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HAX COMMANDS!! O NOES

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Nov 27th, 2015
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  1. i_joystick_buffered
  2.  
  3.  
  4.  
  5.  
  6. Buffered joystick input.
  7.  
  8.  
  9.  
  10.  
  11.  
  12.  
  13.  
  14. i_joystick_debug
  15.  
  16.  
  17.  
  18.  
  19.  
  20.  
  21.  
  22. Debug joystick
  23.  
  24. i_kinGlobalExpDeviationRadius
  25.  
  26.  
  27.  
  28.  
  29.  
  30.  
  31.  
  32.  
  33.  
  34.  
  35. Maximum deviation radius from prediction for double exponential smoothing.
  36.  
  37.  
  38.  
  39.  
  40.  
  41. i_kinGlobalExpJitterRadius
  42.  
  43.  
  44.  
  45.  
  46.  
  47. Radius to determine jitter correction for double exponential smoothing.
  48. i_kinGlobalExpPredictionFactor
  49.  
  50. Prediction factor for double exponential smoothing.
  51.  
  52.  
  53.  
  54.  
  55. i_kinGlobalExpCorrectionFactor
  56.  
  57. Trend correction factor for double exponential smoothing.
  58.  
  59.  
  60.  
  61.  
  62.  
  63.  
  64. i_kinGlobalExpSmoothFactor
  65.  
  66.  
  67.  
  68.  
  69.  
  70. Smoothing factor for double exponential smoothing.
  71.  
  72.  
  73.  
  74.  
  75.  
  76. i_kinSkeletonMovedDistance
  77.  
  78.  
  79.  
  80.  
  81.  
  82.  
  83.  
  84.  
  85.  
  86.  
  87.  
  88.  
  89.  
  90. Distance used to determine if kinect skeleton has moved in the play space.
  91.  
  92.  
  93.  
  94.  
  95.  
  96. i_seatedTracking
  97.  
  98.  
  99.  
  100.  
  101.  
  102.  
  103.  
  104. 1 = Enable seated skeleton tracking
  105.  
  106.  
  107.  
  108.  
  109. i_kinectDebug
  110.  
  111.  
  112. 1 = Draws skeleton on screen
  113. 2 = Draws colour + depth buffers on screen
  114. 3 = Draws both skeleton and buffers
  115.  
  116.  
  117. i_kinSkeletonSmoothType
  118.  
  119.  
  120.  
  121.  
  122.  
  123.  
  124.  
  125.  
  126. Kinect skeleton tracking smooth type: 0 = not smoothed, 1 = using Double Exponential Smoothing
  127.  
  128. i_useKinect
  129.  
  130.  
  131.  
  132.  
  133. Use Kinect
  134.  
  135.  
  136.  
  137.  
  138.  
  139. i_kinectXboxConnectIP
  140.  
  141.  
  142.  
  143.  
  144.  
  145.  
  146.  
  147.  
  148.  
  149.  
  150. Usage: force set a specific Xbox Game IP to connect to for Kinect input (use default xbox from neighbourhood when empty)
  151. Default is empty
  152.  
  153.  
  154.  
  155.  
  156. i_kinectXboxConnectPort
  157.  
  158.  
  159.  
  160.  
  161.  
  162.  
  163.  
  164.  
  165. Port used to connect to Xbox for Kinect input.
  166. Default is 62455 (random value different than remote compiler)
  167.  
  168.  
  169. i_kinectXboxConnect
  170.  
  171.  
  172.  
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179.  
  180.  
  181.  
  182. Allow connection to Xbox for Kinect input.
  183. Usage: 0 = disabled, 1 = allow connection, 2 = force connection (don't try local Kinect on system)
  184. Default is 1
  185.  
  186.  
  187.  
  188.  
  189. i_ps3input_deadzone_handling
  190.  
  191.  
  192.  
  193. i_xinput_deadzone_handling
  194.  
  195.  
  196.  
  197.  
  198.  
  199. deadzonehandling
  200. Usage: i_xinput_deadzone_handling 0/1 (0 - old deadzone/ 1 - new deadzone)
  201. Default is 1. Value must be >=0.
  202.  
  203.  
  204.  
  205. i_xinput_poll_time
  206.  
  207.  
  208.  
  209.  
  210.  
  211.  
  212.  
  213.  
  214.  
  215.  
  216.  
  217.  
  218.  
  219. Number of ms between device polls in polling thread
  220. Usage: i_xinput_poll_time 500
  221. Default is 1000ms. Value must be >=0.
  222. i_xinput
  223.  
  224.  
  225.  
  226.  
  227.  
  228.  
  229.  
  230.  
  231.  
  232.  
  233.  
  234.  
  235.  
  236.  
  237.  
  238. Number of XInput controllers to process
  239. Usage: i_xinput [0/1/2/3/4]
  240. Default is 1.
  241.  
  242.  
  243.  
  244.  
  245.  
  246.  
  247. i_bufferedkeys
  248.  
  249.  
  250.  
  251.  
  252.  
  253.  
  254.  
  255.  
  256.  
  257. Toggles key buffering.
  258. Usage: i_bufferedkeys [0/1]
  259. Default is 0 (off). Set to 1 to process buffered key strokes.
  260.  
  261.  
  262.  
  263.  
  264.  
  265.  
  266.  
  267. i_mouse_inertia
  268.  
  269.  
  270.  
  271.  
  272.  
  273.  
  274.  
  275.  
  276. Set mouse inertia. It is disabled (0.0) by default.
  277. Usage: i_mouse_inertia [float number]
  278. Default is 0.0
  279.  
  280.  
  281.  
  282.  
  283.  
  284.  
  285.  
  286. i_mouse_smooth
  287.  
  288. Set mouse smoothing value, also if 0 (disabled) there will be a simple average
  289. between the old and the actual input.
  290. Usage: i_mouse_smooth [float number]
  291. (1.0 = very very smooth, 30 = almost instant)
  292. Default is 0.0
  293.  
  294. i_mouse_accel_max
  295.  
  296.  
  297.  
  298.  
  299.  
  300.  
  301. Set mouse max mouse delta when using acceleration.
  302. Usage: i_mouse_accel_max [float number]
  303. Default is 100.0
  304.  
  305.  
  306.  
  307.  
  308. i_mouse_accel
  309.  
  310.  
  311. Set mouse acceleration, 0.0 means no acceleration.
  312. Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one)
  313. Default is 0.0 (off)
  314. i_mouse_buffered
  315.  
  316.  
  317.  
  318.  
  319.  
  320.  
  321.  
  322. Toggles mouse input buffering.
  323. Usage: i_mouse_buffered [0/1]
  324. Default is 0 (off). Set to 1 to process buffered mouse input.
  325.  
  326.  
  327.  
  328.  
  329.  
  330. i_forcefeedback
  331. Enable/Disable force feedback output.
  332.  
  333.  
  334.  
  335.  
  336.  
  337.  
  338.  
  339.  
  340.  
  341.  
  342. Toggles input event debugging.
  343. Usage: i_debug [0/1]
  344. Default is 0 (off). Set to 1 to spam console with key events (only press and release).
  345.  
  346.  
  347.  
  348.  
  349.  
  350.  
  351.  
  352.  
  353.  
  354.  
  355.  
  356.  
  357.  
  358.  
  359.  
  360.  
  361.  
  362.  
  363.  
  364.  
  365.  
  366.  
  367.  
  368.  
  369.  
  370.  
  371.  
  372.  
  373.  
  374.  
  375.  
  376.  
  377.  
  378.  
  379.  
  380.  
  381.  
  382.  
  383.  
  384. Usage: r_OverscanBorders [0..25]
  385.  
  386. r_OverscanBorders [0..25] [0..25]
  387. Default is 0=off, >0 defines the size of the overscan borders for left/right
  388. or top/bottom as percentages of the whole screen size (e.g. 7.5).
  389.  
  390.  
  391. r_DynTexSourceUseSharedRT
  392.  
  393.  
  394.  
  395.  
  396.  
  397.  
  398. Defines if dynamic flash textures are rendered into shared RT
  399.  
  400. Usage: r_DynTexSourceUseSharedRT [0/1].
  401. 0: Use Unique RT for each dynamic flash texture (with alpha support)
  402. 1: Use Shared RT for all dynamic flash textures (no alpha support!)
  403. Disabled by default. Requires level reload to change.
  404.  
  405.  
  406.  
  407. r_DynTexSourceSharedRTHeight
  408.  
  409.  
  410.  
  411. Height of shared RT for dynamic texture sources.
  412.  
  413.  
  414.  
  415.  
  416.  
  417.  
  418.  
  419. r_DynTexSourceSharedRTWidth
  420.  
  421.  
  422.  
  423.  
  424. Width of shared RT for dynamic texture sources.
  425. r_FlashMatTexResQuality
  426.  
  427.  
  428.  
  429.  
  430.  
  431.  
  432.  
  433.  
  434. Texture resolution quality of flash materials.
  435. Only used if flash asset is tagged CE_HQR!
  436.  
  437.  
  438.  
  439.  
  440.  
  441.  
  442. r_Batching
  443.  
  444.  
  445.  
  446.  
  447.  
  448. Enable/disable render items buching
  449.  
  450. Usage: r_Batching [0/1]
  451.  
  452.  
  453.  
  454.  
  455. r_RefractionPartialResolves
  456.  
  457.  
  458.  
  459.  
  460. Do a partial screen resolve before refraction
  461. Usage: r_RefractionPartialResolves [0/1]
  462. 0: disable
  463. 1: enable conservativley (non-optimal)
  464. 2: enable (default)
  465.  
  466.  
  467. r_RainDropsEffect
  468.  
  469.  
  470.  
  471.  
  472.  
  473.  
  474.  
  475.  
  476.  
  477.  
  478.  
  479.  
  480.  
  481.  
  482. Enable RainDrops effect.
  483.  
  484. Usage: r_RainDropEffect [0/1/2]
  485. 0: force off
  486. 1: on (default)
  487. 2: on (forced)
  488.  
  489.  
  490.  
  491. r_HUDHitEffect
  492.  
  493.  
  494.  
  495.  
  496.  
  497.  
  498.  
  499.  
  500.  
  501. Enable HUD Hit Effects.
  502.  
  503. Usage: r_HUDHitEffect [0/1]
  504. 0: force off
  505. 1: on (default (rectangles)
  506. 2: on (different border rendering (trapezoids))
  507. 3: on (alternating border rendering methods)
  508. 4: on (fullscreen rendering)
  509.  
  510. r_Scratches
  511.  
  512.  
  513.  
  514.  
  515.  
  516.  
  517.  
  518.  
  519.  
  520.  
  521.  
  522.  
  523. Sets fullscreen scratches post-process effect usage.
  524.  
  525. Usage: r_Scratches [0/1/2]
  526. 0: force off
  527. 1: force on
  528. 2: on in game-mode only (default)
  529. 3: as 2, but independent of sunshafts or sun postion
  530.  
  531.  
  532.  
  533.  
  534.  
  535.  
  536.  
  537. r_FogShadows
  538.  
  539.  
  540.  
  541. Enables deferred volumetric fog shadows
  542. r_FogDepthTest
  543.  
  544. Enables per-pixel culling for deferred volumetric fog pass.
  545. Fog computations for all pixels closer than a given depth value will be skipped.
  546.  
  547. Usage: r_FogDepthTest z with...
  548. z = 0, culling disabled
  549. z > 0, fixed linear world space culling depth
  550. z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings
  551. oº
  552.  
  553.  
  554.  
  555. r_TextureCompressor
  556.  
  557.  
  558.  
  559.  
  560. Defines which texture compressor is used (fallback is DirectX)
  561.  
  562. Usage: r_TextureCompressor [0/1]
  563. 0 uses nvDXT, 1 uses Squish if possible
  564. r_PrecacheShadersLevels
  565. r_MergeShaders
  566.  
  567. r_OptimiseShaders
  568.  
  569.  
  570.  
  571.  
  572.  
  573.  
  574. r_StatsShaderList
  575.  
  576.  
  577.  
  578.  
  579.  
  580.  
  581. r_StatsShaders
  582.  
  583. r_PrecacheShaderList
  584.  
  585.  
  586.  
  587. r_PrecacheShaders
  588.  
  589.  
  590.  
  591.  
  592.  
  593.  
  594. r_SupersamplingFilter
  595.  
  596.  
  597.  
  598.  
  599.  
  600.  
  601.  
  602.  
  603.  
  604.  
  605. Filter method to use when resolving supersampled output
  606. 0 - Box filter
  607. 1 - Tent filter
  608. 2 - Gaussian filter
  609. 3 - Lanczos filter
  610.  
  611.  
  612. r_Supersampling
  613. Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
  614.  
  615.  
  616.  
  617. r_CustomResPreview
  618.  
  619.  
  620.  
  621.  
  622.  
  623. Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport
  624.  
  625.  
  626.  
  627.  
  628.  
  629.  
  630. r_CustomResHeight
  631.  
  632.  
  633.  
  634.  
  635.  
  636.  
  637. Height of custom resolution rendering
  638.  
  639.  
  640. r_CustomResWidth
  641.  
  642.  
  643.  
  644.  
  645.  
  646.  
  647.  
  648. Width of custom resolution rendering
  649.  
  650.  
  651.  
  652. r_CustomResMaxSize
  653.  
  654.  
  655.  
  656.  
  657.  
  658. Maximum resolution of custom resolution rendering
  659.  
  660.  
  661.  
  662.  
  663.  
  664.  
  665. r_ConditionalRendering
  666.  
  667. Enables conditional rendering .
  668. r_ConsoleBackbufferHeight
  669.  
  670.  
  671.  
  672.  
  673.  
  674.  
  675. console specific backbuffer resolution - height
  676. r_ConsoleBackbufferWidth
  677.  
  678.  
  679.  
  680.  
  681.  
  682.  
  683.  
  684. console specific backbuffer resolution - width
  685.  
  686. r_StereoGammaAdjustment
  687. Additional adjustment to the graphics card gamma correction when Stereo is enabled.
  688.  
  689. Usage: r_StereoGammaAdjustment [offset]0: off
  690.  
  691.  
  692.  
  693.  
  694.  
  695.  
  696. r_StereoHudScreenDist
  697.  
  698.  
  699. Distance to plane where hud stereo parallax converges to zero.
  700. If not zero, HUD needs to be rendered two times.
  701. r_StereoNearGeoScale
  702.  
  703.  
  704.  
  705.  
  706.  
  707.  
  708.  
  709.  
  710.  
  711.  
  712.  
  713. Scale for near geometry (weapon) that gets pushed into the screen
  714.  
  715.  
  716.  
  717.  
  718.  
  719.  
  720. r_StereoScreenDist
  721.  
  722.  
  723.  
  724.  
  725.  
  726. Distance to plane where stereo parallax converges to zero.
  727.  
  728.  
  729.  
  730.  
  731.  
  732. r_StereoEyeDist
  733. Maximum separation between stereo images in percentage of the screen.
  734.  
  735.  
  736. r_StereoStrength
  737.  
  738.  
  739.  
  740.  
  741.  
  742.  
  743.  
  744. Multiplier which influences the strength of the stereo effect.
  745.  
  746. r_StereoFlipEyes
  747.  
  748.  
  749.  
  750.  
  751.  
  752.  
  753.  
  754.  
  755.  
  756.  
  757.  
  758.  
  759.  
  760.  
  761.  
  762. Flip eyes in stereo mode.
  763.  
  764. Usage: r_StereoFlipEyes [0=off/1=on]
  765. 0: don't flip
  766. 1: flip
  767.  
  768.  
  769.  
  770. r_StereoOutput
  771.  
  772.  
  773.  
  774.  
  775.  
  776.  
  777.  
  778.  
  779.  
  780. Sets stereo output. Output depends on the stereo monitor
  781.  
  782. Usage: r_StereoOutput [0=off/1/2/3/4/5/6]
  783. 0: Standard
  784. 1: IZ3D
  785. 2: Checkerboard (not supported on X360)
  786. 3: Above and Below (not supported)
  787. 4: Side by Side
  788. 5: Line by Line (Interlaced)
  789. 6: Anaglyph
  790.  
  791.  
  792.  
  793.  
  794.  
  795. r_StereoMode
  796.  
  797.  
  798.  
  799. Sets stereo rendering mode.
  800.  
  801. Usage: r_StereoMode [0=off/1/2]
  802. 1: Dual rendering
  803. 2: Post Stereo
  804.  
  805.  
  806.  
  807. r_StereoDevice
  808.  
  809. Sets stereo device (only possible before app start)
  810.  
  811. Usage: r_StereoDevice [0/1/2/3/4]
  812. 0: No stereo support (default)
  813. 1: Frame compatible formats (side-by-side, interlaced, anaglyph)
  814. 2: HDMI 1.4 (PS3 only)
  815. 3: Stereo driver (PC only, NVidia or AMD)
  816. 4: Dualhead (PC only, two projectors or iZ3D screen)
  817. 100: Auto-detect device for platform
  818.  
  819.  
  820.  
  821.  
  822.  
  823.  
  824.  
  825. r_enableAltTab
  826.  
  827.  
  828.  
  829.  
  830.  
  831.  
  832.  
  833.  
  834.  
  835. Toggles alt tabbing in and out of fullscreen when the game is not in devmode.
  836.  
  837. Usage: r_enableAltTab [toggle]
  838. Notes: Should only be added to system.cfg and requires a restart
  839.  
  840.  
  841. r_TexelsPerMeter
  842.  
  843.  
  844.  
  845.  
  846.  
  847.  
  848.  
  849.  
  850.  
  851.  
  852.  
  853.  
  854.  
  855.  
  856.  
  857. Enables visualization of the color coded "texels per meter" ratio for objects in view.
  858. The checkerboard pattern displayed represents the mapping of the assigned diffuse
  859. texture onto the object's uv space. One block in the pattern represents 8x8 texels.
  860.  
  861. Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off)
  862.  
  863.  
  864. r_UseSRGB
  865.  
  866.  
  867.  
  868.  
  869.  
  870.  
  871.  
  872.  
  873.  
  874.  
  875.  
  876.  
  877.  
  878.  
  879. Enables sRGB texture reads / framebuffer writes.
  880.  
  881. Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]
  882.  
  883.  
  884.  
  885.  
  886.  
  887.  
  888.  
  889. r_ZFightingExtrude
  890.  
  891.  
  892.  
  893.  
  894.  
  895. Controls anti z-fighting measures in shaders (extrusion along normal in world units).
  896.  
  897.  
  898. r_ZFightingDepthScale
  899.  
  900.  
  901. Controls anti z-fighting measures in shaders (scaling homogeneous z).
  902.  
  903.  
  904. R¸~?
  905.  
  906.  
  907.  
  908. r_UseGSParticles
  909.  
  910.  
  911.  
  912.  
  913.  
  914.  
  915.  
  916.  
  917.  
  918.  
  919.  
  920.  
  921.  
  922.  
  923.  
  924. Toggles use of geometry shader particles (DX11 only, changing at runtime is supported).
  925.  
  926. Usage: r_UseGSParticles [0/1=default]
  927.  
  928.  
  929. r_MergeRenderChunks
  930.  
  931.  
  932.  
  933.  
  934. r_ShowLightBounds
  935.  
  936.  
  937.  
  938.  
  939.  
  940.  
  941. Display light bounds - for debug purpose
  942.  
  943. Usage: r_ShowLightBounds [0=off/1=on]
  944.  
  945. r_ShowTexture
  946.  
  947.  
  948. Displays loaded texture - for debug purpose
  949.  
  950.  
  951.  
  952.  
  953. r_BreakOnError
  954.  
  955. calls debugbreak on illegal behaviour
  956.  
  957.  
  958. r_ShowRenderTarget
  959.  
  960.  
  961.  
  962.  
  963.  
  964. r_ShowVideoMemoryStats
  965.  
  966. r_VegetationAlphaTestOnly
  967.  
  968.  
  969.  
  970.  
  971.  
  972.  
  973. r_VegetationSpritesTexRes
  974.  
  975.  
  976.  
  977.  
  978.  
  979.  
  980. r_VegetationSpritesGenAlways
  981.  
  982.  
  983.  
  984. r_VegetationSpritesNoGen
  985.  
  986.  
  987.  
  988.  
  989.  
  990.  
  991.  
  992. r_ZPassOnly
  993.  
  994.  
  995.  
  996.  
  997. r_VegetationSpritesMaxLightingUpdates
  998.  
  999.  
  1000. r_VegetationSpritesDebug
  1001.  
  1002.  
  1003.  
  1004.  
  1005.  
  1006.  
  1007.  
  1008. r_ReleaseAllResourcesOnExit
  1009.  
  1010.  
  1011.  
  1012.  
  1013. r_PrintMemoryLeaks
  1014.  
  1015.  
  1016.  
  1017.  
  1018.  
  1019. r_MeasureOverdrawScale
  1020.  
  1021. r_MeasureOverdraw
  1022.  
  1023.  
  1024.  
  1025.  
  1026.  
  1027.  
  1028.  
  1029.  
  1030.  
  1031.  
  1032.  
  1033.  
  1034.  
  1035.  
  1036. 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
  1037.  
  1038. Usage: r_MeasureOverdraw [0/1]
  1039.  
  1040.  
  1041. r_SplitScreenActive
  1042.  
  1043.  
  1044.  
  1045.  
  1046. Activates split screen mode
  1047.  
  1048. Usage: r_SplitScreenActive [0/1]
  1049.  
  1050.  
  1051.  
  1052. r_testSplitScreen
  1053.  
  1054.  
  1055.  
  1056.  
  1057.  
  1058.  
  1059. Toggles split screen test mode
  1060.  
  1061. Usage: r_testSplitScreen [0/1]
  1062.  
  1063.  
  1064. r_PredicatedTiling
  1065.  
  1066.  
  1067.  
  1068.  
  1069.  
  1070.  
  1071.  
  1072.  
  1073.  
  1074.  
  1075.  
  1076.  
  1077.  
  1078. Toggles predicated tiling mode (X360 only)
  1079.  
  1080. Usage: r_PredicatedTiling [0/1]
  1081.  
  1082.  
  1083.  
  1084.  
  1085.  
  1086. r_VSync
  1087.  
  1088.  
  1089.  
  1090.  
  1091.  
  1092.  
  1093.  
  1094.  
  1095. Toggles vertical sync.
  1096. 0: Disabled
  1097. 1: Enabled
  1098. 2: Enabled, use asynchronous swaps on X360
  1099.  
  1100.  
  1101.  
  1102.  
  1103.  
  1104.  
  1105.  
  1106. r_Stats
  1107.  
  1108.  
  1109.  
  1110.  
  1111.  
  1112.  
  1113.  
  1114.  
  1115. Toggles render statistics.
  1116. 0=disabled,
  1117. 1=global render stats,
  1118. 2=print shaders for selected object,
  1119. 6=display per-instance drawcall count,
  1120. 11=print info about used RT's (switches),
  1121. 12=print info about used unique RT's,
  1122. 13=print info about cleared RT's
  1123.  
  1124. Usage: r_Stats [0/1/2/3/6/11/12/13]
  1125.  
  1126. r_LogVidMem
  1127.  
  1128.  
  1129.  
  1130.  
  1131. Logs vid mem information to VidMemLog.txt.
  1132.  
  1133. r_Log
  1134.  
  1135.  
  1136.  
  1137.  
  1138.  
  1139.  
  1140.  
  1141.  
  1142.  
  1143.  
  1144.  
  1145.  
  1146.  
  1147.  
  1148. Logs rendering information to Direct3DLog.txt.
  1149. Use negative values to log a single frame.
  1150.  
  1151. Usage: r_Log +/-[0/1/2/3/4]
  1152. 1: Logs a list of all shaders without profile info.
  1153. 2: Log contains a list of all shaders with profile info.
  1154. 3: Logs all API function calls.
  1155. 4: Highly detailed pipeline log, including all passes,
  1156. states, lights and pixel/vertex shaders.
  1157. Default is 0 (off). Use this function carefully, because
  1158. log files grow very quickly.
  1159. r_Character_NoDeform
  1160.  
  1161.  
  1162.  
  1163. r_GetMechName
  1164.  
  1165.  
  1166. r_GetMechStyle
  1167.  
  1168. r_GetMechCenterY
  1169.  
  1170.  
  1171.  
  1172.  
  1173.  
  1174.  
  1175.  
  1176. r_GetMechCenterX
  1177.  
  1178.  
  1179.  
  1180.  
  1181.  
  1182.  
  1183.  
  1184. r_GetMechScreenShot
  1185.  
  1186.  
  1187.  
  1188.  
  1189. r_GetScreenShot
  1190. To capture one screenshot (variable is set to 0 after capturing)
  1191. 0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot
  1192. r_wireframe
  1193.  
  1194.  
  1195.  
  1196.  
  1197. r_LensGhostsForSun
  1198.  
  1199.  
  1200.  
  1201.  
  1202.  
  1203.  
  1204.  
  1205.  
  1206.  
  1207.  
  1208.  
  1209.  
  1210.  
  1211. Toggles lens ghosts for sun.
  1212.  
  1213. Usage: r_LensGhostForSun [0/1]Default is 1 (on).
  1214.  
  1215.  
  1216. r_LensGhostsForPointLight
  1217.  
  1218.  
  1219.  
  1220.  
  1221.  
  1222.  
  1223. Toggles lens ghosts for point light sources.
  1224.  
  1225. Usage: r_LensGhostForPointLight [0/1]Default is 1 (on).
  1226.  
  1227.  
  1228.  
  1229. r_Coronashafts
  1230.  
  1231.  
  1232.  
  1233.  
  1234.  
  1235.  
  1236.  
  1237.  
  1238.  
  1239. Toggles light corona shafts around light sources.
  1240.  
  1241. Usage: r_Coronashafts [0/1]Default is 1 (on).
  1242. r_CoronaColorScale
  1243.  
  1244.  
  1245.  
  1246.  
  1247.  
  1248. r_CoronaSizeScale
  1249.  
  1250.  
  1251.  
  1252.  
  1253.  
  1254.  
  1255. r_CoronaFade
  1256.  
  1257.  
  1258.  
  1259. Time fading factor of the light coronas.
  1260.  
  1261. Usage: r_CoronaFade 0.5Default is 0.5.
  1262. r_Coronas
  1263.  
  1264.  
  1265.  
  1266.  
  1267.  
  1268.  
  1269. Toggles light coronas around light sources.
  1270.  
  1271. Usage: r_Coronas [0/1]Default is 1 (on).
  1272.  
  1273.  
  1274.  
  1275. r_Scissor
  1276.  
  1277.  
  1278.  
  1279.  
  1280.  
  1281.  
  1282. Enables scissor test
  1283.  
  1284.  
  1285.  
  1286. r_NoHWGamma
  1287.  
  1288.  
  1289.  
  1290.  
  1291. Sets renderer to ignore hardware gamma correction.
  1292.  
  1293. Usage: r_NoHWGamma [0/1]
  1294. Default is 0 (allow hardware gamma correction).
  1295.  
  1296.  
  1297.  
  1298.  
  1299. r_Contrast
  1300.  
  1301.  
  1302.  
  1303.  
  1304.  
  1305. Sets the display contrast (not supported on PS3).
  1306.  
  1307. Usage: r_Contrast 0.5
  1308. Default is 0.5.
  1309. r_Brightness
  1310.  
  1311.  
  1312.  
  1313.  
  1314.  
  1315.  
  1316.  
  1317.  
  1318.  
  1319.  
  1320.  
  1321. Sets the display brightness (not supported on PS3).
  1322.  
  1323. Usage: r_Brightness 0.5
  1324. Default is 0.5.
  1325.  
  1326.  
  1327.  
  1328.  
  1329. r_Gamma
  1330.  
  1331.  
  1332.  
  1333.  
  1334.  
  1335.  
  1336.  
  1337.  
  1338. Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
  1339.  
  1340. Usage: r_Gamma 1.0
  1341. 1 off (default), accepted range on PS3 is 0.8 to 1.25
  1342.  
  1343.  
  1344.  
  1345.  
  1346.  
  1347.  
  1348.  
  1349. r_Flares
  1350.  
  1351.  
  1352.  
  1353.  
  1354.  
  1355.  
  1356.  
  1357.  
  1358.  
  1359.  
  1360.  
  1361.  
  1362.  
  1363.  
  1364.  
  1365. Toggles sunlight lens flare effect.
  1366.  
  1367. Usage: r_Flares [0/1]
  1368. Default is 1 (on).
  1369.  
  1370.  
  1371.  
  1372. r_DrawNearFoV
  1373.  
  1374.  
  1375. Sets the FoV for drawing of near objects.
  1376.  
  1377. Usage: r_DrawNearFoV [n]
  1378. Default is 60.
  1379.  
  1380.  
  1381.  
  1382.  
  1383.  
  1384.  
  1385. r_DrawNearFarPlane
  1386.  
  1387.  
  1388.  
  1389.  
  1390.  
  1391. Default is 40.
  1392.  
  1393. r_DrawNearZRange
  1394.  
  1395.  
  1396.  
  1397.  
  1398.  
  1399.  
  1400.  
  1401. Default is 0.1.
  1402. Âõ=
  1403.  
  1404.  
  1405.  
  1406. r_NoDrawNear
  1407.  
  1408.  
  1409.  
  1410. Disable drawing of near objects.
  1411.  
