
- Margin for brightening in multi-radii SSAO:
- 1.0 - no brightening allowed
- 1.1 - SSAO can make some part of the scene brighter up to 10%, default
- r_SSAOLargeRadiusRatio
- Scale factor for large radius in multi-radii SSAO
- r_SSAOSmallRadiusRatio
- Scale factor for small radius in multi-radii SSAO
- r_SSAOTemporalConvergence
- Temporal SSAO update/convergence speed
- r_SSAOContrast
- SSAO contrast coefficient (higher contrast highlights edges)
- r_SSAOQuality
- SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
- r_SSAORadius
- Controls size of area tested
- r_SSAODownscale
- Use downscaled computations for SSAO
- r_SSAOAmount
- Controls how much SSAO affects ambient
- r_SSAO
- Screen space ambient occlusion:
- 0 - disabled
- 1 - SSAO technique with normals
- 2 - SSAO technique with normals and temporal accumulation
- 3 - Volumetric Obscurance technique with jittering
- 4 - Volumetric Obscurance technique with jittering and temporal accumulation
- 5 - VO variation with multiple radii
- r_RenderMeshHashGridUnitSize
- Controls density of render mesh triangle indexing structures
- r_ShadowPoolMaxTimeslicedUpdatesPerFrame
- Max number of time sliced shadow pool updates allowed per frame
- r_ShadowPoolMaxFrames
- Maximum number of frames a shadow can exist in the pool
- r_ShadowGen
- 0=disable shadow map updates, 1=enable shadow map updates
- r_ShadowPass
- Process shadow pass
- r_ShadowGenGS
- Use geometry shader for shadow map generation (DX11 only, don't change at runtime)
- Usage: r_ShadowGenGS [0=off, 1=on]
- r_ShadowsGridAligned
- Selects algorithm to use for shadow mask generation:
- 0 - Disable shadows snapping
- 1 - Enable shadows snapping
- r_DebugLights
- Display dynamic lights for debugging.
- Usage: r_DebugLights [0/1/2/3]
- Default is 0 (off). Set to 1 to display centers of light sources,
- or set to 2 to display light centers and attenuation spheres, 3 to get light properties to the screen
- r_VarianceShadowMapBlurAmount
- Activate shadow map blur.
- Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
- r_ShadowJittering
- Activate shadow map jittering.
- Usage: r_ShadowJittering [0=off, 1=on]
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- r_ShadowBluriness
- Select shadow map blurriness if r_ShadowBlur is activated.
- Usage: r_ShadowBluriness [0.1 - 16]
- r_ShadowsForwardPass
- 1=use Forward prepare depth maps pass
- Usage: CV_r_ShadowsForwardPass [0/1]
- r_ShadowsPCFiltering
- 1=use PCF for shadows
- Usage: r_ShadowsPCFiltering [0/1]
- r_ShadowsDepthBoundNV
- 1=use NV Depth Bound extension
- Usage: r_ShadowsDepthBoundNV [0/1]
- r_ShadowsStencilPrePass
- 1=Use Stencil pre-pass for shadows
- Usage: r_ShadowsStencilPrePass [0/1]
- r_ShadowsMaskDownScale
- 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]
- r_ShadowsMaskResolution
- 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]
- r_ShadowsDeferredMode
- 0=Quad light bounds
- 1=Use light volumes
- Usage: r_ShadowsDeferredMode [0/1]
- r_ShadowTexFormat
- 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]
- r_ShadowBlur
- Selected shadow map screenspace blurring technique.
- Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
- r_ShadowsUseClipVolume
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- Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
- capture_misc_render_buffers
- Captures internal render targets.
- Usage: capture_misc_render_buffers [0/1/2]
- 0=Disable (default)
- 1=Capture HDR, depth, shadow mask and AO buffers along with final framebuffer
- 2=Capture stereo left and right buffers
- Note: Enable capturing via "capture_frames 1".
- r_ShadowGenMode
- 0=Use Frustums Mask
- 1=Regenerate all sides
- Usage: r_ShadowGenMode [0/1]
- r_ShadowsParticleNormalEffect
- Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
- Usage: r_ShadowsParticleNormalEffect [x], 1. is default
- r_ShadowsParticleAnimJitterAmount
- Amount of animated jittering for particles shadows.
- Usage: r_ShadowsParticleJitterAmount [x], 1. is default
- r_ShadowsParticleJitterAmount
- Amount of jittering for particles shadows.
- Usage: r_ShadowsParticleJitterAmount [x], 0.5 is default
- r_ShadowsParticleKernelSize
- Blur kernel size for particles shadows.
- Usage: r_ShadowsParticleKernelSize [0.0 hard edge - x for blur], 1. is default
- r_ShadowsAdaptionMin
- starting kernel size, to avoid blocky shadows.
- Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
- r_ShadowsAdaptionSize
- Select shadow map blurriness if r_ShadowsBias is activated.
- Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing]
- r_ShadowsAdaptionRangeClamp
- maximum range between caster and reciever to take into account.
- Usage: r_ShadowsAdaptionRangeClamp [0.0 - 1.0], default 0.01
- r_ShadowsBias
- Select shadow map blurriness if r_ShadowsBias is activated.
- Usage: r_ShadowsBias [0.1 - 16]
- ¬Å§8r_UseShadowsPool
- 0=Disable
- 1=Enable
- Usage: r_UseShadowsPool[0/1]
- r_DebugLightVolumes
- 0=Disable
- 1=Enable
- Usage: r_DebugLightVolumes[0/1]
- r_DepthOfFieldStencilPrepass
- Enables depth of field stencil prepass.
- Usage: r_DepthOfFieldStencilPrepass [0/1]
- Default is 0 (disabled). 1 enables
- r_DepthOfFieldBokehQuality
- Sets depth of field bokeh quality (samples multiplier).
- Usage: r_DepthOfFieldBokeh [0/1/etc]
- Default is 0: ingame quality, 1: high quality mode
- r_DepthOfFieldBokeh
- Sets depth of field bokeh type (only for dof mode 3).
- Usage: r_DepthOfFieldBokeh [0/1/etc]
- Default is 0 (isotropic/spherical).
- r_DepthOfField
- Enables depth of field.
- Usage: r_DepthOfField [0/1/2]
- Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled
- r_UnderwaterEffectIgnoreNearest
- Disables underwater effect for nearest objects
- Usage: r_UnderwaterEffectIgnoreNearest [0/1]
- r_RainIgnoreNearest
- Disables rain wet/reflection layer for nearest objects
- Usage: r_RainIgnoreNearest [0/1]
- r_ssdoAmbientAmount
- Strength of SSDO ambient occlusion
- r_ssdoAmount
- Strength of the directional occlusion
- r_ssdoRadiusMax
- Max clamped SSDO radius
- r_ssdoRadiusMin
- Min clamped SSDO radius
- r_ssdoRadius
- SSDO radius
- r_ssdo
- 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)
- r_SSReflExp
- Reflection exponent, applied to glossiness material property
- r_SSReflCutoff
- Glossiness value below which reflections are disabled
- r_SSReflections
- Screen space reflections [0/1/2]
- 1 - Noisy sharp reflections without blurring
- 2 - Glossy/blurred reflections
- 3 - Blurred reflections (a different blurring algorithm)
- 4 - Specular+diffuse reflections (more expensive)
- r_RainOccluderSizeTreshold
- Only objects bigger than this size will occlude rain
- r_RainDistMultiplier
- Rain layer distance from camera multiplier
- r_RainLayersPerFrame
- Number of rain layers to render per frame
- r_RainMaxViewDist_Deferred
- Sets maximum view distance (in meters) for deferred rain reflection layer
- Usage: r_RainMaxViewDist_Deferred [n]
- r_RainMaxViewDist
- Sets rain max view distance
- Usage: r_RainMaxViewDist
- r_RainAmount
- Sets rain amount
- Usage: r_RainAmount
- r_Rain
- Enables rain rendering
- Usage: r_Rain [0/1/2]
- 0 - disabled1 - enabled2 - enabled with rain occlusion
- r_SnowFlakeClusters
- Number of snow flake clusters.
- Usage: r_SnowFlakeClusters [n]
- r_SnowDisplacement
- Enables displacement for snow accumulation
- Usage: r_SnowDisplacement [0/1]
- 0 - disabled
- 1 - enabled
- r_SnowHalfRes
- When enabled, snow renders at half resolution to conserve fill rate.
- Usage: r_SnowHalfRes [0/1]
- 0 - disabled
- 1 - enabled
- r_Snow
- Enables snow rendering
- Usage: r_Snow [0/1/2]
- 0 - disabled
- 1 - enabled
- 2 - enabled with snow occlusion
- r_DebugLayerEffect
- Enables debug mode (independent from game code) for layer effects
- Usage: r_DebugLayerEffect [0/1/2/3/etc]
- Default is 0 (disabled). 1: 1st layer mode, etc
- r_CustomVisions
- Enables custom visions, like heatvision, binocular view, etc.
- Usage: r_CustomVisions [0/1/2]
- Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing
- r_MotionBlurAdaptiveSampling
- Enables motion blur.adaptive sampling setting depending on movement amount
- Usage: r_MotionBlurAdaptiveSampling [0/1]
- r_MotionBlurFrameTimeScale
- Enables motion blur.frame time scaling - visually nicer on lower frame rates
- Usage: r_MotionBlurFrameTimeScale [0/1]
- r_MotionBlurMaxViewDist
- Sets motion blur max view distance for objects.
- Usage: r_MotionBlurMaxViewDist [0...1]
- Default is 16 meters
- r_MotionBlurShutterSpeed
- Sets motion blur camera shutter speed.
- Usage: r_MotionBlurShutterSpeed [0...1]
- Default is 0.0055
- X9´;r_UseMergedPosts
- 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)
- r_MotionBlur
- Enables per object and camera motion blur.
- Usage: r_MotionBlur [0/1/2/3]
- Default is 1 (camera motion blur on).
- 1: camera motion blur
- 2: camera and object motion blur
- 3: debug mode
- r_PostAAInEditingMode
- Enables amortized super sampling in editing mode. Uses camera jittering which can cause flickering of helper objects
- Usage: r_PostAAInEditingMode [0/1]
- r_PostAAStencilCulling
- Enables post processed AA stencil culling.
- r_PostAAEdgeFilter
- Enables morphological edge antialiasing algorithm.
- Usage: r_PostAAEdgeFilter [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x
- r_PostAAMode
- Enables supported AA modes.
- Usage: r_PostAAMode [1: to enable 2x distributed SSAA, 2: video capture mode (TBD)
- r_PostAA
- Enables amortized super sampling.
