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- aas_subdivisionSize = 64
- the size of subdivisions to use for debug drawing
- achievements_Verbose = 0
- debug spam for achievements
- ai_debugCam = 0
- enable debug camera
- ai_debugScript = -1
- displays script calls for the specified monster entity number
- ai_showObstacleAvoidance = 0
- draws obstacle avoidance information. 2,4 = draw obstacles for player, 3,4 = top-down view
- ai_stuckDistanceFraction = 0.9
- aigui_scale = 0.25
- scale for AI GUI text
- aigui_titleSafe = 0.0
- title safe ratio region
- anim_allowWeakRefs = 1
- 1 = allow weak references to .md6anim resources, 0 = force strong references for all .md6anims
- anim_forceReload = 0
- if != 0, then anims will always be reloaded from text if available.
- anim_showLoads = 0
- 1 = show debug info while loading animations
- ark_adrenalineFullForever = 0
- Set to true and adrenaline will be full forever
- ark_ai_activator_component_debug = 0
- If true, prints component activator BT task debug info
- ark_ai_animUnsync_maxPlayrateDelta = 0.3
- ark_ai_animUnsync_midnightBufferDuration = 0.3
- ark_ai_animUnsync_minPlayrateDelta = 0.2
- ark_ai_attention_setting_use_legacy = 0
- If true, use deprecated attention setting vars (m_maxAttentionLevel/m_yield), else use the new ones( m_attentionGain_discrete/m_attentionGain_continuous )
- ark_ai_avoidance_display_edge = -1
- Display edge with this index
- ark_ai_bloodbriar_show_versus_dist = 0
- Visually display grab distance
- ark_ai_bt_task_debug_all = 0
- If true, all bt tasks debug log will be activated
- ark_ai_bt_unittesting = 0
- if true we are unit testing the class. This allow the BT to not have an entity
- ark_ai_combat_position_update_delta = 0.05
- How much should the wanted position/tolerance move to update the navigation request in combat
- ark_ai_control_npc_as_a_player_view_offset_fact = 0.05
- Changes how fast the camera can be offset.
- ark_ai_control_npc_as_a_player_view_sensitivity = 0.02
- Changes how fast the camera can be rotated.
- ark_ai_control_npc_control_look_at = 0
- If true right stick controls look at direction instead of orientation.
- ark_ai_debug_fleeposition = 0
- If true and debug_arkCpntFleeManager, displays debug for flee
- ark_ai_doors_forbid_close_anims = 0
- Set to 1 to always forbid open&close animation (so NPC always play open animations)
- ark_ai_doors_forbid_openclose_anims = 0
- Set to 1 to always forbid open&close animation (so NPC always play open animations)
- ark_ai_dsm_cleanup_freq = 0.5f
- frequency with which the influence is cleaned up by NPCs
- ark_ai_dsm_cleanup_offsetz = 1.7f
- Vertical offset substracted from view position in order to compute cleanup origin
- ark_ai_dsm_cleanup_square_size = 2
- 'radius' of the square around the NPC where influence is always cleaned up, in cells
- ark_ai_dsm_evaluator_debug = 0
- Draws DSM evaluation.
- ark_ai_dsm_evaluator_debug_invalids = 0
- Do not display invalid cells.
- ark_ai_dsm_evaluator_debug_next = 0
- Select the next evaluator.
- ark_ai_dsm_evaluator_debug_prev = 0
- Select the prev evaluator.
- ark_ai_dsm_evaluator_debug_tag =
- In case several DSM evaluators are executed on the same NPC at the same time, this will draw information for the one with this tag.
- ark_ai_dsm_flee_neighbor_max_z = 0.5f
- max Z between two cell to be considered as flee position
- ark_ai_enable_spineBend = 1
- If true spine bend is enabled
- ark_ai_hound_show_versus_dist = 0
- Visually display grab distance
- ark_ai_hound_skull_immobility_speed = 0.1
- Below this speed, the skull will be considered immobile.
- ark_ai_hound_skull_max_drop_angular_speed = 1
- Speed set on the gravehound's skull angular velocity when dropped.
- ark_ai_hound_skull_max_drop_linear_speed = 1
- Speed set on the gravehound's skull linear velocity when dropped.
- ark_ai_log_traversal = 0
- if true print traversal log for all entities
- ark_ai_log_traversal_selected = 0
- if true print traversal log on the debug entity only
- ark_ai_navigation_show_current_face = 0
- Set to 1 to display the current navmesh face.
- ark_ai_navigation_show_state = 1
- Set to 0 to disable navigation's base state
- ark_ai_navigation_show_state_text = 1
- Set to 0 to disable navigation's base state text
- ark_ai_navigation_show_traversal_info = 0
- Set to 1 to display traversal info.
- ark_ai_navigation_show_user_edge_info = 1
- Set to 1 to display user edge info.
- ark_ai_pathfind_show_moved_goal = 0
- Set to 1 to show HUD info when goal is moved
- ark_ai_pathfind_show_snap_to_navmesh = 0
- Set to 1 to show special snap-to-navmesh information in debug display
- ark_ai_player_exposed_delay = 5.0
- Delay in seconds for which we consider the player exposed after having busted him once
- ark_ai_reflex_log = 0
- If 1, logs the midnight scenes played by AI reflexes.
- ark_ai_search_spot_dynamic_poscheck_periodicity = 1.f
- position change is check at this rate (in sec)
- ark_ai_search_spot_dynamic_poscheck_tolerance = 0.5f
- if position has changed more than this, reposition on smart object layer
- ark_ai_skill_spikes_debug = 0
- If set to true, display debug infos about the spikes skill.
- ark_ai_skill_spikes_trigger = 0
- If set to true, will trigger a spikes spell on selected NPC.
- ark_ai_skill_summon_bloodbriar_debug = 0
- If set to true, display debug infos about the blood briar summon skill.
- ark_ai_skill_summon_bloodbriar_debug_force_target_player = 0
- If set to true, the player will be considered as the main target.
- ark_ai_skill_summon_bloodbriar_despawn = 0
- If set to true, will despawn a blood briar.
- ark_ai_skill_summon_bloodbriar_spawn = 0
- If set to true, will spawn a blood briar.
- ark_ai_skill_supportspell_debug = 0
- If set to true, display debug infos about the support spell skill.
- ark_ai_skill_supportspell_force_target_all = 0
- If set to true, will always send the support spell to all witches around.
- ark_ai_skill_supportspell_trigger = 0
- If set to true, will trigger a support spell on selected NPC.
- ark_ai_skill_teleport_enable = 1
- If set to true, witch teleport is enabled.
- ark_ai_skill_teleport_force_dodge_dir = ARK_SKILL_TELEPORT_DIR_LEFT_OR_RIGHT
- Set the dodge direction.
- ark_ai_skill_teleport_force_engage_space = AI_ENGAGE_SPACE_MELEE
- Force the engage space.
- ark_ai_skill_teleport_freeze_state = INACTIVE
- Set the state to freeze.
- ark_ai_sound_debug_duration = 5.f
- time (in s.) for which a sound debug is displayed
- ark_ai_sound_debug_propagation_check_ratio = 0.3f
- if debug_arkCpntAISensor_Audio is true, checks that the ratio (ai sound propagation dist)/(real sound propagation dist) is under this value
- ark_ai_task_debuglog_show = 0
- If true, displays debug display log from arkBTTask_Action_DebugLog
- ark_ai_task_lookat_debug = 0
- If true, displays debug overlays for look at action
- ark_ai_walloflight_warn_frequency_check = 1.0f
- The frequency to check for the NPC to warn that a WoL has been hacked/is malfunctioning
- ark_anim_foot_curve_compression_min_gradient = 0.5
- Output animation meta data log info
- ark_attachment_root_joint = center_root_jnt
- Sets the root joint for attachment validation
- ark_autosave_in_journal = 1
- If true, current game will be auto-saved when closing the journal menu
- ark_bendTimeLastsForever = 0
- Set to true and bend time will never stop
- ark_blackMarket_dumpItemShelves = 0
- If true, print the item shelves shortcut
- ark_blackMarket_unlockAll = 0
- If true, every item in blackMarket is unlocked
- ark_bloodthirsty_enableNoTarget = 0
- Allow to player bloodthirsty without target (debugging purpose)
- ark_bloodthirsty_grappleSlowdown = 0.5
- Slowdown applied to bloodthirsty double kill when the player is grappling
- ark_bt_tasktest_deferred_counter = 5
- If ==0 bt action will exit immediately when running arkBTTest cmd
- ark_buddha_npc = 0
- If 1, enables buddha on all NPCs
- ark_buddha_player = 0
- If 1, enables buddha mode on the player
- ark_buildingMap = 0
- true when building a map
- ark_camera_blackmarket_enableDebugDraw = 0
- Enable debug draw
- ark_camera_blackmarket_sideOffset = 1.25
- Side offset applied to the player in blackmarket item section
- ark_chaos_override = -1
- Override the chaos level.
- ark_close_combat_debug_lifetime = 1.0f
- Duration of close combat debug draws (in seconds).
- ark_darkVisionForeShadowMoveTolerance = 0.2
- How far the fore shadow position can move from its displyed position before it is despawned and respawned at its real position
- ark_darkVisionForeShadowUseLastKnownPos = 1
- Set to true and dark vision fore shadow upgrade will use last known position instead of search target
- ark_darkVisionLastsForever = 0
- Set to true and dark vision will never stop
- ark_darkVisionSoundDrawDebug = 0
- Display sound debug draw if true
- ark_darkVisionSoundPropagationVelocity = 340
- Sound propagation velocity
- ark_darkVisionUseActualGoalPostion = 0
- If true, use the actual goal position and take tolerance radius into account
- ark_darkVisionUseFullPath = 0
- Set to true and dark vision path will be complete with full patrol
- ark_dbg_cis = 0
- Enabled while CIS is active
- ark_dbg_infinite_coins = 0
- Infinite coins
- ark_dbg_player_instigator = 0
- If true, enable debugging of PlayerInstigator flagged bodies.
- ark_dbg_showMdntPoolsGauge = 0
- Enable Midnight Pool gauge display
- ark_DbgServer_Port = 5674
- The TCP port to communicate to send remote commands.
- ark_debug_51187_enable_crash_on_invalid_stance = 0
- Enable checks for bug 51187 tracking
- ark_debug_anim_display_generated_data_log = 1
- Output animation meta data log info
- ark_debugAiCharacters = 0
- 1 = display characters
- ark_debugAiCharactersAngularVelocity = 0
- 1 = display characters angular velocity
- ark_debugAiCharactersCharacterId = 0
- 1 = display characters IDs
- ark_debugAiCharactersDesiredVelocity = 0
- 1 = display characters desired velocity
- ark_debugAiCharactersForwardDirection = 1
- 1 = display characters forward direction
- ark_debugAiCharactersLinearVelocity = 0
- 1 = display characters linear velocity
- ark_debugAiCharactersPath = 1
- 1 = display characters path
- ark_debugAiCharactersPathState = 0
- 1 = display characters path state
- ark_debugAiCharactersPosAndRadius = 1
- 1 = display characters position and radius
- ark_debugAiNavmeshClusters = 0
- 1 = display navmesh clusters
- ark_debugAiNavmeshEdgeLabels = 0
- 1 = display navmesh edge labels
- ark_debugAiNavmeshEdgeNormals = 0
- 1 = display navmesh edge normals
- ark_debugAiNavmeshEdges = 1
- 1 = display navmesh edges
- ark_debugAiNavmeshFaceLabels = 0
- 1 = display navmesh face labels
- ark_debugAiNavmeshFaceMaterials = 1
- 1 = display navmesh face materials
- ark_debugAiNavmeshFaceNormals = 0
- 1 = display navmesh face normals
- ark_debugAiNavmeshGeometry = 0
- 1 = display navmesh geometry
- ark_debugAiNavmeshGeometryWithTransparency = 1
- 1 = display navmesh geometry with transparency
- ark_debugAiNavmeshUserEdges = 1
- 1 = display navmesh user edges
- ark_debugAiNavmeshVertexLabels = 0
- 1 = display navmesh vertex labels
- ark_debugAiNavmeshVertexNormals = 0
- 1 = display navmesh vertex normals
- ark_debugAiNavvolume = 0
- 1 = display navvolume geometry
- ark_debugAiPathRequest = 0
- 1 = display path request
- ark_debugAiSensor = 0
- 1 = display sensors
- ark_debugPhysicsBoundingRadiuses = 0
- 1 = display bounding radiuses
- ark_debugPhysicsContactPoint = 0
- 1 = display contact points
- ark_debugPhysicsMotionTrails = 0
- 1 = display motion trails
- ark_debugPhysicsShapes = 0
- 1 = display shapes
- ark_decoy_debug_blink = 1
- Set to 1 to show decoy bink debug informations
- ark_decoy_debug_flee_path = 1
- Set to 1 to show the decoy flee path
- ark_decoy_debug_floodfill_graph = 0
- Set to 1 to show the graph generated with the havok floodfill
- ark_decoy_debug_navmesh_faces = 0
- Set to 1 to show the faces traversed by havok floodfill
- ark_decoy_debug_player_danger = 0
- Set to 1 to the player danger used for decoy flee
- ark_difficulty_current = 0
- Current difficulty index
- ark_difficulty_level_override = -1
- to override difficulty level.
- ark_drawAllComponentsInfo = 0
- toggle all components info display
- ark_enable_vprint = 1
- Authorize to have messages in console and on screen
- ark_enableLookAtArm = 0
- ark_fieldOfView = 80
- horizontal field of view in degree, (this value is silently modified by the system to fit aspect ratio)
- ark_fs_check_io_mutex = 0
- Run-time check that the IO mutex has been acquired before any IO operation
- ark_fs_distantStoragePath = \\vault04\build-center\generated_shared
- Distant storage path used to share resources
- ark_fs_pk5_filelist = pk5FileList.xml
- File listing pk5 files present in the base folder
- ark_fs_resourceCache = voidResourceCache
- Location of generated data (content hash based binary files)
- ark_fs_syncDistantOnLoad = 0
- Will update distant share with local loaded files
- ark_fs_verbosityOnLoad = 0
- Will log opened file from each file container
- ark_gamelogic_debugswitch = 0
- if true, we display gamelogic switch debug information
- ark_god_npc = 0
- If 1, enables god mode on all NPCs
- ark_god_player = 0
- If 1, enables god mode on the player
- ark_groundAlignerToleranceDownwards = 2.0
- How far below alignment joint the world palpating ray will end
- ark_groundAlignerToleranceUpwards = 1.5
- How far above alignment joint the world palpating ray will start
- ark_havok_display_radius = -1.f
- Havok geometry outside this radius won't be rendered. Set to -1 to ignore.
- ark_HLSL_EnableInterpolatorCompression = 1
- Enables shader interpolators compression.
- ark_HLSL_EnableInterpolatorPacking = 1
- Enables packing shader interpolators into tight FLOAT4/UINT4 vectors.
- ark_hotSteamForever = 0
- Set to true and hot steam will be raised forever
- ark_hud_enable_keyhole = 1
- Enable HUD keyhole
- ark_input_set_gamepad_preset = 0
- The selected gamepad configuration
- ark_input_set_gamepad_psvita = 0
- If true, PSVita binding is enabled
- ark_inventory_mana_potion_autouse = 1
- If true will automatically use a mana potion when trying to cast a power without enough mana.
- ark_killcam_chance_setting = 1
- Set the killcam appearance chance.
- ark_kiscule_logInstance = 0
- If 1, Kiscule Instances will log everything
- ark_kiscule_logManager = 1
- If 1, Kiscule Manager will log everything
- ark_kiscule_logRuntimeTypeChecks = 0
- If 1, Kiscule will log all its runtime check verification (WINDOWS/DEBUG only)
- ark_kiscule_rayTraceDebugDraw = 0
- Use debug draw in rayTrace
- ark_langDeclMinimalRegister = english
- Register only the specified lang
- ark_loco_curvature_measurer_samples_count = 20
- Number of velocity samples that will be considered to measure move curvature
- ark_loco_idle_min_angle_for_in_place_rotation = 0.005f
- Minimum deviation angle from requested orientation which will trigger in-place reorient
- ark_loco_max_yaw_for_straight_movement = 0.75f
- Defines above which angle in radian between velocity and orientation movement is no longer straight
- ark_loco_null_angular_velocity_tol = 0.01f
- Defines below which length an angular velocity is considered zero
- ark_loco_null_linear_velocity_tol = 0.01f
- Defines below which length a linear velocity is considered zero
- ark_lookatPool = 32
- look at average
- ark_mainMenuMap = campaign/menu/menu_p
- loads a default map if no -map arg is passed
- ark_nav_avoidance_angular_subdiv_for_default_space = 32
- How many edges are used to model a full circle in avoidance's initial valid ORCA space.
- ark_nav_cutter_validate = 0
- If true, enable navmesh cutter validations
- ark_nav_navmesh_display_offset = 0.1f
- Vertical offset for navmesh debug display
- ark_nav_pathfollow_display_offset = 0.1f
- Small vertical offset for path follow debug display added to the Navmesh's display offset
- ark_nav_pathfollow_display_traversal_filter = 0
- Display traversal filters for avoidance boundaries.
- ark_nav_pathfollow_display_traversed_edges = 0
- Display edges traversed by path.
- ark_nav_pathfollow_display_traversed_edges_face = 0
- Display face associated to edge traversed by path.
- ark_nav_pathfollow_display_traversed_edges_index = -1
- Display edge traversed by path with this index.
- ark_noShadowWalkWhenBusted = 0
- Set to false to enable shadow walking when busted.
- ark_phantasmalLinksExtensToInfinity = 0
- Set to true and phantasmal links will never be removed due to distance between plugs
- ark_phantasmalLinksLastForever = 0
- Set to true and phantasmal links will never be removed due to time
- ark_phantasmalTimerAfterDeath = 2.0
- How long a plug stay active after death ( or aslepp )
- ark_phys_ContactEventWarmupNbFrames = 100
- Nb Trames before starting considering contact events
- ark_phys_ContactMinImpulseForEvent = 0.01
- Min contact impulse to trigger contact on contact system.
- ark_phys_debugServerPort = 25001
- The havok server debug port
- ark_physics_impulser_ignore_delay = 10.f
- Time in seconds since last impulse for considering the LastImpulserId not relevant anymore
- ark_physics_query_separation_draw = 0
- Show global debug info for separation queries
- ark_physics_query_separation_draw_iter = -1
- Show detailed debug info for specific iteration during separation queries
- ark_physics_query_separation_draw_substeps = 0
- Show iterations debug info for separation queries
- ark_player_assassination_force_carry = 0
- To force carrying the corpse after each assassination.
- ark_player_assassination_retargeting_code_driven = 1
- If true, the retargeting of assassinations and fatalities on the floor is code driven.
- ark_player_autoaim_model_mouse = 0
- 0: off - 1: snap - 2: friction
- ark_player_autoaim_model_pad = 1
- 0: off - 1: snap - 2: friction
- ark_player_autoaim_strength_mouse = 1.0f
- the strength of the auto aim. The more it is the more it attract the crosshair from far
- ark_player_autoaim_strength_pad = 1.0f
- the strength of the auto aim. The more it is the more it attract the crosshair from far
- ark_player_camera_umbra_extrapol_velocity_limit = 8.0
- Maximal extrapolation velocity for umbra camera fixup (m/s)
- ark_player_camera_umbra_tolerance = 0.0
- Additional radius for umbra camera fixup ( added to base UMBRA_SMALLEST_HOLE * sqrt(3.0) )
- ark_player_follow_waves = 1
- If true the player will follow waves when swimming at the surface.