  1412. Usage: r_NoDrawNear [0/1]
  1413. Default is 0 (near objects are drawn).
  1414.  
  1415.  
  1416.  
  1417.  
  1418.  
  1419.  
  1420. r_NoDrawShaders
  1421.  
  1422.  
  1423.  
  1424.  
  1425.  
  1426.  
  1427.  
  1428.  
  1429. Disable entire render pipeline.
  1430.  
  1431. Usage: r_NoDrawShaders [0/1]
  1432. Default is 0 (render pipeline enabled). Used for debugging and profiling.
  1433.  
  1434. r_TexBindMode
  1435.  
  1436.  
  1437. r_DetailDistance
  1438.  
  1439.  
  1440.  
  1441.  
  1442.  
  1443.  
  1444.  
  1445. Distance used for per-pixel detail layers blending.
  1446.  
  1447. Usage: r_DetailDistance (1-20)
  1448. Default is 6.
  1449.  
  1450.  
  1451.  
  1452.  
  1453.  
  1454.  
  1455.  
  1456. r_ReloadShaders
  1457.  
  1458.  
  1459.  
  1460.  
  1461.  
  1462.  
  1463.  
  1464.  
  1465. Reloads shaders.
  1466.  
  1467. Usage: r_ReloadShaders [0/1]
  1468. Default is 0. Set to 1 to reload shaders.
  1469. r_DetailTextures
  1470.  
  1471.  
  1472.  
  1473.  
  1474.  
  1475.  
  1476.  
  1477. Toggles detail texture overlays.
  1478.  
  1479. Usage: r_DetailTextures [0/1]
  1480. Default is 1 (detail textures on).
  1481.  
  1482.  
  1483.  
  1484.  
  1485.  
  1486.  
  1487. r_ReflectionsQuality
  1488.  
  1489.  
  1490.  
  1491. Toggles reflections quality.
  1492.  
  1493. Usage: r_ReflectionsQuality [0/1/2/3]
  1494. Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
  1495.  
  1496.  
  1497.  
  1498.  
  1499.  
  1500. r_ReflectionsOffset
  1501.  
  1502.  
  1503.  
  1504.  
  1505. r_Reflections
  1506.  
  1507.  
  1508.  
  1509.  
  1510.  
  1511.  
  1512.  
  1513.  
  1514.  
  1515.  
  1516. Toggles reflections.
  1517.  
  1518. Usage: r_Reflections [0/1]
  1519. Default is 1 (reflects).
  1520.  
  1521.  
  1522.  
  1523.  
  1524.  
  1525.  
  1526.  
  1527. r_WaterRandomSeed
  1528.  
  1529.  
  1530.  
  1531.  
  1532.  
  1533.  
  1534. RNG seed for waves generation; <0 disables (default)
  1535.  
  1536.  
  1537.  
  1538. r_WaterUpdateThread
  1539.  
  1540.  
  1541.  
  1542.  
  1543.  
  1544.  
  1545.  
  1546.  
  1547.  
  1548.  
  1549.  
  1550.  
  1551. Enables water updating on separate thread (when MT supported).
  1552.  
  1553. Usage: r_WaterUpdateThread [0/1/2/3/4/n]
  1554. Default is 5 (enabled and on 5 hw thread).
  1555.  
  1556.  
  1557.  
  1558.  
  1559.  
  1560. r_WaterGodRays
  1561.  
  1562.  
  1563.  
  1564.  
  1565.  
  1566.  
  1567.  
  1568.  
  1569.  
  1570. Enables under water god rays.
  1571.  
  1572. Usage: r_WaterGodRays [0/1]
  1573. Default is 1 (enabled).
  1574.  
  1575.  
  1576.  
  1577.  
  1578.  
  1579.  
  1580. r_WaterCausticsDeferred
  1581. Toggles under water caustics deferred pass.
  1582.  
  1583. Usage: r_WaterCausticsDeferred [0/1/2]
  1584. Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass
  1585.  
  1586.  
  1587.  
  1588.  
  1589.  
  1590. r_WaterCausticsDistance
  1591.  
  1592.  
  1593.  
  1594.  
  1595.  
  1596.  
  1597.  
  1598.  
  1599. Toggles under water caustics max distance.
  1600.  
  1601. Usage: r_WaterCausticsDistance
  1602. Default is 100.0 meters
  1603.  
  1604.  
  1605.  
  1606.  
  1607.  
  1608.  
  1609. r_WaterCaustics
  1610.  
  1611.  
  1612.  
  1613.  
  1614.  
  1615.  
  1616.  
  1617.  
  1618. Toggles under water caustics.
  1619.  
  1620. Usage: r_WaterCaustics [0/1]
  1621. Default is 1 (enabled).
  1622.  
  1623.  
  1624.  
  1625.  
  1626.  
  1627. r_WaterReflectionsMinVisUpdateDistanceMul
  1628.  
  1629.  
  1630.  
  1631.  
  1632.  
  1633.  
  1634.  
  1635.  
  1636.  
  1637.  
  1638.  
  1639.  
  1640.  
  1641.  
  1642. Activates update distance multiplier when water mostly occluded.
  1643.  
  1644.  
  1645.  
  1646.  
  1647.  
  1648.  
  1649.  
  1650. r_WaterReflectionsMinVisUpdateFactorMul
  1651. Activates update factor multiplier when water mostly occluded.
  1652.  
  1653. r_WaterReflectionsMinVisiblePixelsUpdate
  1654.  
  1655.  
  1656.  
  1657.  
  1658.  
  1659.  
  1660.  
  1661. Activates water reflections if visible pixels above a certain threshold.
  1662.  
  1663.  
  1664.  
  1665.  
  1666.  
  1667.  
  1668.  
  1669. r_WaterReflectionsUseMinOffset
  1670.  
  1671. Activates water reflections use min distance offset.
  1672.  
  1673.  
  1674.  
  1675. r_WaterReflectionsQuality
  1676.  
  1677.  
  1678.  
  1679.  
  1680.  
  1681.  
  1682.  
  1683.  
  1684.  
  1685.  
  1686.  
  1687.  
  1688.  
  1689.  
  1690. Activates water reflections quality setting.
  1691.  
  1692. Usage: r_WaterReflectionsQuality [0/1/2/3]
  1693. Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
  1694. r_WaterReflectionsMGPU
  1695.  
  1696.  
  1697.  
  1698.  
  1699.  
  1700.  
  1701.  
  1702.  
  1703.  
  1704. Toggles water reflections.multi-gpu support
  1705.  
  1706. Usage: r_WaterReflectionsMGPU [0/1/2]
  1707. Default is 0 (single render update), 1 (multiple render updates)
  1708.  
  1709.  
  1710.  
  1711.  
  1712.  
  1713. r_WaterReflections
  1714.  
  1715.  
  1716.  
  1717.  
  1718.  
  1719. Toggles water reflections.
  1720.  
  1721. Usage: r_WaterReflections [0/1]
  1722. Default is 1 (water reflects).
  1723.  
  1724.  
  1725.  
  1726.  
  1727.  
  1728.  
  1729. r_EnvTexUpdateInterval
  1730.  
  1731.  
  1732.  
  1733.  
  1734.  
  1735.  
  1736.  
  1737.  
  1738.  
  1739. Sets the interval between environmental 2d texture updates.
  1740.  
  1741. Usage: r_EnvTexUpdateInterval 0.001
  1742. Default is 0.001.
  1743.  
  1744.  
  1745.  
  1746.  
  1747.  
  1748.  
  1749. r_EnvCMupdateInterval
  1750.  
  1751.  
  1752. Sets the interval between environmental cube map texture updates.
  1753.  
  1754. Usage: r_EnvCMupdateInterval #
  1755. Default is 0.1.
  1756.  
  1757.  
  1758.  
  1759.  
  1760. ×#=r_EnvLCMupdateInterval
  1761.  
  1762. LEGACY - not used
  1763.  
  1764.  
  1765.  
  1766.  
  1767.  
  1768.  
  1769. r_WaterUpdateFactor
  1770.  
  1771.  
  1772.  
  1773.  
  1774. Distance factor for water reflected texture updating.
  1775.  
  1776. Usage: r_WaterUpdateFactor 0.01
  1777. Default is 0.01. 0 means update every frame
  1778.  
  1779.  
  1780.  
  1781.  
  1782.  
  1783.  
  1784. r_WaterUpdateDistance
  1785.  
  1786.  
  1787. r_EnvTexResolution
  1788.  
  1789.  
  1790.  
  1791.  
  1792.  
  1793.  
  1794.  
  1795.  
  1796.  
  1797.  
  1798.  
  1799.  
  1800.  
  1801. Sets resolution for 2d target environment texture, in pixels.
  1802.  
  1803. Usage: r_EnvTexResolution #
  1804. where # represents:
  1805. 0: 64
  1806. 1: 128
  1807. 2: 256
  1808. 3: 512
  1809. Default is 3 (512 by 512 pixels).
  1810.  
  1811. r_EnvCMResolution
  1812.  
  1813.  
  1814.  
  1815.  
  1816.  
  1817.  
  1818.  
  1819.  
  1820.  
  1821.  
  1822.  
  1823.  
  1824.  
  1825.  
  1826. Sets resolution for target environment cubemap, in pixels.
  1827.  
  1828. Usage: r_EnvCMResolution #
  1829. where # represents:
  1830. 0: 64
  1831. 1: 128
  1832. 2: 256
  1833. Default is 2 (256 by 256 pixels).
  1834.  
  1835.  
  1836.  
  1837.  
  1838.  
  1839. r_ProfileShadersGroupByName
  1840.  
  1841.  
  1842.  
  1843.  
  1844.  
  1845.  
  1846.  
  1847.  
  1848.  
  1849.  
  1850.  
  1851.  
  1852. Group items by name ignoring RT flags.
  1853.  
  1854. Usage: r_ProfileShaders [0/1]
  1855.  
  1856.  
  1857.  
  1858. r_ProfileShadersSmooth
  1859.  
  1860. Smooth time information.
  1861.  
  1862. Usage: r_ProfileShadersSmooth [0-10]
  1863.  
  1864.  
  1865. r_ProfileShaders
  1866.  
  1867.  
  1868.  
  1869.  
  1870.  
  1871.  
  1872.  
  1873.  
  1874.  
  1875.  
  1876.  
  1877.  
  1878.  
  1879.  
  1880.  
  1881. Enables display of render profiling information.
  1882.  
  1883. Usage: r_ProfileShaders [0/1]
  1884. Default is 0 (off). Set to 1 to display profiling
  1885. of rendered shaders.
  1886.  
  1887.  
  1888. r_ExcludeMesh
  1889.  
  1890.  
  1891.  
  1892.  
  1893.  
  1894.  
  1895.  
  1896.  
  1897.  
  1898.  
  1899. Exclude or ShowOnly the named mesh from the render list.
  1900.  
  1901. Usage: r_ExcludeShader Name
  1902.  
  1903. Usage: r_ExcludeShader !Name
  1904. Sometimes this is useful when debugging.
  1905.  
  1906.  
  1907.  
  1908.  
  1909.  
  1910. r_ExcludeShader
  1911. Exclude the named shader from the render list.
  1912.  
  1913. Usage: r_ExcludeShader ShaderName
  1914. Sometimes this is useful when debugging.
  1915.  
  1916.  
  1917.  
  1918.  
  1919.  
  1920.  
  1921. r_MeshVolatilePoolSize
  1922.  
  1923.  
  1924.  
  1925.  
  1926.  
  1927.  
  1928.  
  1929.  
  1930.  
  1931. 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.
  1932.  
  1933.  
  1934.  
  1935.  
  1936. r_MeshPoolSize
  1937.  
  1938. 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.
  1939.  
  1940.  
  1941.  
  1942.  
  1943.  
  1944. r_MeshPrecache
  1945.  
  1946. r_DebugVoxTerrainY
  1947.  
  1948.  
  1949.  
  1950.  
  1951.  
  1952. r_DebugVoxTerrainX
  1953.  
  1954.  
  1955.  
  1956.  
  1957.  
  1958. r_DebugRefraction
  1959.  
  1960.  
  1961.  
  1962.  
  1963.  
  1964.  
  1965. Debug refraction usage. Displays red instead of refraction
  1966.  
  1967. Usage: r_DebugRefraction
  1968. Default is 0 (off)
  1969.  
  1970. r_DebugRenderMode
  1971.  
  1972.  
  1973.  
  1974.  
  1975.  
  1976.  
  1977. r_ShadersLogCacheMisses
  1978.  
  1979.  
  1980.  
  1981.  
  1982.  
  1983.  
  1984.  
  1985.  
  1986. Log all shader caches misses on HD (both level and global shader cache misses).
  1987. r_ShadersUseInstanceLookUpTable
  1988. Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
  1989.  
  1990.  
  1991.  
  1992.  
  1993.  
  1994. r_ShadersSubmitRequestline
  1995.  
  1996.  
  1997.  
  1998.  
  1999.  
  2000. r_ShadersPrecacheAllLights
  2001.  
  2002.  
  2003.  
  2004.  
  2005.  
  2006. r_ShadersCacheOptimiseLog
  2007.  
  2008.  
  2009.  
  2010.  
  2011.  
  2012.  
  2013. r_ShadersAsyncMaxThreads
  2014.  
  2015.  
  2016.  
  2017.  
  2018.  
  2019.  
  2020.  
  2021. r_MaxSuitPulseSpeedMultiplier
  2022.  
  2023.  
  2024. Max suit pulse speed multiplier - default = 1.0
  2025. r_ArmourPulseSpeedMultiplier
  2026.  
  2027.  
  2028.  
  2029. Armour pulse speed multiplier - default = 1.0
  2030.  
  2031.  
  2032. r_cloakHighlightStrength
  2033.  
  2034.  
  2035.  
  2036.  
  2037.  
  2038.  
  2039.  
  2040. Cloak hightlight strength
  2041.  
  2042.  
  2043.  
  2044.  
  2045.  
  2046.  
  2047. r_CloakInterferenceSparksAlpha
  2048.  
  2049. Cloak interference sparks alpha
  2050. r_CloakSparksAlpha
  2051.  
  2052.  
  2053.  
  2054.  
  2055.  
  2056. Cloak sparks alpha
  2057.  
  2058.  
  2059.  
  2060.  
  2061.  
  2062. r_CloakMinAmbientIndoors
  2063.  
  2064.  
  2065.  
  2066.  
  2067.  
  2068.  
  2069.  
  2070. Cloak minimum ambient indoors
  2071.  
  2072.  
  2073. r_CloakMinAmbientOutdoors
  2074.  
  2075.  
  2076.  
  2077.  
  2078.  
  2079.  
  2080. Cloak minimum ambient outdoors
  2081.  
  2082. r_CloakRenderInThermalVision
  2083.  
  2084.  
  2085.  
  2086. Render cloak in thermal vision - default = 0
  2087.  
  2088.  
  2089.  
  2090. r_CloakHeatScale
  2091.  
  2092.  
  2093.  
  2094.  
  2095.  
  2096.  
  2097.  
  2098. Cloak heat scale for thermal vision - default = 1.0
  2099.  
  2100.  
  2101.  
  2102.  
  2103. r_CloakMinLightValue
  2104.  
  2105.  
  2106.  
  2107. Cloak min light value - default = 0.0
  2108.  
  2109.  
  2110. r_CloakRefractionFadeMinValue
  2111.  
  2112.  
  2113. Cloak refraction fade minimum value (between 0 and 1) - default = 0.2
  2114.  
  2115.  
  2116. r_CloakRefractionFadeMaxDistSq
  2117.  
  2118. Cloak refraction fade end distance squared - default = 25.0
  2119.  
  2120.  
  2121.  
  2122.  
  2123. r_CloakRefractionFadeMinDistSq
  2124.  
  2125. Cloak refraction fade start distance squared - default = 1.0
  2126.  
  2127.  
  2128.  
  2129. r_CloakRefractionFadeByDist
  2130.  
  2131.  
  2132.  
  2133.  
  2134. Cloak refraction fade by distance - default = false
  2135.  
  2136.  
  2137.  
  2138.  
  2139. r_CloakFadeMinValue
  2140.  
  2141.  
  2142.  
  2143.  
  2144. Cloak fade minimum value (between 0 and 1) - default = 0.2
  2145.  
  2146.  
  2147.  
  2148.  
  2149.  
  2150. r_CloakFadeMaxDistSq
  2151.  
  2152.  
  2153.  
  2154. Cloak fade end distance squared - default = 25.0
  2155.  
  2156.  
  2157.  
  2158.  
  2159.  
  2160.  
  2161.  
  2162. r_CloakFadeMinDistSq
  2163.  
  2164.  
  2165.  
  2166. Cloak fade start distance squared - default = 1.0
  2167.  
  2168.  
  2169.  
  2170.  
  2171.  
  2172.  
  2173. r_CloakFadeLightScale
  2174.  
  2175.  
  2176. Cloak fade light scale - default = 0.25
  2177. r_CloakFadeByDist
  2178.  
  2179.  
  2180.  
  2181.  
  2182.  
  2183.  
  2184. Cloak fade by distance - default = false
  2185.  
  2186.  
  2187.  
  2188.  
  2189.  
  2190.  
  2191.  
  2192. r_CloakTransitionLightScale
  2193.  
  2194.  
  2195.  
  2196.  
  2197. Cloak transition light scale - default = 1.0
  2198.  
  2199.  
  2200.  
  2201. r_CloakLightScale
  2202.  
  2203.  
  2204.  
  2205.  
  2206.  
  2207.  
  2208. Cloak light scale - default = 0.25
  2209.  
  2210.  
  2211.  
  2212.  
  2213.  
  2214. r_ShadersCompileAutoActivate
  2215.  
  2216.  
  2217.  
  2218. Automatically reenable shader compilation if outdated shader is detected
  2219.  
  2220.  
  2221.  
  2222.  
  2223.  
  2224.  
  2225.  
  2226. r_ShadersEditing
  2227.  
  2228.  
  2229.  
  2230.  
  2231.  
  2232.  
  2233.  
  2234. Force all cvars to settings, which allow shader editing
  2235. r_ShadersAsyncActivation
  2236.  
  2237.  
  2238.  
  2239.  
  2240.  
  2241.  
  2242.  
  2243. Enable asynchronous shader activation
  2244.  
  2245. Usage: r_ShadersAsyncActivation [0/1]
  2246. 0 = off, (stalling) synchronous shaders activation
  2247. 1 = on, shaders are activated/streamed asynchronously
  2248.  
  2249. r_ShadersAsyncCompiling
  2250. Enable asynchronous shader compiling
  2251.  
  2252. Usage: r_ShadersAsyncCompiling [0/1/2/3]
  2253. 0 = off, (stalling) shaders compiling
  2254. 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
  2255. 2 = on, shaders are compiled in parallel, missing shaders are not rendered
  2256. 3 = on, shaders are compiled in parallel in precache mode
  2257.  
  2258.  
  2259. r_ShadersRemoteCompiler
  2260. r_ShadersNoCompile
  2261.  
  2262.  
  2263.  
  2264.  
  2265.  
  2266. r_ShadersIntCompiler
  2267.  
  2268.  
  2269.  
  2270. r_ShadersPreactivate
  2271.  
  2272.  
  2273.  
  2274. r_ShadersLazyUnload
  2275.  
  2276.  
  2277.  
  2278.  
  2279. r_ShadersIgnoreIncludesChanging
  2280. r_ShadersDX11
  2281.  
  2282.  
  2283. r_ShadersDX9
  2284.  
  2285.  
  2286.  
  2287. r_ShadersPS3
  2288.  
  2289.  
  2290.  
  2291. r_ShadersXenon
  2292.  
  2293. r_ShadersCafe
  2294.  
  2295.  
  2296. r_ShadersDebug
  2297.  
  2298.  
  2299.  
  2300.  
  2301.  
  2302.  
  2303.  
  2304.  
  2305.  
  2306. Enable special logging when shaders become compiled
  2307.  
  2308. Usage: r_ShadersDebug [0/1/2/3]
  2309. 1 = assembly into directory Main/{Game}/shaders/cache/d3d9
  2310. 2 = compiler input into directory Main/{Game}/testcg
  2311. 3 = compiler input with debug information (useful for PIX etc./{Game}/testcg_1pass
  2312. Default is 0 (off)
  2313.  
  2314.  
  2315.  
  2316. r_OptimisedLightSetup
  2317.  
  2318.  
  2319. r_Flush
  2320. r_LogShaders
  2321.  
  2322.  
  2323.  
  2324. Logs shaders info to Direct3DLogShaders.txt
  2325. 0: off
  2326. 1: normal
  2327. 2: extended
  2328.  
  2329.  
  2330.  
  2331.  
  2332.  
  2333.  
  2334.  
  2335. r_LogTexStreaming
  2336.  
  2337.  
  2338.  
  2339.  
  2340.  
  2341.  
  2342.  
  2343.  
  2344.  
  2345.  
  2346.  
  2347.  
  2348.  
  2349.  
  2350. Logs streaming info to Direct3DLogStreaming.txt
  2351. 0: off
  2352. 1: normal
  2353. 2: extended
  2354.  
  2355.  
  2356.  
  2357. r_LogVBuffers
  2358.  
  2359.  
  2360. Logs vertex buffers in memory to 'LogVBuffers.txt'.
  2361.  
  2362. Usage: r_LogVBuffers [0/1]
  2363. Default is 0 (off).
  2364.  
  2365.  
  2366.  
  2367.  
  2368.  
  2369. r_ShowBufferUsage
  2370.  
  2371.  
  2372.  
  2373.  
  2374.  
  2375.  
  2376. Shows usage of statically allocated buffers.
  2377.  
  2378. Usage: r_ShowBufferUSage [0/1]
  2379. Default is 0 (off).
  2380. r_ShowMT
  2381.  
  2382.  
  2383.  
  2384.  
  2385.  
  2386.  
  2387.  
  2388. Shows render multithreading graphs.
  2389.  
  2390. Usage: r_ShowMT [0/1]
  2391. Default is 0 (off).
  2392.  
  2393.  
  2394. r_GraphStyle
  2395.  
  2396.  
  2397.  
  2398. profileStreaming
  2399.  
  2400.  
  2401.  
  2402.  
  2403.  
  2404.  
  2405.  
  2406.  
  2407.  
  2408.  
  2409.  
  2410.  
  2411.  
  2412.  
  2413.  
  2414. Profiles streaming of different assets.
  2415.  
  2416. Usage: profileStreaming [0/1/2]
  2417. 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
  2418.  
  2419. r_DebugFontRendering
  2420.  
  2421.  
  2422.  
  2423. 0=off, 1=display various features of the font rendering to verify function and to document usage
  2424.  
  2425.  
  2426.  
  2427.  
  2428.  
  2429.  
  2430.  
  2431. r_ShowTimeGraph
  2432.  
  2433.  
  2434.  
  2435.  
  2436.  
  2437.  
  2438.  
  2439.  
  2440. Configures graphic display of frame-times.
  2441.  
  2442. Usage: r_ShowTimeGraph [0/1/2]
  2443. 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
  2444.  
  2445.  
  2446.  
  2447.  
  2448.  
  2449.  
  2450.  
  2451. r_ShowTangents
  2452.  
  2453. Toggles visibility of three tangent space vectors.
  2454.  
  2455. Usage: r_ShowTangents [0/1]
  2456. Default is 0 (off).
  2457.  
  2458.  
  2459.  
  2460.  
  2461.  
  2462. r_NormalsLength
  2463.  
  2464.  
  2465.  
  2466.  
  2467.  
  2468.  
  2469.  
  2470.  
  2471. Sets the length of displayed vectors.
  2472. r_NormalsLength 0.2
  2473. Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.
  2474.  
  2475. r_ShowLines
  2476.  
  2477.  
  2478.  
  2479.  
  2480. Toggles visibility of wireframe overlay.
  2481.  
  2482. Usage: r_ShowLines [0/1]
  2483. Default is 0 (off).
  2484.  
  2485.  
  2486. r_ShowNormals
  2487.  
  2488.  
  2489.  
  2490.  
  2491.  
  2492.  
  2493.  
  2494.  
  2495.  
  2496.  
  2497. Toggles visibility of normal vectors.
  2498.  
  2499. Usage: r_ShowNormals [0/1]Default is 0 (off).
  2500.  
  2501.  
  2502.  
  2503.  
  2504. r_MSAA_amd_resolvessubresource_hack
  2505.  
  2506.  
  2507.  
  2508.  
  2509. Enable temporary workaround for resolvesubresources poor performance on AMD.
  2510.  
  2511.  
  2512.  
  2513. r_MSAA_debug
  2514.  
  2515.  
  2516.  
  2517. Enable debugging mode for msaa.
  2518.  
  2519. Usage: r_MSAA_debug N (where N is debug mode > 0)
  2520. Default: 0. disabled
  2521. 1 disable sample frequency pass
  2522. 2 visualize undersampled regions
  2523.  
  2524.  
  2525.  
  2526.  
  2527.  
  2528.  
  2529.  
  2530.  
  2531. Quality level used when multisampled antialiasing is enabled.
  2532.  
  2533. Usage: r_MSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!
  2534. Default: 0. Please note that various hardware implements special MSAA modes via certain combinations of
  2535. r_MSAA_quality and r_MSAA_samples. See config/MSAAProfiles*.txt for samples.
  2536.  
  2537. Number of subsamples used when multisampled antialiasing is enabled.
  2538.  
  2539. Usage: r_MSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!
  2540. Default: 4. Please note that various hardware implements special MSAA modes via certain combinations of
  2541. r_MSAA_quality and r_MSAA_samples. See config/MSAAProfiles*.txt for samples.
  2542.  
  2543.  
  2544.  
  2545.  
  2546.  
  2547.  
  2548.  
  2549.  
  2550.  
  2551.  
  2552. Enables selective supersampled antialiasing.
  2553.  
  2554. Usage: r_MSAA [0/1]
  2555. Default: 0 (off).
  2556.  
  2557.  
  2558.  
  2559.  
  2560.  
  2561. r_ProfileGPU
  2562.  
  2563.  
  2564.  
  2565.  
  2566.  
  2567.  
  2568.  
  2569.  
  2570.  
  2571.  
  2572.  
  2573. 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
  2574. r_ProfileShaders or r_Stats needs to be activated to see the statistics
  2575.  
  2576.  
  2577.  
  2578.  
  2579.  
  2580. r_ValidateDraw
  2581.  
  2582.  
  2583.  
  2584.  
  2585.  
  2586.  
  2587.  
  2588.  
  2589.  
  2590. 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
  2591.  
  2592.  
  2593.  
  2594.  
  2595.  
  2596.  
  2597.  
  2598. r_MultiGPU
  2599.  
  2600.  
  2601.  
  2602.  
  2603.  
  2604.  
  2605.  
  2606.  
  2607.  
  2608.  
  2609.  
  2610.  
  2611.  
  2612. 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
  2613. 2(default)=automatic detection (currently SLI only, means off for ATI)
  2614. should be activated before rendering
  2615.  
  2616.  
  2617.  
  2618.  
  2619.  
  2620.  
  2621.  
  2622. r_MultiThreaded
  2623.  
  2624.  
  2625.  
  2626.  
  2627.  
  2628.  
  2629.  
  2630.  
  2631. 0=disabled, 1=enabling rendering in separate thread,
  2632. 2(default)=automatic detection
  2633. should be activated before rendering
  2634.  
  2635.  
  2636.  
  2637.  
  2638.  
  2639.  
  2640.  
  2641. r_TextureLodDistanceRatio
  2642.  
  2643.  
  2644.  
  2645.  
  2646.  
  2647.  
  2648. Controls dynamic LOD system for textures used in materials.
  2649.  
  2650. Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
  2651. Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
  2652. Values bigger than 0 will activate texture LOD selection depending on distance to the objects.
  2653. r_TexturesWarmup
  2654.  
  2655.  
  2656.  
  2657.  
  2658.  
  2659.  
  2660.  
  2661. Enables textures uploading to video memory after level loading
  2662.  
  2663. Usage: r_TexturesWarmup[1/0]
  2664. 0: Disabled
  2665. 1: Enabled
  2666.  
  2667.  
  2668.  
  2669. r_TexturesStreamingDebugDumpIntoLog
  2670.  
  2671.  
  2672.  
  2673.  
  2674. Dump content of current texture streaming debug screen into log
  2675. r_TexturesStreamingDebugMinMip
  2676.  
  2677. Filters displayed textures by loaded mip in texture streaming debug mode
  2678.  
  2679.  
  2680.  
  2681.  
  2682.  
  2683.  
  2684.  
  2685. r_TexturesStreamingDebugMinSize
  2686. Filters displayed textures by size in texture streaming debug mode
  2687.  
  2688.  
  2689.  
  2690.  
  2691.  
  2692. r_TexturesStreamingDebugFilter
  2693.  
  2694.  
  2695.  
  2696.  
  2697.  
  2698.  
  2699.  
  2700.  
  2701.  
  2702. Filters displayed textures by name in texture streaming debug mode
  2703.  
  2704.  
  2705.  
  2706.  
  2707.  
  2708. r_TexturesStreamingDebug
  2709.  
  2710.  
  2711.  
  2712.  
  2713.  
  2714.  
  2715.  
  2716.  
  2717.  
  2718.  
  2719.  
  2720.  
  2721.  
  2722.  