- Usage: r_PostAA [0/1/2/3]1: 2x SSAA, 0: disabled, 2: FXAA, 3: FXAA debug
- r_UseParticles_GIAmount
- Global illumination amount for particles without material.
- Usage: r_UseParticles_GIAmount [n]
- r_UseParticlesHalfResDebug
- Render half resolution particles tinted with a color.
- Usage: r_UseParticlesHalfResDebug [0/1]
- r_UseParticlesHalfResMinCoverage
- Threshold of estimated particle coverage needed before half-res rendering enabled.
- 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_UseParticlesHalfResMinCoverage [n]
- n = approx screenfulls of coverage
- r_UseParticlesHalfResForce
- Forces all particles of specified blend operation to be rendered in half resolution, regardless of param setting.
- Usage: r_UseParticlesHalfResForce [0:normal/1:force]
- r_UseParticlesHalfRes
- Enables rendering of particles of specified blend operation in half resolution.
- Usage: r_UseParticlesHalfRes [0:off/1:additive/2:alpha]
- r_UseParticlesMerging
- Enables merging of particles drawcalls.
- Usage: CV_r_useparticles_merge [0/1]
- r_UseParticlesGlow
- Enables glow particles.
- Usage: r_UseParticlesGlow [0/1]
- r_UseParticlesRefraction
- Enables refractive particles.
- Usage: r_UseParticlesRefraction [0/1]
- r_UseSoftParticles
- Enables soft particles.
- Usage: r_UseSoftParticles [0/1]
- r_UseMaterialLayers
- Enables material layers rendering.
- Usage: r_UseMaterialLayers [0/1/2]
- Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
- r_UseHWSkinning
- Toggles HW skinning.
- Usage: r_UseHWSkinning [0/1]
- Default is 1 (on). Set to 0 to disable HW-skinning.
- r_SoftAlphaTest
- Toggles post processed soft alpha test for shaders supporting this
- Usage: r_SoftAlphaTest [0/1]
- Default is 1 (enabled)
- r_UseAlphaBlend
- Toggles alpha blended objects.
- Usage: r_UseAlphaBlend [0/1]
- Default is 1 (on). Set to 0 to disable all alpha blended object.
- r_UseZPass
- Toggles Z pass.
- Usage: r_UseZPass [0/1]
- Default is 1 (on). Set to 0 to disable Z-pass.
- r_ZPassDepthSorting
- 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
- r_CBStaticDebug
- 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.
- r_CBStatic
- 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.
- r_ImpostersUpdatePerFrame
- How many kilobytes to update per-frame.
- Usage: r_ImpostersUpdatePerFrame [1000-30000]
- Default is 6000 (6 megabytes)
- r_ImposterRatio
- 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 1/4 texture memory usage)
- r_ImpostersDraw
- Toggles imposters drawing.
- Usage: r_ImpostersDraw [0/1]
- Default is 1 (on). Set to 0 to disable imposters.
- r_MaterialsBatching
- Toggles materials batching.
- Usage: r_MaterialsBatching [0/1]
- Default is 1 (on). Set to 0 to disable.
- r_GeomInstancingDebug
- Toggles HW geometry instancing debug display.
- Usage: r_GeomInstancingDebug [0/1/2]
- Default is 0 (off). Set to 1 to add GPU markers around instanced objects. 2 will visually highlight them as well.
- Toggles HW geometry instancing.
- Usage: r_GeomInstancing [0/1]
- Default is 1 (on). Set to 0 to disable geom. instancing.
- r_DisplacementFactor
- Global displacement amount.
- Default is 0.4f.
- r_TessellationTriangleSize
- Desired triangle size for screen-space tessellation.
- Default is 10.
- r_TessellationDebug
- 1 - Factor visualizing.
- Default is 0
- r_WaterTessellationHW
- Enables hw water tessellation.
- Usage: r_WaterTessellationHW [0/1]
- r_BatchType
- 0 - CPU friendly.
- 1 - GPU friendly.
- 2 - Automatic.
- r_GeomInstancingThreshold
- If the instance count gets bigger than the specified value the instancing feature is used.
- Usage: r_GeomInstancingThreshold [Num]
- Default is -1 (automatic depending on hardware, used value can be found in the log)
- r_BeamsDistFactor
- Distance between slices.
- Usage: r_BeamsDistFactor [fValue]
- Default is 0.01 (0.01 meters between slices).
- r_BeamsMaxSlices
- Number of volumetric slices allowed per light beam.
- Usage: r_BeamsMaxSlices [1-300]
- Default is 200 (high-spec).
- r_BeamsHelpers
- Toggles light beams helpers drawing.
- Usage: r_BeamsHelpers [0/1]
- Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
- r_BeamsSoftClip
- Toggles light beams clip type.
- Usage: r_BeamsSoftClip [0/1]
- Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
- r_Beams
- 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.
- r_HDRBlueShift
- HDR rendering blue shift.
- Usage: r_HDRBlueShift 0 to 1
- Default is 0 (disabled). Set to 1 to use max blue shift strength
- r_HDRBrightness
- HDR brightness
- Usage: r_HDRBrightness [Value]
- Default is 1.0
- r_HDRSaturation
- HDR saturation
- Usage: r_HDRSaturation [Value]
- Default is 1.0
- `?
- r_HDRSCurveMax
- HDR s-curve max output
- Usage: r_HDRSCurveMax [Value]
- Default is 0.95
- r_HDRSCurveMin
- HDR s-curve min output
- Usage: r_HDRSCurveMin [Value]
- Default is 0.0
- r_HDRBrightLevel
- HDR rendering level (bloom multiplier, tweak together with threshold)
- Usage: r_HDRBrightLevel [Value]
- Default is 1.25
- r_HDRBrightOffset
- HDR rendering bright offset.
- Usage: r_HDRBrightOffset [Value]
- Default is 8.0
- r_HDRBrightThreshold
- HDR rendering bright threshold.
- Usage: r_HDRBrightThreshold [Value]
- Default is 8.0
- r_HDRBloomMul
- HDR bloom multiplier
- Usage: r_HDRBloomMul [Value]
- r_HDRGrainAmount
- HDR camera grain amount
- Usage: r_HDRGrainAmount [Value]
- r_HDRRangeAdaptationSpeed
- HDR range adaption speed
- Usage: r_HDRRangeAdaptationSpeed [Value]
- r_EyeAdaptationLocal
- HDR rendering eye adaptation local
- Usage: 0==off 1==4x4 2==16x16 3==256x256
- r_EyeAdaptationSpeed
- HDR rendering eye adaptation speed
- Usage: r_EyeAdaptationSpeed [Value]
- r_EyeAdaptationBase
- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
- Usage: r_EyeAdaptationBase [Value]
- r_EyeAdaptationFactor
- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
- Usage: r_HDREyeAdaptionFactor [Value]
- Default is 0.85
- r_HDRForceUpdateTextures
- Forces updating HDR textures.
- r_HDRTexFormat
- HDR texture format.
- Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)
- Default is 0
- r_HDRRangeAdaptLBufferMaxRange
- Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
- Default is 2.0f
- r_HDRRangeAdaptLBufferMax
- Set range adaptation max adaptation for light buffers (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptLBufferMax [Value]
- Default is 0.25f
- r_HDRRangeAdaptMaxRange
- Set HDR range adaptation max adaptation (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptMaxRange [Value]
- Default is 4.0f
- r_HDRRangeAdaptMax
- Set HDR range adaptation max adaptation (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptMax [Value]
- Default is 1.0f
- r_HDREyeAdaptionCache
- 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
- r_HDRRangeAdapt
- Enable/Disable HDR range adaptation (improve precision - minimize banding)
- Usage: r_HDRRangeAdapt [Value]
- Default is 1
- r_HDRVignetting
- HDR viggneting
- Usage: r_HDRVignetting [Value]
- Default is 1 (enabled)
- r_HDROffset
- HDR rendering range offset (color multiplier tweak together with hdr level)
- Usage: r_HDROffset [Value]
- Default is 10.0f
- r_HDRLevel
- HDR rendering range level (color multiplier tweak together with hdr offset)
- Usage: r_HDRLevel [Value]
- Default is 6.0f
- r_HDRDebug
- Toggles HDR debugging info (to debug HDR/eye adaptation)
- Usage: r_HDRDebug
- 0 off (default)
- 1 show gamma-corrected scene target without HDR processing
- 2 identify illegal colors (grey=normal, red=NotANumber, green=negative)
- 3 display internal HDR textures
- 4 display HDR range adaptation
- 5 debug merged posts composition mask
- r_HDRRendering
- Toggles HDR rendering.
- Usage: r_HDRRendering [0/1]
- Default is 1 (on), film curve tone mapping.
- Set to 0 to disable HDR rendering.
- r_LightPropagationVolumes
- Toggles Light Propagation Volumes.
- Usage: r_LightPropagationVolumes [0/1]
- Default is 1 (on)
- r_DeferredShadingSortLights
- Sorts light by influence
- Usage: r_DeferredShadingSortLights [0/1]
- Default is 0 (off)
- r_DeferredShadingLightStencilRatio
- Sets screen ratio for deferred lights to use stencil (eg: 0.2 - 20% of screen).
- Usage: r_DeferredShadingLightStencilRatio [value]
- Default is 0.2
- =
- W>r_DeferredShadingLightLodRatio
- Sets deferred shading light intensity threshold for PS3.
- Usage: r_DeferredShadingLightLodRatio [value]
- Default is 0.1
- r_DeferredShadingAmbient
- Enables/Disables ambient processing.
- Usage: r_DeferredShadingAmbient [0/1/2]
- 0: no ambient passes (disabled)
- 1: vis areas and outdoor ambient (default)
- 2: only outdoor (debug vis areas mode)
- r_DeferredShadingLights
- Enables/Disables lights processing.
- Usage: r_DeferredShadingLights [0/1]
- Default is 1 (enabled)
- r_DeferredShadingDebug
- Toggles deferred shading debug.
- Usage: r_DeferredShadingDebug [0/1]
- 0 disabled (Default)
- 1: Visualize g-buffer and l-buffers
- 2: Debug deferred lighting fillrate (brighter colors means more expensive)
- r_DeferredShadingDBTstencil
- Toggles deferred shading combined depth bounds test + stencil test.
- Usage: r_DeferredShadingDBTstencil [0/1]
- Default is 1 (enabled)
- r_DeferredShadingDepthBoundsTest
- Toggles deferred shading depth bounds test.
- Usage: r_DeferredShadingDepthBoundsTest [0/1]
- Default is 1 (enabled)
- r_DeferredShadingScissor
- Toggles deferred shading scissor test.