- ark_player_new_blink = 1
- If true, use the new blink sensor.
- ark_player_override = 0
- Override the default player.
- ark_player_shortcut_force_toggle_mode = 0
- If true will force the toggle mode.
- ark_player_shortcut_kb_display_duration = 0.3
- Keyboard shortcuts display duration when using the mouse wheel
- ark_player_statistics_show_add = 0
- If true will printf info every time a stat is added.
- ark_player_statistics_show_endresult = 0
- If true will printf info at end result screen.
- ark_playerBobAmount = 1.0
- bob amount.
- ark_playerClimbMode = 0
- Climb mode: 0 = relative, 1 = absolute.
- ark_playerFlightAirfoilForceMax = 500.0
- The maximum force that can be applied by airfoil dynamics
- ark_playerFlightAirfoilTimeStepMax = 0.0033
- The maximum time step taken by airfoil dynamics integrator
- ark_playerFlightAirVolumetricMass = 1.0
- The air volumetric mass, used when player flies
- ark_playerForceVersus = 0
- force versus.
- ark_playerSmallFallCooldown = 0.5
- Cooldown between two consecutives small falls.
- ark_playerSmoothedLoco = 1
- smoothed locomotion.
- ark_possessionDoNotHideHost = 0
- Set to true will maintain host's visibility.
- ark_possessionEjectVerticalTolerance = 0.55
- Changes the allowed correction length when ejection position in inside collisions
- ark_possessionLastsForever = 0
- Set to true and host will be yours forever, mouahahahaha!
- ark_retargeting_separationVectorOffsetMin = 0.5
- Minimum offset needed to force separation vector compute when retargeting is finished.
- ark_retargeting_separationVectorResultMaxOffset = 0.15
- Maximum offset of the separation vector result to trigger the teleportation.
- ark_rule_version_upgrade_diagnostic = 0
- If 1, print upgrading rule handlers.
- ark_rulhandler_allocator = 1
- If true, use the custome ruleHandler allocator.
- ark_rumble_enable = 1
- If true, enable rumble on pad
- ark_rumble_impulse_duration = 0.1
- The impulse duration for a rumble (in second)
- ark_safeZoneMaxIterationMove = 0.5
- Maximum move length between tow iterations of separation vector computing
- ark_safeZoneRepositioningTolerance = 0.05
- Distance below which the target is considered reached
- ark_savedAudioLanguage = 65535
- When 65535, uses the system language; english otherwise
- ark_savedTextLanguage = 65535
- Set the desired text language
- ark_shadow_grapple_cast_mode = 0
- Shadow Grapple snap-targeting mode (0 = no snap, 1 = hold to snap, 2 = press again to snap).
- ark_shadow_grapple_snapping_enabled = 1
- Shadow Grapple snapping.
- ark_shadow_walk_hiding_enabled = 0
- Enables hiding to walls when shadowwalking.
- ark_show_ui = 1
- false = disable UI, true = enable UI
- ark_showSkel = 0
- draw the skeleton of current debugged entity
- ark_showSkelAxisAlpha = 0.2f
- alpha used to display joint axis of the anim only skeleton
- ark_showSkelAxisScale = 1.0f
- scale used to draw joint axis of the skeleton
- ark_showSkelButNotCpnt = 0
- draw skeleton but not the debug info of the component
- ark_showSkelFaceFxJoints = 0
- draw the face fx joints
- ark_showSkelHelperJoints = 0
- draw the helper joints
- ark_showSkelJointContaining =
- draw only joints with name containing this substring
- ark_showSkelJointMod = 0
- draw joint mod on the skeleton
- ark_showSkelJointModOnly = 0
- draw only joints with joint mod on the skeleton
- ark_showSkelTextAlpha = 0.8f
- alpha used to display joint names of the anim only skeleton
- ark_showSkelTextScale = 1.0f
- scale used to draw joint names of the skeleton
- ark_speech_combinatory_policy = 1
- Define the speech assets loading policy : 0 - Legacy, 1 - common for barks and fall back allowed, 2 - Strict decl matching, no fall back
- ark_speech_debugdisplay = 0
- If true, always show the lines of a speaking NPC even if debug_arkCpntSpeech is not on
- ark_speech_debugdisplay_depth_test = 1
- If true, test depth on speech text
- ark_speech_tts_silent = 0
- If true, TTS speech will not be played
- ark_speech_usecorvo = 0
- If true, use Corvo's lines
- ark_talk_save_delay = -1.0
- Delay added when saving during a talk situation.
- ark_throw_debugDraw = 0
- Enable throw debugDraw
- ark_throw_enable_aim = 1
- if true we use aiming correction when throwing an object
- ark_throw_shifting_aabbScale = 1.1
- Aabb scale applied for shifting
- ark_throw_shifting_maximalDistance = 10.0
- Maximal check distance for shifting, ignore potential collision farther
- ark_throw_shifting_minimalLineOfSightLength = 0.5
- Minimal line of sight length for shifting evaluation
- ark_throw_shifting_removeAngularVelocity = 0
- Remove angular velocity if we have to shift the throwable
- ark_timeshift_skipportal = 0
- Skip portal rendering
- ark_ui_crosshair_opacity = 1.0
- Crosshair opacity: 0.0 = fully transparent (invisible) => 1.0 = fully opaque
- ark_ui_crosshair_style = 2
- Crosshair style: 0 = off, 1 = simple (dot), 2 = normal
- ark_ui_locator_debugdraw = 0
- If true, display locator debug draw
- ark_ui_locator_update = 1
- If false, the locator isn't updated
- ark_ui_offset_debugdraw = 0
- If true, display offset debug draw
- ark_ui_show_awareness_markers = 1
- If true will show awareness markers.
- ark_ui_show_contextual_icons = 1
- If true will show contextual icons (assassinate, choke...)
- ark_ui_show_firelock_markers = 1
- If true, will show markers when using the crossbow's fire lock feature (aka "The Dealer" upgrade).
- ark_ui_show_grenade_cooking_gauge = 1
- If true will show grenade cooking gauge.
- ark_ui_show_grenade_markers = 1
- If true will show grenade markers.
- ark_ui_show_heart_markers = 1
- If true, will show runes & bone charms markers while using the Heart
- ark_ui_show_information_messages = 1
- If true, will show information messages (max ammo, door doesn't open on this side, bone charm/rune nearby...): 0 = off, 1 = on
- ark_ui_show_interactions = 1
- If true will show interaction window (all interactions, except contextual icons like assassinate, choke, ...)
- ark_ui_show_location_discovery = 1
- If true will show a banner each time a location is discovered: 0 = off, 1 = on
- ark_ui_show_master_hud = 2
- Display health/mana/breath span meters: 0 = off, 1 = fade-out when inactive, 2 = always
- ark_ui_show_notifications = 1
- If true, will show notifications about mission cues, mission items, travel log & bone charms/runes picked up
- ark_ui_show_objective_markers = 1
- If true, will show objective markers
- ark_ui_show_objective_notifications = 1
- If true, will show the objective notifications.
- ark_ui_show_pickup_log = 1
- If true, will show pickup logs
- ark_ui_show_shortcuts = 1
- If true, will show the shortcuts UI.
- ark_ui_show_snap_reaction_gauge = 1
- If true, will show a replenishment gauge after the "Snap Reaction" enhancement has been triggered.
- ark_ui_show_target_notifications = 1
- If true, will show target portraits in objective notifications.
- ark_ui_show_tutorial_messages = 1
- If true, will show tutorial notifications and one liners. If false, we do not display them but they are added in the pause menu.
- ark_ui_simulate_missing_chunk = 0
- enable simulation of missing chunk
- ark_ui_view_all_powers_in_journal = 0
- If true, we display all powers in the journal.
- ark_use_new_locomotion = 1
- Use new version of locomotion anim tree node
- ark_useStdOut = 0
- outputs logs to stdout
- ark_useStdOutMinSeverity = 2
- The minimum severity to output in the stdout
- ark_vision_max_checks = 150
- Max checks per frame
- ark_vision_notify_reach_limit = 0
- Notify if the linecheck limit is reached
- ark_weapon_melee_debug_lifetime = 1.0f
- Duration of weapon melee debug draws (in seconds).
- ark_windblast_debugDrawAllTargets = 0
- Enable windblast debugDraw of all potential targets
- ark_windblast_debugDrawDeflection = 1
- Enable windblast debugDraw of deflection upgrade
- ark_windblast_debugDrawTrajectory = 0
- Enable windblast debugDraw of blast trajectory
- ark_windblast_maxNpcForSevering = 4
- Max npc for severing, for performance smmothing
- ark_windblast_maxThrowHitNpc = 8
- Max npc for throw hit
- ark_windblast_minImpulseForPhysicEntities = 0.2
- Minimal impulse applied physics entities
- ark_windblast_thicknessCoef = 2
- Thickness coefficent of the wave, based on its displacement per second ( aka speed ^^ )
- ark_wol_debugEyeState = 0
- Enable eye state debug draw
- arkcrashreport_durango_fallback_ip = 192.168.0.103
- fallback ip address of the ArkCrashReport server
- arkcrashreport_host = frlyobuildsvc.arkane-studios.lan
- host address of the ArkCrashReport server
- arkcrashreport_port = 5675
- port for ArkCrashReport server
- arkcrashreport_timeout = 30
- Timeout (in seconds) when sending & receiving data to/from the Crash Report Daemon
- arkFlashHeight = 1080.0
- Height of the flash for the HUD.
- arkFlashWidth = 1920.0
- Width of the flash for the HUD.
- arkMetrics_enabled = 1
- enable/disable arkmetrics system
- arkMetrics_EnablePlaytest = 0
- Enable sending or not playtest metrics
- arkMetrics_log = 0
- log arkmetrics on console
- arkMetrics_serverAddress = frlyobuildsvc.arkane-studios.lan
- address used to send metrics
- bgl_debug = 0
- Set to 1 for console spew
- bgl_preallocateOversized = 0
- if true preallocate all oversized assets
- bink_debug = 0
- dump information
- bink_ioK = 128
- larger buffers for less seeks during load
- bink_ioMegs = 24
- larger buffers for less seeks during load
- binkVolumeLinearFloat = 0.40f
- Bink track volume percentage
- build_candidateDiscNumber =
- forge candidate disc number
- build_candidateName =
- forge candidate build name
- build_discLayoutName =
- forge disc layout build name
- build_packageMapSet =
- forge package map set
- build_packageName =
- forge package build name
- build_packageRelevantChangelists = unknown
- package relevant Perforce changelists
- build_packageRequestor =
- forge package build requestor
- build_packageSource = developer
- forge package build type
- build_packageURL =
- forge package build url
- cam_freecam_movespeed = 2.0f
- freecam linear move speed
- cam_freecam_movespeedz = 3.0f
- freecam linear move speed when going up/down
- cam_freecam_runspeed = 4.0f
- freecam linear move speed when run button is down
- cam_freecam_runspeedz = 3.0f
- freecam linear move speed running up/down
- cam_freecam_turnspeed = 300.0f
- freecam angular move speed (in deg/s)
- cas_allowPayloadMigration = 1
- Allow remote payloads to migrate to the local depot in a background thread.
- cas_debug = 0
- debug level
- cas_localDepot = generated/cas2
- local drive / path for content addressable storage cache
- cas_remoteDepot = //megatexture/megatextures/cas2
- local drive / path for content addressable storage cache
- com_allowConsole = 0
- allow toggling console with the tilde key
- com_assertOutOfDebugger = 0
- Assert while not running under the debugger, off by default
- com_assertShowDialog = 0
- Show a popup to break/ignore once/ignore always an assert, off by default
- com_captureFrames = 0
- 1 to capture each frame and output it
- com_capturePath =
- optional outpath for screenshots, this path is appended to screeenshots/
- com_captureRawFrames = 0
- 1 to capture each raw frame and output it
- com_captureSamples = 1
- set to number of samples for screenshots
- com_captureSounds = 0
- set to 1 to start capture, 2 while capturing, 0 when disabled
- com_captureTGA = 0
- format for capture screenshots, 0 = JPG, 1 = TGA
- com_crashHandler_enable = 0
- Enable the crash exception handler.
- com_crashProcessOnError = 0
- Always crashes the process on a com_error.
- com_debugHUD = 0
- 1 = show debug HUD
- com_debugHUD_refresh_period = 0.1
- debug HUD Refresh period
- com_debugSnapShotInterpolation = 0
- com_deviceZeroOverride = -1
- change input routing for device 0 to poll a different device
- com_disableFrameSpinning = 0
- com_drawPresentables = 0
- 0 = off, 1 = draw all presentables we know about.
- com_drawThreadSpeeds = 0
- 1 = dynamic draw, 2 = static draw, 3 = dynamic draw until stall
- com_editorActive = 0
- 1 when an editor has focus
- com_enableCompression = 1
- com_exitAfterTests = 0
- if set, exits game after regression tests complete
- com_exitProcessOnError = 0
- Exits the process on a com_error.
- com_fixedTic = 0
- run a single game frame per render frame
- com_forceAllMapLayersToLoad = 0
- com_FPSAcceptable = 55
- Minimum acceptable frame rate
- com_FPSTargeted = 60
- Frame rate targeted
- com_frameStampPrints = 0
- print frame number on each console print
- com_gameDLLPath =
- path for game DLL to pull from
- com_gaugeHeartbeat = 1000
- time between subsequent gauge pushes across the wire.
- com_headless = 0
- run without graphics
- com_hitchThresholdMS = 33
- sets com_drawThreadSpeeds to 2 if a frame takes longer than this time in milliseconds
- com_hotReloadBitmaps = 1
- enable hot reload for images (tga, png)
- com_hotReloadEnabled = 0
- enable hot reload for images & models
- com_hotReloadParticleModels = 1
- enable hot reload for particle models (pmodel)
- com_hotReloadStaticModels = 1
- enable hot reload for static models (bmodel)
- com_keyFirstRepeat = 500
- The time (in ms) before the pressed key starts repeating in the console.
- com_keyRepeat = 50
- The time (in ms) before the pressed key next repeat iteration in the console.
- com_loadScreenUserConfirmationDisabled = 0
- If true the loading screens will close as soon as loading are finished
- com_logFile = 0
- 1 = buffer log, 2 = flush after each print
- com_logFileName = qconsole.log
- name of log file, if empty, qconsole.log will be used
- com_memStampPrints = 0
- print total memory usage on each console print
- com_newLoadScreen = 0
- Enable new load screen code
- com_pid = 0
- process id
- com_prod_regression = 0
- Regression tests require certain functionality in production builds.
- com_production = 0
- Used to enable and/or inhibit specific behaviour during production building mode. All demo and retail builds are built with this on.
- com_profileLevelLoad = 0
- com_releaseInputsOnMapLoading = 0
- when true loading a map, the application releases all inputs
- com_requireNonProductionSignIn = 1
- If true, will require sign in, even on non production builds.
- com_safemode = 0
- deletes the video.cfg & rageConfig.cfg and reverts video settings to game default
- com_sendSnapshots = 1
- For debugging, will not send snapshots when false.
- com_showFPS = 0
- show frames rendered per second
- com_showGPU = 0
- show memory info from GPU
- com_showLoadingScreen = 1
- enable loading screens
- com_showMapLoadStatus = 0
- show level load pacifier text
- com_showMemoryUsage = 0
- show memory usage. 0 = disabled, 1 = basic, 2 = with heap details.
- com_showMonologueVideos = 1
- enable monologues video at level start
- com_showPos = 0
- show camera position
- com_showSlowFPS = 0
- enable big annoying message about too low FPS
- com_skipGameRenderView = 0
- skip generating the GUIs
- com_skipInputRouting = 0
- com_skipNotifyLines = 0
- skip notification on top of the game view.
- com_skipSignInManager = 0
- com_sleepGame = 0
- sleep for this many milliseconds between frames to simulate long game frames.
- com_speeds = 0
- show engine timings. 1 = print on console, 2 = print on screen, 3 = also show graph
- com_statsFile = stats.txt
- logfile name
- com_StutteringMeasureHigh = 70
- Stuttering measurement high scale
- com_StutteringMeasureLow = 17
- Stuttering measurement low scale
- com_threadNamePrints = 0
- print thread name with each console print
- com_threadSpeedScale = 10.0
- Time to screen scale
- com_timer = 0
- replaces FPS with a seconds counter, set to -1 to start, set to 0 to turn off
- com_timeScaler = 2
- scales the time
- com_timeStampPrints = 0
- print time with each console print, 1 = sec, 2 = msec, 3 = MM:SS:sss
- com_useEntitiesFiles = 1
- if set use .entities files instead of .map files for production and buildgame loads
- com_useExpandedEntityDefs = 1
- if set use entity defs with expanded inheritance for production and buildgame loads
- com_useMapHeap = 1
- Use a separate heap for all transient data that is cleared on map-restart
- com_usePersistentHeap = 1
- Use a separate heap for all static data loaded for a map that persists through a map-restart.