  2723.  
  2724. Enables textures streaming debug mode. (Log uploads and remove unnecessary mip levels)
  2725.  
  2726. Usage: r_TexturesStreamingDebug [0/1/2]
  2727. 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
  2728. r_TexturesStreaming
  2729.  
  2730.  
  2731.  
  2732.  
  2733.  
  2734.  
  2735.  
  2736.  
  2737.  
  2738.  
  2739.  
  2740.  
  2741. Enables direct streaming of textures from disk during game.
  2742.  
  2743. Usage: r_TexturesStreaming [0/1/2]
  2744. Default is 0 (off). All textures save in native format with mips in a
  2745. cache file. Textures are then loaded into texture memory from the cache.
  2746.  
  2747.  
  2748. r_TexturesStreamingOnlyVideo
  2749.  
  2750.  
  2751.  
  2752. Don't store system memory copy of texture. Applicable only for PC and PS3.
  2753. On Xenon it's on[1] by default and cannot be changed.
  2754.  
  2755. Usage: r_TexturesStreamingOnlyVideo [0/1]
  2756. Default is 0 (off) for PC and PS3, 1(on always) for XBox 360.
  2757.  
  2758.  
  2759.  
  2760.  
  2761.  
  2762.  
  2763.  
  2764. r_TexturesStreamingNoUpload
  2765.  
  2766.  
  2767.  
  2768.  
  2769. Disable uploading data into texture from system memory. Useful for debug purposes.
  2770.  
  2771. Usage: r_TexturesStreamingNoUpload [0/1]
  2772. Default is 0 (off).
  2773. r_TexturesStreamingMipFading
  2774.  
  2775.  
  2776.  
  2777. Controls how the new texture MIP appears after being streamed in.
  2778. This variable influences only a visual quality of appearing texture details.
  2779.  
  2780. Usage: r_TexturesStreamingMipFading [0/1]
  2781. Default is 1 (enabled).
  2782.  
  2783.  
  2784.  
  2785.  
  2786.  
  2787.  
  2788.  
  2789. r_TexturesStreamingDisableNoStreamDuringLoad
  2790.  
  2791.  
  2792.  
  2793.  
  2794.  
  2795.  
  2796.  
  2797.  
  2798.  
  2799.  
  2800.  
  2801. 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
  2802.  
  2803.  
  2804.  
  2805.  
  2806.  
  2807.  
  2808.  
  2809.  
  2810. r_TexturesStreamingMipClampDVD
  2811.  
  2812. Clamp the texture mip level to certain value when streaming from DVD. 1 will never allow highest mips to be loaded for example.
  2813.  
  2814. Usage: r_TexturesStreamingMipClampDVD [0..4]
  2815. Default is 1.
  2816.  
  2817.  
  2818.  
  2819.  
  2820.  
  2821. r_TexturesStreamingMipBias
  2822.  
  2823.  
  2824.  
  2825.  
  2826.  
  2827. Controls how texture LOD depends from distance to the objects.
  2828. Increasing this value will reduce amount of memory required for textures.
  2829.  
  2830. Usage: r_TexturesStreamingMipBias [-4..0..4]
  2831. Default is 0.
  2832.  
  2833.  
  2834.  
  2835.  
  2836. r_TexturesStreamingMaxRequestedJobs
  2837.  
  2838.  
  2839.  
  2840.  
  2841. Maximum number of tasks submitted to streaming system.
  2842.  
  2843. Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
  2844. Default is 256 jobs
  2845.  
  2846.  
  2847.  
  2848.  
  2849. r_TexturesStreamingMinReadSizeKB
  2850.  
  2851.  
  2852.  
  2853.  
  2854.  
  2855.  
  2856.  
  2857. Minimal read portion in KB.
  2858.  
  2859. Usage: r_TexturesStreamingMinReadSizeKB [size]
  2860. Default is 32(KB)
  2861.  
  2862.  
  2863.  
  2864. r_texturesstreamingPostponeThresholdMip
  2865.  
  2866.  
  2867.  
  2868.  
  2869.  
  2870.  
  2871.  
  2872.  
  2873. Threshold used to postpone high resolution mipmaps.
  2874.  
  2875. Usage: r_texturesstreamingPostponeThresholdMip [count]
  2876. Default is 1
  2877. r_TexturesStreamingPostponeThresholdKB
  2878.  
  2879. Threshold used to postpone high resolution mipmap loads in KB.
  2880.  
  2881. Usage: r_TexturesStreamingPostponeThresholdKB [size]
  2882. Default is 1024(KB)
  2883. r_TexturesStreamingPostponeMips
  2884.  
  2885.  
  2886.  
  2887.  
  2888.  
  2889.  
  2890.  
  2891.  
  2892. Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
  2893.  
  2894. Usage: r_TexturesStreamingPostponeMips [0/1]
  2895. Default is 1 (on).
  2896.  
  2897.  
  2898.  
  2899.  
  2900.  
  2901.  
  2902. r_TexturesStreamingMaxRequestedMB
  2903.  
  2904.  
  2905.  
  2906.  
  2907.  
  2908.  
  2909.  
  2910.  
  2911.  
  2912.  
  2913.  
  2914.  
  2915.  
  2916.  
  2917. Maximum amount of texture data requested from streaming system in MB.
  2918.  
  2919. Usage: r_TexturesStreamingMaxRequestedMB [size]
  2920. Default is 2.0(MB)
  2921.  
  2922.  
  2923.  
  2924.  
  2925.  
  2926.  
  2927.  
  2928. r_TexturesStreamingResidencyThrottle
  2929.  
  2930.  
  2931.  
  2932.  
  2933.  
  2934.  
  2935.  
  2936.  
  2937.  
  2938.  
  2939.  
  2940. Ratio for textures to become resident.
  2941.  
  2942. 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
  2943.  
  2944. r_TexturesStreamingResidencyTime
  2945.  
  2946.  
  2947.  
  2948.  
  2949.  
  2950.  
  2951.  
  2952.  
  2953.  
  2954.  
  2955.  
  2956.  
  2957.  
  2958.  
  2959.  
  2960. Time to keep textures resident for before allowing them to be removed from memory.
  2961.  
  2962. Usage: r_TexturesStreamingResidencyTime [Time]
  2963. Default is 10 seconds
  2964. r_TexturesStreamingResidencyTimeTestLimit
  2965.  
  2966.  
  2967.  
  2968.  
  2969.  
  2970.  
  2971.  
  2972.  
  2973.  
  2974.  
  2975.  
  2976.  
  2977.  
  2978.  
  2979. Time limit to use for mip thrashing calculation in seconds.
  2980.  
  2981. Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds
  2982. r_TexturesStreamingResidencyEnabled
  2983.  
  2984.  
  2985.  
  2986.  
  2987. Toggle for resident textures streaming support.
  2988.  
  2989. Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled
  2990.  
  2991. r_TexturesStreamingSync
  2992.  
  2993.  
  2994.  
  2995.  
  2996.  
  2997.  
  2998.  
  2999.  
  3000. Force only synchronous texture streaming.
  3001. All textures will be streamed in the main thread. Useful for debug purposes.
  3002.  
  3003. Usage: r_TexturesStreamingSync [0/1]
  3004. Default is 0 (off).
  3005. r_TexturesStreamPoolSysSize
  3006.  
  3007.  
  3008.  
  3009.  
  3010. Size of system memory pool for managed textures in MB.
  3011. If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.
  3012. Default is 800 MB for PC.
  3013.  
  3014.  
  3015.  
  3016.  
  3017. r_TexturesStreamPoolSize
  3018.  
  3019.  
  3020.  
  3021.  
  3022.  
  3023.  
  3024.  
  3025.  
  3026.  
  3027.  
  3028.  
  3029.  
  3030.  
  3031.  
  3032.  
  3033. Size of pool for textures streaming in MB.
  3034. If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.
  3035. Default is 128(MB) for PC, 80(MB) for PS3 & XBox 360.
  3036.  
  3037.  
  3038.  
  3039.  
  3040. r_texturesskiplowermips
  3041. Enabled skipping lower mips for X360.
  3042.  
  3043.  
  3044. r_texturesstreampooldefragmentation
  3045.  
  3046.  
  3047.  
  3048.  
  3049. Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
  3050.  
  3051.  
  3052. r_TexturesStreamPoolFragmentationCount
  3053.  
  3054.  
  3055.  
  3056.  
  3057.  
  3058.  
  3059.  
  3060.  
  3061.  
  3062. Add warning message about texture pool fragmentation when pool is overflown.
  3063.  
  3064.  
  3065.  
  3066. r_RenderTargetPoolSize
  3067.  
  3068.  
  3069.  
  3070.  
  3071.  
  3072.  
  3073.  
  3074.  
  3075.  
  3076. Size of pool for render targets in MB.
  3077. Default is 50(MB) for PS3 & XBox 360.
  3078.  
  3079.  
  3080.  
  3081. r_TexNoLoad
  3082.  
  3083.  
  3084.  
  3085.  
  3086. Disables loading of textures.
  3087.  
  3088. Usage: r_TexNoLoad [0/1]
  3089. When 1 texture loading is disabled.
  3090.  
  3091.  
  3092.  
  3093.  
  3094.  
  3095. r_TexLog
  3096.  
  3097.  
  3098.  
  3099.  
  3100.  
  3101.  
  3102.  
  3103. Configures texture information logging.
  3104.  
  3105. Usage: r_TexLog #
  3106. where # represents:
  3107. 0: Texture logging off
  3108. 1: Texture information logged to screen
  3109. 2: All loaded textures logged to 'UsedTextures.txt'
  3110. 3: Missing textures logged to 'MissingTextures.txt
  3111. r_TexGrid
  3112.  
  3113.  
  3114.  
  3115.  
  3116.  
  3117.  
  3118. Specifies the default level for anisotropic texture filtering.
  3119.  
  3120. r_TexNoAniso
  3121.  
  3122.  
  3123.  
  3124. Forces anisotropic filtering off.
  3125. Only for D3D9
  3126. r_TexSkyResolution
  3127.  
  3128.  
  3129.  
  3130.  
  3131.  
  3132. r_TexResolution
  3133. Reduces texture resolution.
  3134.  
  3135. Usage: r_TexResolution [0/1/2 etc]
  3136. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  3137.  
  3138.  
  3139.  
  3140.  
  3141. r_TexBumpResolution
  3142.  
  3143.  
  3144.  
  3145.  
  3146.  
  3147.  
  3148.  
  3149.  
  3150.  
  3151.  
  3152.  
  3153.  
  3154. Reduces texture resolution.
  3155.  
  3156. Usage: r_TexBumpResolution [0/1/2 etc]
  3157. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  3158. r_TexMinSize
  3159.  
  3160.  
  3161.  
  3162. r_TexMaxSize
  3163.  
  3164.  
  3165.  
  3166. r_TexMaxAnisotropy
  3167.  
  3168.  
  3169.  
  3170.  
  3171.  
  3172.  
  3173.  
  3174.  
  3175.  
  3176.  
  3177.  
  3178.  
  3179.  
  3180. Specifies the maximum level allowed for anisotropic texture filtering.
  3181.  
  3182. r_TexMinAnisotropy
  3183.  
  3184.  
  3185.  
  3186.  
  3187.  
  3188. Specifies the minimum level allowed for anisotropic texture filtering.
  3189. 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy.
  3190.  
  3191. r_DynTexAtlasDynTexSrcSize
  3192.  
  3193.  
  3194.  
  3195.  
  3196.  
  3197. r_DynTexAtlasVoxTerrainMaxSize
  3198.  
  3199. r_DynTexAtlasSpritesMaxSize
  3200.  
  3201.  
  3202.  
  3203.  
  3204. r_DynTexAtlasCloudsMaxSize
  3205.  
  3206.  
  3207.  
  3208.  
  3209.  
  3210. r_TexPostponeLoading
  3211.  
  3212.  
  3213.  
  3214. r_TexAtlasSize
  3215.  
  3216. r_TexPreallocateAtlases
  3217. r_DynTexMaxSize
  3218. r_CloudsDebug
  3219.  
  3220.  
  3221. Toggles debugging mode for clouds.
  3222.  
  3223. Usage: r_CloudsDebug [0/1/2]
  3224.  
  3225. Usage: r_CloudsDebug = 1: render just screen imposters
  3226.  
  3227. Usage: r_CloudsDebug = 2: render just non-screen imposters
  3228. Default is 0 (off)
  3229.  
  3230.  
  3231.  
  3232.  
  3233. r_CloudsUpdateAlways
  3234.  
  3235.  
  3236.  
  3237. Toggles updating of clouds each frame.
  3238.  
  3239. Usage: r_CloudsUpdateAlways [0/1]
  3240. Default is 0 (off)
  3241.  
  3242.  
  3243.  
  3244.  
  3245. r_ColorGradingChartsCache
  3246.  
  3247.  
  3248.  
  3249.  
  3250.  
  3251.  
  3252. Enables color grading charts update caching.
  3253.  
  3254. Usage: r_ColorGradingCharts [0/1/2/etc]
  3255. Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
  3256.  
  3257.  
  3258.  
  3259.  
  3260.  
  3261.  
  3262. r_ColorGradingCharts
  3263.  
  3264.  
  3265.  
  3266.  
  3267.  
  3268.  
  3269.  
  3270.  
  3271.  
  3272.  
  3273.  
  3274. Enables color grading via color charts.
  3275.  
  3276. Usage: r_ColorGradingCharts [0/1]
  3277.  
  3278.  
  3279.  
  3280.  
  3281.  
  3282.  
  3283. r_ColorGradingFilters
  3284.  
  3285.  
  3286. Enables color grading.
  3287.  
  3288. Usage: r_ColorGradingFilters [0/1]
  3289.  
  3290.  
  3291.  
  3292.  
  3293.  
  3294.  
  3295. r_ColorGradingLevels
  3296.  
  3297.  
  3298.  
  3299. Enables color grading.
  3300.  
  3301. Usage: r_ColorGradingLevels [0/1]
  3302.  
  3303.  
  3304.  
  3305.  
  3306.  
  3307.  
  3308.  
  3309. r_ColorGradingSelectiveColor
  3310.  
  3311.  
  3312.  
  3313. Enables color grading.
  3314.  
  3315. Usage: r_ColorGradingSelectiveColor [0/1]
  3316.  
  3317.  
  3318.  
  3319. r_Fur
  3320.  
  3321.  
  3322.  
  3323.  
  3324.  
  3325.  
  3326. Enables fur rendering.
  3327.  
  3328. Usage: r_Fur [0/1]
  3329.  
  3330.  
  3331.  
  3332.  
  3333.  
  3334.  
  3335. r_ColorGrading
  3336.  
  3337. Enables color grading.
  3338.  
  3339. Usage: r_ColorGrading [0/1]
  3340.  
  3341.  
  3342.  
  3343.  
  3344.  
  3345. r_ShowGammaReference
  3346.  
  3347.  
  3348.  
  3349. Enables display of gamma reference - useful for monitor/tv calibration.
  3350.  
  3351. Usage: r_ShowGammaReference [0/1]
  3352.  
  3353.  
  3354.  
  3355.  
  3356.  
  3357.  
  3358. r_PostProcessNanoGlassDebugView
  3359. Debug views for Nano Glass post processing.
  3360.  
  3361. Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
  3362. Default is 0 (disabled). 1 Wire frame.
  3363.  
  3364.  
  3365.  
  3366.  
  3367.  
  3368. r_PostProcessHUD3DStencilClear
  3369.  
  3370.  
  3371.  
  3372.  
  3373.  
  3374.  
  3375.  
  3376.  
  3377.  
  3378. Enables stencil clears for flash masks when rendering HUD in 3D post process.
  3379.  
  3380. Usage: r_PostProcessHUD3DNoStencilClear [0/1]
  3381. Default is 1 (enabled), 0 disabled
  3382.  
  3383. r_PostProcessHUD3DGlowAmount
  3384.  
  3385.  
  3386.  
  3387. Controls 3D HUD 'Glow' Amount.
  3388.  
  3389. Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
  3390. Default is 1.0f, higher = more glow
  3391.  
  3392. r_PostProcessHUD3DShadowAmount
  3393.  
  3394. Controls 3D HUD 'Shadow' Amount.
  3395.  
  3396. Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
  3397. Default is 1.7f, higher = darker
  3398. š™Ù?
  3399.  
  3400.  
  3401.  
  3402. r_PostProcessHUD3DCache
  3403. Enables 3d hud caching overframes.
  3404.  
  3405. Usage: r_PostProcessHUD3DCache [0/1/2/3]
  3406. Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
  3407.  
  3408.  
  3409.  
  3410.  
  3411.  
  3412.  
  3413. r_PostProcessHUD3DDebugView
  3414.  
  3415.  
  3416.  
  3417.  
  3418.  
  3419.  
  3420.  
  3421.  
  3422.  
  3423.  
  3424.  
  3425.  
  3426. Debug views for 3d hud post processing.
  3427.  
  3428. Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]
  3429. Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture
  3430.  
  3431.  
  3432. r_PostProcessHUD3D
  3433.  
  3434.  
  3435.  
  3436.  
  3437.  
  3438.  
  3439.  
  3440.  
  3441.  
  3442.  
  3443.  
  3444.  
  3445.  
  3446. Toggles 3d hud post processing.
  3447.  
  3448. Usage: r_PostProcessHUD3D [0/1]
  3449. Default is 1 (post process hud enabled). 0 Disabled
  3450.  
  3451.  
  3452.  
  3453.  
  3454. r_PostProcessReset
  3455.  
  3456.  
  3457.  
  3458.  
  3459.  
  3460. Enables post processing special effects reset.
  3461.  
  3462. Usage: r_PostProcessEffectsReset [0/1]
  3463. Default is 0 (disabled). 1 enabled
  3464.  
  3465.  
  3466.  
  3467.  
  3468.  
  3469.  
  3470.  
  3471. r_PostProcessGameFx
  3472.  
  3473.  
  3474.  
  3475.  
  3476.  
  3477.  
  3478.  
  3479.  
  3480.  
  3481.  
  3482.  
  3483.  
  3484. Enables post processing special effects game fx.
  3485.  
  3486. Usage: r_PostProcessEffectsGameFx [0/1]
  3487. Default is 1 (enabled). 0 disabled
  3488.  
  3489.  
  3490.  
  3491.  
  3492. r_PostProcessFilters
  3493.  
  3494.  
  3495.  
  3496.  
  3497.  
  3498.  
  3499.  
  3500.  
  3501.  
  3502.  
  3503.  
  3504. Enables post processing special effects filters.
  3505.  
  3506. Usage: r_PostProcessEffectsFilters [0/1]
  3507. Default is 1 (enabled). 0 disabled
  3508.  
  3509.  
  3510.  
  3511. r_PostprocessParamsBlendingTimeScale
  3512.  
  3513.  
  3514.  
  3515.  
  3516.  
  3517.  
  3518.  
  3519.  
  3520.  
  3521.  
  3522.  
  3523. Sets post processing effects parameters smooth blending time scale
  3524.  
  3525. Usage: r_PostprocessParamsBlendingTimeScale [scale]
  3526. Default is 12.0f.
  3527.  
  3528.  
  3529.  
  3530.  
  3531.  
  3532.  
  3533.  
  3534. r_PostProcessParamsBlending
  3535.  
  3536.  
  3537.  
  3538.  
  3539. Enables post processing effects parameters smooth blending
  3540.  
  3541. Usage: r_PostProcessEffectsParamsBlending [0/1]
  3542. Default is 1 (enabled).
  3543.  
  3544.  
  3545.  
  3546.  
  3547.  
  3548.  
  3549.  
  3550.  
  3551.  
  3552.  
  3553.  
  3554.  
  3555.  
  3556. Enables NVIDIA TXAA resolve.
  3557.  
  3558. Usage: r_txaa [0/1]
  3559. Default is 0 (disabled).
  3560.  
  3561.  
  3562.  
  3563.  
  3564.  
  3565.  
  3566. r_PostProcessEffects
  3567.  
  3568.  
  3569.  
  3570.  
  3571.  
  3572.  
  3573.  
  3574.  
  3575.  
  3576.  
  3577.  
  3578. Enables post processing special effects.
  3579.  
  3580. Usage: r_PostProcessEffects [0/1/2]
  3581. Default is 1 (enabled). 2 enables and displays active effects
  3582.  
  3583.  
  3584.  
  3585.  
  3586.  
  3587. r_pointslightshafts
  3588.  
  3589.  
  3590.  
  3591.  
  3592.  
  3593.  
  3594.  
  3595.  
  3596.  
  3597.  
  3598.  
  3599.  
  3600. Enables point light shafts.
  3601.  
  3602. Usage: r_pointslightshafts [0/1]
  3603. Default is 1 (on). Set to 0 to disable.
  3604.  
  3605.  
  3606.  
  3607. r_sunshafts
  3608.  
  3609.  
  3610.  
  3611.  
  3612.  
  3613.  
  3614.  
  3615.  
  3616.  
  3617.  
  3618.  
  3619.  
  3620. Enables sun shafts.
  3621.  
  3622. Usage: r_sunshafts [0/1]
  3623. Default is 1 (on). Set to 0 to disable.
  3624.  
  3625.  
  3626.  
  3627. r_refraction
  3628.  
  3629.  
  3630.  
  3631.  
  3632.  
  3633.  
  3634.  
  3635.  
  3636.  
  3637.  
  3638.  
  3639. Enables refraction.
  3640.  
  3641. Usage: r_refraction [0/1]
  3642. Default is 1 (on). Set to 0 to disable.
  3643.  
  3644.  
  3645. r_ThermalVisionViewCloakFlickerMaxIntensity
  3646.  
  3647.  
  3648.  
  3649.  
  3650.  
  3651.  
  3652.  
  3653.  
  3654.  
  3655.  
  3656.  
  3657.  
  3658. Sets thermal vision cloaked-object flicker random max intensity.
  3659.  
  3660. Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]
  3661. When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
  3662. r_ThermalVisionViewCloakFlickerMinIntensity
  3663.  
  3664.  
  3665.  
  3666.  
  3667.  
  3668.  
  3669.  
  3670.  
  3671.  
  3672.  
  3673.  
  3674.  
  3675. Sets thermal vision cloaked-object flicker random min intensity.
  3676.  
  3677. Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]
  3678. When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
  3679. r_ThermalVisionViewCloakFrequencySecondary
  3680.  
  3681.  
  3682.  
  3683.  
  3684.  
  3685.  
  3686.  
  3687.  
  3688.  
  3689.  
  3690.  
  3691.  
  3692.  
  3693. Sets thermal vision cloaked-object flicker secondary frequency.
  3694.  
  3695. Usage: r_ThermalVisionViewCloakFrequencySecondary [1+]
  3696. When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower
  3697.  
  3698.  
  3699.  
  3700.  
  3701.  
  3702.  
  3703.  
  3704. r_ThermalVisionViewCloakFrequencyPrimary
  3705.  
  3706.  
  3707.  
  3708.  
  3709.  
  3710.  
  3711.  
  3712.  
  3713.  
  3714.  
  3715.  
  3716.  
  3717.  
  3718.  
  3719.  
  3720. Sets thermal vision cloaked-object flicker primary frequency.
  3721.  
  3722. Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+]
  3723. When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower
  3724.  
  3725.  
  3726.  
  3727.  
  3728.  
  3729. r_ThermalVisionViewDistance
  3730.  
  3731.  
  3732.  
  3733.  
  3734. Toggles thermal vision distance attenuation.
  3735. Default is 150 (meters)
  3736.  
  3737.  
  3738.  
  3739.  
  3740.  
  3741. C
  3742.  
  3743.  
  3744.  
  3745. r_ThermalVision
  3746. Toggles termal vision enabling.
  3747.  
  3748. Usage: r_ThermalVision [0/1]
  3749. Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes.
  3750.  
  3751.  
  3752.  
  3753.  
  3754. r_SonarVision
  3755.  
  3756.  
  3757.  
  3758.  
  3759.  
  3760.  
  3761.  
  3762.  
  3763.  
  3764.  
  3765. Toggles sonar vision enabling.
  3766.  
  3767. Usage: r_SonarVision [0/1]
  3768. Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes.
  3769. r_dofMinZBlendMult
  3770.  
  3771.  
  3772.  
  3773.  
  3774.  
  3775.  
  3776.  
  3777.  
  3778.  
  3779.  
  3780.  
  3781.  
  3782.  
  3783. Set dof min z blend multiplier (bigger value means faster blendind transition)
  3784.  
  3785. r_dofMinZScale
  3786.  
  3787. Set dof min z out of focus strenght (good default value - 1.0f)
  3788.  
  3789.  
  3790.  
  3791.  
  3792.  
  3793.  
  3794.  
  3795.  
  3796. r_dofMinZ
  3797.  
  3798.  
  3799.  
  3800.  
  3801.  
  3802.  
  3803.  
  3804.  
  3805.  
  3806.  
  3807.  
  3808.  
  3809.  
  3810.  
  3811. Set dof min z distance, anything behind this distance will get out focus. (good default value 0.4)
  3812.  
  3813.  
  3814.  
  3815.  
  3816. r_NightVisionCamMovNoiseBlendSpeed
  3817.  
  3818.  
  3819.  
  3820.  
  3821.  
  3822. Set nightvision noise amount blend speed.
  3823.  
  3824.  
  3825.  
  3826.  
  3827.  
  3828.  
  3829. r_NightVisionCamMovNoiseAmount
  3830.  
  3831. Set nightvision noise amount based on camera movement.
  3832.  
  3833. r_NightVisionSonarRadius
  3834.  
  3835.  
  3836.  
  3837.  
  3838.  
  3839.  
  3840.  
  3841. Set nightvision sonar hints radius.
  3842.  
  3843.  
  3844.  
  3845.  
  3846.  
  3847.  
  3848. úC
  3849.  
  3850.  
  3851.  
  3852. r_NightVisionSonarMultiplier
  3853.  
  3854.  
  3855.  
  3856. Set nightvision sonar hints color multiplier.
  3857.  
  3858.  
  3859. r_NightVisionSonarLifetime
  3860.  
  3861.  
  3862.  
  3863.  
  3864.  
  3865. Set nightvision sonar hints lifetime.
  3866.  
  3867.  
  3868. r_NightVisionViewDist
  3869.  
  3870.  
  3871. Set nightvision ambient view distance.
  3872.  
  3873.  
  3874. €»D
  3875.  
  3876.  
  3877.  
  3878. r_NightVisionBrightLevel
  3879.  
  3880.  
  3881.  
  3882.  
  3883.  
  3884.  
  3885.  
  3886. Set nightvision bloom brightlevel.
  3887.  
  3888.  
  3889.  
  3890.  
  3891.  
  3892. r_NightVisionAmbientMul
  3893. Set nightvision ambient color multiplier.
  3894.  
  3895.  
  3896.  
  3897.  
  3898.  
  3899.  
  3900. r_NightVisionFinalMul
  3901.  
  3902.  
  3903. Set nightvision final color multiplier for fine tunning.
  3904.  
  3905.  
  3906.  
  3907.  
  3908.  
  3909.  
  3910.  
  3911. r_NightVision
  3912.  
  3913.  
  3914. Toggles nightvision enabling.
  3915.  
  3916. Usage: r_NightVision [0/1/2/3/4]
  3917. 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.
  3918. r_GlowAnamorphicFlares
  3919.  
  3920. Toggles the anamorphic flares effect.
  3921.  
  3922. Usage: r_GlowAnamorphicFlares [0/1]
  3923. Default is 0 (off). Set to 1 to enable.
  3924.  
  3925.  
  3926. r_Glow
  3927.  
  3928.  
  3929.  
  3930.  
  3931.  
  3932. Toggles the glow effect.
  3933.  
  3934. Usage: r_Glow [0/1]
  3935. Default is 0 (off). Set to 1 to enable glow effect.
  3936.  
  3937.  
  3938.  
  3939.  
  3940.  
  3941.  
  3942.  
  3943. r_RC_AutoInvoke
  3944.  
  3945.  
  3946.  
  3947.  
  3948.  
  3949.  
  3950.  
  3951.  
  3952. Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
  3953. shows that the destination is older or does not exist.
  3954.  
  3955. Usage: r_RC_AutoInvoke 1 (default is 0)
  3956. r_ShaderCompilerDontCache
  3957.  
  3958.  
  3959.  
  3960.  
  3961.  
  3962.  
  3963. Disables caching on server side.
  3964.  
  3965. Usage: r_ShaderCompilerDontCache 0 #
  3966. Default is 0
  3967.  
  3968.  
  3969.  
  3970.  
  3971.  
  3972. r_ShaderCompilerPort
  3973.  
  3974.  
  3975.  
  3976. set user defined port of the shader compile server.
  3977.  
  3978. Usage: r_ShaderCompilerPort 61453 #
  3979. Default is 61453
  3980.  
  3981.  
  3982.  
  3983.  
  3984.  
  3985.  
  3986.  
  3987. r_ShaderEmailTags
  3988.  
  3989.  
  3990.  
  3991.  
  3992.  
  3993.  
  3994.  
  3995.  
  3996.  
  3997.  
  3998.  
  3999.  
  4000.  
  4001.  
  4002. Adds optional tags to shader error emails e.g. own name or build run
  4003.  
  4004. Usage: r_ShaderEmailTags "some set of tags or text"
  4005. Default is build version
  4006.  
  4007.  