- Usage: r_DeferredShadingScissor [0/1]
- Default is 1 (enabled)
- r_DeferredShadingStencilPrepass
- Toggles deferred shading stencil pre pass.
- Usage: r_DeferredShadingStencilPrepass [0/1]
- Default is 1 (enabled)
- r_DeferredShadingHeightBasedAmbient
- Toggles experimental height based ambient.
- Usage: r_DeferredShadingHeightBasedAmbient [0/1]
- Default is 1 (enabled)
- r_DeferredShadingEnvProbes
- Toggles deferred environment probes rendering.
- Usage: r_DeferredShadingEnvProbes [0/1]
- Default is 1 (enabled)
- r_deferredDecalsDebug
- Display decals debug info.
- Usage: r_deferredDecalsDebug [0/1]
- r_DeferredDecals
- Toggles deferred decals.
- Usage: r_DeferredDecals [0/1]
- Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.
- r_DeferredShadingLightVolumes
- Toggles Light volumes for deferred shading.
- Usage: r_DeferredShadingLightVolumes [0/1]
- Default is 1 (enabled)
- *
- e_CheckOctreeObjectsBoxSize
- Check for crazy sized COctreeNode m_objectsBoxes
- 0 - do nothing
- 1 - CryWarning
- 2 - CryWarning and __debugbreak() e_MaxDrawCalls
- Will not render CGFs past the given amount of drawcalls
- (<=0 off (default), >0 draw calls limit)
- e_UncompressedTerrainTexture
- Set to 1 to export the terrain texture tiles without DXT5 compression (use only when really necessary). e_CacheNearestCubePicking
- Enable caching nearest cube maps probe picking for alpha blended geometry
- e_levelStartupFrameDelay
- Set to number of frames to wait after level load before beginning fps measuring e_levelStartupFrameNum Set to number of frames to capture for avg fps computation
- e_DeferredPhysicsEvents Enable to Perform some physics events deferred as a task/spu job
- e_PrepareDeformableObjectsAtLoadTime Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage e_WorldSegmentationTest Debug only: simulates multi-segment behavior in the editor
- e_GICache
- Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)
- e_GIBlendRatio Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2 e_RenderMeshCollisionTolerance Min distance between physics-proxy and rendermesh before collision is considered a hole e_GIPropagationAmp
- Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5 33S@e_GIOffset
- Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1 e_GIIterations Maximum number of propagation iterations global illumination
- The less number of propagation iterations the shorter the light propagation distance. Default: 6. Max: 32 e_GIMaxDistance
- Maximum distance of global illumination in meters.
- The less the distance the better the quality. PGI Default: 400. Original Default: 50. Max: 150 Ce_GIAmount
- Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary) e_GIRSMSize Set the default reflective shadow map size.
- Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512
- e_GICascadesRatio
- Sets slope of cascades for global illumination. Default: 2.f e_GINumCascades Sets number of cascades for global illumination. Default: 1 e_GIGlossyReflections
- Enable/disable reflective mode for global illumination. Default: 0 - disabled e_GISecondaryOcclusion
- Enable/disable secondary occlusion for global illumination. Default: 0 - disabled e_GI
- Enable/disable global illumination. Default: 1 - enabled
- e_SplitScreenTest
- Split screen into 2x2 views. Currently doesn't work with deferred shading, post-processing, SSAO and terrain AO e_CameraFreeze Freeze 3dengine camera (good to debug object culling and LOD).
- The view frustum is drawn in write frame.
- 0 = off
- 1 = activated
- e_CameraRotationSpeed Rotate camera around Z axis for debugging
- e_TimeOfDayDebug
- Display time of day current values on screen Time of Day change speed
- e_TimeOfDay Current Time of Day e_CameraGoto Move cameras to a certain pos/angle e_StreamCgfDebugFilter Show only items containig specified text
- e_SQTestTextureName strfrn_advrt_boards_screen
- Reference texture name for streaming latency test
- e_ScreenShotFileFormat
- Set output image file format for hires screen shots. Can be JPG or TGA e_ParticlesShadows
- Shadows on particles
- Usage: e_ParticlesShadows [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force e_ParticlesMotionBlur
- Motion blur for particles
- Usage: e_ParticlesMotionBlur [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force e_ParticlesSoftIntersect
- Render particles with soft intersection
- Usage: e_ParticlesSoftIntersect [0/1/2]
- 0 = Disable
- 1 = Allow
- 2 = Force
- e_ParticlesDiffCM
- Apply diffuse cubemaps to appropriate particle effects
- Usage: e_ParticlesDiffCM [0/1/2]
- 0 = Disable
- 1 = Allow
- 2 = Force
- e_ParticlesGI Apply global illumination to appropriate particle effects
- Usage: e_ParticlesGI [0/1/2]
- 0 = Disable
- 1 = Allow
- 2 = Force
- e_ParticlesAnimBlend Blend between animated texture frames
- Usage: e_ParticlesAnimBlend [0/1/2]
- 0 = Disable
- 1 = Allow
- 2 = Force
- e_ParticlesUseLevelSpecificLibs Allows searching for level-specific version of effects files
- 0 = Off
- 1 = Enabled
- e_ParticlesLightsViewDistRatio Set particles lights view distance ratio
- e_ParticlesLights
- Allows to have light source attached to every particle
- 0 = Off
- 1 = Deferred lights
- e_ParticlesEmitterPoolSize
- e_ParticlesPoolSize Particles pool memory size in KB; 0 for unlimited
- e_ParticlesQuality
- Particles detail quality
- e_ObjQuality Object detail quality e_DefaultMaterial
- use gray illumination as default
- e_StatObjMergeMaxTrisPerDrawCall
- Skip merging of meshes already having acceptable number of triangles per draw call
- e_StatObjMergeUseThread Use a thread to perform sub-objects meshes merging
- e_StatObjMerge Enable CGF sub-objects meshes merging e_PreloadDecals Preload all materials for decals
- e_PreloadMaterials
- Preload level materials from level cache pak and resources list e_StatObjPreload
- Load level CGF's in efficient way
- e_StatObjValidate
- Enable CGF mesh validation during loading
- e_Ropes Turn Rendering of Ropes on/off e_ScreenShotDebug
- 0 off
- 1 show stitching borders
- 2 show overlapping areas e_ScreenShotMapOrientation
- param for rotating the orientation through 90 degrees so the screen shot width is along the X axis
- see e_ScreenShotMap
- 0 - 1 (0 is default) e_ScreenShotMapCamHeight
- param for top-down-view screenshot creation, defining the camera height for screenshots,
- see e_ScreenShotMap defines the y position of the bottom right corner of the
- screenshot-area on the terrain,
- 0.0 - 1.0 (1.0 is default)
- e_ScreenShotMapSizeY e_ScreenShotMapSizeX
- param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap
- defines the x position of the bottom right corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (1.0 is default)
- e_ScreenShotMapCenterY
- param for the centerX position of the camera, see e_ScreenShotMap
- defines the y position of the top left corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (0.0 is default)
- e_ScreenShotMapCenterX param for the centerX position of the camera, see e_ScreenShotMap
- defines the x position of the top left corner of the screenshot-area on the terrain,
- 0.0 - 1.0 (0.0 is default)
- e_ScreenShotMinSlices used for all type highres screenshots made by e_ScreenShot to define the amount
- of sub-screenshots for the width and height to generate the image,
- the min count
- will be automatically raised if not sufficient (per screenshot-based) e_ScreenShotQuality used for all type highres screenshots made by e_ScreenShot to define the quality
- 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
- e_ScreenShotHeight
- used for all type highres screenshots made by e_ScreenShot to define the
- height of the destination image, 1500 default e_ScreenShotWidth
- used for all type highres screenshots made by e_ScreenShot to define the
- width of the destination image, 2000 default e_ScreenShot
- 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_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX,
- e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug e_VolObjShadowStrength Self shadow intensity of volume objects [0..1]. e_JointStrengthScale
- Scales the strength of prebroken objects' joints (for tweaking) e_PhysOceanCell Cell size for ocean approximation in physics, 0 assumes flat plane
- e_CullVegActivation Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation) e_DeformableObjects Enable / Disable morph based deformable objects e_FoliageWindActivationDist If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
- e_FoliageBranchesTimeout
- Maximum lifetime of branch ropes (if there are no collisions) e_FoliageBrokenBranchesDamping Damping of branch ropes of broken vegetation e_FoliageBranchesDamping
- Damping of branch ropes e_FoliageBranchesStiffness
- Stiffness of branch ropes
- e_FoliageStiffness
- Stiffness of the spongy obstruct geometry ÍÌL@e_PhysFoliage
- Enables physicalized foliage
- 1 - only for dynamic objects
- 2 - for static and dynamic) e_PhysProxyTriLimit Maximum allowed triangle count for phys proxies e_PhysMinCellSize
- Min size of cell in physical entity grid
- e_DebugLights
- 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
- e_TerrainAo Activate deferred terrain ambient occlusion e_LodMinTtris LODs with less triangles will not be used
- e_LodMax
- Max LOD for objects e_CharLodMin Min LOD for character objects e_LodMin
- Min LOD for objects e_ViewDistMin Min distance on what far objects will be culled out e_ViewDistRatioCustom
- View distance ratio for special marked objects (Players,AI,Vehicles) e_ViewDistRatioLights View distance ratio for light sources ÈA e_ViewDistRatioVegetation
- View distance ratio for vegetation
- e_ViewDistRatioDetail View distance ratio for detail objects e_ViewDistRatioPortals View distance ratio for portals e_ViewDistCompMaxSize
- Affects max view distance for big objects, small number will render less objects
- e_ViewDistRatio View distance ratio for objects pB e_LodCompMaxSize
- Affects LOD selection for big objects, small number will switch more objects into lower LOD e_LodRatio
- LOD distance ratio for objects e_DisplayMemoryUsageIcon
- Turns On/Off the memory usage icon rendering: 1 on, 0 off.
- e_SkyType
- Type of sky used: 0 (static), 1 (dynamic).
- e_SkyQuality Quality of dynamic sky: 1 (very high), 2 (high).
