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- * ac_ColliderModeAI: 0 Force override collider mode for all AI. 0x10000000
- * ac_ColliderModePlayer: 0 Force override collider mode for all players. 0x10000000
- * ac_debugAnimEffects: 0 Print log messages when anim events spawn effects. 0x10000000
- * ac_debugAnimTarget: 0 Display debug history graphs of anim target correction. 0x10000000
- * ac_debugColliderMode: 0 Display filtered and requested collider modes. 0x10000000
- * ac_debugEntityParams: 0 Display entity params graphs 0x10000000
- * ac_DebugFilter: 0 Debug specified entity name only. 0x10000000
- * ac_debugLocations: 0 Debug render entity location. 0x10000000
- * ac_debugLocationsGraphs: 0 Display debug history graphs of entity locations and movement. 0x10000000
- * ac_debugMotionParams: 0 Display graph of motion parameters. 0x10000000
- * ac_debugMovementControlMethods: 0 Display movement control methods. 0x10000000
- * ac_debugSlopes: 0 Debug render entity ground slope result. 0x10000000
- * ac_debugText: 0 Display entity/animation location/movement values, etc. 0x10000000
- * ac_debugXXXValues: 0 Display some values temporarily hooked into temp history graphs. 0x10000000
- * ac_enableExtraSolidCollider: 0 Enable extra solid collider (for non-pushable characters). 0x10000000
- * ac_entityAnimClamp: 1 Forces the entity movement to be limited by animation. 0x10000000
- * ac_forceSimpleMovement: 0 Force enable simplified movement (not visible, dedicated server, etc). 0x10000000
- * ac_frametime: 0 Display a graph of the frametime. 0x10000000
- * ac_movementControlMethodFilter: 0 Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this). 0x10000000
- * ac_movementControlMethodHor: 0 Overrides the horizontal movement control method specified by AG (overrides filter). 0x10000000
- * ac_movementControlMethodVer: 0 Overrides the vertical movement control method specified by AG (overrides filter). 0x10000000
- * ac_templateMCMs: 1 Use MCMs from AG state templates instead of AG state headers. 0x10000000
- * ac_useMovementPrediction: 1 When using animation driven motion sample animation for the root one frame ahead to take into account 1 frame of physics delay 0x10000000
- * ai.FlightPathFinder.DebugDraw: 0 0x10000000
- * ai.FlightPathFinder.TimeHorizon: 6.000000 0x10000000
- * ai.FlightPathFinder.TotalNumberOfIterationsBeforeFailing: 128 0x10000000
- * ai_ActivitySchedulerDebugDraw: 0 Shows debug information about the Activity Scheduler. 0x10000000
- * ai_BallisticPredictionThreadJobs: 4 Maximum number of threads that could work on ballistic predictions.
- 0x10000000
- * ai_BallisticPredictionUseMT: 1 Enables ballistic predictions requests on multiple threads.
- 0x10000000
- * ai_BubblesSystem: 1 Enables/disables bubble notifier. 0x10000000
- * ai_BubblesSystemAlertnessFilter: 3 Specifies the type of messages you want to receive:
- 0 - none
- 1 - Only logs in the console
- 2 - Only bubbles
- 3 - Logs and bubbles
- 4 - Only blocking popups
- 5 - Blocking popups and logs
- 6 - Blocking popups and bubbles
- 7 - All notifications 0x10000000
- * ai_BubblesSystemDecayTime: 15.000000 Specifies the decay time for the bubbles drawn on screen. 0x10000000
- * ai_BubblesSystemFontSize: 45.000000 Font size for the BubblesSystem. 0x10000000
- * ai_BubblesSystemUseDepthTest: 0 Specifies if the BubblesSystem should use the depth test to show the messages inside the 3D world. 0x10000000
- * ai_BubbleSystemAllowPrototypeDialogBubbles: 0 Enabling the visualization of the bubbles created to prototype AI dialogs 0x10000000
- * ai_buddy.debugDraw: 0 Debug draw for Buddy AI ( 0 / 1 ). 0x10000000
- * ai_buddy.movementDistanceOnLeaderForFollowRequest: 1.000000 Minimum movement distance from leader before starting to follow him after a stop. 0x10000000
- * ai_buddy.sideAngleThreshold: 15.000000 Threshold angle used when changing sides. 0x10000000
- * ai_buddy.sideOffsetAngle: 25.000000 Angle for the side offset position ( 0 - 90 ). 0x10000000
- * ai_buddy.sideOffsetMagnitude: 6.000000 Distance from leader to follower position. 0x10000000
- * ai_CollisionAvoidanceAdjustVelocitiesToNavigationMesh: 2 1 = clamp speed resulting from ORCA to navigation mesh; 2 = also adjust avoidance velocity back towards desired velocity whesn clamping (imperfect avoidance but less slowing down) 0x10000000
- * ai_CollisionAvoidanceAgentExtraFat: 0.025000 Extra radius to use in Collision Avoidance calculations as a buffer. 0x10000000
- * ai_CollisionAvoidanceAgentTimeHorizon: 2.000000 Time horizon used to calculate an agent's collision free velocity against other agents. 0x10000000
- * ai_CollisionAvoidanceEnableRadiusIncrement: 1 Enable/disable agents adding an increment to their collision avoidance radius when moving. 0x10000000
- * ai_CollisionAvoidanceMinSpeed: 0.200000 Minimum speed allowed to be used by ORCA. 0x10000000
- * ai_CollisionAvoidanceObstacleTimeHorizon: 5.000000 Time horizon used to calculate an agent's collision free velocity against static obstacles. 0x10000000
- * ai_CollisionAvoidancePathEndCutoffRange: 0.500000 Distance from its current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent. 0x10000000
- * ai_CollisionAvoidanceRadiusIncrementDecreaseRate: 2.000000 Decrease rate of the collision avoidance radius increment. 0x10000000
- * ai_CollisionAvoidanceRadiusIncrementIncreaseRate: 0.250000 Increase rate of the collision avoidance radius increment. 0x10000000
- * ai_CollisionAvoidanceRange: 10.000000 Range for collision avoidance. 0x10000000
- * ai_CollisionAvoidanceSmartObjectCutoffRange: 1.000000 Distance from its next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent. 0x10000000
- * ai_CollisionAvoidanceTargetCutoffRange: 3.000000 Distance from its current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent. 0x10000000
- * ai_CollisionAvoidanceTimestep: 0.100000 TimeStep used to calculate an agent's collision free velocity. 0x10000000
- * ai_CollisionAvoidanceUpdateVelocities: 1 Enable/disable agents updating their velocities after processing collision avoidance. 0x10000000
- * ai_communication.DebugContextualResponse: 0 Used for debugging contextual response system.
- 0 - Off
- 1 - On screen debug draw
- 2 - Output query results to log
- 3 - Continuously sends a concept to the player
- 0x10000000
- * ai_communication.DebugDrawCommunication: 0 Displays communication debug information.
- Usage: ai_communication.DebugDrawCommunication [0/1/2]
- 0 - disabled. (default).
- 1 - draw playing and queued comms.
- 2 - draw debug history for each entity. 0x10000000
- * ai_communication.DebugDrawCommunicationHistoryDepth: 5 Tweaks how many historical entries are displayed per entity.
- Usage: ai_communication.DebugDrawCommunicationHistoryDepth [depth] 0x10000000
- * ai_communication.LogVerbosity: 0 Log verbosity for communications (0 = Off, 1 = Played lines, 2 = Everything) 0x10000000
- * ai_communication.RecordStats: 0 Turns on/off recording of communication stats to a log. 0x10000000
- * ai_ConversationComponentDebugDraw: 0 Draw debug information to the screen regarding the conversation component. 0x10000000
- * ai_cover.pushoutDistance: 0.400000 Distance to push the player back from cover (to prevent clipping and collision with weapons) 0x10000000
- * ai_coverMaxDistanceFromAttentionTargetToUsePrediction: 1.000000 Maximum distance of target entity from attention target perceived position in order to use movement prediction.
- 0x10000000
- * ai_CoverMaxEyeCount: 2 Max numbers of observers to consider when selecting cover.
- Usage: ai_CoverMaxEyeCount <x>
- 0x10000000
- * ai_CoverSpacing: 0.500000 Minimum spacing between agents when choosing cover.
- Usage: g_CoverSpacing <x>
- x - Spacing width in meters
- 0x10000000
- * ai_CoverSystemBlacklistTime: 10.000000 Time in seconds while the cover is blacklisted if it was compromised.
- Usage: ai_CoverSystemBlacklistTime x
- Default x is 10.0
- x - Time in seconds
- 0x10000000
- * ai_CoverSystemPredictTargetPositionAtTime: 0.300000 Enables simple cover system target location prediction.
- Usage: ai_CoverSystemPredictTargetPositionAtTime x
- Default x is 0.0 (off)
- x - how many seconds to look ahead
- 0x10000000
- * ai_DebugCollisionAvoidanceForceSpeed: 0.000000 Force agents velocity to its current direction times the specified value. 0x10000000
- * ai_DebugDrawAIPathManager: 0 Enables the debug drawing of the AIPath stored in the AIPathManager. 0x10000000
- * ai_DebugDrawAudioMap: 0 Toggles the debug drawing of the AI AudioMap 0x10000000
- * ai_DebugDrawAudioMapEventRadius: 0 Shows the radius of the audio events as spheres centered around the source position. 0x10000000
- * ai_DebugDrawAudioMapEventRadiusTime: 2.000000 How many seconds the audio event sphere drawing will persist. 0x10000000
- * ai_DebugDrawAudioMapStats: 0 Enables the debug drawing of the AI AudioMap to show stats information. 0x10000000
- * ai_DebugDrawCollisionAvoidance: 0 Enable debugging obstacle avoidance system. 0x10000000
- * ai_DebugDrawCollisionAvoidanceAgentName: Name of the agent to draw collision avoidance data for. 0x10000000
- * ai_DebugDrawCover: 0 Displays cover debug information.
- Usage: ai_DebugDrawCover [0/1/2]
- Default is 0 (off)
- 0 - off
- 1 - currently being used
- 2 - all in 50m range (slow)
- 0x10000000
- * ai_DebugDrawCover_MaximumHeightLowCover: 1.500000 Maximum height for low cover - used only for debug draw.
- 0x10000000
- * ai_DebugDrawCover_MinimumHeightLowCover: 1.150000 Minimum height for low cover - used only for debug draw.
- 0x10000000
- * ai_DebugDrawCoverCompromiseTests: 0 Renders raycast for checking compromised covers. 0x10000000
- * ai_DebugDrawCoverLocations: 0 Displays cover locations.
- Usage: ai_DebugDrawCoverLocations [0/1]
- Default is 0 (off)
- 0x10000000
- * ai_DebugDrawCoverMoveEnterTransitions: 0 Displays move into cover animations offsets. 1=draw offsets for successful set (regular or short), 2=draw offsets for regular set (whether it succeeded or not) 0x10000000
- * ai_DebugDrawCoverMoveExitTransitions: 0 Displays move out of cover animations offsets. 1=draw offsets for successful set (regular or short), 2=draw offsets for regular set (whether it succeeded or not) 0x10000000
- * ai_DebugDrawCoverOccupancy: 0 Renders red balls at the location of occupied cover.
- Usage: ai_DebugDrawCoverOccupancy [0/1]
- Default is 0 (off)
- 0 - off
- 1 - render red balls at the location of occupied cover
- 0x10000000
- * ai_DebugDrawCoverPlanes: 0 Displays cover planes.
- Usage: ai_DebugDrawCoverPlanes [0/1]
- Default is 0 (off)
- 0x10000000
- * ai_DebugDrawCoverSampler: 0 Displays cover sampler debug rendering.
- Usage: ai_DebugDrawCoverSampler [0/1/2/3]
- Default is 0 (off)
- 0 - off
- 1 - display floor sampling
- 2 - display surface sampling
- 3 - display both
- 0x10000000
- * ai_DebugDrawCoverSystemValidation: 0 This is the main variable to enable/disable on screen information to validate the cover system. 0x10000000
- * ai_DebugDrawCoverUsers: 0 Debug draw cover users.
- Usage: ai_DebugDrawCoverUsers [0/1]
- Default is 0 (off)
- 0 - off
- 1 - on
- 0x10000000
- * ai_DebugDrawDynamicCoverSampler: 0 Displays dynamic cover sampler debug rendering.
- Usage: ai_DebugDrawDynamicCoverSampler [0/1]
- Default is 0 (off)
- 0 - off
- 1 - on
- 0x10000000
- * ai_debugDrawFlightPath: 0 Enable debug drawing of Ship NavPath. 0x10000000
- * ai_DebugDrawLargeObjectsVisionMap: 0 Enables the debug drawing of the AI Large Objects VisionMap.
- 0x10000000
- * ai_DebugDrawNavSplines: 0 Enables the debug drawing of the NavSplines. 0x10000000
- * ai_DebugDrawNavSplinesDistance: 20000 Distance in which to debug draw nav splines. 0x10000000
- * ai_DebugDrawNavSplinesFwd: 0 Enables the debug drawing of the NavSpline's forward vector. 0x10000000
- * ai_DebugDrawNavSplinesUp: 0 Enables the debug drawing of the NavSpline's up vector. 0x10000000
- * ai_DebugDrawPlayerEnemyKnowledge: 0 Toggles debug drawing of the AIs knowledge of the player.
- 0x10000000
- * ai_DebugDrawSequences: 0 [0-1] Display active sequence nodes for entities 0x10000000
- * ai_debugDrawShipTrails: 0 Enable debug drawing of Ship Trails. 0x10000000
- * ai_debugDrawShipTrailsTime: 2.000000 Time to display Ship Trails. 0x10000000
- * ai_debugDrawSkills: 0 Enable debug drawing of AI Skills. 0x10000000
- * ai_DebugDrawSkillsCatagoryFilter: Filters AI Skills by Category name, will display Category and underlying children. 0x10000000
- * ai_DebugDrawSkillsDistance: 100 Distance at which AI Skills debug drawing is visible. 0x10000000
- * ai_DebugDrawSkillsFilter: Filters AI Skills by name. 0x10000000
- * ai_DebugDrawVisionMap: 0 Toggles the debug drawing of the AI VisionMap. 0x10000000
- * ai_DebugDrawVisionMapObservables: 1 Enables the debug drawing of the AI VisionMap to show the location/stats of the observables. 0x10000000
- * ai_DebugDrawVisionMapObservers: 1 Enables the debug drawing of the AI VisionMap to show the location/stats of the observers.
- 0x10000000
- * ai_DebugDrawVisionMapObserversFOV: 0 Enables the debug drawing of the AI VisionMap to draw representations of the observers FOV.
- 0x10000000
- * ai_DebugDrawVisionMapStats: 0 Enables the debug drawing of the AI VisionMap to show stats information. 0x10000000
- * ai_DebugDrawVisionMapVisibilityChecks: 1 Enables the debug drawing of the AI VisionMap to show the status of the visibility checks. 0x10000000
- * ai_DebugGlobalPerceptionScale: 0 Draws global perception scale multipliers on screen 0x10000000
- * ai_DebugRangeSignaling: 0 Enable Range Signaling Debug Screen 0x10000000
- * ai_DebugSignalTimers: 0 Enable Signal Timers Debug Screen 0x10000000
- * ai_DebugTacticalPoints: 0 Display debugging information on tactical point selection system 0x10000000
- * ai_DebugTacticalPointsBlocked: 0 Highlight with red spheres any points blocked by generation phase, e.g. occupied points 0x10000000
- * ai_EnableAISelectionTreePedanticLog: 0 0x10000000
- * ai_EnableCollisionAvoidance: 1 Enable obstacle avoidance system. 0x10000000
- * ai_EnableShipSpeedCorrectionForAvoidance: 0 If 1 the steering aspect will correct the requested speed proportionally to the angle between current and goal direction. 0x10000000
- * ai_FilterCIGAIDebugDrawbyAgentName: Some of the CIG AI System debug draw can filter the debug draw on screen based on this variable.
- Usage: ai_FilterCIGAIDebugDrawbyAgentName name
- Default is none
- 0x10000000
- * ai_FilterCIGAIDebugDrawDistance: 100.000000 Debug draw distance filter. 0x10000000
- * ai_FlowNodeAlertnessCheck: 1 Enable the alertness check in AI flownodes 0x10000000
- * ai_GameTimeDebugDraw: 0 Shows debug information about the Game Time Simulation. 0x10000000
- * ai_grenade.debugDrawPrediction: 0 Calculate ideal throw velocity from animation 0x10000000
- * ai_grenade.underhandMaxAngleDegrees: 60.000000 Max vertical angle to use for underhand grenade throw (tend to look silly if we allow too much vertical on short throws) 0x10000000
- * ai_grenade.underhandMaxDist: 10.000000 Max distance to use underhand grenade throw before switching to overhand 0x10000000
- * ai_hearingParams.distanceEffectForBulletRain: 2.500000 Distance to bullet that will affect bullet rain 0x10000000
- * ai_hearingParams.numBulletsForBulletRainEffect: 5 Number of bullets that trigger bullet rain effect 0x10000000
- * ai_hearingParams.timeEffectForBulletRain: 0.400000 How long the bullet will keep the effect 0x10000000
- * ai_IncreaseShipAvoidCollisionTimeWhenAfterBurner: 0 If 1 and the afterburner is enabled The AvoidCollisionTime will be increased proportionally to the gain in speed. 0x10000000
- * ai_IntersectionTesterQuota: 12 Amount of deferred intersection tests allowed to be cast per frame. 0x10000000
- * ai_MinDistanceToCustomPath: 0.500000 Minimum distance a character needs to be at to directly use a designer designed path instead of first pathfind to the closest position on the path. 0x10000000
- * ai_miniMap.enable: 0 Show mini map 0x10000000
- * ai_miniMap.scale: 6.000000 Scale of the mini-map 0x10000000
- * ai_miniMap.size: 30.000000 Distance from center of the mini map to one of the side 0x10000000
- * ai_miniMap.useClientOrientation: 0 Mini map should rotate based of client orientation 0x10000000
- * ai_MNMDebugAccessibility: 0 [0-1] Display navigation reachable areas in blue and not reachable areas in red 0x10000000
- * ai_MNMDebugDrawDistance: 75.000000 Maximum distance for drawing navigation mesh triangles. 0x10000000
- * ai_MNMDebugDrawNavigation: 0 Displays the navigation debug information.
- Usage: ai_MNMDebugDrawNavigation [0/1]
- Default is 0 (off)
- 0 - off
- 1 - triangles and contour
- 2 - triangles, mesh and contours
- 3 - triangles, mesh contours and external links
- 4 - triangles, mesh contours, external links and triangle IDs
- 5 - triangles, mesh contours, external links and island IDs
- 6 - bounding volumes and exclusion areas
- 0x10000000
- * ai_MNMDebugDrawNavigationWorldMonitor: 0 Enables displaying bounding boxes for world changes.
- Usage: ai_MNMDebugDrawNavigationWorldMonitor [0/1]
- Default is 0 (off)
- 0 - off
- 1 - on
- 0x10000000
- * ai_MNMDebugDrawOffMeshNavigation: 0 [0-1] Display off mesh navigation infos. 0x10000000
- * ai_MNMDebugLocatorName: MNMDebugLocator
- 0x10000000
- * ai_MNMEnableRuntimeRegeneration: 1 [0-1] Enables/disabled the runtime regeneration of the navigation mesh. Default is 1 (on) 0x10000000
- * ai_MNMIslandConnectionsSystemProfileMemory: 0 Enables/Disables the memory profile for the island connections system. 0x10000000
- * ai_MovementSystemDebugDraw: 0 Draw debug information to the screen regarding the movement system. 0x10000000
- * ai_MovementTeleportOnFailure: 0 Teleport AI characters when the move is failing to find a path. 0x10000000
- * ai_navigation.pathFollower.timeToPerformStopMovement: 0.500000 0x10000000
- * ai_NavigationSystemGenerationThreadJobs: 2 Number of tile generation jobs per thread per frame.
- Usage: ai_NavigationSystemGenerationThreadJobs [1+]
- Default is 2. The value is still capped to half the amount of worker thread in the job system (and minimum value is 1)
- 0x10000000
- * ai_NavigationSystemMT: 1 Enables navigation information updates on a separate thread.
- Usage: ai_NavigationSystemMT [0/1]
- Default is 1 (on)
- 0 - off
- 1 - on
- 0x10000000
- * ai_NavigationSystemUpdateWhileEditorBackground: 1 [0-1] Enable/Disable editor background update of the navigation meshes 0x10000000
- * ai_NavSplineResolutionModifier: 0.000300 Change resolution modifier for drawing navSplines 0x10000000
- * ai_NetworkDebug: 0 Toggles the AI network debug.
- Usage: ai_NetworkDebug [0/1]
- Default is 0 (off). ai_NetworkDebug is used to direct DebugDraw information
- from the server to the client. 0x10000000
- * ai_PathFinderAdjacentTriangleNormalDifference: 15.000000 Max difference angle (in degrees) between adjacent triangle normals.A new point will be added to path on edge between adjacent triangles if the difference is bigger. 0x10000000
- * ai_PathfinderAvoidanceCostForGroupMates: 2 Cost used in the heuristic calculation for the avoidance of the group mates's positions. 0x10000000
- * ai_PathfinderBeautifyPath: 1 Toggles AI optimisation of the generated path.
- Usage: ai_PathfinderBeautifyPath [0/1]
- Default is 1 (on). Optimisation is on by default. Set to 0 to
- disable path optimisation (AI uses non-optimised path). 0x10000000
- * ai_PathfinderConcurrentRequests: 4 Defines the amount of concurrent pathfinder requests that can be served at the same time. 0x10000000
- * ai_PathfinderDangerCostForAttentionTarget: 5 Cost used in the heuristic calculation for the danger created by the attention target position. 0x10000000
- * ai_PathfinderDangerCostForExplosives: 2 Cost used in the heuristic calculation for the danger created by the position of explosive objects. 0x10000000
- * ai_PathFinderDebug: 0 [0-1] Enable/Disable debug draw statistics on pathfinder load 0x10000000
- * ai_PathfinderDebugFunnelPathConstruction: 0 Debug Funnel algorithm construction.
- Usage: ai_PathfinderDebugFunnelPathConstruction [path_section_number]
- 0x10000000
- * ai_PathfinderExplosiveDangerMaxThreatDistance: 50.000000 Range used to decide if evaluate an explosive danger as an actual threat. 0x10000000
- * ai_PathfinderExplosiveDangerRadius: 5.000000 Range used to evaluate the explosive threats in the path calculation. Outside this range a location is considered safe. 0x10000000
- * ai_PathFinderFunnelExtrusionFromCorner: 0.300000 Max extrusion length (in meters) from corner. 0x10000000
- * ai_PathfinderGroupMatesAvoidanceRadius: 4.000000 Range used to evaluate the group mates avoidance in the path calculation. 0x10000000
- * ai_PathfinderMT: 1 Enable/Disable multi threading for the pathfinder. 0x10000000
- * ai_PathfinderPositionInTrianglePredictionType: 1 Defines which type of prediction for the point inside each triangle used by the pathfinder heuristic to search for the path with minimal cost.
- 0 - Triangle center.
- 1 - Advanced prediction.
- 0x10000000
- * ai_PathFinderQuota: 0.001000 Set path finding frame time quota in seconds (Set to 0 for no limit) 0x10000000
- * ai_PathfinderStringPullingIterations: 3 Defines the number of iteration used for the string pulling operation to simplify the path 0x10000000
- * ai_PathfinderUseFunnelPathConstruction: 2 Enable Funnel algorithm to construct the path.
- Usage: ai_PathfinderUseFunnelPathConstruction [0/1]
- 0x10000000
- * ai_perception.debugdrawCharacterPerceptionAttentionTarget: 0 Draws selected attention targets 0x10000000
- * ai_perception.debugdrawCharacterPerceptionAudio: 0 Draws Audio events 0x10000000
- * ai_perception.debugdrawCharacterPerceptionLastSeenPositon: 0 Draws visibility status 0x10000000
- * ai_perception.debugdrawCharacterPerceptionName: Display only this character perception info 0x10000000
- * ai_perception.debugdrawCharacterPerceptionRadar: 0 Draws Radar contacts 0x10000000
- * ai_perception.ignoreAll: 0 If set to 1 then the perception notification for all entities are ignored 0x10000000
- * ai_perception.ignorePlayer: 0 If set to 1 then the perception notification for players are ignored 0x10000000
- * ai_perception.ignoreVisualPerception: 0 If set to 1 then the visual perception notification are ignored 0x10000000
- * ai_perception.landed_baseRadius: 5.000000 Base radius for the AI sound generated when player lands 0x10000000
- * ai_perception.landed_speedMultiplier: 1.500000 Multiplier applied to fall speed which is added on to the radius for the AI sound generated when player lands 0x10000000
- * ai_perception.movement_crouchMovingMultiplier: 2.000000 Multiplier for crouched movement speed effect on footstep sound radius 0x10000000
- * ai_perception.movement_crouchRadiusDefault: 2.000000 Default value for crouching footstep sound radius multiplier (overridden by surface type) 0x10000000
- * ai_perception.movement_movingSurfaceDefault: 1.000000 Default value for movement speed effect on footstep radius (overridden by surface type) 0x10000000
- * ai_perception.movement_standingMovingMultiplier: 2.500000 Multiplier for standing movement speed effect on footstep sound radius 0x10000000
- * ai_perception.movement_standingRadiusDefault: 4.000000 Default value for standing footstep sound radius (overridden by surface type) 0x10000000
- * ai_perception.movement_useSurfaceType: 0 Toggle if surface type should be used to get the base radius instead of cvars 0x10000000
- * ai_perception.perceptionTimeDelay: 0.001000 The set value (in seconds) will delay the characters reaction to visual stimuli. 0x10000000
- * ai_perception.useCIGPerception: 1 Enables character perception components 0x10000000
- * ai_PersonalLogColors: 1 Enable colors for the personal logs 0x10000000
- * ai_PostureManagerDebugDraw: 0 [0-1] Enables/Disables posture manager debug draw 0x10000000
- * ai_PostureManagerDebugDrawFilterType: 2 Defines the type of posture you want to visualize.[0] - Invalid
- [1] - Peek
- [2] - Aim (default)
- [3] - Blind fire 0x10000000
- * ai_PostureManagerDebugDrawForStanceId: 0 Id of the stance we want to use to debug draw the postures offsets 0x10000000
- * ai_PostureManagerDebugDrawRaycasts: 0 [0-1] Enables/Disables posture manager debug draw raycasts 0x10000000
- * ai_PostureManagerDebugDrawRaycastsTimeout: 3.000000 How many seconds the rays for posture manager will persist. 0x10000000
- * ai_PostureManagerFailOnAny: 1 Posture Queries will fail if any of their raycasts fail, rather than waiting for all to return. 0x10000000
- * ai_RayCasterQuota: 24 Amount of deferred rays allowed to be cast per frame. 0x10000000
- * ai_RayCasterQuotaCover: 32 Amount of deferred rays allowed to be cast per frame for cover. 0x10000000
- * ai_ReservedEntityDebugDraw: 0 Draw debug information on reserved entities. 0x10000000
- * ai_SubsumptionDebugDraw: 0 This is the main variable to enable/disable Subsumption debug draw information for the characters.1 = enabled the default subsumption debug draw on screen for the specified character in ai_FilterCIGAIDebugDrawbyAgentName.
- 2 = enable the draw of a summary of the following information 'Activity > (Primary|Secondary)' on top of the characters. 0x10000000
- * ai_SubsumptionDebugDrawAttributes: 0 Enables/disables the display of the attributes on the entities running subsumption. It requires ai_SubsumptionDebugDraw to be enabled. 0x10000000
- * ai_SubsumptionDebugDrawEventDispatcher: 0 Visualize on screen the information related to the Event Dispatcher. 0x10000000
- * ai_SubsumptionDebugDrawMemoryUsage: 0 Shows debug information about Subsumption memory usage on screen. 0x10000000
- * ai_SubsumptionDebugDrawMissionName: If this is set, draw debug information about the subsumption mission of the given name (if it is running).
- Usage: ai_SubsumptionDebugDrawMissionName name
- Default is none
- 0x10000000
- * ai_SubsumptionDebugDrawSuspendedActivities: 0 Visualize on screen the list of the blacklisted activity instances running on the entities. 0x10000000
- * ai_SubsumptionDisableBehaviors: 0 Enables/Disables behavior updating. 0x10000000
- * ai_SubsumptionDisableBehaviorsActivityException: ATC_Controller, AirTrafficController, ATC_Controller_Silent, ATC_Eslin Names in the cvar are used to filter the disabling of the subsumption behaviors. Activity names should be separated by a comma.
- For example: 'ATC_Controller, PU_Civilian' 0x10000000
- * ai_SubsumptionDisableMastergraph: 0 Enables / Disables mastergraph. 0x10000000
- * ai_SubsumptionDisableMissions: 0 Enables/Disables mission starting and updating. 0x10000000
- * ai_SubsumptionDisableSuspension: 0 Enables/Disables the suspention of subsumption updates. 0x10000000
- * ai_SubsumptionEnableDebugLogToConsole: 0 Enables/Disables outputting subsumption personal logs to the console/log files. 0x10000000
- * ai_SubsumptionEnableDebugNodes: 1 Enables/Disables the execution of subsumption debug nodes. 0x10000000
- * ai_SubsumptionEnableHotReload: 0 Enables/Disables the hot reload of the subsumption data when jumping in/out of the game. 0x10000000
- * ai_SubsumptionFindFailureDelayTime: 1.000000 Delay time when a find task fails before outputting Fail. 0x10000000
- * ai_SubsumptionMissionLogDebugDrawFlags: fep Flags to specify which messages should be pushed into the subsumption personal log for missions:
- t - tasks success and failure status
- f - function messages
- r - function variables
- e - errors and warnings
- p - personal messages
- Default is fep 0x10000000
- * ai_SubsumptionPersonalLogDebugDrawFlags: aspem Flags to specify which messages should be pushed into the subsumption personal log:
- a - activity changes
- s - subactivity changes
- t - tasks success and failure status
- p - personal messages
- f - function messages
- e - errors and warnings
- v - events received
- r - function variables
- m - mastergraph changes
- Default is aspem 0x10000000
- * ai_SubsumptionPersonalLogMaxLines: 20 Sets the max number of debug lines stored in the personal log for activities and missions.
- Usage: ai_SubsumptionPersonalLogMaxLines number
- Default is 20
- 0x10000000
- * ai_SubsumptionPersonalLogToFile: 1 If this is set, the personal log will logged to a file: Logs/Subsumption/YY MM DD [HH MM SS][Server_InstanceNumber]/MissionName_MissionGUID.log.