  4008.  
  4009.  
  4010. Build Version: %d.%d.%d.%d
  4011.  
  4012.  
  4013.  
  4014.  
  4015.  
  4016. r_ShaderCompilerServer
  4017.  
  4018. 8core5
  4019.  
  4020. Usage: r_ShaderCompilerServer localhost
  4021. Default is 8core5
  4022.  
  4023.  
  4024.  
  4025.  
  4026. r_ShowDynTexturesFilter
  4027. *
  4028.  
  4029.  
  4030.  
  4031.  
  4032.  
  4033.  
  4034.  
  4035.  
  4036.  
  4037.  
  4038.  
  4039.  
  4040.  
  4041.  
  4042. Usage: r_ShowDynTexturesFilter *end
  4043.  
  4044. Usage: r_ShowDynTexturesFilter *mid*
  4045.  
  4046. Usage: r_ShowDynTexturesFilter start*
  4047. Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
  4048.  
  4049.  
  4050.  
  4051.  
  4052.  
  4053.  
  4054. r_ShowDynTexturesMaxCount
  4055.  
  4056.  
  4057.  
  4058.  
  4059.  
  4060.  
  4061. Allows to adjust number of textures shown on the screen
  4062.  
  4063. Usage: r_ShowDynTexturesMaxCount [1...36]
  4064. Default is 36
  4065. r_ShowDynTextures
  4066.  
  4067.  
  4068.  
  4069.  
  4070.  
  4071.  
  4072.  
  4073.  
  4074.  
  4075.  
  4076.  
  4077.  
  4078.  
  4079.  
  4080. Display a dyn. textures, filtered by r_ShowDynTexturesFilter
  4081.  
  4082. Usage: r_ShowDynTextures 0/1/2
  4083. Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
  4084. Textures are sorted by memory usage
  4085.  
  4086.  
  4087.  
  4088. r_LightsSinglePass
  4089.  
  4090.  
  4091.  
  4092.  
  4093.  
  4094. r_TerrainAO_FadeDist
  4095.  
  4096.  
  4097.  
  4098. Controls sky light fading in tree canopy in Z direction
  4099. r_TerrainAO
  4100.  
  4101.  
  4102.  
  4103.  
  4104. 7=Activate terrain AO deferred passes
  4105.  
  4106.  
  4107. r_SSAOBrighteningMargin
  4108. Margin for brightening in multi-radii SSAO:
  4109. 1.0 - no brightening allowed
  4110. 1.1 - SSAO can make some part of the scene brighter up to 10%, default
  4111. r_SSAOLargeRadiusRatio
  4112.  
  4113. Scale factor for large radius in multi-radii SSAO
  4114.  
  4115.  
  4116.  
  4117.  
  4118.  
  4119.  
  4120. r_SSAOSmallRadiusRatio
  4121.  
  4122. Scale factor for small radius in multi-radii SSAO
  4123.  
  4124.  
  4125.  
  4126.  
  4127.  
  4128.  
  4129. r_SSAOTemporalConvergence
  4130.  
  4131.  
  4132.  
  4133.  
  4134.  
  4135.  
  4136. Temporal SSAO update/convergence speed
  4137.  
  4138. r_SSAOContrast
  4139.  
  4140. SSAO contrast coefficient (higher contrast highlights edges)
  4141.  
  4142.  
  4143.  
  4144. r_SSAOQuality
  4145.  
  4146.  
  4147.  
  4148.  
  4149.  
  4150.  
  4151.  
  4152.  
  4153.  
  4154.  
  4155. SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
  4156.  
  4157.  
  4158.  
  4159.  
  4160. r_SSAORadius
  4161.  
  4162.  
  4163.  
  4164. Controls size of area tested
  4165.  
  4166.  
  4167.  
  4168. r_SSAODownscale
  4169. Use downscaled computations for SSAO
  4170.  
  4171.  
  4172.  
  4173. r_SSAOAmount
  4174.  
  4175.  
  4176.  
  4177. Controls how much SSAO affects ambient
  4178.  
  4179. r_SSAO
  4180.  
  4181. Screen space ambient occlusion:
  4182. 0 - disabled
  4183. 1 - SSAO technique with normals
  4184. 2 - SSAO technique with normals and temporal accumulation
  4185. 3 - Volumetric Obscurance technique with jittering
  4186. 4 - Volumetric Obscurance technique with jittering and temporal accumulation
  4187. 5 - VO variation with multiple radii
  4188.  
  4189.  
  4190.  
  4191.  
  4192. r_RenderMeshHashGridUnitSize
  4193.  
  4194.  
  4195.  
  4196. Controls density of render mesh triangle indexing structures
  4197.  
  4198.  
  4199.  
  4200. r_ShadowPoolMaxTimeslicedUpdatesPerFrame
  4201.  
  4202.  
  4203.  
  4204.  
  4205.  
  4206.  
  4207.  
  4208. Max number of time sliced shadow pool updates allowed per frame
  4209. r_ShadowPoolMaxFrames
  4210.  
  4211.  
  4212. Maximum number of frames a shadow can exist in the pool
  4213. r_ShadowGen
  4214.  
  4215.  
  4216.  
  4217.  
  4218. 0=disable shadow map updates, 1=enable shadow map updates
  4219.  
  4220.  
  4221.  
  4222.  
  4223.  
  4224.  
  4225. r_ShadowPass
  4226.  
  4227.  
  4228.  
  4229. Process shadow pass
  4230.  
  4231.  
  4232.  
  4233.  
  4234. r_ShadowGenGS
  4235.  
  4236.  
  4237.  
  4238.  
  4239.  
  4240.  
  4241.  
  4242.  
  4243.  
  4244.  
  4245. Use geometry shader for shadow map generation (DX11 only, don't change at runtime)
  4246.  
  4247. Usage: r_ShadowGenGS [0=off, 1=on]
  4248.  
  4249.  
  4250. r_ShadowsGridAligned
  4251.  
  4252.  
  4253.  
  4254. Selects algorithm to use for shadow mask generation:
  4255. 0 - Disable shadows snapping
  4256. 1 - Enable shadows snapping
  4257.  
  4258.  
  4259. r_DebugLights
  4260.  
  4261.  
  4262. Display dynamic lights for debugging.
  4263.  
  4264. Usage: r_DebugLights [0/1/2/3]
  4265. Default is 0 (off). Set to 1 to display centers of light sources,
  4266. or set to 2 to display light centers and attenuation spheres, 3 to get light properties to the screen
  4267.  
  4268.  
  4269.  
  4270. r_VarianceShadowMapBlurAmount
  4271.  
  4272.  
  4273. Activate shadow map blur.
  4274.  
  4275. Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
  4276.  
  4277.  
  4278.  
  4279.  
  4280.  
  4281. r_ShadowJittering
  4282.  
  4283.  
  4284.  
  4285.  
  4286.  
  4287.  
  4288. Activate shadow map jittering.
  4289. Usage: r_ShadowJittering [0=off, 1=on]
  4290.  
  4291.  
  4292. š™Y@
  4293.  
  4294.  
  4295.  
  4296. r_ShadowBluriness
  4297.  
  4298.  
  4299.  
  4300.  
  4301.  
  4302.  
  4303.  
  4304.  
  4305.  
  4306.  
  4307.  
  4308.  
  4309.  
  4310.  
  4311. Select shadow map blurriness if r_ShadowBlur is activated.
  4312.  
  4313. Usage: r_ShadowBluriness [0.1 - 16]
  4314.  
  4315. r_ShadowsForwardPass
  4316.  
  4317.  
  4318.  
  4319.  
  4320.  
  4321.  
  4322.  
  4323.  
  4324.  
  4325.  
  4326.  
  4327. 1=use Forward prepare depth maps pass
  4328.  
  4329. Usage: CV_r_ShadowsForwardPass [0/1]
  4330.  
  4331.  
  4332.  
  4333.  
  4334.  
  4335. r_ShadowsPCFiltering
  4336.  
  4337.  
  4338.  
  4339. 1=use PCF for shadows
  4340.  
  4341. Usage: r_ShadowsPCFiltering [0/1]
  4342. r_ShadowsDepthBoundNV
  4343.  
  4344.  
  4345.  
  4346.  
  4347.  
  4348.  
  4349.  
  4350.  
  4351.  
  4352.  
  4353. 1=use NV Depth Bound extension
  4354.  
  4355. Usage: r_ShadowsDepthBoundNV [0/1]
  4356.  
  4357.  
  4358.  
  4359.  
  4360.  
  4361.  
  4362. r_ShadowsStencilPrePass
  4363. 1=Use Stencil pre-pass for shadows
  4364.  
  4365. Usage: r_ShadowsStencilPrePass [0/1]
  4366. r_ShadowsMaskDownScale
  4367.  
  4368. Saves video memory by using lower resolution for shadow masks except first one
  4369. 0=per pixel shadow mask
  4370. 1=half resolution shadow mask
  4371.  
  4372. Usage: r_ShadowsMaskDownScale [0/1]
  4373.  
  4374.  
  4375.  
  4376.  
  4377.  
  4378.  
  4379.  
  4380. r_ShadowsMaskResolution
  4381.  
  4382.  
  4383.  
  4384.  
  4385.  
  4386.  
  4387.  
  4388.  
  4389. 0=per pixel shadow mask
  4390. 1=horizontal half resolution shadow mask
  4391. 2=horizontal and vertical half resolution shadow mask
  4392.  
  4393. Usage: r_ShadowsMaskResolution [0/1/2]
  4394.  
  4395.  
  4396. r_ShadowsDeferredMode
  4397.  
  4398.  
  4399.  
  4400.  
  4401.  
  4402.  
  4403.  
  4404.  
  4405.  
  4406.  
  4407. 0=Quad light bounds
  4408. 1=Use light volumes
  4409.  
  4410. Usage: r_ShadowsDeferredMode [0/1]
  4411.  
  4412.  
  4413.  
  4414.  
  4415.  
  4416. r_ShadowTexFormat
  4417.  
  4418.  
  4419.  
  4420.  
  4421.  
  4422.  
  4423.  
  4424.  
  4425.  
  4426.  
  4427.  
  4428.  
  4429.  
  4430.  
  4431. 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target
  4432. 2=use R32F texture format for depth map
  4433. 3=use ATI's DF24 texture format for depth map
  4434. 4=use NVIDIA's D24S8 texture format for depth map
  4435. 5=use NVIDIA's D16 texture format for depth map
  4436.  
  4437. Usage: r_ShadowTexFormat [0-5]
  4438. r_ShadowBlur
  4439.  
  4440.  
  4441.  
  4442.  
  4443.  
  4444.  
  4445.  
  4446.  
  4447.  
  4448.  
  4449.  
  4450. Selected shadow map screenspace blurring technique.
  4451.  
  4452. Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
  4453.  
  4454.  
  4455. r_ShadowsUseClipVolume
  4456.  
  4457. .
  4458.  
  4459. Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
  4460.  
  4461.  
  4462.  
  4463.  
  4464. capture_misc_render_buffers
  4465.  
  4466.  
  4467.  
  4468.  
  4469. Captures internal render targets.
  4470.  
  4471. Usage: capture_misc_render_buffers [0/1/2]
  4472. 0=Disable (default)
  4473. 1=Capture HDR, depth, shadow mask and AO buffers along with final framebuffer
  4474. 2=Capture stereo left and right buffers
  4475. Note: Enable capturing via "capture_frames 1".
  4476.  
  4477.  
  4478. r_ShadowGenMode
  4479.  
  4480.  
  4481.  
  4482.  
  4483.  
  4484.  
  4485.  
  4486.  
  4487. 0=Use Frustums Mask
  4488. 1=Regenerate all sides
  4489. Usage: r_ShadowGenMode [0/1]
  4490. r_ShadowsParticleNormalEffect
  4491.  
  4492.  
  4493.  
  4494.  
  4495.  
  4496.  
  4497.  
  4498.  
  4499.  
  4500.  
  4501. Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
  4502.  
  4503. Usage: r_ShadowsParticleNormalEffect [x], 1. is default
  4504.  
  4505.  
  4506.  
  4507.  
  4508. r_ShadowsParticleAnimJitterAmount
  4509.  
  4510.  
  4511.  
  4512.  
  4513.  
  4514.  
  4515.  
  4516.  
  4517.  
  4518.  
  4519.  
  4520.  
  4521.  
  4522.  
  4523. Amount of animated jittering for particles shadows.
  4524.  
  4525. Usage: r_ShadowsParticleJitterAmount [x], 1. is default
  4526.  
  4527.  
  4528.  
  4529.  
  4530. r_ShadowsParticleJitterAmount
  4531.  
  4532.  
  4533. Amount of jittering for particles shadows.
  4534.  
  4535. Usage: r_ShadowsParticleJitterAmount [x], 0.5 is default
  4536.  
  4537.  
  4538.  
  4539.  
  4540. r_ShadowsParticleKernelSize
  4541.  
  4542.  
  4543.  
  4544.  
  4545.  
  4546.  
  4547.  
  4548.  
  4549.  
  4550.  
  4551.  
  4552.  
  4553. Blur kernel size for particles shadows.
  4554.  
  4555. Usage: r_ShadowsParticleKernelSize [0.0 hard edge - x for blur], 1. is default
  4556.  
  4557. r_ShadowsAdaptionMin
  4558.  
  4559.  
  4560.  
  4561. starting kernel size, to avoid blocky shadows.
  4562.  
  4563. Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
  4564.  
  4565.  
  4566.  
  4567. r_ShadowsAdaptionSize
  4568.  
  4569.  
  4570.  
  4571.  
  4572.  
  4573.  
  4574.  
  4575.  
  4576.  
  4577.  
  4578. Select shadow map blurriness if r_ShadowsBias is activated.
  4579.  
  4580. Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing]
  4581. r_ShadowsAdaptionRangeClamp
  4582.  
  4583.  
  4584.  
  4585.  
  4586. maximum range between caster and reciever to take into account.
  4587.  
  4588. Usage: r_ShadowsAdaptionRangeClamp [0.0 - 1.0], default 0.01
  4589.  
  4590.  
  4591.  
  4592. r_ShadowsBias
  4593.  
  4594.  
  4595. Select shadow map blurriness if r_ShadowsBias is activated.
  4596.  
  4597. Usage: r_ShadowsBias [0.1 - 16]
  4598. ¬Å§8r_UseShadowsPool
  4599.  
  4600.  
  4601.  
  4602.  
  4603.  
  4604.  
  4605.  
  4606. 0=Disable
  4607. 1=Enable
  4608.  
  4609. Usage: r_UseShadowsPool[0/1]
  4610. r_DebugLightVolumes
  4611.  
  4612.  
  4613.  
  4614.  
  4615. 0=Disable
  4616. 1=Enable
  4617.  
  4618. Usage: r_DebugLightVolumes[0/1]
  4619.  
  4620.  
  4621.  
  4622.  
  4623.  
  4624. r_DepthOfFieldStencilPrepass
  4625.  
  4626.  
  4627.  
  4628.  
  4629.  
  4630.  
  4631.  
  4632.  
  4633.  
  4634.  
  4635.  
  4636. Enables depth of field stencil prepass.
  4637.  
  4638. Usage: r_DepthOfFieldStencilPrepass [0/1]
  4639. Default is 0 (disabled). 1 enables
  4640.  
  4641.  
  4642.  
  4643. r_DepthOfFieldBokehQuality
  4644.  
  4645.  
  4646.  
  4647.  
  4648.  
  4649.  
  4650.  
  4651.  
  4652.  
  4653.  
  4654.  
  4655.  
  4656.  
  4657. Sets depth of field bokeh quality (samples multiplier).
  4658.  
  4659. Usage: r_DepthOfFieldBokeh [0/1/etc]
  4660. Default is 0: ingame quality, 1: high quality mode
  4661. r_DepthOfFieldBokeh
  4662.  
  4663.  
  4664.  
  4665.  
  4666.  
  4667.  
  4668.  
  4669.  
  4670.  
  4671.  
  4672.  
  4673.  
  4674. Sets depth of field bokeh type (only for dof mode 3).
  4675.  
  4676. Usage: r_DepthOfFieldBokeh [0/1/etc]
  4677. Default is 0 (isotropic/spherical).
  4678.  
  4679. r_DepthOfField
  4680.  
  4681. Enables depth of field.
  4682.  
  4683. Usage: r_DepthOfField [0/1/2]
  4684. Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled
  4685. r_UnderwaterEffectIgnoreNearest
  4686.  
  4687.  
  4688.  
  4689.  
  4690.  
  4691.  
  4692.  
  4693.  
  4694. Disables underwater effect for nearest objects
  4695.  
  4696. Usage: r_UnderwaterEffectIgnoreNearest [0/1]
  4697.  
  4698.  
  4699.  
  4700.  
  4701. r_RainIgnoreNearest
  4702.  
  4703.  
  4704.  
  4705.  
  4706.  
  4707.  
  4708.  
  4709.  
  4710.  
  4711.  
  4712.  
  4713.  
  4714. Disables rain wet/reflection layer for nearest objects
  4715.  
  4716. Usage: r_RainIgnoreNearest [0/1]
  4717.  
  4718.  
  4719.  
  4720.  
  4721.  
  4722.  
  4723.  
  4724.  
  4725. r_ssdoAmbientAmount
  4726.  
  4727.  
  4728.  
  4729.  
  4730. Strength of SSDO ambient occlusion
  4731.  
  4732.  
  4733.  
  4734.  
  4735.  
  4736. r_ssdoAmount
  4737.  
  4738.  
  4739.  
  4740. Strength of the directional occlusion
  4741.  
  4742.  
  4743. r_ssdoRadiusMax
  4744. Max clamped SSDO radius
  4745. r_ssdoRadiusMin
  4746. Min clamped SSDO radius
  4747. r_ssdoRadius
  4748.  
  4749.  
  4750.  
  4751. SSDO radius
  4752. r_ssdo
  4753.  
  4754.  
  4755.  
  4756.  
  4757.  
  4758. Screen Space Directional Occlusion [0/1/2]
  4759. 1 - Enabled for local lights and sun
  4760. 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)
  4761.  
  4762.  
  4763.  
  4764.  
  4765.  
  4766.  
  4767.  
  4768. r_SSReflExp
  4769.  
  4770.  
  4771.  
  4772.  
  4773. Reflection exponent, applied to glossiness material property
  4774.  
  4775.  
  4776.  
  4777. r_SSReflCutoff
  4778.  
  4779. Glossiness value below which reflections are disabled
  4780.  
  4781.  
  4782. r_SSReflections
  4783. Screen space reflections [0/1/2]
  4784. 1 - Noisy sharp reflections without blurring
  4785. 2 - Glossy/blurred reflections
  4786. 3 - Blurred reflections (a different blurring algorithm)
  4787. 4 - Specular+diffuse reflections (more expensive)
  4788. r_RainOccluderSizeTreshold
  4789.  
  4790.  
  4791.  
  4792.  
  4793.  
  4794. Only objects bigger than this size will occlude rain
  4795.  
  4796.  
  4797.  
  4798. r_RainDistMultiplier
  4799.  
  4800.  
  4801.  
  4802. Rain layer distance from camera multiplier
  4803.  
  4804.  
  4805.  
  4806.  
  4807.  
  4808. r_RainLayersPerFrame
  4809.  
  4810.  
  4811.  
  4812. Number of rain layers to render per frame
  4813.  
  4814.  
  4815.  
  4816.  
  4817.  
  4818.  
  4819. r_RainMaxViewDist_Deferred
  4820.  
  4821.  
  4822.  
  4823.  
  4824.  
  4825. Sets maximum view distance (in meters) for deferred rain reflection layer
  4826.  
  4827. Usage: r_RainMaxViewDist_Deferred [n]
  4828. r_RainMaxViewDist
  4829.  
  4830.  
  4831.  
  4832.  
  4833.  
  4834.  
  4835. Sets rain max view distance
  4836.  
  4837. Usage: r_RainMaxViewDist
  4838.  
  4839.  
  4840.  
  4841. r_RainAmount
  4842.  
  4843.  
  4844.  
  4845. Sets rain amount
  4846.  
  4847. Usage: r_RainAmount
  4848.  
  4849.  
  4850.  
  4851. r_Rain
  4852.  
  4853. Enables rain rendering
  4854.  
  4855. Usage: r_Rain [0/1/2]
  4856. 0 - disabled1 - enabled2 - enabled with rain occlusion
  4857.  
  4858.  
  4859.  
  4860.  
  4861. r_SnowFlakeClusters
  4862.  
  4863.  
  4864.  
  4865.  
  4866. Number of snow flake clusters.
  4867.  
  4868. Usage: r_SnowFlakeClusters [n]
  4869.  
  4870.  
  4871. r_SnowDisplacement
  4872.  
  4873.  
  4874.  
  4875.  
  4876.  
  4877.  
  4878.  
  4879.  
  4880.  
  4881.  
  4882.  
  4883.  
  4884.  
  4885. Enables displacement for snow accumulation
  4886. Usage: r_SnowDisplacement [0/1]
  4887. 0 - disabled
  4888. 1 - enabled
  4889.  
  4890.  
  4891.  
  4892.  
  4893. r_SnowHalfRes
  4894.  
  4895.  
  4896.  
  4897.  
  4898.  
  4899.  
  4900.  
  4901.  
  4902.  
  4903.  
  4904. When enabled, snow renders at half resolution to conserve fill rate.
  4905.  
  4906. Usage: r_SnowHalfRes [0/1]
  4907. 0 - disabled
  4908. 1 - enabled
  4909.  
  4910.  
  4911.  
  4912. r_Snow
  4913.  
  4914.  
  4915.  
  4916.  
  4917.  
  4918.  
  4919.  
  4920.  
  4921.  
  4922.  
  4923.  
  4924.  
  4925.  
  4926. Enables snow rendering
  4927.  
  4928. Usage: r_Snow [0/1/2]
  4929. 0 - disabled
  4930. 1 - enabled
  4931. 2 - enabled with snow occlusion
  4932.  
  4933.  
  4934. r_DebugLayerEffect
  4935.  
  4936.  
  4937.  
  4938.  
  4939.  
  4940. Enables debug mode (independent from game code) for layer effects
  4941.  
  4942. Usage: r_DebugLayerEffect [0/1/2/3/etc]
  4943. Default is 0 (disabled). 1: 1st layer mode, etc
  4944.  
  4945.  
  4946.  
  4947.  
  4948.  
  4949.  
  4950. r_CustomVisions
  4951. Enables custom visions, like heatvision, binocular view, etc.
  4952.  
  4953. Usage: r_CustomVisions [0/1/2]
  4954. Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing
  4955.  
  4956.  
  4957.  
  4958.  
  4959.  
  4960.  
  4961.  
  4962. r_MotionBlurAdaptiveSampling
  4963.  
  4964.  
  4965.  
  4966. Enables motion blur.adaptive sampling setting depending on movement amount
  4967.  
  4968. Usage: r_MotionBlurAdaptiveSampling [0/1]
  4969.  
  4970.  
  4971.  
  4972. r_MotionBlurFrameTimeScale
  4973.  
  4974.  
  4975.  
  4976.  
  4977.  
  4978.  
  4979.  
  4980.  
  4981.  
  4982.  
  4983.  
  4984.  
  4985.  
  4986. Enables motion blur.frame time scaling - visually nicer on lower frame rates
  4987.  
  4988. Usage: r_MotionBlurFrameTimeScale [0/1]
  4989.  
  4990.  
  4991.  
  4992. r_MotionBlurMaxViewDist
  4993. Sets motion blur max view distance for objects.
  4994.  
  4995. Usage: r_MotionBlurMaxViewDist [0...1]
  4996. Default is 16 meters
  4997.  
  4998.  
  4999.  
  5000.  
  5001. r_MotionBlurShutterSpeed
  5002.  
  5003.  
  5004.  
  5005.  
  5006.  
  5007.  
  5008.  
  5009. Sets motion blur camera shutter speed.
  5010.  
  5011. Usage: r_MotionBlurShutterSpeed [0...1]
  5012. Default is 0.0055
  5013.  
  5014.  
  5015.  
  5016. X9´;r_UseMergedPosts
  5017.  
  5018.  
  5019.  
  5020.  
  5021.  
  5022.  
  5023.  
  5024. Enables motion blur merged with dof.
  5025.  
  5026. Usage: r_UseMergedPosts [0/1/2]
  5027. Default is 1.
  5028. 1: fastest mode - half res rendering
  5029. 2: full res rendering mode (tbd)
  5030. 3: quality mode, hdr + fullres (tbd)
  5031.  
  5032.  
  5033. r_MotionBlur
  5034.  
  5035.  
  5036.  
  5037. Enables per object and camera motion blur.
  5038.  
  5039. Usage: r_MotionBlur [0/1/2/3]
  5040. Default is 1 (camera motion blur on).
  5041. 1: camera motion blur
  5042. 2: camera and object motion blur
  5043. 3: debug mode
  5044.  
  5045.  
  5046.  
  5047.  
  5048. r_PostAAInEditingMode
  5049.  
  5050.  
  5051. Enables amortized super sampling in editing mode. Uses camera jittering which can cause flickering of helper objects
  5052. Usage: r_PostAAInEditingMode [0/1]
  5053. r_PostAAStencilCulling
  5054.  
  5055. Enables post processed AA stencil culling.
  5056.  
  5057.  
  5058.  
  5059.  
  5060.  
  5061.  
  5062. r_PostAAEdgeFilter
  5063.  
  5064.  
  5065.  
  5066.  
  5067.  
  5068.  
  5069.  
  5070.  
  5071.  
  5072.  
  5073.  
  5074.  
  5075.  
  5076. Enables morphological edge antialiasing algorithm.
  5077. Usage: r_PostAAEdgeFilter [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x
  5078.  
  5079.  
  5080.  
  5081.  
  5082.  
  5083.  
  5084.  
  5085. r_PostAAMode
  5086.  
  5087.  
  5088.  
  5089. Enables supported AA modes.
  5090.  
  5091. Usage: r_PostAAMode [1: to enable 2x distributed SSAA, 2: video capture mode (TBD)
  5092.  
  5093. r_PostAA
  5094.  
  5095.  
  5096.  
  5097.  
  5098.  
  5099.  
  5100.  
  5101. Enables amortized super sampling.
  5102.  
  5103. Usage: r_PostAA [0/1/2/3]1: 2x SSAA, 0: disabled, 2: FXAA, 3: FXAA debug
  5104.  
  5105.  
  5106.  
  5107.  
  5108.  
  5109. r_UseParticles_GIAmount
  5110.  
  5111.  
  5112.  
  5113.  
  5114.  
  5115.  
  5116.  
  5117.  
  5118. Global illumination amount for particles without material.
  5119.  
  5120. Usage: r_UseParticles_GIAmount [n]
  5121.  
  5122.  
  5123. r_UseParticlesHalfResDebug
  5124.  
  5125.  
  5126.  
  5127.  
  5128.  
  5129. Render half resolution particles tinted with a color.
  5130.  
  5131. Usage: r_UseParticlesHalfResDebug [0/1]
  5132.  
  5133.  
  5134. r_UseParticlesHalfResMinCoverage
  5135.  
  5136.  
  5137.  
  5138.  
  5139.  
  5140.  
  5141.  
  5142.  
  5143.  
  5144.  
  5145.  
  5146.  
  5147.  
  5148.  
  5149.  
  5150. Threshold of estimated particle coverage needed before half-res rendering enabled.
  5151. Half resolution rendering has a constant performance hit, so there's usually no gain if used for a very small number of particles
  5152.  
  5153. Usage: r_UseParticlesHalfResMinCoverage [n]
  5154. n = approx screenfulls of coverage
  5155.  
  5156.  
  5157.  
  5158.  
  5159. r_UseParticlesHalfResForce
  5160.  
  5161.  
  5162.  
  5163.  
  5164.  
  5165.  
  5166.  
  5167.  
  5168.  
  5169.  
  5170.  
  5171.  
  5172.  
  5173. Forces all particles of specified blend operation to be rendered in half resolution, regardless of param setting.
  5174.  
  5175. Usage: r_UseParticlesHalfResForce [0:normal/1:force]
  5176.  
  5177. r_UseParticlesHalfRes
  5178.  
  5179.  
  5180. Enables rendering of particles of specified blend operation in half resolution.
  5181.  
  5182. Usage: r_UseParticlesHalfRes [0:off/1:additive/2:alpha]
  5183. r_UseParticlesMerging
  5184.  
  5185.  
  5186. Enables merging of particles drawcalls.
  5187.  
  5188. Usage: CV_r_useparticles_merge [0/1]
  5189.  
  5190.  
  5191.  
  5192. r_UseParticlesGlow
  5193.  
  5194.  
  5195.  
  5196.  
  5197.  
  5198. Enables glow particles.
  5199.  
  5200. Usage: r_UseParticlesGlow [0/1]
  5201. r_UseParticlesRefraction
  5202.  
  5203.  
  5204.  
  5205.  
  5206.  
  5207.  
  5208.  
  5209. Enables refractive particles.
  5210.  
  5211. Usage: r_UseParticlesRefraction [0/1]
  5212.  
  5213.  
  5214.  
  5215.  
  5216. r_UseSoftParticles
  5217.  
  5218.  
  5219.  
  5220.  
  5221.  
  5222. Enables soft particles.
  5223.  