- e_SkyUpdateRate
- Percentage of a full dynamic sky update calculated per frame (0..100]. Âõ= e_Clouds
- Enable clouds rendering e_RecursionViewDistRatio
- Set all view distances shorter by factor of X e_RecursionOcclusionCulling
- If 0 - will disable occlusion tests for recursive render calls like render into texture e_Recursion
- If 0 - will skip recursive render calls like render into texture
- e_ProcVegetationMaxObjectsInChunk
- Maximum number of instances per chunk e_ProcVegetationMaxSectorsInCache
- Maximum number of 64x64 meter sectors cached in memory e_ProcVegetationMaxViewDistance Maximum distance where procedural objects may be spawn e_ProcVegetation
- Show procedurally distributed vegetation
- e_VoxelUpdatePhysics Physicalize geometry e_VoxelLodsNum Generate LODs for voxels
- e_VoxelAoScale Ambient occlusion amount
- e_VoxelAoRadius Ambient occlusion test range in units e_VoxelDebug Draw voxel debug info e_VoxelGenerate Regenerate voxel world e_VoxTerViewDistRatioMeshActivate
- e_VoxTerViewDistRatioPrediction e_VoxTerViewDistRatio e_VoxTerOverlayBlend Use overlay blending mode
- e_VoxTerMixMask Store blend info, base color and normals in textures e_VoxTerTexRebuildEveryFrame e_VoxTerTexResExportDownscale values 1 or 2 will downscale textures during exporting by factor of 2 or 4
- e_VoxTerTexResBumpDownscale e_VoxTerMeshSimplify e_VoxTerTexResFinal e_VoxTerTexResInternal e_VoxTerTexTiling
- e_VoxTerMaxMeshesInMem e_VoxTerMaxMeshLods e_VoxTerTexBuildsPerFrame
- e_VoxTerTexBuildOnCPU e_VoxTerHideIntegrated e_VoxTerTexDebug
- e_VoxTerAsyncPhysicalization e_VoxTerUpdateTextures e_VoxTerInGameTextureStreaming e_VoxTerIntegrateVegetations e_VoxTerOnTheFlyIntegration e_VoxTerLog e_VoxTerShadows e_VoxTerHeightmapEditingCustomLayerInfo e_VoxTerHeightmapEditing
- e_VoxTerActivateAll Actuate all terrain meshes and textures available marked as needed for game play
- e_VoxTerExportObjects e_VoxTer
- e_VoxTerTraceMessages e_VoxTerMeshSize
- e_VoxTerRelaxation
- Use X vertex relaxation passes during voxel terrain mesh generation e_VoxTerAddBrushes
- e_VoxTerDebugNodesGenDepth
- e_VoxTerDebugY e_VoxTerDebugX e_VoxTerDebugLodRatio B e_VoxTerDebugAreaSizeRatio
- e_VoxTerDebugAreaSizeMax
- e_VoxTerOptimizeLods e_VoxTerDebugBuildLeafs e_VoxTerThreads e_VoxTerRoadsCullDist e_VoxTerShapeCheck
- e_VoxTerRoadsCheck
- e_VoxTerDebug e_VoxTerMaxMeshBuildDepthLimit e_VoxTerMaxMeshBuildDepth
- e_VoxTerBorderLodPlus e_VoxTerTexPoolSizeForEditor Maximum amount of re-mesh textures cached in memory (in MB) e_VoxTerMeshUsageDebug Show only segments where mesh memory usage is higher than X kb e_VoxTerTexUsageDebug Show only segments where texture memory usage is higher than X kb
- e_VoxTerDiskUsageDebug Show only segments where disk usage is higher than X kb e_VoxTerMemoryUsageDebug
- Show only segments where mesh and textures memory usage is higher than X kb e_VoxTerTexFormat
- Mega-texture format: 22=eTF_DXT1, 24=eTF_DXT5, 7=eTF_A4R4G4B4, 8=eTF_R5G6B5 e_VoxScanScene e_VoxTerMemWarning
- Show message box when allocations reach X GB e_VoxTerIntegrateBoxes e_VoxTerPlanarProjection
- e_VoxTerPaintSleep
- e_VoxTerVegetationEx e_SQTestDelay Time to stabilize the system before camera movements e_VoxTerTexRangeScale e_Voxel Render voxels e_LodsForceUse Force using LODs even if triangle count do not suit e_Lods
- Load and use LOD models for static geometry e_Dissolve
- Objects alphatest_noise_fading out on distance and between lods e_PrecacheLevel Pre-render objects right after level loading e_OcclusionVolumesViewDistRatio Controls how far occlusion volumes starts to occlude objects e_OcclusionVolumes
- Enable occlusion volumes(antiportals) e_OcclusionLazyHideFrames
- Makes less occluson tests, but it takes more frames to detect invisible objects e_ObjFastRegister
- e_ObjStats
- Show instances count e_StatObjTestOBB
- Use additinal OBB check for culling e_StatObjTessellationMode
- Set they way pre-tessellated version of meshes is created: 0 = no pre-tessellation, 1 = load from disk, 2 = generate from normal mesh on loading
- e_StatObjTessellationMaxEdgeLenght
- Split edges longer than X meters
- e_StatObjBufferRenderTasks
- 1 - occlusion test on render node level, 2 - occlusion test on render mesh level
- e_MtTest
- MT Debug
- e_ObjectsTreeBBoxes Debug draw of object tree bboxes
- e_Render
- Enable engine rendering e_Objects
- Render or not all objects
- e_ObjectLayersActivationPhysics Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only.
- e_ObjectLayersActivation
- Allow game to activate/deactivate object layers e_Sleep Sleep X in C3DEngine::Draw
- e_OnDemandMaxSize
- Specifies the maximum size of vegetation objects that are physicalized on-demand
- e_OnDemandPhysics
- Turns on on-demand vegetation physicalization e_Brushes
- Draw brushes e_ScissorDebug e_StreamCgfUpdatePerNodeDistance
- Use node distance as entity distance for far nodex
- e_DissolveDistband
- Over how many metres transition takes place e_DissolveDistMin
- At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) e_DissolveDistMax
- At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) e_StreamPredictionAheadDebug Draw ball at predicted position e_StreamPredictionAhead Use preducted camera position for streaming priority updates e_StreamCgfGridUpdateDistance Update streaming priorities when camera moves more than this value
- e_StreamCgfVisObjPriority
- 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 e_StreamPredictionDistanceNear Prediction distance for streaming, affets LOD of objects
- e_StreamPredictionDistanceFar Prediction distance for streaming, affects far objects e_StreamCgfDebugHeatMap
- Generate and show mesh streaming heat map
- 1: Generate heat map for entire level
- 2: Show last heat map e_StreamCgfDebugMinObjSize
- Threshold for objects debugging in KB e_StreamCgfDebug
- 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
- e_StreamCgf Enable streaming of static render meshes
- e_StreamPredictionMinReportDistance e_StreamPredictionMinFarZoneDistance e_StreamCgfFastUpdateMaxDistance
- Update streaming priorities for near objects every second frame e_StreamPredictionAlwaysIncludeOutside Always include outside octrees in streaming e_StreamPredictionTexelDensity Use mesh texture mapping density info for textures streaming e_StreamPredictionMaxVisAreaRecursion Maximum number visareas and portals to traverse.
- e_StreamCgfMaxTasksInProgress
- Maximum number of files simultaneously requested from streaming system e_CoverCgfDebug Shows the cover setups on cfg files e_3dEngineLogAlways Set maximum verbosity to 3dengine.dll log messages
- e_3dEngineTempPoolSize
- pool size for temporary allocations in kb, requires app restart e_SQTestMoveSpeed
- Camera speed during test (meters/sec) e_SQTestMip Mip to wait during test e_SQTestDistance
- Distance to travel
- e_SQTestExitOnFinish If not zero - shutdown when finished testing e_SQTestCount If not zero - restart test X times
- If not zero - start streaming latency unit test e_StreamCgfPoolSize Render mesh cache size in MB e_StreamSaveStartupResultsIntoXML
- Save basic information about streaming performance on level start into XML
- e_BBoxes
- Activates drawing of bounding boxes e_WaterTessellationSwathWidth Set the swath width for the boustrophedonic mesh stripping
- e_WaterTessellationAmountY
- Set tessellation on y axis - 0 means not used e_WaterTessellationAmountX
- Set tessellation on x axis - 0 means not used e_WaterTessellationAmount
- Set tessellation amount e_WaterWavesTessellationAmount Sets water waves tessellation amount e_WaterWaves Activates drawing of water waves
- e_WaterVolumes Activates drawing of water volumes
- e_MaxViewDistFullDistCamHeight e_MaxViewDistSpecLerp 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
- e_MaxViewDistance
- Far clipping plane distance e_DynamicLightsMaxEntityLights Set maximum number of lights affecting object e_PortalsBigEntitiesFix
- Enables special processing of big entities like vehicles intersecting portals e_Portals
- Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
- e_HwOcclusionCullingObjects Activates usage of HW occlusion test for objects
- e_HwOcclusionCullingWater
- Activates usage of HW occlusion test for ocean e_DynamicLightsConsistentSortOrder
- e_DynamicLightsFrameIdVisTest Use based on last draw frame visibility test e_DynamicLightsForceDeferred Convert all lights to deferred (except sun) Activates dynamic light sources e_DynamicLightsMaxCount Sets maximum amount of dynamic light sources e_CullerThread The hw thread number on XENON that the culler will run on, only read at startup e_CoverageBufferMaxAddRenderMeshTime Max time for unlimited AddRenderMesh e_CoverageBufferTreeDebug
- e_CoverageBufferOccludersLodRatio
- e_CoverageBufferOccludersViewDistRatio e_CoverageBufferOccludersTestMinTrisNum e_CoverageBufferTolerance
- amount of visible pixel that will still identify the object as covered e_CoverageBufferAccurateOBBTest Checking of OBB boxes instead of AABB or bounding rects e_CoverageBufferReproj Use re-projection technique on CBuffer e_CoverageBufferResolution
- Resolution of software coverage buffer e_CoverageBufferDebugDrawScale e_CoverageBufferLightsDebugSide e_CoverageBufferRotationSafeCheck
- Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object e_CoverageBufferAABBExpand
- expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer e_CoverageBufferBias Coverage buffer z-biasing
- e_CoverageBufferTestMode
- e_CoverageBufferDrawOccluders Debug draw of occluders for coverage buffer e_CoverageBufferDebugFreeze Freezes view matrix/-frustum e_CoverageBufferDebug Display content of main camera coverage buffer e_CoverageBufferVersion 1 Vladimir's, 2MichaelK's
- e_CoverageBufferTerrainLodShift Controls tessellation of terrain mesh e_CoverageBufferTerrain Activates usage of coverage buffer for terrain e_CoverageBufferCullIndividualBrushesMaxNodeSize
- 128 - cull only nodes of scene tree and very big brushes
- 0 - cull all brushes individually
- e_CoverageBuffer
- Activates usage of software coverage buffer.