- com_warnAsError = 0
- Enable to promote Warnings as Errors
- com_warningReport = 1
- enable the warning report showed in the console
- com_writeMissingDeclFiles =
- write out any missing decls for a specific decl type, using the default decl (hit tab to display supported decl types)
- con_fontSize = 8
- Use con_fontName at this many pixels wide per char
- con_fraction = -1.f
- override console fraction, -1.f means no override
- con_logThreadSpeeds = 0
- log the thread speeds for offline graphing
- con_noPrint = 1
- print on the console but not onscreen when console is pulled up
- con_notifyTime = 3
- time messages are displayed onscreen when console is pulled up
- con_opacity = 1
- console background opacity
- con_speed = 3
- speed at which the console moves up and down
- cpnt_fx_skip_oceantriggers = 0
- arkCpntFX_OceanTrigger: skip samplings
- cpnt_poolsize_arkCpntActivePowerDevouringSwarm = 0
- size of the pool for arkCpntActivePowerDevouringSwarmFactory when the game start
- cpnt_poolsize_arkCpntAdrenaline = 0
- size of the pool for arkCpntAdrenalineFactory when the game start
- cpnt_poolsize_arkCpntAIAdvancedSevering = 0
- size of the pool for arkCpntAIAdvancedSeveringFactory when the game start
- cpnt_poolsize_arkCpntAIAlarmSmartObject = 0
- size of the pool for arkCpntAIAlarmSmartObjectFactory when the game start
- cpnt_poolsize_arkCpntAIAttentionSource = 0
- size of the pool for arkCpntAIAttentionSourceFactory when the game start
- cpnt_poolsize_arkCpntAIAwarenessHUDDisplay = 0
- size of the pool for arkCpntAIAwarenessHUDDisplayFactory when the game start
- cpnt_poolsize_arkCpntAIBarks_Device = 0
- size of the pool for arkCpntAIBarks_DeviceFactory when the game start
- cpnt_poolsize_arkCpntAIBarks_NPC = 0
- size of the pool for arkCpntAIBarks_NPCFactory when the game start
- cpnt_poolsize_arkCpntAIBarks_Player = 0
- size of the pool for arkCpntAIBarks_PlayerFactory when the game start
- cpnt_poolsize_arkCpntAIBasicSmartObject = 0
- size of the pool for arkCpntAIBasicSmartObjectFactory when the game start
- cpnt_poolsize_arkCpntAIBloodBriarSkills = 0
- size of the pool for arkCpntAIBloodBriarSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIBreannaSkills = 0
- size of the pool for arkCpntAIBreannaSkillsFactory when the game start
- cpnt_poolsize_arkCpntAICharacterDescription = 0
- size of the pool for arkCpntAICharacterDescriptionFactory when the game start
- cpnt_poolsize_arkCpntAICombatAttack = 0
- size of the pool for arkCpntAICombatAttackFactory when the game start
- cpnt_poolsize_arkCpntAICombatJumpDisablingBox = 0
- size of the pool for arkCpntAICombatJumpDisablingBoxFactory when the game start
- cpnt_poolsize_arkCpntAICombatLeaderSkills = 0
- size of the pool for arkCpntAICombatLeaderSkillsFactory when the game start
- cpnt_poolsize_arkCpntAICombatMeleeSpace = 0
- size of the pool for arkCpntAICombatMeleeSpaceFactory when the game start
- cpnt_poolsize_arkCpntAICombatRangedSpace = 0
- size of the pool for arkCpntAICombatRangedSpaceFactory when the game start
- cpnt_poolsize_arkCpntAIControlAsAPlayer = 0
- size of the pool for arkCpntAIControlAsAPlayerFactory when the game start
- cpnt_poolsize_arkCpntAICrewCollector_Area = 0
- size of the pool for arkCpntAICrewCollector_AreaFactory when the game start
- cpnt_poolsize_arkCpntAICrewCollector_Combat = 0
- size of the pool for arkCpntAICrewCollector_CombatFactory when the game start
- cpnt_poolsize_arkCpntAICrewCollector_Herd = 0
- size of the pool for arkCpntAICrewCollector_HerdFactory when the game start
- cpnt_poolsize_arkCpntAICrewCollector_Notification = 0
- size of the pool for arkCpntAICrewCollector_NotificationFactory when the game start
- cpnt_poolsize_arkCpntAICrewCollector_Search = 0
- size of the pool for arkCpntAICrewCollector_SearchFactory when the game start
- cpnt_poolsize_arkCpntAICrewCoordinationBB = 0
- size of the pool for arkCpntAICrewCoordinationBBFactory when the game start
- cpnt_poolsize_arkCpntAICrewCore = 0
- size of the pool for arkCpntAICrewCoreFactory when the game start
- cpnt_poolsize_arkCpntAICrewDecision = 0
- size of the pool for arkCpntAICrewDecisionFactory when the game start
- cpnt_poolsize_arkCpntAICrewDispatch = 0
- size of the pool for arkCpntAICrewDispatchFactory when the game start
- cpnt_poolsize_arkCpntAICrewKnowledgeBB = 0
- size of the pool for arkCpntAICrewKnowledgeBBFactory when the game start
- cpnt_poolsize_arkCpntAICrewLink = 0
- size of the pool for arkCpntAICrewLinkFactory when the game start
- cpnt_poolsize_arkCpntAICrewMember = 0
- size of the pool for arkCpntAICrewMemberFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatAlarm = 0
- size of the pool for arkCpntAICrewModule_CombatAlarmFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatChase = 0
- size of the pool for arkCpntAICrewModule_CombatChaseFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatFake = 0
- size of the pool for arkCpntAICrewModule_CombatFakeFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatFlank = 0
- size of the pool for arkCpntAICrewModule_CombatFlankFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatMelee = 0
- size of the pool for arkCpntAICrewModule_CombatMeleeFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatRanged = 0
- size of the pool for arkCpntAICrewModule_CombatRangedFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_CombatTether = 0
- size of the pool for arkCpntAICrewModule_CombatTetherFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_Search = 0
- size of the pool for arkCpntAICrewModule_SearchFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_Spot_Hideout = 0
- size of the pool for arkCpntAICrewModule_Spot_HideoutFactory when the game start
- cpnt_poolsize_arkCpntAICrewModule_Spot_Link = 0
- size of the pool for arkCpntAICrewModule_Spot_LinkFactory when the game start
- cpnt_poolsize_arkCpntAICrewSpot_Bait = 0
- size of the pool for arkCpntAICrewSpot_BaitFactory when the game start
- cpnt_poolsize_arkCpntAICrewSpot_BTOverride = 0
- size of the pool for arkCpntAICrewSpot_BTOverrideFactory when the game start
- cpnt_poolsize_arkCpntAICrewSpot_Combat = 0
- size of the pool for arkCpntAICrewSpot_CombatFactory when the game start
- cpnt_poolsize_arkCpntAIDangerZone = 0
- size of the pool for arkCpntAIDangerZoneFactory when the game start
- cpnt_poolsize_arkCpntAIDecision = 0
- size of the pool for arkCpntAIDecisionFactory when the game start
- cpnt_poolsize_arkCpntAIDecisionCivilian = 0
- size of the pool for arkCpntAIDecisionCivilianFactory when the game start
- cpnt_poolsize_arkCpntAIDelilahSkills = 0
- size of the pool for arkCpntAIDelilahSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIDistraction = 0
- size of the pool for arkCpntAIDistractionFactory when the game start
- cpnt_poolsize_arkCpntAIDistraction_Dynamic = 0
- size of the pool for arkCpntAIDistraction_DynamicFactory when the game start
- cpnt_poolsize_arkCpntAIDistraction_MesmerizedNPC = 0
- size of the pool for arkCpntAIDistraction_MesmerizedNPCFactory when the game start
- cpnt_poolsize_arkCpntAIDistraction_Swarm = 0
- size of the pool for arkCpntAIDistraction_SwarmFactory when the game start
- cpnt_poolsize_arkCpntAIFleeSpot = 0
- size of the pool for arkCpntAIFleeSpotFactory when the game start
- cpnt_poolsize_arkCpntAIForcedDistraction = 0
- size of the pool for arkCpntAIForcedDistractionFactory when the game start
- cpnt_poolsize_arkCpntAIGraveHoundSkills = 0
- size of the pool for arkCpntAIGraveHoundSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIGrenadeSkills = 0
- size of the pool for arkCpntAIGrenadeSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIGrimAlexSkills = 0
- size of the pool for arkCpntAIGrimAlexSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIGunSkills = 0
- size of the pool for arkCpntAIGunSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIHideout = 0
- size of the pool for arkCpntAIHideoutFactory when the game start
- cpnt_poolsize_arkCpntAIHoundSkills = 0
- size of the pool for arkCpntAIHoundSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIHowlerSkills = 0
- size of the pool for arkCpntAIHowlerSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIIdleBreak = 0
- size of the pool for arkCpntAIIdleBreakFactory when the game start
- cpnt_poolsize_arkCpntAIInvestigateSpot = 0
- size of the pool for arkCpntAIInvestigateSpotFactory when the game start
- cpnt_poolsize_arkCpntAIKnowledge = 0
- size of the pool for arkCpntAIKnowledgeFactory when the game start
- cpnt_poolsize_arkCpntAIManager_Cues = 0
- size of the pool for arkCpntAIManager_CuesFactory when the game start
- cpnt_poolsize_arkCpntAimAssist = 0
- size of the pool for arkCpntAimAssistFactory when the game start
- cpnt_poolsize_arkCpntAimAt = 0
- size of the pool for arkCpntAimAtFactory when the game start
- cpnt_poolsize_arkCpntAIMechanicalSkills = 0
- size of the pool for arkCpntAIMechanicalSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIMesmerizeSpot = 0
- size of the pool for arkCpntAIMesmerizeSpotFactory when the game start
- cpnt_poolsize_arkCpntAIMusicBoxSkills = 0
- size of the pool for arkCpntAIMusicBoxSkillsFactory when the game start
- cpnt_poolsize_arkCpntAINavmeshRoot = 0
- size of the pool for arkCpntAINavmeshRootFactory when the game start
- cpnt_poolsize_arkCpntAINestKeeperSkills = 0
- size of the pool for arkCpntAINestKeeperSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIOverrideInitialBehavior = 0
- size of the pool for arkCpntAIOverrideInitialBehaviorFactory when the game start
- cpnt_poolsize_arkCpntAIPaoloSkills = 0
- size of the pool for arkCpntAIPaoloSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIPhysicsReaction = 0
- size of the pool for arkCpntAIPhysicsReactionFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Acknowledgement = 0
- size of the pool for arkCpntAIReasoner_AcknowledgementFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Attention = 0
- size of the pool for arkCpntAIReasoner_AttentionFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Combat = 0
- size of the pool for arkCpntAIReasoner_CombatFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Equipment = 0
- size of the pool for arkCpntAIReasoner_EquipmentFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Flee = 0
- size of the pool for arkCpntAIReasoner_FleeFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Greetings = 0
- size of the pool for arkCpntAIReasoner_GreetingsFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Panic = 0
- size of the pool for arkCpntAIReasoner_PanicFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_PersonalSpace = 0
- size of the pool for arkCpntAIReasoner_PersonalSpaceFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Relationship = 0
- size of the pool for arkCpntAIReasoner_RelationshipFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Search = 0
- size of the pool for arkCpntAIReasoner_SearchFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Suspicion = 0
- size of the pool for arkCpntAIReasoner_SuspicionFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_WallOfLight = 0
- size of the pool for arkCpntAIReasoner_WallOfLightFactory when the game start
- cpnt_poolsize_arkCpntAIReasoner_Warn = 0
- size of the pool for arkCpntAIReasoner_WarnFactory when the game start
- cpnt_poolsize_arkCpntAIReflex = 0
- size of the pool for arkCpntAIReflexFactory when the game start
- cpnt_poolsize_arkCpntAISearchSpot = 0
- size of the pool for arkCpntAISearchSpotFactory when the game start
- cpnt_poolsize_arkCpntAISearchSpot_Dynamic = 0
- size of the pool for arkCpntAISearchSpot_DynamicFactory when the game start
- cpnt_poolsize_arkCpntAISearchSpot_MesmerizedNPC = 0
- size of the pool for arkCpntAISearchSpot_MesmerizedNPCFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Audio = 0
- size of the pool for arkCpntAISensor_AudioFactory when the game start
- cpnt_poolsize_arkCpntAISensor_BloodfliesNest = 0
- size of the pool for arkCpntAISensor_BloodfliesNestFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Combat = 0
- size of the pool for arkCpntAISensor_CombatFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Proximity = 0
- size of the pool for arkCpntAISensor_ProximityFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Psychic = 0
- size of the pool for arkCpntAISensor_PsychicFactory when the game start
- cpnt_poolsize_arkCpntAISensor_SmartObject = 0
- size of the pool for arkCpntAISensor_SmartObjectFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Smell = 0
- size of the pool for arkCpntAISensor_SmellFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Spatial = 0
- size of the pool for arkCpntAISensor_SpatialFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Touch = 0
- size of the pool for arkCpntAISensor_TouchFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Vicinity = 0
- size of the pool for arkCpntAISensor_VicinityFactory when the game start
- cpnt_poolsize_arkCpntAISensor_Vision = 0
- size of the pool for arkCpntAISensor_VisionFactory when the game start
- cpnt_poolsize_arkCpntAISensoryDeprivator = 0
- size of the pool for arkCpntAISensoryDeprivatorFactory when the game start
- cpnt_poolsize_arkCpntAIShopkeeperSkills = 0
- size of the pool for arkCpntAIShopkeeperSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIStatistics = 0
- size of the pool for arkCpntAIStatisticsFactory when the game start
- cpnt_poolsize_arkCpntAIStoneShroud = 0
- size of the pool for arkCpntAIStoneShroudFactory when the game start
- cpnt_poolsize_arkCpntAITampering = 0
- size of the pool for arkCpntAITamperingFactory when the game start
- cpnt_poolsize_arkCpntAIVisionAlterableConfig = 0
- size of the pool for arkCpntAIVisionAlterableConfigFactory when the game start
- cpnt_poolsize_arkCpntAIVisionConfig = 0
- size of the pool for arkCpntAIVisionConfigFactory when the game start
- cpnt_poolsize_arkCpntAIVisionManager = 0
- size of the pool for arkCpntAIVisionManagerFactory when the game start
- cpnt_poolsize_arkCpntAIWitchSkills = 0
- size of the pool for arkCpntAIWitchSkillsFactory when the game start
- cpnt_poolsize_arkCpntAIWorldCoordinationBB = 0
- size of the pool for arkCpntAIWorldCoordinationBBFactory when the game start
- cpnt_poolsize_arkCpntAlarmBell = 0
- size of the pool for arkCpntAlarmBellFactory when the game start
- cpnt_poolsize_arkCpntAnimBase = 0
- size of the pool for arkCpntAnimBaseFactory when the game start
- cpnt_poolsize_arkCpntAnimBloodFly = 0
- size of the pool for arkCpntAnimBloodFlyFactory when the game start
- cpnt_poolsize_arkCpntAnimEvolved = 0
- size of the pool for arkCpntAnimEvolvedFactory when the game start
- cpnt_poolsize_arkCpntAnimFish = 0
- size of the pool for arkCpntAnimFishFactory when the game start
- cpnt_poolsize_arkCpntAnimRat = 0
- size of the pool for arkCpntAnimRatFactory when the game start
- cpnt_poolsize_arkCpntArcPylon = 0
- size of the pool for arkCpntArcPylonFactory when the game start
- cpnt_poolsize_arkCpntAreaLocator = 0
- size of the pool for arkCpntAreaLocatorFactory when the game start
- cpnt_poolsize_arkCpntArmor = 0
- size of the pool for arkCpntArmorFactory when the game start
- cpnt_poolsize_arkCpntAssassination = 0
- size of the pool for arkCpntAssassinationFactory when the game start
- cpnt_poolsize_arkCpntAttributes = 0
- size of the pool for arkCpntAttributesFactory when the game start
- cpnt_poolsize_arkCpntAttributesPlayer = 0
- size of the pool for arkCpntAttributesPlayerFactory when the game start
- cpnt_poolsize_arkCpntAudio = 0
- size of the pool for arkCpntAudioFactory when the game start
- cpnt_poolsize_arkCpntAudiocardPlayer = 0
- size of the pool for arkCpntAudiocardPlayerFactory when the game start
- cpnt_poolsize_arkCpntAudiograph = 0
- size of the pool for arkCpntAudiographFactory when the game start
- cpnt_poolsize_arkCpntAudioListener = 0
- size of the pool for arkCpntAudioListenerFactory when the game start
- cpnt_poolsize_arkCpntBallLightning = 0
- size of the pool for arkCpntBallLightningFactory when the game start
- cpnt_poolsize_arkCpntBeingEaten = 0
- size of the pool for arkCpntBeingEatenFactory when the game start
- cpnt_poolsize_arkCpntBlackMarketFavor = 0
- size of the pool for arkCpntBlackMarketFavorFactory when the game start
- cpnt_poolsize_arkCpntBlackMarketInteraction = 0
- size of the pool for arkCpntBlackMarketInteractionFactory when the game start
- cpnt_poolsize_arkCpntBlackMarketManager = 0
- size of the pool for arkCpntBlackMarketManagerFactory when the game start
- cpnt_poolsize_arkCpntBlackMarketUpgrade = 0
- size of the pool for arkCpntBlackMarketUpgradeFactory when the game start
- cpnt_poolsize_arkCpntBlock = 0
- size of the pool for arkCpntBlockFactory when the game start
- cpnt_poolsize_arkCpntBloodFlyAnchor = 0
- size of the pool for arkCpntBloodFlyAnchorFactory when the game start
- cpnt_poolsize_arkCpntBloodFlySwarm = 0
- size of the pool for arkCpntBloodFlySwarmFactory when the game start
- cpnt_poolsize_arkCpntBlowDust = 0
- size of the pool for arkCpntBlowDustFactory when the game start
- cpnt_poolsize_arkCpntBoneCharmCrafting = 0
- size of the pool for arkCpntBoneCharmCraftingFactory when the game start
- cpnt_poolsize_arkCpntBoneCharmInventory = 0
- size of the pool for arkCpntBoneCharmInventoryFactory when the game start
- cpnt_poolsize_arkCpntBreakable = 0
- size of the pool for arkCpntBreakableFactory when the game start
- cpnt_poolsize_arkCpntClimbable = 0
- size of the pool for arkCpntClimbableFactory when the game start
- cpnt_poolsize_arkCpntCloseCombat = 0
- size of the pool for arkCpntCloseCombatFactory when the game start
- cpnt_poolsize_arkCpntCloth = 0
- size of the pool for arkCpntClothFactory when the game start
- cpnt_poolsize_arkCpntConstraint = 0
- size of the pool for arkCpntConstraintFactory when the game start
- cpnt_poolsize_arkCpntContactDamage = 0
- size of the pool for arkCpntContactDamageFactory when the game start
- cpnt_poolsize_arkCpntCorpsePossession = 0
- size of the pool for arkCpntCorpsePossessionFactory when the game start
- cpnt_poolsize_arkCpntCrankable = 0
- size of the pool for arkCpntCrankableFactory when the game start
- cpnt_poolsize_arkCpntCubemapBinder = 0
- size of the pool for arkCpntCubemapBinderFactory when the game start
- cpnt_poolsize_arkCpntCubemapShooter = 0
- size of the pool for arkCpntCubemapShooterFactory when the game start
- cpnt_poolsize_arkCpntDamageDecal = 0
- size of the pool for arkCpntDamageDecalFactory when the game start
- cpnt_poolsize_arkCpntDamageOverTime = 0
- size of the pool for arkCpntDamageOverTimeFactory when the game start
- cpnt_poolsize_arkCpntDamageZone = 0
- size of the pool for arkCpntDamageZoneFactory when the game start
- cpnt_poolsize_arkCpntDarkVision = 0
- size of the pool for arkCpntDarkVisionFactory when the game start
- cpnt_poolsize_arkCpntDarkVisionProxy = 0
- size of the pool for arkCpntDarkVisionProxyFactory when the game start
- cpnt_poolsize_arkCpntDeadlyShadow = 0
- size of the pool for arkCpntDeadlyShadowFactory when the game start
- cpnt_poolsize_arkCpntDeadlyShadowTargetSensor = 0
- size of the pool for arkCpntDeadlyShadowTargetSensorFactory when the game start
- cpnt_poolsize_arkCpntDecoy = 0
- size of the pool for arkCpntDecoyFactory when the game start
- cpnt_poolsize_arkCpntDelilahSoul = 0
- size of the pool for arkCpntDelilahSoulFactory when the game start
- cpnt_poolsize_arkCpntDoppelgangerNpc = 0
- size of the pool for arkCpntDoppelgangerNpcFactory when the game start
- cpnt_poolsize_arkCpntDSM = 0
- size of the pool for arkCpntDSMFactory when the game start
- cpnt_poolsize_arkCpntElectricCabinetController = 0
- size of the pool for arkCpntElectricCabinetControllerFactory when the game start
- cpnt_poolsize_arkCpntEnvironmentalCorpse = 0
- size of the pool for arkCpntEnvironmentalCorpseFactory when the game start
- cpnt_poolsize_arkCpntFace = 0
- size of the pool for arkCpntFaceFactory when the game start
- cpnt_poolsize_arkCpntFaction = 0
- size of the pool for arkCpntFactionFactory when the game start
- cpnt_poolsize_arkCpntFishSwarm = 0
- size of the pool for arkCpntFishSwarmFactory when the game start
- cpnt_poolsize_arkCpntFlammable = 0
- size of the pool for arkCpntFlammableFactory when the game start
- cpnt_poolsize_arkCpntFlashSurface = 0
- size of the pool for arkCpntFlashSurfaceFactory when the game start
- cpnt_poolsize_arkCpntFleeManager = 0
- size of the pool for arkCpntFleeManagerFactory when the game start
- cpnt_poolsize_arkCpntFogZone = 0
- size of the pool for arkCpntFogZoneFactory when the game start
- cpnt_poolsize_arkCpntFountain = 0
- size of the pool for arkCpntFountainFactory when the game start