  5224. Usage: r_UseSoftParticles [0/1]
  5225. r_UseMaterialLayers
  5226.  
  5227.  
  5228.  
  5229.  
  5230. Enables material layers rendering.
  5231.  
  5232. Usage: r_UseMaterialLayers [0/1/2]
  5233. Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
  5234.  
  5235.  
  5236.  
  5237.  
  5238.  
  5239.  
  5240. r_UseHWSkinning
  5241.  
  5242.  
  5243.  
  5244.  
  5245.  
  5246.  
  5247.  
  5248.  
  5249. Toggles HW skinning.
  5250.  
  5251. Usage: r_UseHWSkinning [0/1]
  5252. Default is 1 (on). Set to 0 to disable HW-skinning.
  5253.  
  5254.  
  5255. r_SoftAlphaTest
  5256.  
  5257.  
  5258.  
  5259.  
  5260.  
  5261.  
  5262.  
  5263.  
  5264. Toggles post processed soft alpha test for shaders supporting this
  5265.  
  5266. Usage: r_SoftAlphaTest [0/1]
  5267. Default is 1 (enabled)
  5268.  
  5269. r_UseAlphaBlend
  5270.  
  5271.  
  5272.  
  5273.  
  5274.  
  5275.  
  5276.  
  5277.  
  5278. Toggles alpha blended objects.
  5279.  
  5280. Usage: r_UseAlphaBlend [0/1]
  5281. Default is 1 (on). Set to 0 to disable all alpha blended object.
  5282.  
  5283.  
  5284.  
  5285. r_UseZPass
  5286.  
  5287.  
  5288.  
  5289.  
  5290.  
  5291. Toggles Z pass.
  5292.  
  5293. Usage: r_UseZPass [0/1]
  5294. Default is 1 (on). Set to 0 to disable Z-pass.
  5295.  
  5296. r_ZPassDepthSorting
  5297.  
  5298.  
  5299.  
  5300.  
  5301. Toggles Z pass depth sorting.
  5302.  
  5303. Usage: r_ZPassDepthSorting [0/1/2]
  5304. 0: No depth sorting
  5305. 1: Sort by depth layers (default)
  5306. 2: Sort by distance
  5307.  
  5308.  
  5309.  
  5310.  
  5311.  
  5312. r_CBStaticDebug
  5313. Toggles debugging of per-instance CBs.
  5314.  
  5315. Usage: r_UseCBStaticDebug [0/1]
  5316. Default is 0 (off). Set to 1 to enable asserts when static CB content is differ from the actual instance content.
  5317.  
  5318.  
  5319.  
  5320.  
  5321.  
  5322.  
  5323.  
  5324. r_CBStatic
  5325.  
  5326.  
  5327.  
  5328.  
  5329.  
  5330. Toggles per-instance CBs as static.
  5331.  
  5332. Usage: r_UseCBStatic [0/1]
  5333. Default is 1 (on). Set to 0 to use dynamic update of CB's per-instance.
  5334.  
  5335. r_ImpostersUpdatePerFrame
  5336.  
  5337.  
  5338.  
  5339.  
  5340.  
  5341.  
  5342.  
  5343.  
  5344.  
  5345.  
  5346.  
  5347.  
  5348.  
  5349.  
  5350. How many kilobytes to update per-frame.
  5351.  
  5352. Usage: r_ImpostersUpdatePerFrame [1000-30000]
  5353. Default is 6000 (6 megabytes)
  5354.  
  5355.  
  5356.  
  5357.  
  5358. r_ImposterRatio
  5359.  
  5360.  
  5361.  
  5362.  
  5363.  
  5364.  
  5365.  
  5366.  
  5367. Allows to scale the texture resolution of imposters (clouds)
  5368.  
  5369. Usage: r_ImposterRatio [1..]
  5370. Default is 1 (1:1 normal). Bigger values can help to save texture space
  5371. (e.g. value 2 results in 1/4 texture memory usage)
  5372.  
  5373.  
  5374.  
  5375. r_ImpostersDraw
  5376.  
  5377.  
  5378.  
  5379.  
  5380.  
  5381.  
  5382.  
  5383.  
  5384. Toggles imposters drawing.
  5385.  
  5386. Usage: r_ImpostersDraw [0/1]
  5387. Default is 1 (on). Set to 0 to disable imposters.
  5388.  
  5389.  
  5390.  
  5391.  
  5392.  
  5393.  
  5394. r_MaterialsBatching
  5395.  
  5396.  
  5397.  
  5398.  
  5399.  
  5400.  
  5401.  
  5402.  
  5403.  
  5404.  
  5405.  
  5406.  
  5407. Toggles materials batching.
  5408.  
  5409. Usage: r_MaterialsBatching [0/1]
  5410. Default is 1 (on). Set to 0 to disable.
  5411.  
  5412.  
  5413.  
  5414. r_GeomInstancingDebug
  5415.  
  5416.  
  5417. Toggles HW geometry instancing debug display.
  5418.  
  5419. Usage: r_GeomInstancingDebug [0/1/2]
  5420. Default is 0 (off). Set to 1 to add GPU markers around instanced objects. 2 will visually highlight them as well.
  5421.  
  5422.  
  5423.  
  5424.  
  5425.  
  5426.  
  5427.  
  5428.  
  5429.  
  5430.  
  5431.  
  5432. Toggles HW geometry instancing.
  5433.  
  5434. Usage: r_GeomInstancing [0/1]
  5435. Default is 1 (on). Set to 0 to disable geom. instancing.
  5436.  
  5437. r_DisplacementFactor
  5438.  
  5439.  
  5440.  
  5441. Global displacement amount.
  5442. Default is 0.4f.
  5443.  
  5444.  
  5445.  
  5446. r_TessellationTriangleSize
  5447.  
  5448.  
  5449.  
  5450.  
  5451.  
  5452. Desired triangle size for screen-space tessellation.
  5453. Default is 10.
  5454.  
  5455.  
  5456.  
  5457.  
  5458. r_TessellationDebug
  5459.  
  5460.  
  5461.  
  5462.  
  5463. 1 - Factor visualizing.
  5464. Default is 0
  5465.  
  5466.  
  5467.  
  5468. r_WaterTessellationHW
  5469.  
  5470.  
  5471. Enables hw water tessellation.
  5472.  
  5473. Usage: r_WaterTessellationHW [0/1]
  5474.  
  5475.  
  5476.  
  5477.  
  5478.  
  5479.  
  5480. r_BatchType
  5481.  
  5482.  
  5483.  
  5484.  
  5485. 0 - CPU friendly.
  5486. 1 - GPU friendly.
  5487. 2 - Automatic.
  5488.  
  5489.  
  5490.  
  5491.  
  5492.  
  5493. r_GeomInstancingThreshold
  5494.  
  5495.  
  5496.  
  5497.  
  5498.  
  5499.  
  5500. If the instance count gets bigger than the specified value the instancing feature is used.
  5501.  
  5502. Usage: r_GeomInstancingThreshold [Num]
  5503. Default is -1 (automatic depending on hardware, used value can be found in the log)
  5504.  
  5505.  
  5506. r_BeamsDistFactor
  5507.  
  5508.  
  5509.  
  5510.  
  5511.  
  5512.  
  5513. Distance between slices.
  5514.  
  5515. Usage: r_BeamsDistFactor [fValue]
  5516. Default is 0.01 (0.01 meters between slices).
  5517.  
  5518.  
  5519.  
  5520.  
  5521.  
  5522.  
  5523.  
  5524. r_BeamsMaxSlices
  5525.  
  5526.  
  5527.  
  5528.  
  5529.  
  5530.  
  5531.  
  5532.  
  5533.  
  5534.  
  5535.  
  5536.  
  5537.  
  5538.  
  5539.  
  5540. Number of volumetric slices allowed per light beam.
  5541.  
  5542. Usage: r_BeamsMaxSlices [1-300]
  5543. Default is 200 (high-spec).
  5544. r_BeamsHelpers
  5545.  
  5546. Toggles light beams helpers drawing.
  5547.  
  5548. Usage: r_BeamsHelpers [0/1]
  5549. Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
  5550.  
  5551.  
  5552. r_BeamsSoftClip
  5553.  
  5554.  
  5555.  
  5556.  
  5557.  
  5558.  
  5559.  
  5560.  
  5561. Toggles light beams clip type.
  5562.  
  5563. Usage: r_BeamsSoftClip [0/1]
  5564. Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
  5565.  
  5566.  
  5567. r_Beams
  5568. Toggles light beams.
  5569.  
  5570. Usage: r_Beams [0/1/2/3]
  5571. Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
  5572. use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
  5573. optimized and with glow support beams.
  5574.  
  5575.  
  5576.  
  5577.  
  5578.  
  5579.  
  5580.  
  5581. r_HDRBlueShift
  5582.  
  5583. HDR rendering blue shift.
  5584.  
  5585. Usage: r_HDRBlueShift 0 to 1
  5586. Default is 0 (disabled). Set to 1 to use max blue shift strength
  5587. r_HDRBrightness
  5588. HDR brightness
  5589.  
  5590. Usage: r_HDRBrightness [Value]
  5591. Default is 1.0
  5592.  
  5593.  
  5594.  
  5595. r_HDRSaturation
  5596. HDR saturation
  5597.  
  5598. Usage: r_HDRSaturation [Value]
  5599. Default is 1.0
  5600.  
  5601.  
  5602.  
  5603.  
  5604.  
  5605. `?
  5606.  
  5607.  
  5608.  
  5609. r_HDRSCurveMax
  5610.  
  5611. HDR s-curve max output
  5612.  
  5613. Usage: r_HDRSCurveMax [Value]
  5614. Default is 0.95
  5615.  
  5616.  
  5617.  
  5618. r_HDRSCurveMin
  5619.  
  5620.  
  5621.  
  5622.  
  5623.  
  5624.  
  5625.  
  5626.  
  5627.  
  5628. HDR s-curve min output
  5629.  
  5630. Usage: r_HDRSCurveMin [Value]
  5631. Default is 0.0
  5632.  
  5633.  
  5634.  
  5635.  
  5636. r_HDRBrightLevel
  5637.  
  5638.  
  5639.  
  5640.  
  5641.  
  5642.  
  5643.  
  5644. HDR rendering level (bloom multiplier, tweak together with threshold)
  5645.  
  5646. Usage: r_HDRBrightLevel [Value]
  5647. Default is 1.25
  5648.  
  5649.  
  5650. r_HDRBrightOffset
  5651.  
  5652.  
  5653.  
  5654.  
  5655.  
  5656.  
  5657. HDR rendering bright offset.
  5658.  
  5659. Usage: r_HDRBrightOffset [Value]
  5660. Default is 8.0
  5661.  
  5662.  
  5663.  
  5664. r_HDRBrightThreshold
  5665.  
  5666.  
  5667.  
  5668.  
  5669.  
  5670.  
  5671.  
  5672.  
  5673.  
  5674.  
  5675.  
  5676. HDR rendering bright threshold.
  5677.  
  5678. Usage: r_HDRBrightThreshold [Value]
  5679. Default is 8.0
  5680.  
  5681.  
  5682.  
  5683.  
  5684.  
  5685. r_HDRBloomMul
  5686.  
  5687.  
  5688. HDR bloom multiplier
  5689.  
  5690. Usage: r_HDRBloomMul [Value]
  5691.  
  5692.  
  5693.  
  5694.  
  5695.  
  5696.  
  5697. r_HDRGrainAmount
  5698.  
  5699.  
  5700.  
  5701.  
  5702.  
  5703.  
  5704.  
  5705. HDR camera grain amount
  5706.  
  5707. Usage: r_HDRGrainAmount [Value]
  5708. r_HDRRangeAdaptationSpeed
  5709.  
  5710.  
  5711.  
  5712.  
  5713.  
  5714.  
  5715. HDR range adaption speed
  5716.  
  5717. Usage: r_HDRRangeAdaptationSpeed [Value]
  5718.  
  5719.  
  5720.  
  5721.  
  5722.  
  5723.  
  5724. r_EyeAdaptationLocal
  5725.  
  5726.  
  5727.  
  5728. HDR rendering eye adaptation local
  5729.  
  5730. Usage: 0==off 1==4x4 2==16x16 3==256x256
  5731.  
  5732.  
  5733.  
  5734.  
  5735. r_EyeAdaptationSpeed
  5736.  
  5737.  
  5738.  
  5739.  
  5740.  
  5741.  
  5742.  
  5743.  
  5744.  
  5745.  
  5746.  
  5747. HDR rendering eye adaptation speed
  5748.  
  5749. Usage: r_EyeAdaptationSpeed [Value]
  5750.  
  5751. r_EyeAdaptationBase
  5752.  
  5753.  
  5754.  
  5755.  
  5756. HDR rendering eye adaptation base value (smaller values result in brighter adaption)
  5757.  
  5758. Usage: r_EyeAdaptationBase [Value]
  5759. r_EyeAdaptationFactor
  5760.  
  5761.  
  5762. HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
  5763.  
  5764. Usage: r_HDREyeAdaptionFactor [Value]
  5765. Default is 0.85
  5766.  
  5767.  
  5768.  
  5769.  
  5770.  
  5771.  
  5772. r_HDRForceUpdateTextures
  5773.  
  5774.  
  5775.  
  5776.  
  5777.  
  5778.  
  5779.  
  5780. Forces updating HDR textures.
  5781.  
  5782. r_HDRTexFormat
  5783.  
  5784.  
  5785.  
  5786.  
  5787.  
  5788.  
  5789.  
  5790.  
  5791.  
  5792. HDR texture format.
  5793.  
  5794. Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)
  5795. Default is 0
  5796.  
  5797. r_HDRRangeAdaptLBufferMaxRange
  5798.  
  5799.  
  5800.  
  5801.  
  5802.  
  5803.  
  5804.  
  5805.  
  5806.  
  5807. Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)
  5808.  
  5809. Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
  5810. Default is 2.0f
  5811.  
  5812.  
  5813.  
  5814.  
  5815.  
  5816.  
  5817. r_HDRRangeAdaptLBufferMax
  5818.  
  5819.  
  5820.  
  5821.  
  5822.  
  5823.  
  5824.  
  5825.  
  5826.  
  5827.  
  5828.  
  5829.  
  5830.  
  5831.  
  5832. Set range adaptation max adaptation for light buffers (improve precision - minimize banding)
  5833.  
  5834. Usage: r_HDRRangeAdaptLBufferMax [Value]
  5835. Default is 0.25f
  5836. r_HDRRangeAdaptMaxRange
  5837. Set HDR range adaptation max adaptation (improve precision - minimize banding)
  5838.  
  5839. Usage: r_HDRRangeAdaptMaxRange [Value]
  5840. Default is 4.0f
  5841.  
  5842. r_HDRRangeAdaptMax
  5843.  
  5844.  
  5845.  
  5846.  
  5847.  
  5848. Set HDR range adaptation max adaptation (improve precision - minimize banding)
  5849.  
  5850. Usage: r_HDRRangeAdaptMax [Value]
  5851. Default is 1.0f
  5852.  
  5853.  
  5854.  
  5855.  
  5856.  
  5857.  
  5858. r_HDREyeAdaptionCache
  5859.  
  5860.  
  5861. Enable/Disable eye adaptation caching overframes
  5862.  
  5863. Usage: r_HDREyeAdaptionCache [value]
  5864. Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
  5865. r_HDRRangeAdapt
  5866.  
  5867.  
  5868.  
  5869.  
  5870.  
  5871.  
  5872.  
  5873.  
  5874. Enable/Disable HDR range adaptation (improve precision - minimize banding)
  5875.  
  5876. Usage: r_HDRRangeAdapt [Value]
  5877. Default is 1
  5878. r_HDRVignetting
  5879.  
  5880.  
  5881.  
  5882.  
  5883.  
  5884.  
  5885.  
  5886.  
  5887. HDR viggneting
  5888.  
  5889. Usage: r_HDRVignetting [Value]
  5890. Default is 1 (enabled)
  5891.  
  5892.  
  5893.  
  5894. r_HDROffset
  5895.  
  5896.  
  5897.  
  5898.  
  5899.  
  5900.  
  5901.  
  5902.  
  5903.  
  5904.  
  5905.  
  5906.  
  5907. HDR rendering range offset (color multiplier tweak together with hdr level)
  5908.  
  5909. Usage: r_HDROffset [Value]
  5910. Default is 10.0f
  5911. r_HDRLevel
  5912.  
  5913.  
  5914.  
  5915.  
  5916.  
  5917.  
  5918.  
  5919.  
  5920.  
  5921.  
  5922.  
  5923.  
  5924.  
  5925. HDR rendering range level (color multiplier tweak together with hdr offset)
  5926.  
  5927. Usage: r_HDRLevel [Value]
  5928. Default is 6.0f
  5929.  
  5930.  
  5931. r_HDRDebug
  5932.  
  5933.  
  5934.  
  5935.  
  5936.  
  5937.  
  5938.  
  5939.  
  5940.  
  5941.  
  5942.  
  5943.  
  5944.  
  5945. Toggles HDR debugging info (to debug HDR/eye adaptation)
  5946.  
  5947. Usage: r_HDRDebug
  5948. 0 off (default)
  5949. 1 show gamma-corrected scene target without HDR processing
  5950. 2 identify illegal colors (grey=normal, red=NotANumber, green=negative)
  5951. 3 display internal HDR textures
  5952. 4 display HDR range adaptation
  5953. 5 debug merged posts composition mask
  5954.  
  5955.  
  5956.  
  5957.  
  5958.  
  5959. r_HDRRendering
  5960.  
  5961.  
  5962.  
  5963.  
  5964.  
  5965.  
  5966.  
  5967.  
  5968.  
  5969. Toggles HDR rendering.
  5970.  
  5971. Usage: r_HDRRendering [0/1]
  5972. Default is 1 (on), film curve tone mapping.
  5973. Set to 0 to disable HDR rendering.
  5974.  
  5975.  
  5976.  
  5977.  
  5978.  
  5979. r_LightPropagationVolumes
  5980.  
  5981.  
  5982.  
  5983.  
  5984.  
  5985.  
  5986.  
  5987.  
  5988.  
  5989.  
  5990.  
  5991.  
  5992.  
  5993.  
  5994. Toggles Light Propagation Volumes.
  5995.  
  5996. Usage: r_LightPropagationVolumes [0/1]
  5997. Default is 1 (on)
  5998.  
  5999.  
  6000.  
  6001.  
  6002. r_DeferredShadingSortLights
  6003.  
  6004.  
  6005.  
  6006.  
  6007. Sorts light by influence
  6008.  
  6009. Usage: r_DeferredShadingSortLights [0/1]
  6010. Default is 0 (off)
  6011.  
  6012.  
  6013.  
  6014. r_DeferredShadingLightStencilRatio
  6015.  
  6016.  
  6017.  
  6018.  
  6019.  
  6020. Sets screen ratio for deferred lights to use stencil (eg: 0.2 - 20% of screen).
  6021.  
  6022. Usage: r_DeferredShadingLightStencilRatio [value]
  6023. Default is 0.2
  6024.  
  6025.  
  6026.  
  6027. =
  6028. W>r_DeferredShadingLightLodRatio
  6029.  
  6030.  
  6031.  
  6032.  
  6033.  
  6034.  
  6035.  
  6036.  
  6037.  
  6038. Sets deferred shading light intensity threshold for PS3.
  6039.  
  6040. Usage: r_DeferredShadingLightLodRatio [value]
  6041. Default is 0.1
  6042.  
  6043.  
  6044. r_DeferredShadingAmbient
  6045.  
  6046.  
  6047.  
  6048.  
  6049.  
  6050.  
  6051.  
  6052.  
  6053.  
  6054.  
  6055.  
  6056.  
  6057.  
  6058.  
  6059.  
  6060. Enables/Disables ambient processing.
  6061.  
  6062. Usage: r_DeferredShadingAmbient [0/1/2]
  6063. 0: no ambient passes (disabled)
  6064. 1: vis areas and outdoor ambient (default)
  6065. 2: only outdoor (debug vis areas mode)
  6066.  
  6067.  
  6068. r_DeferredShadingLights
  6069. Enables/Disables lights processing.
  6070.  
  6071. Usage: r_DeferredShadingLights [0/1]
  6072. Default is 1 (enabled)
  6073. r_DeferredShadingDebug
  6074.  
  6075.  
  6076.  
  6077.  
  6078.  
  6079.  
  6080.  
  6081.  
  6082.  
  6083. Toggles deferred shading debug.
  6084.  
  6085. Usage: r_DeferredShadingDebug [0/1]
  6086. 0 disabled (Default)
  6087. 1: Visualize g-buffer and l-buffers
  6088. 2: Debug deferred lighting fillrate (brighter colors means more expensive)
  6089.  
  6090.  
  6091. r_DeferredShadingDBTstencil
  6092.  
  6093.  
  6094.  
  6095.  
  6096. Toggles deferred shading combined depth bounds test + stencil test.
  6097.  
  6098. Usage: r_DeferredShadingDBTstencil [0/1]
  6099. Default is 1 (enabled)
  6100.  
  6101.  
  6102.  
  6103.  
  6104. r_DeferredShadingDepthBoundsTest
  6105.  
  6106.  
  6107.  
  6108.  
  6109.  
  6110.  
  6111.  
  6112. Toggles deferred shading depth bounds test.
  6113.  
  6114. Usage: r_DeferredShadingDepthBoundsTest [0/1]
  6115. Default is 1 (enabled)
  6116.  
  6117.  
  6118.  
  6119.  
  6120.  
  6121.  
  6122.  
  6123. r_DeferredShadingScissor
  6124.  
  6125.  
  6126.  
  6127.  
  6128.  
  6129.  
  6130.  
  6131.  
  6132.  
  6133.  
  6134.  
  6135.  
  6136.  
  6137.  
  6138.  
  6139. Toggles deferred shading scissor test.
  6140.  
  6141. Usage: r_DeferredShadingScissor [0/1]
  6142. Default is 1 (enabled)
  6143.  
  6144.  
  6145.  
  6146.  
  6147. r_DeferredShadingStencilPrepass
  6148.  
  6149.  
  6150.  
  6151.  
  6152.  
  6153.  
  6154.  
  6155.  
  6156. Toggles deferred shading stencil pre pass.
  6157.  
  6158. Usage: r_DeferredShadingStencilPrepass [0/1]
  6159. Default is 1 (enabled)
  6160.  
  6161. r_DeferredShadingHeightBasedAmbient
  6162.  
  6163.  
  6164.  
  6165.  
  6166.  
  6167.  
  6168.  
  6169.  
  6170.  
  6171.  
  6172.  
  6173.  
  6174. Toggles experimental height based ambient.
  6175.  
  6176. Usage: r_DeferredShadingHeightBasedAmbient [0/1]
  6177. Default is 1 (enabled)
  6178.  
  6179.  
  6180.  
  6181.  
  6182.  
  6183. r_DeferredShadingEnvProbes
  6184.  
  6185.  
  6186.  
  6187.  
  6188.  
  6189.  
  6190.  
  6191.  
  6192.  
  6193.  
  6194.  
  6195.  
  6196.  
  6197. Toggles deferred environment probes rendering.
  6198.  
  6199. Usage: r_DeferredShadingEnvProbes [0/1]
  6200. Default is 1 (enabled)
  6201.  
  6202.  
  6203. r_deferredDecalsDebug
  6204.  
  6205.  
  6206. Display decals debug info.
  6207.  
  6208. Usage: r_deferredDecalsDebug [0/1]
  6209.  
  6210.  
  6211. r_DeferredDecals
  6212.  
  6213.  
  6214.  
  6215.  
  6216.  
  6217.  
  6218.  
  6219. Toggles deferred decals.
  6220.  
  6221. Usage: r_DeferredDecals [0/1]
  6222. Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.
  6223.  
  6224.  
  6225.  
  6226.  
  6227. r_DeferredShadingLightVolumes
  6228.  
  6229.  
  6230.  
  6231.  
  6232.  
  6233.  
  6234.  
  6235.  
  6236.  
  6237.  
  6238. Toggles Light volumes for deferred shading.
  6239.  
  6240. Usage: r_DeferredShadingLightVolumes [0/1]
  6241. Default is 1 (enabled)
  6242.  
  6243.  
  6244. *
  6245.  
  6246. e_CheckOctreeObjectsBoxSize
  6247.  
  6248. Check for crazy sized COctreeNode m_objectsBoxes
  6249. 0 - do nothing
  6250. 1 - CryWarning
  6251. 2 - CryWarning and __debugbreak() e_MaxDrawCalls
  6252. Will not render CGFs past the given amount of drawcalls
  6253. (<=0 off (default), >0 draw calls limit)
  6254. e_UncompressedTerrainTexture
  6255.  
  6256. Set to 1 to export the terrain texture tiles without DXT5 compression (use only when really necessary). e_CacheNearestCubePicking
  6257.  
  6258. Enable caching nearest cube maps probe picking for alpha blended geometry
  6259. e_levelStartupFrameDelay
  6260. 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
  6261. e_DeferredPhysicsEvents Enable to Perform some physics events deferred as a task/spu job
  6262. 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
  6263. e_GICache
  6264.  
  6265. Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)
  6266. 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
  6267. Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5 33S@e_GIOffset
  6268.  
  6269. 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
  6270. The less number of propagation iterations the shorter the light propagation distance. Default: 6. Max: 32 e_GIMaxDistance
  6271. Maximum distance of global illumination in meters.
  6272. The less the distance the better the quality. PGI Default: 400. Original Default: 50. Max: 150  Ce_GIAmount
  6273.  
  6274. Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary) e_GIRSMSize Set the default reflective shadow map size.
  6275. Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512
  6276. e_GICascadesRatio
  6277. Sets slope of cascades for global illumination. Default: 2.f e_GINumCascades Sets number of cascades for global illumination. Default: 1 e_GIGlossyReflections
  6278. Enable/disable reflective mode for global illumination. Default: 0 - disabled e_GISecondaryOcclusion
  6279. Enable/disable secondary occlusion for global illumination. Default: 0 - disabled e_GI
  6280. Enable/disable global illumination. Default: 1 - enabled
  6281. e_SplitScreenTest
  6282.  
  6283. 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).
  6284. The view frustum is drawn in write frame.
  6285. 0 = off
  6286. 1 = activated
  6287. e_CameraRotationSpeed Rotate camera around Z axis for debugging
  6288. e_TimeOfDayDebug
  6289. Display time of day current values on screen Time of Day change speed
  6290. e_TimeOfDay Current Time of Day e_CameraGoto Move cameras to a certain pos/angle e_StreamCgfDebugFilter Show only items containig specified text
  6291. e_SQTestTextureName strfrn_advrt_boards_screen
  6292. Reference texture name for streaming latency test
  6293. e_ScreenShotFileFormat
  6294. Set output image file format for hires screen shots. Can be JPG or TGA e_ParticlesShadows
  6295. Shadows on particles
  6296. Usage: e_ParticlesShadows [0/1/2]
  6297. 0 = Off
  6298. 1 = On
  6299. 2 = Force e_ParticlesMotionBlur
  6300. Motion blur for particles
  6301. Usage: e_ParticlesMotionBlur [0/1/2]
  6302. 0 = Off
  6303. 1 = On
  6304. 2 = Force e_ParticlesSoftIntersect
  6305.  
  6306. Render particles with soft intersection
  6307. Usage: e_ParticlesSoftIntersect [0/1/2]
  6308. 0 = Disable
  6309. 1 = Allow
  6310. 2 = Force
  6311.  
  6312. e_ParticlesDiffCM
  6313. Apply diffuse cubemaps to appropriate particle effects
  6314. Usage: e_ParticlesDiffCM [0/1/2]
  6315. 0 = Disable
  6316. 1 = Allow
  6317. 2 = Force
  6318.  
  6319. e_ParticlesGI Apply global illumination to appropriate particle effects
  6320. Usage: e_ParticlesGI [0/1/2]
  6321. 0 = Disable
  6322. 1 = Allow
  6323. 2 = Force
  6324. e_ParticlesAnimBlend Blend between animated texture frames
  6325. Usage: e_ParticlesAnimBlend [0/1/2]
  6326. 0 = Disable
  6327. 1 = Allow
  6328. 2 = Force
  6329.  
  6330. e_ParticlesUseLevelSpecificLibs Allows searching for level-specific version of effects files
  6331. 0 = Off
  6332. 1 = Enabled
  6333.  
  6334. e_ParticlesLightsViewDistRatio Set particles lights view distance ratio
  6335. e_ParticlesLights
  6336. Allows to have light source attached to every particle
  6337. 0 = Off
  6338. 1 = Deferred lights
  6339. e_ParticlesEmitterPoolSize
  6340. e_ParticlesPoolSize Particles pool memory size in KB; 0 for unlimited
  6341. e_ParticlesQuality
  6342. Particles detail quality
  6343. e_ObjQuality Object detail quality e_DefaultMaterial
  6344. use gray illumination as default
  6345. e_StatObjMergeMaxTrisPerDrawCall
  6346. Skip merging of meshes already having acceptable number of triangles per draw call
  6347. e_StatObjMergeUseThread Use a thread to perform sub-objects meshes merging
  6348. e_StatObjMerge Enable CGF sub-objects meshes merging e_PreloadDecals Preload all materials for decals
  6349. e_PreloadMaterials
  6350. Preload level materials from level cache pak and resources list e_StatObjPreload
  6351. Load level CGF's in efficient way
  6352. e_StatObjValidate
  6353. Enable CGF mesh validation during loading
  6354. e_Ropes Turn Rendering of Ropes on/off e_ScreenShotDebug
  6355. 0 off
  6356. 1 show stitching borders
  6357. 2 show overlapping areas e_ScreenShotMapOrientation
  6358. param for rotating the orientation through 90 degrees so the screen shot width is along the X axis
  6359. see e_ScreenShotMap
  6360. 0 - 1 (0 is default) e_ScreenShotMapCamHeight
  6361. param for top-down-view screenshot creation, defining the camera height for screenshots,
  6362. see e_ScreenShotMap defines the y position of the bottom right corner of the
  6363. screenshot-area on the terrain,
  6364. 0.0 - 1.0 (1.0 is default)
  6365. e_ScreenShotMapSizeY e_ScreenShotMapSizeX
  6366.  