- Usage: ai_SubsumptionPersonalLogToFile 0/1
- Default is 1
- 0x10000000
- * ai_SubsumptionPersonalLogWithTime: 1 If this is set, the personal log will include the current time for each logged line.
- Usage: ai_SubsumptionPersonalLogWithTime 0/1
- Default is 1
- 0x10000000
- * ai_SubsumptionRandomSeed: 58867760 The value to use to see the subsumption manager random number generator, if set to 0 a random seed will be used. 0x10000000
- * ai_SubsumptionSuspendFailingActivities: 1 When enabled, allows Subsumption to move the failing activity instances into a blacklist that can be visualized. This allows the system to avoid activities to fail continuosly causing performance issues. 0x10000000
- * ai_SubsumptionUseOnlyLocalFiles: 0 This variable controls how subsumption run-time code loads the files. If set to 0, the regular engine priority is used.
- Any other value will make sure subsumption won't load the files in the pak.
- 0x10000000
- * ai_SubsumptionVisualizerMaxObjectsDisplayed: 3 Sets the max number of entity names displayed in the visualizer for an Object variable.
- Usage: ai_SubsumptionVisualizerMaxObjectsDisplayed number
- Default is 3
- 0x10000000
- * ai_TacticalPointsDebugDrawMode: 1 Debugging draw mode: 1=sphere transparency, 2=sphere size 0x10000000
- * ai_TacticalPointsDebugFadeMode: 2 Debugging fade mode: 1=vanish, 2=alpha fade, 3=blink 0x10000000
- * ai_TacticalPointsDebugScaling: 1.000000 Scale the size of debugging spheres for visibility 0x10000000
- * ai_TacticalPointsDebugTime: 5.000000 Time to display debugging spheres for (if not 'persistent' 0x10000000
- * ai_TacticalPointsWarnings: 1 Toggles TPS Warnings on and off 0x10000000
- * ai_target.debugDraw: 0 Draw AI attention Targets. 0x10000000
- * ai_TPSDebug: 0 Debugs the current requests to the TPS 0x10000000
- * ai_TPSMultiThreaded: 1 Debugs the current requests to the TPS 0x10000000
- * ai_TPSUpdatePoolSize: 50 Debugs the current requests to the TPS 0x10000000
- * ai_TPSUpdateTime: 0.000500 Maximum allowed update time in main AI thread for Tactical Point System 0x10000000
- * ai_TPSUseUpdatePool: 1 Debugs the current requests to the TPS 0x10000000
- * ai_VisionMapNumberOfPVSUpdatesPerFrame: 6 0x10000000
- * ai_VisionMapNumberOfVisibilityUpdatesPerFrame: 12 0x10000000
- * aim_altNormalization.enable: 0 Enables/disables alternative input code 0x10000000
- * aim_altNormalization.hud_ctrl_Coeff_Unified: 1.000000 Analog controller rotation scale 0x10000000
- * aim_altNormalization.hud_ctrl_Curve_Unified: 2.500000 Analog controller rotation curve 0x10000000
- * al_default_power: 1 if airlocks without real power connections are powered(1) or not(0) 0x10000000
- * ann_debugAnnouncer: 0 If 1, enable announcer debugging. 0x10000000
- * auto_test_done: 0 set to 1 when the test is over 0x10000000
- * autotest_enabled: 0 1 = enabled autotesting, 2 = enabled autotesting with no output results written. 0x10000000
- * autotest_quit_when_done: 0 quit the game when tests are done 0x10000000
- * autotest_state_setup: setup string for autotesting 0x10000000
- * autotest_verbose: 1 output detailed logging whilst running feature tests 0x10000000
- * ban_timeout: 30 Ban timeout in minutes 0x10000000
- * br_breakmaxworldsize: 4096.000000 The maximum value used for breakage world positions 0x10020000
- * br_breakworldoffsetx: 0.000000 Break world origin 0x10000000
- * br_breakworldoffsety: 0.000000 Break world origin 0x10000000
- * c_shakeMult: 1.000000 0x10000000
- * ca_AimposeAdjustSpine: 0 if 1 we use the entire spine to add precision to our aimpose, if 0 we only use the head, neck and last spine bone 0x10000000
- * ca_AllowMultipleEffectsOfSameName: 1 Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance. 0x10000000
- * ca_AttachmentCullingRation: 300.000000 ration between size of attachment and distance to camera 0x10000000
- * ca_AttachmentCullingRationMP: 300.000000 ration between size of attachment and distance to camera for MP 0x10000000
- * ca_CharEditModel: Objects/Characters/Human/UEE_pilot/pilot.cdf 0x10000000
- * ca_computeSkinning: 0 Enables compute skinning 0x10000000
- * ca_DBAUnloadRemoveTime: 4 DBA Unload Timing: DBA Remove Time. 0x10000000
- * ca_DBAUnloadUnregisterTime: 2 DBA Unload Timing: CAF Unregister Time. 0x10000000
- * ca_DebugSkeletonEffects: 0 If true, dump log messages when skeleton effects are handled. 0x10000000
- * ca_DrawCC: 1 if this is 0, will not draw the CC characters 0x10000000
- * ca_DrawCGA: 1 if this is 0, will not draw the CGA characters 0x10000000
- * ca_DrawCHR: 1 if this is 0, will not draw the CHR characters 0x10000000
- * ca_EnableClothSimulation: 0 if set to 1, will enable per-vertex cloth simulation 0x10000000
- * ca_EyeStabilization: 1.000000 1 removes the roll out the the view matrix 0x10000000
- * ca_FilterJoints: 0x10000000
- * ca_ForceAnimationProcessing: 0 Always process character animations, even if they have no update flags set or no playing animations. 0x10000000
- * ca_ForceUpdateSkeletons: 0 Always update all skeletons, even if not visible. 0x10000000
- * ca_GroundAlign_AABBExtend: 0.000000 GroundAlign - the minimum XY size of the BBox around the player 0x10000000
- * ca_GroundAlign_AlignWithPlane: 1 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_Annotate: 1 GroundAlign - set blendvalues in command buffer 0x10000000
- * ca_GroundAlign_DebugDraw: 0 GroundAlign - Enable GroundAlign_ debug drawing. 0x10000000
- * ca_GroundAlign_HipsDownFast: 0.080000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsDownFast1P: 0.130000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsDownSlow: 0.200000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsDownSlow1P: 0.300000 0.10 - GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsOffset: 0.150000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_HipsSpeedOffset: 0.300000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsUpFast: 0.170000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsUpFast1P: 0.250000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsUpSlow: 0.260000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_HipsUpSlow1P: 0.400000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_Iterations: 8 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_LegsDownFast: 0.040000 0.05 - GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_LegsDownSlow: 0.160000 0.05 - GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_LegsUpFast: 0.060000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_LegsUpSlow: 0.080000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_GroundAlign_LLegOffsetX: 0.000000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_LLegOffsetY: 0.000000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_LogValues: 0.000000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_RLegOffsetX: 0.000000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_RLegOffsetY: 0.000000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_Scale: 1.000000 GroundAlign - only for CharEdit 0x10000000
- * ca_GroundAlign_Seconds: 0.300000 GroundAlign - forces targeting weight to always be one. 0x10000000
- * ca_HeadLowpassOverrideEnable: 0 Enable or disable lowpass override 0x10000000
- * ca_HeadLowpassOverrideX: 0.000000 Force lowpass X offset 0x10000000
- * ca_HeadLowpassOverrideY: 0.000000 Force lowpass Y offset 0x10000000
- * ca_HeadLowpassOverrideZ: 0.000000 Force lowpass Z offset 0x10000000
- * ca_HeadSnapStabilizationX: 0.300000 the left/right distance to snap rather than smooth headcam position 0x10000000
- * ca_HeadSnapStabilizationY: 0.400000 the forward/backward distance to snap rather than smooth headcam position 0x10000000
- * ca_HeadSnapStabilizationZ: 0.400000 the up/down distance to snap rather than smooth headcam position 0x10000000
- * ca_HeadStabilization: 2.000000 removes disruptive translations from the head and headcam 0x10000000
- * ca_jointNameTextSize: 1.500000 Size of text for rendering joint names with the Skeleton -> Joint Names Display Option 0x10000000
- * ca_LoadUncompressedChunks: 0 If this 1, then uncompressed chunks prefer compressed while loading 0x10000000
- * ca_LockFeetWithIK: 1 If this is set to 1, then lock the feet to prevent sliding when additive animations are used. Setting to 1 will also disable full body aim poses 0x10000000
- * ca_logAnimHeadLowpass: 0 log lowpass value from animations 0x10000000
- * ca_MemoryDefragEnabled: 1 Enables defragmentation of anim data 0x10000000
- * ca_MemoryDefragPoolSize: 67108864 Sets the upper limit on the defrag pool size 0x10000000
- * ca_MinInPlaceCAFStreamSize: 131072 min size a caf should be for in-place streaming 0x10000000
- * ca_ParametricPoolSize: 1024 Size of the parametric pool 0x10000000
- * ca_physicsImpactOnHeadCam: 0.100000 Percentage value how much of the physical impulse you apply to the head camera 0x10000000
- * ca_physicsImpactWeaponWeight: 0.900000 determines how strong the weapons are linked to the physical motions of the headcam 0x10000000
- * ca_physicsProcessImpact: 1 Process physics impact pulses. 0x10000000
- * ca_Post3DScreenScale: 0.200000 Approx screen space size of render-to-texture objects, for calculating UI LODs 0x10000000
- * ca_PrecacheAnimationSets: 0 Enable Precaching of Animation Sets per Character. 0x10000000
- * ca_ReloadAllCHRPARAMS: 0 reload all CHRPARAMS 0x10000000
- * ca_SerializeSkeletonAnim: 0 Turn on CSkeletonAnim Serialization. 0x10000000
- * ca_setProcHeadLowpass: 0 set an example lowpass value from code. will be overwritten if the LPF exists in animation 0x10000000
- * ca_StoreAnimNamesOnLoad: 0 stores the names of animations during load to allow name lookup for debugging 0x10000000
- * ca_StreamCHR: 1 Set to enable CHR streaming 0x10000000
- * ca_StreamCHRBudget: 150.000000 Use the defined budget to decide when to clear CHR elements from cache (in MB). 0x10000000
- * ca_StreamDBAInPlace: 1 Set to stream DBA files in place 0x10000000
- * ca_syncAllAnims_Batched: 1 Enables Sync All animations batched 0x10000000
- * ca_UnloadAnimationCAF: 1 unloading streamed CAFs as soon as they are not used 0x10000000
- * ca_UnloadAnimationDBA: 1 if 1, then unload DBA if not used 0x10000000
- * ca_useAllControllers: 0 if 1 we use all controllers in the rig. If 0 we use only the contrllers from the base-skeleton 0x10000000
- * ca_useAnimHeadLowpass: 1 use lowpass value from animations 0x10000000
- * ca_useCompressedCorrectiveBShapes: 1 activate compressed corrective bshapes 0x10000000
- * ca_useGroundAlignment: 1 activate GroundAlignment. 0x10000000
- * ca_UseIMG_AIM: 1 if 1, then we use the IMG file. In development mode it is suppose to be off 0x10000000
- * ca_UseIMG_CAF: 1 if 1, then we use the IMG file. In development mode it is suppose to be off 0x10000000
- * ca_UseJointMasking: 1 Use Joint Masking to speed up motion decoding. 0x10000000
- * ca_useOverrideMotionParametersfromGameCode: 0 activate GroundAlignment. 0x10000000
- * ca_usePCAPLookIK: 1 0 switches off PCAP Look IKs 0x10000000
- * ca_UsePhysics: 1 the physics is not applied (effectively, no IK) 0x10000000
- * ca_UseRecoil: 1 If this is set to 1, then we enable procedural recoil 0x10000000
- * ca_useSpecialHandIK1P: 1 special hand IK for 1P to keep the original deformation of the wrists 0x10000000
- * ca_Validate: 0 if set to 1, will run validation on animation data 0x10000000
- * ca_ValidateStreamableMesh: 0 Validate CHR/SKIN files with mesh data being stripped out 0x10000000
- * capture_file_format: jpg Specifies file format of captured files (jpg, tga, tif). 0x10000000
- * capture_file_name: If set, specifies the path and name to use for the captured frame 0x10000000
- * capture_file_prefix: If set, specifies the prefix to use for the captured frame instead of the default 'Frame'. 0x10000000
- * capture_folder: CaptureOutput Specifies sub folder to write captured frames. 0x10000000
- * capture_frame_once: 0 Makes capture single frame only 0x10000000
- * capture_frames: 0 Enables capturing of frames. 0=off, 1=on 0x10000000
- * capture_image_scale: 0.250000 Image size. [0-1] = scale value. >1 = actual pixels for image width 0x10000000
- * capture_use_scale: 0 Specifies that the image scale cvar should be used 0x10000000
- * cig_bRetryCreateDatagramSocket: 0 If 1, retries to create UDP socket if previously failed. 0x10000000
- * cig_maxRetriesCreateDatagramSocketBeforeExit: 10 Number of retries to create UDP socket if previously failed (calls CryFatal if reaches max retries). 0x10000000
- * cig_profile_auto_logging_enabled: 0 Enables auto captures of profiling information to disk whenever frame rate drops below a certain threshold. (1: write a RAD capture, 2: write a CigProfile capture) 0x50020000
- * cig_profile_auto_logging_enabled_during_level_load: 0 If auto captures are enabled it controls whether captures should be taken during times of level (un)loading. 0x10000000
- * cig_profile_auto_logging_enabled_frame_delay_after_level_load: 100 If auto captures during level (un)loading are disabled specifies the number of frames to delay re-activation of auto captures after level (un)load. 0x10000000
- * cig_profile_auto_logging_max_captures: 5 Maximum number of auto captures to take per session (to avoid filling up hard drive space). 0x10000000
- * cig_profile_auto_logging_slow_frame_threshold: 10.000000 Frame rate threshold below which an auto capture is triggered. 0x10000000
- * cig_profile_auto_logging_slow_frame_tolerance: 0.250000 Allowed tolerance for the number of frames within slow frame window to exceed the slow frame threshold and still trigger an auto capture. (Range [0..1]) 0x10000000
- * cig_profile_auto_logging_slow_frame_window: 2.000000 Number of seconds frame rate is observed before triggering an auto capture. 0x10000000
- * cig_profile_continous_telemetry: 0 Enable upload to elastic search 0x10000000
- * cig_profile_file_output_enabled: 0 Manually enable CigProfile capture file output 0x10000000
- * cig_profile_filter_max_depth: 255 Maximum depth of nested markers to capture 0x10000000
- * cig_profile_filter_min_interval: 0.010000 Minimum marker interval to capture (measured in milliseconds) 0x10000000
- * cig_profile_logstash_host: 34.228.70.15 Hostname of the Logstash instance to send continous telemetry to 0x10000000
- * cl_ads_sensitivity: 0.600000 Set ADS mouse sensitivity multiplier 0x10000000
- * cl_AISystem: 1 Load and use the AI system on the client 0x10000000
- * cl_bandwidth: 50000 Bit rate on client 0x10000000
- * cl_camera_nearz: 0.020000 Sets the default near z-range for the camera. 0x10000000
- * cl_camera_noise: -1.000000 Adds hand-held like camera noise to the camera view.
- The higher the value, the higher the noise.
- A value <= 0 disables it. 0x10000000
- * cl_camera_noise_freq: 2.532617 Defines camera noise frequency for the camera view.
- The higher the value, the higher the noise. 0x10000000
- * cl_cameraEffectsDebug: 0 Debug camera effects: 1=stack, 2=details, 3=both 0x10000000
- * cl_comment: 0 Hide/Unhide comments in game-mode 0x10000000
- * cl_crouchToggle: 1 To make the crouch key work as a toggle 0x10000000
- * cl_debris_count: 128 debris count 0x10000000
- * cl_debris_cull_distance: 170.000000 debris at this distance will be removed as soon as not visible 0x10000000
- * cl_DisableHUDText: 0 Force disable all output from HUD Debug text nodes 0x10000000
- * cl_dynamicFocusZoomAimModeDebug: 0 Dynamic camera focus mode zoom aim mode debug mode 0x10000000
- * cl_dynamicFocusZoomSpeed: 0.050000 Dynamic camera focus mode zoom speed (for pad / sticks). Must be in the range of 0-1. 0x10000000
- * cl_dynamicFocusZoomSpeedWheel: 0.250000 Dynamic camera focus mode zoom speed (for mouse wheel). Must be in the range of 0-1. 0x10000000
- * cl_ETColorOverrideB: 1.000000 Global color override (BLUE) 0x10000000
- * cl_ETColorOverrideEnable: 0 Global color override 0x10000000
- * cl_ETColorOverrideG: 1.000000 Global color override (GREEN) 0x10000000
- * cl_ETColorOverrideR: 1.000000 Global color override (RED) 0x10000000
- * cl_ETFontSizeMultiplier: 1.000000 Global font size multiplier 0x10000000
- * cl_ETHideAIDebug: 0 Hide AI debug tags 0x10000000
- * cl_ETHideAll: 0 Hide all tags (overrides all other options) 0x10000000
- * cl_ETHideBehaviour: 0 Hide AI behavior tags 0x10000000
- * cl_ETHideFlowgraph: 0 Hide tags created by flowgraph 0x10000000
- * cl_ETHideReadability: 0 Hide AI readability tags 0x10000000
- * cl_ETHideScriptBind: 0 Hide tags created by Lua script 0x10000000
- * cl_ETLog: 0 Logging (0=off, 1=editor.log, 2=editor.log + AIlog.log) 0x10000000
- * cl_ETMaxDisplayDistance: -2.000000 Max display distance 0x10000000
- * cl_fov: 80.000000 field of view. 0x10000000
- * cl_headTargetAimAssistOn: 0 Head look aim assist mode. Set to 1 to enable. 0x10000000
- * cl_headTargetTracking_AngularOffsetWeight: 0.015000 Weight applied to angular offset factor 0x10000000
- * cl_headTargetTracking_DistanceToTargetWeight: 0.020000 Weight applied to distance to target factor 0x10000000
- * cl_headTargetTracking_MaxAngleClamp: 0.750000 Max angle for angular offset factor to consider (eyes to target), i.e. bigger angles clamp to this. 0x10000000
- * cl_headTargetTracking_MaxAnglePercentToLockOn: 0.500000 Max angle percent (0-1) of view constraints that can get a lock 0x10000000
- * cl_headTargetTracking_MaxDistanceToTargetClamp: 1800.000000 Max world player to target dist considered for distance factor, i.e. bigger distances clamp to this 0x10000000
- * cl_headTargetTracking_MaxTargetAccelerationClamp: 80.000000 Max target acceleration considered for acceleration factor, i.e. bigger accelerations clamp to this 0x10000000
- * cl_headTargetTracking_MinDistanceToTargetClamp: 180.000000 Min world player to target dist considered for distance factor, i.e. smaller distances clamp to this 0x10000000
- * cl_headTargetTracking_TargetAccelerationWeight: 0.020000 Weight applied to target acceleration factor 0x10000000
- * cl_headTargetTracking_TargetLostTime: 3.000000 Time you get to re-lock head tracking when a target is lost before it auto-cancels 0x10000000
- * cl_headTargetTracking_TimeForMaxLock: 5.000000 Time target must be tracked for to achieve best lock 0x10000000
- * cl_headTargetTracking_TimeOnTargetWeight: 0.020000 Weight applied to time on target factor 0x10000000
- * cl_headTargetTracking_VehicleToTargetAngularOffsetWeight: 0.015000 Weight applied to vehicle to target angular offset factor 0x10000000
- * cl_headTargetTracking_ZoomMaxTargetDist: 2500.000000 Max distance at which tracked target is at max auto zoom 0x10000000
- * cl_headTargetTracking_ZoomMinTargetDist: 250.000000 Min distance at which tracked target is at min auto zoom 0x10000000
- * cl_initClientActor: 1 Enables actionmap and view setup for the client actor after connection.
- Default is 1.
- 0x10000000
- * cl_interactionToggle: 0 To make the interaction key work as a toggle 0x10000000
- * cl_invertController: 0 Controller Look Up-Down invert 0x10000000
- * cl_invertMouse: 0 mouse invert? 0x10000000
- * cl_leanToggle: 1 To make the lean key work as a toggle 0x10000000
- * cl_multiTapTheshold: 0.250000 The time threshold between consecutive button presses to be considered part of a double (or more) tap sequence 0x10000000
- * cl_nickname: Nickname for player on connect. 0x10000000
- * cl_packetRate: 30 Packet rate on client 0x10000000
- * cl_proneToggle: 1 To make the prone key work as a toggle 0x10000000
- * cl_sensitivity: 16.500000 Set mouse sensitivity! 0x10000000
- * cl_sensitivityController: 0.800000 Set controller sensitivity! Expecting 0.0f to 2.0f 0x10000000
- * cl_serveraddr: localhost Server address 0x10000000
- * cl_serveraddroverride: Server address override for local Windows server setup, i.e. set to localhost/127.0.0.1 to connect to local server via the frontend UI 0x10000000
- * cl_serverport: 12300 Server port 0x10000000
- * cl_serverportoverride: Server port override for local Windows server setup, i.e. set to 64047 or 64090 to move between 2 local servers, servers will need -game_server_port 64047 / 64090 cvar setting 0x10000000
- * cl_sprintToggle: 0 To make the sprint key work as a toggle 0x10000000
- * cl_useCurrentUserNameAsDefault: 1 Use the current user name instead of the default profile's name 0x10000000
- * cl_ViewSystemDebug: 0 Sets Debug information of the ViewSystem. 0x10000000
- * cl_visualLog: 0 Enables Visual Logging. 0x10000000
- * cl_visualLogFolder: VisualLog Specifies sub folder to write logs to. 0x10000000
- * cl_visualLogImageFormat: bmp Specifies file format of captured files (jpg, bmp). 0x10000000
- * cl_visualLogImageScale: 128.000000 Image size. [0-1] = scale value. >1 = actual pixels for image width 0x10000000
- * cl_zoom_sensitivity_multiplier: 1.000000 Set ADS mouse sensitivity multiplier 0x10000000
- * cl_zoom_sensitivity_multiplier_enabled: 0 Enable ADS mouse sensitivity multiplier 0x10000000
- * cl_zoomToggle: 0 To make the zoom key work as a toggle 0x10000000
- * con_debug: 0 Log call stack on every GetCVar call 0x10000000
- * con_display_last_messages: 0 0x10000000
- * con_line_buffer_size: 1000 0x10000000
- * con_showonload: 0 Show console on level loading 0x10000000
- * controller_full_turn_multiplier_x: 1.800000 The multiplier applied when x rotation has been at full lock for the required time 0x10000000
- * controller_full_turn_multiplier_z: 2.350000 The multiplier applied when x rotation has been at full lock for the required time 0x10000000
- * controller_multiplier_x: 3.000000 Vertical linear sensitivity multiplier 0x10000000
- * controller_multiplier_z: 4.000000 Horizontal linear sensitivity multiplier 0x10000000
- * controller_power_curve: 2.500000 Analog controller input curve for both axes 0x10000000
- * conv_debugConversations: 0 Enable/Disable the conversation system debug output. 0x10000000
- * conv_debugStickyFilter: 0 Enable/Disable the sticky filtering debug output. 0x10000000
- * conv_eyeContactOffset: 0.200000 How far below NPC eyes the rectangle is centered. 0x10000000
- * conv_maxScreenEffectsDistance: 5.000000 Distance at which DOF / FOV effect begins being applied 0x10000000
- * conv_maxScreenEffectsLookAt: 2.000000 Look at angle at which DOF / FOV effect begins being applied 0x10000000
- * conv_minScreenEffectsDistance: 2.500000 Distance at which max DOF / FOV is applied 0x10000000
- * conv_minScreenEffectsLookAt: 0.100000 Look at angle which max DOF / FOV is applied 0x10000000
- * conv_showSubtitlesDuringGameplay: 1 Turn on/off subtitle display during regular gameplay (using the Character Talk functionality). 0x10000000
- * conv_subtitleDisplayLengthScale: 1.000000 Scale applied to the duration of subtitle display. 0x10000000
- * conv_subtitleDisplayMinimumTime: 3.000000 Minimum duration of subtitle display. 0x10000000
- * cr_Logging: 0 Enable/disable cockpit response (ship computer) logging
- [0: off, 1:enable logging, 2:verbose logging, 3:extra verbose mode] 0x10000000
- * ctrlr_OUTPUTDEBUGINFO: 0 Enable controller debugging. 0x10000000
- * cvDoVerboseWindowTitle: 0 0x10000000
- * d3d11_CBUpdateStats: 0 Logs constant buffer updates statistics. 0x10000000
- * d3d11_forcedFeatureLevel: Forces the Direct3D device to target a specific feature level - supported values are:
- 10.0
- 10.1
- 11.0 0x10000000
- * db_loadout_request_timeout: 60.000000 Time in seconds to wait until we force to get a loadout update 0x10000000
- * db_logindata_directory: The directory that contains LoginData.json. 0x10000000
- * db_offline: 1 Enable offline mode so profile client/editor can run without service access. 0x50020000
- * db_offline_username: default_% If empty, db_offline=1 will connect to services to retrieve an user name and id. If set, service session will be faked with the given user name and the CRC32 of the name will be used as the account id. 0x10000000
- * db_persist_loadouts: 0 If set db_offline will not re-create the initial loadout. 0x10000000
- * db_saveDebugFile: 1 Set to save data to a debug xml file in the USER folder. Save occurs after a send/receive. 0x50020000
- * db_spawnstate_fatal_error_entity_removal: 0 Verify that persistent entities are not being removed 0x10000000
- * db_spawnstate_fatal_error_long_spawns: 0 0x10000000
- * db_spawnstate_log_timeout: 9000 0x10000000
- * designer_warning_enabled: 1 designer warnings are enabled 0x10000000
- * designer_warning_level_resources: 0 Designer warnings about resource load during run-time 0x10000000
- * dlg_allowUnlinked: 1 Allow unlinked audio (audio without any associated subtitle) to play. 0x10000000
- * dlg_enableComponentUpdate: 1 Allow DialogueComponents to regularly update. 0x10000000
- * dlg_enableSubtitles: 0 Enable/Disable the subtitles from the dialogue system. 0x10000000
- * dlg_maxSubtitleDistance: 0.000000 Maximum distance at which the dialogue system will trigger a subtitle. Zero or negative values imply infinite distance. 0x10000000
- * dr_default_power: 1 if doors without real power connections are powered(1) or not(0) 0x10000000
- * e_3dEngineLogAlways: 0 Set maximum verbosity to 3dengine.dll log messages 0x10000000
- * e_3dEngineTempPoolSize: 2048 pool size for temporary allocations in kb, requires app restart 0x10000000
- * e_AreasDebug: 0 Enable Debug Rendering of entity areas
- 1: Draw the world space AABBs of each Area
- 2: Draw the per-zone AABB tree of all static area bounds
- 3: Draw the per-zone AABB tree of all child zone Area AABB Trees
- 4: Draw enclosing AABB for all objects inside an Area
- 5: Draw the world space shape of each Area
- 0x10000000
- * e_asteroidsDebugDraw: 0 Asteroid field debug draw.
- 1 = Draw exclusion areas
- 2 - Draw active cells
- 3 - Draw more cell info
- 4 - Draw mineable locations 0x10000000
- * e_asteroidsFreezeBounds: 0 Freeze visible bounds on asteroid fields. 0x10000000
- * e_asteroidsMaxDistanceKm: 256.000000 Max distance to generate cells (in km). Will have a significant impact on performance. 0x10000000
- * e_asteroidsPODCellSize: 4096 Size of asteroid physicalization-on-demand cells in meters. 0x10000000
- * e_asteroidsPODInactiveFrames: 60 Number of frames before inactive asteroid cells are dephysicalized. 0x10000000
- * e_asteroidsSyncUpdates: 60 Number of updates over which syncing of asteroid physics is distributed. 0x10000000
- * e_AutoPrecacheCameraJumpDist: 1024 When not 0 - Force full pre-cache of textures, procedural vegetation and shaders
- if camera moved for more than X meters in one frame or on new cut scene start 0x10000000
- * e_AutoPrecacheCgf: 1 Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster) 0x10000000
- * e_AutoPrecacheCgfMaxTasks: 8 Maximum number of parallel streaming tasks during pre-caching 0x10000000
- * e_BBoxes: 0 Activates drawing of bounding boxes 0x10000000
- * e_Brushes: 1 Draw brushes 0x10000000
- * e_CameraFreeze: 0 Freeze 3dengine camera (good to debug object culling and LOD).
- The view frustum is drawn in write frame.