- cpnt_poolsize_arkCpntFreeCamControl = 0
- size of the pool for arkCpntFreeCamControlFactory when the game start
- cpnt_poolsize_arkCpntFX = 0
- size of the pool for arkCpntFXFactory when the game start
- cpnt_poolsize_arkCpntFX_OceanTrigger = 0
- size of the pool for arkCpntFX_OceanTriggerFactory when the game start
- cpnt_poolsize_arkCpntGameFlowUpdate = 0
- size of the pool for arkCpntGameFlowUpdateFactory when the game start
- cpnt_poolsize_arkCpntGenerator = 0
- size of the pool for arkCpntGeneratorFactory when the game start
- cpnt_poolsize_arkCpntGraveHoundSkull = 0
- size of the pool for arkCpntGraveHoundSkullFactory when the game start
- cpnt_poolsize_arkCpntGrenade = 0
- size of the pool for arkCpntGrenadeFactory when the game start
- cpnt_poolsize_arkCpntGrenadeCooking = 0
- size of the pool for arkCpntGrenadeCookingFactory when the game start
- cpnt_poolsize_arkCpntHackable = 0
- size of the pool for arkCpntHackableFactory when the game start
- cpnt_poolsize_arkCpntHairControl = 0
- size of the pool for arkCpntHairControlFactory when the game start
- cpnt_poolsize_arkCpntHealth = 0
- size of the pool for arkCpntHealthFactory when the game start
- cpnt_poolsize_arkCpntHealthDoor = 0
- size of the pool for arkCpntHealthDoorFactory when the game start
- cpnt_poolsize_arkCpntHealthEvolved = 0
- size of the pool for arkCpntHealthEvolvedFactory when the game start
- cpnt_poolsize_arkCpntHeart = 0
- size of the pool for arkCpntHeartFactory when the game start
- cpnt_poolsize_arkCpntInteractiveMap = 0
- size of the pool for arkCpntInteractiveMapFactory when the game start
- cpnt_poolsize_arkCpntInventory = 0
- size of the pool for arkCpntInventoryFactory when the game start
- cpnt_poolsize_arkCpntItemSpyglass = 0
- size of the pool for arkCpntItemSpyglassFactory when the game start
- cpnt_poolsize_arkCpntKillCamProjectile = 0
- size of the pool for arkCpntKillCamProjectileFactory when the game start
- cpnt_poolsize_arkCpntLODDriver = 0
- size of the pool for arkCpntLODDriverFactory when the game start
- cpnt_poolsize_arkCpntLookAt = 0
- size of the pool for arkCpntLookAtFactory when the game start
- cpnt_poolsize_arkCpntLoot = 0
- size of the pool for arkCpntLootFactory when the game start
- cpnt_poolsize_arkCpntMagicSuppressSound = 0
- size of the pool for arkCpntMagicSuppressSoundFactory when the game start
- cpnt_poolsize_arkCpntMana = 0
- size of the pool for arkCpntManaFactory when the game start
- cpnt_poolsize_arkCpntManagerUpdate = 0
- size of the pool for arkCpntManagerUpdateFactory when the game start
- cpnt_poolsize_arkCpntMesmerize = 0
- size of the pool for arkCpntMesmerizeFactory when the game start
- cpnt_poolsize_arkCpntMesmerizePortal = 0
- size of the pool for arkCpntMesmerizePortalFactory when the game start
- cpnt_poolsize_arkCpntMessageHandler = 0
- size of the pool for arkCpntMessageHandlerFactory when the game start
- cpnt_poolsize_arkCpntMidnightLink = 0
- size of the pool for arkCpntMidnightLinkFactory when the game start
- cpnt_poolsize_arkCpntMidnightPreview = 0
- size of the pool for arkCpntMidnightPreviewFactory when the game start
- cpnt_poolsize_arkCpntMidnightProxy = 0
- size of the pool for arkCpntMidnightProxyFactory when the game start
- cpnt_poolsize_arkCpntMine = 0
- size of the pool for arkCpntMineFactory when the game start
- cpnt_poolsize_arkCpntMissionItem = 0
- size of the pool for arkCpntMissionItemFactory when the game start
- cpnt_poolsize_arkCpntMusicBox = 0
- size of the pool for arkCpntMusicBoxFactory when the game start
- cpnt_poolsize_arkCpntMusicBoxAllegroCone = 0
- size of the pool for arkCpntMusicBoxAllegroConeFactory when the game start
- cpnt_poolsize_arkCpntNavigation = 0
- size of the pool for arkCpntNavigationFactory when the game start
- cpnt_poolsize_arkCpntNavmeshDriver = 0
- size of the pool for arkCpntNavmeshDriverFactory when the game start
- cpnt_poolsize_arkCpntNavmeshToggle = 0
- size of the pool for arkCpntNavmeshToggleFactory when the game start
- cpnt_poolsize_arkCpntNavmeshUserEdges = 0
- size of the pool for arkCpntNavmeshUserEdgesFactory when the game start
- cpnt_poolsize_arkCpntNewGamePlus = 0
- size of the pool for arkCpntNewGamePlusFactory when the game start
- cpnt_poolsize_arkCpntNPCInteraction = 0
- size of the pool for arkCpntNPCInteractionFactory when the game start
- cpnt_poolsize_arkCpntNPCPossession = 0
- size of the pool for arkCpntNPCPossessionFactory when the game start
- cpnt_poolsize_arkCpntNPCTalk = 0
- size of the pool for arkCpntNPCTalkFactory when the game start
- cpnt_poolsize_arkCpntObservable = 0
- size of the pool for arkCpntObservableFactory when the game start
- cpnt_poolsize_arkCpntOdor = 0
- size of the pool for arkCpntOdorFactory when the game start
- cpnt_poolsize_arkCpntOpenable = 0
- size of the pool for arkCpntOpenableFactory when the game start
- cpnt_poolsize_arkCpntPatrolClient = 0
- size of the pool for arkCpntPatrolClientFactory when the game start
- cpnt_poolsize_arkCpntPatrolRoute = 0
- size of the pool for arkCpntPatrolRouteFactory when the game start
- cpnt_poolsize_arkCpntPatrolSquadTree = 0
- size of the pool for arkCpntPatrolSquadTreeFactory when the game start
- cpnt_poolsize_arkCpntPatrolWaypoint = 0
- size of the pool for arkCpntPatrolWaypointFactory when the game start
- cpnt_poolsize_arkCpntPhantasmalNetwork = 0
- size of the pool for arkCpntPhantasmalNetworkFactory when the game start
- cpnt_poolsize_arkCpntPhysicsSystem = 0
- size of the pool for arkCpntPhysicsSystemFactory when the game start
- cpnt_poolsize_arkCpntPhysicsSystemEvolved = 0
- size of the pool for arkCpntPhysicsSystemEvolvedFactory when the game start
- cpnt_poolsize_arkCpntPhysicsWorld = 0
- size of the pool for arkCpntPhysicsWorldFactory when the game start
- cpnt_poolsize_arkCpntPickable_BoneCharm = 0
- size of the pool for arkCpntPickable_BoneCharmFactory when the game start
- cpnt_poolsize_arkCpntPickable_Simple = 0
- size of the pool for arkCpntPickable_SimpleFactory when the game start
- cpnt_poolsize_arkCpntPickableHolder = 0
- size of the pool for arkCpntPickableHolderFactory when the game start
- cpnt_poolsize_arkCpntPlayerBody = 0
- size of the pool for arkCpntPlayerBodyFactory when the game start
- cpnt_poolsize_arkCpntPlayerBreath = 0
- size of the pool for arkCpntPlayerBreathFactory when the game start
- cpnt_poolsize_arkCpntPlayerCamera = 0
- size of the pool for arkCpntPlayerCameraFactory when the game start
- cpnt_poolsize_arkCpntPlayerChaos = 0
- size of the pool for arkCpntPlayerChaosFactory when the game start
- cpnt_poolsize_arkCpntPlayerCombat = 0
- size of the pool for arkCpntPlayerCombatFactory when the game start
- cpnt_poolsize_arkCpntPlayerController = 0
- size of the pool for arkCpntPlayerControllerFactory when the game start
- cpnt_poolsize_arkCpntPlayerCrosshair = 0
- size of the pool for arkCpntPlayerCrosshairFactory when the game start
- cpnt_poolsize_arkCpntPlayerDebugCamControl = 0
- size of the pool for arkCpntPlayerDebugCamControlFactory when the game start
- cpnt_poolsize_arkCpntPlayerDebugCamera = 0
- size of the pool for arkCpntPlayerDebugCameraFactory when the game start
- cpnt_poolsize_arkCpntPlayerFXManager = 0
- size of the pool for arkCpntPlayerFXManagerFactory when the game start
- cpnt_poolsize_arkCpntPlayerInteraction = 0
- size of the pool for arkCpntPlayerInteractionFactory when the game start
- cpnt_poolsize_arkCpntPlayerJournal = 0
- size of the pool for arkCpntPlayerJournalFactory when the game start
- cpnt_poolsize_arkCpntPlayerMenuCamera = 0
- size of the pool for arkCpntPlayerMenuCameraFactory when the game start
- cpnt_poolsize_arkCpntPlayerOutsiderMark = 0
- size of the pool for arkCpntPlayerOutsiderMarkFactory when the game start
- cpnt_poolsize_arkCpntPlayerPhysics = 0
- size of the pool for arkCpntPlayerPhysicsFactory when the game start
- cpnt_poolsize_arkCpntPlayerPhysicsDead = 0
- size of the pool for arkCpntPlayerPhysicsDeadFactory when the game start
- cpnt_poolsize_arkCpntPlayerPowerSystem = 0
- size of the pool for arkCpntPlayerPowerSystemFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensor = 0
- size of the pool for arkCpntPlayerSensorFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorAimAssist = 0
- size of the pool for arkCpntPlayerSensorAimAssistFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorAssassination = 0
- size of the pool for arkCpntPlayerSensorAssassinationFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorAutoCrouch = 0
- size of the pool for arkCpntPlayerSensorAutoCrouchFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorBase = 0
- size of the pool for arkCpntPlayerSensorBaseFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorBlink = 0
- size of the pool for arkCpntPlayerSensorBlinkFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorBlinkSnap = 0
- size of the pool for arkCpntPlayerSensorBlinkSnapFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorBlinkToMantle = 0
- size of the pool for arkCpntPlayerSensorBlinkToMantleFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorBloodthirstyFatality = 0
- size of the pool for arkCpntPlayerSensorBloodthirstyFatalityFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorCatfall = 0
- size of the pool for arkCpntPlayerSensorCatfallFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorChoke = 0
- size of the pool for arkCpntPlayerSensorChokeFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorCorpseDrop = 0
- size of the pool for arkCpntPlayerSensorCorpseDropFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorDevouringSwarm = 0
- size of the pool for arkCpntPlayerSensorDevouringSwarmFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorDoppelganger = 0
- size of the pool for arkCpntPlayerSensorDoppelgangerFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorDoppelgangerSwap = 0
- size of the pool for arkCpntPlayerSensorDoppelgangerSwapFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorDropAssassination = 0
- size of the pool for arkCpntPlayerSensorDropAssassinationFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorEjectPossessedHost = 0
- size of the pool for arkCpntPlayerSensorEjectPossessedHostFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorEnemyProximity = 0
- size of the pool for arkCpntPlayerSensorEnemyProximityFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorGlobalAssassination = 0
- size of the pool for arkCpntPlayerSensorGlobalAssassinationFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorGrapple = 0
- size of the pool for arkCpntPlayerSensorGrappleFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorGrappleToMantle = 0
- size of the pool for arkCpntPlayerSensorGrappleToMantleFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorInteraction = 0
- size of the pool for arkCpntPlayerSensorInteractionFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorLean = 0
- size of the pool for arkCpntPlayerSensorLeanFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorLookat = 0
- size of the pool for arkCpntPlayerSensorLookatFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorMantle = 0
- size of the pool for arkCpntPlayerSensorMantleFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorMesmerize = 0
- size of the pool for arkCpntPlayerSensorMesmerizeFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorNavmesh = 0
- size of the pool for arkCpntPlayerSensorNavmeshFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorPhantasmalLink = 0
- size of the pool for arkCpntPlayerSensorPhantasmalLinkFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorPlacement = 0
- size of the pool for arkCpntPlayerSensorPlacementFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorPossession = 0
- size of the pool for arkCpntPlayerSensorPossessionFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorPowerSnap = 0
- size of the pool for arkCpntPlayerSensorPowerSnapFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorRangedTarget = 0
- size of the pool for arkCpntPlayerSensorRangedTargetFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorRuneCharms = 0
- size of the pool for arkCpntPlayerSensorRuneCharmsFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorSearchTarget = 0
- size of the pool for arkCpntPlayerSensorSearchTargetFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorTarget = 0
- size of the pool for arkCpntPlayerSensorTargetFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorThrowHit = 0
- size of the pool for arkCpntPlayerSensorThrowHitFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorTouch = 0
- size of the pool for arkCpntPlayerSensorTouchFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorVault = 0
- size of the pool for arkCpntPlayerSensorVaultFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorWall = 0
- size of the pool for arkCpntPlayerSensorWallFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorWallCrouch = 0
- size of the pool for arkCpntPlayerSensorWallCrouchFactory when the game start
- cpnt_poolsize_arkCpntPlayerSensorWindowAssassination = 0
- size of the pool for arkCpntPlayerSensorWindowAssassinationFactory when the game start
- cpnt_poolsize_arkCpntPlayerStateMachine = 0
- size of the pool for arkCpntPlayerStateMachineFactory when the game start
- cpnt_poolsize_arkCpntPlayerTutorials = 0
- size of the pool for arkCpntPlayerTutorialsFactory when the game start
- cpnt_poolsize_arkCpntPossession = 0
- size of the pool for arkCpntPossessionFactory when the game start
- cpnt_poolsize_arkCpntPowerBendtime = 0
- size of the pool for arkCpntPowerBendtimeFactory when the game start
- cpnt_poolsize_arkCpntPowerBlink = 0
- size of the pool for arkCpntPowerBlinkFactory when the game start
- cpnt_poolsize_arkCpntPowerDarkVision = 0
- size of the pool for arkCpntPowerDarkVisionFactory when the game start
- cpnt_poolsize_arkCpntPowerDevouringSwarm = 0
- size of the pool for arkCpntPowerDevouringSwarmFactory when the game start
- cpnt_poolsize_arkCpntPowerDoppelganger = 0
- size of the pool for arkCpntPowerDoppelgangerFactory when the game start
- cpnt_poolsize_arkCpntPowerGrapple = 0
- size of the pool for arkCpntPowerGrappleFactory when the game start
- cpnt_poolsize_arkCpntPowerMesmerize = 0
- size of the pool for arkCpntPowerMesmerizeFactory when the game start
- cpnt_poolsize_arkCpntPowerPhantasmalLink = 0
- size of the pool for arkCpntPowerPhantasmalLinkFactory when the game start
- cpnt_poolsize_arkCpntPowerPossession = 0
- size of the pool for arkCpntPowerPossessionFactory when the game start
- cpnt_poolsize_arkCpntPowerShadowWalk = 0
- size of the pool for arkCpntPowerShadowWalkFactory when the game start
- cpnt_poolsize_arkCpntPowerWindblast = 0
- size of the pool for arkCpntPowerWindblastFactory when the game start
- cpnt_poolsize_arkCpntProjectile = 0
- size of the pool for arkCpntProjectileFactory when the game start
- cpnt_poolsize_arkCpntProjectileLauncher = 0
- size of the pool for arkCpntProjectileLauncherFactory when the game start
- cpnt_poolsize_arkCpntRatHoleTrigger = 0
- size of the pool for arkCpntRatHoleTriggerFactory when the game start
- cpnt_poolsize_arkCpntRatSwarm = 0
- size of the pool for arkCpntRatSwarmFactory when the game start
- cpnt_poolsize_arkCpntReferenceFrame = 0
- size of the pool for arkCpntReferenceFrameFactory when the game start
- cpnt_poolsize_arkCpntReferenceFrame_Player = 0
- size of the pool for arkCpntReferenceFrame_PlayerFactory when the game start
- cpnt_poolsize_arkCpntRenderView = 0
- size of the pool for arkCpntRenderViewFactory when the game start
- cpnt_poolsize_arkCpntRetargeting = 0
- size of the pool for arkCpntRetargetingFactory when the game start
- cpnt_poolsize_arkCpntRigidBody = 0
- size of the pool for arkCpntRigidBodyFactory when the game start
- cpnt_poolsize_arkCpntRigidBodyThrowable = 0
- size of the pool for arkCpntRigidBodyThrowableFactory when the game start
- cpnt_poolsize_arkCpntSeverable = 0
- size of the pool for arkCpntSeverableFactory when the game start
- cpnt_poolsize_arkCpntSnoring = 0
- size of the pool for arkCpntSnoringFactory when the game start
- cpnt_poolsize_arkCpntSoundVolumeControl = 0
- size of the pool for arkCpntSoundVolumeControlFactory when the game start
- cpnt_poolsize_arkCpntSpawner = 0
- size of the pool for arkCpntSpawnerFactory when the game start
- cpnt_poolsize_arkCpntSpeech = 0
- size of the pool for arkCpntSpeechFactory when the game start
- cpnt_poolsize_arkCpntStealthEvaluator = 0
- size of the pool for arkCpntStealthEvaluatorFactory when the game start
- cpnt_poolsize_arkCpntStealthModifier = 0
- size of the pool for arkCpntStealthModifierFactory when the game start
- cpnt_poolsize_arkCpntSteamPipeController = 0
- size of the pool for arkCpntSteamPipeControllerFactory when the game start
- cpnt_poolsize_arkCpntStreetSpeaker = 0
- size of the pool for arkCpntStreetSpeakerFactory when the game start
- cpnt_poolsize_arkCpntStunMine = 0
- size of the pool for arkCpntStunMineFactory when the game start
- cpnt_poolsize_arkCpntSwarmAgentPossession = 0
- size of the pool for arkCpntSwarmAgentPossessionFactory when the game start
- cpnt_poolsize_arkCpntSwarmCombat = 0
- size of the pool for arkCpntSwarmCombatFactory when the game start
- cpnt_poolsize_arkCpntSwarmInteraction = 0
- size of the pool for arkCpntSwarmInteractionFactory when the game start
- cpnt_poolsize_arkCpntTimersManager = 0
- size of the pool for arkCpntTimersManagerFactory when the game start
- cpnt_poolsize_arkCpntTimeShiftDevice = 0
- size of the pool for arkCpntTimeShiftDeviceFactory when the game start
- cpnt_poolsize_arkCpntTrigger = 0
- size of the pool for arkCpntTriggerFactory when the game start
- cpnt_poolsize_arkCpntTripwire = 0
- size of the pool for arkCpntTripwireFactory when the game start
- cpnt_poolsize_arkCpntUmbraGate = 0
- size of the pool for arkCpntUmbraGateFactory when the game start
- cpnt_poolsize_arkCpntUsableStatic = 0
- size of the pool for arkCpntUsableStaticFactory when the game start
- cpnt_poolsize_arkCpntUsableWithStateList = 0
- size of the pool for arkCpntUsableWithStateListFactory when the game start
- cpnt_poolsize_arkCpntVersus = 0
- size of the pool for arkCpntVersusFactory when the game start
- cpnt_poolsize_arkCpntVersusGrab = 0
- size of the pool for arkCpntVersusGrabFactory when the game start
- cpnt_poolsize_arkCpntVisualPenetrationCorrector = 0
- size of the pool for arkCpntVisualPenetrationCorrectorFactory when the game start
- cpnt_poolsize_arkCpntVolumetric = 0
- size of the pool for arkCpntVolumetricFactory when the game start
- cpnt_poolsize_arkCpntWallOfLight = 0
- size of the pool for arkCpntWallOfLightFactory when the game start
- cpnt_poolsize_arkCpntWatchTower = 0
- size of the pool for arkCpntWatchTowerFactory when the game start
- cpnt_poolsize_arkCpntWater = 0
- size of the pool for arkCpntWaterFactory when the game start
- cpnt_poolsize_arkCpntWeaponCrossbow = 0
- size of the pool for arkCpntWeaponCrossbowFactory when the game start
- cpnt_poolsize_arkCpntWeaponGun = 0
- size of the pool for arkCpntWeaponGunFactory when the game start
- cpnt_poolsize_arkCpntWeaponGunNPC = 0
- size of the pool for arkCpntWeaponGunNPCFactory when the game start
- cpnt_poolsize_arkCpntWeaponMeleeNPC = 0
- size of the pool for arkCpntWeaponMeleeNPCFactory when the game start
- cpnt_poolsize_arkCpntWeaponMeleePlayer = 0
- size of the pool for arkCpntWeaponMeleePlayerFactory when the game start
- cpnt_poolsize_arkCpntWeaponPlaceable = 0
- size of the pool for arkCpntWeaponPlaceableFactory when the game start
- cpnt_poolsize_arkCpntWeaponThrowable = 0
- size of the pool for arkCpntWeaponThrowableFactory when the game start
- cpnt_poolsize_arkCpntWeaponThrowableNPC = 0
- size of the pool for arkCpntWeaponThrowableNPCFactory when the game start
- cpnt_poolsize_arkCpntWhaleOilDevice = 0
- size of the pool for arkCpntWhaleOilDeviceFactory when the game start
- cpnt_poolsize_arkCpntWhaleOilTank = 0
- size of the pool for arkCpntWhaleOilTankFactory when the game start
- cpnt_poolsize_arkCpntWind = 0
- size of the pool for arkCpntWindFactory when the game start
- cpnt_poolsize_arkCpntWindblast = 0
- size of the pool for arkCpntWindblastFactory when the game start
- cpnt_poolsize_arkCpntWindMill = 0
- size of the pool for arkCpntWindMillFactory when the game start
- demo_overrideLoadingScreen =
- Name of the loading screen GUI to use when loading a level
- devgui = 0
- 0 = disable DevGUI, 1 = enable DevGUI, 2 = enable DevGUI with key legend
- devgui_currentSyncMeleeAINum = 0
- 0 = disable, 1 - 6, show a different AI and its various sync styles.