- 1 - camera culling only
- 2 - camera culling and light-to-object check e_Sun
- Activates sun light source
- e_TerrainTextureLodRatio
- Adjust terrain base texture resolution on distance
- e_OcclusionCullingViewDistRatio
- Skip per object occlusion test for very far objects - culling on tree level will handle it
- e_TerrainLodRatioHolesMin
- Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance e_TerrainLodRatio
- Set heightmap LOD
- e_TerrainOcclusionCullingPrecisionDistRatio Controls density of rays depending on distance to the object e_TerrainOcclusionCullingPrecision
- Density of rays e_TerrainDrawThisSectorOnly 1 - render only sector where camera is and objects registered in sector 00
- 2 - render only sector where camera is
- e_TerrainLog e_TerrainTextureStreamingPoolItemsNum Specifies number of textures in terrain base texture streaming pool e_TerrainTextureStreamingDebug e_TerrainTextureDebug e_TerrainOcclusionCullingStepSize
- Initial size of single step (in heightmap units)
- e_TerrainOcclusionCullingMaxSteps
- Max number of tests per ray (for version 0) e_TerrainOcclusionCullingDebug Draw sphere on every terrain height sample
- e_TerrainOcclusionCullingVersion
- 0 - old, 1 - new
- e_StreamAutoMipFactorMaxDVD e_StreamAutoMipFactorMax
- e_StreamAutoMipFactorMin
- e_StreamAutoMipFactorSpeedThreshold e_StreamPredictionUpdateTimeSlice
- Maximum amount of time to spend for scene streaming priority update in milliseconds e_TerrainOcclusionCullingMaxDist
- Max length of ray (for version 1)
- e_TerrainOcclusionCullingStepSizeDelta Step size scale on every next step (for version 1) ff†?e_TerrainOcclusionCulling
- heightmap occlusion culling with time coherency 0=off, 1=on e_TerrainNormalMap
- Use terrain normal map for base pass if available
- e_TerrainBBoxes Show terrain nodes bboxes
- e_AutoPrecacheCgfMaxTasks
- Maximum number of parallel streaming tasks during pre-caching e_AutoPrecacheCgf
- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster) e_AutoPrecacheTexturesAndShaders
- Force auto pre-cache of general textures and shaders e_AutoPrecacheTerrainAndProcVeget
- Force auto pre-cache of terrain textures and procedural vegetation
- e_AutoPrecacheCameraJumpDist
- When not 0 - Force full pre-cache of textures, procedural vegetation and shaders
- if camera moved for more than X meters in one frame or on new cut scene start e_TerrainDeformations Allows in-game terrain surface deformations e_Terrain
- Activates drawing of terrain ground e_RNTmpDataPoolMaxFrames
- Cache RNTmpData at least for X framres e_GsmScatterLodDist Size of Scattering LOD GSM in meters e_GsmRangeStepExtended gsm_range_step for last gsm lod containing terrain
- e_GsmCacheLodOffsetExtended How fast to update terrain GSM lod
- e_GsmCacheLodOffset Makes first X GSM lods not cached
- e_GsmCache
- Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
- e_GsmViewSpace
- 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera e_GsmStats
- Show GSM statistics 0=off, 1=enable debug to the screens
- e_GsmDepthBoundsDebug Debug GSM bounds regions calculation e_GsmLodsNum Number of GSM lods (0..5)
- e_GsmRangeStep Range of next GSM lod is previous range multiplied by step
- e_GsmRange
- Size of LOD 0 GSM area (in meters)
- e_ShadowsCharacterExtend
- Extension to character bounds when rendering into GSM shadows
- e_ShadowsOcclusionCullingCaster Clips the caster extrusion to the zero height. e_ShadowsOcclusionCulling
- Enable/disable shadow-caster test against the occlusion buffer e_ShadowsCastViewDistRatio
- View dist ratio for shadow maps casting from objects e_ShadowsCastViewDistRatioLights
- View dist ratio for shadow maps casting for light sources
- e_ShadowsUpdateViewDistRatio View dist ratio for shadow maps updating for shadowpool e_ShadowsMasksLimit
- Maximum amount of allocated shadow mask textures
- This limits the number of shadow casting lights overlapping
- 0=disable limit(unpredictable memory requirements)
- 1=one texture (4 channels for 4 lights)
- 2=two textures (8 channels for 8 lights), ... e_ShadowsOnWater
- Enable/disable shadows on water e_ShadowsConstBiasHQ Shadows slope bias for shadowgen (high quality mode) e_ShadowsConstBias
- e_ShadowsSlopeBiasHQ Shadows slope bias for shadowgen (for high quality mode)
- e_ShadowsSlopeBias
- e_ShadowsAdaptScale {.@e_ShadowsResScale
- Shadows slope bias for shadowgen
- e_ShadowsMaxTexRes
- Set maximum resolution of shadow map
- 256(faster), 512(medium), 1024(better quality) e_ShadowsClouds Cloud shadows e_ShadowsDebug 0=off, 2=visualize shadow maps on the screen e_ShadowsFrustums
- e_ShadowsOnAlphaBlend Enable shadows on alphablended e_GsmExtendLastLodUseAdditiveBlending Enable Additive Blending on shadows from terrain
- e_GsmExtendLastLodUseVariance Enable Variance Shadow mapping on shadows from terrain e_GsmCastFromTerrain Cast shadows from terrain
- e_GsmExtendLastLod
- Make last cascade bigger and use less frequent updates e_GsmExtendLastLodIncludeObjects
- Includes object shadows into last very big shadow frustum
- e_ShadowsTessellateDLights
- Disable/enable tessellation for local lights shadows e_ShadowsTessellateCascades
- Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
- e_TessellationMaxDistance
- Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout e_Tessellation HW geometry tessellation 0 = not allowed, 1 = allowed e_ShadowsLodBiasInvis Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
- e_ShadowsLodBiasFixed Simplifies mesh for shadow map generation by X LOD levels
- e_Shadows
- Activates drawing of shadows e_WindAreas e_Wind
- e_VegetationSpritesScaleFactor
- [0-1] amount to factor in scale of sprites in sprite switch distance. e_VegetationMinSize Minimal size of static object, smaller objects will be not rendered e_ForceDetailLevelForScreenRes
- Force sprite distance and other values used for some specific screen resolution, 0 means current
- e_VegetationSpritesDistanceCustomRatioMin
- Clamps SpriteDistRatio setting in vegetation properties e_VegetationSpritesDistanceRatio
- Allows changing distance on what vegetation switch into sprite e_VegetationSpritesMinDistance
- Sets minimal distance when distributed object can be replaced with sprite
- e_VegetationAlignToTerrainAmount
- 0 - no align, 1 - full align e_VegetationBoneInfo Logs information about number of bones in each vegetation object loaded e_VegetationSpritesBatching
- Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation e_DissolveSpriteDistRatio
- The fraction of vegetation sprite draw distance over which to dissolve e_DissolveSpriteMinDist The min dist over which vegetation sprites dissolve e_VegetationSprites Activates drawing of sprites instead of distributed objects at far distance e_VegetationProfiler Show the ingame vegetation profiler e_Vegetation Activates drawing of distributed objects like trees e_VegetationSphericalSkinning Activates vegetation spherical skinning support e_VegetationUseTerrainColor Allow blend with terrain color for vegetations e_VegetationAlphaBlend Allow alpha blending for vegetations e_VegetationBending Debug
- e_DecalsMaxUpdatesPerFrame
- Maximum number of static decal render mesh updates per frame e_DecalsMaxValidFrames Number of frames after which not visible static decals are removed
- e_DecalsOverlapping If zero - new decals will not be spawned if the distance to nearest decals less than X e_DecalsNeighborMaxLifeTime
- If not zero - new decals will force old decals to fade in X seconds e_DecalsLifeTimeScale Allows to increase or reduce decals life time for different specs
- e_DecalsRange Less precision for decals outside this range e_DecalsClip Clip decal geometry by decal bbox
- e_DecalsScissor Enable decal rendering optimization by using scissor e_DecalsPreCreate
- Pre-create decals at load time e_DecalsMerge Combine pieces of decals into one render call e_DecalsHitCache
- Use smart hit caching for bullet hits (may cause no decals in some cases)
- e_DecalsAllowGameDecals Allows creation of decals by game (like weapon bullets marks) e_DecalsMaxTrisInObject Do not create decals on objects having more than X triangles e_DecalsPlacementTestAreaSize Avoid spawning decals on the corners or edges of entity geometry ®Ga>e_DecalsDefferedDynamicDepthScale
- Scale decal projection depth e_DecalsDefferedDynamicMinSize Convert only dynamic decals bigger than X into deferred 33³> e_DecalsDefferedDynamic
- 1 - make all game play decals deferred, 2 - make all game play decals non deferred
- e_DecalsDefferedStatic 1 - switch all non-planar decals placed by level designer to deferred e_DecalsForceDeferred 1 - force to convert all decals to use deferred ones e_Decals
- Activates drawing of decals (game decals and hand-placed)
- e_Roads Activates drawing of road objects
- e_ParticlesDumpMemoryAfterMapLoad
- Set to 1 to dump particle memory informations after map load e_ParticlesCullAgainstViewFrustum
- Cull particles against the view frustum e_ParticlesMaxScreenFill
- Screen size max of total particles to draw
- e_ParticlesMaxDrawScreen
- Screen size max per particle -- fade out earlier
- e_ParticlesMinDrawPixels
- Pixel size min per particle -- fade out earlier e_ParticlesMinDrawAlpha Alpha cutoff for rendering particles oƒ; e_ParticlesLod Multiplier to particle count e_ParticlesPreload
- Enable preloading of all particle effects at the beginning
- e_ParticlesObjectCollisions
- Enable particle/object collisions for SimpleCollision:
- 1 = against static objects only, 2 = dynamic also
- e_ParticlesThread
- Enable particle threading
- e_ParticlesDebug
- Particle debug flags: flags+ enables, flags- disables
- 1 = show basic stats
- m = show memory usage
- r = show reiteration, rejection, and collision stats
- b = draw bounding boxes and labels, show bounding box stats
- x = show bounding box stats
- s = log emitter and particle counts by effect (for 1 frame)
- c = disable clipping against water and vis area bounds
- d = force dynamic bounds and update for all emitters k = disable freeing of unseen emitters z = freeze particle system Activates drawing of particles e_SunAngleSnapDot ïÿ?e_SunAngleSnapSec
- Sun dir snap control e_SunClipPlaneRange Maximum possible clip plane range for sun light frustum in meters ÈDe_TerrainDetailMaterialsViewDistXY
- Max view distance of terrain XY materials
- e_TerrainDetailMaterialsZAngle Max slop angle for the terrain detail Z-axe material
- 4B e_TerrainDetailMaterialsViewDistZ
- Max view distance of terrain Z materials
- e_TerrainDetailMaterialsDebug Shows number of materials in use per terrain sector e_TerrainDetailMaterials
- Activates drawing of detail materials on terrain ground e_DebugDraw
- 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: Display occlusion amount (used during AO computations)
- 15: Display helpers
- 16: Display debug gun
- 17: Streaming info (buffer sizes)
- 18: Streaming info (required streaming speed)
- 19: Physics proxy triangle count
- 20: Display object instant texture memory usage
- 21: Display object distance to camera
- 22: Display object's current LOD vertex count
- e_DebugDrawShowOnlyLod e_DebugDraw shows only objects showing lod X e_DebugDrawShowOnlyCompound e_DebugDraw shows only Compound (less efficient) static meshes e_WaterOceanFFT Activates fft based ocean
- e_WaterOceanBottom
- Activates drawing bottom of ocean
- e_WaterOcean Activates drawing of ocean.