- 0 = off
- 1 = activated 0x10000000
- * e_CameraGoto: 0 Move cameras to a certain pos/angle 0x10000000
- * e_CameraOverrideFocalDistance: 0.000000 Override all cameras to have this focal distance 0x10000000
- * e_CameraOverrideFocalRange: 0.000000 Override all cameras to have this focal range 0x10000000
- * e_CameraOverrideFStop: 0.000000 Override all cameras to have this F-Stop 0x10000000
- * e_CameraRotationSpeed: 0.000000 Rotate camera around Z axis for debugging 0x10000000
- * e_CGFMaxFileSize: -1 will refuse to load any cgf larger than the given filesize (in kb)
- -1 - 1024 (<0 off (default), >0 filesize limit) 0x10000000
- * e_CharLodMin: 0 Min LOD for character objects 0x10000000
- * e_CheckMeshStrippedCGF: 0 Validate CGF files with mesh data being stripped out 0x10000000
- * e_Clouds: 1 Enable clouds rendering 0x10000000
- * e_CompoundNodesMergingViewDistRatio: 1.000000 Defines ratio distance for switching the compound node to the merged version. 0x10000000
- * e_CoverageBufferBias: 0.010000 Depth bias for coverage buffer 0x10000000
- * e_CoverageBufferDebug: 0 Display content of main camera coverage buffer 0x10000000
- * e_CoverageBufferDebugFreeze: 0 Freezes view matrix/-frustum 0x10000000
- * e_CoverageBufferDebugRange: -0.005000 Constant factor to scale the zbuffer debug drawing 0x10000000
- * e_CoverageBufferDebugReprojection: 0 Display boxes for current frame and reprojected position (should lag on player movement but not on zone movement) 0x10000000
- * e_CoverCgfDebug: 0 Shows the cover setups on cfg files 0x10000000
- * e_CullVegActivation: 0 Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation) 0x10020000
- * e_DamageMap_DebugLogShaderImpactsRenderedPerFrame: 0 Outputs the Damage Values passed to the DamageShader each frame. 0x10000000
- * e_DamageMap_DebugVisualiseShaderImpact: 0 Displays a visual representation of the values passed to the shader. Red == Thickness, Green == Deformation, Blue == Burn. 0x10000000
- * e_DamageMap_GameToShaderConversion: 0.000600 Multiplier that acts on all 4 damage types from gameplay values. 0x10000000
- * e_DamageMap_ImpactDuration: 0.000000 For impacts the duration can be set for testing purposes. 0x10000000
- * e_DamageMap_ImpactSizeExponent: 2.000000 How much of the damage force is reduced by impact radius. 0x10000000
- * e_DamageMap_KeepDamageOnEntityReset: 0 Clear damage map on Entity reset 0x10000000
- * e_DamageMap_LogHitInfo: 0 Outputs to the log the hit info passed to the DamageMap Tech. 0x10000000
- * e_DamageMap_LogPositionBoneMapRenderingProcess: 0 Output the PositionBone Map rendering process to the log file. 0x10000000
- * e_DamageMap_MinimumImpactRadiusMultiplier: 1.500000 Multiplier on the minimum impact radius available from the damage map resolution. 0x10000000
- * e_DamageMap_PBMRenderingFrameDifference: 2400 only render PBM if mesh was rendered within the last N frames. 0x10000000
- * e_DamageMap_RenderDamageMapEveryFrame: 0 Render the damage position/bone map every frame 0x10000000
- * e_DamageMap_ShaderParamTestValues: 0 Use special preset shader param values for testing purposes 0x10000000
- * e_DamageMap_ShaderParamTestValues_Burnt: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Burnt uses test values 0x10000000
- * e_DamageMap_ShaderParamTestValues_Deformation: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Deformation uses test values 0x10000000
- * e_DamageMap_ShaderParamTestValues_Temperature: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Temperature uses test values 0x10000000
- * e_DamageMap_ShaderParamTestValues_Thickness: 1 Requires e_DamageMap_ShaderParamTestValues to be 1. If this value is true then Thickness uses test values 0x10000000
- * e_DebugDraw: 0 Draw helpers with information for each object (same number negative hides the text)
- 1: Name of the used cgf, polycount, used LOD
- 2: Color coded polygon count
- 3: Display LOD info
- 4: Display object texture memory usage
- 5: Display color coded number of render materials
- 6: Display ambient color
- 7: Display average size of smallest tris (in cm) per entity/rendernode (could include multiple meshes) - determines LOD distances
- 8: Display average size of smallest tris (in cm) per CGA/CGF - factors into LOD distances
- 9: Dislpay average size of smallest tris (in cm) per sub-mesh - factors into LOD distances
- 10: Render geometry with simple lines and triangles
- 11: Combined objects and draw call count
- 12: Mesh merging performance heuristic, combined objects and instance count
- 13: Display occlusion amount (used during AO computations). Warning: can take a long time to calculate, depending on level size!
- 15: Display helpers
- 16: Display debug gun
- 17: Streaming info (buffer sizes)
- 19: Physics proxy triangle count
- 20: Display Character attachments texture memory usage
- 21: Display animated object distance to camera
- 22: Display object's current LOD vertex count
- 23: Display shadow casters in red
- ----------------debug draw list values. Any of them enable 2d on-screen listing type info debug. Specific values define the list sorting-----------
- 100: tri count
- 101: verts count
- 102: draw calls
- 103: texture memory
- 104: mesh memory 0x10000000
- * e_DebugDrawFilter: Show a specified text on DebugDraw 0x10000000
- * e_DebugDrawShowOnlyCompound: 0 e_DebugDraw shows only Compound (less efficient) static meshes 0x10000000
- * e_DebugDrawShowOnlyLod: -1 e_DebugDraw shows only objects showing lod X 0x10000000
- * e_DebugDrawTarget: 0 e_DebugDraw shows only objects directly in front of camera 0x10000000
- * e_DebugGeomPrep: 0 enable logging of Geom preparation 0x10000000
- * e_DebugVisualization: 0 Color Code objects based on their hosting zone
- 0: No Debug Color - Just use Material Color
- 1: Color all objects within the same zone with the same color
- 2: Color all objects with the same ZoneData (VisArea or Zone) with the same color
- 3: Color all objects with the same stencil reference in the same color
- 4: Color all objects which are marked to be affected by sunlight in the same color
- 5: Color all shadow casters green, non shadow casters red, and unidentified objects as grey
- 6: Color all motion blurred objects green and non-motion blurred red
- 7: Color all objects with the same dev team ID in the same color
- 8: Color all objects (per chunk) that pass the ZPrePass check in green and objects that didn't pass as red
- 9: Color each render element (mesh) uniquely
- 10: Color each each entity(renderproxy) in range red, else blue
- 0x10000000
- * e_Decals: 1 Activates drawing of decals 0x10000000
- * e_DecalsRange: 0.000000 Less precision for decals outside this range 0x10000000
- * e_DecalsTimeScale: 1.000000 Time scale for dynamic decals spawned by game logic 0x10000000
- * e_DefaultMaterial: 0 1 - Use gray illumination as default
- 2 - Use pbs chrome as default
- 3 - Use material default
- 4 - Use clay as default
- 5 - Vertex color as default
- 6 - Vertex alpha as default
- 7 - Vertex red channel as default
- 8 - Vertex green channel as default
- 9 - Vertex blue channel as default
- 10 - UV2 to color as default (UV1 set to grey)
- 11 - UV Tangents to color as default
- 12 - UV Binormals to color as default
- 0x10000000
- * e_DeferredCollisionOnRenderMesh: 1 Enable precise collision test against render mesh of target entity 0x10000000
- * e_DeferredCollisionOnVegetation: 1 Enable precise collision test against vegetation statobj 0x10000000
- * e_DeferredPhysicsEvents: 1 Enable to Perform some physics events deferred as a task/spu job 0x10000000
- * e_DeformableObjects: 1 Enable / Disable morph based deformable objects 0x10000000
- * e_Dissolve: 2 Objects alphatest_noise_fading out on distance and between lods 0x10000000
- * e_DissolveTime: 1.000000 Time in seconds for the dissolve between LODs to occur 0x10000000
- * e_drawMissingMeshes: 1 Draw 'replace me' spheres in place of missing meshes 0x10000000
- * e_DumpStreamingObjects: 0 Dump the objects memory and polycount information being currently streamed to .csv file 0x10000000
- * e_DynamicLights: 1 Activates dynamic light sources 0x10000000
- * e_DynamicLightsForceDeferred: 1 Convert all lights to deferred (except sun) 0x10000000
- * e_Entities: 1 Activates drawing of entities and brushes 0x10000000
- * e_EntitySuppressionLevel: 0 Defines the level at which entities are spawned.
- Entities marked with lower level will not be spawned - 0 means no level.
- Usage: e_EntitySuppressionLevel [0-infinity]
- Default is 0 (off) 0x10000000
- * e_EnvironmentProbeSaveRes: 512 Resolution to save environment probes (if this doesn't match CV_r_EnvironmentProbeRes, use [HDRCubemap_highQ]'s maxtexturesize in in rc.ini to force conversion 0x10000000
- * e_Fog: 1 Activates global height/distance based fog 0x10000000
- * e_FogVolumes: 1 Activates local height/distance based fog volumes 0x10000000
- * e_FoliageBranchesDamping: 10.000000 Damping of branch ropes 0x10000000
- * e_FoliageBranchesStiffness: 100.000000 Stiffness of branch ropes 0x10000000
- * e_FoliageBranchesTimeout: 4.000000 Maximum lifetime of branch ropes (if there are no collisions) 0x10000000
- * e_FoliageBrokenBranchesDamping: 15.000000 Damping of branch ropes of broken vegetation 0x10000000
- * e_FoliageStiffness: 3.200000 Stiffness of the spongy obstruct geometry 0x10000000
- * e_FoliageWindActivationDist: 25.000000 If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated 0x10000000
- * e_GeomCacheBufferSize: 128 Geometry cache stream buffer upper limit size in MB. Default: 128 0x10000000
- * e_GeomCacheDecodeAheadTime: 0.500000 Time in seconds that data will be decoded ahead for geom cache streaming. Default: 0.5 0x10000000
- * e_GeomCacheLerpBetweenFrames: 1 Interpolate between geometry cache frames. Default: 1 0x10000000
- * e_GeomCacheMaxBufferAheadTime: 5.000000 Time in seconds maximum that data will be buffered ahead for geom cache streaming. Default: 5.0 0x10000000
- * e_GeomCacheMaxPlaybackFromMemorySize: 16 Maximum size of geometry cache animated data in MB before always streaming from disk ignoring the memory playback flag. Default: 16 0x10000000
- * e_GeomCacheMinBufferAheadTime: 2.000000 Time in seconds minimum that data will be buffered ahead for geom cache streaming. Default: 2.0 0x10000000
- * e_GeomCachePreferredDiskRequestSize: 1024 Preferred disk request size for geometry cache streaming in KB. Default: 1024 0x10000000
- * e_GeomCaches: 1 Activates drawing of geometry caches 0x10000000
- * e_GsmDepthBoundsDebug: 0 Debug GSM bounds regions calculation 0x10000000
- * e_GsmExtendLastLodUseAdditiveBlending: 0 Enable Additive Blending on shadows from terrain 0x10000000
- * e_GsmLodsNum: 5 Number of GSM lods (0..5) 0x10000000
- * e_GsmRange: 3.000000 Size of LOD 0 GSM area (in meters) 0x10000000
- * e_GsmRangeStep: 6.000000 Range of next GSM lod is previous range multiplied by step 0x10000000
- * e_GsmRangeStepExtended: 8.000000 gsm_range_step for last gsm lod containing terrain 0x10000000
- * e_GsmScatterLodDist: 70 Size of Scattering LOD GSM in meters 0x10000000
- * e_GsmStats: 0 Show GSM statistics 0=off, 1=enable debug to the screens 0x10000000
- * e_hologramsVisibleFromMainCam: 0 Render the objects flagged as holograms from the main camera. 0x10000000
- * e_JointStrengthScale: 1.000000 Scales the strength of prebroken objects' joints (for tweaking) 0x10000000
- * e_levelStartupFrameDelay: 0 Set to number of frames to wait after level load before beginning fps measuring 0x10000000
- * e_levelStartupFrameNum: 0 Set to number of frames to capture for avg fps computation 0x10000000
- * e_LightBoxDebug: 0 Enable debug rendering of light boxes used by currently visible lights (as seen by light entities) 0x10000000
- * e_LightVolumes: 1 Allows deferred lighting for registered alpha blended geometry
- 0 = Off
- 1 = Enabled
- 2 = Enabled just for sun light
- 0x10000000
- * e_LightVolumesDebug: 0 Display light volumes debug info
- 0 = Off
- 1 = Enabled
- 0x10000000
- * e_lightWeightRenderNodes: 1 Turn Rendering of LightWeightRenderNodes on/off 0x10000000
- * e_lightWeightRenderNodesKeepPhysicsFrames: 10 Number of Frames to keep Physical Entities around when an object is out of range 0x10000000
- * e_lightWeightRenderNodesOnDemandPhysicsRange: 100 Range around camere where lightweight render nodes are physicalized 0x10000000
- * e_lightWeightRenderNodesShadows: 1 Turn Rendering of LightWeightRenderNodes on/off in shadow pass 0x10000000
- * e_LodCullDebug: 0 Specifies how to handle rendering of objects with no appropriate LOD for current distance (missing or too detailed - threshold set by e_LodCullMinPolySizePixels).
- 0 - Cull objects
- 1 - Render cubes with 'Missing LOD' texture
- 2 - Render closest LOD with 'Missing LOD' texture 0x10000000
- * e_LodCullMinPolySizePixels: 0.300000 Multiplier on max distance beyond which high poly LODs are culled. Default is to cull meshes with pixels smaller than 0.75 pixels. 0x10000000
- * e_LodCullMissingLODs: 1 Cull meshes with missing LOD 0x10000000
- * e_LodFaceAreaTargetSize: 2.000000 Threshold used for LOD computation. 0x10000000
- * e_LodMax: 5 Max LOD for objects 0x10000000
- * e_LodMergeLodCullMinPolySizePixels: 0.300000 Specifically for LODMerge lodSettings calculation. Multiplier on max distance beyond which high poly LODs are culled. Default is to cull meshes with pixels smaller than 0.75 pixels. 0x10000000
- * e_LodMergeLodFaceAreaTargetSize: 2.000000 Specifically for LODMerge lodSettings calculation. Threshold used for LOD computation. 0x10000000
- * e_LodMergeLodMax: 5 Specifically for LODMerge lodSettings calculation. Max LOD for objects 0x10000000
- * e_LodMergeLodMin: 0 Specifically for LODMerge lodSettings calculation. Min LOD for objects 0x10000000
- * e_LodMergeLodRatio: 20.000000 Specifically for LODMerge lodSettings calculation. LOD distance ratio for objects 0x10000000
- * e_LodMin: 0 Min LOD for objects 0x10000000
- * e_LodRangeFactorsRecalculate: 0 Forces the LODRangeFactors for all visible stat objects to be recalculated. 0x10000000
- * e_LodRatio: 20.000000 LOD distance ratio for objects 0x10000000
- * e_LogRenderNodeDataEnable: 1 Enables if render node data is output to the log file for debugging. 0x10000000
- * e_MaxDrawCalls: 0 Will not render CGFs past the given amount of drawcalls
- (<=0 off (default), >0 draw calls limit) 0x10000000
- * e_MaxViewDistance: 999999995904.000000 Far clipping plane distance 0x10000000
- * e_MergedMeshes: 1 Show runtime merged meshes 0x10000000
- * e_MergedMeshesActiveDist: 250.000000 Active distance up until merged mesh patches will be streamed in 0x10000000
- * e_MergedMeshesBulletLifetime: 0.150000 MergedMesh Bullet approximations lifetime 0x10000000
- * e_MergedMeshesBulletScale: 35.000000 MergedMesh Bullet approximations size scale 0x10000000
- * e_MergedMeshesBulletSpeedFactor: 0.050000 MergedMesh Bullet approximations speed factor 0x10000000
- * e_MergedMeshesDebug: 0 enable debug drawing of runtime merged meshes
- 2: Show AABB + debug info (position, state, size, visibility)
- 64: Show the calculated wind
- 256: Draw colliders of objects influencing the merged meshes
- 544: Draw spines
- 1056: Draw simulated spines
- 2080: Draw spines with LOD info (red/blue)
- 0x10000000
- * e_MergedMeshesDeformViewDistMod: 0.450000 distance modifier applied to view dist ratios after which deformables stop updating 0x10000000
- * e_MergedMeshesInstanceDist: 1.000000 Distance fudge factor at which merged meshes turn off animation 0x10000000
- * e_MergedMeshesLodRatio: 3.000000 merged meshes lod ratio 0x10000000
- * e_MergedMeshesOutdoorOnly: 0 MergedMeshes will recieve ERF_OUTDOORONLY by default 0x10000000
- * e_MergedMeshesPool: 8192 amount of mainmeory (in kb) that merged meshes are allowed to sustain 0x10000000
- * e_MergedMeshesPoolSpines: 32 percentage of the pool for spines 0x10000000
- * e_MergedMeshesTesselationSupport: 0 Enable or disable support for tesselation on mergedmeshes 0x10000000
- * e_MergedMeshesUseSpines: 1 MergedMeshes use touchbending 0x10000000
- * e_MergedMeshesViewDistRatio: 100.000000 merged meshes view dist ratio 0x10000000
- * e_MeshCombining: 1 Activate the mesh combining system on level export 0x10000000
- * e_MeshCombiningDebugFilter: Break in various stages of the LODMerger analysing process when the editor base object name matches the filter. 0x10000000
- * e_MeshCombiningDistanceReductionPower: 3 Each decreasing distance level max view distance limit be reduced by a power of this value. 0x10000000
- * e_MeshCombiningValidation: 0 Activate the validation phase for checking if objects have incorrect transforms or vis areas. 0x10000000
- * e_ObjectLayersActivation: 1 Allow game to activate/deactivate object layers 0x10000000
- * e_ObjectLayersActivationPhysics: 1 Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only. 0x10000000
- * e_ObjectsTreeBBoxes: 0 Debug draw of object tree bboxes 0x10000000
- * e_ObjQuality: 3 Object detail quality 0x10000000
- * e_ObjShadowCastSpec: 3 Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows 0x10000000
- * e_OcclusionCullingViewDistRatio: 1.000000 Skip per object occlusion test for very far objects - culling on tree level will handle it 0x10000000
- * e_Ocean: 1 Activates drawing of ocean. 0x10000000
- * e_OnDemandMaxSize: 20.000000 Specifies the maximum size of vegetation objects that are physicalized on-demand 0x10000000
- * e_OnDemandPhysics: 0 Turns on on-demand physicalization (0=off, 1=brushes only 0x10000000
- * e_ParallelLoadCGF: 1 Allow loading CGFs in parallel for object containers 0x10000000
- * e_ParticleCullDistanceOverride: -1.000000 Defines the max distance where particles are visible & updated 0x10000000
- * e_ParticleDebugDrawSizeScale: 1.000000 Used to scale size on certain particle related debug draw elements 0x10000000
- * e_ParticleMaxActiveCount: 1000000 The max number of of particles a sub emitter can request to be allocated 0x10000000
- * e_Particles: 1 Activates drawing of particles 0x10000000
- * e_ParticlesAnimBlend: 1 Blend between animated texture frames
- Usage: e_ParticlesAnimBlend [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force 0x10000000
- * e_ParticlesAudio: 1 Enable audio triggered from particle effects. 0x10000000
- * e_ParticlesCullAgainstOcclusionBuffer: 1 Cull Particles against the Occlusion Buffer 0x10000000
- * e_ParticlesCullAgainstViewFrustum: 1 Cull Particles against the view-frustum 0x10000000
- * e_ParticlesDebug: 0 Particle debug flags: <flags> to set, <flags>+ to add, <flags>- to remove 1 = show basic stats m = show memory usage r = show reiteration, rejection, and collision stats b = draw bounding boxes and labels, show bounding box stats s = only perform debug rendering on currently selected particle effect (dependent on editor options to highlight selected geometry) x = show bounding box stats d = force dynamic bounds and update for all emitters c = disable clipping against water and vis area bounds z = freeze particle system 0x10000000
- * e_ParticlesDebugDisplayId: 0 The ID of the emitter to display, used for non-selectable emitters in the editor. 0x10000000
- * e_ParticlesDebugDisplaySubEmitterId: 0 The ID of the sub-emitter to display. 0x10000000
- * e_ParticlesDebugFilter: Filter e_ParticlesDebug output by emitter name 0x10000000
- * e_ParticlesDebugRecordingDuration: 10.000000 The duration for which certain debug data is recorded 0x10000000
- * e_ParticlesDumpMemoryAfterMapLoad: 0 Set to 1 to dump particle memory informations after map load 0x10000000
- * e_ParticlesEnableFogVolumes: 1 Toggle the particles-to-fogvolumes feature 0x10000000
- * e_ParticlesEnableTextureStreaming: 1 Toggle the streaming capability on particles. 0x10000000
- * e_ParticlesForceManagedAudio: 1 Force particles to use managed audio objects. 0x10000000
- * e_ParticleShadowsNumGSMs: 3 Number of shadow GSMs used for particle shadows 0x10000000
- * e_ParticlesLifetimeMinCap: 0.010000 The smallest lifetime a particle can have 0x10000000
- * e_ParticlesLightMinColorThreshold: 0.000000 Threshold for minumum particle light color 0x10000000
- * e_ParticlesLightMinRadiusThreshold: 0.000000 Threshold for minimum particle light radius 0x10000000
- * e_ParticlesLights: 1 Allows to have light source attached to every particle
- 0 = Off
- 1 = Deferred lights
- 0x10000000
- * e_ParticlesLightsViewDistRatio: 256.000000 Set particles lights view distance ratio 0x10000000
- * e_ParticlesLod: 1.000000 Multiplier to particle count 0x10000000
- * e_ParticlesMaxDrawScreen: 2.000000 Screen size max per particle -- fade out earlier 0x10000000
- * e_ParticlesMaxScreenFill: 128.000000 Screen size max of total particles to draw 0x10000000
- * e_ParticlesMinDrawAlpha: 0.004000 Alpha cutoff for rendering particles 0x10000000
- * e_ParticlesMinDrawPixels: 1.000000 Pixel size min per particle -- fade out earlier 0x10000000
- * e_ParticlesMotionBlur: 0 Motion blur for particles
- Usage: e_ParticlesMotionBlur [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force 0x10000000
- * e_ParticlesObjectCollisions: 2 Enable particle/object collisions for SimpleCollision:
- 1 = against static objects only, 2 = dynamic also 0x10000000
- * e_ParticlesPhysEnvMaxDistanceThreshold: 20000.000000 Sets the max distance between particles that get grouped in the same Phys Env 0x10000000
- * e_ParticlesPoolSize: 16384 Particle system pool memory size in KB 0x10000000
- * e_ParticlesProfile: 0 1 - always show statistics about particle pools usage
- 2 - disable the warning message when running out of pool memory 0x10000000
- * e_ParticlesQuality: 4 Particles detail quality 0x10000000
- * e_ParticlesSerializeNamedFields: 1 Save effects libraries with named fields for future compatibility (compatible with versions >= 24) 0x10000000
- * e_ParticlesShadows: 1 Shadows on particles
- Usage: e_ParticlesShadows [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force 0x10000000
- * e_ParticlesSoftIntersect: 1 Render appropriate particles with soft intersection
- Usage: e_ParticlesSoftIntersect [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force 0x10000000
- * e_ParticlesSortQuality: 0 Minimum sort quality for new particle insertion:
- 0 = basic, 1 = better, 2 = best 0x10000000
- * e_ParticlesStreamingSyncThreshold: 100 How many frames after the streaming last touched an emitter it will be removed from the active-update list 0x10000000
- * e_ParticlesTexCoordLoopRange: 256.000000 The range for when the connected particle's tex coords will loop 0x10000000
- * e_ParticlesUseLevelSpecificLibs: 0 Allows searching for level-specific version of effects files
- 0 = Off
- 1 = Enabled
- 0x10000000
- * e_ParticlesVisualizeGravVector: 0 Toggle visualization of the particle gravity vector 0x10000000
- * e_ParticleTimerFPSClamp: -1 Use this to set a clamp for how low the FPS can go. Can be used to improve visuals for certain nondeterministic VFX at low FPS but might also make the VFX appear to move in slow mo 0x10000000
- * e_PhysFoliage: 2 Enables physicalized foliage
- 1 - only for dynamic objects
- 2 - for static and dynamic) 0x10000000
- * e_PhysProxyTriLimit: 10000 Maximum allowed triangle count for phys proxies 0x10000000
- * e_planetCubemap: 1 Enable automated runtime cubemaps on/near planets. 0x10000000
- * e_planetCubemapCaptureDistanceMax: 10000.000000 Maximum distance between planet cubemap captures in meters. 0x10000000
- * e_planetCubemapCaptureDistanceMin: 10.000000 Minimum distance between planet cubemap captures in meters. 0x10000000
- * e_planetCubemapCaptureDistanceMultiplier: 0.250000 Multiplier on distance between planet cubemap captures. 0x10000000
- * e_planetCubemapCaptureSunAngleMax: 0.999400 Cosine of the max sun angle between cubemap captures. 0x10000000
- * e_planetCubemapDebug: 0 Show debug info on runtime planet cubemaps. 0x10000000
- * e_planetCubemapExtentsMax: 100000.000000 Maximum size of the planet cubemap's bounds in meters. 0x10000000
- * e_planetCubemapExtentsMin: 1000.000000 Minimum size of the planet cubemap's bounds in meters. 0x10000000
- * e_planetCubemapFalloff: 0.500000 Falloff on planet runtime cubemaps (between 0 and 1, where 0 means no falloff). 0x10000000
- * e_planetCubemapMinHeightAboveSurface: 30.000000 Minimum height above the surface for planet cubemap captures. 0x10000000
- * e_planetCubemapProbeDistanceMultiplier: 0.200000 Multiplier on distance between planet probe position updates (as a fraction of capture distance). 0x10000000
- * e_planetCubemapVisAreaOffset: 5.000000 Distance outside the nearest exit portal to perform the capture when the camera is in a vis area. 0x10000000
- * e_PlanetTerrainPatch_Hole_DebugDraw: 0 Debug rendering of holes in planet terrain patches
- 0 - off
- 1 - wireframe + opaque + no depth test
- 2 - solid + additive blend + depth test 0x10000000
- * e_Portals: 1 Activates drawing of visareas content (indoors), values 2,3,4 used for debugging 0x10000000
- * e_PortalsBlend: 0 Blend lights and cubemaps of vis areas connected to portals 0=off, 1=on 0x10000000
- * e_PrepareDeformableObjectsAtLoadTime: 0 Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage 0x10000000
- * e_ProceduralVegetation: 1 Activates drawing of distributed objects like grass 0x10000000
- * e_projectileRenderRandom1stFrameOffset: 1 Whether the projectile length should be random the first frame 0x10000000
- * e_projectileRenderShutterSpeed: 0.500000 Specifies shutter speed fraction to use for projectile rendering (assumes 24Hz film camera) 0x10000000
- * e_projectileRenderThicknessMul: 0.500000 Global multiplier on thickness of projectile rendering. Default to 0.5 to match historical behavior! 0x10000000
- * e_Render: 1 Enable engine rendering 0x10000000
- * e_RenderMeshCollisionTolerance: 0.300000 Min distance between physics-proxy and rendermesh before collision is considered a hole 0x10000000
- * e_RenderMeshUpdateAsync: 1 Enables async updating of dynamically updated rendermeshes
- 0 - performs a synchronous update
- 1 - performs the update in an async job (default)) 0x10000000
- * e_RNTmpDataPoolMaxFrames: 16 Cache RNTmpData at least for X framres 0x10000000
- * e_Roads: 1 Activates drawing of roads 0x10000000
- * e_Ropes: 1 Turn Rendering of Ropes on/off 0x10000000
- * e_RParticleEmitterBoundsArraySize: 10 The number of AABB's used in a ring buffer to compute the total AABB. 0x10000000
- * e_RParticleNextPulseUpdate: 0 Make the particle param changes getting delayed until next pulse period (in order to make the UI more responsive) 0x10000000
- * e_RParticleResetRefPosThreshold: 40000.000000 The distance traveled when the ref pos gets reset to the current pos (lower gives better precision but too low can impact perf) 0x10000000
- * e_RParticleSpaceloopCullDist: 0.900000 Defines the far clip plane(as fraction of space loop brick size). Used in order to reduce distribution pattern errors 0x10000000
- * e_RParticleUpdateInVS: 0 If the particle update is computed in VS instead of CS. 0x10000000
- * e_RTT_HideRenderNodeLinkingErrors: 1 Hides the Fatal Error from happening when an RTTO is unloaded without proper clean up. 0x10000000
- * e_RTT_RenderInLightQuery: 1 Render RTT objects as part of the light query to avoid syncing on the main pass query. 0x10000000
- * e_runtimeCubemapDebug: 0 Periodically capture a runtime cubemap at the current camera location. 0x10000000
- * e_runtimeCubemapDebugExtents: 500.000000 Radius of the debug runtime cubemap (in meters). 0x10000000
- * e_runtimeCubemapDebugFalloff: 0.500000 Falloff on the debug runtime cubemap (between 0 and 1, where 0 means no falloff). 0x10000000
- * e_runtimeCubemapDebugFreezePos: 0 Freeze the position of the debug runtime cubemap. 0x10000000
- * e_runtimeCubemapDebugInterval: 1.000000 Number of seconds to wait between the debug runtime cubemap update completing and triggering the next update. 0x10000000
- * e_runtimeCubemapDebugSortPriority: 0 The sort priority of the debug runtime cubemap. 0x10000000
- * e_runtimeCubemapDebugStep: -1 Repeatedly run the given cubemap processing step on the current cubemap. 0x10000000
- * e_runtimeCubemapFadeDuration: 0.500000 Number of seconds taken for a runtime cubemap to fade in regenerated cubemaps. 0x10000000
- * e_ScissorDebug: 0 Debug light scissor rectangles (used for shadow mask bboxes)
- 0 - Off
- 1 - Show debug lines around sphere bounds
- 2 - Show final scissor rectangle in purple
- 3 - Show spherical scissor in red, frustum scissor in blue, overlap in purple 0x10000000
- * e_ShadowFrustumDebugDraw: 0 1: Renders a debug draw of the shadow frustum using the frustum camera
- 2: Renders shadow frustum with resolution-estimator ball
- 3: Renders shadow frustum with frustum camera in light green, and shadow frustum from view-projection matrix in dark green 0x10000000
- * e_shadowMipMinDecoratitve: 6 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
- * e_shadowMipMinKey: 9 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
- * e_shadowMipMinSecondary: 8 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
- * e_shadowMipMinStandard: 7 The MIP level of the ShadowPool Resolution to which the light type will be culled. 0x10000000
- * e_shadowMipStaticDecorative: 4 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
- * e_shadowMipStaticKey: 8 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
- * e_shadowMipStaticSecondary: 7 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
- * e_shadowMipStaticStandard: 5 The MIP level of the ShadowPool Resolution to which the light type will be static. 0x10000000
- * e_ShadowPoolSortingDebug: 0 Display debug information regarding the sorting of the shadow pool tree layers. 0x10000000
- * e_ShadowPoolTreeAllocationDebug: 0 Display debug information regarding the shadow pool tree allocations. 0x10000000
- * e_ShadowResCalcFOVClamp: 45.000000 When calculating Shadow Resolution the FOV of the main camera used in this calculation will be clamped by this CVar to stop the shadow resolutions being scaled too high.