- devgui_currentSyncMeleeNum = 0
- 0 = disable, 1 - n, show a different AI sync melee interaction.
- dialog_useNewSaveIndicator = 1
- e_exportOBJ_rotationAngle = 180
- export OBJ, rotation angle around axis
- e_exportOBJ_rotationX = 0
- export OBJ, rotation axis, X component
- e_exportOBJ_rotationY = 0
- export OBJ, rotation axis, Y component
- e_exportOBJ_rotationZ = 1
- export OBJ, rotation axis, Z component
- e_exportOBJ_scale = 100
- export OBJ scale
- envShot_conservation_bias = 0
- balance for power scaling
- fc_checkHdcTimestamps = 0
- If zero, don't clear the hard disk cache when timestamps are dirty
- fc_hardDiskNoSeekOffset = 16
- number of cache lines that can be skipped without seeking
- fc_hardDiskRequestTimeOut = 24
- milliseconds after which a request times out
- fc_maxCacheMemoryMB = 1
- Maximum cache size in megabytes
- fc_opticalDiskNoSeekOffset = 16
- number of cache lines that can be skipped without seeking
- fc_opticalDiskRequestTimeOut = 48
- milliseconds after which a request times out
- fc_opticalDiskSkipOffset = 5
- keep on reading if the next cache line is less than this many lines ahead
- fc_useHdc = 0
- 1 = enable hard hard cache, 2 = force hard disk cache
- fc_verifyCacheReadData = 0
- Compare every cache read with an actual ReadOfs
- forge_hackForceReportFromCA = 0
- force crash reports from CA to be accepted by Forge.
- forge_realm = production
- Realm for forge network traffic routing.
- forge_site = dallas.id
- Location for forge network traffic routing.
- fs_arbitraryZipSupport = 1
- default = 1, 0 = will not load zip files
- fs_atomicFileWrite = 1
- Return idFile_AtomicWrite instead of idFile_Permanent on OpenFileWrite
- fs_basepath =
- (Read Only) Location for game files
- fs_benchmarkSeekMicroseconds = 20000
- If benchmark < this, assume HD
- fs_cachepath =
- (Read/Write) Location for temporary files
- fs_caseSensitiveOS = 0
- fs_debug = 0
- fs_generatedPath = generated
- Location of generated data
- fs_installpath =
- (Read/Write) Location for installed files
- fs_mtpWholeReadThreshold = 524288
- if an mtp file size is less than this threshold, block read the entire thing and return a memory file
- fs_noCheckout = 0
- 1 = chmod local files for writing/deleting instead of checking out
- fs_noOverlappedIO = 0
- default = 0, 1 = uses blocking reads instead of overlapped reads
- fs_readOnly = 0
- default = 0, 1 = will set file system to read only
- fs_reportReads = 0
- Report every filesystem reads
- fs_savepath =
- (Read/Write) Location for development storage files, overwrites the default savegame path as well for the PC
- fs_shareRetry = 0
- default = 0, 1 = retry opening files when encountering a sharing error
- fs_sourceControlEnable = 0
- enable automatic source control gets for missing files
- fs_sourceControlGetWholeFolders = 0
- update the entire folder on a source control get, only gets files with the same extension, currently excludes tgas
- g_aiIncomingDamageScale = 1.0
- g_allowAutoCvarReset = 1
- Allow the CVar reset between two map loading
- g_arkRemoteDbgMgrAutoConnectLocal = 0
- True to make idStudio auto connect to localhost.
- g_bendTimeFactorInLerpDuration = 0.001
- the 0 to 1 lerp duration of bendTimeFactor renderparm, used to control bendtime colorGrading
- g_bendTimeFactorOutLerpDuration = 0.957
- the 1 to 0 lerp duration of bendTimeFactor renderparm, used to control bendtime colorGrading
- g_bloodEffects = 1
- show blood splats, sprays and gibs
- g_damageSave = 0
- reduces damage taken based on percentage of health vs maxhealth
- g_damageScale = 1
- scale final damage on player by this factor
- g_debugCounts = 0
- print debug information about entity counts and calls to expensive functions
- g_debugEventQueue = 0
- prints a message if event queue num exceeds this amount
- g_debugFootStepEffect = 0
- print debug information about footstep impact effects
- g_debugImpactEffect = 0
- print debug information about projectile impact effects
- g_debugLayers = 0
- print information about layer changes during play
- g_debugLines = 0
- 1 = show debug points as lines
- g_debugManagedObjectRegistration = 0
- Turn on printf debuging for managed objects register and unregister
- g_debugMover = 0
- print debug information about movers moving
- g_debugPlayer = -1
- Player for debug commands like noclip. If -1, it will use the local player
- g_debugRenderForceDepthTest = 0
- if true, then debug render geometry will always depth test
- g_debugScript = 0
- print debug information about threads being created and destroyed
- g_debugTriggers = 0
- print 'x activated by y' when a trigger activates something
- g_debugWeapon = 0
- print debug information about weapon states, also draws lines when monsters are alerted and shows melee range
- g_disasm = 0
- disassemble script into base/script/disasm.txt on the local drive when script is compiled
- g_dragDamping = 0.5
- set the damping force for g_dragEntity (0 makes object 'snap' to the cursor, 1 makes it more springy)
- g_dragEntity = 0
- allows dragging physics objects around by placing the crosshair over them and holding the fire button
- g_dragShowSelection = 0
- draw the bounding box of the selected entity
- g_drawBob = 0
- draw a graph of view bob ( angle and offset )
- g_drawCrouch = 0
- draw a graph of crouch correction
- g_drawDPSFromPlayer = 0
- Draw the damage per second inflicted by the player
- g_drawDPSFromPlayerHeight = 100
- How far above each entity's origin to draw the DPS text
- g_drawDPSFromPlayerScale = 0.5
- How large to draw the DPS text
- g_drawSway = 0
- draw a graph of hands sway
- g_dumpActiveEntities = 0
- Dump the names of the active entities to the console
- g_dumpSpawnedEntities = 0
- Dump the names of spawned entities to the console
- g_editEntityCloneDist = 2
- how far from the camera the newly cloned entity is placed, default = 2
- g_editEntityGridSize = 0
- snap to grid for entity dragging, default = 0
- g_editEntityMode = 0
- 0 = off
- 1 = lights
- 2 = sounds
- 3 = articulated figures
- 4 = particle systems
- 5 = monsters
- 6 = entity names
- 7 = entity models
- 8 = fx
- 9 = entity properties
- g_editEntityMouseDrag = 0
- 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities
- g_enableDamageRecording = 0
- Enable recording of damage for DPS debugging
- g_eventTimeThreshold = 1
- only show times for events that exceed this
- g_explodeOriginEnts = 0
- spread out all entities at world origin
- g_fixMouseSensibility = 1
- fix mouse sensibility
- g_freeCam = 1
- enable free camera
- g_freezeTime = 0
- 1 = stop all game time and go into free camera mode
- g_gameFixedDt = 0
- Set game delta time fixed
- g_invertLookYAxis = 0
- inverts the gamepad look Y axis
- g_invertMouseYAxis = 0
- inverts the mouse Y axis
- g_kickAmplitude = 1
- scale how far a damage kick to the view angles moves
- g_kickTime = 1
- scale how long a damage kick to the view angles lasts
- g_knockback = -1
- If -1, use knockback value from damage decl. If > -1, this cvar will override the damage decl's knockback value.
- g_leanToggle = 1
- lean toggle mode.
- g_limitPhysicStepVariation = 0
- Limit the physics step variation to 1 step per frame
- g_loadAllLayers = 0
- 1 = loads all entities in all layers
- g_lookStickSensitivityX = 1.0f
- look stick X sensitivity ratio
- g_lookStickSensitivityY = 1.0f
- look stick Y sensitivity ratio
- g_maxPlayerMeleeWeapons = 1
- maximum number of melee weapons the player is allowed to carry at one time
- g_maxPlayerWeapons = 4
- maximum number of weapons the player is allowed to carry at one time
- g_minLoadMapTimeMs = 0
- To test loading screen
- g_mouseClamp = 360.0f
- clamper for mouse movements normalization
- g_mouseSensitivity = 1.0f
- mouse sensitivity ratio
- g_mouseSmooth = 1
- number of samples blended for mouse viewing
- g_onlineDebug = 0
- Print online debug text.
- g_physicsStepTolerance = 0.2
- Tolerance to avoid always changing the number of physics substeps to catch up with the real time
- g_playerDebugCameraDistance = 3.0
- Distance to the player. Best increment is abs(0.1).
- g_playerDebugCameraPitchAngle = 10.0f
- Player debug camPitch angle (in degree) from behind the player.
- g_playerDebugCameraYawAngle = 0.0
- Yaw angle from behind the player in degree.
- g_playerHealthRegenDelay = 5
- seconds we wait after last damage to give health back to player
- g_playerHealthRegenInterval = 0.5
- once regenerating health how often to increment
- g_playerHealthRegenRate = 0
- once regenerating health, how much we give per second
- g_playerIncomingDamageScale = 1.0
- g_playerShieldRegenDelay = 5
- seconds we wait after last damage to give shield back to player
- g_playerShieldRegenInterval = 0.5
- once regenerating shield how often to increment
- g_playerShieldRegenRate = 0
- once regenerating shield, how much we give per second
- g_pvsLocationMemory = 0
- used to store a position that will be checked against the players PVS. Set to 'current' to tag your current pos, or 'clear' to clear.
- g_recordDamageSecs = 2
- How many seconds of damage should be recorded
- g_runFrames = 0
- you can set g_runFrames while g_stopTime is set to have the game run that many frames, then stop again
- g_showActiveEntities = 0
- draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
- g_showAllPlayerInfo = 0
- shows player information for All players.
- g_showCategoryWarnings = 0
- show debugManager category warnings
- g_showCloth = 0
- shows cloth springs and points. 1 = show points, 2 = show springs, 3 = show collisions, 4 = show all
- g_showCollisionNoSkipEntity = 0
- if set to 1, g_showcollisionModels will not skip any entity (including current)
- g_showDoorBounds = 0
- draws door bounds
- g_showEditEntityDepthTested = 0
- draws the debug bounds in edit mode with depth testing
- g_showEditEntityInfo = 0
- draws debug info when editing entities with g_editEntityMode > 0
- g_showEditEntityLocalAxes = 0
- draws the local axes of the selected entity instead of world axes
- g_showEditLayerNames = 0
- draws the layer names when g_editEntityMode is enabled
- g_showEntityInfo = 0
- draws boxes around all entities. cyan for actors, orange for triggers, green for solid, grey for everything else. also prints the entity name and number in the box
- g_showEventTimes = 0
- 1 = show execution times for game events
- g_showGameDeclHeapWarnings = 0
- Issues warnings for game decls that are allocated on the global heap
- g_showGuis = 1
- enables drawing of GUI elements other then HUD
- g_showHud = 1
- enables drawing of HUD elements
- g_showLightEntities = 0
- includes light entities when editing sounds ( g_editEntityMode == 2 )
- g_showPlayerInfo = 1
- enables drawing of Player Information elements in the HUD (e.g. name and health).
- g_showPlayerShadow = 0
- enables shadow of player model
- g_showPoiInfo = 1
- enables drawing of Poi Information elements in the HUD (e.g. leader, base, flag).
- g_showSpread = 0
- draws a debug circle to show the spread on the weapon
- g_showStatics = 0
- draws boxes around func/static entities.
- g_showTargets = 0
- draws entities and their targets. hidden entities are drawn gray.
- g_showThinks = 0
- show entity thinks
- g_showTriggers = 0
- draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey.
- g_showXPGainInfo = 0
- If true, shows info about XP gain for clients.
- g_skipCloth = 0
- skips cloth simulation
- g_skipMessageBox = 0
- Message box won't be displayed.
- g_skipViewEffects = 0
- skip damage and other view effects
- g_sleep = 0
- Testing tool to force longer game frames
- g_spread_noSpread = 0
- Toggles Weapon Spread On/Off for debugging
- g_sprintToggle = 1
- sprint toggle mode.
- g_stopTime = 0
- 1 - stops all entity updating, but the player can still run around, 2 - stop all entity updating, including player uses free cam
- g_testDeath = 0
- disable fading and respawning when you die so you can see what happens when you die
- g_testFxAxisSize = 1.0
- Size of the TestFx debug axis
- g_testFxAxisTTL = 2.0
- Time to live of the TestFx debug axis
- g_testFxDeletePreviousInstance = 1
- Delete the previous entity/fx pair
- g_testFxName =
- fx decl name used for the testFx command in absence of a name parameter
- g_testFxNormalOffset = 0.5
- Offset of fx position along the surface normal
- g_timeEntities = 0
- when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
- g_useGaussianAimSpread = 1
- Player weapons use approximated gaussian spread (0 uses uniform linear spread)
- g_vendorSalePriceScale = 1.0
- g_viewNodalX = 0
- eye distance from the neck in the x direction
- g_viewNodalZ = 0
- eye distance from the neck in the z direction
- g_weaponkick = 1
- apply first person weapon kick
- g_weaponSpreadScale = 1.0
- Global player weapon spread scale
- gamedate = May 29 2017
- gp_manaEnable = 1
- 0 to disable mana usage
- gp_powerCooldownEnable = 1
- 0 to disable power cooldown
- HansoftUser =
- User name to use for reports for any OS that does not provide one
- iggy_framerate_warning_enable = 0
- enable iggy framerate warnings
- image_anisotropy = 1
- set the maximum texture anisotropy if available
- image_lodbias = 0
- change lod bias on mipmapped images
- image_magFilter = LINEAR
- changes texture filtering on mipmapped images
- image_minFilter = LINEAR
- changes texture filtering on mipmapped images
- image_mipFilter = LINEAR
- changes texture filtering on mipmapped images
- image_screenshotQuality = 75
- sets the compression quality for jpeg screenshots, 100 is best quality
- image_useCompression = 1
- 0 = force everything to high quality
- image_watermark =
- places a watermark each image with a watermark
- in_controlInactiveWindow = 0
- allow joystick input to control game instances that don't have win focus
- lang_maskLocalizedStrings = 0
- Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string table load time.
- lod_dist_far = 50
- under that distance the entity lod isn't far.
- lod_dist_level0 = 3
- under that distance the entity lod level0.
- lod_dist_level1 = 6
- under that distance the entity lod level1.
- lod_dist_level2 = 12
- under that distance the entity lod level2.
- lod_dist_level3 = 20
- under that distance the entity lod level3.
- lod_dist_warmup_framecount = 3
- number of frame to run before going to lod.
- lod_forcevisibledistance = 10
- under that distance the entity is considered visible.
- mdnt_canStartWarnings = 0
- To warn on CanStartMdnt fail cases.
- mdnt_minDistanceForLod = 25
- Indicate the minimum distance to an Entity of Midnight to permit LOD.
- mdnt_multithreaded_start = 1
- Enable the multithread for start and change scene on the Midnight instances.
- mdnt_multithreaded_updates = 1
- Enable the multithread for update on the Midnight instances.
- mem_crashGenerateFullDump = 0
- configure crashreporter to generate full dump. 2 = advanced filtering.
- mem_findStalePointers = 0
- Run the heap pointer checking before resetMapHeap
- mem_guardMapHeap = 0
- Don't destroy map heaps on exit, guard them instead (64 bit build required)
- mem_phyMemBlockSizeM = 190
- Size (in MB) of the physical memory block
- mem_printAllocsOnMapHeapDestroy = 0
- Print out any unfreed allocations on map heap destroy
- mem_UseTwoDiffusePools = 1
- Use two diffuse pools for the wastelands
- mq_channelmax = 0
- highest channel number permitted by server ( 0 = no specific limit )
- mq_enable = 1
- Enables the AMQP traffic
- mq_framemax = 0
- frame size maximum, in bytes - the client can ask for a lower size than the server supports but not larger ( 0 = no specific limit )
- mq_heartbeat = 10
- heartbeat delay, in seconds - the client attempts to negotiate the heartbeat rate with the server on connect ( 0 = no heartbeats )
- mq_host = mq.build.eden.idsoftware.com
- host address of the AMQP server ... preferrably RabbitMQ
- mq_maxRetries = 9
- Number of attempts AMQP library will make to connect to a server. ( -1=indefinite, 0=no retry )
- mq_port = 5672
- port for AMQP server
- mq_pw = guest
- credible user password
- mq_retryInterval = 20
- Base interval at which AMQP library tries to reconnect to a server.
- mq_user = guest
- credible user account
- mq_verbose = 0
- Control AMQP library and client(s) chattiness.
- mq_vhost = forge
- default vhost for connection
- mtp_server =
- IP Address of the MTP server
- mtp_writeSize = 1048576
- per write size for mtp writes to server
- multiView_60Hz = 1
- 0 = alternate frame rendering, 1 = render both each frame
- net_checkReliableMessageSize = 0
- will check all reliable messages agenst the goal size. 0 == off, 1 == on
- net_dedicatedPort = 27016
- host port number
- net_dedicatedServerMode = 0
- 0 = Connect to master server first, 1 = connect to process server first, 2 = connect directly to instance
- net_forceDrop = 0
- Percentage chance of simulated network packet loss
- net_forceLatency = 0
- Simulate network latency (milliseconds round trip time - applied equally on the receive and on the send)
- net_forceMatchBrowser = 1
- net_forceUpstream = 0
- Force a maximum upstream in kB/s (256kbps <-> 32kB/s)
- net_forceUpstreamQueue = 64
- How much data is queued when enforcing upstream (in kB)
- net_goalReliableMessageSize = 750
- the goal size for reliable message to be under
- net_ip = localhost
- local IP address
- net_LobbyCoalesceTimeInSeconds = 30
- Time in seconds when a lobby will try to coalesce with another lobby when there is only one user.