- 1: use fast rendering path with merged fog (default)
- 2: use usual rendering path e_SkyBox
- Activates drawing of skybox and moving cloud layers e_Mechs Activates drawing of Mechs
- e_Entities
- Activates drawing of entities and brushes
- e_FogVolumes Activates local height/distance based fog volumes e_Fog
- Activates global height/distance based fog
- r_txaa=%i
- r_msaa=%i
- r_postaa=%i
- analog @k_ @j_ @j_Pov pov @j_Slider slider
- @j_Button button @j_Rot
- @j_Axis @j_Joystick k_UnknownBinding
- <DX9_EXCLUSIVE> %d x %d r_StereoDevice @_%s|%s|%s|%s|%d
- @_%s|%s|%s|%s|%d|%d @ui_unbound @Î.8 àé.8 P…8 ðÇ.8 OptionCfg.
- \Libs\Config\actionOrder.xml maps %s=%i
- %s=%f
- %s="%s"
- ; DO NOT MODIFY THIS FILE!
- r_postaa r_msaa r_txaa
- r_StereoOutput ui_mech_select_filter ui_mech_lab_layout
- AchievementNotification AutoRearm
- AutoRepair
- gp_voip_enabled gp_voip_capture_device gp_voip_capture_mode gp_voip_playback_device gp_voip_playback_mode gp_voip_release_delay gp_voip_playback_level gp_voip_capture_level d3d9_TripleBuffering O3DVision
- r_VSync r_Contrast
- r_Brightness ResolutionIdx MSAAMode
- sys_spec_Environment sys_spec_Texture
- sys_spec_Shadows
- sys_spec_Shading
- sys_spec_PostProcessing sys_spec_Particles
- sys_spec_ObjectDetail sys_spec_GameEffects
- s_autoMpSoundNameFixup Allows for overriding the sound file name on loading.
- If enabled, "<sound>_mp" file will be loaded instead of "<sound>" file
- Usage: s_autoMpSoundNameFixup [0/1]
- Default is 0.
- s_ReverbDelay 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.
- s_ReverbReflectionDelay
- 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.
- s_ReverbDynamic
- 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.
- s_ReverbEchoDSP 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~>~~)
- s_ReverbDebugDraw
- Enables reverb ray casting debug drawing. Needs s_ReverbDynamic to be not 0!
- Usage: s_ReverbDebugDraw [0/1]
- Default: 0
- s_ReverbType
- Toggles type of reverb effect.
- Usage: s_ReverbType [0..2]
- Default PC: 2, Xbox360: 2, PS3: 2.
- 0: Disables reverb completely.
- 1: Enables SW I3DL2 reverb (low quality).
- 2: Enables SW I3DL2 reverb (high quality).
- s_NoFocusVolume
- 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).
- Controls the dialog volume for game use.
- Usage: s_GameDialogVolume 0.5
- Default is 1, which is full volume.
- s_DialogVolume Sets the volume of all dialog sounds.
- Usage: s_DialogVolume 0.5
- Default is 1, which is full volume.
- Controls the music volume for game use.
- Usage: s_GameMusicVolume 0.2
- Default is 1.0 s_MusicVolume
- Sets the music volume from 0 to 1 in the games option.
- Usage: s_MusicVolume 0.2
- Default is 1.0 Controls the sfx volume for game use.
- Usage: s_GameSFXVolume 0.5
- Default is 1, which is full volume. s_SFXVolume
- Sets the percentile volume of the sound effects.
- Usage: s_SFXVolume 0.5
- Default is 1, which is full volume. s_GameMasterVolume
- Allows for setting the application's master volume.
- Usage: s_GameMasterVolume [0...1]
- Default is 1 (full volume).
- s_LoadRequestsDisplayTime
- Allows for setting the amount of time in milliseconds for how long load requests are being displayed on the screen.
- Usage: s_LoadRequestsDisplayTime [0...n]
- Default is 5000.0 (5 seconds).
- s_DistanceSphereSemantic
- Controls for which type of event to draw the distance sphere.
- Usage: s_DistanceSphereSemantic [0ab...] (flags can be combined)
- Default: 0 (all)
- 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
- s_EffectsAffectReverb Controls for alternating routing for reverb path of an event so it goes from the layer dsp unit instead of the channel if enabled.
- Usage: s_EffectsAffectReverb [0/1]
- Default PC: 1, PS3: 1, XBox360: 1
- Controls the maximum amount of concurrent loading threads. Can be changed during run time!
- Usage: s_NumMaxLoadingThreads [1...5]
- Default PC: 2, PS3: 2, XBox360: 2
- s_GameReverbManagerPause
- 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
- s_AudioPreloadsFile AudioPreloads Sets the file name for the AudioFileCacheManager to parse.
- Usage: s_AudioPreloadsFile <file name without extension>
- Default: AudioPreloads
- s_AllowStreamFileCaching
- Controls whether to allow streamed files to be AFCM cached or not.
- This applies only to the first 256KiB of a streamed soundbank!
- Usage: s_AllowStreamFileCaching [0/1]
- 0: OFF (not allowing caching of streamed files' headers to the AFCM)
- Default: 1
- s_AllowMusicFileCaching
- Controls whether to allow music files to be AFCM cached or not.
- This is only relevant for consoles at the moment!
- Usage: s_AllowMusicFileCaching [0/1]
- 0: OFF (not allowing caching of music files to the AFCM)
- Default: 1
- Controls whether to allow SoundBanks to be FMOD patched or not.
- This is only relevant for the PC and XBox360 platform! The PS3 naturally does not patch to FMOD!
- Usage: s_AllowSoundBankPatching [0/1]
- 0: OFF (not allowing patching to FMOD)
- Default PC: 1, PS3: 0, XBox360: 1
- s_AllowNotCachedAccess Controls whether to allow sound load requests that are not cached in the AFCM or not.
- Usage: s_AllowNotCachedAccess [0/1]
- 0: OFF (disallowing access to uncached data)
- Default PC: 1, PS3: 1, XBox360: 1
- s_FileCacheManagerSize
- Sets the size in KiB the AFCM will allocate from the heap.
- Usage: s_FileCacheManagerSize [0/...]
- Default PC: 81920 (80 MiB), PS3: 23552 (23 MiB), XBox360: 23552 (23 MiB)
- -DTû! @.mp2 .mp3 .xma underwater
- <Sound> Invalid input values (possible NaNs) on SetMasterVolume()
- <Sound> Invalid input values (possible NaNs) on SetMasterVolumeScale() 3“ˆÃ RÝ7 RÝ7 ð~Ý7 QÝ7 07 0(8 QÝ7 QÝ7 kÜ7 ¡7 0RÝ7 PRÝ7 @SÝ7 0QÝ7 @QÝ7 TÝ7 àd%7 `QÝ7 pQÝ7 €QÝ7 QÝ7 CMoodManager `_Ý7 ðyÝ7 P…8 à™î7 À^Ý7 ðƒÝ7 @^Ý7 €^Ý7 _Ý7 À`Ý7 _Ý7 Ð_Ý7 `Ý7 0`Ý7 ``Ý7 `Ý7 aÝ7 `dÝ7 `^…7 p£N8 dÝ7 _mp <Sound> Invalid input values (possible NaNs) on SetListener() s_CacheStatic CSound <Sound> Use this file location instead: %s
- /dialog/
- <Sound> Trying to play an old languages sound event! Please fix this using the WAV file and a Dialog entity for play back. Sound: (%s) languages dialog
- CListener
- Cannot create new Listener. Too many created. ÐÈÝ7 `YÝ7 ÀÈÝ7 ðCÝ7 ðÈÝ7 ð@Ý7 °AÝ7 àÈÝ7 €ÉÝ7 @JÝ7 €ßÝ7 p:Ý7 P2Þ7 @MÝ7 ˜d7 àÇÝ7 0;Ý7 @°Ý7 Ð¥Ý7 CÝ7 °CÝ7 ÐãÝ7 ¸Ý7 GÝ7 GÝ7 P‚Ý7 ЂÝ7 àÝ7 ðeÝ7 °Ý7 °hÝ7 p0Þ7 1Þ7 à1Þ7 °nÝ7 À'Þ7 Ð*Þ7 À?Ý7 @Ý7 ÈÝ7 ÈÝ7 ÈÝ7 JÝ7 0ÈÝ7 @ÈÝ7 ðµÝ7 `ÈÝ7 P?Ý7 éÝ7 `tÝ7 oÝ7 à=Ý7 ¡Ý7 P®Ý7 rÝ7 àsÝ7 °sÝ7 tÝ7 psÝ7 P…8 `¤Ý7 p•Ý7 °ÚÝ7 ÀCÝ7 Àæ7 ÀG7 ¼7 yT8 pÈÝ7 €ÈÝ7 P„Ý7 `=Ý7 °ÈÝ7 UÝ7 p=Ý7 ÈÝ7 pCÝ7 =Ý7 >Ý7 €>Ý7 ÈÝ7 0¯Ý7 ÐAÝ7 0vÝ7 uÝ7 0CÝ7 PÝ7 ðxÝ7 ÉÝ7 <Þ7 P…8 CÝ7 ðlÝ7 ¡Ý7 <Sound> SetSoundActiveState called with a null sound .fev <Sound> Create sound "%s" failed - Invalid Buffer! Does file exist? <Sound> Create sound %s failed! No free sound availible.
- <Sound> Create Sound %s, ID:%d SoundBuffer <Sound> Cannot precache sound: %s
- sounds/dialog:dialog: clean <Sound> Create sound %s failed! No SoundID left.