- 0x10000000
- * e_Shadows: 1 Activates drawing of shadows 0x10000000
- * e_ShadowsBlendCascades: 1 Blend between shadow cascades: 0=off, 1=on 0x10000000
- * e_ShadowsBlendCascadesVal: 0.750000 Size of cascade blend region 0x10000000
- * e_ShadowsCascadesDebug: 0 0=off, 1=visualize sun shadow cascades on screen 0x10000000
- * e_ShadowsCastViewDistRatio: 1.000000 View dist ratio for shadow maps casting from objects 0x10000000
- * e_ShadowsCastViewDistRatioLights: 1.000000 View dist ratio for shadow maps casting for light sources 0x10000000
- * e_ShadowsDebug: 0 0=off, 2=visualize shadow maps on the screen 0x10000000
- * e_ShadowsMinShadowRes: 64 Set minimum res of an individual shadow. 0x10000000
- * e_ShadowsMipMax: 1 The singular maximum shadow map resolution calculation based upon the MIP of the ShadowPool Resolution. 0x10000000
- * e_ShadowsMipMaxStaticRegion: 1 The maximum Static region shadow map resolution calculation based upon the MIP of the ShadowPool Resolution. 0x10000000
- * e_ShadowsMipMaxSun: 3 The maximum Sun shadow map resolution calculation based upon the MIP of the ShadowPool Resolution. 0x10000000
- * e_ShadowStaticMapEnableLightWeightRenderNodes: 0 Enable rendering of lightweight render nodes into static shadow map 0x10000000
- * e_ShadowStaticMapUpdate: 0 Trigger updates of static shadow map: 0=no update, 1=one update, 2=continuous updates 0x10000000
- * e_ShadowStaticRegionBBoxDebug: 0 0=off, 1=visualize the volume encompassed by the shadow region node, 2=Additionally render a cross at volume center location (blue), near plane (green) and far plane (red) locations. 0x10000000
- * e_ShadowStaticRegionEnable: 1 Enable usage of static region shadows based on entity parameters. 0x10000000
- * e_ShadowStaticRegionSubTriggerTargetRatio: 0.500000 Ratio to determine what the target sub region trigger distance should be from the max trigger dist 0x10000000
- * e_ShadowStaticRegionSunDirThreshold: 2.000000 Threshold to determine when to re-render static region shadows once sun direction has changed enough from last trigger. Measured in degrees. 0x10000000
- * e_ShadowsTessellateCascades: 1 Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) 0x10000000
- * e_ShadowsTessellateDLights: 0 Disable/enable tessellation for local lights shadows 0x10000000
- * e_ShadowSunDebugQuantization: 0 Debug render shadow pool block texel grid. Showing cascade center location in world space and shadow map space 0x10000000
- * e_ShadowSunSemiDynamicCascades: 3 Number of cascades that will only render dynamic objects into the shadow map. Starts from highest cascade down. Only active if we have a static region triggerd. 0x10000000
- * e_ShadowSunSemiDynamicCascadesNumFullUpdate: 1 Number of semi dynamic cascades that will not use incremental frame updates and will update every frame instead. 0x10000000
- * e_ShadowTexelWidthInPixels: 3.000000 Width of shadow texels measured in pixels . 0x10000000
- * e_sketch_mode: 0 Enables Sketch mode drawing 0x10000000
- * e_SkyBox: 1 Activates drawing of skybox and moving cloud layers 0x10000000
- * e_SkyQuality: 1 Quality of dynamic sky: 1 (very high), 2 (high). 0x10000000
- * e_SkyType: 1 Type of sky used: 0 (static), 1 (dynamic). 0x10000000
- * e_SkyUpdateRate: 1.000000 Percentage of a full dynamic sky update calculated per frame (0..100]. 0x10000000
- * e_Sleep: 0 Sleep X in C3DEngine::Draw 0x10000000
- * e_StarsIntensityContrast: 5 Power factor which will modify stars intensity for greater variation 0x10000000
- * e_StarsMaxIntensity: 255 Maximum value of the range of intensity values for the stars 0x10000000
- * e_StarsMinIntensity: 0 Minimum value of the range of intensity values for the stars 0x10000000
- * e_StarsTextureResolution: 128 The size of the uncompressed stars texture that will be generated 0x10000000
- * e_StarsWriteTextureToDisc: 0 Flag to activate the process of calculating and saving the texture data, automatically reset to zero after being enabled 0x10000000
- * e_StatObjMaterialRTTCheck: 1 Does a check on the sub/material of a statobj level to verify whether the Material has RTT enabled as a texture param. 0x10000000
- * e_StatObjMergeMaxTrisPerDrawCall: 500 Skip merging of meshes already having acceptable number of triangles per draw call 0x10000000
- * e_StatObjMergeUseThread: 1 Use a thread to perform sub-objects meshes merging 0x10000000
- * e_StatObjStoreMesh: 0 Store the mesh if enabled, used for cheat detection purposes (they will be stored by default on the dedi server) 0x10000000
- * e_StatObjTessellationMaxEdgeLenght: 1.750000 Split edges longer than X meters 0x10000000
- * e_StatObjTessellationMode: 1 Set they way pre-tessellated version of meshes is created: 0 = no pre-tessellation, 1 = load from disk, 2 = generate from normal mesh on loading 0x10000000
- * e_StatObjTestOBB: 0 Use additinal OBB check for culling 0x10000000
- * e_StatObjValidate: 0 Enable CGF mesh validation during loading 0x10000000
- * e_StreamAssumedFOV: 55.000000 Assumed FOV for streaming in the main view (in degrees, default 55) 0x10000000
- * e_StreamCgf: 1 Enable streaming of static render meshes 0x10000000
- * e_StreamCgfDebug: 0 Draw helpers and other debug information about CGF streaming
- 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize,
- also shows are the LOD's stored in single CGF or were split into several CGF's
- 2: Trace into console every loading and unloading operation [Available in Release]
- 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB [Available in Release]
- 4: Force sync load points
- 5: Display the meshes with the highest priority in the streaming system (max 30 meshes) [Available in Release]
- 0x10000000
- * e_StreamCgfDebugFilter: Show only items containing specified text 0x10000000
- * e_StreamCgfDebugHeatMap: 0 Generate and show mesh streaming heat map
- 1: Generate heat map for entire level
- 2: Show last heat map 0x10000000
- * e_StreamCgfDebugMinObjSize: 100 Threshold for objects debugging in KB 0x10000000
- * e_StreamCgfDebugMissing: 1 Show coloured cubes in-place of meshes that haven't been streamed in. 0x10000000
- * e_StreamCgfMaxNewTasksPerUpdate: 4 Maximum number of files requested from streaming system per update 0x10000000
- * e_StreamCgfMaxTasksInProgress: 32 Maximum number of files simultaneously requested from streaming system 0x10000000
- * e_StreamCgfPoolSize: 680 Render mesh cache size in MB 0x10000000
- * e_StreamCgfVisObjPriority: 0.500000 Priority boost for visible objects
- 0 - visible objects has no priority over invisible objects, camera direction does not affect streaming
- 1 - visible objects has highest priority, in case of trashing will produce even more trashing 0x10000000
- * e_StreamingHiddenRenderNodes: 0 Allow Streaming RenderNodes which are hidden. 0x10000000
- * e_streamPrecacheDist: 0.500000 Distance value which is used when pre-caching assets, e.g. during trackview sequences 0x10000000
- * e_StreamSaveStartupResultsIntoXML: 0 Save basic information about streaming performance on level start into XML 0x10000000
- * e_Sun: 1 Activates sun light source 0x10000000
- * e_SunAngleSnapDot: 0.999999 Sun dir snap control 0x10000000
- * e_SunAngleSnapSec: 0.100000 Sun dir snap control 0x10000000
- * e_SunDistance: 1000000.000000 Scale of the sun direction vector 0x10000000
- * e_SunShadowsClipPlaneRange: 20000.000000 Distance relative to the sun used for clipping objects. 0x10000000
- * e_SunShadowsRenderPlaneRange: 256.000000 Factored into near plane used for rendering 0x10000000
- * e_Terrain: 1 Activates drawing of terrain ground 0x10000000
- * e_TerrainBBoxes: 0 Show terrain nodes bboxes 0x10000000
- * e_TerrainDrawThisSectorOnly: 0 1 - render only sector where camera is and objects registered in sector 00
- 2 - render only sector where camera is 0x10000000
- * e_TerrainLodRatio: 1.000000 Set heightmap LOD 0x10000000
- * e_TerrainLog: 0 Debug 0x10000000
- * e_TerrainTextureDebug: 0 Debug 0x10000000
- * e_TerrainTextureStreamingPoolItemsNum: 64 Specifies number of textures in terrain base texture streaming pool 0x10000000
- * e_Tessellation: 0 HW geometry tessellation 0 = not allowed, 1 = allowed 0x10000000
- * e_TessellationMaxDistance: 1000.000000 Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout 0x10000000
- * e_texeldensity: 0 Enables texel density debug
- 1: Objects texel density
- 2: Objects texel density with colored mipmaps
- 3: Terrain texel density
- 4: Terrain texel density with colored mipmaps
- 0x10000000
- * e_TimeOfDay: 0.000000 Current Time of Day 0x10000000
- * e_TimeOfDayDebug: 0 Display time of day current values on screen 0x10000000
- * e_TimeOfDaySpeed: 0.000000 Time of Day change speed 0x10000000
- * e_TransparentMBAndDoFNearCutoffDist: 0.000000 Threshold for minimum particle light radius 0x10000000
- * e_UseScreenSpaceDistanceCulling: 1 Use Screen Space size approximization instead of max view distance 0x10000000
- * e_UseScreenSpaceDistanceCullingMinPixels: 5.000000 Min number of pixels (approximated) needed on screen to draw 0x10000000
- * e_VegetationBoneInfo: 0 Logs information about number of bones in each vegetation object loaded 0x10000000
- * e_VegetationMinSize: 0.100000 Minimal size of static object, smaller objects will be not rendered 0x10020000
- * e_VegetationSphericalSkinning: 1 Activates vegetation spherical skinning support 0x10000000
- * e_ViewDistMin: 0.100000 Min distance on what far objects will be culled out 0x10000000
- * e_ViewDistRatio: 100.000000 View distance ratio for objects 0x10000000
- * e_ViewDistRatioCustom: 100.000000 View distance ratio for special marked objects (Players,AI,Vehicles) 0x10000000
- * e_ViewDistRatioDetail: 100.000000 View distance ratio for detail objects 0x10000000
- * e_ViewDistRatioLights: 50.000000 View distance ratio for light sources 0x10000000
- * e_ViewDistRatioVegetation: 100.000000 View distance ratio for vegetation 0x10000000
- * e_VisAreaDrawShadowGeometry: 0 Enable Drawing of hole fix up geometry for VisAreas when the zone system is used 0x10000000
- * e_VisAreasDebug: 0 Enable Debug Rendering of vis areas (Positive value shows labels, negative hides labels)
- 1: Draw all Vis Areas
- 2: Draw all Vis Areas and hide normal geo
- 0x10000000
- * e_VisAreaStartInDeactivatedPortalBias: 0.300000 Bias of how far the camera can be beyond the portal center to be till considered on the non occluded side 0x10000000
- * e_VolObjShadowStrength: 0.400000 Self shadow intensity of volume objects [0..1]. 0x10000000
- * e_WaterRipplesDebug: 0 Draw water hits that affect water ripple simulation 0x10000000
- * e_WaterVolumes: 1 Activates drawing of water volumes
- 1: use usual rendering path
- 2: use fast rendering path with merged fog 0x10000000
- * e_Wind: 1 Debug 0x10000000
- * e_WindAreas: 1 Debug 0x10000000
- * e_WindBendingDistRatio: 0.500000 Wind cutoff distance for bending (linearly attentuated to that distance) 0x10000000
- * e_ZoneSystemConservativeVisAreaIntersectionCheck: 0 Use the Inner portal plane instead of the outside one, this will prevent potential object popping at the cost of more rendered objects 0x10000000
- * e_ZoneSystemCullChildZones: 1 Cull whole childs zones against the query before doing the per object checks 0x10000000
- * e_ZoneSystemCullZonePartitions: 1 Cull whole ZonePartitions against the camera before doing the per object checks 0x10000000
- * e_ZoneSystemDebugQueries: 0 Enable Debug/Profile Rendering of Zone System for Queries 0x10000000
- * e_ZoneSystemDebugVisAreas: 0 Enable Debug/Profile Rendering of Zone System for VisAras 0x10000000
- * e_ZoneSystemDebugZones: 0 Enable Debug/Profile Rendering of Zone System for Zones 0x10000000
- * e_ZoneSystemEnableAABBCulling: 1 Enable culling of object against aabbs 0x10000000
- * e_ZoneSystemEnableCulling: 1 Enable culling of objects (master flag to disable all culling operations 0x10000000
- * e_ZoneSystemEnableDistanceCulling: 1 Enable culling of object against view distance 0x10000000
- * e_ZoneSystemEnableFlagCulling: 1 Enable culling of object against their flags 0x10000000
- * e_ZoneSystemEnableFrustumAgainstAABBCulling: 1 Enable culling of object's aabbs against camera frustums 0x10000000
- * e_ZoneSystemEnableFrustumAgainstOBBCulling: 1 Enable culling of object's OBBs against camera frustums 0x10000000
- * e_ZoneSystemEnableHiddenEntityCulling: 1 Enable culling of objects that are hidden. 0x10000000
- * e_ZoneSystemEnableHierarchicalCulling: 1 Enable culling optimization to re-use culling results of objects higher in the heirarchy 0x10000000
- * e_ZoneSystemEnableHullCulling: 1 Enable culling of object against hulls consisting of planes 0x10000000
- * e_ZoneSystemEnableOcclusionCulling: 1 Enable culling of object against occlusion buffer 0x10000000
- * e_ZoneSystemEnablePortalCulling: 1 Enable culling of objects against portals (aka VisAreas) 0x10000000
- * e_ZoneSystemEnablePortalDistanceCulling: 1 Enable culling of Portals by their distance 0x10000000
- * e_ZoneSystemEnablePortalIntersectionCulling: 1 Enable culling of objects by Portal Intersection. 0x10000000
- * e_ZoneSystemEnableScreenSizeCulling: 1 Enable culling of object based on the projected screen size 0x10000000
- * e_ZoneSystemEnableSphereCulling: 1 Enable culling of object against spheres 0x10000000
- * e_ZoneSystemEnablTagsCulling: 1 Enable culling of objects by Tags. 0x10000000
- * e_ZoneSystemMaxVisAreaIntersectingRecursionCount: 2 Maximum recursion depth when searching for not visible VisAreas containing object which are visible 0x10000000
- * e_ZoneSystemObjectsFullyContainedWithinVisAreaOptimization: 1 Optimization that avoids rendering of objects that are fully contained withing vis-areas that aren't directly visible 0x10000000
- * e_ZoneSystemPartition32BitThreshold: 8192.000000 Diameter of a Zone Partition after which 64bit precision should be used (setting this to 0 forces all operations as double) 0x10000000
- * e_ZoneSystemPartitionForce64Bit: 0 Force all Partitions to be 64 bit (to verify correctness and performance analyzes 0x10000000
- * e_ZoneSystemPartitionObjectCountThreshold: 256 Number of objects a Zone Partition must reach before the next smaller level is used 0x10000000
- * e_ZoneSystemSelectiveDistanceUpdate: 1 Use a max view distance update algorithm which only updates the max view distance when a defining axis changes instead of checking all objects 0x10000000
- * ec_emotion.showDebug: 0 If enabled, shows on screen information for the emotion component 0x10000000
- * ec_lootable.showDebug: 0 If enabled, shows on screen information for the lootable component 0x10000000
- * ec_spawner.showPortRefill: 0 If enabled, shows on screen the portRefilling timers in the CEntityComponentSpawner. 0x10000000
- * ee_AudioLogging: 0 enable/disable Entity Effects logging for audio
- 0: Disabled
- 1:Enabled
- 1: Standard logging
- 2: Verbose logging 0x10000000
- * ent_GroupEntity.DebugEntityNameFilter: Filter entity effects debug information based on (partial and case-sensitive) entity name comparison 0x10000000
- * ent_GroupEntity.debugShow: 0 Debug render group entity member names.
- 0 = off, 1 = show current members, 2 = show recently removed members 0x10000000
- * es_AggregateEnterInRangeRequiredScreenSizeInPixel: 100.000000 Size in Pixels required for aggregates to be considered in range 0x10000000
- * es_AggregateGroupEnterInRangeRequiredScreenSizeInPixel: 100.000000 Size in Pixels required for aggregate groups to be considered in range 0x10000000
- * es_AggregateGroupInRangeLeaveDelay: 2 Number of frames to delay before sending an ENTITY_LEAVE_IN_RANGE_CLIENT event 0x10000000
- * es_AggregateGroupLeaveInRangeRequiredScreenSizeInPixel: 80.000000 Size in Pixels required for aggregate groups to start leave InRange (must be less/equal to es_AggregateGroupEnterInRangeRequiredScreenSizeInPixel) 0x10000000
- * es_AggregateInRangeLeaveDelay: 2 Number of frames to delay before sending an ENTITY_LEAVE_IN_RANGE event 0x10000000
- * es_AggregateIsVisibleLeaveDelay: 2 Number of frames to delay before sending an ENTITY_LEAVE_IS_VISIBLE event 0x10000000
- * es_AggregateLeaveInRangeRequiredScreenSizeInPixel: 80.000000 Size in Pixels required for aggregates to start leave InRange (must be less/equal to es_AggregateEnterInRangeRequiredScreenSizeInPixel) 0x10000000
- * es_aggregates_debug_draw: 0 Enables Debug Draw for Aggregates 0x10000000
- * es_asyncSpawningOnBackgroundThreads: 1 Enable async entity spawning on background worker threads 0x10000000
- * es_AudioEntitiesManagedPropertyAlwaysTrue: 0 Force managed property to true for audio entity proxies 0x10000000
- * es_bboxes: 0 Toggles entity bounding boxes.
- Usage: es_bboxes [0/1]
- Default is 0 (off). Set to 1 to display bounding boxes. 0x10000000
- * es_bboxes_classfilter: Set an entity class filter es_bboxes to draw, works with substrings.
- Usage: es_bboxes_classfilter = human
- Default is off (no filter). 0x10000000
- * es_bboxes_componentfilter: Set an entity component filter es_bboxes to draw, works with component id such as 'Vehicle' or 'EntityPhysicsController'.
- Usage: es_bboxes_componentfilter = Vehicle
- Default is off (no filter). 0x10000000
- * es_bboxes_maxdist: 0.000000 Set the max dist for es_bboxes to draw at.
- Usage: es_bboxes_maxdist = 10
- Default is 0 (no max dist). 0x10000000
- * es_bboxes_namefilter: Set an entity name filter es_bboxes to draw, works with substrings.
- Usage: es_bboxes_namefilter = bob
- Default is off (no filter). 0x10000000
- * es_bboxes_tagfilter: Set an entity tag filter es_bboxes to draw, works with substrings of tag names.
- Usage: es_bboxes_tagfilter = area
- Default is off (no filter). 0x10000000
- * es_DebrisLifetimeScale: 1.000000 Usage: es_DebrisLifetimeScale 1.0 0x10000000
- * es_debugDrawEntityIDs: 0 Displays the EntityId of all entities.
- Default is 0 (off), any other number enables it.
- Note: es_bboxes must be set to 1 also (or else the EntityId won't be displayed) 0x10000000
- * es_debugDrawEntityTags: 0 Displays the Tags of all entities that have any.
- Default is 0 (off), any other number enables it.
- Note: es_bboxes must be set to 1 also (or else the tags won't be displayed) 0x10000000
- * es_DebugEntitiesAtOrigin: 0 Debug active physicalized entities at the origin, a common cause of bugs and framerate issues 0x10000000
- * es_debugEntityIdGeneration: 0 Debug entity id generation 0x10000000
- * es_debugEntityLifetime: 0 Debug entities creation and deletion time 0x10000000
- * es_DebugEntityUsage: 0 Draws information to the screen to show how entities are being used, per class, including total, active and hidden counts and memory usage
- Usage: es_DebugEntityUsage update_rate
- update_rate - Time in ms to refresh memory usage calculation or 0 to disable 0x10000000
- * es_DebugEntityUsageFilter: Filter entity usage debugging to classes which have this string in their name 0x10000000
- * es_DebugEvents: 0 Enables logging of entity events 0x10000000
- * es_DebugFindEntity: 0 0x10000000
- * es_debugLifetimeAuthorizers: 0 Debug entity lifetime authorizers. 0x10000000
- * es_debugOwnerManager: 0 Debug entity owner managers. 0x10000000
- * es_DebugOwnerManagerFilter: Filter entity lifetime management that have this string in their name 0x10000000
- * es_debugOwnerManagerLifetimeResults: 0 Whether lifetime policies should calculate their and display results for debugging 0x10000000
- * es_debugOwnership: 0 Debug entity ownership 0x10000000
- * es_DebugTimers: 0 This is for profiling and debugging (for game coders and level designer)
- By enabling this you get a lot of console printouts that show all entities that receive OnTimer
- events - it's good to minimize the call count. Certain entities might require this feature and
- using less active entities can often be defined by the level designer.
- Usage: es_DebugTimers 0/1 0x10000000
- * es_debugUpdaterEnable: 0 Globally enables/disables all component debug update functions 0x10000000
- * es_enable_full_script_save: 0 Enable (experimental) full script save functionality 0x10000000
- * es_EntityUpdatePosDelta: 0.100000 Indicates the position delta by which an entity must move before the AreaManager updates position relevant data.
- Default: 0.1 (10 cm) 0x10000000
- * es_FarPhysTimeout: 4.000000 Timeout for faraway physics forceful deactivation 0x10000000
- * es_HitDeadBodies: 1 specifies whether dead bodies are affected by bullet hits (0 or 1) 0x10000000
- * es_ImpulseScale: 0.000000 Usage: es_ImpulseScale 0.0 0x10000000
- * es_LayerSaveLoadSerialization: 0 Switches layer entity serialization : 0 - serialize all, 1 - automatically ignore entities on disabled layers, 2 - only ignore entities on non-save layers. 0x10000000
- * es_log_collisions: 0 Enables collision events logging 0x10000000
- * es_MaxImpulseAdjMass: 2000.000000 Usage: es_MaxImpulseAdjMass 2000.0 0x10000000
- * es_MaxPhysDist: 100.000000 Physical entities farther from the camera than this are forcefully deactivated 0x10000000
- * es_MaxPhysDistCloth: 300.000000 Cloth entities farther from the camera than this are forcefully deactivated 0x10000000
- * es_MaxPhysDistInvisible: 25.000000 Invisible physical entities farther from the camera than this are forcefully deactivated 0x10000000
- * es_MinImpulseVel: 0.000000 Usage: es_MinImpulseVel 0.0 0x10000000
- * es_msSpawnBatchMinTimeForLogging: 1000.000000 The minimum time in ms that a spawn batch must take to process from eBS_Spawning state -> eBS_Finalize, for it's event [SpawnBatch] to be logged to Kibana. 0x10000000
- * es_msSpawnBatchNonLoggingSendTimeInterval: 10000.000000 Interval in ms for accumulated batch data [SpawnBatch_NonLogged] telemetry events to be sent to Kibana. 0x10000000
- * es_networkScopeIdClientSizeMin: 0 Minimum number of remaining continuous network scope entity ids before client will request more from server 0x10000000
- * es_networkScopeIdClientSizeRequest: 0 Number of continuous network scope entity ids client will request from server at a time 0x10000000
- * es_networkScopeIdServerSizeMin: 50000000 Minimum number of remaining continuous network scope entity ids before server will request more from id broker 0x10000000
- * es_networkScopeIdServerSizeRequest: 1000000000 Number of continuous network scope entity ids sever will request from id broker at a time 0x10000000
- * es_oc_streaming_debug: 0 Enables OC Streaming debug rendering 0x10000000
- * es_oc_streaming_debug_log: 0 Enables OC Streaming debug logging 0x10000000
- * es_oc_streaming_enabled: 0 Enables OC Streaming (enables various workaround for now as well, like additional logging), 1 = enabled per mega map DC params, 2 = globally enabled 0x10000000
- * es_parallelSpawningEnabled: 0 If enabled, some client side spawn batches are executed as independent background jobs 0x10000000
- * es_profileentities: 0 Usage: es_profileentities 1,2,3
- Default is 0 (off). 0x10000000
- * es_record_entity_sources: 0 For all entities loaded from object containers, record their source. Use es_dumpEntitySources after load to see the results 0x10000000
- * es_SaveLoadUseLUANoSaveFlag: 0 Save&Load optimization : use lua flag to not serialize entities, for example rigid bodies. 0x10000000
- * es_spawn_fake_clients: 0 Number of FakeClients to spawn (works only once, clients cannot be removed!) should be used to simulate server load 0x10000000
- * es_UpdateScript: 1 Usage: es_UpdateScript [0/1]
- Default is 1 (on). 0x10000000
- * es_UsePhysVisibilityChecks: 1 Activates physics quality degradation and forceful sleeping for invisible and faraway entities 0x10000000
- * ev_debug_events: 0 event logging flags
- 0: off
- 1: stats (screen)
- 2: stats (console)
- 4: stats (dump to log)
- 8: log each event 0x10000000
- * ev_debug_events_entity: Name filter of entities to debug, seperated with |
- '-<filter>' to remove a match
- '<filter>' to only display a match 0x10000000
- * ev_debug_events_events: Name filter of events to debug, seperated with |
- '-<filter>' to remove a match
- '<filter>' to only display a match 0x10000000
- * ev_debug_timeout: 3.000000 timeout for stats display (seconds) 0x10000000
- * ev_missions.debugEventData: 1 If enabled, logs to console the data received by the EV mission spawner 0x10000000
- * ev_missions.forceDisableInterdiction: 0 Force disable the interdiction system 0x10000000
- * ev_missions.globalMissionLimitSpawnCheck: 1 When enabled EV mission spawns will be prevented while the global limit has been reached. 0x10000000
- * ev_missions.locationAreaCheckDistance: 5000.000000 When greater than 0 EV mission spawns will be prevented if location database area is within the given distance. 0x10000000
- * ev_missions.maxMissions: 20 The total number of EV missions that can be currently active 0x10000000
- * ev_missions.maxMissionsPerPlayer: 1 The total number of EV missions that can be currently active on one player 0x10000000
- * ev_missions.missionProximityCheckDistance: 50000.000000 When greater than 0 EV mission spawns will be prevented if another mission entity is within the given distance. 0x10000000
- * ev_missions.missionSpawnedEntityProximityCheckDistance: 5000.000000 When greater than 0 EV mission spawns will be prevented if any mission spawned entities are within the given distance. 0x10000000
- * ev_missions.playerMissionLimitSpawnCheck: 1 When enabled EV mission spawns will be prevented for a player while that player's limit has been reached. 0x10000000
- * ev_missions.roomIntersectionSpawnCheck: 1 When enabled EV mission spawns will be prevented if the spawn point is inside a room. 0x10000000
- * ev_missions.spawnDistanceMax: 12000.000000 The maximum distance (in metres) that the mission should be spawned from the target player 0x10000000
- * ev_missions.spawnDistanceMin: 5000.000000 The minimum distance (in metres) that the mission should be spawned from the target player 0x10000000
- * ExitOnQuit: 1 0 = full shutdown, 1 = fast shutdown 0x10000000
- * fake_login_queue_pos: 0 Set fake position in the login queue (ignored if 0) 0x10000000
- * ffs_debug: 0 Turns on/off force feedback system debug. 0x10000000
- * fg_abortOnLoadError: 0 Abort on load error of flowgraphs
- 2:abort, 1:dialog, 0:log only 0x10000000
- * fg_debugmodules: 0 Display Module debug info.
- 0=Disabled1=Modules only2=Modules + Module Instances 0x10000000
- * fg_debugmodules_filter: Only debug modules with this name 0x10000000
- * fg_iDebugNextStep: 0 Update flowgraph debug by one step. 0x10000000
- * fg_iEnableFlowgraphNodeDebugging: 0 Toggles visual flowgraph debugging. 0x10000000
- * fg_inspectorLog: 0 Log inspector on console. 0x10000000
- * fg_noDebugText: 1 Don't show debug text [0/1]
- Default is 0 (show debug text). 0x10000000
- * fg_SystemEnable: 1 Toggles FlowGraph System Updates.
- Usage: fg_SystemEnable [0/1]
- Default is 1 (on). 0x10000000
- * flash_report_callback_dispatch: 0 Report when a flash callback is dispatched, giving its name. Bit field: 1 for UIController dispatches, 2 for UIOwner dispatches, 3 for both. 0x10000000
- * fx_debugLightningRegionSlots: 0 How many times each lightning region has attempted to strike when all slots are full.
- 0x10000000
- * g_acSurvivalEnemyType: 0 Type of enemy to use in AC survival game mode - 0: Vanduul, 1: Pirates 0x10000000
- * g_actionAreas.debugDraw: 0 Enable/disable action areas debug draw 0x10000000
- * g_actionAreas.enableForceUpdateContainedAI: 1 Enable/disable force update of some AI components on the contained AI entities 0x10000000
- * g_activate_subscriber_perk: 0 Activates the subscriber perk feature. 0x10000000
- * g_actorAudioDebug: 0 Enable/Disable debugging info on actors with an audio controller 0x10000000
- * g_actorViewDistRatio: 255 Sets the view dist ratio for actors.
- 0x10020000
- * g_AIComponents.DebugDrawNavLinks: 0 Enable/disable the Navigation Links. 0x10000000
- * g_AIComponents.DebugNameFilter: Filter debug information based on (partial) actor name comparison. 0x10000000
- * g_AIComponents.DrawAimTarget: 0 Render the aiming component's aim target 0x10000000
- * g_AIComponents.DrawCollisionAvoidance: 0 Draw debug information related to the Collision Avoidance component. 0x10000000
- * g_AIComponents.DrawCoverComponent: 0 Debug draw cover component.
- Default is 0 (off)
- 0 - off
- 1 - on
- 0x10000000
- * g_AIComponents.DrawCrewManifests: 0 Enable/disable the Crew Manifest debugging. 0x10000000
- * g_AIComponents.DrawLookTarget: 0 Render the look component's looktarget 0x10000000
- * g_AIComponents.DrawMovementSystem: 0 Draw debug information related to the Movement System component. 0x10000000
- * g_AIComponents.DrawWeaponTargeting: 0 Render the AI weapon component's targeting adjustments. You can set it to the following values
- [1] = Draws a line for each bullet. A red line represents an intentional miss.
- [2] = Draws the validation of the line of firing. Firing is not allowed when the gun doesn't point towards the target. The debug line is red in this case.
- [3] = Draws the cone representing the area where the possible misses/hits are calculated.
- [4] = Draws the accuracy directions (up and right) used to calculate the hit position adjustment.
- [5] = Draws the adjusted position and the direction used for the adjustment calculation.