- net_LobbyRandomCoalesceTimeInSeconds = 3
- Random time to add to net_LobbyCoalesceTimeInSeconds
- net_masterServerAddress = 12.145.63.232
- Address of the master server.
- net_maxLoadResourcesTimeInSeconds = 0
- How long, in seconds, clients have to load resources. Used for loose asset builds.
- net_maxRate = 50
- max send rate in kilobytes per second
- net_maxSearchResults = 25
- Max results that are allowed to be returned in a search request
- net_maxSearchResultsToTry = 5
- Max results to try before giving up.
- net_migrateHost = -1
- Become host of session (0 = party, 1 = game) for testing purposes
- net_numPorts = 8
- Number of ports to try to open or broadcast for non-platform backend mode
- net_offlineTransitionThreshold = 1000
- Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game
- net_port = 27015
- non platform backend port number
- net_showReliableCompression = 0
- Show reliable compression ratio.
- net_socksPassword =
- net_socksPort = 1080
- net_socksServer =
- net_socksUsername =
- net_testPartyMemberConnectFail = -1
- Force this party member index to fail to connect to games.
- net_useDedicatedServer = 1
- 0 = Don't use dedicated servers. 1 = Try if this is an official build from the build machine. 2 = Always try
- net_usePlatformBackend = 1
- Depending on the platform this will use the backend rather then direct connection. (Steam on PC, Live on xboxOne, PSN on ps4)
- net_verbose = 0
- Print a bunch of message about the network session
- net_verboseReliable = 0
- Prints the more spammy messages about reliable network msgs
- net_verboseResource = 0
- Prints a bunch of message about network resources
- net_verboseSimulatedTraffic = 0
- Print some stats about simulated traffic (net_force* cvars)
- net_verifyReliableQueue = 2
- 0: warn only, 1: error, 2: fixup, 3: fixup and verbose, 4: force test
- nmap_height = 48.f
- default height value for normal map generation
- noGoreSku = 0
- define whether to use no gore texture variation for specific sku like japanese
- OLD_r_oitAdditiveAlphaTest = 1.0
- DEBUG NE PAS ARCHIVER
- OLD_r_oitAdditiveColorResistance = 0.1
- DEBUG NE PAS ARCHIVER
- OLD_r_oitAdditiveOpacityCoef = 0.2
- DEBUG NE PAS ARCHIVER
- OLD_r_oitAdditiveOrderingStrength = 0.7
- DEBUG NE PAS ARCHIVER
- OLD_r_oitColorResistance = 1.0
- DEBUG NE PAS ARCHIVER
- OLD_r_oitDepthRange = 500.0
- DEBUG NE PAS ARCHIVER
- OLD_r_oitOrderingStrength = 1.0
- DEBUG NE PAS ARCHIVER
- OLD_r_oitRangeAdjustement = 0.1
- DEBUG NE PAS ARCHIVER
- OLD_r_oitWeightFactor = 0.1
- DEBUG NE PAS ARCHIVER
- pc_currentDisc = 1
- test new pc monolithic layout, 1, 2, 3
- player_debug_instantBlink = 0
- If true, player blinks instantly.
- player_debugShake = 0
- 1 = display debugging info for camera shakes
- pm_backSpeedRatio = 0.75
- ratio of player max backward speed to forward speed
- pm_crouchspeed = 2.5
- speed the player can move while crouched
- pm_crouchviewheight = 0.71875
- height of player's view while crouched
- pm_disableFatalFall = 0
- if true - player takes no damage from falls
- pm_doom4BobCycle = 1
- use the Doom4 additive animated bob cycle
- pm_jumpheight = 0.8125
- approximate hieght the player can jump
- pm_maxviewpitch = 89
- amount player's view can look down
- pm_minviewpitch = -89
- amount player's view can look up (negative values are up)
- pm_noBob = 0
- turns off view bob and weapon sway
- pm_noclipspeed = 400
- speed the player can move while in noclip
- pm_normalviewheight = 1.359375
- height of player's view while standing
- pm_runspeed = 4.375
- speed the player can move while running
- pm_screenParticleOffset = 3.2
- forward offset when placing screen particles
- pm_sprintAngle = 100.0
- the angle the player has to stay in with their forward movement
- pm_sprintBackSpeedRatio = 0.50
- ratio of player max sprint backward speed to forward speed
- pm_sprintChargeTime = 3000
- how many ms to fully recharge sprint
- pm_sprintMaxTime = 8000
- how many ms the player can sprint
- pm_sprintNoInputStopTime = 0
- how long there has to be no input before sprinting stops
- pm_sprintspeed = 7.03125
- speed the player can move while sprinting
- pm_sprintStickDeadZone = 100.0f
- how far the movement stick has to be pressed forward before we allow sprint to kick in max is 120 because full stick max is 127
- pm_sprintStrafe = 1
- allow sprint strafing
- pm_sprintStrafeAndWeaponFire = 0
- allow full weapon use while sprinting and allow strafe sprinting
- pm_stepsize = 0.25
- maximum height the player can step up without jumping
- pm_thirdPerson = 0
- enables third person view
- pm_thirdPersonAngle = 0
- direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
- pm_thirdPersonClip = 1
- clip third person view into world space
- pm_thirdPersonFocusJoint = head
- focus joint of the third person camera
- pm_thirdPersonHeight = 0
- height of camera from normal view height in 3rd person
- pm_thirdPersonRange = 2.1875
- camera distance from player in 3rd person
- pm_thrusterSprintAngle = 45.0f
- the angle the player has to stay in with their forward movement
- pm_thrusterSprintBackSpeedRatio = 0.50
- ratio of player max sprint backward speed to forward speed for thruster sprint
- pm_thrusterSprintChargeTime = 2500
- how many ms to fully recharge thruster sprint
- pm_thrusterSprintDelayTime = 2500
- how many ms to delay before sprinting is possible again
- pm_thrusterSprintEnable = 0
- enable thruster sprint instead of old sprint
- pm_thrusterSprintMaxTime = 2500
- how many ms the player can thruster sprint
- pm_thrusterSprintRechargeFromEmpty = 1
- if true, the recharge always starts from empty regardless of how much sprint time was actually used
- pm_thrustersprintspeed = 900
- speed the player can move while thruster sprinting
- pm_thrusterSprintStickDeadZone = 100.0f
- how far the movement stick has to be pressed forward before we allow thruster sprint to kick in max is 120 because full stick max is 127
- pm_thrusterSprintStopOnlyWhenDepleted = 0
- if true, thruster sprint cannot be turned off and remains on until fully depleted
- pm_thrusterSprintStrafeAndWeaponFire = 1
- allow full weapon use while thruster sprinting and allow strafe sprinting
- pm_togglesprint = 0
- if true will use the toggle sprint on PC
- pm_toggleThrusterSprint = 1
- if true will use the toggle thruster sprint on PC
- pm_walkspeed = 2.5
- speed the player can move while walking
- profile_securityCheck = 0
- checks to make sure we are on a valid map before we save stats to profile or update achievements
- profile_verbose = 0
- Turns on debug spam for profiles
- r_AAMode = -1
- Anti-Aliasing mode: -1=Use RenderView Settings; 0=Disabled; 1=FXAA Orbis quality; 2=FXAA 3.11 High Quality (PC)
- r_addAllMips = 0
- Enables all mips (use with caution, e.g. for HD screenshots
- r_alwaysTweakW = 1.0
- renderParm to tweak a value [DEBUG ONLY]
- r_alwaysTweakX = 1.0
- renderParm to tweak a value [DEBUG ONLY]
- r_alwaysTweakY = 1.0
- renderParm to tweak a value [DEBUG ONLY]
- r_alwaysTweakZ = 1.0
- renderParm to tweak a value [DEBUG ONLY]
- r_animProgressState = 2
- selects the anim progress state to draw with r_showskel, 0 = draw anim only, 1 = draw post ik & facefx, 2 = draw ready to render
- r_AntiAliasingPreset = 3
- Anti-Aliasing preset : 0 Disabled 1 FXAA Low 2 FXAA High 3 Temporal AA
- r_areaLights_FactorDiffuse = 3.0
- Diffuse factor to apply to area lights globally.
- r_areaLights_FactorSpecular = 0.08
- Specular factor to apply to area lights globally.
- r_areaLights_ShadowMax = 0.1
- Shadow higher bound to consider as completely in light.
- r_areaLights_ShadowMin = 0.0
- Shadow lower bound to consider as completely in shadow.
- r_atmGodRaysDepthSharpness = 0.00001
- bilateral blur radius for godRays
- r_bilateralDepthRange = 10.0
- bilateral blur radius for light-scattering
- r_bilateralSharpnessFar = 0.01
- bilateral blur radius for light-scattering
- r_bilateralSharpnessNear = 0.1
- bilateral blur radius for light-scattering
- r_brightness = 1.0
- changes gamma correction
- r_calibrateGamma = 0
- if > 0 draw a swatch at a specific luminance for calibrating gamma
- r_calibrateGammaLum = 0
- luminance to display for calibrating gamma [0,255]
- r_calibrateGammaMode = 0
- 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue
- r_currentMaterial =
- current material name from r_showSurfaceInfo
- r_d3dAdapter = -1
- d3d adapter to use at init
- r_d3dAdapterId =
- ID of d3d adapter used at init
- r_debugContext = 0
- d3d debug context
- r_debugDarkVisionLayers = 0
- 0 no-darkVision - 1 show device - 2 show living - 4 show pickup - 8 show pulsar (bitfield behavior)
- r_debugDecals = 0
- 1 - To display the decal axis. 2 - To see the axis and obb.
- r_debugHitTraceModels = 0
- +/-1: draws hit test spheres on test, +/-2: draws every frame, < 0 for depth test
- r_debugLineDepthTest = 0
- perform depth test on debug lines
- r_debugPolyDepthTest = 0
- perform depth test on debug polys
- r_debugPolygonFilled = 1
- draw a filled polygon
- r_debugProbes = 0
- Displays environment probes as spheres in the level. 0=Don't render, 1=Render reflection direction, 2=Render normal direction, 3=Render SH Irradiance, 4=Render SH Radiance, 5=Environment distance, 6=Render SH Occlusion, 7=Render Static SH (Layer A), 8=Render Static SH (Layer B), 9=Render Dynamic Lights SH, 10=Render Dynamic Sun SH
- r_debugProbesInfluence0 = -1
- Enables probe influence debugging for a specific probe.
- r_debugProbesInfluence1 = -1
- Enables probe influence debugging for a specific probe.
- r_debugProbesInfluenceBinary = 0
- Shows the influence as on or off for a probe (shows white as soon as the influence is not 0).
- r_debugProbesInfluenceDefaultTetrahedrons = 0
- If 1, shows the vertices who's been assigned the default tetrahedron of a cell instead of a specific tetrahedron (okay for open cells, wrong for closed cells!).
- r_debugProbesInfluenceDistance = 0
- If 1, shows the probe's distance from the origin vertex rather than the influence.
- r_DecalAlphaTestLit = 0.0039
- Alpha threshold when drawing particle surfaces in the back buffer (lit pass)
- r_DefaultAlphaTestDepth = 0.5
- Alpha threshold when drawing opaque arkDefault surface in depth buffer
- r_DefaultAlphaTestLit = 0.5
- Alpha threshold when drawing opaque arkDefault surfaces in the back buffer (lit pass)
- r_depthBiasClamp = 1000.0f
- Depth bias clamp
- r_depthTestCollisionSpheres = 0
- 1 = use depth test to render collision spheres
- r_disableAFRManualManagement = 0
- Disable Alternate Frame Rendering manual app-level management
- r_displayMidnightStoryBoards = 0
- display midnight storyboards in-game
- r_displayRefresh = 0
- optional display refresh rate option for vid mode
- r_dofAlphaDepthEnabled = 1
- DOF alpha primitives in depth buffer on/off (debug purpose only)
- r_dofAlphaEnabled = 1
- pre-DOF alpha primitives on/off (debug purpose only)
- r_DofAsymmetricLens = 1
- enable/disable asymmetric lens
- r_DofAutoCompute = 0
- compute DOF with physic lens parameters
- r_DofAutofocus = 0
- enable/disable DOF auto-focus - (0)off (1)on
- r_DofAutofocusRadius = 8.0
- (in pixel)
- r_DofAutofocusSharpnessMax = 1000.0
- (in meter)
- r_DofAutofocusSharpnessMin = 100.0
- (in meter)
- r_DofAutofocusSharpSpeed = 0.4
- (in percent)
- r_DofAutofocusSpeed = 0.2
- (in percent)
- r_dofBlurCoef = 1.0
- r_DofCOC = 0.025
- circle of confusion (in millimeter)
- r_DofDebugMode = 0
- enable/disable DOF debug mode - (0)off (1)on
- r_DofDistoCoef = -0.25
- lens distortion coefficient
- r_DofDistoCubicCoef = 0.45
- cubic distortion value
- r_DofFocalDist = 5.0
- (in meter)
- r_DofFocalLength = 0.35
- focal length (in millimeter)
- r_DofFocusBias = 0.0
- (in meter)
- r_DofFocusRange = 10000.0
- (in meter)
- r_DofFocusRangeFar = 1.0
- (in meter)
- r_DofFocusRangeFarSharp = 1.0
- (in meter)
- r_DofFocusRangeSharp = 10000.0
- (in meter)
- r_DofFringChroma = 0.6
- Bokeh chromatic aberration/fringing
- r_DofFringGain = 1.0
- highlight gain
- r_DofFringThreshold = 0.45
- highlight threshold
- r_DofFStop = 4.0
- f-stop (in millimeter)
- r_DofKernelType = 0
- kernel type
- r_dofOpaqueEnabled = 1
- DOF opaque primitives on/off (debug purpose only)
- r_DofSharpenCOef = 0.0
- 0=no sharpen 1=full sharpen
- r_dofShowFocusDist = 0
- DOF show focus distance on/off (debug purpose only)
- r_DofStencilEnabled = 1
- DOF stencil optimization on/off (debug purpose only)
- r_DofUseCatsEye = 0
- enable/disable DOF cat's eye - (0)off (1)on
- r_DofUseDisto = 0
- enable/disable DOF lens distortion [barrel] - (0)off (1)on
- r_DofUseFringing = 1
- enable/disable DOF fringing - (0)off (1)on
- r_DofUseNoise = 0
- enable/disable DOF noise - (0)off (1)on
- r_DofUseSharpen = 0
- enable/disable DOF sharpen tricks - (0)off (1)on
- r_DofUseVignette = 0
- enable/disable DOF lens vignetting - (0)off (1)on
- r_DofVignFadeFStop = 22.0
- vignette fade f-stop
- r_DofVignInBorder = -1.0
- vignette inner border
- r_DofVignOutBorder = 0.5
- vignette outer border
- r_downsampleQuality = 1
- Downsample quality 0=full-res (not supported yet) 1=half-res 2=quarter-res
- r_downsampleQualityPreset = 1
- Fog blur radius preset : 0 Low 1 High
- r_drawLoadedImages = 0
- Draw loaded images scaled on the screen
- r_drawLoadedImagesScale = 64
- Shrink factor for r_drawLoadedImages
- r_enableLazyShaderCompilation = 0
- enable late shader compilation on first Bind
- r_envBlendPowerFilterSize = 1
- Radius of specular power bleeding filter
- r_finishEveryDraw = 0
- Flush GPU after each draw call
- r_fixObjMaterialPath = 0
- temp hack fix for material paths being jumbled up for objs coming out of modo
- r_fogBlurGaussian = 0
- use cheaper Gaussian blur for fog
- r_fogBlurRadius = 6.0
- bilateral blur radius
- r_fogNearestThreshold = 0.0002
- use cheaper Gaussian blur for fog
- r_fogNearestUpscale = 1
- use cheaper Gaussian blur for fog
- r_forceAspectRatio = 0
- 1.777 for 16:9, 1.6 for 16:10, 1.333 for 4:3, 0 to disable
- r_forceFirstMipMap = 0
- force every texture sampler mipmap to 0
- r_forceInstantAutoExposureConvergence = 0
- Forces auto-exposure to converge instantly (used for HQScreenShots)
- r_forceLoadBinarySpecialization = 0
- r_frameSpinningFPSOffsetAt100 = 20.0
- framespinning computing offset At 100 fps when based on resolution scaling targeted fps
- r_frameSpinningFPSOffsetAt30 = 10.0
- framespinning computing offset At 30 fps when based on resolution scaling targeted fps
- r_freeTriangleCPUData = 0
- dump the CPU data after building vertex buffers
- r_freezeTextureStreaming = 0
- Freeze texture streaming, for debug purpose
- r_fullscreen = 1
- 0 = windowed, 1 = full screen, 2 = borderless
- r_gamma = 2.2
- Changes gamma correction
- r_gpuCullingDebug = 0
- r_gpuCullingIndexBufferSize = 20
- Size of the GPU culling index buffer, in MB
- r_guiDebug = 0
- Provides debug output in idRenderModelGui code
- r_hairAlphaTestAlpha = 0.5
- Alpha threshold when drawing alpha surfaces in the alpha depth buffer
- r_hairAlphaTestLit = 0.05
- Alpha threshold when drawing alpha surfaces in the back buffer (lit pass)
- r_hairAlphaTestOpaque = 0.8
- Alpha threshold when drawing alpha surfaces in the opaque depth buffer
- r_hairLuminanceHack = 0.7
- Work around to fix albedo bug
- r_hbao = 0
- NVIDIA HBAO+
- r_hdrBufferFormat = 0
- 0 = R11G11B10, 1 = RGBA_FLOAT16
- r_IBL_AreaMax = 2000.0
- Changes the maximum surface area covered by a pixel at which the IBL end getting any rougher.
- r_IBL_AreaMin = 100.0
- Changes the minimum surface area covered by a pixel from which the IBL starts getting rougher.
- r_IBL_DistancePower = 2.0
- Changes the exponent applied to pixel's distance from camera.
- r_IBL_GrazingAnglePower = 2.0
- Changes the exponent on the dot( Normal, View ) area projection factor. A larger exponent will concentrate IBL roughhness toward edges.
- r_IBL_ParallaxCorrection = 1
- Enables or disables IBL parallax correction using virtual planes.
- r_IBL_RoughnessExponentMax = 4.0
- Sets the maximum roughness exponent.
- r_IBL_RoughnessExponentMin = 1.0
- Sets the minimum roughness exponent.
- r_ILBuild_EnableSkyOcclusionFiltering = 1
- Enables or disables the sky occlusion SH filtering when building probes, so it won't matter if you use r_ILProbeUpdate_UseFilteredSkySH later.
- r_ILBuild_EnableSunFiltering = 1
- Enables or disables the Sun SH filtering when building probes, so it won't matter if you use r_ILProbeUpdate_UseFilteredSkySH later.