- <Sound> Create sound %s failed sounds/dialog:dialog Sound.log NONAME
- AudioFileCacheManager CFileCacheManager
- s_MemoryPoolSoundPrimary
- sounds/dialog/ dialog.fev
- <Sound> %s Called CreateSound from other than Main thread
- <Sound> %s Invalid input values (possible NaNs) on CreateLineSound()
- <Sound> %s Invalid input values (possible NaNs) on CreateSphereSound() <Sound> Unable to re-initialize the audio device!
- <Sound> Invalid speaker mode (%d), setting back to (%d)!
- °<Þ7 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 s_PrecacheDuration
- s_StopSoundsImmediately s_UnloadProjects
- s_UnusedSoundCount
- s_PriorityThreshold s_BlockAlignSize
- s_OffscreenEnable
- s_StreamBufferSize
- s_PreloadWeaponProjects s_StreamProjectFiles s_StreamDialogIntoMemory
- s_Vol0TurnsVirtual
- s_HRTF_DSP
- s_FindLostEvents
- s_DumpEventStructure s_Profiling s_FileOpenHandleMax s_VariationLimiter
- s_ADPCMDecoders s_XMADecoders s_MPEGDecoders s_Compression s_SoundMoodsDSP s_SoundMoods s_LanguagesConversion s_CullingByCache
- s_MemoryPoolSoundPrimaryRatio s_CacheFillRatio
- s_FileAccess s_LoadNonBlocking
- s_UnloadData s_PrecacheData s_MinRepeatSoundTimeout s_ObstructionMaxPierecability s_ObstructionMaxRadius s_ObstructionVisArea s_ObstructionUpdate s_ObstructionAccuracy s_ObstructionMaxValue s_Obstruction s_VisAreasPropagation s_PriorityThereshold s_CompressedDialog
- s_MaxActiveSounds
- s_MaxChannels s_SoftwareChannels
- s_MaxHWChannels s_MinHWChannels s_InactiveSoundIterationTimeout s_DrawObstruction
- s_DrawSounds s_ErrorSound s_PlaybackFilter
- s_FormatType s_FormatResampler
- s_FormatSampleRate
- s_DopplerScale s_Doppler
- s_SoundInfoLogFile
- s_VUMeter
- s_SpamFilterTimeout s_DebugSound s_SoundInfo s_RecordConfig s_OutputConfig s_SpeakerConfig s_SoundEnable °BÞ7 (|8 (|8 BÞ7 (|8 (|8 s_DummySound
- ðWÞ7 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 (|8 <Þ7 (|8 (|8 (|8 (|8 Enables update of the 'offscreen_angle' parameter on sound events.
- Usage: s_OffscreenEnable [0/1]
- Default is 0 (off).
- Internal minimum file block alignment in bytes.
- Audio will read data in at least chunks of this size.
- Usage: s_BlockAlignSize [0/...]
- Default PC: 8192, PS3: 4096, XBox360: 4096
- -1 is a FMOD default and results in 2048 bytes.
- 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: 65536
- 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).
- Toggles if project files are streamed into memory or middleware loads them blocking.
- Usage: s_StreamProjectFiles [0/1]
- Default is 1 (on).
- 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.
- Toggles if sounds with zero volume force to go virtual.
- Usage: s_Vol0TurnsVirtual [0/1]
- Default is 1 (on).
- Toggles extra lowpass filter for enhanced HRTF.
- Usage: s_HRTF_DSP [0/1]
- Default is 0 (on).
- Sets max of open file handles.
- Usage: s_FileOpenHandleMax [1..]
- Default PC: 30, PS3: 10.
- Sets limiter to control sound variation.
- Usage: s_VariationLimiter [0..1]
- Default is 1.0.
- Sets maximum number of ADPCM Decoder.
- Usage: s_ADPCMDecoders 32
- 0: <auto>, PC:32, PS3:0, X360:0
- Default is 0 <auto>.
- Sets maximum number of XMA Decoder.
- Usage: s_XMADecoders 32
- 0: <auto>, PC:0, PS3:0, X360:48
- Default is 0 <auto>.
- Sets maximum number of MPEG Decoder.
- Usage: s_MPEGDecoders 16
- 0: <auto>, PC:32, PS3:32, X360:0
- Default is 0 <auto>.
- enables DSP effects being used in soundmoods.
- Usage: s_SoundMoodsDSP [0/1]
- Default is 1 (on). Controls using sound moods for mixing.
- Usage: s_SoundMoods [0/1]
- Default is 1 (on).
- Controls conversion of legacy event name to direct wav files (only for languages).
- Usage: s_LanguagesConversion [0/1]
- Default is 0 (off).
- 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.
- toggles if dialog data are stored compressed in memory.
- Usage: s_CompressedDialog [0/1]
- Default is 1 (on).
- Sets count of sound objects that get stored in the unused sounds list.
- Usage: s_UnusedSoundCount [0/...]
- Default is 64.
- Controls if sound name are cache to allow early culling.
- Usage: s_CullingByCache [0/1]
- Default is 1 (on).
- Controls at what fill ratio sound data is unloaded.
- Usage: s_MemoryPoolSoundPrimaryRatio [0..1]
- Default is 0.8. Toggles disk access on reading files.
- 0: direct file access via CryPak
- 1: indirect file access via StreamingSystem with wait
- Default is 0. Toggles loading data non-blocking.
- Usage: s_LoadNonBlocking [0/1]
- Default is 1. Toggles automatic unloading of a project if it was not in use for 20 secs.
- Usage: s_UnloadProjects [0/1]
- Default is 0.
- Toggles unloading of sound data by the AssetManager.
- Usage: s_UnloadData [0/1]
- Default is 1. Toggles precaching of static sounds on level loading.
- Usage: s_PrecacheData [0/1]
- Default is 0. Prevents playback of a sound within time range in MS.
- Usage: s_MinRepeatSoundTimeout [0..]
- Default is 200.0. Sets the maximum number of active sounds.
- 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. Sets the maximum number of sound channels.
- Default is 64.
- This variable is for internal use only. 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
- 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 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 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) 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)
- Toggles maximum obstruction effect.
- Usage: s_ObstructionMaxValue [0..1.0f]
- 0: off
- 1.0f: total maximum obstruction
- Default is 0.85f.
- Toggles sound obstruction effect.
- Usage: s_Obstruction [0..2]
- 0: off
- 1: DSP based obstruction
- 2: volume based obstruction
- Default is 1 (DSP). s_HDRLoudnessMaxFalloff
- 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 0.2f
- s_HDRLoudnessFalloff
- Reduction in Loudness per meter Squared
- Usage: s_HDRLoudnessFalloff [0...]Default is 0.0001f s_HDRFalloff How quickly sound adjusts back from current loudness
- Usage: s_HDRFalloff [0..]Default is 6.0f s_HDRFade
- Range that HDR fades sounds
- Usage: g_fHDRFade [0..1.0f]Default is 0.1f s_HDRRange
- Full Volume range below loudest sound
- Usage: s_HDRRange [0..1.0f]Default is 0.3f s_HDR
- Enable and disable HDR sound
- Usage: s_HDR [0..1]Default is 1 (on)
- Sets the strength of the Doppler effect.
- Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. Toggles Doppler effect on and off.
- Usage: s_Doppler [0/1]
- Default is 1 (on). 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). Toggles internal resampling method.
- Usage: s_FormatResampler [0..3]
- 0: none
- 1: linear
- 2: cubic
- 3: spline
- Default is 1 (linear).
- 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.
- 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]. Toggles to save a file of event structure.
- Default is 0 (off).
- 1: dumps event structure to eventstructure.txt.
- Usage: s_DumpEventStructure [0/1].
- 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].
- 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]. Toggles profiling of some sound calls.
- Usage: s_Profiling [0/1]
- Default is 0 (off).
- 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 shows overall memory stats.
- 15 shows detailed listener infos.
- Default is 0 (off). 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.
- Toggles drawing of a small red ball at the sound's position and additional information.
- Usage: s_DrawSounds [0..5]
- 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 inactive).
- 5: Draws the ball plus filename, current volume of the used channel for all active sounds, name and values of the event parameter(s).
- Toggles error sound playback.
- Usage: s_ErrorSound [0/1]
- Default is 1 (on).
- 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). 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).
- Toggles which decoder should be preferred: <auto>, FSB, MP2, MP3, XMA, or WAV.
- 0: <auto>, PC:2, PS3:3, X360:4
- 1: Prefers FSB
- 2: Prefers MP2
- 3: Prefers MP3
- 4: Prefers XMA
- 5: Prefers WAV
- Default is 0 (auto) 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 <file name without extension>
- Default:
- Enables audio volume debug drawing for the specified category.
- Usage: s_VUMeter <category name>
- Default:
- Sets the maximum number of software sound channels.
- Default is 256. s_HWChannels
- 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.
- Sets the duration of pre-caching data after level load in seconds.
- Usage: s_PrecacheDuration [0...n]
- Default: 15
- 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).
- 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).
- 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). Toggles sound on and off.
- Usage: s_SoundEnable [0/1]
- Default is 1 (on). Set to 0 to disable sound.
- Toggles dummy(NULL) sound system.
- s_MusicSpeakerLFEVolume
- Sets the volume of the LFE speaker.
- Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5. s_MusicSpeakerSideVolume
- Sets the volume of the side speakers.
- Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.
- s_MusicSpeakerCenterVolume
- Sets the volume of the center speakers (front and back).
- Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0. s_MusicSpeakerBackVolume
- Sets the volume of the back speakers.
- Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.
- s_MusicSpeakerFrontVolume
- Sets the volume of the front speakers.
- Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.
- s_MusicProfiling
- Toggles profiling of music calls.
- Usage: s_MusicProfiling [0/1]
- Default is 0 (off). s_MusicCategory
- Toggles adding the music sound under the music category of the eventsystem.
- Usage: s_MusicCategory [0/1]
- Default is 1 (on). s_MusicFormat 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)
- s_MusicMaxPatterns
- Max simultaneously playing music patterns.
- s_MusicEnable enable/disable music s_MusicStreaming
- Defines the way music is loaded and handled.