- [6] = Draws the shooting frustum to debug the friendly fire. 0x10000000
- * g_AIComponents.EnableAILODUpdate: 1 Enable/disable the AI LOD update. 0x10000000
- * g_AIComponents.LightweightMovementUpdatePeriod: 1.000000 Amount in seconds that must pass between different lightweight updates for the movement system. 0x10000000
- * g_AIComponents.proceduralPOI.debugLook: 0 available severities: 0/1/2/3/4/5 0x10000000
- * g_AIComponents.proceduralPOI.debugPoiTags: 0 available severities: 0/1/2 0x10000000
- * g_AIComponents.proceduralPOI.filterActive: 0 0x10000000
- * g_AIComponents.seatOperator.DrawWeaponAccuracyCone: 0 0x10000000
- * g_AIComponents.seatOperator.DrawWeaponAimingStatus: 0 0x10000000
- * g_AIComponents.seatOperator.DrawWeaponOcclusions: 0 0x10000000
- * g_AIComponents.vision.pvsQuota: 8 Max number of PVS (Probable Visible Set) raycast requests that can be queued in the deferred queued by each component each update 0x10000000
- * g_AIComponents.vision.raycastQuota: 64 Max number of raycasts queued by the VisionComponent handled by physics each frame 0x10000000
- * g_AIComponents.vision.triggerOffset: 0.300000 A change in the relative position between observer and observable that triggers a new raycast 0x10000000
- * g_AIComponents.WeaponComponentAimingDirectionTolerance: 10.000000 Tolerance between aiming direction and direction to the target to decide when stop shooting (in degrees). 0x10000000
- * g_AIComponents.WeaponComponentEnableAlwaysMiss: 0 Forces the weapon component to always miss when shooting. 0x10000000
- * g_AIComponents.WeaponMuzzleFirePositionOffset: 3.000000 Distance offset added to the firing position helper of guns and turrets for the line of fire occlusion check. 0x10000000
- * g_aimdebug: 0 Enable/disable debug drawing for aiming direction 0x10000000
- * g_aiModule_noGeometryBBsize: 5.000000 If an AI module has no geometry, size of the bounding box assigned to the object so it can be considered visible by the entity update scheduler 0x10000000
- * g_AISmoothLocomotion.allowStrafing: 1 0=Disabled, 1=Enabled 0x10000000
- * g_AISmoothLocomotion.avoidMaxDiverge: 0.750000 Max distance to allow avoidance to take character off spline 0x10000000
- * g_AISmoothLocomotion.avoidMaxTwistDegrees: 70.000000 Max twist to set on blendspace (in degrees) 0x10000000
- * g_AISmoothLocomotion.avoidRecoverTime: 4.000000 Time after avoidance finishes to allow returning to spline naturally before forcing 0x10000000
- * g_AISmoothLocomotion.avoidTwistScale: 1.250000 Scaling to apply to avoidance twisting to increase or reduce the effect (will never exceed the max amount) 0x10000000
- * g_AISmoothLocomotion.enabled: 1 Enable smooth locomotion system (smooth path following and new animation state selection logic) 0x10000000
- * g_AISmoothLocomotion.minAngleForPathAdjustment: 30.000000 Minimum angle (in degrees) in order to do path adjustment (rather than just rotating actor near start/end) 0x10000000
- * g_AISmoothLocomotion.minSegLengthForPathAdjustment: 1.000000 Minimum required length of final segment in order to allow path start/end direction adjustment (too short looks ugly) 0x10000000
- * g_AISmoothLocomotion.pathMaxExtrusion: 1.000000 Max distance (in meters) to extrude path from corners 0x10000000
- * g_AISmoothLocomotion.pathMaxExtrusionSpeed: 5.000000 Speed at which to use pathMaxExtrusion 0x10000000
- * g_AISmoothLocomotion.pathMinExtrusion: 0.300000 Min distance (in meters) to extrude path from corners 0x10000000
- * g_AISmoothLocomotion.pathMinExtrusionSpeed: 0.900000 Speed at which to use pathMinExtrusion 0x10000000
- * g_AISmoothLocomotion.positionInterpolationStrength: 3.000000 Multiplier for how strongly we apply position interpolation [0.0 - 10.0] 0x10000000
- * g_AISmoothLocomotion.rotationInterpolationStrength: 5.000000 Multiplier for how strongly we apply rotation interpolation [0.0 - 10.0] 0x10000000
- * g_AISmoothLocomotion.segmentMergingLengthThreshold: 0.300000 Try to merge line segments if they are shorter than this 0x10000000
- * g_AISmoothLocomotion.segmentMergingThresholdDegrees: 170.000000 Try to merge line segments if angle between them is greater than this 0x10000000
- * g_AISmoothLocomotion.shadowSyncMode: 1 How to sync position/direction on remote clients with server shadow values, 0=enabled, 1=avoiding or moving, 2=only when avoiding 0x10000000
- * g_AISmoothLocomotion.sharpTurnMaxFittingError: 0.300000 Max distance trimmed animation can be from actual end point to still be considered valid 0x10000000
- * g_AISmoothLocomotion.sharpTurnMinDegrees: 30.000000 Don't attempt a sharp turn if angle is shallower than this 0x10000000
- * g_AISmoothLocomotion.sharpTurnSampleDistance: 0.100000 Ideal max distance between samples for fitting sharp turns to path 0x10000000
- * g_AISmoothLocomotion.sharpTurnToleranceDegrees: 30.000000 Number of degrees a sharp turn asset can be off and still be considered a valid option 0x10000000
- * g_AISmoothLocomotion.slopeStairModifier: 0.750000 Additional modifier to slope scaling when on stairs 0x10000000
- * g_AISmoothLocomotion.splineCornerCutAmount: 2.000000 When safe to cut corners, offset of spline to middle point [-5, 5], 0 makes spline go through point, 1 cuts corner mildly 0x10000000
- * g_AISmoothLocomotion.splineMaxJoinLength: 4.000000 Distance along segment before spline must rejoin it when moving at maximum speed 0x10000000
- * g_AISmoothLocomotion.splineMaxJoinLengthSpeed: 6.000000 Speed at which to use splineMaxJoinLength 0x10000000
- * g_AISmoothLocomotion.splineMinJoinLength: 1.000000 Distance along segment before spline must rejoin it when moving at minimum speed 0x10000000
- * g_AISmoothLocomotion.splineMinJoinLengthSpeed: 0.900000 Speed at which to use splineMinJoinLength 0x10000000
- * g_AISmoothLocomotion.strideAdjustMaxScale: 1.300000 [1.0 - 2.0] Max scaling to apply to stride length (will never exceed the max amount) 0x10000000
- * g_AISmoothLocomotion.strideAdjustMinScale: 0.600000 [0.1 - 1.0] Min scaling to apply to stride length (will never go below min amount) 0x10000000
- * g_AISmoothLocomotion.useAvoidanceTwist: 1 0=Disabled, 1=Enabled 0x10000000
- * g_AISmoothLocomotion.useCombatSpeedNoSlowdown: 0 Enable keeping character from slowing down on corners if they're in a combat stance 0x10000000
- * g_AISmoothLocomotion.useEndDirectionPathAdjustment: 1 Enable modifying path ends to achieve final direction adjustment more smoothly 0x10000000
- * g_AISmoothLocomotion.useEndPhaseWarp: 1 Use phase warp to match ending cycle phase to leg positions in next anim, 0=disabled, 1=enabled 0x10000000
- * g_AISmoothLocomotion.useReturnToPathNavmeshTests: 1 Enable testing if we have a clear navmesh path back to spline and fail if not 0x10000000
- * g_AISmoothLocomotion.useSharpTurnProcClips: 1 Enable setting of MoveActionTargetPos location param so PosAdjust proc clips can be set to guarantee move action start position 0x10000000
- * g_AISmoothLocomotion.useSharpTurns: 1 Enable injection of sharp turn animations into paths where appropriate 0x10000000
- * g_AISmoothLocomotion.useSlopeSpeedScaling: 1 Enable slowing down current speed based on slope/stair angle 0x10000000
- * g_AISmoothLocomotion.useStartDirectionPathAdjustment: 1 Enable modifying path start to achieve initial direction adjustment more smoothly when starting while moving 0x10000000
- * g_AISmoothLocomotion.useStartPathAtActorAdjustment: 1 Enable modifying path to start at current actor position if necessary 0x10000000
- * g_AISmoothLocomotion.useStartPhaseWarp: 1 Use phase warp to match starting cycle phase to leg positions in previous anim, 0=disabled, 1=enabled 0x10000000
- * g_AISmoothLocomotion.useStrideAdjustment: 1 Use stride adjustment to get into better locomotion phase for animation transitions, 0=disabled, 1=enabled 0x10000000
- * g_AISmoothLocomotion.useStrideAdjustmentPoseModifier: 1 Use pose modifier for correcting foot sliding while doing stride adjustment, 0=disabled, 1=enabled 0x10000000
- * g_AISpawning.CollisionObjects: evp Which tests to perform when calculating spawn collisions.
- r: Render Nodes
- e: Physical Entities
- v: Vehicles
- p: Pending Spawns 0x10000000
- * g_AISpawning.DebugSpawnResolver: 0 Print resolver debugging to the log. 0x10000000
- * g_AISpawning.DefaultInactivityLifetime: 600.000000 The default timeout duration for the entity lifetime policy applied to anything spawned by the AI spawning system. 0x10000000
- * g_AISpawning.DespawnTimer: 10.000000 How long spawned entities should persist after a despawn request before being despawned - Used for preserving entities between missions. 0x10000000
- * g_AISpawning.DrawCollisions: 0 Draw collision checks for the AI spawning system - Wont work on clients connected to a server. 0x10000000
- * g_AISpawning.PopulationDebug: 0 Draw Population debugging:
- 0 : Off
- 1 : Draw bounding boxes / locations
- 2 : Print to log how many locations are lost due to anchor 0x10000000
- * g_AISpawning.PopulationDebugTime: 60.000000 How long the population debugging should be on screen. 0x10000000
- * g_AISpawning.ResolverDebugTime: 60.000000 How long the resolver debugging should be on screen. 0x10000000
- * g_AISpawning.UseSpawnResolver: 1 Resolve spawns against existing entities to avoid collisions. 0x10000000
- * g_AISpawning.VehicleSpawnLimit: 30 The vehicle limit for spawned vehicles by the AI spawning system. After this threshold has been reached environmental missions will not be spawned. 0x10000000
- * g_allowDisconnectIfUpdateFails: 1 0x10000000
- * g_allowPureSpectatorModeOnRelease: 0 Allow the keybind to enter pure spectator mode on release builds 0x10000000
- * g_assertMissingHitTypes: 1 assert in debug for missing hit types 0x10000000
- * g_assertWhenVisTableNotUpdatedForNumFrames: 255 0x10000000
- * g_asteroidMiningDebug: 0 Enable extra debug logging for asteroid mining 0x10000000
- * g_ATC_debugOnlyNonFreePads: 0 Only show the status of pads which are not free 0x10000000
- * g_ATC_disableObstructionDespawning: 0 Disable the ATC's checks for obstructing vehicles. So a vehicle wont be counted as illegally parked if it hovers over a landing pad. 0x10000000
- * g_ATC_disableUpdate: 0 If set to 1, the ATC won't update any timers. Pads won't be freed if a vehicle leaves, vehicles won't be despawned for illegal landing... 0x10000000
- * g_atmosphericEntry_GeometryGlow_DrawDebug: 0 Draws debug lines for the geometry glow on the atmospheric entry effect 0x10000000
- * g_autoAssignTeams: 1 1 = auto assign teams, 0 = players choose teams 0x10000000
- * g_autoGiveAllDFMPass: 0 automatically gives all access passes for the Arena Commander module (DFM & FPS) 0x10000000
- * g_AutomaticDoorPortalEditorOverride: 1 Allow the automatic doors to keep portals open in editor mode. 0x10000000
- * g_autoPilotInterval: 10.000000 time between auto-pilot action selection and normal behavior (either fire&throttle / pick target): (seconds) 0x10000000
- * g_autoReviveTime: 1.000000 Time from death till the player is automatically revived 0x10000000
- * g_bottomlessMags: 0 Bottomless magazines 0x10000000
- * g_breakablePlanetDebug: 0 Show some debug drawing of the pieces breaking up regarding to the planet surface (if any nearby). 0x10000000
- * g_breakablePlanetDebugDuration: 10.000000 Adjust the time the debug draw shapes last on screen 0x10000000
- * g_breakage_debug: 0 Turns on debug rendering for broken objects counted against g_breakage_mem_limit 0x10000000
- * g_breakage_mem_limit: 0 Sets a budget for procedurally breakable objects (in KBs) 0x10000000
- * g_breakage_particles_limit: 160 Imposes a limit on particles generated during 2d surfaces breaking 0x10000000
- * g_breakageFadeDelay: 6.000000 0x10000000
- * g_breakageFadeTime: 6.000000 0x10000000
- * g_breakageMinAxisInertia: 1.000000 Set this to 1.0 to force broken trees to have spherical inertia 0x10020000
- * g_breakageNoDebrisCollisions: 0 Turns off all collisions for debris, apart from coltype_solid 0x10000000
- * g_breakageTreeDec: 0 Please see comments in ActionGame.cpp 0x10000000
- * g_breakageTreeInc: 0 Please see comments in ActionGame.cpp 0x10000000
- * g_breakageTreeIncGlass: 0 Please see comments in ActionGame.cpp 0x10000000
- * g_breakageTreeMax: 0 Please see comments in ActionGame.cpp 0x10000000
- * g_bRequireSessionToken: 0 Session Token required to be forwarded from the Universe Cluster. Rejects incoming player connections if Session Token not authorized. 0x50020000
- * g_bShowConnectionInfo: 0 If 1, enables verbose connection information. 0x50020000
- * g_bStreamEngineAbortOnStall: 0 If 1, calls Abort() for stalled ReadStreams during UpdateAndWait(). 0x10000000
- * g_bulletBoltMinSpawnLength: 0.500000 [0.0-1.0] Masks the gap between a weapon and a spawned bullet by shifting the render mesh ahead of its physics on the first frame.
- Larger values can make it look like a laser bolt is colliding on the first visible frame when it actually isn't. 0x10000000
- * g_bulletHitImpulseScale: 0.000000 The amount of a bullet's momentum to transfer over to HitInfo impulse scale. 0x10000000
- * g_bulletPenetrationDebug: 0 Enable bullet penetration debugging 0x10000000
- * g_bulletPenetrationDebugTimeout: 8.000000 Display time of debug messages 0x10000000
- * g_CameraComponentOverrideFilter: Name of the camera component to override the engine camera. 0x10000000
- * g_CameraComponentOverrideLogNames: 0 Output to the log all the camera entity components in the level. Format is [CameraOverrideFullName]: 0x10000000
- * g_CameraViewManager_AllowAutoLoad: 1 If enabled, camera slots will be automatically loaded from XML every time a new view or group is added to the camera stack 0x10000000
- * g_CameraViewManager_AllowAutoSave: 1 If enabled, camera slots will be automatically saved to XML every time one slot changes 0x10000000
- * g_cinematicCameraActionHoldTime: -1.000000 The time you have to hold action input button/key down before cinematic camera triggers 0x10000000
- * g_cinematicCameraPlayChance: 0.250000 Chance of cinematic camera playing (0 - 1 scale) 0x10000000
- * g_ClientIdleKickTime: 270.000000 Time a player can idle on a server, potentially hogging it without starting the game (in seconds), server restarts if all clients are idle 0x10000000
- * g_ClientIdleKickTimeMinVehicleSpeedToIgnore: 2.000000 Reset idle kick timer if the player is in a vehicle traveling at this speed or higher. 0x10000000
- * g_ClientIdleKickTimePersist: 900.000000 Time a player can idle on a server in persistent universe mode, potentially hogging it without starting the game (in seconds), before being kicked 0x10000000
- * g_ClientIdleKickTimePreGame: 270.000000 Time a player can idle on a server, potentially hogging it without starting the game (in seconds, pre-match only), server restarts if all clients are idle 0x10000000
- * g_ClientIdleKickTimeSpectating: 5400.000000 Time a player can idle on a server in spectator mode, potentially hogging it without starting the game (in seconds), before being kicked 0x10000000
- * g_collision.actor.damagePerSpeedSquared: 0.250000 Impact speed exceeding the safe threshold will be squared, multiplied by this value and applied as physical damage. 0x10000000
- * g_collision.actor.safeSpeed: 9.000000 Impact speed that deals no damage to an actor. 0x10000000
- * g_collision.actor.warnSpeed: 6.000000 Actor movement speed (EVA) that starts the collision warning check. 0x10000000
- * g_collision.actor.warnTime: 4.000000 How far ahead to check for collisions. 0x10000000
- * g_collision.debug: 0 Log collisions (1=all collisions; 2=damaging collisions; 3=local player collisions) 0x10000000
- * g_collision.vehicle.damagePerSpeedSquared: 2.000000 Impact speed exceeding the safe threshold will be squared, multiplied by this value and applied as physical damage. 0x10000000
- * g_collision.vehicle.safeSpeed: 9.000000 Impact speed that deals no damage to a vehicle. 0x10000000
- * g_collision.vehicle.warnSpeed: 6.000000 Vehicle movement speed that starts the collision warning check. 0x10000000
- * g_collision.vehicle.warnTime: 2.000000 How far ahead to check for collisions. 0x10000000
- * g_colorGradientArea_Logging: 0 Enable/disable color gradient area logging
- [0/1] 0x10000000
- * g_commsChannels_debug: 0 Enable the debugging of the comms channels manager 0x10000000
- * g_commsChannels_debugActor: Show the comms channels the specified actor is in 0x10000000
- * g_commsChannels_debugMission: Name of the mission to show which channels contains, with which people 0x10000000
- * g_commsComponent_autoBeep: 1 Beep when someone starts or stops communicating over the comms system 0x10000000
- * g_commsComponent_autoJoinOpenChannel: 0 Every player actor will join automatically the OpenChannel when joining the game 0x10000000
- * g_commsComponent_debugActor: Specify the entity name of the comms component we want to debug when g_commsComponent_debugEnabled is 1 0x10000000
- * g_commsComponent_debugEnabled: 0 Draw the debug information about the current client's comms component 0x10000000
- * g_commsComponent_debugLogging: 0 Write debug information about the comms system to the log 0x10000000
- * g_commsComponent_maxBroadcastRange: 50000.000000 Max distance (meters) that a comms component can detect others through a zone query 0x10000000
- * g_commsComponent_precacheTimer: -1.000000 How long a video comms RTT camera will be precaching after an NPC starts a video call. -1 to disable completely. 0 to stop as soon as the call finishes. 0x10000000
- * g_consoleHeight: 300 Height of the console on screen 0x10000000
- * g_constantDOF.active: -1 If enabled, the DOF will be active while the player is on foot, focusing on the point the player is looking at. 1 to enable always, 0 to disable always, -1 to let the game mode decide (in Dataforge) 0x10000000
- * g_constantDOF.closeFocusTime: -1.000000 When using the constant DOF mode, time to lerp the focal distance when suddenly looking at something close 0x10000000
- * g_constantDOF.debugDraw: 0 Draw the rays and the collision points used during the detection of the constant DOF focus 0x10000000
- * g_constantDOF.enableDuringInspect: 1 If disabled, the whole constant dof effect will be disabled while inspecting items 0x10000000
- * g_constantDOF.farFocusTime: -1.000000 When using the constant DOF mode, time to lerp the focal distance when suddenly looking at something far away 0x10000000
- * g_constantDOF.maxDistance: 20.000000 When using the constant DOF mode, maximum focal distance to use even if the first raycast hit is further away 0x10000000
- * g_constantDOF.minDistance: 0.150000 When using the constant DOF mode, minimum focal distance to use even if the first raycast hit is closer 0x10000000
- * g_constantDOF.overrideRaycastGrid: 0 If set to 1, the raycast grid cvars can be used to modify the grid 0x10000000
- * g_constantDOF.raycastGridConeSpacing: 0.002000 Separation (both X and Z in local space) between the raycasts in world space when using the raycast cone. Requires overrideRaycastGrid = 1 0x10000000
- * g_constantDOF.raycastGridSize: 4 Number of rays per axis in the ray cast grid. The total number of rays will be this number squared. Recommended to be an odd number. Requires overrideRaycastGrid = 1 0x10000000
- * g_constantDOF.raycastGridSpacing: 0.150000 Separation (both X and Z in local space) between the raycasts in world space. Requires overrideRaycastGrid = 1 0x10000000
- * g_constantDOF.useRaycastCone: 1 If the raycast grid should be a cone from the player eyes (1), or parallel rays from screen space (0) 0x10000000
- * g_contextSystemTracesEnabled: 0 Prints the opening and closing of contexts for debugging purposes 0x10000000
- * g_dataRefreshFrequency: 1.000000 How many hours to wait before refreshing data from web server 0x10000000
- * g_debug_hazardArea: 0 1. Display only the areas (no text info) 2. Display areas + damage type info 3. Display areas + affected entities info 4. Display everything 0x10000000
- * g_debug_hydraulic_pumpable: 0 If enabled, shows on screen information for the hydraulic pumpable component 0x10000000
- * g_debug_loudspeakerComponent: 0 Display min/max radii of loudspeaker components. 0x10000000
- * g_debug_stats: 0 Enabled massive gameplay events debug 0x10000000
- * g_debugCameraViewManager: 0 Shows debug information about the camera views in the manager stack 0x10000000
- * g_debugDrawCinematicTrigger: 0 Draw the bounding box of the cinematic triggers 0x10000000
- * g_DebugDrawPhysicsAccess: 0 Displays current physics access statistics for the game module. 0x10000000
- * g_debugDynamicCameraEffectsFStop: 0 Shows on-screen information about the current FStop and lerp progress while changing contexts in the dynamic camera effects 0x10000000
- * g_debugFOVOffsets: 0 Shows debug information about the FOV and the offsets applied to the camera 0x10000000
- * g_debugHeadCamOverrideControl: 0 If an external camera (generally from trackview) is overwriting the player head cam control, it shows where the camera is pointing to originally and where the player is looking at 0x10000000
- * g_debugPickups: 0 1 = debug logging for AC pickups 0x10000000
- * g_debugRangeEvents: 0 Display some debug spheres to indicate the size of the ranged events an entity may listen for. 0x10000000
- * g_debugSpawningLog: 0 Enabled extra logging to debug spawning 0x10000000
- * g_debugSpawnPointValidity: 0 Fatal error if a client is requesting an initial spawn point that is in the wrong spawn group 0x10000000
- * g_DebugUISound: 0 enable ui sound log 0x10000000
- * g_DebugUISoundUIElementFilter: Filter which UIElement debug is shown for
- Usage: g_DebugUISoundUIElementFilter <string>, where <string> can be the UIElement name or a substring.
- g_DebugUISoundUIElementFilter will turn off filtering and return to displaying all UIElements. 0x10000000
- * g_debugWindAreas: 0 Display wind area debug draw 0x10000000
- * g_demoSection: -1 Selected demo section 0x10000000
- * g_derez_respawnTimeOverride: -1.000000 Override the amount of time it takes to respawn the player after pressing X. Negative value means no override. 0x10000000
- * g_detachCamera: 0 Detach camera modes:
- 0: Disabled
- 1: Locks the camera
- 2: Like 1, and draws view frustrum
- 3: Camera following the player from behind
- 4: Camera following the player's face from the side
- 5: Stable camera when in ZeroG or EVA
- 6: Like 5, and draws debug sphere for the center position
- 7: Full player face view 0x10000000
- * g_detachCameraXRot: 20.000000 when using g_detachCamera=5, you can specify the x-rotation around the player. 0x10000000
- * g_detachCameraXRotSpeed: 0.000000 when using g_detachCamera=5, you can specify the x-rotation around the player. 0x10000000
- * g_detachCameraXSmooth: 0.150000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
- * g_detachCameraXTilt: 0.000000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
- * g_detachCameraYRot: 0.000000 when using g_detachCamera=5, you can specify the y-rotation around the player. 0x10000000
- * g_detachCameraYRotSpeed: 0.000000 when using g_detachCamera=5, you can specify the y-rotation around the player. 0x10000000
- * g_detachCameraYSmooth: 0.150000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
- * g_detachCameraYTilt: 0.000000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
- * g_detachCameraZRot: 0.000000 when using g_detachCamera=5, you can specify the z-rotation around the player. 0x10000000
- * g_detachCameraZRotSpeed: 0.000000 when using g_detachCamera=5, you can specify the z-rotation around the player. 0x10000000
- * g_detachCameraZSmooth: 0.150000 when using g_detachCamera=5, you can smooth the motion of the camera LookAt point. 0x10000000
- * g_detachedCameraDebug: 0 Display debug graphics for detached camera spline playback. 0x10000000
- * g_detachedCameraMouseRotateNormalizeValue: 10.000000 Detached camera mouse rotation normalization value 0x10000000
- * g_detachedCameraMouseRotateSpeed: 2.500000 Detached camera mouse rotate speed 0x10000000
- * g_detachedCameraMoveSpeed: 6.000000 Detached camera move speed 0x10000000
- * g_detachedCameraRotateSpeed: 1.500000 Detached camera rotate speed 0x10000000
- * g_detachedCameraTurboBoost: 4.000000 Move speed turbo boost when holding down (360) A button 0x10000000
- * g_devDemo: 0 To enable developer demos (intended to be checked from flowgraph) 0x10000000
- * g_difficultyLevel: 1 Difficulty level 0x10000000
- * g_difficultyLevelLowestPlayed: 1 Sets the lowest difficulty played (Used in completion for achievement determination)(Value is set to -1 in difficulty selection screen, becomes lowest difficulty 1,2,3,4 (Easy,Normal,Hard,Supersolder) when setting difficulty 0x10000000
- * g_disable_green_zones: 0 Disable the effects of Green/Armistice zones 0x10000000
- * g_disableDynamicCameraFOVandDOF: 0 Disable dynamic camera effects in game to allow flowgraph effects to take over 0x10000000
- * g_disableHUDFade: 1 Disable FPS HUD Fade during ADS 0x10000000
- * g_disableInputKeyFlowNodeInDevMode: 0 disables input Key flownodes even in dev mode. Pure game only, does not affect editor. 0x10000000
- * g_disableRespawnText: 0 1 - disable Press X to Respawn text. 0x10000000
- * g_disableSequencePlayback: 0 disable movie sequence playback 0x10000000
- * g_disableShipListFiltering: 0 Disable the filtering in ship lists to allow all possible ships to be shown (e.g. ASOP terminals) 0x10000000
- * g_DisableTriggers: 0 Disable enter/leave events for area triggers 0x10000000
- * g_displayDbgText_actorState: 0 Show information (health, current state etc.) about each actor 0x10000000
- * g_displayDbgText_plugins: 0 Show player plug-in-related debugging text on the screen 0x10000000
- * g_displayDbgText_silhouettes: 0 Show silhouette-related debugging text on the screen 0x10000000
- * g_dynamicCameraEffectsDisabledFStop: 100.000000 Value used by the dynamic camera effects system to lerp towards or from a disabled value instead of lerping towards 0 (since FStop is more blurry the lower it is) 0x10000000
- * g_enableCinematicCamera: 1 Enable/disable vehicle cinematic cameras (0 - off / 1 - on) 0x10000000
- * g_enableCinematicGunCamera: 0 Enable/disable vehicle cinematic gun camera (outside of spectator cams) (0 - off / 1 - on / 2 always) 0x10000000
- * g_enableDevModeTagPoints: 1 Enable the dev mode tag points when running pure game mode. 0x10000000
- * g_enableFacewareFreeLook: 0 If 1, enables free look using the head track data from faceware. 0x10000000
- * g_enableFacewareHeadTrackingPlayback: 1 If 1, enables playback of head tracking data on remote players. 0x10000000
- * g_enableFacewareLive: 1 If 1, enables Faceware Live tracking component. 0x10000000
- * g_enableFacewareRegularRecalibration: 0 enable/disable FacewareLive regular recalibration for debugging. 0x10000000
- * g_enableFacewareSystem: 1 enable/disable FacewareLive dll/system. 0x10000000
- * g_enableFacewareSystemInEditor: 0 enable/disable FacewareLive dll/system in editor. 0x10000000
- * g_enableFacewareSystemLive: 0 Use to toggle enable and disable tracking 0x10000000
- * g_enableFriendlyAIHits: 0 Enables AI-owning bullet hit feedback for friendly actors. 0x10000000
- * g_enableFriendlyPlayerHits: 1 Enables Player-owning bullet hit feedback for friendly actors. 0x10000000
- * g_enableloadingscreen: 0 Enable/disable the loading screen 0x10010000
- * g_enablePickups: 1 1 = enable AC weapons pickups 0x10000000
- * g_enableVoIPAutoJoinServerChannel: 0 Enables VoIP auto joining to Server channel. 0x10000000
- * g_EntityEffects.DebugEntityNameFilter: Filter entity effects debug information based on (partial) entity name comparsion 0x10000000
- * g_EntityEffects.DrawDebugInfo: 0 Enables debug draw information for entity effects.
- 0: off
- 1: Show attached effects and their status
- 2: also show inputs and their values 0x10000000
- * g_EntityEffects.DrawDebugSpace: 0 Use to change where debug draw places the information.
- 0: Mixed
- 1: 2D-space only (top of screen)
- 2: 3D-space only (entity has to be in view) 0x10000000
- * g_explosion_debugRadius: 0 Shows the radius of the physical explosions. 0x10000000
- * g_explosion_materialFX_raycastLength: 1.000000 Length of raycast for non-direct impact explosions to find appropriate surface effect 0x10000000
- * g_facewareCaptureFPS: 60.000000 FPS rate for Faceware tracking. 0x10000000
- * g_facewareCaptureHeight: 480 Cam image height for Faceware tracking. 0x10000000
- * g_facewareCaptureWidth: 640 Cam image width for Faceware tracking. 0x10000000
- * g_facewareEnablePreOptmisation: 1 Enable image downres before processing tracking. 0x10000000
- * g_facewareFreeLookLostTrackingTimeoutMS: 2000 Timeout for when tracking is lost to return free look to neutral. 0x10000000
- * g_facewareFreeLookOnlyWhileSeated: 0 If 1, only enables faceware free look while your game character is seated. 0x10000000
- * g_facewareHeadTrackPitchMultiplier: 2.000000 Multiplier for FW head tracking pitch. 0x10000000
- * g_facewareHeadTrackRemoteSmoothing: 0.350000 Smoothing rate for remote head tracking playback. 0x10000000
- * g_facewareHeadTrackYawMultiplier: 2.000000 Multiplier for FW head tracking yaw. 0x10000000
- * g_facewarePushToRemoteHeadTrack: 0 If set remote head tracking respects push to head track setting. 0x10000000
- * g_facewareRecalibrate: 0 Recalibrates faceware SDK 0x10000000
- * g_flashBangMinFOVMultiplier: 0.750000 Set the minimum multiplier for the dot product comparison 0x10000000
- * g_flashBangMinSpeedMultiplier: 0.200000 Set the minimum movement and rotation speed multiplier when stunned by a flashbang 0x10000000
- * g_flashBangNotInFOVRadiusFraction: 0.660000 Set the radius fraction which will still blind a player even if not looking at a flashbang 0x10000000
- * g_flashBangSpeedMultiplierFallOffEase: 5.000000 Alters the falloff curve for the flashbang multiplier 0x10000000
- * g_flyCamLoop: 0 Toggles whether the flycam should loop at the end of playback 0x10000000
- * g_FlyModeSpeedScaler: 1.000000 Scales the speed of the fly mode, for values over 80, set p_max_player_velocity to a higher value at your own risk 0x10000000
- * g_foip_facialCullDistance: 30.000000 Culling distance for foip facial data. 0x10000000
- * g_foip_voiceCullDistance: 50.000000 Culling distance for foip voice data. 0x10000000
- * g_FoleyCollisionDebug: 0 Show debug rendering for foley collision system. ( 1=Show Client Foley Collisions 2=Log All Foley Collisions ) 0x10000000
- * g_FoleyCollisionEnabled: 2048 Enable foley collision system. Default is PE_ARTICULATED but other can be combined.