  6367. param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap
  6368. defines the x position of the bottom right corner of the screenshot-area on the terrain,
  6369. 0.0 - 1.0 (1.0 is default)
  6370. e_ScreenShotMapCenterY
  6371. param for the centerX position of the camera, see e_ScreenShotMap
  6372. defines the y position of the top left corner of the screenshot-area on the terrain,
  6373. 0.0 - 1.0 (0.0 is default)
  6374. e_ScreenShotMapCenterX param for the centerX position of the camera, see e_ScreenShotMap
  6375. defines the x position of the top left corner of the screenshot-area on the terrain,
  6376. 0.0 - 1.0 (0.0 is default)
  6377. e_ScreenShotMinSlices used for all type highres screenshots made by e_ScreenShot to define the amount
  6378. of sub-screenshots for the width and height to generate the image,
  6379. the min count
  6380. 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
  6381. 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
  6382. e_ScreenShotHeight
  6383.  
  6384. used for all type highres screenshots made by e_ScreenShot to define the
  6385. height of the destination image, 1500 default e_ScreenShotWidth
  6386. used for all type highres screenshots made by e_ScreenShot to define the
  6387. width of the destination image, 2000 default e_ScreenShot
  6388.  
  6389. Make screenshot combined up of multiple rendered frames
  6390. (negative values for multiple frames, positive for a a single frame)
  6391. 1 highres
  6392. 2 360 degree panorama
  6393. 3 Map top-down view
  6394.  
  6395. see:
  6396. e_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX,
  6397. e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug e_VolObjShadowStrength Self shadow intensity of volume objects [0..1]. e_JointStrengthScale
  6398.  
  6399. Scales the strength of prebroken objects' joints (for tweaking) e_PhysOceanCell Cell size for ocean approximation in physics, 0 assumes flat plane
  6400. 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
  6401. e_FoliageBranchesTimeout
  6402. Maximum lifetime of branch ropes (if there are no collisions) e_FoliageBrokenBranchesDamping Damping of branch ropes of broken vegetation e_FoliageBranchesDamping
  6403. Damping of branch ropes e_FoliageBranchesStiffness
  6404. Stiffness of branch ropes
  6405. e_FoliageStiffness
  6406. Stiffness of the spongy obstruct geometry ÍÌL@e_PhysFoliage
  6407. Enables physicalized foliage
  6408. 1 - only for dynamic objects
  6409. 2 - for static and dynamic) e_PhysProxyTriLimit Maximum allowed triangle count for phys proxies e_PhysMinCellSize
  6410. Min size of cell in physical entity grid
  6411. e_DebugLights
  6412. Use different colors for objects affected by different number of lights
  6413. black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
  6414. e_TerrainAo Activate deferred terrain ambient occlusion e_LodMinTtris LODs with less triangles will not be used
  6415. e_LodMax
  6416. Max LOD for objects e_CharLodMin Min LOD for character objects e_LodMin
  6417. Min LOD for objects e_ViewDistMin Min distance on what far objects will be culled out e_ViewDistRatioCustom
  6418. View distance ratio for special marked objects (Players,AI,Vehicles) e_ViewDistRatioLights View distance ratio for light sources ÈA e_ViewDistRatioVegetation
  6419. View distance ratio for vegetation
  6420. e_ViewDistRatioDetail View distance ratio for detail objects e_ViewDistRatioPortals View distance ratio for portals e_ViewDistCompMaxSize
  6421. Affects max view distance for big objects, small number will render less objects
  6422. e_ViewDistRatio View distance ratio for objects pB e_LodCompMaxSize
  6423.  
  6424. Affects LOD selection for big objects, small number will switch more objects into lower LOD e_LodRatio
  6425. LOD distance ratio for objects e_DisplayMemoryUsageIcon
  6426. Turns On/Off the memory usage icon rendering: 1 on, 0 off.
  6427. e_SkyType
  6428. Type of sky used: 0 (static), 1 (dynamic).
  6429. e_SkyQuality Quality of dynamic sky: 1 (very high), 2 (high).
  6430. e_SkyUpdateRate
  6431. Percentage of a full dynamic sky update calculated per frame (0..100]. Âõ= e_Clouds
  6432. Enable clouds rendering e_RecursionViewDistRatio
  6433. Set all view distances shorter by factor of X e_RecursionOcclusionCulling
  6434.  
  6435. If 0 - will disable occlusion tests for recursive render calls like render into texture e_Recursion
  6436.  
  6437. If 0 - will skip recursive render calls like render into texture
  6438. e_ProcVegetationMaxObjectsInChunk
  6439. Maximum number of instances per chunk e_ProcVegetationMaxSectorsInCache
  6440. Maximum number of 64x64 meter sectors cached in memory e_ProcVegetationMaxViewDistance Maximum distance where procedural objects may be spawn e_ProcVegetation
  6441. Show procedurally distributed vegetation
  6442. e_VoxelUpdatePhysics Physicalize geometry e_VoxelLodsNum Generate LODs for voxels
  6443. e_VoxelAoScale Ambient occlusion amount
  6444. e_VoxelAoRadius Ambient occlusion test range in units e_VoxelDebug Draw voxel debug info e_VoxelGenerate Regenerate voxel world e_VoxTerViewDistRatioMeshActivate
  6445. e_VoxTerViewDistRatioPrediction e_VoxTerViewDistRatio e_VoxTerOverlayBlend Use overlay blending mode
  6446. 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
  6447. e_VoxTerTexResBumpDownscale e_VoxTerMeshSimplify e_VoxTerTexResFinal e_VoxTerTexResInternal e_VoxTerTexTiling
  6448. e_VoxTerMaxMeshesInMem e_VoxTerMaxMeshLods e_VoxTerTexBuildsPerFrame
  6449. e_VoxTerTexBuildOnCPU e_VoxTerHideIntegrated e_VoxTerTexDebug
  6450. e_VoxTerAsyncPhysicalization e_VoxTerUpdateTextures e_VoxTerInGameTextureStreaming e_VoxTerIntegrateVegetations e_VoxTerOnTheFlyIntegration e_VoxTerLog e_VoxTerShadows e_VoxTerHeightmapEditingCustomLayerInfo e_VoxTerHeightmapEditing
  6451. e_VoxTerActivateAll Actuate all terrain meshes and textures available marked as needed for game play
  6452. e_VoxTerExportObjects e_VoxTer
  6453. e_VoxTerTraceMessages e_VoxTerMeshSize
  6454. e_VoxTerRelaxation
  6455.  
  6456. Use X vertex relaxation passes during voxel terrain mesh generation e_VoxTerAddBrushes
  6457. e_VoxTerDebugNodesGenDepth
  6458. e_VoxTerDebugY e_VoxTerDebugX e_VoxTerDebugLodRatio B e_VoxTerDebugAreaSizeRatio
  6459. e_VoxTerDebugAreaSizeMax
  6460. e_VoxTerOptimizeLods e_VoxTerDebugBuildLeafs e_VoxTerThreads e_VoxTerRoadsCullDist e_VoxTerShapeCheck
  6461. e_VoxTerRoadsCheck
  6462. e_VoxTerDebug e_VoxTerMaxMeshBuildDepthLimit e_VoxTerMaxMeshBuildDepth
  6463. 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
  6464. e_VoxTerDiskUsageDebug Show only segments where disk usage is higher than X kb e_VoxTerMemoryUsageDebug
  6465.  
  6466. Show only segments where mesh and textures memory usage is higher than X kb e_VoxTerTexFormat
  6467.  
  6468. Mega-texture format: 22=eTF_DXT1, 24=eTF_DXT5, 7=eTF_A4R4G4B4, 8=eTF_R5G6B5 e_VoxScanScene e_VoxTerMemWarning
  6469. Show message box when allocations reach X GB e_VoxTerIntegrateBoxes e_VoxTerPlanarProjection
  6470. e_VoxTerPaintSleep
  6471. 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
  6472. Load and use LOD models for static geometry e_Dissolve
  6473.  
  6474. 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
  6475. Enable occlusion volumes(antiportals) e_OcclusionLazyHideFrames
  6476. Makes less occluson tests, but it takes more frames to detect invisible objects e_ObjFastRegister
  6477. e_ObjStats
  6478. Show instances count e_StatObjTestOBB
  6479. Use additinal OBB check for culling e_StatObjTessellationMode
  6480. 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
  6481. e_StatObjTessellationMaxEdgeLenght
  6482. Split edges longer than X meters
  6483. e_StatObjBufferRenderTasks
  6484.  
  6485. 1 - occlusion test on render node level, 2 - occlusion test on render mesh level
  6486. e_MtTest
  6487. MT Debug
  6488. e_ObjectsTreeBBoxes Debug draw of object tree bboxes
  6489. e_Render
  6490. Enable engine rendering e_Objects
  6491. Render or not all objects
  6492. e_ObjectLayersActivationPhysics Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only.
  6493. e_ObjectLayersActivation
  6494. Allow game to activate/deactivate object layers e_Sleep Sleep X in C3DEngine::Draw
  6495. e_OnDemandMaxSize
  6496.  
  6497. Specifies the maximum size of vegetation objects that are physicalized on-demand
  6498. e_OnDemandPhysics
  6499. Turns on on-demand vegetation physicalization e_Brushes
  6500. Draw brushes e_ScissorDebug e_StreamCgfUpdatePerNodeDistance
  6501. Use node distance as entity distance for far nodex
  6502. e_DissolveDistband
  6503. Over how many metres transition takes place e_DissolveDistMin
  6504. At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) e_DissolveDistMax
  6505. 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
  6506. e_StreamCgfVisObjPriority
  6507.  
  6508. Priority boost for visible objects
  6509. 0 - visible objects has no priority over invisible objects, camera direction does not affect streaming
  6510. 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
  6511. e_StreamPredictionDistanceFar Prediction distance for streaming, affects far objects e_StreamCgfDebugHeatMap
  6512. Generate and show mesh streaming heat map
  6513. 1: Generate heat map for entire level
  6514. 2: Show last heat map e_StreamCgfDebugMinObjSize
  6515. Threshold for objects debugging in KB e_StreamCgfDebug
  6516.  
  6517. Draw helpers and other debug information about CGF streaming
  6518. 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize,
  6519. also shows are the LOD's stored in single CGF or were split into several CGF's
  6520. 2: Trace into console every loading and unloading operation
  6521. 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB
  6522. e_StreamCgf Enable streaming of static render meshes
  6523. e_StreamPredictionMinReportDistance e_StreamPredictionMinFarZoneDistance e_StreamCgfFastUpdateMaxDistance
  6524.  
  6525. 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.
  6526. e_StreamCgfMaxTasksInProgress
  6527. 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
  6528. e_3dEngineTempPoolSize
  6529. pool size for temporary allocations in kb, requires app restart e_SQTestMoveSpeed
  6530. Camera speed during test (meters/sec) e_SQTestMip Mip to wait during test e_SQTestDistance
  6531. Distance to travel
  6532. e_SQTestExitOnFinish If not zero - shutdown when finished testing e_SQTestCount If not zero - restart test X times
  6533. If not zero - start streaming latency unit test e_StreamCgfPoolSize Render mesh cache size in MB e_StreamSaveStartupResultsIntoXML
  6534.  
  6535. Save basic information about streaming performance on level start into XML
  6536. e_BBoxes
  6537. Activates drawing of bounding boxes e_WaterTessellationSwathWidth Set the swath width for the boustrophedonic mesh stripping
  6538. e_WaterTessellationAmountY
  6539. Set tessellation on y axis - 0 means not used e_WaterTessellationAmountX
  6540. Set tessellation on x axis - 0 means not used e_WaterTessellationAmount
  6541. Set tessellation amount e_WaterWavesTessellationAmount Sets water waves tessellation amount e_WaterWaves Activates drawing of water waves
  6542. e_WaterVolumes Activates drawing of water volumes
  6543. e_MaxViewDistFullDistCamHeight e_MaxViewDistSpecLerp 1 - use max view distance set by designer for very high spec
  6544. 0 - for very low spec
  6545. Values between 0 and 1 - will lerp between high and low spec max view distances
  6546. e_MaxViewDistance
  6547. Far clipping plane distance e_DynamicLightsMaxEntityLights Set maximum number of lights affecting object e_PortalsBigEntitiesFix
  6548. Enables special processing of big entities like vehicles intersecting portals e_Portals
  6549. Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
  6550. e_HwOcclusionCullingObjects Activates usage of HW occlusion test for objects
  6551. e_HwOcclusionCullingWater
  6552. Activates usage of HW occlusion test for ocean e_DynamicLightsConsistentSortOrder
  6553. 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
  6554. e_CoverageBufferOccludersLodRatio
  6555. e_CoverageBufferOccludersViewDistRatio e_CoverageBufferOccludersTestMinTrisNum e_CoverageBufferTolerance
  6556.  
  6557. 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
  6558. Resolution of software coverage buffer e_CoverageBufferDebugDrawScale e_CoverageBufferLightsDebugSide e_CoverageBufferRotationSafeCheck
  6559. Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object e_CoverageBufferAABBExpand
  6560.  
  6561. expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer e_CoverageBufferBias Coverage buffer z-biasing
  6562. e_CoverageBufferTestMode
  6563. 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
  6564. e_CoverageBufferTerrainLodShift Controls tessellation of terrain mesh e_CoverageBufferTerrain Activates usage of coverage buffer for terrain e_CoverageBufferCullIndividualBrushesMaxNodeSize
  6565. 128 - cull only nodes of scene tree and very big brushes
  6566. 0 - cull all brushes individually
  6567. e_CoverageBuffer
  6568.  
  6569. Activates usage of software coverage buffer.
  6570. 1 - camera culling only
  6571. 2 - camera culling and light-to-object check e_Sun
  6572. Activates sun light source
  6573. e_TerrainTextureLodRatio
  6574. Adjust terrain base texture resolution on distance
  6575. e_OcclusionCullingViewDistRatio
  6576. Skip per object occlusion test for very far objects - culling on tree level will handle it
  6577. e_TerrainLodRatioHolesMin
  6578. Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance e_TerrainLodRatio
  6579. Set heightmap LOD
  6580. e_TerrainOcclusionCullingPrecisionDistRatio Controls density of rays depending on distance to the object e_TerrainOcclusionCullingPrecision
  6581. Density of rays e_TerrainDrawThisSectorOnly 1 - render only sector where camera is and objects registered in sector 00
  6582. 2 - render only sector where camera is
  6583. e_TerrainLog e_TerrainTextureStreamingPoolItemsNum Specifies number of textures in terrain base texture streaming pool e_TerrainTextureStreamingDebug e_TerrainTextureDebug e_TerrainOcclusionCullingStepSize
  6584. Initial size of single step (in heightmap units)
  6585. e_TerrainOcclusionCullingMaxSteps
  6586. Max number of tests per ray (for version 0) e_TerrainOcclusionCullingDebug Draw sphere on every terrain height sample
  6587. e_TerrainOcclusionCullingVersion
  6588. 0 - old, 1 - new
  6589. e_StreamAutoMipFactorMaxDVD e_StreamAutoMipFactorMax
  6590. e_StreamAutoMipFactorMin
  6591. e_StreamAutoMipFactorSpeedThreshold e_StreamPredictionUpdateTimeSlice
  6592.  
  6593. Maximum amount of time to spend for scene streaming priority update in milliseconds e_TerrainOcclusionCullingMaxDist
  6594. Max length of ray (for version 1)
  6595. e_TerrainOcclusionCullingStepSizeDelta Step size scale on every next step (for version 1) ff†?e_TerrainOcclusionCulling
  6596. heightmap occlusion culling with time coherency 0=off, 1=on e_TerrainNormalMap
  6597. Use terrain normal map for base pass if available
  6598. e_TerrainBBoxes Show terrain nodes bboxes
  6599. e_AutoPrecacheCgfMaxTasks
  6600. Maximum number of parallel streaming tasks during pre-caching e_AutoPrecacheCgf
  6601. 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
  6602. Force auto pre-cache of general textures and shaders e_AutoPrecacheTerrainAndProcVeget
  6603.  
  6604. Force auto pre-cache of terrain textures and procedural vegetation
  6605. e_AutoPrecacheCameraJumpDist
  6606.  
  6607. When not 0 - Force full pre-cache of textures, procedural vegetation and shaders
  6608. 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
  6609. Activates drawing of terrain ground e_RNTmpDataPoolMaxFrames
  6610. 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
  6611. e_GsmCacheLodOffsetExtended How fast to update terrain GSM lod
  6612. e_GsmCacheLodOffset Makes first X GSM lods not cached
  6613. e_GsmCache
  6614. Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
  6615. e_GsmViewSpace
  6616. 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera e_GsmStats
  6617. Show GSM statistics 0=off, 1=enable debug to the screens
  6618. e_GsmDepthBoundsDebug Debug GSM bounds regions calculation e_GsmLodsNum Number of GSM lods (0..5)
  6619. e_GsmRangeStep Range of next GSM lod is previous range multiplied by step
  6620. e_GsmRange
  6621. Size of LOD 0 GSM area (in meters)
  6622. e_ShadowsCharacterExtend
  6623. Extension to character bounds when rendering into GSM shadows
  6624. e_ShadowsOcclusionCullingCaster Clips the caster extrusion to the zero height. e_ShadowsOcclusionCulling
  6625. Enable/disable shadow-caster test against the occlusion buffer e_ShadowsCastViewDistRatio
  6626. View dist ratio for shadow maps casting from objects e_ShadowsCastViewDistRatioLights
  6627. View dist ratio for shadow maps casting for light sources
  6628. e_ShadowsUpdateViewDistRatio View dist ratio for shadow maps updating for shadowpool e_ShadowsMasksLimit
  6629.  
  6630. Maximum amount of allocated shadow mask textures
  6631. This limits the number of shadow casting lights overlapping
  6632. 0=disable limit(unpredictable memory requirements)
  6633. 1=one texture (4 channels for 4 lights)
  6634. 2=two textures (8 channels for 8 lights), ... e_ShadowsOnWater
  6635. Enable/disable shadows on water e_ShadowsConstBiasHQ Shadows slope bias for shadowgen (high quality mode) e_ShadowsConstBias
  6636. e_ShadowsSlopeBiasHQ Shadows slope bias for shadowgen (for high quality mode)
  6637. e_ShadowsSlopeBias
  6638. e_ShadowsAdaptScale {.@e_ShadowsResScale
  6639. Shadows slope bias for shadowgen
  6640. e_ShadowsMaxTexRes
  6641.  
  6642. Set maximum resolution of shadow map
  6643. 256(faster), 512(medium), 1024(better quality) e_ShadowsClouds Cloud shadows e_ShadowsDebug 0=off, 2=visualize shadow maps on the screen e_ShadowsFrustums
  6644. e_ShadowsOnAlphaBlend Enable shadows on alphablended e_GsmExtendLastLodUseAdditiveBlending Enable Additive Blending on shadows from terrain
  6645. e_GsmExtendLastLodUseVariance Enable Variance Shadow mapping on shadows from terrain e_GsmCastFromTerrain Cast shadows from terrain
  6646. e_GsmExtendLastLod
  6647. Make last cascade bigger and use less frequent updates e_GsmExtendLastLodIncludeObjects
  6648. Includes object shadows into last very big shadow frustum
  6649. e_ShadowsTessellateDLights
  6650. Disable/enable tessellation for local lights shadows e_ShadowsTessellateCascades
  6651.  
  6652. Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
  6653. e_TessellationMaxDistance
  6654. 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
  6655. e_ShadowsLodBiasFixed Simplifies mesh for shadow map generation by X LOD levels
  6656. e_Shadows
  6657. Activates drawing of shadows e_WindAreas e_Wind
  6658. e_VegetationSpritesScaleFactor
  6659. [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
  6660. Force sprite distance and other values used for some specific screen resolution, 0 means current
  6661. e_VegetationSpritesDistanceCustomRatioMin
  6662. Clamps SpriteDistRatio setting in vegetation properties e_VegetationSpritesDistanceRatio
  6663. Allows changing distance on what vegetation switch into sprite e_VegetationSpritesMinDistance
  6664. Sets minimal distance when distributed object can be replaced with sprite
  6665. e_VegetationAlignToTerrainAmount
  6666. 0 - no align, 1 - full align e_VegetationBoneInfo Logs information about number of bones in each vegetation object loaded e_VegetationSpritesBatching
  6667.  
  6668. Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation e_DissolveSpriteDistRatio
  6669.  
  6670. 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
  6671. e_DecalsMaxUpdatesPerFrame
  6672. Maximum number of static decal render mesh updates per frame e_DecalsMaxValidFrames Number of frames after which not visible static decals are removed
  6673. e_DecalsOverlapping If zero - new decals will not be spawned if the distance to nearest decals less than X e_DecalsNeighborMaxLifeTime
  6674.  
  6675. 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
  6676. e_DecalsRange Less precision for decals outside this range e_DecalsClip Clip decal geometry by decal bbox
  6677. e_DecalsScissor Enable decal rendering optimization by using scissor e_DecalsPreCreate
  6678. Pre-create decals at load time e_DecalsMerge Combine pieces of decals into one render call e_DecalsHitCache
  6679.  
  6680. Use smart hit caching for bullet hits (may cause no decals in some cases)
  6681. 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
  6682. Scale decal projection depth e_DecalsDefferedDynamicMinSize Convert only dynamic decals bigger than X into deferred 33³> e_DecalsDefferedDynamic
  6683. 1 - make all game play decals deferred, 2 - make all game play decals non deferred
  6684. 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
  6685. Activates drawing of decals (game decals and hand-placed)
  6686. e_Roads Activates drawing of road objects
  6687. e_ParticlesDumpMemoryAfterMapLoad
  6688. Set to 1 to dump particle memory informations after map load e_ParticlesCullAgainstViewFrustum
  6689. Cull particles against the view frustum e_ParticlesMaxScreenFill
  6690. Screen size max of total particles to draw
  6691. e_ParticlesMaxDrawScreen
  6692. Screen size max per particle -- fade out earlier
  6693. e_ParticlesMinDrawPixels
  6694. Pixel size min per particle -- fade out earlier e_ParticlesMinDrawAlpha Alpha cutoff for rendering particles oƒ; e_ParticlesLod Multiplier to particle count e_ParticlesPreload
  6695. Enable preloading of all particle effects at the beginning
  6696. e_ParticlesObjectCollisions
  6697.  
  6698. Enable particle/object collisions for SimpleCollision:
  6699. 1 = against static objects only, 2 = dynamic also
  6700. e_ParticlesThread
  6701. Enable particle threading
  6702. e_ParticlesDebug
  6703. Particle debug flags: flags+ enables, flags- disables
  6704. 1 = show basic stats
  6705. m = show memory usage
  6706. r = show reiteration, rejection, and collision stats
  6707. b = draw bounding boxes and labels, show bounding box stats
  6708. x = show bounding box stats
  6709. s = log emitter and particle counts by effect (for 1 frame)
  6710. c = disable clipping against water and vis area bounds
  6711. 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
  6712. Sun dir snap control e_SunClipPlaneRange Maximum possible clip plane range for sun light frustum in meters ÈDe_TerrainDetailMaterialsViewDistXY
  6713. Max view distance of terrain XY materials
  6714. e_TerrainDetailMaterialsZAngle Max slop angle for the terrain detail Z-axe material
  6715. 4B e_TerrainDetailMaterialsViewDistZ
  6716. Max view distance of terrain Z materials
  6717. e_TerrainDetailMaterialsDebug Shows number of materials in use per terrain sector e_TerrainDetailMaterials
  6718. Activates drawing of detail materials on terrain ground e_DebugDraw
  6719.  
  6720. Draw helpers with information for each object (same number negative hides the text)
  6721. 1: Name of the used cgf, polycount, used LOD
  6722. 2: Color coded polygon count
  6723. 3: Show color coded LODs count, flashing color indicates no Lod
  6724. 4: Display object texture memory usage
  6725. 5: Display color coded number of render materials
  6726. 6: Display ambient color
  6727. 7: Display tri count, number of render materials, texture memory
  6728. 8: RenderWorld statistics (with view cones)
  6729. 9: RenderWorld statistics (with view cones without lights)
  6730. 10: Render geometry with simple lines and triangles
  6731. 11: Render occlusion geometry additionally
  6732. 12: Render occlusion geometry without render geometry
  6733. 13: Display occlusion amount (used during AO computations)
  6734. 15: Display helpers
  6735. 16: Display debug gun
  6736. 17: Streaming info (buffer sizes)
  6737. 18: Streaming info (required streaming speed)
  6738. 19: Physics proxy triangle count
  6739. 20: Display object instant texture memory usage
  6740. 21: Display object distance to camera
  6741. 22: Display object's current LOD vertex count
  6742.  
  6743. 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
  6744. e_WaterOceanBottom
  6745. Activates drawing bottom of ocean
  6746. e_WaterOcean Activates drawing of ocean.
  6747. 1: use fast rendering path with merged fog (default)
  6748. 2: use usual rendering path e_SkyBox
  6749. Activates drawing of skybox and moving cloud layers e_Mechs Activates drawing of Mechs
  6750. e_Entities
  6751. Activates drawing of entities and brushes
  6752. e_FogVolumes Activates local height/distance based fog volumes e_Fog
  6753. Activates global height/distance based fog
  6754.  
  6755.  
  6756.  
  6757.  
  6758. r_txaa=%i
  6759. r_msaa=%i
  6760. r_postaa=%i
  6761. analog @k_ @j_ @j_Pov pov @j_Slider slider
  6762. @j_Button button @j_Rot
  6763. @j_Axis @j_Joystick k_UnknownBinding
  6764. <DX9_EXCLUSIVE> %d x %d r_StereoDevice @_%s|%s|%s|%s|%d
  6765. @_%s|%s|%s|%s|%d|%d @ui_unbound @Î.8 àé.8 P…8 ðÇ.8 OptionCfg.
  6766. \Libs\Config\actionOrder.xml maps %s=%i
  6767. %s=%f
  6768. %s="%s"
  6769.  
  6770. ; DO NOT MODIFY THIS FILE!
  6771. r_postaa r_msaa r_txaa
  6772. r_StereoOutput ui_mech_select_filter ui_mech_lab_layout
  6773. AchievementNotification AutoRearm
  6774. AutoRepair
  6775. 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
  6776. r_VSync r_Contrast
  6777. r_Brightness ResolutionIdx MSAAMode
  6778. sys_spec_Environment sys_spec_Texture
  6779. sys_spec_Shadows
  6780. sys_spec_Shading
  6781. sys_spec_PostProcessing sys_spec_Particles
  6782. sys_spec_ObjectDetail sys_spec_GameEffects
  6783.  
  6784.  
  6785.  
  6786.  
  6787. s_autoMpSoundNameFixup Allows for overriding the sound file name on loading.
  6788. If enabled, "<sound>_mp" file will be loaded instead of "<sound>" file
  6789. Usage: s_autoMpSoundNameFixup [0/1]
  6790. Default is 0.
  6791. s_ReverbDelay Sets the current reverb's late reflection in seconds! (overrides dynamic values!)
  6792. Usage: s_ReverbDelay [0/0.1]
  6793. Default: -1
  6794. -1: Uses the value set within the reverb preset.
  6795. s_ReverbReflectionDelay
  6796. Sets the current reverb's early reflection in seconds! (overrides dynamic values!)
  6797. Usage: s_ReverbReflectionDelay [0/0.3]
  6798. Default: -1
  6799. -1: Uses the value set within the reverb preset.
  6800. s_ReverbDynamic
  6801. If greater than 0 enables dynamic reverb-delay and reverb-reflection-delay calculation dependent on the surrounding geometry!
  6802. The number than indicates a multiplier for the reverb-delay and reverb-reflection-delay effect.(1.0 manipulates nothing)
  6803. Usage: s_ReverbDynamic [0/...]
  6804. Default: 0
  6805. 0: Uses the static values set within the reverb preset.
  6806.  
  6807. s_ReverbEchoDSP Toggles Echo DSP effect. Works only with s_ReverbType set to either 2 or 3!
  6808. Usage: s_ReverbEchoDSP [0/1]
  6809. Default: 1
  6810. 0: Bypasses Echo DSP effect.
  6811. 1: Enables Echo DSP effect. (~~~>Reverb~>Echo~>~~)
  6812. s_ReverbDebugDraw
  6813. Enables reverb ray casting debug drawing. Needs s_ReverbDynamic to be not 0!
  6814. Usage: s_ReverbDebugDraw [0/1]
  6815. Default: 0
  6816. s_ReverbType
  6817.  