- Usage: s_MusicStreaming [0..2]
- 0:
- ViewDistRatio
- LodRatio
- MotionBlurMultiplier
- NoStaticDecals
- RecvWind
- HiddenInGame
- CastShadow
- OutdoorOnly
- °–7
- °¯8
- P7
- –7
- @×7
- CV8
- 27
- p_”7
- Ж7
- EntityArchetype %s references unknown entity class %s
- /Libs/EntityArchetypes/
- %s: %d instances
- --------------------------------------------------------------------------------
- es_debugEntityLifetime
- Debug entities creation and deletion time
- r_MotionBlur
- es_FarPhysTimeout
- Timeout for faraway physics forceful deactivation
- es_MaxPhysDistInvisible
- Invisible physical entities farther from the camera than this are forcefully deactivated
- es_MaxPhysDistCloth
- Cloth entities farther from the camera than this are forcefully deactivated
- es_MaxPhysDist
- Physical entities farther from the camera than this are forcefully deactivated
- es_UsePhysVisibilityChecks
- Activates physics quality degradation and forceful sleeping for invisible and faraway entities
- es_DrawSoundProxyZRay
- Enables drawing of Z ray on check for Z visibility
- es_DrawAreaDebug
- Enables debug drawing of Areas, set 2 for log details
- es_DrawAreaGrid
- Enables drawing of Area Grid
- es_DrawAreas
- Enables drawing of Areas
- es_ClearPoolBookmarksOnLayerUnload
- Clear pool bookmarks when a layer is unloaded (saves memory and makes smaller saves)
- Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies.
- es_LayerDebugInfo
- Render debug info on active layers : 0 - Inactive, 1 - Active brush layers only, 2 - All layer information, 3 - All layer + memory information, 4 - All layer + pak info, 5 - All layer + layer activation
- es_LayerSaveLoadSerialization
- Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers.
- es_DebugPoolFilter
- Filter entity pool debugging for just this pool and draw more info about it
- es_TestPoolSignatures
- Enable signature testing on entity classes the first time they're prepared from an entity pool
- es_DebugPool
- Enable debug drawing of entity pools
- es_EnablePoolUse
- Force toggle the use of entity pools on/off.
- Usage: es_EnablePoolUse 1
- Default is -1, or normal behavior. 0 forces system off. 1 forces system on.
- es_DebugEntityUsageFilter
- Filter entity usage debugging to classes which have this string in their name
- es_DebugEntityUsage
- Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage
- Usage: es_DebugEntityUsage update_rate
- update_rate - Time in ms to refresh memory usage calculation or 0 to disable
- es_DrawProximityTriggers
- Shows Proximity Triggers.
- Usage: es_DrawProximityTriggers [0-255]. The parameter sets the transparency (alpha) level.
- Value 1 will be changed to 70.
- Default is 0 (off)
- es_DisableTriggers
- Disable enter/leave events for proximity and area triggers
- es_DebugEvents
- Enables logging of entity events
- es_DebugFindEntity
- es_DebugTimers
- 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
- es_log_collisions
- Enables collision events logging
- es_enable_full_script_save
- Enable (experimental) full script save functionality
- es_debug_not_seen_timeout
- if true, log messages when entities undergo not seen timeout
- es_not_seen_timeout
- number of seconds after which to cleanup temporary render buffers in entity
- es_CharZOffsetSpeed
- sets the character Z-offset change speed (in m/s), used for IK
- es_HitDeadBodies
- specifies whether dead bodies are affected by bullet hits (0 or 1)
- es_HitCharacters
- specifies whether alive characters are affected by bullet hits (0 or 1)
- es_SplashTimeout
- minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
- es_SplashThreshold
- minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
- es_DebrisLifetimeScale
- Usage: es_DebrisLifetimeScale 1.0
- es_MaxImpulseAdjMass
- Usage: es_MaxImpulseAdjMass 2000.0
- es_ImpulseScale
- Usage: es_ImpulseScale 0.0
- es_MinImpulseVel
- Usage: es_MinImpulseVel 0.0
- es_VisCheckForUpdate
- Usage: es_VisCheckForUpdate [0/1]
- Default is 1 (on).
- es_UpdateCollisionScript
- Usage: es_UpdateCollisionScript [0/1]
- Default is 1 (on).
- es_UpdateTimer
- Usage: es_UpdateTimer [0/1]
- Default is 1 (on).
- es_UpdateContainer
- Usage: es_UpdateContainer [0/1]
- Default is 1 (on).
- es_UpdateCollision
- Toggles updating of entity collisions.
- Usage: es_UpdateCollision [0/1]
- Default is 1 (on). Set to 0 to disable entity collision updating.
- es_UpdateEntities
- Toggles entity updating.
- Usage: es_UpdateEntities [0/1]
- Default is 1 (on). Set to 0 to prevent all entities from updating.
- es_UpdateAI
- Toggles updating of AI entities.
- Usage: es_UpdateAI [0/1]
- Default is 1 (on). Set to 0 to prevent AI entities from updating.
- es_UpdatePhysics
- Toggles updating of entity physics.
- Usage: es_UpdatePhysics [0/1]
- Default is 1 (on). Set to 0 to prevent entity physics from updating.
- es_UpdateScript
- Usage: es_UpdateScript [0/1]
- Default is 1 (on).
- es_profileentities
- Usage: es_profileentities 1,2,3
- Default is 0 (off).
- es_helpers
- Toggles helpers.
- Usage: es_helpers [0/1]
- Default is 0 (off). Set to 1 to display entity helpers.
- es_bboxes
- Toggles entity bounding boxes.
- Usage: es_bboxes [0/1]
- Default is 0 (off). Set to 1 to display bounding boxes.
- p_CharacterIK
- Toggles character IK.
- Usage: p_characterik [0/1]
- Default is 1 (on). Set to 0 to disable inverse kinematics.
- es_debug
- Enable entity debugging info
- Usage: es_debug [0/1]
- Default is 0 (on).
- es_SortUpdatesByClass
- Sort entity updates by class (possible optimization)
- es_dump_bookmarks
- Dumps information about all bookmarked entities
- es_compile_area_grid
- Trigger a recompile of the area grid
- es_dump_entity_classes_in_use
- Dumps all used entity classes
- es_dump_entities
- Dumps current entities and their states!
- Constraint
- °M–7
- noAwake
- LayerEntities
- m_isSerialized
- enabledBrush
- ÍÌÌ>
- p–7
- `–7
- €ÁA7
- €s–7
- t–7
- Ðs–7
- Y–7
- CEntitySystem::LoadEntities : Not all entities were loaded correctly.
- CEntitySystem::LoadEntities : Failed when prepairing the Entity Pools.
- Entity: %8.5f %8.5f %8.5f
- Physics: %8.5f %8.5f %8.5f
- %.3f ms : %s
- %.3f ms : %s (%0.2f ago)
- triggered
- CharacterAttachHelper
- FindEntityByName: %s
- FindEntityByGuid: %I64X
- `“–7
- ŽZ7
- p¹T7
- @·–7
- EntityLoad
- EntityPool
- %s.%s
- COULD NOT FIND A GAMERULES LAYER
- DefaultLoaded
- Parent
- Layers
- CEntitySystem::DeleteEntity %s %s 0x%x
- net_assertlogging
- Trying to remove entity with mismatching salts. id1=%d id2=%d
- Removing entity during system lock : %s with id %i
- CEntitySystem::RemoveEntity %s %s 0x%x
- CEntitySystem::SpawnEntity %s %s 0x%x
- Entity with id=%d, %s already spawned on this client...override
- CEntitySystem::SpawnEntity Failed, Can't spawn entity %s. ID range is full (internal error)
- Spawning entity %s of class %s refused due to spawn lock! Spawning entities is not allowed at this time.
- Trying to spawn entity %s with no entity class. Spawning refused.
- €EEntities: Total=%d Active=%d
- (%d) : %s
- Entities: Total=%d, Active=%d, Renderable=%d, Phys=%d, Script=%d
- %d Active Entity Timers.
- %d Visible Entities Updated.
- %d Entities Updated.
- Entity: %s is force being updated, but is not required by AI
- Entity: %s is updated, but is not visible for more then 3 min
- (%d) %.3f ms : %s -AI =%s (%s)
- (%d) %.3f ms : %s (was last visible %0.2f seconds ago)-AI =%s (%s)
- NOT an AI
- ================= Entity Update Times =================
- OnTimer Event (timerID=%d,time=%dms) for Entity %s (which is %s)
- inactive
- %5d: Salt:%d %-42s %-14s pos: (%.2f %.2f %.2f) %d %s
- [$9Hidden$o]
- [$9Inactive$o]
- [$3Active$o]
- [$9
- $o]
- NoRemove
- ClientState
- PhysMod
- es_deactivateEntity
- Deactivates an entity
- es_activateEntity
- Activates an entity
- es_removeEntity
- Removes an entity
- sys_budget_sysmem
- sys_budget_videomem
- sys_budget_frametime
- sys_budget_soundchannels
- sys_budget_soundmem
- sys_budget_soundCPU
- sys_budget_numdrawcalls
- sys_budget_streamingthroughput
- sys_budget_xenon_estimation
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- x8
- 0Óà7
- ÃõÈ@
- [%d MB (engine), %d MB (managed textures), %d MB (managed meshes)]
- System memory usage: %d MB (current budget is %d MB). You're over budget!!!
- System memory usage: %d MB (current budget is %d MB).
- Video mem usage: %d MB this frame / %d MB recently (current budget is: %d MB). You're over budget, texture thrashing is likely to occur!!!
- Video mem usage: %d MB this frame / %d MB recently (current budget is: %d MB).
- Frame time: %3.1f ms = %3.1f fps (current budget is %3.1f ms = %3.1f fps). You're over budget!!!
- Frame time: %3.1f ms = %3.1f fps (current budget is %3.1f ms = %3.1f fps).
- Sound Channels playing: %d (current budget is %d). You're over budget!!!
- Sound Channels playing: %d (current budget is %d).
- Sound mem usage: %d MB (current budget is %d). You're over budget!!!
- Sound mem usage: %d MB (current budget is %d).
- Sound CPU usage: %.1f Percent (current budget is %d Percent). You're over budget!!!
- Sound CPU usage: %.1f Percent (current budget is %d Percent).
- Number of draw calls: %d (current budget is %d). You're over budget!!!
- Number of draw calls: %d (current budget is %d).
- Number of tris: %d (current budget is %d). You're over budget!!!
- Number of tris: %d (current budget is %d).
- Streaming throughput: %.2f KB/s (current budget is %.2f KB/s).
- WARNING: Editor makes budgets invalid (check it only in pure game)
- Budget Info
- Budgets
- Enable Xbox 360 memory usage estimation.
- Sets the upper limit for streaming throughput(KB/s).
- Sets the upper limit for number of draw calls per frame.
- Sets the upper limit for sound CPU (in Percent) when monitoring budget.
- Sets the upper limit for sound memory (in MB) when monitoring budget.
- Sets the upper limit for sound channels playing when monitoring budget.
- Sets the upper limit for frame time (in ms) when monitoring budget.
- Sets the upper limit for video memory (in MB) when monitoring budget.
- Sets the upper limit for system memory (in MB) when monitoring budget.
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