- Usage: (g_FoleyCollisionEnabled [0ab...] (flags can be combined)
- 0: No foley collision.
- a: Enable collisions for physical entity type: PE_STATIC
- b: Enable collisions for physical entity type: PE_RIGID
- c: Enable collisions for physical entity type: PE_WHEELEDVEHICLE
- d: Enable collisions for physical entity type: PE_LIVING (e.g. player running on ground)
- e: Enable collisions for physical entity type: PE_PARTICLE
- f: Enable collisions for physical entity type: PE_ARTICULATED (e.g. player in EVA flight)
- g: Enable collisions for physical entity type: PE_ROPE
- h: Enable collisions for physical entity type: PE_SOFT
- i: Enable collisions for physical entity type: PE_AREA
- j: Enable collisions for physical entity type: PE_SPACESHIP
- k: Enable collisions for physical entity type: PE_ACTOR
- l: Enable collisions for physical entity type: PE_PLANET 0x10000000
- * g_footstepSoundMaxDistanceSq: 2500.000000 Maximum squared distance for footstep sounds / fx spawned by Players. 0x10000000
- * g_FootstepSoundsDebug: 0 Toggles debug messages of footstep sounds. 0x10000000
- * g_FootstepSoundsFollowEntity: 1 Toggles moving of footsteps sounds with it's entity. 0x10000000
- * g_forcedReviveTime: 14.000000 Time from death till the player is forced to revive by the server, without any client request being received 0x10000000
- * g_forceSoftwareCursor: 0 If 1, will force ui to use software cursor, to work around potential bad cursor position issue on multimonitors setup 0x10000000
- * g_FPSDebugInfo: Displays FPS debug info. 0x10000000
- * g_friendlyfireratio: 0.000000 Sets friendly damage ratio. 0x10000000
- * g_gameFXLightningProfile: 0 Toggles game effects system lightning arc profiling 0x10000000
- * g_gameFXSystemDebug: 0 Toggles game effects system debug state 0x10000000
- * g_gameIntersectionTestQuota: 6 Amount of deferred intersection tests allowed to be cast per frame by Game 0x10000000
- * g_gameRayCastQuota: 16 Amount of deferred rays allowed to be cast per frame by Game 0x10000000
- * g_gameRules.control.terminalDebug: 0 Show debug Info on the control terminals 0x10000000
- * g_gameRules.control.terminalsDisabledTime: 5.000000 Amount of seconds the terminals are disabled at the start of the round 0x10000000
- * g_gameRules.editorUseSpawnpoints: 0 Go to game mode in editor spawns you at spawn point as chosen by game rules. Disabled if 0. 0x10000000
- * g_gameRules.overrideGameStartTimer: -1.000000 Override for game mode pre match game start timer. Disabled if -1. 0x10000000
- * g_gameRules.overrideRequiredPlayerCount: 0 Override for game mode required player count 0x10000000
- * g_gameRules.overrideRespawnTimer: -1.000000 Override for game mode respawn timer after death. Disabled if -1. 0x10000000
- * g_gameRules.postGame.HUDMessageTime: 3.000000 How long to show the endgame HUD message for 0x10000000
- * g_gameRules.postGame.LeavingTime: 0.000000 How long the server should wait before exiting the game 0x10000000
- * g_gameRules.postGame.PostScoreboardLogoTime: 4.500000 How long to show the logo after the scoreboard for 0x10000000
- * g_gameRules.postGame.RetryTime: 10.000000 How long the server should wait before showing logo and exiting game 0x10000000
- * g_gameRules.postGame.ScoreboardTime: 20.000000 How long to show the full scoreboard for 0x10000000
- * g_gameRules.postGame.Top3Time: 7.000000 How long to show the top 3 scoreboard for 0x10000000
- * g_gameRules.showRaceCheckpoints: 0 Race mode show debug checkpoint info 0x10000000
- * g_gameRules.showRaceInfo: 0 Race mode show debug race info 0x10000000
- * g_glassAutoShatter: 0 Always smash the whole pane, and spawn fracture effect 0x10000000
- * g_glassAutoShatterMinArea: 0.500000 If the area of glass is below this, then autoshatter 0x10020000
- * g_glassAutoShatterOnExplosions: 0 Just smash the whole pane, and spawn fracture effect for explosions 0x10000000
- * g_glassForceTimeout: 0.000000 Make all glass break after a given time, overrides art settings 0x10000000
- * g_glassForceTimeoutSpread: 0.000000 Add a random amount to forced glass shattering 0x10000000
- * g_glassMaxPanesToBreakPerFrame: 0 Max glass breaks, before auto-shattering is forced 0x10000000
- * g_glassNoDecals: 0 Turns off glass decals 0x10000000
- * g_glassSystemEnable: 0 Enables the new dynamic breaking system for glass 0x10000000
- * g_godMode: 0 God Mode
- 0 = off
- 1 = players and AI
- 2 = players only
- 3 = demi-god player (damage but no death) 0x10000000
- * g_GotoPointsSyncClientsForLogging: 0 Control variable for using the HC DemoInput class for testing each GotoPoint. Turn this on to synchronize HCs to goto the same point when they jump 0x10000000
- * g_GotoPointsTests: 0 Control variable for using the HC DemoInput class for testing the each GotoPoint in a level in sequence. 0 = off, 1 = test player, 2 = test vehicle 0x10000000
- * g_GotoPointsTestsLoggingInterval: 30.000000 time between capture data intervals / GotoNext point : (seconds) 0x10000000
- * g_green_zone_debug: 0 Enable on-screen debugging for Green/Armistice zones 0x10000000
- * g_green_zone_obedience_debug: 0 Enable on-screen debugging for green zone obedience components 0x10000000
- * g_groundeffectsdebug: 0 Enable/disable logging for GroundEffects (2 = use non-deferred ray-casting) 0x10000000
- * g_hideArms: 0 Hide arms in first person 0x10000000
- * g_holoVolumeDebug: 0 Draw holo volume boundaries and other information 0x10000000
- * g_infiniteAmmo: 0 Infinite inventory ammo 0x10000000
- * g_initialMissionOverride: Override for the initial subsumption mission module to run when the game starts or a player connects in standalone/multiplayer 0x10000000
- * g_initialMissionSeed: 0 Seed value for the initial subsumption mission module 0x10000000
- * g_instantKillDamageThreshold: -1.000000 If positive, any damage caused greater than this value will kill the character 0x10000000
- * g_itemsLodRatioScale: 1.000000 Sets the view dist ratio for items owned by AI/Player in SP.
- 0x10000000
- * g_itemsViewDistanceRatioScale: 2.000000 Sets the view dist ratio for items owned by AI/Player in SP.
- 0x10000000
- * g_joint_breaking: 1 Toggles jointed objects breaking 0x10000000
- * g_language: english Defines which language pak is loaded 0x10000000
- * g_languageAudio: english Will automatically match g_language setting unless specified otherwise 0x10000000
- * g_lastGotoNextSuccessful: 0 After calling GotoNext on a client, this cvar will be set to 1 if a point was found and the teleport was successful. 0x10000000
- * g_LightningRegionCascadeMaxTime: 1.000000 Time it takes cascade radius to expand to maximum in seconds. 0x10000000
- * g_LightningRegionCascadeProbability: 1.000000 Percentage chance a cascade can be triggered via a lightning strike 0x10000000
- * g_LightningRegionDebugPoints: 0 Debug draw the points for the lightning strike path. Also draws AABB where spawn (green) and target (red) points can end up for non linked entities. 0x10000000
- * g_LightningRegionDisableStrikeGasCloudLights: 0 Disable initialising and rendering of the lightning strike gas cloud lights. 0x10000000
- * g_LightningRegionEnable: 1 Globally enable and disable lightning region entities 0x10000000
- * g_LightningRegionMetersPerVoxel: 100.000000 Size of one voxel in a lightning region's flash 0x10000000
- * g_LightningRegionOverride_NoiseExponent: -1.000000 When >0, overrides all lightning regions' noise exponent 0x10000000
- * g_LightningRegionOverride_NoiseFrequency: -1.000000 When >0, overrides all lightning regions noise frequency 0x10000000
- * g_LightningRegionOverride_NoiseOctaves: -1.000000 When >0, overrides all lightning regions' number of noise octaves 0x10000000
- * g_LightningRegionOverride_NoiseStrength: -1.000000 When >0, overrides all lightning regions' noise strength parameter 0x10000000
- * g_LightningRegionStandardLightBrightnessMultiplier: 0.500000 Temporary: Multiplier to reduce the effect of lightningregion lights on non-gas objects 0x10000000
- * g_LightningRegionStandardLightBulbRadiusMultiplier: 0.500000 Temporary: Multiplier to reduce the effect of lightningregion lights on non-gas objects 0x10000000
- * g_loadoutEditor.dummy_transform_debug: 0 Print debug information for the loadout dummy transform. 0x10000000
- * g_loadoutEditor.preview_transform_debug: 0 Print debug information for the loadout item preview transform. 0x10000000
- * g_loadoutEditor.provider_debug: 0 Print debug information for the loadout provider. 0x10000000
- * g_loadoutEditor.read_only_vehicles: 1 Enable the readonly behaviour of the VMA. 1 = Ships can only be modified in landing zones, 0 = Ships can be modified anywhere. 0x10000000
- * g_localPacketRate: 50.000000 Packet rate locally on faked network connection 0x10000000
- * g_LogDamage: 0 Log all damage being taken 0x10000000
- * g_logPrimaryRound: 0 Log various operations and calculations concerning the "primary" round and round changes. FOR DEBUGGING 0x10000000
- * g_logVehicleSpawning: 1 vehicle spawn logging 0x10000000
- * g_manualFrameStepFrequency: 0.000000 manually step through frames with a fixed time step 0x10000000
- * g_MatchmakingBlock: 2008 Used to shift matchmaking version for QA and EA builds - please leave as zero 0x10000000
- * g_MatchmakingVersion: 5367 Defines your matchmaking version (Only join games over the same version) 0x10000000
- * g_maxGameBrowserResults: 50 Maximum number of servers returned in game browser 0x10000000
- * g_maximumDamage: -1.000000 Maximum health reduction allowed on actors. If negative it is ignored 0x10000000
- * g_maxNumberOfPlayers: -1 Total number of players allowed to join the server 0x10000000
- * g_microphoneVolumeVoIP: 100 Microphone Volume for VoIP. 0x10010000
- * g_minPlayersForRankedGame: 1 Amount of players required before a game actually starts 0x10000000
- * g_minWeaponConvergenceDist: 20.000000 Dynamic convergence distance smaller than this minimum convergence distance will be clamped to this value 0x10000000
- * g_moveDetachedCamera: 0 Move detached camera 0x10000000
- * g_muteAudioVoIP: 0 Mute Audio for VoIP. 0x10000000
- * g_muteMicrophoneVoIP: 0 Mute/Unmute VoIP microphone 0x10000000
- * g_muzzleFlashCull: 1 Enable muzzle flash culling 0x10000000
- * g_muzzleFlashCullDistance: 30000.000000 Culls distant muzzle flashes. Input number is distance to cull at squared, so to cull at 100m it would be 10,000 0x10000000
- * g_net_resetPlayerMoveOnSnap: 1 When enabled, remove pending player moves when we Snap/teleport 0x10000000
- * g_NetPlayerBurstVelocityAmount: 1.000000 If the length of the velocity between two position updates is greater than this, trigger an immediate packet send 0x10000000
- * g_NetPlayerBurstVelocityDot: 0.200000 If the dot product of the velocity between two position updates is less than this (i.e. different enough), trigger an immediate packet send 0x10000000
- * g_NetPlayerFinalDistThreshold: 0.150000 Below this distance from the target position, we'll stop moving toward it 0x10000000
- * g_NetPlayerFinalDistThresholdZ: 0.010000 If we're not simming physics, this is a special z-only distance threshold 0x10000000
- * g_NetPlayerForcedJumpThreshold: 0.000000 If a remote player's Z value is greater than this amount, the system will attempt to jump him in case he's below a ledge 0x10000000
- * g_NetPlayerForceTeleportPastJumpThreshold: 5.000000 If a remote player's Z value is greater than this amount, the system will assume jumping cant get there and teleport you instead 0x10000000
- * g_NetPlayerIntput_MaxPendingMoves: 30 Maximum pending move size before queue is cleared and netplayer is snapped to. 0x10000000
- * g_NetPlayerStoppedMovementCorrectionSpeed: 0.110000 movement speed that a player that is stopped can move to fix final position 0x10000000
- * g_NetPlayerVelocityHighPeriod: 1.200000 How many seconds back we can check for the highest velocity a networked player was moving 0x10000000
- * g_NetPlayerVelocityHighScalar: 1.500000 Allows us to limit how fast we allow a networked player to move based on their highest recent velocity 0x10000000
- * g_NetPlayerVelocitySmoothTime: 0.100000 Time in seconds to smooth predicated velocity over to avoid spikes, 0 to disable smoothing 0x10000000
- * g_no_breaking_by_objects: 0 Prevents procedural breaking caused by rigid bodies 0x10000000
- * g_no_secondary_breaking: 0 Prevents secondary procedural breaks (to keep down memory usage) 0x10000000
- * g_OrbitalComponentDebug: 0 Enable debug drawing of orbital component (Default = 0, 1 = 2D Mode, 2 = 3D Mode). 0x10000000
- * g_OrbitalComponentSpeedOverride: 0.000000 Orbital speed override for entity orbit component. 0x10000000
- * g_OrbitalComponentSpeedScale: 1.000000 Orbital speed scale for entity orbit component. 0x10000000
- * g_persistentSpawning_logOffFromShipBed: 1 CVar added to toggle persistent spawning log off from a ship bed. 0x10000000
- * g_persistentSpawning_useLogoffTimer: 0 CVar added to toggle persistent spawning log off timer. 0x10000000
- * g_planetAltitudeThreshold: 100.000000 Procedurally spawned entities are not considered when checking the spaceship altitude from above that level 0x10000000
- * g_PlanetAreaDebug: 0 Show debug information for planet terrain areas 0x10000000
- * g_PlanetAudioDebug: 0 Show planet audio debug information 0x10000000
- * g_PlanetAudioEnabled: 1 Enable planet audio 0x10000000
- * g_PlanetDebugMode: 0 Show planet debug information 0x10000000
- * g_PlanetDebugModeTextSize: 10.200000 Planet text size debug information 0x10000000
- * g_PlanetDebugPhysicalizationRadius: 100.000000 Planet Debug Physicalization in Editor 0x10000000
- * g_PlanetMiningEnableRadarMap: 1 1 - enable the mining radar map, 2 - also debug draw the positions on screen, 3 - force always on 0x10000000
- * g_PlanetSerializationMode: 0 Serialization Mode for World Builder planet data: 0 - Default / 1 - Force JSON / 2 - Force Binary 0x10000000
- * g_PlanetSpawnMineables: 1 1 - enables spawning of mineables on planets 0x10000000
- * g_PlanetTerrainLowResMeshLOD: 2 Set desired resolution for low spec terrain and ocean mesh 0x10000000
- * g_PlanetTerrainTextureArrayLog: 0 Enable logging on terrain texture array events 0x10000000
- * g_PlanetTerrainTextureResolution: 1024 Set desired texture resolution for terrain rendering 0x10000000
- * g_playerGroupManager.bypassService: 0 Bypass the PGM service and make everyone on the server in a group 0x10000000
- * g_playerInteractorRadius: 1.800000 Maximum radius at which player can interact with other entities 0x10000000
- * g_PlayerLoadout: Scripts/Loadouts/Player/Default_Everything_Loadout.xml Ability to set a player load set. 0x10000000
- * g_playerLodRatio: 80 Sets the lod ratio for players.
- 0x10000000
- * g_playerLowHealthThreshold: 20.000000 The player health threshold when the low health effect kicks in. 0x10000000
- * g_playerMidHealthThreshold: 60.000000 The player health threshold when the mid health feedback kicks in. 0x10000000
- * g_postEffect.FilterGrain_Amount: 0.000000 Filter grain amount 0x10000000
- * g_postEffect.FilterRadialBlurring_Amount: 0.000000 Radial blurring amount 0x10000000
- * g_postEffect.FilterRadialBlurring_Radius: 1.000000 Radial blurring radius 0x10000000
- * g_postEffect.FilterRadialBlurring_ScreenPosX: 0.500000 Radial blurring screen position X 0x10000000
- * g_postEffect.FilterRadialBlurring_ScreenPosY: 0.500000 Radial blurring screen position Y 0x10000000
- * g_postEffect.Global_User_Brightness: 1.000000 Global brightness 0x10000000
- * g_postEffect.Global_User_ColorC: 0.000000 Global cyan 0x10000000
- * g_postEffect.Global_User_ColorHue: 0.000000 Global color hue 0x10000000
- * g_postEffect.Global_User_ColorK: 0.000000 Global luminance 0x10000000
- * g_postEffect.Global_User_ColorM: 0.000000 Global magenta 0x10000000
- * g_postEffect.Global_User_ColorY: 0.000000 Global yellow 0x10000000
- * g_postEffect.Global_User_Contrast: 1.000000 Global contrast 0x10000000
- * g_postEffect.Global_User_Saturation: 1.000000 Global saturation 0x10000000
- * g_postEffect.HUD3D_FOV: 0.000000 3D HUD field of view 0x10000000
- * g_postEffect.HUD3D_Interference: 0.000000 3D HUD interference 0x10000000
- * g_procedural_breaking: 1 Toggles procedural mesh breaking (except explosion-breaking) 0x10000000
- * g_procedural_planet_rotation_scale: 1.000000 Scale applied to all planets rotation. Can be set to 0 to stop all rotations 0x10000000
- * g_procedural_planet_rotation_speed: 0.000000 Speed of rotation for planets (days needed per full rotation). Only used if not 0 0x10000000
- * g_ProjectileLightDebug: 0 0 - disabled
- 1 - enabled, show 4m radius white wire frame debug spheres around lights.
- 2 - enabled, show light radius-sized, white wire frame debug spheres around lights
- 3 - enabled, show light radius-sized, light colored wire frame debug spheres around lights 0x10000000
- * g_ProjectileLightLimit: 30 Projectile lights: -1 - Disabled, 0 - No limit, "> 0" - Actual limit 0x10000000
- * g_pu_timeToGetOutOfBed: 40.000000 Estimate time to wait for player to re-spawn & get out of EZHAB bed in PU (seconds) 0x10000000
- * g_radialBlur: 1.000000 Radial blur on explosions. Default = 1, 0 to disable 0x10000000
- * g_randomSpawnPointCacheTime: 1.000000 Time to cache a spawn point for when picking random spawns, if you are the only one in the level. 0x10000000
- * g_readyForceTime: -1.000000 Time before the game starts when the minimum number of players have joined 0x10000000
- * g_rejectEffectCullDistance: 625.000000 Culls distant shell casing effects. Input Number is distance to cull at squared. 0x10000000
- * g_rejectEffectVisibilityCull: 1 Enable reject effect culling 0x10000000
- * g_removePlayerOnDisconnect: 0 If disabled player entities will not be removed on the server when their client has disconnected. 0x10000000
- * g_removePlayerSessionDelay: 600.000000 Number of seconds from disconnection after which player recovery data is removed from server. 0x10000000
- * g_restrictedArea.debugEnabled: 0 If 1 display information about the close by restricted areas. 0x10000000
- * g_restrictedArea.physicsEnabled: 1 If 0 EntityComponentRestrictedAreaRedout will have their collision detection disabled. 0x10000000
- * g_roundlimit: -1 Maximum numbers of rounds to be played. Default is -1 (no override), 0 means no limit. 0x10000000
- * g_roundScoreboardTime: 5.000000 Time spent on the end of round scoreboard (in seconds). 0x10000000
- * g_roundStartTime: 10.000000 Time between the round scoreboard being removed and the next round starting (in seconds). 0x10000000
- * g_rtt_entity_screen_enabled: 1 Enables the rendering of RTT videos 0x10000000
- * g_saveLoadBasicEntityOptimization: 1 Switch basic entity data optimization 0x10000000
- * g_saveLoadExtendedLog: 0 Enables the generation of detailed log information regarding saveloads 0x10000000
- * g_saveLoadUseExportedEntityList: 1 Only save entities in the editor-generated save list (if available). 0 is the previous behavior 0x10000000
- * g_scoreLimitOverride: -1 Max number of points need to win in a team game. 0 means no score limit. 0x10000000
- * g_ServerDisableClientIdleKick: 0 Disable server kicking all clients when idle 0x10000000
- * g_ServerKickPlayersUICountdown: 30.000000 Time a private server can be active in pre-game without starting the game (in seconds, pre-match only), server kicks all clients after this time 0x10000000
- * g_SessionSeed: 0 Session seed 0x10000000
- * g_shipSelector_debugProvider: 0 Enable debug text for the provider state 0x10000000
- * g_showHints: 0 Show in-game hints 0x10000000
- * g_skipSpawnUsables: 0 If enabled, the player will respawn outside of usables 0x10000000
- * g_spawn_explosiveSafeDist: 7.000000 minimum distance between new spawnpoint and any explosives 0x10000000
- * g_spawn_recentSpawnTimer: 2.500000 How recently a spawn has to have occurred for it to be considered 'recent' and result in a subsequent spawn being denied. 0x10000000
- * g_spawningPUDebugLevel: 1 Enables logging for spawning in PU, higher values for more verbosity 0x10000000
- * g_spectate_skipInvalidTargetAfterTime: 4.000000 Time after which a new valid target is selected 0x10000000
- * g_spectate_TeamOnly: 1 If true, you can only spectate players on your team 0x10000000
- * g_spectatorCollisions: 1 Collide against the geometry in spectator mode 0x10000000
- * g_statisticsMode: 2 Statistics mode
- 0 - disabled
- 1 - enabled crysis mode
- 2 - enabled K01 mode
- 0x10000000
- * g_stereoFrameworkEnable: 1 Enables the processing of the game stereo framework. (2=extra debug output) 0x10000000
- * g_svNoOpponentsCheckMinTimeRequired: 120.000000 Min time (seconds) you need to have remaining in game if you are to trigger the wait for new players 0x10000000
- * g_svNoOpponentsEndGameTime: 10.000000 Time (seconds) you keep a MP game active for when the number of players drops to 1 0x10000000
- * g_syncClassRegistry: 0 syncronise class registry from server to clients 0x10000000
- * g_terrainCollision: 0 Temporary cvar for turning off terrain collision in a config file. Removing this once we implement logic to turn terrain collision on/off based dynamically 0x10000000
- * g_thermalVisionDebug: 0 Enable/Disable debugging info on entities with a heat controller 0x10000000
- * g_timeLimitOverride: -1.000000 Override the duration of a time-limited game (in minutes). 0 means no time-limit. 0x10000000
- * g_transitSystem.debug: 0 Enable the debug display of the transit system. 1=lines, 2=text, 3=both 0x10000000
- * g_transitSystem.subSegmentNumber: 16 Path Spline Segments will be approximated as this number of sub-segments 0x10000000
- * g_transitSystem.textDisplayDistance: 50.000000 Transit debug text will only be displayed in this range from the camera 0x10000000
- * g_tree_cut_reuse_dist: 0.000000 Maximum distance from a previously made cut that allows reusing 0x10000000
- * g_usable.additionalTag: Additional global tag to apply to the debugDraw 0x10000000
- * g_usable.dataVerification: 0 Enable to show data issues with usables as game errors 0x10000000
- * g_usable.debugdist: 50.000000 Max distance the usable can be to draw the info 0x10000000
- * g_usable.debugdraw: Enable debug draw for usable+a for Alignment point info+e for Alignment point for exiting+p for information on spots/interaction points+n for Alignment on the navigation links+r for runtime information on the user 0x10000000
- * g_usable.debugLog: 0 Prints additional log info about usables when enabled 0x10000000
- * g_usable.fragmentOverride: overrides the fragment for the debugDraw to show story specific information 0x10000000
- * g_usable.useAITag: 1 Adds the global AI tag to determine the alignment data for the debugDraw when enabled 0x10000000
- * g_useNetSyncToSpeedUpRMIs: 1 Speed up hit and kill RMIs to reduce network lag 0x10000000
- * g_useOnlineServiceForDedicated: 0 Use Online Service For Dedicated Server (defaults to off = LAN) 0x10000000
- * g_useXMLCPBinForSaveLoad: 1 Use XML compressed binary format for save and loads. DON'T CHANGE THIS DURING RUNTIME! 0x10000000
- * g_voip_bufferDelaySize: 1 Buffers to store up before beginning playback on rx machine. 0x10000000
- * g_voip_localMonitorDelayBypass: 0 If 1, bypass delay on local voice monitor. 0x10000000
- * g_voip_localMonitorLevel: 0.000000 Local player voice monitor level. 0x10000000
- * g_voip_minBuffersToCatchUp: 4 Min stored buffers to trigger a catch-up sequence. 0x10000000
- * g_voip_testPushDataToLocalPlayerActor: 0 Push voip/faceware data to the local player actor. 0x10000000
- * g_voip_testSyncOffset: 0 Facial playback sync delay to account for audio h/w output (milliseconds). 0x10000000
- * g_voip_voiceAlwaysOn: 0 Disable voice mute (push-to-talk). 0x10000000
- * g_waterHitOnly: 0 Bullet hit FX appears on water and not what's underneath 0x10000000
- * g_weaponModifiers.debugWeaponOffset: 0 0 - disables any weapon sway debug
- 1 - shows cross hair guide lines to help aligning the weapon
- 2 - will override player input to allow to manually align the weapon 0x10000000
- * g_weaponModifiers.debugWeaponRaise: 0 Draws the ray used to detect gun collisions and cause weapon raise 0x10000000
- * g_weaponModifiers.debugWeaponRecoilDisabled: 0 Debug Weapon Recoil 0x10000000
- * g_weaponModifiers.disableWeaponProcClipModifiers: 0 0 - enables any weapon proc clip modifiers set up in DataForge
- 1 - disables all weapon proc clip modifiers set up in DataForge 0x10000000
- * g_weaponModifiers.disableWeaponProcClipModifiersConstantUpdate: 1 0 - constantly updates weapon proc clip modifiers set up in DataForge
- 1 - will only reload proc clip modifiers when player moves, changes stance, etc 0x10000000
- * g_weaponModifiers.disableWeaponProcClips: 0 0 - enables any weapon proc clip
- 1 - disables all weapon proc clips 0x10000000
- * g_weaponModifiers.disableWeaponRaise: 0 0 - enables weapon raising
- 1 - disables weapon raising 0x10000000
- * g_wrinkleMapDebug: -1 Select a wrinkle channel to maximise. All other channels will turn off. 0x10000000
- * g_wrinkleMapExaggerate: 1.000000 Debugging multiplier for the effect of all wrinkle maps 0x10000000
- * g_XMLCPBAddExtraDebugInfoToXmlDebugFiles: 0 When the xml debug files are activated, this option adds the name and entity class name to every entity reference in the .xml . 0x10000000
- * g_XMLCPBBlockQueueLimit: 6 Limits the number of blocks to queue for saving, causes a main thread stall if exceeded. 0 for no limit. 0x10000000
- * g_XMLCPBGenerateXmlDebugFiles: 0 Activates the generation, for debug purposes, of a text xml file each time that there is a binary save (LastBinarySaved.xml) or load (LastBinaryLoaded.xml). 0x10000000
- * g_XMLCPBSizeReportThreshold: 2048 defines the minimun size needed for nodes to be shown in the xml report file 0x10000000
- * g_XMLCPBUseExtraZLibCompression: 1 Enables an extra zlib compression pass on the binary saves. 0x10000000
- * gfx_ampserver: 0 Enables AMP flash profiling 0x10000000
- * gfx_checkfilesforupdates: 0 Enables timestamp checking of flash files for updates on window regaining focus 0x10000000
- * gfx_debug_dyn_textures: 0 Draw UI Elements that are on DynTextures additional as 2D 0x10000000
- * gfx_debugdraw: 0 Display UI Elements debug info.