  6818. Toggles type of reverb effect.
  6819. Usage: s_ReverbType [0..2]
  6820. Default PC: 2, Xbox360: 2, PS3: 2.
  6821. 0: Disables reverb completely.
  6822. 1: Enables SW I3DL2 reverb (low quality).
  6823. 2: Enables SW I3DL2 reverb (high quality).
  6824. s_NoFocusVolume
  6825. Allows for overriding the application's master volume when the window lost focus.
  6826. Usage: s_NoFocusVolume [0...1]
  6827. Default is 0 (total silence on no focus).
  6828. Controls the dialog volume for game use.
  6829. Usage: s_GameDialogVolume 0.5
  6830. Default is 1, which is full volume.
  6831. s_DialogVolume Sets the volume of all dialog sounds.
  6832. Usage: s_DialogVolume 0.5
  6833. Default is 1, which is full volume.
  6834.  
  6835. Controls the music volume for game use.
  6836. Usage: s_GameMusicVolume 0.2
  6837. Default is 1.0 s_MusicVolume
  6838. Sets the music volume from 0 to 1 in the games option.
  6839. Usage: s_MusicVolume 0.2
  6840. Default is 1.0 Controls the sfx volume for game use.
  6841. Usage: s_GameSFXVolume 0.5
  6842. Default is 1, which is full volume. s_SFXVolume
  6843.  
  6844. Sets the percentile volume of the sound effects.
  6845. Usage: s_SFXVolume 0.5
  6846. Default is 1, which is full volume. s_GameMasterVolume
  6847.  
  6848. Allows for setting the application's master volume.
  6849. Usage: s_GameMasterVolume [0...1]
  6850. Default is 1 (full volume).
  6851.  
  6852. s_LoadRequestsDisplayTime
  6853.  
  6854. Allows for setting the amount of time in milliseconds for how long load requests are being displayed on the screen.
  6855. Usage: s_LoadRequestsDisplayTime [0...n]
  6856. Default is 5000.0 (5 seconds).
  6857. s_DistanceSphereSemantic
  6858. Controls for which type of event to draw the distance sphere.
  6859. Usage: s_DistanceSphereSemantic [0ab...] (flags can be combined)
  6860. Default: 0 (all)
  6861. 1 : Only Voice Sounds
  6862. 2 : No Voice Sounds
  6863. a : Ambience
  6864. b : Ambience Oneshots
  6865. c : Collisions
  6866. d : Dialog
  6867. e : MP Chat
  6868. f : Footsteps
  6869. g : General Physics
  6870. h : HUD
  6871. i : Unused
  6872. j : FlowGraph
  6873. k : Unused
  6874. l : Living Entity
  6875. m : Mechanic Entity
  6876. n : NanoSuit
  6877. o : SoundSpot
  6878. p : Particles
  6879. q : AI Pain/Death
  6880. r : AI Readability
  6881. s : AI Readability Response
  6882. t : TrackView
  6883. u : Projectile
  6884. v : Vehicle
  6885. w : Weapon
  6886. x : Explosion
  6887. y : Player Foley
  6888. z : Animation
  6889.  
  6890. 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.
  6891. Usage: s_EffectsAffectReverb [0/1]
  6892. Default PC: 1, PS3: 1, XBox360: 1
  6893.  
  6894. Controls the maximum amount of concurrent loading threads. Can be changed during run time!
  6895. Usage: s_NumMaxLoadingThreads [1...5]
  6896. Default PC: 2, PS3: 2, XBox360: 2
  6897. s_GameReverbManagerPause
  6898.  
  6899. Allows for "pausing" the reverb manager, meaning the currently registered reverb preset(s)
  6900. get saved and destroyed and recreated when unpaused again.
  6901. Usage: s_GameReverbManagerPause [0/1]
  6902. 0: unpaused
  6903. Default: 0
  6904. s_AudioPreloadsFile AudioPreloads Sets the file name for the AudioFileCacheManager to parse.
  6905. Usage: s_AudioPreloadsFile <file name without extension>
  6906. Default: AudioPreloads
  6907. s_AllowStreamFileCaching
  6908. Controls whether to allow streamed files to be AFCM cached or not.
  6909. This applies only to the first 256KiB of a streamed soundbank!
  6910. Usage: s_AllowStreamFileCaching [0/1]
  6911. 0: OFF (not allowing caching of streamed files' headers to the AFCM)
  6912. Default: 1
  6913.  
  6914. s_AllowMusicFileCaching
  6915. Controls whether to allow music files to be AFCM cached or not.
  6916. This is only relevant for consoles at the moment!
  6917. Usage: s_AllowMusicFileCaching [0/1]
  6918. 0: OFF (not allowing caching of music files to the AFCM)
  6919. Default: 1
  6920. Controls whether to allow SoundBanks to be FMOD patched or not.
  6921. This is only relevant for the PC and XBox360 platform! The PS3 naturally does not patch to FMOD!
  6922. Usage: s_AllowSoundBankPatching [0/1]
  6923. 0: OFF (not allowing patching to FMOD)
  6924. Default PC: 1, PS3: 0, XBox360: 1
  6925.  
  6926. s_AllowNotCachedAccess Controls whether to allow sound load requests that are not cached in the AFCM or not.
  6927. Usage: s_AllowNotCachedAccess [0/1]
  6928. 0: OFF (disallowing access to uncached data)
  6929. Default PC: 1, PS3: 1, XBox360: 1
  6930.  
  6931. s_FileCacheManagerSize
  6932. Sets the size in KiB the AFCM will allocate from the heap.
  6933. Usage: s_FileCacheManagerSize [0/...]
  6934. Default PC: 81920 (80 MiB), PS3: 23552 (23 MiB), XBox360: 23552 (23 MiB)
  6935.  
  6936. -DTû! @.mp2 .mp3 .xma underwater
  6937. <Sound> Invalid input values (possible NaNs) on SetMasterVolume()
  6938.  
  6939. <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
  6940. /dialog/
  6941. <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
  6942. CListener
  6943. 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 àÝ7 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 PÝ7 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.
  6944. <Sound> Create Sound %s, ID:%d SoundBuffer <Sound> Cannot precache sound: %s
  6945. sounds/dialog:dialog: clean <Sound> Create sound %s failed! No SoundID left.
  6946. <Sound> Create sound %s failed sounds/dialog:dialog Sound.log NONAME
  6947. AudioFileCacheManager CFileCacheManager
  6948. s_MemoryPoolSoundPrimary
  6949. sounds/dialog/ dialog.fev
  6950. <Sound> %s Called CreateSound from other than Main thread
  6951.  
  6952. <Sound> %s Invalid input values (possible NaNs) on CreateLineSound()
  6953.  
  6954. <Sound> %s Invalid input values (possible NaNs) on CreateSphereSound() <Sound> Unable to re-initialize the audio device!
  6955. <Sound> Invalid speaker mode (%d), setting back to (%d)!
  6956. °<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
  6957. s_StopSoundsImmediately s_UnloadProjects
  6958. s_UnusedSoundCount
  6959. s_PriorityThreshold s_BlockAlignSize
  6960. s_OffscreenEnable
  6961. s_StreamBufferSize
  6962. s_PreloadWeaponProjects s_StreamProjectFiles s_StreamDialogIntoMemory
  6963. s_Vol0TurnsVirtual
  6964. s_HRTF_DSP
  6965. s_FindLostEvents
  6966. s_DumpEventStructure s_Profiling s_FileOpenHandleMax s_VariationLimiter
  6967. s_ADPCMDecoders s_XMADecoders s_MPEGDecoders s_Compression s_SoundMoodsDSP s_SoundMoods s_LanguagesConversion s_CullingByCache
  6968. s_MemoryPoolSoundPrimaryRatio s_CacheFillRatio
  6969. s_FileAccess s_LoadNonBlocking
  6970. 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
  6971. s_MaxActiveSounds
  6972. s_MaxChannels s_SoftwareChannels
  6973. s_MaxHWChannels s_MinHWChannels s_InactiveSoundIterationTimeout s_DrawObstruction
  6974. s_DrawSounds s_ErrorSound s_PlaybackFilter
  6975. s_FormatType s_FormatResampler
  6976. s_FormatSampleRate
  6977. s_DopplerScale s_Doppler
  6978. s_SoundInfoLogFile
  6979. s_VUMeter
  6980. s_SpamFilterTimeout s_DebugSound s_SoundInfo s_RecordConfig s_OutputConfig s_SpeakerConfig s_SoundEnable °BÞ7 (|8 (|8  BÞ7 (|8 (|8 s_DummySound
  6981.  
  6982. 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.
  6983. Usage: s_OffscreenEnable [0/1]
  6984. Default is 0 (off).
  6985. Internal minimum file block alignment in bytes.
  6986. Audio will read data in at least chunks of this size.
  6987. Usage: s_BlockAlignSize [0/...]
  6988. Default PC: 8192, PS3: 4096, XBox360: 4096
  6989. -1 is a FMOD default and results in 2048 bytes.
  6990.  
  6991.  
  6992. Sets the internal buffer size for streams in raw bytes.
  6993. NOTE: This will only affect streams opened after this value has been changed!
  6994. Usage: s_StreamBufferSize [0/...]
  6995. Default PC: 131072, PS3: 65536, XBox360: 65536
  6996.  
  6997. Toggles if weapon project files (w_*) are fully preloaded into memory to centralize allocations and reads.
  6998. Usage: s_PreloadWeaponProjects [0/1]
  6999. Default is 0 (off).
  7000.  
  7001. Toggles if project files are streamed into memory or middleware loads them blocking.
  7002. Usage: s_StreamProjectFiles [0/1]
  7003. Default is 1 (on).
  7004. Toggles if dialog are streamed into main memory or FMOD makes a copy for itself.
  7005. Usage: s_StreamDialogIntoMemory [0/1]
  7006. Default is 1 (on) on PC, and 0 (off) on XBox.
  7007.  
  7008. Toggles if sounds with zero volume force to go virtual.
  7009. Usage: s_Vol0TurnsVirtual [0/1]
  7010. Default is 1 (on).
  7011. Toggles extra lowpass filter for enhanced HRTF.
  7012. Usage: s_HRTF_DSP [0/1]
  7013. Default is 0 (on).
  7014. Sets max of open file handles.
  7015. Usage: s_FileOpenHandleMax [1..]
  7016. Default PC: 30, PS3: 10.
  7017. Sets limiter to control sound variation.
  7018. Usage: s_VariationLimiter [0..1]
  7019. Default is 1.0.
  7020. Sets maximum number of ADPCM Decoder.
  7021. Usage: s_ADPCMDecoders 32
  7022. 0: <auto>, PC:32, PS3:0, X360:0
  7023. Default is 0 <auto>.
  7024. Sets maximum number of XMA Decoder.
  7025. Usage: s_XMADecoders 32
  7026. 0: <auto>, PC:0, PS3:0, X360:48
  7027. Default is 0 <auto>.
  7028.  
  7029. Sets maximum number of MPEG Decoder.
  7030. Usage: s_MPEGDecoders 16
  7031. 0: <auto>, PC:32, PS3:32, X360:0
  7032. Default is 0 <auto>.
  7033. enables DSP effects being used in soundmoods.
  7034. Usage: s_SoundMoodsDSP [0/1]
  7035. Default is 1 (on). Controls using sound moods for mixing.
  7036. Usage: s_SoundMoods [0/1]
  7037. Default is 1 (on).
  7038.  
  7039. Controls conversion of legacy event name to direct wav files (only for languages).
  7040. Usage: s_LanguagesConversion [0/1]
  7041. Default is 0 (off).
  7042. Controls rejection of sounds lower(higher) than this priority if 80% of voices are used.
  7043. Usage: s_PriorityThreshold [0..128]
  7044. Default is 45, value of 0 disables priority rejection.
  7045.  
  7046. toggles if dialog data are stored compressed in memory.
  7047. Usage: s_CompressedDialog [0/1]
  7048. Default is 1 (on).
  7049. Sets count of sound objects that get stored in the unused sounds list.
  7050. Usage: s_UnusedSoundCount [0/...]
  7051. Default is 64.
  7052. Controls if sound name are cache to allow early culling.
  7053. Usage: s_CullingByCache [0/1]
  7054. Default is 1 (on).
  7055. Controls at what fill ratio sound data is unloaded.
  7056. Usage: s_MemoryPoolSoundPrimaryRatio [0..1]
  7057. Default is 0.8. Toggles disk access on reading files.
  7058. 0: direct file access via CryPak
  7059. 1: indirect file access via StreamingSystem with wait
  7060. Default is 0. Toggles loading data non-blocking.
  7061. Usage: s_LoadNonBlocking [0/1]
  7062. Default is 1. Toggles automatic unloading of a project if it was not in use for 20 secs.
  7063. Usage: s_UnloadProjects [0/1]
  7064. Default is 0.
  7065. Toggles unloading of sound data by the AssetManager.
  7066. Usage: s_UnloadData [0/1]
  7067. Default is 1. Toggles precaching of static sounds on level loading.
  7068. Usage: s_PrecacheData [0/1]
  7069. Default is 0. Prevents playback of a sound within time range in MS.
  7070. Usage: s_MinRepeatSoundTimeout [0..]
  7071. Default is 200.0. Sets the maximum number of active sounds.
  7072.  
  7073. Sets the vis area propagation number.
  7074. Usage: s_VisAreasPropagation 5
  7075. Default is 5. This number defines how far sound will
  7076. propagate, in vis areas from the player's position. A
  7077. value of 1 means the sound is only heard in the current
  7078. vis area, while 3 means sound is heard in adjacent areas
  7079. which are connected by one portal. Sets the maximum number of sound channels.
  7080. Default is 64.
  7081. This variable is for internal use only. Normalizes accumulated pierecability value for obstruction.
  7082. Usage: s_ObstructionMaxPierecability [0..]
  7083. 0: none
  7084. 100: a sound that is obstructed by accumulated material pierecability of 50 gets half obstruction
  7085. Default is 100
  7086.  
  7087. Controls how much loud sounds are affected by obstruction.
  7088. Usage: s_ObstructionMaxRadius [0..]
  7089. 0: none
  7090. 500: a sound with a radius of 500m is not affected by obstruction
  7091. Default is 500m Controls the effect of additional obstruction per VisArea/portal step.
  7092. Usage: s_ObstructionVisArea [0..1]
  7093. 0: none
  7094. 0.15: obstruction per step
  7095. Default is 0.15 Controls how fast obstruction is re-evaluated in seconds.
  7096. Usage: s_ObstructionUpdate [0..]
  7097. 0: every frame
  7098. 0.5: every half seconds
  7099. Default is 0.1 (for now) Toggles maximum obstruction effect.
  7100. Usage: s_ObstructionAccuracy [1..5]
  7101. 1: test Direct
  7102. 2: also test left side
  7103. 3: also test right side
  7104. 4: also test up
  7105. 5: also test down
  7106. Default is 1 (for now)
  7107. Toggles maximum obstruction effect.
  7108. Usage: s_ObstructionMaxValue [0..1.0f]
  7109. 0: off
  7110. 1.0f: total maximum obstruction
  7111. Default is 0.85f.
  7112. Toggles sound obstruction effect.
  7113. Usage: s_Obstruction [0..2]
  7114. 0: off
  7115. 1: DSP based obstruction
  7116. 2: volume based obstruction
  7117. Default is 1 (DSP). s_HDRLoudnessMaxFalloff
  7118. 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
  7119. Usage: s_HDRLoudnessFalloffMax [0..1]Default is 0.2f
  7120. s_HDRLoudnessFalloff
  7121.  
  7122. Reduction in Loudness per meter Squared
  7123. Usage: s_HDRLoudnessFalloff [0...]Default is 0.0001f s_HDRFalloff How quickly sound adjusts back from current loudness
  7124. Usage: s_HDRFalloff [0..]Default is 6.0f s_HDRFade
  7125. Range that HDR fades sounds
  7126. Usage: g_fHDRFade [0..1.0f]Default is 0.1f s_HDRRange
  7127.  
  7128. Full Volume range below loudest sound
  7129. Usage: s_HDRRange [0..1.0f]Default is 0.3f s_HDR
  7130. Enable and disable HDR sound
  7131. Usage: s_HDR [0..1]Default is 1 (on)
  7132.  
  7133. Sets the strength of the Doppler effect.
  7134. Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. Toggles Doppler effect on and off.
  7135. Usage: s_Doppler [0/1]
  7136. Default is 1 (on). Sets the format data type.
  7137. Usage: s_FormatType [0..5]
  7138. 0: none
  7139. 1: PCM 8bit
  7140. 2: PCM 16bit
  7141. 3: PCM 24bit
  7142. 4: PCM 32bit
  7143. 5: PCM 32bit float
  7144. Default is 2 (PCM 16bit). Toggles internal resampling method.
  7145. Usage: s_FormatResampler [0..3]
  7146. 0: none
  7147. 1: linear
  7148. 2: cubic
  7149. 3: spline
  7150. Default is 1 (linear).
  7151.  
  7152. Sets the output sample rate.
  7153. Usage: s_FormatSampleRate 44100
  7154. Default is 48000. Sets the rate, in samples per second,
  7155. at which the output of the sound system is played.
  7156. Toggles to find and stop lost events to prevent them from endlessly looping.
  7157. Default is 0 (off).
  7158. 1: finds and stops lost events.
  7159. Usage: s_FindLostEvents [0/1]. Toggles to save a file of event structure.
  7160. Default is 0 (off).
  7161. 1: dumps event structure to eventstructure.txt.
  7162. Usage: s_DumpEventStructure [0/1].
  7163.  
  7164. Toggles to stop sounds without internal fadeout.
  7165. Default is 0 (off).
  7166. 0: Stops sound with fadeout.
  7167. 1: Stops sounds without fadeout.
  7168. Usage: s_StopSoundsImmediately [0/1].
  7169. Toggles filter to select certain sounds to be played only.
  7170. Default is 0 (off).
  7171. 1 : Only Voice Sounds
  7172. 2 : No Voice Sounds
  7173. +a : Ambience
  7174. +b : Ambience Oneshots
  7175. +c : Collisions
  7176. +d : Dialog
  7177. +e : MP Chat
  7178. +f : Footsteps
  7179. +g : General Physics
  7180. +h : HUD
  7181. +i : Unused
  7182. +j : FlowGraph
  7183. +k : Unused
  7184. +l : Living Entity
  7185. +m : Mechanic Entity
  7186. +n : NanoSuit
  7187. +o : SoundSpot
  7188. +p : Particles
  7189. +q : AI Pain/Death
  7190. +r : AI Readability
  7191. +s : AI Readability Response
  7192. +t : TrackView
  7193. +u : Projectile
  7194. +v : Vehicle
  7195. +w : Weapon
  7196. +x : Explosion
  7197. +y : Player Foley
  7198. +z : Animation
  7199. Usage: s_PlaybackFilter [1,2,a..z]. Toggles profiling of some sound calls.
  7200. Usage: s_Profiling [0/1]
  7201. Default is 0 (off).
  7202.  
  7203. Toggles onscreen sound statistics.
  7204. Usage: s_SoundInfo [0..9]
  7205. 1: simple list of playing sounds.
  7206. 2: extended list of looping sounds.
  7207. 3: extended list of oneshot sounds.
  7208. 4: list of lost sounds.
  7209. 5: list of event soundbuffers.
  7210. 6: list of sample soundbuffers (dialog).
  7211. 7: list of wavebanks.
  7212. 8: displays music information.
  7213. 9: displays sound moods.
  7214. 10 shows Sound Moods values set within FMOD.
  7215. 11 shows memory usage by project.
  7216. 12 shows memory usage by project/group.
  7217. 13 shows memory usage by project/group:sound.
  7218. 14 shows overall memory stats.
  7219. 15 shows detailed listener infos.
  7220. Default is 0 (off). Toggles drawing of a blue radius around the sound's position and rays casted to test obstruction.
  7221. Usage: s_DrawObstruction [0/1]
  7222. Default is 0 (off).
  7223. 1: Draws the ball and casts rays to show the obstruction tests.
  7224.  
  7225. Toggles drawing of a small red ball at the sound's position and additional information.
  7226. Usage: s_DrawSounds [0..5]
  7227. Default is 0 (off).
  7228. 1: Draws the ball, filename and the current volume of the used channel for all active sounds.
  7229. 2: Draws the ball, used channel, static volume, current volume, SoundID of the used channel for all active sounds.
  7230. 3: Draws the ball, all information for all active sounds.
  7231. 4: Draws the ball, and information for all sounds (also inactive).
  7232. 5: Draws the ball plus filename, current volume of the used channel for all active sounds, name and values of the event parameter(s).
  7233. Toggles error sound playback.
  7234. Usage: s_ErrorSound [0/1]
  7235. Default is 1 (on).
  7236. Sets the time in sec for entries in spam filter to time out.
  7237. Usage: s_SpamFilterTimeout 0 means spam filter is disables
  7238. Usage: s_SpamFilterTimeout [0..]
  7239. Default is 5 (on). Toggles sound debugging mode.
  7240. Usage: s_DebugSound [0/13]
  7241. 0: Disables debugging.
  7242. 1: Enables simple sound debugging.
  7243. 2: Enables full sound debugging.
  7244. 3: Enables sound event callback debugging.
  7245. 4: Enables sound event listener debugging.
  7246. 5: Enables sound syncpoint debugging.
  7247. 6: Enables simple memory debugging.
  7248. 7: Enables FMOD logging into fmod.log.
  7249. 8: Enables simple FMOD debugging into fmod.log.
  7250. 9: Enables complex FMOD debugging into fmod.log.
  7251. 10: Enables FMOD memory debugging into fmod.log.
  7252. 11: Enables logging of all FMOD output into fmod.log.
  7253. 12: Enables AudioDevice command logging to SoundCommands.xml.
  7254. 13: Enables logging of information on Voice files which have programmersounds.
  7255. Default is 0 (off).
  7256.  
  7257. Toggles which decoder should be preferred: <auto>, FSB, MP2, MP3, XMA, or WAV.
  7258. 0: <auto>, PC:2, PS3:3, X360:4
  7259. 1: Prefers FSB
  7260. 2: Prefers MP2
  7261. 3: Prefers MP3
  7262. 4: Prefers XMA
  7263. 5: Prefers WAV
  7264. Default is 0 (auto) Writes a log file once in xml format with the current sound info setting.
  7265. Works currently only with s_SoundInfo 11, 12 and 13!
  7266. Usage: s_SoundInfoLogFile <file name without extension>
  7267. Default:
  7268.  
  7269.  
  7270. Enables audio volume debug drawing for the specified category.
  7271. Usage: s_VUMeter <category name>
  7272. Default:
  7273.  
  7274. Sets the maximum number of software sound channels.
  7275. Default is 256. s_HWChannels
  7276.  
  7277. Sets the number of sound hardware channels to use./nSo even if you have 256 channels only max of them will be used.
  7278. Default is 0.
  7279.  
  7280. Sets the duration of pre-caching data after level load in seconds.
  7281. Usage: s_PrecacheDuration [0...n]
  7282. Default: 15
  7283.  
  7284.  
  7285. Sets up the preferred record configuration.
  7286. Usage: s_RecordConfig #
  7287. where # is a number from 0 to x representing
  7288. 0: AutoDetect (Control Panel Setting)
  7289. x: The index of a listed record driver
  7290. Default is 0 (AutoDetect).
  7291. Sets up the preferred output configuration.
  7292. Usage: s_OutputConfig #
  7293. where # is a number between 0 and 3 representing
  7294. 0: AutoDetect
  7295. 1: DirectSound
  7296. 2: WAV-Writer
  7297. 3: WAV-Writer-NRT
  7298. Default is 0 (AutoDetect).
  7299.  
  7300. Sets up the preferred speaker configuration.
  7301. Usage: s_SpeakerConfig #
  7302. where # is a number between 0 and 9 representing
  7303. 0: AutoDetect
  7304. 1: Mono
  7305. 2: Stereo
  7306. 4: Quad
  7307. 5: Surround
  7308. 6: 5Point1
  7309. 8: 7Point1
  7310. 9: Prologic
  7311. Default is 0 (AutoDetect). Toggles sound on and off.
  7312. Usage: s_SoundEnable [0/1]
  7313. Default is 1 (on). Set to 0 to disable sound.
  7314. Toggles dummy(NULL) sound system.
  7315. s_MusicSpeakerLFEVolume
  7316. Sets the volume of the LFE speaker.
  7317. Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5. s_MusicSpeakerSideVolume
  7318.  
  7319. Sets the volume of the side speakers.
  7320. Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.
  7321. s_MusicSpeakerCenterVolume
  7322. Sets the volume of the center speakers (front and back).
  7323. Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0. s_MusicSpeakerBackVolume
  7324. Sets the volume of the back speakers.
  7325. Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.
  7326. s_MusicSpeakerFrontVolume
  7327. Sets the volume of the front speakers.
  7328. Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.
  7329. s_MusicProfiling
  7330.  
  7331. Toggles profiling of music calls.
  7332. Usage: s_MusicProfiling [0/1]
  7333. Default is 0 (off). s_MusicCategory
  7334. Toggles adding the music sound under the music category of the eventsystem.
  7335. Usage: s_MusicCategory [0/1]
  7336. Default is 1 (on). s_MusicFormat Format used for streaming music data.Usage: s_MusicFormat 1.0
  7337. 0: (AD)PCM
  7338. 1: OGG
  7339. 4: FSB
  7340. Default is PC: 1 (OGG), Xbox360: 4 (FSB), PS3: 4 (FSB)
  7341. s_MusicMaxPatterns
  7342. Max simultaneously playing music patterns.
  7343. s_MusicEnable enable/disable music s_MusicStreaming
  7344. Defines the way music is loaded and handled.
  7345. Usage: s_MusicStreaming [0..2]
  7346. 0:
  7347.  
  7348.  
  7349.  
  7350.  
  7351.  
  7352.  
  7353.  
  7354.  
  7355.  
  7356.  
  7357.  
  7358.  
  7359.  
  7360.  
  7361.  
  7362.  
  7363.  
  7364.  
  7365.  
  7366.  
  7367.  
  7368.  
  7369.  
  7370.  
  7371.  
  7372.  
  7373.  
  7374.  
  7375.  
  7376.  
  7377.  
  7378.  
  7379.  
  7380.  
  7381.  
  7382.  
  7383.  
  7384. ViewDistRatio
  7385.  
  7386.  
  7387. LodRatio
  7388.  
  7389.  
  7390.  
  7391.  
  7392.  
  7393.  
  7394.  
  7395. MotionBlurMultiplier
  7396.  
  7397.  
  7398.  
  7399. NoStaticDecals
  7400.  
  7401. RecvWind
  7402.  
  7403.  
  7404.  
  7405.  
  7406.  
  7407.  
  7408.  
  7409. HiddenInGame
  7410.  
  7411.  
  7412.  
  7413. CastShadow
  7414.  
  7415.  
  7416.  
  7417.  
  7418.  
  7419. OutdoorOnly
  7420.  
  7421.  
  7422.  
  7423.  
  7424. °–7
  7425.  
  7426.  
  7427.  
  7428. °¯8
  7429.  
  7430.  
  7431.  
  7432. P7
  7433.  
  7434.  
  7435.  
  7436. –7
  7437.  
  7438.  
  7439.  
  7440. @׏7
  7441.  
  7442.  
  7443.  
  7444. CV8
  7445.  
  7446.  
  7447.  
  7448.  27
  7449.  
  7450.  
  7451.  
  7452. p_”7
  7453.  
  7454.  
  7455.  
  7456. Ж7
  7457.  
  7458.  
  7459.  
  7460. EntityArchetype %s references unknown entity class %s
  7461.  
  7462.  
  7463. /Libs/EntityArchetypes/
  7464. %s: %d instances
  7465.  
  7466.  
  7467.  
  7468.  
  7469.  
  7470.  
  7471.  
  7472. --------------------------------------------------------------------------------
  7473.  
  7474.  
  7475.  
  7476.  
  7477.  
  7478.  
  7479.  
  7480. es_debugEntityLifetime
  7481.  
  7482. Debug entities creation and deletion time
  7483.  
  7484.  
  7485.  
  7486.  
  7487.  
  7488.  
  7489. r_MotionBlur
  7490.  
  7491.  
  7492.  
  7493. es_FarPhysTimeout
  7494.  
  7495.  
  7496.  
  7497.  
  7498.  
  7499.  
  7500. Timeout for faraway physics forceful deactivation
  7501.  
  7502.  
  7503.  
  7504.  
  7505.  
  7506.  
  7507. es_MaxPhysDistInvisible
  7508.  
  7509.  
  7510.  
  7511.  
  7512.  
  7513.  
  7514.  
  7515.  
  7516. Invisible physical entities farther from the camera than this are forcefully deactivated
  7517.  
  7518.  
  7519.  
  7520.  
  7521.  
  7522.  
  7523.  
  7524. es_MaxPhysDistCloth
  7525.  
  7526.  
  7527.  
  7528.  
  7529.  
  7530.  
  7531.  
  7532.  
  7533.  
  7534.  
  7535.  
  7536.  
  7537. Cloth entities farther from the camera than this are forcefully deactivated
  7538.  
  7539.  
  7540.  
  7541.  
  7542. es_MaxPhysDist
  7543.  