- r_ILBuild_FilteringMinWeightSky = 0.01
- Specifies the minimum ambient sky weight used to perform the harmonic mean used to filter out sky in transitions between indoor and outdoor
- (the lowest the value, the more biased toward indoor probes and smoother result will be)
- r_ILBuild_FilteringMinWeightSun = 0.01
- Specifies the minimum irradiance Sun weight used to perform the harmonic mean used to filter out Sun in transitions between indoor and outdoor
- (the lowest the value, the more biased toward indoor probes and smoother result will be)
- r_ILBuild_FilterSHType_Occlusion = 2
- Type of SH filtering to apply to sky occlusion encoding (0=disabled, 1=Lanczos, 2=Hanning, 3=Gaussian)
- r_ILBuild_FilterSHType_StaticLighting = 1
- Type of SH filtering to apply to static indirect lighting encoding (0=disabled, 1=Lanczos, 2=Hanning, 3=Gaussian)
- r_ILBuild_FilterSHType_StaticSun = 1
- Type of SH filtering to apply to static Sun indirect lighting encoding (0=disabled, 1=Lanczos, 2=Hanning, 3=Gaussian)
- r_ILBuild_FilterSHWindowSize_Occlusion = 2.0
- Size of the SH filtering window to apply to sky occlusion
- r_ILBuild_FilterSHWindowSize_StaticLighting = 4.0
- Size of the SH filtering window to apply to static indirect lighting
- r_ILBuild_FilterSHWindowSize_StaticSun = 2.0
- Size of the SH filtering window to apply to static Sun indirect lighting
- r_ILBuild_FloodFillDiscardPixel_Albedo = 0.32
- Specifies the tolerated distance between adjacent pixel colors before the get discarded during flood filling (default=0.32).
- r_ILBuild_FloodFillDiscardPixel_NormalAngleTolerance_Far = 80.0
- Specifies the tolerated angle between adjacent pixel normals before they get discarded by flood filling (default=80 degrees for FAR pixels).
- r_ILBuild_FloodFillDiscardPixel_NormalAngleTolerance_FarDistance = 20.0
- Sets the distance at which the FAR normal angle tolerance is used.
- r_ILBuild_FloodFillDiscardPixel_NormalAngleTolerance_Near = 45.0
- Specifies the tolerated angle between adjacent pixel normals before they get discarded by flood filling (default=45 degrees for NEAR pixels).
- r_ILBuild_FloodFillDiscardPixel_NormalAngleTolerance_NearDistance = 2.0
- Sets the distance at which the NEAR normal angle tolerance is used.
- r_ILBuild_FloodFillDiscardPixel_PixelDistanceThreshold = 50.0
- Specifies the distance at which a pixel gets discarded no matter what.
- r_ILBuild_FloodFillDiscardPixel_SpatialDistanceTolerance = 0.3
- Specifies the tolerated distance between adjacent pixel positions before they get discarded by flood filling (default=0.3 = 30cm for pixels at nominal distance).
- r_ILBuild_FloodFillDiscardPixel_SpatialDistanceToleranceNominalDistance = 1.0
- Sets the nominal distance at which the spatial distance tolerance is computed. A pixel twice the nominal distance will have twice the tolerance.
- r_ILBuild_NeighborProbeRadius = 1.0
- Specifies the radius of the discs representing neighbor probes when we render the neighborhood network.
- r_ILBuild_OccluderMinimumSizeAtRejectDistance = 5.0
- Size of the smallest occluder at the reject distance (default is a 5 meters high door). If the solid angle of an occluder is smaller than the one computed from the size+rejection distance then it's rejected.
- r_ILBuild_OccluderRejectDistance = 40.0
- Distance at which an occluder gets rejected and considered unimportant.
- r_ILBuild_PerceptualAdjacency_MaxDistance = 1.0
- Specifies the maximum distance between 2 faces over which an adjacency cannot be created.
- r_ILBuild_PrincipalPlanes_SearchPlanesCount = 18
- Indicates the original amount of planes to fit. This will be reduced down to a limit of 6 planes.
- r_ILBuild_PrincipalPlanes_SimilarDistanceBinSize = 8.0
- Indicates the size (in meters) of a bin into which similar distances will be summed and averaged. For example, any distance that is larger than 8m (default value) than a bin's average center will require the creation of a new bin.
- r_ILBuild_PrincipalPlanes_SimilarPlaneRejectionThreshold = 0.5
- Indicates the threshold above which the dot product of two plane normals can be considered as similar and the two planes can be merged.
- r_ILBuild_PrincipalPlanes_WeightExponent = 20.0
- Indicates the exponent to which the dot product between pixel and principal plane is raised to indicate sensibility on correct orientation.
- r_ILBuild_PropagateAttenuationDistance = 0.25
- Specifies the attenuation factor per meter when propagating probe influences (e.g. a value of 0.5 means the probe will have half its influence when 1 meter from the source vertex)
- r_ILBuild_Sample_MaxProbeAngleWithNormal = 80.0
- Specifies the maximum angle (in degrees) a probe can stand away from a sample's normal direction to be accepted as a valid indirect probe for the sample (probes that are not in the "visibility cone" are discarded).
- r_ILBuild_SaveDebugILProbes = 0
- Forces saving IL probes to disk in the generated folder for debugging purpose.
- r_ILBuild_VoronoiPlaneSize = 20.0
- Specifies the size of the Voronoi planes to render in probes.
- r_ILBuild_VoronoiSampleRadiusGrowFactor = 1.5
- Specifies the factor to grow the regular samples' radii by so we get larger, more area-covering samples.
- r_ILProbeUpdate_ContributionFactorEmissive = 1.0
- Specifies the contribution factor of emissive materials.
- r_ILProbeUpdate_ContributionFactorMultiBounces = 3.0
- Specifies the contribution factor of multiple-bounce initial static lighting.
- r_ILProbeUpdate_DynamicBufferInterpolationSpeed = 0.99
- Specifies the speed of interpolation of the smoothed buffer of dynamic SH values.
- r_ILProbeUpdate_MaxUpdatesPerFrame = 8
- Specifies the maximum amount of probes that we can update each frame (always clamped to 32 anyway)
- r_ILProbeUpdate_MultiBouncesDebugFlags = 7
- Specifies the multiple-bounce initial static lighting debug flags (Bit 0=Static Lights, Bit 1=Sun, Bit 2=Sky) (example: 7 = static + Sun + sky (default)).
- r_ILWeightAtProbePosition = 10.0
- Sets the weight of a probe at its exact location
- r_ILWeightAtProbeRadius = 0.05
- Sets the weight of a probe when a point is as far as the radius
- r_ILWeightFaceBackward = -1.0
- Sets the weight of a probe when a normal is facing away from the probe
- r_ILWeightFaceForward = 1.0
- Sets the weight of a probe when a normal is facing the probe
- r_imagesMaxMipmapsNbr = 7
- loads and generates only this nbr of mipmaps
- r_imagesMipmapsCheckUpload = 0
- Check existence of local mipmaps and generate all binary files to force upload
- r_imagesMipmapsStreamingEnable = 1
- enable texture streaming, use it on command-line
- r_initialMonitor = 0
- The initial monitor used to initialize the render system
- r_insideBodyDitheringEndDistance = 30
- dithering end distance (m)
- r_insideBodyDitheringSpeed = 40
- dithering speed (m/s)
- r_insideBodyDitheringStartDistance = 1
- dithering start distance (m)
- r_jitter = 0
- randomly subpixel jitter the projection matrix
- r_jitterXFactor = 1.0
- jitter X factor for HQ scrennshot supersampling
- r_jitterYFactor = 1.0
- jitter Y factor for HQ scrennshot supersampling
- r_journalEnable = 1
- If false, we cannot open the journal.
- r_lockView = 0
- lock the current view
- r_lodZoomMultiplicator = 1.0f
- Zoom multiplicator for static LODs
- r_logFile = 0
- number of frames to emit render logs
- r_logLevel = 2
- 1 = blocks only, 2 = everything
- r_looseOptionHash = 0
- r_looseRenderProg =
- r_MaterialHotPatchRenderParmsForShaderReloading = 1
- injects renderparms so that shaders can be reloaded on demand and work properly - must be set from command line
- r_maxDynamicDecals = 32
- Maximum number of dynamic decals
- r_maxDynamicDecalsPreset = 3
- Decals details preset : 0 Very Low 1 Low 2 Medium 3 High 4 Very High 5 Ultra
- r_maxShadowMapExtraResolution = 2048
- max shadow map resolution for spot with 'extra resolution' quality option
- r_maxShadowMapResolution = 1024
- max shadow map resolution
- r_mergeModelSurfaces = 0
- combine model surfaces with the same material
- r_MidnightStoryBoardsScale = 0.15
- midnight storyboards in-game placeholder size (in percent of screen size)
- r_minShadowMapResolution = 128
- min shadow map resolution
- r_mode = -1
- Select the resolution and monitor to use in fullscreen or borderless mode (hit TAB to view available modes)
- r_modelsQualityPreset = 3
- Models quality preset : 0 Very Low 1 Low 2 Medium 3 High 4 Very High 5 Ultra
- r_multiSamples = 0
- number of anti-aliasing samples (0 = no multi-sampled FBO)
- r_oceanAsyncMaxWaves = 2
- r_oceanGeometricDetails = 4096.0f
- geometric details
- r_oceanQualityPreset = 3
- Ocean quality preset : 0 Very Low 1 Low 2 Medium 3 High 4 Very High 5 Ultra
- r_oceanTileSize = 10.0f
- side size of an ocean patch
- r_oceanUseAsync = 1
- r_OIT = 1
- Order Independent Transparency
- r_oitAdditiveAlphaStrength = 1.0
- OIT - subtract Luminance for additive surfaces
- r_oitAdditiveColorResistance = 12.0
- OIT - Color resistance. Increase if low-coverage foreground transparent are affecting background transparent color.
- r_oitAdditiveOpacity = 0.2
- OIT - Opacity factor for additive surfaces
- r_oitAdditiveOrderingStrength = 3.0
- OIT - Ordering strength for additive surfaces - Increase if background is showing through foreground too much.
- r_oitAdditiveParticleColorStrength = 0.0
- OIT - Tweak particle color strength
- r_oitColorResistance = 3.0
- OIT - Color resistance. Increase if low-coverage foreground transparent are affecting background transparent color.
- r_oitDepthRange = 50.0
- OIT - Depth range over which significant ordering discrimination is required. Decrease if high-opacity surfaces seem too transparent, Increase if distant transparent are blending together too much.
- r_oitOrderingStrength = 3.0
- OIT - Ordering strength. Increase if background is showing through foreground too much.
- r_oitParticleAlphaStrength = 1.0
- OIT - subtract Luminance for additive surfaces
- r_oitParticleColorStrength = 12.0
- OIT - Tweak particle color strength
- r_oitWeightFactor = 0.5
- OIT - Weight Factor
- r_overrideGloss = 0
- Replaces gloss maps by a custom value (only works in idStudio!)
- r_overrideGlossValue = 1.0
- The override value for gloss maps
- r_overrideMetal = 0
- Replaces metal maps by a custom value (only works in idStudio!)
- r_overrideMetalValue = 1.0
- The override value for metal maps
- r_parallelHQDXTEncode = 1
- Use parallel jobs for very slow HQ DXT encoding
- r_parallelRenderProgSpecialization = 1
- Allow renderprogs to get specialized in parallel during shadercache preload.
- r_particleAlphaTestDepth = 0.035
- Alpha threshold when drawing particle surfaces in the alpha depth buffer
- r_particleAlphaTestDepthDiv2 = 0.035
- Alpha threshold when drawing particle surfaces in the alpha depth buffer
- r_particleAlphaTestLit = 0.01569
- Alpha threshold when drawing particle surfaces in the back buffer (lit pass)
- r_playerDepthHack = 0.0
- player's models depth hack value
- r_postProcessCustomEV = 0.0
- Sets an additional custom Exposure Value (EV) bias on top of environment's EV
- r_postProcessDebugAreaLights = 0
- Shows the area lights currently in the pool.
- r_postProcessDebugBloomSourceMip = 5
- Sets the source mip level for bloom upsampling (default is 5 to upsample from 1/64th screen size)
- r_postProcessDebugBloomTargetMip = 3
- Sets the target mip level for bloom upsampling (default is 3 to upsample up to 1/8th screen size)
- r_postProcessDebugColorCube = 0
- Shows currently applied color-cube
- r_postProcessDebugExposure = 0
- Reads back the exposure settings to the CPU (VERY EXPENSIVE!)
- r_postProcessDebugHistogram = 0
- Shows the luminance histogram for auto-exposure debugging.
- r_postProcessDebugIBLCubeMaps = 0
- Shows the IBL cube maps array for debugging.
- r_postProcessDebugIBLCubeMapsMode = 0
- 0 = State A, 1 = State B, 2 = Both states
- r_postProcessDebugLuminance = -1.0
- Shows the debug luminance level in the image as a colored checker board (only works with debug histogram visible).
- r_postProcessDebugSHProbes = 0
- Shows the SH probes array for debugging.
- r_postProcessDebugSkyTables = 0
- Shows the various pre-computed sky tables.
- r_postProcessDebugToneMappingCurve = 0
- Shows the tone mapping curve applied to luminances.
- r_postProcessEmbedColorGrading = 0
- Embeds color-cube in the image and disables post-processes
- r_postProcessExposureUseToneMappingWhiteLevel = 0
- If true, the auto-exposure window will use the tone mapping's white level as its maximum virtual adaptable luminance range instead of the default physical [0,1] range. The net effect is that the exposure window will grow as it's now capable of adapting a much larger luminance range.
- r_preloadShaderCache =
- r_prt_beamrenderer_budget = 1
- arkBeamRenderer vertex budget ratio
- r_prt_particletrailrenderer_budget = 1
- arkParticleTrailRenderer vertex budget ratio
- r_prt_trailrenderer_budget = 1
- arkTrailRenderer vertex budget ratio
- r_reachedFrame50 = 1
- frame 50 have been reached
- r_reloadShaderPostCommand = xbdeploy.exe" audition Dishonored2_1.0.1.0_x64__1ex513fd4qj2w /v
- Command to run after the shader permutation is generated.
- r_renderDocLogFilePath = \capture\renderDoc
- Enable RenderDoc log file path
- r_renderDocTriggerCapture = 0
- Trigger nb frame RenderDoc capture
- r_renderQualityPresets = -1
- swap through rendering quality options (low, medium, high, ultra)
- r_schedulerNoBackground = 0
- background workers are disabled, all tasks are considered 'foreground' and required for the frame finish
- r_schedulerThreadingMode = 2
- 0: single threaded (one worker enabled), 1: cpu-only tasks multithreaded, 2: fully multithreaded (cpu & gpu tasks - available only if deferred contexts are enabled !)
- r_schedulerUseDeferredCtx = 1
- scheduler context pool is deferred. -1: auto (depends on driver caps), 0: always disabled, 1: always enabled
- r_shaderCompilationLevel = 0
- 0=default 1=debug 2=production 3=retail
- r_shaderForceCompilation = 0
- 0=disabled 1=force shader generation
- r_shaderLimits_renderOpaque_dynamicModels_numLateAlloc = 16
- r_shaderLimits_renderOpaque_dynamicModels_numPS = -1
- r_shaderLimits_renderOpaque_dynamicModels_numVS = 3
- r_shaderLimits_renderOpaque_dynamicModels_PSLockThreshold = -1
- r_shaderLimits_renderOpaque_dynamicModels_VSLockThreshold = -1
- r_shaderLimits_renderOpaque_world_numLateAlloc = 0
- r_shaderLimits_renderOpaque_world_numPS = -1
- r_shaderLimits_renderOpaque_world_numVS = -1
- r_shaderLimits_renderOpaque_world_PSLockThreshold = -1
- r_shaderLimits_renderOpaque_world_VSLockThreshold = -1
- r_shadowAtlasSliceCnt = 8
- Number of slices in the shadow map atlas( used for omni & spot shadows )
- r_shadowAtlasSliceHeight = 2048
- Dimensions of one slice of the shadow map atlas( used for omni & spot shadows )
- r_shadowAtlasSliceWidth = 2048
- Dimensions of one slice of the shadow map atlas( used for omni & spot shadows )
- r_shadowCacheSliceCnt = 12
- Number of slices in the shadow map cache( used for omni & spot shadows )
- r_shadowCacheSliceHeight = 2048
- Dimensions of one slice of the shadow map cache( used for omni & spot shadows )
- r_shadowCacheSliceWidth = 2048
- Dimensions of one slice of the shadow map cache( used for omni & spot shadows )
- r_shadowCascadeFars = 4 12 30 75
- cascaded shadow slices fars, args are dist0 dist1 dist2 dist3
- r_shadowCullDistance = 25.0f
- Max distance to display shadow for models
- r_shadowParallelPartialDynaUpdate = 1
- enable skip dynamic update on far slice to save performances
- r_shadowParallelPartialSliceUpdate = 1
- enable time slicing on cascade update except for slice 0 to save performances
- r_shadowParallelResolutionDividerLevel = 0
- the shadow resolution divider factor - 0: keep highest quality, 1: div by 2, 2: div by 4
- r_shadowParallelSliceCnt = 4
- current parallel shadow slice count
- r_shadowParallelSliceSize = 2048
- Dimensions of one slice of directional shadow buffer
- r_shadowQualityPreset = 3
- Shadow quality preset : 0 Very Low 1 Low 2 Medium 3 High 4 Very High 5 Ultra
- r_shadows32Bits = 1
- Enable 32 bits precision for shadow maps
- r_shadowsBloodflies = 1
- Enables shadows for bloodflies
- r_shadowSpotAndOmniLowResolutionDividerEnabled = 0
- the shadow resolution divider factor - 0: keep highest quality, 1: div by 2
- r_shadowSpotAndOmniPartialUpdateDynaSqrDistanceThreshold = 144.f
- enable update of dynamic if light shadow is closer than this squared distance even if the priority threshold (r_shadowSpotAndOmniPartialUpdateDynaThreshold) is not reached
- r_shadowSpotAndOmniPartialUpdateDynaThreshold = 0.5f
- enable update of dynamic only if light shadow priority (screen cover) is above the threshold, to save performances
- r_shadowsRats = 1
- Enables shadows for rats
- r_showAlphaDebug = 0
- draw alpha object in debug mode
- r_showBounds = 0
- draws bounds of committed models: 1 : rendermodels, 2 : surfaces
- r_showBounds_depthtest = 1
- draws bounds depth test
- r_showCommits = 0
- report model and light commits and ref counts
- r_showCullLight = 0
- show cull-light pass (1-lighting 2-scattering
- r_showCullLightDepthMinMax = 0
- show cull-light depth Min/Max pass
- r_showDebugLighting = 0
- Lighting debug flags: 1=ambient, 2=diffuse, 4=specular, 8=emissive, 16=scattering (example: ambient + emissive = 9) (only works in idStudio!)
- r_showDeltaStats = 0
- report render stat deltas
- r_showDiffuseLightingOnly = 0
- Shows diffuse lighting only (only works in idStudio!)
- r_showDrawColor = 1 1 1 0.4
- specifies the draw color for "showTris" mode 4
- r_showEmissiveLightingOnly = 0
- Shows emissive lighting only (only works in idStudio!)
- r_showFakeWireframe = 0
- Shows a fake wireframe on static meshes (1=black wire, 2=white wire 3=Black faces & colored wire
- r_showGlossOnly = 0
- Shows gloss textures (only works in idStudio!)
- r_showGuiOverdraw = 0
- r_showGuiTris = 0
- r_showLights = 0
- 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
- r_showMetalOnly = 0
- Shows metal textures (only works in idStudio!)
- r_showModels = 0
- 1 = displays the bounding boxes of all view models, 2 = print index numbers
- r_showNoDrawSurfaceInfo = 0
- allow r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" )
- r_showOcclusionQuery = 0
- show occlusion for debug
- r_showPrimitives = 0
- report drawsurf/index/vertex counts
- r_showRenderLog = 0
- report stats
- r_showRenderMemoryStats = 0
- show render memory stats (may be coarse values on some platforms)
- r_showRenderTargets = 0
- r_showRuler = 0
- r_showSpecularLightingOnly = 0
- Shows specular lighting only (only works in idStudio!)