- 0=Disabled1=UIElements2=UIActions4=UIActions12=UIStack per UI FG 0x10000000
- * gfx_draw: 1 Draw UI Elements 0x10000000
- * gfx_inputevents_triggerrepeat: 0.050000 Time in seconds to wait between each input key trigger 0x10000000
- * gfx_inputevents_triggerstart: 0.300000 Time in seconds to wait until input key triggering starts 0x10000000
- * gfx_loadtimethread: 1 Enables threaded rendering while loading 0x10000000
- * gfx_reloadonlanguagechange: 1 Automatically reloads all UIElements on language change 0x10000000
- * gfx_uiaction_enable: 1 Enables UI Actions 0x10000000
- * gfx_uiaction_folder: Libs/UI/ Default folder for UIActions 0x10000000
- * gfx_uiaction_log: 0 Log UI Actions 0x10000000
- * gfx_uiaction_log_filter: Filter for logging
- <string> only log messages
- -<string> don't log message
- <filter1>|<filter2> to use more filters 0x10000000
- * gfx_uievents_actionlistener: 1 Enables input action handling instead of just raw input device events. 0x10000000
- * gfx_uievents_editorenabled: 1 Enabled UI->System events in editor (Disabled per default! handle with care!) 0x10000000
- * gl_waitForBalancedGameTime: 180.000000 Time to wait for enough players to make a balanced game before splitting squads and starting 0x10000000
- * gpu_particle_physics: 0 Enable GPU physics if available (0=off / 1=enabled). 0x10000000
- * gt_entity_filter: Filter game tokens displayed by gt_show, by entity name 0x10000000
- * gt_filter: Filter game tokens displayed by gt_show. Will only display tokens whose name includes the string set on this cvar. 0x10000000
- * gt_filter_exclude: Filter game tokens displayed by gt_show. Will only display tokens whose name does not include the string set on this cvar. 0x10000000
- * gt_show: 0 Game token debug. Set to 1 to display game token value changes 0x10000000
- * hud_aspectCorrection: 0 Aspect ratio corrections for controller rotation: 0-off, 1-direct, 2-inverse 0x10000000
- * hud_cockpitAudioSubtitles: 0 Cockpit Audio Subtitles enabled on/off. 0x10000000
- * hud_contextualDialogSubtitles: 0 Actor contextual dialog Subtitles enabled on/off. (Background chatter) 0x10000000
- * hud_Crosshair_ironsight_fadeInDelay: 1.000000 This is send with the eHUDEvent_FadeCrosshair event so the UI can respond to different fade time settings when the weapon zooms in 0x10000000
- * hud_Crosshair_ironsight_fadeInTime: 1.000000 This is send with the eHUDEvent_FadeCrosshair event so the UI can respond to different fade time settings when the weapon zooms in 0x10000000
- * hud_Crosshair_ironsight_fadeOutTime: 1.000000 This is send with the eHUDEvent_FadeCrosshair event so the UI can respond to different fade time settings when the weapon zooms in 0x10000000
- * hud_Crosshair_laser_fadeInTime: 1.000000 When the laser is turned on, this is the time it will take for the crosshair to come back 0x10000000
- * hud_Crosshair_laser_fadeOutTime: 1.000000 When the laser is turned off, this is the time it will take for the crosshair to go away 0x10000000
- * hud_Crosshair_shotgun_spreadMultiplier: 1.000000 Change this to change the spread for the shotgun visually when you shoot (ActorSensor:OnShoot requests it) 0x10000000
- * hud_debug_target: 0 0x10000000
- * hud_hide: 1 1:hides the hud, 0:unhides it 0x10000000
- * hud_highestLod: 2 The highest object LOD that will be displayed in the HUD. 0x10000000
- * hud_minimap_debugDraw: 0 Draw the minimap texture. 0 - no rendering. 1 - transparent rendering. 2 - with white background 0x10000000
- * hud_pip_snapDist: 0.005000 0x10000000
- * hud_stereo_icon_depth_multiplier: 1.000000 The distance of an icon on the hud is multiplied by this value 0x10000000
- * hud_stereo_minDist: 1.000000 This is the minimum distance an icon will have (in case the icon_depth_multiplier is not strong enough) 0x10000000
- * hud_turret_mouseReticleDeadZone: 0.250000 Size of dead zone on mouse input for turret reticle 0x10000000
- * hud_turret_mouseReticleSpeed: 1.000000 Max speed at which turret reticle can be moved 0x10000000
- * hud_turret_stickReticleSpeed: 2.000000 Max speed at which turret reticle can be moved 0x10000000
- * hud_use_lead_pips: 1 Switches between lead and lag pips 0x10000000
- * hud_visor_hide: 0 0x10000000
- * i_bufferedkeys: 1 Toggles key buffering.
- Usage: i_bufferedkeys [0/1]
- Default is 0 (off). Set to 1 to process buffered key strokes. 0x10000000
- * i_debug: 0 Toggles input event debugging.
- Usage: i_debug [0/1]
- Default is 0 (off). Set to 1 to spam console with key events (only press and release). 0x10000000
- * i_debug_mp_flowgraph: 0 Displays info on the MP flowgraph node 0x10000000
- * i_debug_projectiles: 0 Displays info about projectile status, where available. Use 3 for audio whizbys and 4 for audio whizbys for local player bullets. 0x10000000
- * i_debug_recoil: 0 Displays info about current recoil 0x10000000
- * i_debug_sounds: 0 Enable item sound debugging 0x10000000
- * i_debug_spread: 0 Displays info about current spread 0x10000000
- * i_debug_turret_aimTarget: 0 Draw a line and sphere to show where turrets are shooting. 0x10000000
- * i_debug_turret_deadzone: 0 Display rotation limits and current mouse position 0x10000000
- * i_debug_turret_gyrostabilize: 1 Toggles gyrostabilization on turrets 0x10000000
- * i_debug_turret_rotation_limit: 0 Display min/max pitch and yaw for current orientation 0x10000000
- * i_debug_turret_rotation_scale_enabled: 1 Toggle dead/active zone scaling rotation speed 0x10000000
- * i_debug_turret_state: 0 Display current state of turrets: Dormant, Align, Tracking 0x10000000
- * i_debug_turret_target_angle_threshold_display: 0 Display the angle between your aim and your target to be close enough to lock on 0x10000000
- * i_debug_turret_target_angle_threshold_override: 3.000000 Edit the angle between your aim and your target to be close enough to lock on 0x10000000
- * i_debug_turret_yaw_boost_limits_display: 0 Display turret yaw boost limit info to show limits 0x10000000
- * i_debug_turrets: 0 Enable GunTurret debugging.
- Values:
- 0: off
- 1: basics
- 2: prediction
- 3: sweeping
- 4: searching
- 5: deviation
- 6: Always Hostile (will shoot at you)
- 0x10000000
- * i_debug_zoom_mods: 0 Use zoom mode spread/recoil mods 0x10000000
- * i_debugDigitalButtons: 0 render controller's digital button pressed info
- Usage: 0 (off), 1(on)Default is 0. Value must be >=0 0x10000000
- * i_defaultProfileFilepath: Libs/Config/defaultProfile.xml Specify the default profile xml file path 0x10000000
- * i_enable_recoil: 1 Enable recoil coming from XML data 0x10000000
- * i_equippableKnife: 1 Allows to eqip a knife 0x10000000
- * i_eyexCleanUIDebug: 0 Shows debug for clean UI 0x10000000
- * i_eyexDebug: 0 Shows debug for eyetracking data 0x10000000
- * i_eyexInfiniteScreen: 1 Enables / disables infinite screen 0x10000000
- * i_eyexInfiniteScreenDebug: 0 Shows debug for infinite screen 0x10000000
- * i_failedDetonation_lifetime: 1.000000 Length of time from failed detonation until deletion 0x10000000
- * i_flashlight_has_shadows: 1 Enables shadows on flashlight attachments 0x10000000
- * i_forcefeedback: 1 Enable/Disable force feedback output. 0x10000000
- * i_headTrackingMaxTranslation: 0.500000 Maximum amount of head tracking translation permitted 0x10000000
- * i_joystickSleepTime: 60.000000 Seconds from last (analogue) joystick input until the device is considered asleep.
- Usage: time in seconds
- Default is 60.0 0x10000000
- * i_kinectDebug: 1 1 = Draws skeleton on screen
- 2 = Draws colour + depth buffers on screen
- 3 = Draws both skeleton and buffers 0x10000000
- * i_kinectXboxConnect: 1 Allow connection to Xbox for Kinect input.
- Usage: 0 = disabled, 1 = allow connection, 2 = force connection (don't try local Kinect on system)
- Default is 1 0x10000000
- * i_kinectXboxConnectIP: Usage: force set a specific Xbox Game IP to connect to for Kinect input (use default xbox from neighbourhood when empty)
- Default is empty 0x10000000
- * i_kinectXboxConnectPort: 62455 Port used to connect to Xbox for Kinect input.
- Default is 62455 (random value different than remote compiler) 0x10000000
- * i_kinGlobalExpCorrectionFactor: 0.500000 Trend correction factor for double exponential smoothing. 0x10000000
- * i_kinGlobalExpDeviationRadius: 0.040000 Maximum deviation radius from prediction for double exponential smoothing. 0x10000000
- * i_kinGlobalExpJitterRadius: 0.050000 Radius to determine jitter correction for double exponential smoothing. 0x10000000
- * i_kinGlobalExpPredictionFactor: 0.500000 Prediction factor for double exponential smoothing. 0x10000000
- * i_kinGlobalExpSmoothFactor: 0.500000 Smoothing factor for double exponential smoothing. 0x10000000
- * i_kinSkeletonMovedDistance: 0.125000 Distance used to determine if kinect skeleton has moved in the play space. 0x10000000
- * i_kinSkeletonSmoothType: 1 Kinect skeleton tracking smooth type: 0 = not smoothed, 1 = using Double Exponential Smoothing 0x10000000
- * i_laser_hitPosOffset: 0.100000 Distance from hit to position the aim dot 0x10000000
- * i_lighteffects: 1 Enable/Disable lights spawned during item effects. 0x10000000
- * i_medipen_quick_select: 1 Skips the medipen stow/unstow animation 0x10000000
- * i_mouse_accel: 0.000000 Set mouse acceleration, 0.0 means no acceleration.
- Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one)
- Default is 0.0 (off) 0x10000000
- * i_mouse_accel_max: 250.000000 Set mouse max mouse delta when using acceleration.
- Usage: i_mouse_accel_max [float number]
- Default is 100.0 0x10000000
- * i_mouse_buffered: 0 Toggles mouse input buffering.
- Usage: i_mouse_buffered [0/1]
- Default is 0 (off). Set to 1 to process buffered mouse input. 0x10000000
- * i_mouse_inertia: 0.000000 Set mouse inertia. It is disabled (0.0) by default.
- Usage: i_mouse_inertia [float number]
- Default is 0.0 0x10000000
- * i_mouse_smooth: 0.000000 Set mouse smoothing value, also if 0 (disabled) there will be a simple average
- between the old and the actual input.
- Usage: i_mouse_smooth [float number]
- (1.0 = very very smooth, 30 = almost instant)
- Default is 0.0 0x10000000
- * i_particleeffects: 1 Enable/Disable particles spawned during item effects. 0x10000000
- * i_ports_asserts: 0 Enables/Disables itemport asserts 0x10000000
- * i_ports_debugdist: 10.000000 Distance the items are visible 0x10000000
- * i_ports_debugdraw: 0 Display item port itemport debug information 0x10000000
- * i_ports_filter: Name(s) of ports/items to debug, separated with | 0x10000000
- * i_ports_log_error: 0 Logs item port errors to the console if enabled 0x10000000
- * i_ports_rootEntityFilter: Name(s) of root entity to debug, separated with | 0x10000000
- * i_rawMouse: 1 Enable/Disable the Raw Mouse input. 0x10000000
- * i_rawMouseMoveDeferred: 1 Enable/Disable deferred sending of mouse movement. If deferred movement data is sent once per frame; otherwise it instant/continuous. 0x10000000
- * i_resolveModifierConflicts: 1 Modifier conflicts occur when there are actions assigned to multiple modifiers. This CVar allows the ActionMapManager to try to solve them. See RSI-19847 for more details. 0x10000000
- * i_seat.additionalTag: Additional global tag to apply to the debugDraw 0x10000000
- * i_seat.debugdist: 50.000000 Max distance the Seat can be to draw the info 0x10000000
- * i_seat.debugdraw: Enable debug draw for Seats+a for Alignment point info+e for Alignment point for exiting+p for information on spots/interaction points+r for runtime information on the user 0x10000000
- * i_seat.debugFlowLog: 0 Log info on the enter/exit flow of seats 0x10000000
- * i_seat.useAITag: 1 Adds the global AI tag to determine the alignment data for the debugDraw when enabled 0x10000000
- * i_seatedTracking: 1 1 = Enable seated skeleton tracking 0x10000000
- * i_showKeybindLog: 0 Enable logging for keybindings, 0 = OFF, 1 = ON. Default to off 0x10000000
- * i_throwableCollisionEnabled: 1 Enable throwable item collision audio (weapons/grenade) 0x10000000
- * i_throwableCollisionRetriggerTime: 0.150000 Minimum delay between throwable item collision audio triggers. 0x10000000
- * i_useKinect: 1 Use Kinect 0x10000000
- * i_xinput: 1 Number of XInput controllers to process
- Usage: i_xinput [0/1/2/3/4]
- Default is 1. 0x10000000
- * i_xinput_deadzone_handling: 1 deadzonehandling
- Usage: i_xinput_deadzone_handling 0/1 (0 - old deadzone/ 1 - new deadzone)
- Default is 1. Value must be >=0. 0x10000000
- * i_xinput_poll_time: 1000 Number of ms between device polls in polling thread
- Usage: i_xinput_poll_time 500
- Default is 1000ms. Value must be >=0. 0x10000000
- * IFCSOS.afterburner.allowToggle: 0 Allow afterburner toggle control 0x10000000
- * IFCSOS.afterburner.maxThrottleOnExit: 0 Return throttle to max level on disengaging afterburner 0x10000000
- * IFCSOS.afterburner.snapThrottleToABSpeed: 0 When dropping to AB idle before reaching AB speed, snap throttle to the current speed 0x10000000
- * IFCSOS.brake.boost: 1 Boost while using space brake (emergency brake) 0x10000000
- * IFCSOS.comstab.defaultOn: 1 Comstab defaults to on when sitting in the driver seat 0x10000000
- * IFCSOS.coupled.defaultOn: 1 Coupled mode defaults to on when sitting in the driver seat 0x10000000
- * IFCSOS.gsafe.defaultOn: 1 G-force safety defaults to on when sitting in the driver seat 0x10000000
- * IFCSOS.gsafe.disableOnBoost: 1 Disable g-force safety when in boost 0x10000000
- * ik_targetComponent.enable: 1 Enable/Disable the IK-Target System 0x10000000
- * ip_debug_player: 0 Draws debug info for the client player's item ports 0x10000000
- * log_Filter: defines general filter for log events
- log_Filter="Foo" - will only log events that matches this filter ("Foo")log_Filter="-Foo" - all events that matches this filter ("Foo") will be droppedlog_Filter="Foo|-Bar" - combine more filters 0x10000000
- * log_IncludeTime: 1 Toggles time stamping of log entries.
- Usage: log_IncludeTime [0/1/2/3/4/5]
- 0=off (default)
- 1=current time
- 2=relative time
- 3=current+relative time
- 4=absolute time in seconds since this mode was started
- 5=current time+server time 0x10000000
- * log_Module: Only show warnings from specified module 0x10000000
- * log_RemoteConsoleVerbosity: 4 remote console verbosity
- -2=override with log_verbosity
- -1=suppress all logs (including eAlways)
- 0=suppress all logs(except eAlways)
- 1=additional errors
- 2=additional warnings
- 3=additional messages
- 4=additional comments 0x10000000
- * log_SpamDelay: 0.000000 Sets the minimum time interval between messages classified as spam 0x10000000
- * log_tick: 0.000000 When not 0, writes tick log entry into the log file, every N seconds 0x10000000
- * log_UseFilter: 0 flags to use filter (0=disabled, 1=filter console, 2=filter file, 4=filter remote console) 0x10000000
- * log_Verbosity: 0 defines the verbosity level for log messages written to console
- -1=suppress all logs (including eAlways)
- 0=suppress all logs(except eAlways)
- 1=additional errors
- 2=additional warnings
- 3=additional messages
- 4=additional comments 0x10000000
- * log_WriteToFile: 1 toggle whether to write log to file (game.log) 0x50020000
- * log_WriteToFileVerbosity: 4 defines the verbosity level for log messages written to files
- -2=override with log_verbosity
- -1=suppress all logs (including eAlways)
- 0=suppress all logs(except eAlways)
- 1=additional errors
- 2=additional warnings
- 3=additional messages
- 4=additional comments 0x50020000
- * ls_enableLoudSpeakerAnnouncer: 1 Enables or disables the loudspeaker announcer (used for Race mode). 0x10000000
- * lua_CodeCoverage: 0 Enables code coverage 0x10000000
- * lua_debugger: 0 Enables the script debugger.
- 1 to trigger on breakpoints and errors
- 2 to only trigger on errors
- Usage: lua_debugger [0/1/2] 0x10000000
- * lua_stackonmalloc: 0 Enables/disables logging of the called lua functions and respective callstacks, whenever a new lua object is instantiated. 0x10000000
- * lua_StopOnError: 0 Stops on error 0x10000000
- * lv_action: 0 Verbosity of Action log [1: Receive] 0x10000000
- * lv_event: 0 Verbosity of Event log [1: Receive] 0x10000000
- * lv_rpc: 0 Verbosity of RPC log [1: Call, Receive, 2: Register, Unregister] 0x10000000
- * m_DrawMusicSystemDebug: 0 enable/disable Music System debug drawing
- 0: Disabled
- 1: Enabled
- 2: Extended 0x10000000
- * m_MusicLogicHandlerDebugEnabled: 0 Enable on-screen debugging for the MusicLogicHandler 0x10000000
- * m_MusicLogicHandlerLoggingEnabled: 0 Enable logging on MusicLogicHandler events 0x10000000
- * m_MusicSystemEnabled: 1 enable/disable Music System 0x10000000
- * m_MusicSystemLogging: 0 enable/disable Music System logging
- 0: Disabled
- 1: Standard logging
- 2: Verbose logging 0x10000000
- * MemInfo: 0 Display memory information by modules
- 1=on, 0=off 0x10000000
- * menu3D_enabled: 1 Enable rendering of 3D objects over certain front end and in-game menus 0x10000000
- * mfx_Debug: 0 Turns on MaterialEffects debug messages. 1=Collisions, 2=Breakage, 3=Both 0x10000000
- * mfx_DebugFlowGraphFX: 0 Turns on Material FlowGraph FX manager debug messages. 0x10000000
- * mfx_DebugVisual: 0 Turns on/off visual debugging for MFX system 0x10000000
- * mfx_DebugVisualFilter: 0x10000000
- * mfx_Enable: 1 Enables MaterialEffects. 0x10000000
- * mfx_EnableAttachedEffects: 1 Enable attached effects (characters, entities...) 0x10000000
- * mfx_EnableFGEffects: 1 Enabled Flowgraph based Material effects. Default: On 0x10000000
- * mfx_ParticleImpactThresh: 2.000000 Impact threshold for particle effects. Default: 2.0 0x10000000
- * mfx_pfx_maxDist: 35.000000 Max dist (how far away before scale is clamped) 0x10000000
- * mfx_pfx_maxScale: 1.500000 Max scale (when particle is far) 0x10000000
- * mfx_pfx_minScale: 0.500000 Min scale (when particle is close) 0x10000000
- * mfx_RaisedSoundImpactThresh: 3.500000 Impact threshold for sound effects if we're rolling. Default: 3.5 0x10000000
- * mfx_SerializeFGEffects: 1 Serialize Flowgraph based effects. Default: On 0x10000000
- * mfx_SoundImpactThresh: 1.500000 Impact threshold for sound effects. Default: 1.5 0x10000000
- * mfx_Timeout: 0.010000 Timeout (in seconds) to avoid playing effects too often 0x10000000
- * mfx_useNewMaterialEffectsXML: 1 Use new material effects xml format (xml based) 0x10000000
- * mg_useHoloVolume: 1 Use holographic rtt rendering for starmap and PMA 0x10000000
- * mission_broker_ignore_prerequisites: 0 Ignore prerequisites for all missions. 0x10000000
- * mission_broker_seed: 0 Seed number for the mission broker random number generator, if zero the system time will be used as a seed 0x10000000
- * mission_debug: 0 Client debug display for the local player's accepted and completed missions. Set to 1 to display accepted missions, 2 to also display completed missions 0x10000000
- * mission_debug_reputation: 0 Client debug display for the local player's virtue and reliability values. Set to 1 to display the information 0x10000000
- * mn_allowEditableDatabasesInPureGame: 0 Do not store editable databases 0x10000000
- * mn_AllowForcingCatchupOnFaceScope: 0 Allows the audio proc clip to estimate the clip update error and feed this value back to the facial scope when the 'facial' checkbox is selected.
- 0x10000000
- * mn_procContext.movementControlMethod.enabled: 1 Enable/disable movement control method procedural clip (for testing only, will break usables if disabled!) 0x10000000
- * mov_cameraPrecacheTime: 1.000000 0x10000000
- * mov_NoCutscenes: 0 Disable playing of Cut-Scenes 0x10000000
- * movie_physicalentity_animation_lerp: 0.850000 Lerp value for animation-driven physical entities 0x10000000
- * net_batch_sv_callbacks: 0 0=single-threaded processing of serialized variable callbacks, 1= use batch workers to process them 0x10000000
- * net_bind_culling_enabled: 1 StarNetwork: Enable Bind Culling for client Views. 0: Off, 1: On per game mode, 2: On for all game modes 0x10000000
- * net_bind_culling_relax_parent_checks: 0 StarNetwork: Disable Development checks & fatal errors on parent entities when view binding. 0x10000000
- * net_debug_binds: 0 Enable/disable logging of network binding/unbinding. 0: Off, 1: State binds/unbinds only, 2: Connection binds/unbinds only, 3: All binds/unbinds 0x10000000
- * net_debug_netbindbatches: 0 0: no debug. 1:modest debug logs 2:verbose logging 0x10000000
- * net_debugVerboseLevel: 0 0x10000000
- * net_disableSessionRemoteConnectionsBroadcast: 1 0x10000000
- * net_enableNetChannelsAssert: 1 StarNetwork: disable assertions around the NET_CHANNELS_LOCK 0x10000000
- * net_exponentialMovingAverageBlend: 0.300000 Blend weight used in exponential weighted moving average calculations, should be in range (0.0, 1.0) 0x10000000
- * net_exponentialMovingVarianceBlend: 0.100000 Blend weight used in exponential weighted moving variance calculations, should be in range (0.0, 1.0) 0x10000000
- * net_inactivitytimeout: 30.000000 Sets how many seconds without receiving a packet a connection will stay alive for (can only be set on server) 0x10000000
- * net_inactivitytimeoutDevmode: 30.000000 Sets how many seconds without receiving a packet a connection will stay alive for while in devmode (can only be set on server) 0x10000000
- * net_infinite_loading_screen_fatal: 1 0 = don't fatal on infinite loading screens, 1 = only clients will fatal. 2 = clients and servers will fatal. 0x10000000
- * net_kes_connectionTimeout: 300.000000 Timeout for total time spent connecting to a remote endpoint 0x10000000
- * net_kes_stateTimeout: 30.000000 Timeout for time spent in a single connection state without a response from the remote endpoint 0x10000000
- * net_lobby_suppressTestErrors: 1 Suppress test errors from the CCIGNullClientLobby lobby 0x10000000
- * net_mqhealth_statsDataRangeMs: 5000 StarNetwork : Define the time stats are held before being discarded 0x10000000
- * net_mqhealth_statsViewRefreshMs: 333 StarNetwork : Define the refresh rate of the stats view 0x10000000
- * net_pack_channelByteLimit: 80000 StarNetwork: Maximum Byte count that can be serialized, per channel, per frame 0x10000000
- * net_pack_channelPacketLimit: 0 StarNetwork: Maximum number of Packets that can be generated, per channel, per frame. 0 indicates no limit 0x10000000
- * net_pack_packetByteLimit: 1400 StarNetwork: Maximum Byte count that can be serialized, per packet 0x10000000
- * net_playerdata_timeout_override: 10 Gives clients more time to load player data 0x10000000
- * net_predictorTransitions: 1 Handle zone transitions in network predictors 0x10000000
- * net_print: 0 Enable/Disable NET_PRINT(). 0x10000000
- * net_receiveQueueSize: 20971520 0x10000000
- * net_sendQueueSize: 5242880 0x10000000
- * net_serviceVerbosity: 0 Set verbosity flags for Star Network Services 0x10000000
- * net_sim_enabled: 0 Enable internet simulation for network traffic 0x10000000
- * net_sim_log: 0 Enable internet simulation debug logs 0x10000000
- * net_sim_loss_warning: 20 Acceptable percentage packet loss before we issue warnings 0x10000000
- * net_sim_recv: perfect 0x10000000
- * net_sim_send: perfect 0x10000000
- * net_state_blocker_timeout_seconds: 240.000000 Maximum time in seconds state blockers can block state transitions before timing out. Values < 0 will disable the timeout (infinite timeout). 0x10000000
- * p_accuracy_LCPCG: 0.005000 Desired accuracy of LCP CG solver (velocity-related, m/s) 0x10000000
- * p_accuracy_LCPCG_no_improvement: 0.050000 Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters 0x10000000
- * p_accuracy_MC: 0.002000 Desired accuracy of microcontact solver (velocity-related, m/s) 0x10000000
- * p_adaptive_substeps: 1 If slow frames are detected, adaptively decreseases the number of substeps in the range [1, p_max_substeps].
- Usage: p_max_substeps [0|1]
- 0x10000000
- * p_approx_caps_len: 1.200000 Breakable trees are approximated with capsules of this length (0 disables approximation) 0x10000000
- * p_async_rwi_use_spu: 0 Enables asynchronous rwis to be executed on the spu 0x10000000
- * p_break_on_validation: 0 Toggles break on validation error.
- Usage: p_break_on_validation [0/1]
- Default is 0 (off). Issues DebugBreak() call in case of
- a physics parameter validation error. 0x10000000
- * p_CapsuleVerticalAdjustmentSpeed: 1.800000 Capsule vertical speed in meters per seconds. 0x10000000
- * p_check_out_of_bounds: 3 Check for physics entities outside world (terrain) grid:
- 1 - Enable raycasts; 2 - Enable proximity checks; 3 - Both 0x10000000
- * p_collision_mode: 0 This variable is obsolete. 0x10000000
- * p_cull_distance: 100.000000 Culling distance for physics helpers rendering 0x10000000
- * p_cyclic_ent_grid: 1 Turns on / off (1/0) the cyclical physics entity grid. (default is off) 0x10000000
- * p_damping_group_size: 8 Sets contacting objects group size
- before group damping is used.Usage: p_damping_group_size 3
- Used for internal tweaking only. 0x10000000
- * p_damping_zerog: 0.154321 Default damping in zerog for rigids.
- Default is 0.154321 (on). Should be set in the system.cfg / user.cfg. 0x10000000
- * p_debug_explosions: 0 Turns on explosions debug mode 0x10000000
- * p_debug_joints: 0 If set, breakable objects will log tensions at the weakest spots 0x10000000
- * p_do_step: 0 Steps physics system forward when in single step mode.
- Usage: p_do_step 1
- Default is 0 (off). Each 'p_do_step 1' instruction allows
- the physics system to advance a single step. 0x10000000
- * p_draw_global_grid: 0 Toggles display of the global grid [0 off(default), 1 on]
- 0x10000000
- * p_draw_helpers: 0 Same as p_draw_helpers_num, but encoded in letters
- Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
- Entity Types:
- t - show terrain
- s - show static entities
- r - show sleeping rigid bodies
- R - show active rigid bodies
- l - show living entities
- i - show independent entities
- g - show triggers
- a - show areas
- y - show rays in RayWorldIntersection
- e - show explosion occlusion maps
- Helper Types
- g - show geometry
- c - show contact points
- b - show bounding boxes
- l - show tetrahedra lattices for breakable objects
- j - show structural joints (will force translucency on the main geometry)
- v - show voxel structures (if present)
- t(#) - show bounding volume trees up to the level #
- f(#) - only show geometries with this bit flag set (multiple f's stack)
- Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas 0x10000000
- * p_draw_helpers_gpu: 1 Enables rendering of physics helpers on GPU 0x10000000
- * p_draw_helpers_num: 0 Toggles display of various physical helpers. The value is a bitmask:
- bit 0 (1) - show contact points
- bit 1 (2) - show physical geometry
- bit 8 (256) - show helpers for static objects
- bit 9 (512) - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
- bit 10 (1024) - show helpers for active physicalized objects
- bit 11 (2048) - show helpers for players
- bit 12 (4096) - show helpers for independent entities (alive physical skeletons,particles,ropes)
- bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
- Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050 0x10000000
- * p_enable_terrain_collision: 0 Enable collisions against terrain height maps. [1 - enable, 0 - disable] 0x10000000
- * p_enforce_contacts: 1 This variable is obsolete. 0x10000000
- * p_ent_grid_use_obb: 1 Whether to use OBBs rather than AABBs for the entity grid setup for brushes 0x10000000
- * p_filter_grids: 0 Enable filtering drawn phys entities by their grids 0x10000000
- * p_fixed_timestep: 0.000000 Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
- Forces fixed time step when set to 1. When set to 0, the
- time step is variable, based on the frame rate. 0x10000000
- * p_fly_mode: 0 Toggles fly mode.
- Usage: p_fly_mode [0/1] 0x10000000
- * p_force_sync: 1 Forces main thread to wait on physics if not completed in time 0x10020000
- * p_GEB_max_cells: 4096 Specifies the cell number threshold after which GetEntitiesInBox aborts 0x10000000
- * p_GEB_warn_cells: 3072 Specifies the cell number threshold after which GetEntitiesInBox issues a warning 0x10000000
- * p_gravity_z: 0.000000 0x10000000
- * p_grid_max_nodes_to_srt: 4 If set to >0, depicts the number of nodes the spatial grids are allowed to sort per timestep (default: 4). 0 disables sorting 0x10000000
- * p_group_damping: 0.500000 Toggles damping for object groups.