  7544. Physical entities farther from the camera than this are forcefully deactivated
  7545.  
  7546. es_UsePhysVisibilityChecks
  7547.  
  7548.  
  7549.  
  7550.  
  7551.  
  7552. Activates physics quality degradation and forceful sleeping for invisible and faraway entities
  7553.  
  7554. es_DrawSoundProxyZRay
  7555.  
  7556.  
  7557. Enables drawing of Z ray on check for Z visibility
  7558.  
  7559.  
  7560.  
  7561.  
  7562.  
  7563. es_DrawAreaDebug
  7564.  
  7565.  
  7566.  
  7567.  
  7568.  
  7569.  
  7570.  
  7571. Enables debug drawing of Areas, set 2 for log details
  7572.  
  7573.  
  7574. es_DrawAreaGrid
  7575. Enables drawing of Area Grid
  7576.  
  7577.  
  7578.  
  7579. es_DrawAreas
  7580.  
  7581.  
  7582.  
  7583. Enables drawing of Areas
  7584.  
  7585.  
  7586.  
  7587.  
  7588.  
  7589.  
  7590.  
  7591. es_ClearPoolBookmarksOnLayerUnload
  7592.  
  7593.  
  7594.  
  7595.  
  7596.  
  7597.  
  7598.  
  7599.  
  7600.  
  7601.  
  7602.  
  7603.  
  7604.  
  7605. Clear pool bookmarks when a layer is unloaded (saves memory and makes smaller saves)
  7606.  
  7607.  
  7608.  
  7609.  
  7610.  
  7611.  
  7612.  
  7613.  
  7614.  
  7615.  
  7616.  
  7617. Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies.
  7618.  
  7619.  
  7620.  
  7621.  
  7622.  
  7623. es_LayerDebugInfo
  7624.  
  7625.  
  7626.  
  7627.  
  7628.  
  7629.  
  7630.  
  7631.  
  7632.  
  7633.  
  7634.  
  7635.  
  7636.  
  7637.  
  7638. 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
  7639.  
  7640.  
  7641.  
  7642.  
  7643.  
  7644. es_LayerSaveLoadSerialization
  7645.  
  7646.  
  7647. Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers.
  7648.  
  7649.  
  7650.  
  7651.  
  7652. es_DebugPoolFilter
  7653.  
  7654.  
  7655.  
  7656.  
  7657.  
  7658.  
  7659.  
  7660.  
  7661.  
  7662.  
  7663.  
  7664.  
  7665.  
  7666. Filter entity pool debugging for just this pool and draw more info about it
  7667.  
  7668.  
  7669.  
  7670.  
  7671. es_TestPoolSignatures
  7672.  
  7673.  
  7674.  
  7675.  
  7676.  
  7677.  
  7678.  
  7679.  
  7680.  
  7681.  
  7682. Enable signature testing on entity classes the first time they're prepared from an entity pool
  7683.  
  7684. es_DebugPool
  7685.  
  7686.  
  7687.  
  7688. Enable debug drawing of entity pools
  7689.  
  7690.  
  7691.  
  7692. es_EnablePoolUse
  7693.  
  7694.  
  7695.  
  7696.  
  7697.  
  7698.  
  7699.  
  7700. Force toggle the use of entity pools on/off.
  7701. Usage: es_EnablePoolUse 1
  7702. Default is -1, or normal behavior. 0 forces system off. 1 forces system on.
  7703.  
  7704.  
  7705.  
  7706.  
  7707.  
  7708. es_DebugEntityUsageFilter
  7709.  
  7710.  
  7711.  
  7712.  
  7713.  
  7714.  
  7715.  
  7716.  
  7717.  
  7718.  
  7719.  
  7720.  
  7721.  
  7722.  
  7723. Filter entity usage debugging to classes which have this string in their name
  7724.  
  7725.  
  7726. es_DebugEntityUsage
  7727.  
  7728.  
  7729.  
  7730.  
  7731.  
  7732.  
  7733.  
  7734.  
  7735.  
  7736.  
  7737.  
  7738.  
  7739. Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage
  7740. Usage: es_DebugEntityUsage update_rate
  7741. update_rate - Time in ms to refresh memory usage calculation or 0 to disable
  7742.  
  7743. es_DrawProximityTriggers
  7744.  
  7745.  
  7746.  
  7747.  
  7748.  
  7749.  
  7750.  
  7751. Shows Proximity Triggers.
  7752. Usage: es_DrawProximityTriggers [0-255]. The parameter sets the transparency (alpha) level.
  7753. Value 1 will be changed to 70.
  7754. Default is 0 (off)
  7755.  
  7756.  
  7757.  
  7758.  
  7759.  
  7760.  
  7761.  
  7762. es_DisableTriggers
  7763.  
  7764.  
  7765.  
  7766.  
  7767.  
  7768. Disable enter/leave events for proximity and area triggers
  7769.  
  7770.  
  7771.  
  7772.  
  7773.  
  7774. es_DebugEvents
  7775.  
  7776. Enables logging of entity events
  7777.  
  7778.  
  7779.  
  7780.  
  7781.  
  7782.  
  7783.  
  7784. es_DebugFindEntity
  7785.  
  7786.  
  7787.  
  7788.  
  7789.  
  7790. es_DebugTimers
  7791.  
  7792.  
  7793.  
  7794.  
  7795.  
  7796.  
  7797.  
  7798.  
  7799.  
  7800. This is for profiling and debugging (for game coders and level designer)
  7801. By enabling this you get a lot of console printouts that show all entities that receive OnTimer
  7802. events - it's good to minimize the call count. Certain entities might require this feature and
  7803. using less active entities can often be defined by the level designer.
  7804. Usage: es_DebugTimers 0/1
  7805.  
  7806.  
  7807.  
  7808.  
  7809.  
  7810.  
  7811.  
  7812. es_log_collisions
  7813.  
  7814.  
  7815.  
  7816.  
  7817.  
  7818.  
  7819. Enables collision events logging
  7820.  
  7821.  
  7822.  
  7823.  
  7824.  
  7825.  
  7826.  
  7827. es_enable_full_script_save
  7828.  
  7829.  
  7830.  
  7831.  
  7832.  
  7833. Enable (experimental) full script save functionality
  7834.  
  7835.  
  7836.  
  7837. es_debug_not_seen_timeout
  7838.  
  7839.  
  7840.  
  7841.  
  7842.  
  7843.  
  7844. if true, log messages when entities undergo not seen timeout
  7845.  
  7846.  
  7847.  
  7848. es_not_seen_timeout
  7849.  
  7850.  
  7851.  
  7852.  
  7853. number of seconds after which to cleanup temporary render buffers in entity
  7854.  
  7855.  
  7856.  
  7857.  
  7858. es_CharZOffsetSpeed
  7859.  
  7860.  
  7861.  
  7862.  
  7863. sets the character Z-offset change speed (in m/s), used for IK
  7864.  
  7865. es_HitDeadBodies
  7866.  
  7867.  
  7868.  
  7869.  
  7870.  
  7871.  
  7872.  
  7873. specifies whether dead bodies are affected by bullet hits (0 or 1)
  7874.  
  7875.  
  7876.  
  7877.  
  7878.  
  7879. es_HitCharacters
  7880.  
  7881.  
  7882.  
  7883.  
  7884.  
  7885.  
  7886.  
  7887. specifies whether alive characters are affected by bullet hits (0 or 1)
  7888. es_SplashTimeout
  7889.  
  7890.  
  7891.  
  7892.  
  7893.  
  7894.  
  7895.  
  7896. minimum time interval between consecutive splashesUsage: es_SplashTimeout 3.0
  7897.  
  7898.  
  7899. es_SplashThreshold
  7900.  
  7901.  
  7902.  
  7903.  
  7904.  
  7905.  
  7906.  
  7907.  
  7908.  
  7909.  
  7910.  
  7911.  
  7912.  
  7913. minimum instantaneous water resistance that is detected as a splashUsage: es_SplashThreshold 200.0
  7914.  
  7915.  
  7916.  
  7917.  
  7918.  
  7919. es_DebrisLifetimeScale
  7920.  
  7921. Usage: es_DebrisLifetimeScale 1.0
  7922.  
  7923.  
  7924.  
  7925.  
  7926.  
  7927.  
  7928. es_MaxImpulseAdjMass
  7929.  
  7930.  
  7931.  
  7932. Usage: es_MaxImpulseAdjMass 2000.0
  7933.  
  7934.  
  7935.  
  7936.  
  7937.  
  7938. es_ImpulseScale
  7939. Usage: es_ImpulseScale 0.0
  7940.  
  7941.  
  7942.  
  7943.  
  7944.  
  7945. es_MinImpulseVel
  7946.  
  7947.  
  7948.  
  7949.  
  7950.  
  7951.  
  7952.  
  7953. Usage: es_MinImpulseVel 0.0
  7954.  
  7955.  
  7956.  
  7957.  
  7958. es_VisCheckForUpdate
  7959.  
  7960.  
  7961.  
  7962. Usage: es_VisCheckForUpdate [0/1]
  7963. Default is 1 (on).
  7964.  
  7965.  
  7966.  
  7967. es_UpdateCollisionScript
  7968.  
  7969.  
  7970.  
  7971.  
  7972.  
  7973.  
  7974.  
  7975. Usage: es_UpdateCollisionScript [0/1]
  7976. Default is 1 (on).
  7977.  
  7978.  
  7979.  
  7980.  
  7981.  
  7982.  
  7983.  
  7984. es_UpdateTimer
  7985.  
  7986. Usage: es_UpdateTimer [0/1]
  7987. Default is 1 (on).
  7988.  
  7989. es_UpdateContainer
  7990.  
  7991.  
  7992.  
  7993.  
  7994.  
  7995. Usage: es_UpdateContainer [0/1]
  7996. Default is 1 (on).
  7997.  
  7998.  
  7999.  
  8000.  
  8001.  
  8002. es_UpdateCollision
  8003.  
  8004.  
  8005.  
  8006.  
  8007.  
  8008.  
  8009.  
  8010.  
  8011.  
  8012.  
  8013.  
  8014.  
  8015.  
  8016. Toggles updating of entity collisions.
  8017. Usage: es_UpdateCollision [0/1]
  8018. Default is 1 (on). Set to 0 to disable entity collision updating.
  8019.  
  8020.  
  8021.  
  8022.  
  8023.  
  8024.  
  8025.  
  8026. es_UpdateEntities
  8027.  
  8028.  
  8029.  
  8030.  
  8031.  
  8032.  
  8033.  
  8034.  
  8035.  
  8036.  
  8037.  
  8038.  
  8039.  
  8040.  
  8041. Toggles entity updating.
  8042. Usage: es_UpdateEntities [0/1]
  8043. Default is 1 (on). Set to 0 to prevent all entities from updating.
  8044.  
  8045.  
  8046.  
  8047.  
  8048.  
  8049. es_UpdateAI
  8050.  
  8051.  
  8052.  
  8053.  
  8054. Toggles updating of AI entities.
  8055. Usage: es_UpdateAI [0/1]
  8056. Default is 1 (on). Set to 0 to prevent AI entities from updating.
  8057.  
  8058.  
  8059.  
  8060.  
  8061. es_UpdatePhysics
  8062.  
  8063.  
  8064.  
  8065.  
  8066.  
  8067.  
  8068.  
  8069.  
  8070.  
  8071.  
  8072.  
  8073.  
  8074.  
  8075.  
  8076.  
  8077. Toggles updating of entity physics.
  8078. Usage: es_UpdatePhysics [0/1]
  8079. Default is 1 (on). Set to 0 to prevent entity physics from updating.
  8080.  
  8081. es_UpdateScript
  8082. Usage: es_UpdateScript [0/1]
  8083. Default is 1 (on).
  8084. es_profileentities
  8085.  
  8086.  
  8087.  
  8088.  
  8089.  
  8090. Usage: es_profileentities 1,2,3
  8091. Default is 0 (off).
  8092.  
  8093.  
  8094.  
  8095.  
  8096. es_helpers
  8097.  
  8098.  
  8099.  
  8100.  
  8101.  
  8102.  
  8103.  
  8104.  
  8105.  
  8106.  
  8107.  
  8108.  
  8109.  
  8110. Toggles helpers.
  8111. Usage: es_helpers [0/1]
  8112. Default is 0 (off). Set to 1 to display entity helpers.
  8113.  
  8114.  
  8115.  
  8116.  
  8117.  
  8118.  
  8119.  
  8120. es_bboxes
  8121.  
  8122.  
  8123.  
  8124.  
  8125.  
  8126.  
  8127.  
  8128.  
  8129.  
  8130.  
  8131.  
  8132.  
  8133.  
  8134.  
  8135. Toggles entity bounding boxes.
  8136. Usage: es_bboxes [0/1]
  8137. Default is 0 (off). Set to 1 to display bounding boxes.
  8138.  
  8139.  
  8140. p_CharacterIK
  8141.  
  8142.  
  8143. Toggles character IK.
  8144. Usage: p_characterik [0/1]
  8145. Default is 1 (on). Set to 0 to disable inverse kinematics.
  8146.  
  8147.  
  8148.  
  8149.  
  8150. es_debug
  8151.  
  8152.  
  8153.  
  8154.  
  8155.  
  8156.  
  8157.  
  8158. Enable entity debugging info
  8159. Usage: es_debug [0/1]
  8160. Default is 0 (on).
  8161.  
  8162.  
  8163. es_SortUpdatesByClass
  8164.  
  8165.  
  8166. Sort entity updates by class (possible optimization)
  8167.  
  8168.  
  8169.  
  8170. es_dump_bookmarks
  8171.  
  8172.  
  8173.  
  8174.  
  8175.  
  8176.  
  8177. Dumps information about all bookmarked entities
  8178. es_compile_area_grid
  8179.  
  8180.  
  8181.  
  8182. Trigger a recompile of the area grid
  8183.  
  8184.  
  8185.  
  8186. es_dump_entity_classes_in_use
  8187.  
  8188.  
  8189. Dumps all used entity classes
  8190.  
  8191.  
  8192. es_dump_entities
  8193.  
  8194.  
  8195.  
  8196.  
  8197.  
  8198.  
  8199.  
  8200. Dumps current entities and their states!
  8201.  
  8202.  
  8203.  
  8204.  
  8205.  
  8206.  
  8207.  
  8208. Constraint
  8209.  
  8210.  
  8211.  
  8212.  
  8213.  
  8214. °M–7
  8215.  
  8216.  
  8217.  
  8218. noAwake
  8219. LayerEntities
  8220.  
  8221.  
  8222. m_isSerialized
  8223.  
  8224. enabledBrush
  8225.  
  8226.  
  8227.  
  8228. ÍÌÌ>
  8229.  
  8230.  
  8231.  
  8232.  
  8233. p–7
  8234.  
  8235.  
  8236.  
  8237.  
  8238. `–7
  8239.  
  8240.  
  8241.  
  8242. €ÁA7
  8243.  
  8244.  
  8245.  
  8246. €s–7
  8247.  
  8248.  
  8249.  
  8250. t–7
  8251.  
  8252.  
  8253.  
  8254. Ðs–7
  8255.  
  8256.  
  8257.  
  8258. Y–7
  8259.  
  8260.  
  8261.  
  8262.  
  8263.  
  8264.  
  8265.  
  8266.  
  8267.  
  8268.  
  8269.  
  8270. CEntitySystem::LoadEntities : Not all entities were loaded correctly.
  8271.  
  8272.  
  8273.  
  8274.  
  8275.  
  8276.  
  8277.  
  8278.  
  8279.  
  8280.  
  8281. CEntitySystem::LoadEntities : Failed when prepairing the Entity Pools.
  8282.  
  8283. Entity: %8.5f %8.5f %8.5f
  8284.  
  8285.  
  8286.  
  8287.  
  8288.  
  8289. Physics: %8.5f %8.5f %8.5f
  8290.  
  8291.  
  8292.  
  8293.  
  8294.  
  8295. %.3f ms : %s
  8296.  
  8297.  
  8298.  
  8299. %.3f ms : %s (%0.2f ago)
  8300.  
  8301.  
  8302.  
  8303.  
  8304.  
  8305.  
  8306.  
  8307. triggered
  8308.  
  8309.  
  8310.  
  8311.  
  8312.  
  8313.  
  8314. CharacterAttachHelper
  8315.  
  8316.  
  8317. FindEntityByName: %s
  8318.  
  8319.  
  8320.  
  8321. FindEntityByGuid: %I64X
  8322. `“–7
  8323.  
  8324.  
  8325.  
  8326.  
  8327. ŽZ7
  8328.  
  8329.  
  8330.  
  8331. p¹T7
  8332.  
  8333.  
  8334.  
  8335. @·–7
  8336.  
  8337.  
  8338.  
  8339. EntityLoad
  8340.  
  8341.  
  8342.  
  8343.  
  8344.  
  8345. EntityPool
  8346.  
  8347. %s.%s
  8348.  
  8349.  
  8350.  
  8351.  
  8352.  
  8353.  
  8354. COULD NOT FIND A GAMERULES LAYER
  8355.  
  8356.  
  8357.  
  8358.  
  8359.  
  8360.  
  8361.  
  8362. DefaultLoaded
  8363.  
  8364.  
  8365. Parent
  8366.  
  8367. Layers
  8368.  
  8369. CEntitySystem::DeleteEntity %s %s 0x%x
  8370.  
  8371. net_assertlogging
  8372.  
  8373.  
  8374.  
  8375.  
  8376.  
  8377.  
  8378. Trying to remove entity with mismatching salts. id1=%d id2=%d
  8379.  
  8380.  
  8381. Removing entity during system lock : %s with id %i
  8382.  
  8383.  
  8384.  
  8385.  
  8386.  
  8387. CEntitySystem::RemoveEntity %s %s 0x%x
  8388.  
  8389. CEntitySystem::SpawnEntity %s %s 0x%x
  8390.  
  8391.  
  8392.  
  8393.  
  8394.  
  8395.  
  8396.  
  8397.  
  8398.  
  8399.  
  8400. Entity with id=%d, %s already spawned on this client...override
  8401. CEntitySystem::SpawnEntity Failed, Can't spawn entity %s. ID range is full (internal error)
  8402.  
  8403.  
  8404.  
  8405.  
  8406. Spawning entity %s of class %s refused due to spawn lock! Spawning entities is not allowed at this time.
  8407.  
  8408.  
  8409.  
  8410.  
  8411.  
  8412.  
  8413.  
  8414. Trying to spawn entity %s with no entity class. Spawning refused.
  8415.  
  8416.  
  8417.  
  8418.  
  8419. €EEntities: Total=%d Active=%d
  8420.  
  8421.  
  8422.  
  8423. (%d) : %s
  8424.  
  8425.  
  8426.  
  8427.  
  8428.  
  8429.  
  8430.  
  8431.  
  8432.  
  8433.  
  8434.  
  8435.  
  8436.  
  8437. Entities: Total=%d, Active=%d, Renderable=%d, Phys=%d, Script=%d
  8438.  
  8439.  
  8440.  
  8441.  
  8442.  
  8443.  
  8444.  
  8445. %d Active Entity Timers.
  8446.  
  8447.  
  8448.  
  8449.  
  8450.  
  8451.  
  8452.  
  8453. %d Visible Entities Updated.
  8454.  
  8455.  
  8456.  
  8457. %d Entities Updated.
  8458.  
  8459.  
  8460.  
  8461. Entity: %s is force being updated, but is not required by AI
  8462.  
  8463.  
  8464.  
  8465. Entity: %s is updated, but is not visible for more then 3 min
  8466.  
  8467.  
  8468. (%d) %.3f ms : %s -AI =%s (%s)
  8469. (%d) %.3f ms : %s (was last visible %0.2f seconds ago)-AI =%s (%s)
  8470.  
  8471.  
  8472.  
  8473.  
  8474.  
  8475. NOT an AI
  8476.  
  8477.  
  8478.  
  8479.  
  8480.  
  8481.  
  8482. ================= Entity Update Times =================
  8483. OnTimer Event (timerID=%d,time=%dms) for Entity %s (which is %s)
  8484.  
  8485.  
  8486.  
  8487.  
  8488.  
  8489.  
  8490.  
  8491. inactive
  8492.  
  8493.  
  8494.  
  8495.  
  8496.  
  8497.  
  8498.  
  8499. %5d: Salt:%d %-42s %-14s pos: (%.2f %.2f %.2f) %d %s
  8500. [$9Hidden$o]
  8501.  
  8502.  
  8503.  
  8504. [$9Inactive$o]
  8505.  
  8506. [$3Active$o]
  8507.  
  8508.  
  8509.  
  8510. [$9
  8511. $o]
  8512. NoRemove
  8513.  
  8514.  
  8515.  
  8516.  
  8517.  
  8518.  
  8519.  
  8520. ClientState
  8521.  
  8522.  
  8523.  
  8524.  
  8525. PhysMod
  8526. es_deactivateEntity
  8527.  
  8528.  
  8529.  
  8530.  
  8531. Deactivates an entity
  8532.  
  8533.  
  8534. es_activateEntity
  8535.  
  8536.  
  8537.  
  8538.  
  8539.  
  8540.  
  8541. Activates an entity
  8542.  
  8543.  
  8544.  
  8545.  
  8546. es_removeEntity
  8547. Removes an entity
  8548.  
  8549.  
  8550.  
  8551.  
  8552.  
  8553.  
  8554.  
  8555.  
  8556.  
  8557.  
  8558.  
  8559.  
  8560.  
  8561.  
  8562.  
  8563.  
  8564.  
  8565.  
  8566.  
  8567.  
  8568.  
  8569.  
  8570.  
  8571.  
  8572.  
  8573.  
  8574.  
  8575.  
  8576.  
  8577.  
  8578.  
  8579.  
  8580. sys_budget_sysmem
  8581.  
  8582.  
  8583.  
  8584.  
  8585.  
  8586.  
  8587. sys_budget_videomem
  8588.  
  8589.  
  8590.  
  8591.  
  8592. sys_budget_frametime
  8593.  
  8594.  
  8595.  
  8596. sys_budget_soundchannels
  8597.  
  8598.  
  8599.  
  8600.  
  8601.  
  8602.  
  8603.  
  8604. sys_budget_soundmem
  8605.  
  8606.  
  8607.  
  8608.  
  8609. sys_budget_soundCPU
  8610.  
  8611.  
  8612.  
  8613.  
  8614. sys_budget_numdrawcalls
  8615. sys_budget_streamingthroughput
  8616.  
  8617. sys_budget_xenon_estimation
  8618.  
  8619.  
  8620.  
  8621.  
  8622.  
  8623.  
  8624.  
  8625.  
  8626.  
  8627.  
  8628.  
  8629.  
  8630. x8
  8631.  
  8632.  
  8633.  
  8634. x8
  8635.  
  8636.  
  8637.  
  8638. x8
  8639.  
  8640.  
  8641.  
  8642. x8
  8643.  
  8644.  
  8645.  
  8646. x8
  8647.  
  8648.  
  8649.  
  8650. x8
  8651.  
  8652.  
  8653.  
  8654. x8
  8655.  
  8656.  
  8657.  
  8658. x8
  8659.  
  8660.  
  8661.  
  8662. x8
  8663.  
  8664.  
  8665.  
  8666. x8
  8667.  
  8668.  
  8669.  
  8670. x8
  8671.  
  8672.  
  8673.  
  8674. x8
  8675.  
  8676.  
  8677.  
  8678. x8
  8679.  
  8680.  
  8681.  
  8682. x8
  8683.  
  8684.  
  8685.  
  8686. x8
  8687.  
  8688.  
  8689.  
  8690. x8
  8691.  
  8692.  
  8693.  
  8694. x8
  8695.  
  8696.  
  8697.  
  8698. x8
  8699.  
  8700.  
  8701.  
  8702. x8
  8703.  
  8704.  
  8705.  
  8706. x8
  8707.  
  8708.  
  8709.  
  8710. x8
  8711.  
  8712.  
  8713.  
  8714. x8
  8715.  
  8716.  
  8717.  
  8718. 0Óà7
  8719.  
  8720.  
  8721.  
  8722. ÃõÈ@
  8723.  
  8724.  
  8725.  
  8726. [%d MB (engine), %d MB (managed textures), %d MB (managed meshes)]
  8727.  
  8728.  
  8729.  
  8730.  
  8731.  
  8732.  
  8733.  
  8734.  
  8735.  
  8736.  
  8737.  
  8738.  
  8739.  
  8740. System memory usage: %d MB (current budget is %d MB). You're over budget!!!
  8741.  
  8742.  
  8743.  
  8744.  
  8745. System memory usage: %d MB (current budget is %d MB).
  8746.  
  8747.  
  8748.  
  8749.  
  8750.  
  8751.  
  8752.  
  8753.  
  8754.  
  8755.  
  8756. 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!!!
  8757.  
  8758.  
  8759.  
  8760.  
  8761.  
  8762. Video mem usage: %d MB this frame / %d MB recently (current budget is: %d MB).
  8763.  
  8764. Frame time: %3.1f ms = %3.1f fps (current budget is %3.1f ms = %3.1f fps). You're over budget!!!
  8765.  
  8766.  
  8767.  
  8768.  
  8769.  
  8770.  
  8771.  
  8772.  
  8773.  
  8774.  
  8775.  
  8776.  
  8777.  
  8778.  
  8779.  
  8780. Frame time: %3.1f ms = %3.1f fps (current budget is %3.1f ms = %3.1f fps).
  8781.  
  8782.  
  8783.  
  8784.  
  8785.  
  8786. Sound Channels playing: %d (current budget is %d). You're over budget!!!
  8787.  
  8788.  
  8789.  
  8790.  
  8791.  
  8792.  
  8793.  
  8794. Sound Channels playing: %d (current budget is %d).
  8795.  
  8796.  
  8797.  
  8798.  
  8799.  
  8800.  
  8801.  
  8802.  
  8803.  
  8804.  
  8805.  
  8806.  
  8807.  
  8808. Sound mem usage: %d MB (current budget is %d). You're over budget!!!
  8809.  
  8810.  
  8811.  
  8812. Sound mem usage: %d MB (current budget is %d).
  8813.  
  8814.  
  8815.  
  8816.  
  8817.  
  8818.  
  8819.  
  8820.  
  8821.  
  8822. Sound CPU usage: %.1f Percent (current budget is %d Percent). You're over budget!!!
  8823.  
  8824.  
  8825.  
  8826.  
  8827. Sound CPU usage: %.1f Percent (current budget is %d Percent).
  8828.  
  8829.  
  8830.  
  8831.  
  8832.  
  8833.  
  8834.  
  8835.  
  8836.  
  8837.  
  8838. Number of draw calls: %d (current budget is %d). You're over budget!!!
  8839.  
  8840. Number of draw calls: %d (current budget is %d).
  8841.  
  8842.  
  8843.  
  8844.  
  8845.  
  8846.  
  8847.  
  8848. Number of tris: %d (current budget is %d). You're over budget!!!
  8849.  
  8850.  
  8851.  
  8852.  
  8853.  
  8854.  
  8855.  
  8856. Number of tris: %d (current budget is %d).
  8857.  
  8858.  
  8859.  
  8860.  
  8861.  
  8862. Streaming throughput: %.2f KB/s (current budget is %.2f KB/s).
  8863.  
  8864.  
  8865.  
  8866.  
  8867.  
  8868.  
  8869.  
  8870.  
  8871.  
  8872. WARNING: Editor makes budgets invalid (check it only in pure game)
  8873.  
  8874.  
  8875.  
  8876.  
  8877.  
  8878. Budget Info
  8879.  
  8880.  
  8881.  
  8882.  
  8883. Budgets
  8884. Enable Xbox 360 memory usage estimation.
  8885.  
  8886.  
  8887.  
  8888.  
  8889.  
  8890.  
  8891.  
  8892. Sets the upper limit for streaming throughput(KB/s).
  8893.  
  8894.  
  8895.  
  8896. Sets the upper limit for number of draw calls per frame.
  8897.  
  8898.  
  8899.  
  8900.  
  8901.  
  8902.  
  8903.  
  8904.  
  8905.  
  8906.  
  8907.  
  8908.  
  8909.  
  8910.  
  8911.  
  8912. Sets the upper limit for sound CPU (in Percent) when monitoring budget.
  8913.  
  8914.  
  8915.  
  8916.  
  8917.  
  8918.  
  8919.  
  8920.  
  8921. Sets the upper limit for sound memory (in MB) when monitoring budget.
  8922.  
  8923.  
  8924.  
  8925.  
  8926.  
  8927.  
  8928.  
  8929.  
  8930.  
  8931.  
  8932. Sets the upper limit for sound channels playing when monitoring budget.
  8933.  
  8934.  
  8935.  
  8936.  
  8937.  
  8938.  
  8939.  
  8940.  
  8941. Sets the upper limit for frame time (in ms) when monitoring budget.
  8942.  
  8943.  
  8944.  
  8945.  
  8946.  
  8947.  
  8948.  
  8949.  
  8950.  
  8951.  
  8952.  
  8953.  
  8954. Sets the upper limit for video memory (in MB) when monitoring budget.
  8955.  
  8956.  
  8957.  
  8958.  
  8959.  
  8960.  
  8961.  
  8962.  
  8963.  
  8964.  
  8965. Sets the upper limit for system memory (in MB) when monitoring budget.
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