- r_showStats = 0
- report render stats
- r_showStreamingStats = 0
- show streaming stats ( 1 : only when working, 2 : always )
- r_showSurfaceInfo = 0
- show surface material name under crosshair
- r_showTotalSurfaceArea = 0
- print the total surface area of all static surfaces (2=include non-statics too)
- r_showTris = 0
- Enables wireframe rendering of the world. 0 = Disabled, 1 = Only draw visible ones, 2 = Draw all front facing, 3 = Draw all, 4 = Only visible ones with blended lines. Negative values will draw the world in solid color
- r_showVertexColor = 0
- draws all triangles with the solid vertex color
- r_singleGuiSurface = -1
- suppress all but one surface on gui model
- r_singleSurface = -1
- suppress all but one surface on each model
- r_skinDecalRes = 1024
- resolution of decal maps on skinned meshes
- r_skipAlbedo = 0
- Replaces albedo by a 50% gray reflectance (only works in idStudio!)
- r_skipAnisoTextureStreaming = 0
- Skip taking in count anisotropy for textures uploads
- r_skipAutoExposure = 0
- Skips image exposure adjustment
- r_skipAutoExposureTemporalAdapatation = 0
- Skips auto-exposure temporal adaptation (used to freeze it for HQScreenShots)
- r_skipBlendedSurfaces = 0
- skip blended surfaces
- r_skipBloom = 0
- Skips bloom post-processing
- r_skipCameraMotionBlur = 0
- If true (set to 1 ), skip completely the Camera Motion Blur
- r_skipColorGrading = 0
- Skips color grading post-process
- r_skipDebugTools = 0
- skip debug tools rendering
- r_skipDecalStencil = 0
- r_skipDepthAlpha = 0
- skip to draw alpha in zBuffer
- r_skipDirect = 0
- Disables direct lighting, only indirect is shown (only works in idStudio!)
- r_skipDistortionSurfaces = 0
- skip distortion surfaces
- r_skipDOF = 0
- DOF on/off
- r_skipDofBck = 0
- DOF back-up (do not use)
- r_skipDynamic = 0
- skip dynamic objects
- r_skipEmissiveGlare = 0
- skip emissive glare processing
- r_skipEmissiveSurfaces = 0
- skip emissive surfaces
- r_skipFog = 0
- skip rendering fog
- r_skipFogBlur = 0
- r_skipFogUnderWater = 0
- Skip fog under-water
- r_skipGodRays = 0
- Skip screen space god-rays
- r_skipGodRaysUnderWater = 0
- Skip god-rays under-water
- r_skipGuis = 0
- skip rendering all guis
- r_skipIBL = 0
- IBL on/off
- r_skipIggy3D = 0
- skip Iggy 3D
- r_skipIggyFullscreen = 0
- skip Iggy full screen
- r_skipIndirect = 0
- Indirect lighting on/off
- r_skipInGameGuis = 0
- skip rendering in-game guis
- r_skipInsideBodyDithering = 0
- skip dithering when camera is inside an object
- r_skipJointHelpers = 0
- skips joint helpers
- r_skipLensFlares = 0
- Skips lens-flares post-process
- r_skipLightScattering = 0
- Skip rendering light-scattering in fog target
- r_skipLightsFromLayerA = 0
- Skip rendering lights from layer A
- r_skipLightsFromLayerB = 0
- Skip rendering lights from layer B
- r_skipMergeMeshes = 0
- skip combining rendermodel surface to reduce the batch count
- r_skipMipMaps = 0
- skips the higher mip maps on texture loading (except for textures marked with dontSkipMips)
- r_skipOcean = 0
- skips ocean rendering
- r_skipOceanSSR = 0
- Skips ocean screen-space raytracing
- r_skipOpaqueSurfaces = 0
- skip opaque surfaces
- r_skipOutlines = 0
- skip outlines rendering
- r_skipPostProcess = 0
- skip post processing
- r_skipPostToneMap = 0
- skip post-tonemap surfaces
- r_skipShadowModelSort = 0
- render unsorted models to the shadow buffer
- r_skipSky = 0
- skip rendering sky
- r_skipSSAO = 0
- SSAO on/off
- r_skipStatic = 0
- skip static objects
- r_skipSurfaceCPUCulling = 0
- skip CPU MVP culling of model surfaces
- r_skipTemporalAA = 0
- Skips temporalAA
- r_skipToneMapping = 0
- Skips S-curve tone mapping
- r_skipUnderWaterPostProcesses = 0
- skips unwater fog and godrays post-processes
- r_skipUpdateInView = 0
- skip world update in view call
- r_skipWorldViews = 0
- skip rendering all world views
- r_sleep = 0
- Sleep for this many milliseconds to simulate low frame rates.
- r_slopNormal = 0.0001
- merge normals that dot less than this
- r_slopTexCoord = 0.0001
- merge texture coordinates this far apart
- r_slopVertex = 0.00015
- merge xyz coordinates this far apart
- r_sortOpaque = 1
- Sort opaque
- r_sortShadowsCCW = 1
- Sort shadows CCW/CW.
- r_SsaoType = 1
- (0)SSAO (1)DWAO
- r_SSSBlurQuality = 0
- SSS - Blur Quality 0 - original 92 Taps, 1 = 46 Taps, 2 = 23 Taps, 3 = 16 Taps
- r_staticModelTriStrips = 0
- build tristrips for static models
- r_subpixelXoffset = 0.0
- subpixel X offset for HQ screenshot
- r_subpixelYoffset = 0.0
- subpixel Y offset for HQ screenshot
- r_swapChainTripleBufferEnable = 0
- Swap Chain triple buffering enabled
- r_swapInterval = 1
- changes Present syncInterval. 0 = off, 1 = vsync freqMonitor Hz, 2 = vsync freqMonitor / 2 Hz, 3 = vsync freqMonitor / 3 Hz, 4 = vsync freqMonitor / 4 Hz
- r_TAAAmount = 10
- set the sharpness of TXAA
- r_tessellationAmount = 90
- Tessellation amount
- r_tessellationPhongBlobinness = 0.6
- Phong tessellation blobiness amount
- r_testGamma = 0
- if > 0 draw a grid pattern to test gamma levels
- r_testGammaBias = 0
- if > 0 draw a grid pattern to test gamma levels
- r_textureDetailsPreset = 3
- Texture details preset : 0 Very Low 1 Low 2 Medium 3 High 4 Very High 5 Ultra
- r_textureStreamingMaxTextureSizeKB = -1
- limits the texture size to be streamed, to avoid stuttering when uploading huge mipmap
- r_textureStreamingPerFrameBudgetKB = 4096
- Texture streaming budget by frame ( in KB )
- r_textureUnloadingThresholdMB = -1
- threshold of coarse VRAM texture amount to decide when to unload texture mips (in MBytes !)
- r_textureUploadTimesliceMs = 3.f
- max time (in ms) per frame spent in uploading streamed texture into vram, 0 means no limit
- r_throwException = 0
- Throws an exception in the render loop
- r_tightenParallelShadows = 1
- Redistribute cascades based on actual visible Z range
- r_umbraGateVisibilityRatio = 1.0
- Visibility factor for umbra gates
- r_useAnimBlendJobs = 1
- 0 = off, 1 = threaded
- r_useBc3ForBc7 = 0
- bc7 is slow to compress, use bc3 to speed up iteration
- r_useCheapLensFlareDistortion = 0
- yeah!
- r_useDistanceFont = 1
- 1 - the game uses distance fonts instead of coverage fonts - Note: This cvar should only be set from command line and toggled at run time
- r_useGeneratedRenderprogs = 1
- Use the pre-translated renderprog files for faster loads
- r_useGPUCulling = 0
- Use GPU culling
- r_useHardwareTextures = 0
- Use hardware textures instead of virtual textures for implicit gui images
- r_useStateCaching = 1
- avoid redundant state changes in GL_*() calls
- r_useUniformArrays = 1
- 0: use individual uniforms, 1: use uniform array
- r_validateRenderProgs = 1
- if > 0 validates 360 shaders and points out potential shader patch issues
- r_viewDistPreset = 3
- View distance preset : 0 Very Low 1 Low 2 Medium 3 High 4 Very High 5 Ultra
- r_vramMiscSizeEstimationMB = 2560
- evaluation of VRAM size that will be used for buffers, RT, etc... + fragmentation account, used only at init if r_textureUnloadingThresholdMB was -1
- r_water_ScreenSpaceMaxStepsCount = 64
- max authorized ocean SSR steps number
- r_windowHeight = 0
- window height when running in a window
- r_windowPosX = 0
- window X position when running in a window
- r_windowPosY = 0
- window Y position when running in a window
- r_windowWidth = 0
- window width when running in a window
- r_wireframe = 0
- show wireframe
- r_zfar = 7000
- far Z clip plane distance, 0 = infinity
- r_znear = 0.01
- near Z clip plane distance
- reg_excludeList =
- optional file for specifying list of tests/paths to skip, which override reg_includeList
- reg_includeList =
- optional file for specifying list of tests/paths to run
- resource_debugLevel = 0
- Set to 1 for some stats about file I/O, 2 for a dump on every resource
- resource_disableBGL = 0
- disable the background loader, not good for speed
- resource_errorInGame = 0
- 0 - Nothing. 1 - Warning. 2 - Fatal Error - if loaded during gameplay
- resource_errorOnResolveFailure = 1
- 1 = errors on failure to resolve code resources, 0 = just warnings
- resource_ignoreLayers = 0
- ignore layer bits and load all layers during map loads
- resource_outPath =
- Optional output path for resource files
- resource_printMatchingId = 0
- If non 0, will print the name of the resource that matches this id when idResourceList::GenerateResourceIDForName() is called on it
- resource_showLoads = 0
- 1 = show all loads, 2 = show all finds
- resource_showLocalized = 0
- 1 = show all localized resource names
- resource_warnOnDefault = 1
- 1 = warn if a default resource had to be made as the loading failed
- rs_acceptableRatio = 0.25
- Tolerance ratio before warning: 0.1 ten percent of adaptive is used
- rs_cpuBoundRaiseFrames = 5
- Raise resolution after this number of frame is cpu bound
- rs_debug = 0
- Resolution scale debug modes. 1 = Alternate between 50%/100% each other frame
- rs_display = 0
- 0 - percentages, 1 - pixels per frame
- rs_dropFPSMargin = 4.0
- fps margin for dropMilliseconds computation
- rs_dropFraction = 0.04
- Drop the resolution in increments of this
- rs_dropMilliseconds = 34.3
- Drop the resolution when GPU time exceeds this
- rs_enable = 3
- Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both (horz first, then vert)
- rs_forceFractionX = 0.0
- Force a specific 0.0 to 1.0 horizontal resolution scale
- rs_forceFractionY = 0.0
- Force a specific 0.0 to 1.0 vertical resolution scale
- rs_FPSTargeted = 60.0
- resolution scale target frame rate
- rs_hwUpscaleType = 0
- 0-7 Type of algorithm used for upsample (see RenderSystem_D3D_Durango) - durango only
- rs_minimumResolutionScale = 0.85
- Never go below this
- rs_oscillate = 0
- oscillate between forceFraction and 1
- rs_oscillateFrequency = 0.5
- oscillation frequency in Hz
- rs_raiseFraction = 0.02
- Raise the resolution in increments of this
- rs_raiseFrames = 5
- Require this many frames below rs_raiseMilliseconds
- rs_raiseMilliseconds = 32.3
- Raise the resolution when GPU time is below this for several frames
- rs_raiseMillisecondsMargin = 1.2
- ms margin for raiseMilliseconds computation
- rs_showResolutionChanges = 0
- 1 = Print whenever the resolution scale changes, 2 = always
- rs_skipUpsample = 0
- Skip upsampling
- rs_useHwUpsample = 0
- rs_VSyncBased = 1
- resolution scale target frame rate is based on vsync and monitor refreshrate
- s_arkIggySubtitleInitialDisplayLevel = 0
- The display level for subtitles setup at application initialization
- s_arkIggySubtitleInitialDisplayLevelDefault = 0
- The default (on xbox) display level for subtitles setup at application initialization
- s_batchProcessTimeThresholdMS = 10.0f
- s_batchProcessTimeThresholdMS
- s_doNotUseWASAPI = 0
- If true, do not try to instanciate a WASAPI output
- s_enableAudioSuspendIfWindowed = 1
- Enable audio output suspension when focus is lost and is windowed
- s_enableSuspendOutput = 1
- Enable/Disable rendering output suspend
- s_environmentalDetailLevel = 4
- scalable environmental detail level
- s_freezeSoundListener = 0
- Freeze/Unfreeze the current listener position
- s_loadAllBanks = 1
- load all banks instead of per-map banks
- s_MasterBus_Gain = 100.0
- Master Bus Gain
- s_minimalLengthSqrForDispersion = 0.0001f
- s_minimalLengthSqrForDispersion
- s_Music_Gain = 100.0
- Music Bus Gain
- s_propaRatioAngle0 = 0.25
- s_propaRatioAngle0
- s_propaRatioAngle180 = 100.0
- s_propaRatioAngle180
- s_propaRatioAngle90 = 5.0
- s_propaRatioAngle90
- s_propaRatioForInvalidLength = 1.0
- s_propaRatioForInvalidLength
- s_SFX_Gain = 100.0
- Sound Effects Bus Gain
- s_showAISoundPropagationLifetime = 10
- AI sound propagation debug primitives lifetime (in seconds)
- s_showSoundObjectPhysicalPosition = 0
- Show/Hide sound object physical position
- s_showSoundObjectRadius = 0
- Show/Hide sound object cones+sphere when playing 3D sounds
- s_showSoundObjectRadiusOutOfHearing = 0
- Show/Hide sound object cones+sphere when playing 3D sounds and the sound can't be heard
- s_showSoundPropagation = 0
- Show/Hide sound propagation path and portal traversal points
- s_subtitleForceNewTokenIfPunctuationFoundAfterNthLine = 1
- The line number when the text analyzer breaks texts in a separated subtitle when punctuation found
- s_suspendAudioOnSteamOverlay = 1
- If enabled, suspend audio if steam overlay is displayed.
- s_useHeadphoneMode = 0
- Enable/Disable headphone panning mode - when enabled panning is done on a 180 degrees range instead of 90 degrees when disable (aka for speakers)
- s_useLowQualitySampling = 0
- Audio is sampled at 24kHz instead of 48kHz to gain performances. This value must be set before sound engine initialization.
- s_Video_Gain = 100.0
- Video Bus Gain
- s_Voices_Gain = 100.0
- Voices Bus Gain
- saveGame_allowOlderVersions = 0
- allows loading of savegames from previous versions of the game
- saveGame_checksum = 1
- data integrity check
- saveGame_enable = 1
- are savegames enabled
- savegame_error = 0
- Combination of bits that will simulate and error, see 'savegamePrintErrors'. 0 = no error
- saveGame_verbose = 0
- debug spam
- sc_checkWorkspace = 1
- if set, check workspace with directory
- sc_maxVerbosity = 1
- -1 = silent, 0 = errors only, 1 = minimal output, 2 = maximum verbosity from perforce api commands
- sc_serverAddress = frlyoperf01.arkane-studios.lan:1667
- address used to access perforce server (aka P4PORT)
- sc_username =
- username used to access perforce server (aka P4USER)
- sc_workspace = auto
- if set, use the specified workspace, if it exists
- si_forcePlayerRespawn = 0
- for save/load regressions, after loading a savegame, we force the player to respawn which activates the triggers associated with the new spawn spot
- si_minRespawnDelay = 5
- Minimum respawn delay after player death in MP game
- si_multiPlayerTestWeapons = 0
- when true starts with with devmap equipment
- si_nextlayeractive =
- game play layers to use with map the map command
- si_oneFlagCTF = 0
- If swap teams is enabled and is CTF, it will do one flag
- si_scoreLimit = 0
- Score limit
- si_spawnspot = player_start
- name of the spawn spot to use with the map command
- si_splitscreen = 0
- force splitscreen
- si_stopWatch = 0
- If swap teams is enabled, do stopwatch as well
- si_swapTeams = 0
- Swap teams and do two rounds
- si_teamCount = 2
- How many teams, 0 for FFA
- si_timeLimit = 0
- Time limit
- smtp_debug = 0
- Show SMTP messages.
- smtp_sendAttachments = 1
- sends attachments on emails, for viewnotes
- stereoRender_guiOffset = 0
- shift guis so they don't appear at infinity in HMDs
- stereoRender_screenSeparation = 0.25
- screen units from center to eyes
- stereoRender_separation = 1.5
- world units from center to eyes
- stereoRender_swapEyes = 0
- swap target buffers for left and right eyes
- swf_connectionNumber = 01
- Test
- swf_loadScreenAlternate = 0
- alternate loadscreen to use
- sys_cpustring = detect
- sys_date_format_europa = 0
- if true date is represented as DD-MM-YYYY, Otherwise it uses MM-DD-YYYY
- sys_debugGameInstall = 0
- if 1, allow streaming install from non-retail build
- sys_externLocalization = 0
- if 1, strings and vo can live outside a retail package
- sys_FreeResourcesOnMapChange = 0
- If true, it will free all resources loaded by map on map change
- sys_installToHDD = 0
- if 1, allow streaming install to HDD
- sys_langSplit = 1
- if 1, strings can be loaded from several files
- sys_orbisRegisterMatSysAlloc = 1
- default = 1, Register system allocations in orbis Memory Analyser
- sys_orbisRegisterMatVSpace = 1
- default = 1, Register Virtual spaces allocations in orbis Memory Analyser
- sys_showInstallProgress = 0
- if 1, show install progress
- sys_time_format_24h = 0
- if true the time is represented in a 24h base. Otherwise it uses am/pm.
- testBase64Str = user/shawn/level_transition_b
- sample base64 string used by testBase64
- tlf_TileDim = 16
- give the tile dimension for tiled culling
- umbra_accurateOcclusionThreshold = 70.f
- a query parameter, -1 means automatic
- umbra_distance = 0.f
- camera translation imprecision
- umbra_queryJobNum = 12
- number of umbra jobs to trigger for a visibity query
- umbra_skipOcclusion = 0
- skip tome query
- view_damageBlur = 0
- show blur when taking damage
- view_doubleVision = 0
- show double vision when taking damage
- view_skipShakes = 0
- If true, skip view shakes
- win_allowAltTab = 0
- allow Alt-Tab when fullscreen
- win_allowMultipleInstances = 0
- set on command line to allow multiple instances at the same time
- win_consoleVisibility = 1
- 0 = hidden, 1 = normal, 2 = minimized
- win_crashDmp_enable = 1
- Enable crash dumps in the WinAPI exception handler.
- win_crashDmp_path =
- Override path to save WinAPI crash minidmps. If empty, save to save path. Must include ending \.
- win_crashHandlerLogToFile = 0
- Outputs Crash Handler events to a file.
- win_floatExceptions = 0
- enable floating point exceptions
- win_notaskkeys = 0
- disable windows task keys
- win_outputDebugString = 1
- enable output to debugger
- win_pauseOnFocusLoss = 1
- Should the game pause itself when it loses focus
- win_readonlyMode = 0
- allow the editor to work as readonly, whether or not there is another instance running
- win_silentCrash = 0
- Crash without showing the Windows crash dialog.
- win_terminateOnCrash = 0
- Immediate terminate process on crash.
- win_viewlog = 0
- win_xpos = 3
- horizontal position of window
- win_ypos = 22
- vertical position of window
- zip_verbosity = 0
- 1 = verbose logging when building zip files
- nil = nil
- nil
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