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- //=====================================
- // SHADOWS [+0 FPS]
- //=====================================
- cvaradd r_skipBlendLightShadows 1 //[0] skip shadows from blend lights
- cvaradd r_skipDimShadowRangeCulling 1 //[0] 1 = skip dim-shadow range culling
- cvaradd r_skipDimShadows 1 //[0] skip the dim-shadow rendering
- cvaradd r_skipSelfShadowRangeCulling 1 //[0] 1 = skip self-shadow range culling
- cvaradd r_skipSelfShadows 1 //[0] skip rendering three-point self-shadows
- cvaradd r_skipShadowOccluders 1 //[0] do the clear, but no triangle draws
- cvaradd r_skipShadows 1 //[0] just use the existing depth texture contents
- cvaradd r_skipShadowSurfaceCPUCulling 1 //[0] skip CPU MVP culling of shadow casting surfaces
- cvaradd r_skipShadowModelCPUCulling 1 //[0] skip CPU MVP culling of shadow casting models
- //=====================================
- // LIGHTS [+8 FPS]
- //=====================================
- cvaradd r_skipAdaptiveGlare 1 //[0] skip Adaptive Glare
- cvaradd r_skipAmbientOcclusion 1 //[0] skip occlusion of the approximate dynamic ambient lightning
- cvaradd r_skipBlendLights 1 //[0] 1 = don't draw blend lights
- cvaradd r_skipDynamicLighting 1 //[0]
- cvaradd r_skipEmissiveGlare 1 //[0] skip emissive glare processing
- cvaradd r_skipFlares 1 //[0] skip all flares
- cvaradd r_skipGodRays 1 //[0] skip godrays
- cvaradd r_skipHazeFlare 1 //[0] skip Haze/Flare post effect
- cvaradd r_skipLightCPUCulling 1 //[0] skip CPU MVP cullung of lights
- cvaradd r_skipLightGPUCulling 1 //[0] skip GPU occlusion testing of lights
- cvaradd r_skipLightRangeCulling 1 //[0] allow lights to be removed at distance
- cvaradd r_skipLights 1 //[0] skip drawing all dynamic lights
- cvaradd r_skipSlowLights 1 //[0] 1 = don't draw slow lights
- cvaradd r_skipSunFlares 1 //[0] skip sun flares
- //=====================================
- // MISC [+1 FPS]
- //=====================================
- cvaradd r_postProcessDofMode -6 //[5] 0 = cheap, 1 = slow, 2 = box, 3 = box+blur, 4 = bokeh, 5 = bokeh+blur
- cvaradd r_skipCloth 1 //[0] 1 = skip cloth rendering
- cvaradd r_skipDetail 1 //[0] 1 = completely disable detail model
- cvaradd r_skipEffectParticles 1 //[0] 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles
- cvaradd r_skipFoliage 1 //[0] 1 = completely disable foliage models
- cvaradd r_skipParticles 1 //[0] 1 = skip all particle system, 2 = skip all non-transsort particles, 3 = skip all transsort particles
- //=====================================
- // MISC++ [+11 FPS]
- //=====================================
- image_anisotropy 0 //[1] set the maximum texture anisotropy if availiable
- cvaradd r_skipAddAlways 1 //[0] don't include add-always models
- cvaradd r_skipAdditiveenvParms 1 //[0] turn on/off additive render-view environment parms
- cvaradd r_skipAnalyze 1 //[0] skip the feedback analysis
- cvaradd r_skipAreaCPUCulling 1 //[0] skip CPU MVP culling of world areas
- cvaradd r_skipAreaGPUCulling 1 //[0] skip GPU occlusion testing of world areas
- cvaradd r_skipAutoSprites 1 //[0] skip the autosprites
- cvaradd r_skipBeams 1 //[0] skip render model beam system
- cvaradd r_skipBlendShapes 1 //[0] if no blendshape data will be setup
- cvaradd r_skipDecals 1 //[0] skip render model decals
- cvaradd r_skipDepthViewStencil 1 //[0] skip stencil pass when rendering first-person head and body models
- cvaradd r_skipDetailTris 1 //[0] skip all detail triangles
- cvaradd r_skipDynamic 1 //[0] skip dynamic models
- cvaradd r_skipDust 1 //[0]
- cvaradd r_skipFeedback 1 //[0] skip the feedback rendering
- cvaradd r_skipFog 1 //[0] skip fog
- cvaradd r_skipGlass 1 //[0] skip glass
- cvaradd r_skipMergeMeshes 1 //[0] skip combining rendermodel surface to reduce the batch count
- cvaradd r_skipModelCPUCulling 1 //[0] skip CPU MVP culling of models
- cvaradd r_skipModelGPUCulling 1 //[0] skip CPU occlusion testing of models
- cvaradd r_skipModelRangeCulling 1 //[0] allow models to be removed at distance
- cvaradd r_skipNodeCPUCulling 1 //[0] skip CPU MVP culling of world nodes
- cvaradd r_skipNodeGPUCulling 1 //[0] skip GPU occlusion testing of world nodes
- cvaradd r_skipOcclusionBaseModel 1 //[0] use sound BSP derived base occluder triangles
- cvaradd r_skipPostProcess 1 //[0] skip post processing
- cvaradd r_skipPostSpecular 1 //[0] skips the specular in post pass and moves it to the base pass
- cvaradd r_skipSuppress 1 //[0] ignore the per-view suppressions
- cvaradd r_skipSurfaceCPUCulling 1 //[0] skip CPU MVP culling of model surfaces
- cvaradd r_skipTracers 1 //[0] skip tracers
- cvaradd r_skipViewParms 1 //[0] don't use the parmBlock in idRenderView
- //=====================================
- // USE AT YOUR OWN RISK
- //=====================================
- //cvaradd r_skipBlendedSurfaces 1 //[0] skip blended surfaces
- //cvaradd r_skipCommits 1 //[0] 1 = don't accept any entity or light updates, making everything static
- //cvaradd r_skipDistortionSurfaces 1 //[0] skip perturb surfaces
- //cvaradd r_skipEmissiveSurfaces 1 //[0] skip emissive surfaces
- //cvaradd r_skipGuis 2 //[0] skip rendering guis, 1 = in-game, 2 = all
- //cvaradd r_skipModels 1 //[0] skip drawing all dynamic models
- //cvaradd r_skipOcclusionSurfaces 1 //[0] skip occlusion surfaces
- //cvaradd r_skipOpaqueSurfaces 1 //[0] skip opaque surfaces
- //cvaradd r_skipGeneratedFileCheck 1 //[0] override for skipping the generated file check
- //cvaradd r_skipSubSurfaceScattering 1 //[0] skip sub-surface scattering
- //cvaradd r_skipUpdateInView 1 //[0] skip world update in view call
- //cvaradd r_skipVmtrs 1 //[0] 1 = skip loading of vmtrs
- //cvaradd r_skipWater 1 //[0] 1 = skip render update of all water surfaces
- //cvaradd r_skipWorld 1 //[0] skip drawing all world geometry
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