- Usage: p_group_damping [0/1]
- Default is 1 (on). Used for internal tweaking only. 0x10000000
- * p_joint_damage_accum: 2.000000 Default fraction of damage (tension) accumulated on a breakable joint 0x10000000
- * p_joint_damage_accum_threshold: 0.200000 Default damage threshold (0..1) for p_joint_damage_accum 0x10000000
- * p_joint_gravity_step: 1.000000 Time step used for gravity in breakable joints (larger = stronger gravity effects) 0x10000000
- * p_jump_to_profile_ent: 0 Move the local player next to the corresponding entity in the p_profile_entities list 0x10000000
- * p_large_map_grid_cell_size: 256 Size of cell in physical entity grid for very large maps (read: space) 0x10000000
- * p_lattice_max_iters: 100000 Limits the number of iterations of lattice tension solver 0x10000000
- * p_limit_simple_solver_energy: 1 Specifies whether the energy added by the simple solver is limited (0 or 1) 0x10000000
- * p_list_active_objects: 0 0x10000000
- * p_log_lattice_tension: 0 If set, breakable objects will log tensions at the weakest spots 0x10000000
- * p_max_approx_caps: 7 Maximum number of capsule approximation levels for breakable trees 0x10000000
- * p_max_bone_velocity: 10.000000 Clamps character bone velocities estimated from animations 0x10000000
- * p_max_contact_gap: 0.010000 Sets the gap, enforced whenever possible, between
- contacting physical objects.Usage: p_max_contact_gap 0.01
- This variable is used for internal tweaking only. 0x10000000
- * p_max_contact_gap_player: 0.010000 Sets the safe contact gap for player collisions with
- the physical environment.Usage: p_max_contact_gap_player 0.01
- This variable is used for internal tweaking only. 0x10000000
- * p_max_contact_gap_simple: 0.030000 Specifies the maximum contact gap for objects that use the simple solver 0x10000000
- * p_max_contacts: 150 Maximum contact number, after which contact reduction mode is activated 0x10000000
- * p_max_debris_mass: 10000000000.000000 Broken pieces with mass<=this limit use debris collision settings 0x10000000
- * p_max_entity_cells: 10000 Limits the number of entity grid cells an entity can occupy 0x10020000
- * p_max_LCPCG_contacts: 100 Maximum number of contacts that LCPCG solver is allowed to handle 0x10000000
- * p_max_LCPCG_fruitless_iters: 4 Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement) 0x10000000
- * p_max_LCPCG_iters: 5 Maximum number of LCP CG iterations 0x10000000
- * p_max_LCPCG_microiters: 12000 Limits the total number of per-contact iterations during one LCP CG iteration
- (number of microiters = number of subiters * number of contacts) 0x10000000
- * p_max_LCPCG_microiters_final: 25000 Same as p_max_LCPCG_microiters, but for the final LCP CG iteration 0x10000000
- * p_max_LCPCG_subiters: 120 Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts) 0x10000000
- * p_max_LCPCG_subiters_final: 250 Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts) 0x10000000
- * p_max_MC_iters: 6000 Specifies the maximum number of microcontact solver iterations *per contact* 0x10000000
- * p_max_MC_mass_ratio: 100.000000 Maximum mass ratio between objects in an island that MC solver is considered safe to handle 0x10000000
- * p_max_MC_vel: 15.000000 Maximum object velocity in an island that MC solver is considered safe to handle 0x10000000
- * p_max_object_splashes: 3 Specifies how many splash events one entity is allowed to generate 0x10000000
- * p_max_plane_contacts: 8 Maximum number of contacts lying in one plane between two rigid bodies
- (the system tries to remove the least important contacts to get to this value) 0x10000000
- * p_max_plane_contacts_distress: 4 Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts 0x10000000
- * p_max_player_velocity: 50.000000 Clamps players' velocities to this value 0x10000000
- * p_max_spu_rwi_cells: 5 Could be used to balance RWI perfrmance on SPUs 0x10000000
- * p_max_substeps: 8 Limits the number of substeps allowed in variable time step mode.
- Usage: p_max_substeps 5
- Objects that are not allowed to perform time steps
- beyond some value make several substeps. 0x10000000
- * p_max_substeps_large_group: 5 Limits the number of substeps large groups of objects can make 0x10000000
- * p_max_timestep: 0.016667 Sets the maximum physics time step size in seconds.Usage: p_max_timestep [float]
- Forces the physics timestep to be no larger than p_max_timestep.
- 0x10000000
- * p_max_unproj_vel: 2.500000 Limits the maximum unprojection velocity request 0x10000000
- * p_max_velocity: 2000.000000 Clamps physicalized objects' velocities to this value 0x10000000
- * p_max_world_step: 0.300000 Specifies the maximum step physical world can make (larger steps will be truncated) 0x10000000
- * p_min_grid_cell_size: 16 Min size of cell in physical entity grid 0x10000000
- * p_min_LCPCG_improvement: 0.050000 Defines a required residual squared length improvement, in fractions of 1 0x10000000
- * p_min_MC_iters: 4 Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters) 0x10000000
- * p_min_send_time: 8.000000 Sets a minimum send time for rigid entity updates (it has to send at least this often). A value less than zero means 'ignore this'. 0x10000000
- * p_min_separation_speed: 0.020000 Used a threshold in some places (namely, to determine when a particle
- goes to rest, and a sliding condition in microcontact solver) 0x10000000
- * p_net_early_apply: 1 1 - Update replication before simulation. 0 - Apply replication after simulation 0x10000000
- * p_net_fix_time: 0.200000 time that interpolation takes to fix replication error 0x10000000
- * p_net_interp: 0.100000 The amount of time which the client will lag behind received packet updates. High values result in smoother movement but introduces additional lag as a trade-off. 0x10000000
- * p_net_optimize_attached: 0.000000 1 - don't send physics data for attached entities, 0 - send physics data for attached entities 0x10000000
- * p_net_pos_dist_scale: 10.000000 Scales position correction strength with position error. When error is 0 strength is 1. When error is p_net_pos_snap_distance strength is equal to this cvar value. 0x10000000
- * p_net_pos_snap_distance: 1.500000 Maximum distance that object can drift from network replicated position before it is snapped to network position 0x10000000
- * p_net_rot_dist_scale: 10.000000 Scales rotation correction strength with rotation error. When error is 0 strength is 1. When error is p_net_rot_snap_distance strength is equal to this cvar value. 0x10000000
- * p_net_rot_snap_distance: 0.500000 Maximum angle that object can drift from network replicated rotation before it is snapped to network rotation 0x10000000
- * p_net_state_max_age: 5 maximum age to consider network interpolation data valid 0x10000000
- * p_net_use_impulses: 1 1 - Use interpolation to smoothly correct physics replication error. 0 - Apply directly network state 0x10000000
- * p_net_use_predictors: 1 1 - Use predictors to update physics entity. 0 - Use raw replicated state to update entity 0x10000000
- * p_num_bodies_large_group: 100 Group size to be used with p_max_substeps_large_group, in bodies 0x10000000
- * p_num_jobs: 4 Specifies the number of jobs for phys.sim.(used by phys job simulation mode) 0x10000000
- * p_num_startup_overload_checks: 20 For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough 0x10000000
- * p_on_demand_cell_size: 32768.000000 Specifies the cell size for the optional global on demand grid 0x10000000
- * p_penalty_scale: 0.300000 Scales the penalty impulse for objects that use the simple solver 0x10000000
- * p_player_draw_colliding_geom: 0 Draw the affected physical geometry of the player when intersecting with other objects. Only drawn when physics helper rendeirng is enabled. 0x10000000
- * p_player_draw_ground_collider_finders: 0 Draw the geometry for the ground-collider finder(s). 0x10000000
- * p_player_extremity_unprojection_rate: 25.000000 Rate at which collisions with the extremities will push you out of the collider. 0x10000000
- * p_player_geom_scale: 0.800000 Scale size for living entity geometry. 0x10000000
- * p_players_can_break: 0 Whether living entities are allowed to break static objects with breakable joints 0x10000000
- * p_pod_extents_clamp: 512.000000 Length in metres for which pod is to be performed around a query (0 == disable clamping) 0x10000000
- * p_pod_instance_clamp: 512 number of pod instances allowed to be created per patch (<0 == disable instance clamping) 0x10000000
- * p_pool_size: 1536 Specifies the size of the pool used for job based phys.sim.(used by SPUs) 0x10000000
- * p_profile: 0 Enables group profiling of physical entities 0x10000000
- * p_profile_entities: 0 Enables per-entity time step profiling 0x10000000
- * p_profile_functions: 0 Enables detailed profiling of physical environment-sampling functions 0x10000000
- * p_profile_geometries: 0 Enables profiling of physical geometries 0x10000000
- * p_profile_planets: 0 Enables per-planet profiling 0x10000000
- * p_prohibit_unprojection: 1 This variable is obsolete. 0x10000000
- * p_proxy_highlight_range: 800 Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight 0x10000000
- * p_proxy_highlight_threshold: 80000 Physics proxies with triangle counts large than this will be highlighted 0x10000000
- * p_ray_fadeout: 0.200000 Fade-out time for ray physics helpers 0x10000000
- * p_ray_peak_time: 0.000000 Rays that take longer then this (in ms) will use different color 0x10000000
- * p_remesh_interior_grids: 0 If set to 1, will extract a debug mesh to visualize the extents of an interior grid (NEEDS RESTART!) 0x10000000
- * p_rope_collider_size_limit: 0 Disables rope collisions with meshes having more triangles than this (0-skip the check) 0x10000000
- * p_rwi_break_at_length: 20000.000000 Throws error if length of ray (in meters) in rwi exceeds given length. Set to 0 to disable. 0x10000000
- * p_RWI_log: 0 Enables RayWorldIntersection call logging 0x10000000
- * p_RWI_max_len: 100000.000000 Specifies the length threshold for ray lengths after which RayWorldIntersection aborts 0x10000000
- * p_RWI_warn_len: 10100.000000 Specifies the length threshold for ray lengths after which RayWorldIntersection issues a warning 0x10000000
- * p_send_time_variance: 1.000000 Alters up the minimum send time after each send by this plus or minus this amount so things don't always send on the same frame 0x10000000
- * p_show_thread_profile: 0 Enables the display of the physics thread profile summary 0x10000000
- * p_single_step_mode: 0 Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
- Default is 0 (off). Set to 1 to switch physics system (except
- players) to single step mode. Each step must be explicitly
- requested with a 'p_do_step' instruction. 0x10000000
- * p_skip_redundant_colldet: 1 Specifies whether to skip furher collision checks between two convex objects using the simple solver
- when they have enough contacts between them 0x10000000
- * p_splash_dist0: 7.000000 Range start for splash event distance culling 0x10000000
- * p_splash_dist1: 30.000000 Range end for splash event distance culling 0x10000000
- * p_splash_force0: 10.000000 Minimum water hit force to generate splash events at p_splash_dist0 0x10000000
- * p_splash_force1: 100.000000 Minimum water hit force to generate splash events at p_splash_dist1 0x10000000
- * p_splash_vel0: 0.500000 Minimum water hit velocity to generate splash events at p_splash_dist0 0x10020000
- * p_splash_vel1: 10.000000 Minimum water hit velocity to generate splash events at p_splash_dist1 0x10000000
- * p_sync_rwi_use_spu: 0 Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging 0x10000000
- * p_tick_breakable: 0.100000 Sets the breakable objects structure update interval 0x10000000
- * p_time_granularity: 0.000010 Sets physical time step granularity.
- Usage: p_time_granularity [0..0.1]
- Used for internal tweaking only. 0x10000000
- * p_unproj_vel_scale: 10.000000 Requested unprojection velocity is set equal to penetration depth multiplied by this number 0x10000000
- * p_use_distance_contacts: 0 Allows to use distance-based contacts (is forced off in multiplayer) 0x10000000
- * p_use_substep_physics: 0 Toggles sub stepped physics loop. Forces sub steps to no larger than p_max_timestep.Usage: p_substep_physics [0/1]
- Forces sub steps when set to 1. When set to 0, the
- time step is variable, based on the frame rate. 0x10000000
- * p_use_substep_physics_server_only: 0 Toggles sub stepped physics loop on server only. Forces sub steps to no larger than p_max_timestep.Usage: p_use_substep_physics_server_only [0/1]
- Forces sub steps on server only when set to 1. When set to 0, the
- time step is variable, based on the frame rate. 0x10000000
- * p_use_unproj_vel: 0 internal solver tweak 0x10000000
- * p_validate_params: 1 Toggles break on validation error.
- Usage: p_validate_params [0/1]
- Default is 0 (off). Issues DebugBreak() call in case of
- a physics parameter validation error. 0x10000000
- * p_wireframe_distance: 40.000000 Maximum distance at which wireframe is drawn on physics helpers 0x10000000
- * pfx_shake_distance: 1.000000 Multiplier on the Cam Shake Distance parameter for particle effects camera shakes 0x10000000
- * pfx_shake_intensity: 1.000000 Multiplier on the Cam Shake Rot and Shift parameters for particle effects camera shakes 0x10000000
- * ph_debug: 0 1 - enables player hostility logging and displays local client wanted level info, 2 - detailed hostility debug display 0x10000000
- * pipes_batchUpdate: 1 Pipe update mode:
- 0=Sequence
- 1=Batched with immediate sync 0x10000000
- * pl_AbilityDebug: 0 Display player abilities 0x10000000
- * pl_adjustJumpAngleWithFloorNormal: 0 Set to true to adjust the angle a player jumps relative to the floor normal they're stood on. Can make jumping on slopes frustrating. 0x10000000
- * pl_aim_acceleration_enabled: 1 Aim Acceleration: Enable/Disable aim acceleration. 0x10000000
- * pl_aim_near_lookat_target_distance: 0.650000 Multiplier for autoaim slow and follow vs cloaked targets 0x10000000
- * pl_aimStance.enableLowered: 0 Enable the lowered stance for player. 0x10000000
- * pl_aimStance.enableRelaxed: 0 Enable the relaxed stance for player. 0x10000000
- * pl_AIVehicle: 0 Enable AI control on the client player's vehicle. 0x10000000
- * pl_arenaCommanderCustomServerIp: Ignore the server ip and use this one instead 0x10000000
- * pl_arenaCommanderCustomServerPort: -1 Ignore the server port and use this one instead (-1 is default one) 0x10000000
- * pl_arenaCommanderUIUseRealLobby: 1 Use the actual CIGLobby when preparing a match 0x10000000
- * pl_autoRespawn: 0 Enable player ships to automatically respawn upon death. 0x10000000
- * pl_awarenessComponent.debug: 0 Show debug information for the awareness component 0x10000000
- * pl_breath.debug: 0 display breathing debug info 0x10000000
- * pl_breath.enabled: 1 enable the actor breathing component 0x10000000
- * pl_breath.overrideGForce: -1.000000 Override the overrideGForce (negative=disabled) 0x10000000
- * pl_breath.overrideGForcePassout: -1.000000 Override the overrideGForcePassout (negative=disabled) 0x10000000
- * pl_breath.overrideGForceStress: -1.000000 Override the overrideGForceStress (negative=disabled) 0x10000000
- * pl_breath.overrideStamina: -1.000000 Override the stamina (negative=disabled) 0x10000000
- * pl_breath.proceduralBreathingAnim.debug: 0 Display the procedural breathing anim debug. 0x10000000
- * pl_breath.proceduralBreathingAnim.debugJoint: CustomAim Joint to show the debug graphs for. 0x10000000
- * pl_breath.proceduralBreathingAnim.enabled: 1 Enable the procedural breathing anim. 0x10000000
- * pl_breath.proceduralBreathingAnim.samplingStepCount: 10 Step count when sampling breathing curves. 0x10000000
- * pl_carryable.debugDraw: 0 Enable debug draw for carryables, <1-draws interactions> <2-draws state> 0x10000000
- * pl_carryable.debugDrawFreeAlignment: 0 Enable free alignment debug draw for carryables 0x10000000
- * pl_carryable.enableWeaponInspect: 0 Enable weapon inspect 0x10000000
- * pl_carryable.gripDepth: 0.000000 Set grip depth, used if 'overrideGripDepth' is on 0x10000000
- * pl_carryable.gripHeight: 0.000000 Set grip height, used if 'overrideGripHeight' is on 0x10000000
- * pl_carryable.gripWidth: 0.000000 Set grip width, used if 'overrideGripWidth' is on 0x10000000
- * pl_carryable.leftGripDimension: 0.000000 Set left grip dimension, used if 'overrideGripDimension' is on 0x10000000
- * pl_carryable.overrideGripDepth: 0 Enable grip depth override 0x10000000
- * pl_carryable.overrideGripDimension: 0 Enable grip dimension override 0x10000000
- * pl_carryable.overrideGripHeight: 0 Enable grip height override 0x10000000
- * pl_carryable.overrideGripWidth: 0 Enable grip width override 0x10000000
- * pl_carryable.overrideWristRotation: 0 Enable wrist rotation override 0x10000000
- * pl_carryable.rightGripDimension: 0.000000 Set right grip dimension, used if 'overrideGripDimension' is on 0x10000000
- * pl_carryable.wristRotation: 0.000000 Set wrist rotation, used if 'overrideWristRotation' is on 0x10000000
- * pl_chat_enabled: 1 is the Chat widget enabled 0x10000000
- * pl_choice.allow_audio_ui_with_dialogue: 1 0: omit ui sounds when there is dialogue audio playing 1: allow ui sounds even when there is accompanying dialogue 0x10000000
- * pl_choice.debug: 0 0:Debugging off, 1: view signals, 2+: More debugging for the signal with this number 0x10000000
- * pl_choice.debug_headlook: 0 1: debug headlook params 0x10000000
- * pl_choice.debug_kiosk: 0 1: debug kiosk interactions 0x10000000
- * pl_choice.debug_PIT: 0 1: debug personal thought menu 0x10000000
- * pl_choice.debug_screenfocus: 0 1: debug screen focus 0x10000000
- * pl_choice.debug_thoughts: 0 1: Debug draw some helper info for inner thoughts. 2: inner thought text is debug drawn to screen (helps check for rendering issues) 0x10000000
- * pl_choice.dialogue_audio_delay: 0.600000 Delay in seconds before triggering inner thought dialogue 0x10000000
- * pl_choice.enable_dialogue_audio: 1 0:don't play inner thought play dialogue 1: do play inner thought dialogue 0x10000000
- * pl_choice.personal_thoughts: 0 0: don't enable the personal thoughts menu 1: do enable the personal thoughts menu 0x10000000
- * pl_choice.screenfocusmode: 1 0: Linked screens setup in DF - 1: Automatic screen selection based on position 0x10000000
- * pl_choice.show_curve: 0 0:disable 1:enable 0x10000000
- * pl_choice.show_signal: 1 0:disable 1:enable 0x10000000
- * pl_choice.worldDisplay_cursormode: 0 0: Default - 1: cursor stays still while dragging - 2: cursor snaps back to original position after dragging 0x10000000
- * pl_clientInertia: 0.000000 Override the interia of clients 0x10000000
- * pl_controls.virtualJoystickDeadzoneInner: 0.010000 Deadzone for the virtual joystick (0-1) 0x10000000
- * pl_controls.virtualJoystickDeadzoneInner_Fixed: 0.010000 Deadzone for the virtual joystick in move only mode or when controlling only fixed weapons (0-1) 0x10000000
- * pl_controls_Exponent_default_value: 1.000000 Set the default value of a control option exponent 0x10000000
- * pl_controls_Exponent_maximum_value: 3.000000 Set the maximum value of a control option exponent 0x10000000
- * pl_controls_Exponent_minimum_value: 0.100000 Set the minimum value of a control option exponent 0x10000000
- * pl_controls_Exponent_step_value: 0.100000 Set the step value of a control option exponent slider 0x10000000
- * pl_crumple.downBackwardLengthScale: 0.300000 Leg-length multiplier for the down-backward test ray. 0x10000000
- * pl_crumple.downBackwardPitch: -35.000000 Pitch offset for the down-backward test direction. 0x10000000
- * pl_crumple.downForwardLengthScale: 1.250000 Leg-length multiplier for the down-forward test ray. 0x10000000
- * pl_crumple.downForwardPitch: -5.000000 Pitch offset for the down-forward test direction. 0x10000000
- * pl_crumple.downHipOffset: 0.200000 Offset, in world units, from the hips to begin the crumple test rays. 0x10000000
- * pl_crumple.downRayMaxAge: 0.500000 Time (in seconds) before a surface finder result is considered too old to be valid. 0x10000000
- * pl_crumple.downRayUpdateRate: 0.200000 Time (in seconds) before a surface finder will dispatch a new ray to get a new result. 0x10000000
- * pl_crumple.enabled: 0 Toggles crumpling. 0 = off, 1 = on, 2 = debug. 0x10000000
- * pl_crumple.jumpDampenTime: 0.250000 Time (in seconds) to take to slow the player to a stop when a jump is requested. 0x10000000
- * pl_crumple.jumpStength: 3.000000 Strength of the jump in Zero G. 0x10000000
- * pl_damage_multiplier_from_AI_spaceships: 1.000000 Damage multiplier applied to damage done by AI spaceships on the player 0x10000000
- * pl_damage_multiplier_to_AI_spaceships: 1.000000 Damage multiplier applied to damage done by the player on AI spaceships 0x10000000
- * pl_debug_actor_actions: 0 Enable debug log for actor actions 0x10000000
- * pl_debug_aiming: 0 0x10000000
- * pl_debug_filter: 0x10000000
- * pl_debug_hit_recoil: 0 0x10000000
- * pl_debug_jumping: 0 0x10000000
- * pl_debug_movement: 0 0x10000000
- * pl_debug_speed: 0 1=Display current speed, 2=Also display stance speed 0x10000000
- * pl_debug_vistable: 0 View debug information for vistable 0x10000000
- * pl_defaultShip: Default ship class to associate with the player in arena commander if the lobby is bypassed. i.e. ANVL_Hornet_F7C / ORIG_300i for example. 0x10000000
- * pl_drawMarkerDebug: 0 0: disabled 1:enabled 0x10000000
- * pl_dummy.changeWeapon: 0 0 = no weapon change, 1 = sequential through weapon list, 2 = random weapons 0x10000000
- * pl_dummy.fireEnabled: 0 Enable/Disable firing on the dummy players 0x10000000
- * pl_dummy.jumpChance: 0.500000 Control how often dummy players jump - 0.0 is never, 1.0 is whenever they're not crouching 0x10000000
- * pl_dummy.loadout: Scripts/Loadouts/Player/StarMarine/StarMarine_Marine_Light.xml Ability to set a dummy load set. 0x10000000
- * pl_dummy.maxInTime: -1.000000 Maximum time for dummy player to remain in game (seconds, < 0.0F to disable 0x10000000
- * pl_dummy.maxOutTime: -1.000000 Maximum time for dummy player to remain out of game (seconds, < 0.0F to disable 0x10000000
- * pl_dummy.minInTime: -1.000000 Minimum time for dummy player to remain in game (seconds, < 0.0F to disable 0x10000000
- * pl_dummy.minOutTime: -1.000000 Minimum time for dummy player to remain out of game (seconds, < 0.0F to disable 0x10000000
- * pl_dummy.moveEnabled: 0 Enable/Disable moving on the dummy players 0x10000000
- * pl_dummy.respawnAtDeathPosition: 0 0 = default respawn location, 1 = respawn at position where they were killed 0x10000000
- * pl_dummy.respawnMaxDelay: 7.000000 Maximum time delay (seconds) until dummy is respawned 0x10000000
- * pl_dummy.respawnMinDelay: 1.000000 Minimum time delay (seconds) until dummy is respawned 0x10000000
- * pl_dummy.showDebugText: 0 Enable/Disable on-screen messages about dummy players 0x10000000
- * pl_dummy.suicideEnabled: 0 Enable/Disable killing dummy players who've been alive for too long 0x10000000
- * pl_dummy.turnEnabled: 0 Enable/Disable turning on the dummy players 0x10000000
- * pl_enableProne: 1 Enable prone. 0x10000000
- * pl_eva.debug: 0 Show EVA debug information 0x10000000
- * pl_eva.maxPitchAngle: 45.000000 Vertical view angle relative to hips when full EVAC rotation should be requested. 0x10000000
- * pl_eva.maxYawAngle: 45.000000 Horizontal view angle relative to hips when full EVAC rotation should be requested. 0x10000000
- * pl_eva.ragdollFall: 1 When exiting EVA into a fall - if 0 use normal fall, otherwise use ragdoll fall (and stand up). 0x10000000
- * pl_eva.ragdollStiffness: 5000.000000 Stiffness of the driven ragdoll when in EVA state. 0x10000000
- * pl_eva.viewLimitH: 85.000000 Horizontal head / aim rotation limit. 0x10000000
- * pl_eva.viewLimitV: 75.000000 Vertical head / aim rotation limit. 0x10000000
- * pl_fall_camera_shake: 0 how much fall speed influences view shake time 0x10000000
- * pl_fall_intensity_hit_multiplier: 0.300000 how much fall speed influences view shake intensity after a melee hit 0x10000000
- * pl_fall_intensity_max: 1.500000 maximum view shake intensity 0x10000000
- * pl_fall_intensity_multiplier: 0.100000 how much fall speed influences view shake intensity 0x10000000
- * pl_fall_time_max: 0.050000 maximum view shake time 0x10000000
- * pl_fall_time_multiplier: 0.050000 how much fall speed influences view shake time 0x10000000
- * pl_fastContactList_enabled: 1 is the Fast Contact List widget enabled 0x10000000
- * pl_fastContactList_showHangarInviteOption: 0 Enable the hangar invite option in the fast contact list 0x10000000
- * pl_followEntity.catchupModifier: 0.250000 how much of the remaining distance should the player catch up each second 0x10000000
- * pl_followEntity.debugEnabled: 0 display debug information 0x10000000
- * pl_followEntity.minDirectionMatch: 0.700000 how much should the directions match in order to start following 0x10000000
- * pl_gforce.animation.exteriorBlendspaceBlendTime: 0.800000 Set blend time for the edge animations in the bspace 0x10000000
- * pl_gforce.animation.interiorBlendspaceBlendTime: 0.200000 Set blend time for the middle animations in the bspace 0x10000000
- * pl_gforce.animation.interiorBlendspaceLimit: 0.100000 Specify when interiorBlendspaceBlendTime has to be used instead of the external one 0x10000000
- * pl_gforce.animation.scaleGForce: -1.000000 How much we scale the parameters passed to the bspace 0x10000000
- * pl_gforce.debug: 0 display GForce debug info (1=real time X and Z params, 2=history of all axis) 0x10000000
- * pl_gforce.enabled: 1 enable the GForce stress mechanic 0x10000000
- * pl_health.bleedBlackout_blur: 0.300000 Blur per pulse 0x10000000
- * pl_health.bleedBlackout_contrast: 0.100000 Contrast per pulse 0x10000000
- * pl_health.bleedBlackout_frequency: 2.000000 Pulse frequency (does not affect pulse duration) 0x10000000
- * pl_health.bleedBlackout_luminance: 0.050000 Luminance Per pulse 0x10000000
- * pl_health.bleedBlackout_saturation: 0.300000 Saturation per pulse 0x10000000
- * pl_health.enableHealingOthers: 0 Enables using the MedPack on other players. 0x10000000
- * pl_health.enableNewHUDEffect: 1 Enables new Health/Hits HUD effect (only on level reload) 0x10000000
- * pl_health.healBlur: 0.300000 0x10000000
- * pl_health.healBrightness: 2.000000 0x10000000
- * pl_health.HealButtonPromptLevel: 10 The level at which the player will be shown a hint telling them to heal. 0x10000000
- * pl_health.HealButtonPromptPersist: 5.000000 The number of seconds the Heal Button Prompt hint will persist after it appears 0x10000000
- * pl_health.healEffectDuration: 0.500000 0x10000000
- * pl_health.healSharpness: 10.000000 0x10000000
- * pl_health.hitBlur_addPerHit: 0.500000 amount of radial blur to add per hit 0x10000000
- * pl_health.hitBlur_decayPerSecond: 1.000000 how much radial blur decays every second 0x10000000
- * pl_health.hitBlur_maxIntensity: 0.500000 maximum intensity of the radial blur when hit 0x10000000
- * pl_health.hitBlur_persistTime: 0.200000 the time radial blur persists before decaying 0x10000000
- * pl_health.hitColor_maxIntensity: -0.500000 Cyan Color Correction per hit 0x10000000
- * pl_health.HitIndicatorPersist: 3.500000 The number of seconds the HitIndicator will persist after it appears 0x10000000
- * pl_health.minimalHudEffect: 0 only shows a bit of blood on screen when player is hit. Use this with g_godMode on. 0x10000000
- * pl_heldEntityAttachments.debug: 0 Debug info for the held entity attachments. 0x10000000
- * pl_hitReaction.debug: 0 Log hit reaction information. 0x10000000
- * pl_hitReaction.doKnockdowns: 0 Enable knockdown reactions. 0x10000000
- * pl_hitReaction.useCombinedKnockdownAnim: 1 Use combined knockdown animation. 0x10000000
- * pl_hitReaction.useKnockbackForAI: 0 Use knockdown animation for AI actors. 0x10000000
- * pl_hostility_UI_enabled: 1 UI for Player Hostility enabled (Icons and Notifications) 0x10000000
- * pl_hudDebugAim: 0 0x10000000
- * pl_input.useDummyInput: 0 Local player's will use the automated / demo / dummy input 0x10000000
- * pl_inputAccel: 30.000000 Movement input acceleration 0x10000000
- * pl_inspect.viewLimitH: 85.000000 Horizontal head / aim rotation limit. 0x10000000
- * pl_inspect.viewLimitV: 75.000000 Vertical head / aim rotation limit. 0x10000000
- * pl_jump.airControl.controlScale: 1.000000 Scales base air control while in air. 0x10000000
- * pl_jump.airControl.inertiaScale: 0.300000 Scales inertia while in air. 0x10000000
- * pl_jump.airControl.resistanceScale: 1.300000 Scales base air resistance while in air. 0x10000000
- * pl_jump.bumpSpeedMax: 10.000000 Speed that triggers the maximum bump on a landing. 0x10000000
- * pl_jump.bumpSpeedMin: 4.500000 Speed that triggers the minimum bump on a landing. 0x10000000
- * pl_jump.debugDraw: 0 Draw on-screen jump debug details. 0x10000000
- * pl_jump.enableGravity: 1 Enable gravity affecting jump height. 0x10000000
- * pl_jump.enableSpeeds: 0 Enable mid and exxxxxtreme speed falls & lands. 0x10000000
- * pl_jump.landAnimTime: 0.000000 Length of the land animation in seconds. 0x10000000
- * pl_jump.time.baseAddedPerJump: 0.400000 The amount of time that is added on per jump. 0x10000000
- * pl_jump.time.currentMultiplierOnJump: 1.500000 Multiplier for the current timer per jump. 0x10000000
- * pl_jump.time.maxValue: 0.000000 The maximum value of the timer. 0x10000000
- * pl_ladder.debugAnimEmbarkPoints: 0 Show the animation embark points on ladders (0=none, 1=walk, 2=run, 3=sprint) (requires pl_ladder.debugDraw). 0x10000000
- * pl_ladder.debugAnimGetOnDistances: 0 Show the animation get on distances on ladders (requires pl_ladder.debugDraw). 0x10000000
- * pl_ladder.debugDraw: 1 Show the ladder debug draw (0=none, 1=editor only, 2=always, 3=always extended. 0x10000000
- * pl_ladder.debugRungs: 0 Show the rungs (requires pl_ladder.debugDraw). 0x10000000
- * pl_ladder.logVerbosity: 0 Do verbose logs whenever the player uses a ladder 0x10000000
- * pl_lean.collisionCheckBone: HeadCam Bone to use for checking collisions when leaning 0x10000000
- * pl_lean.collisionSweepLengthFactor: 1.000000 How much we extend the head the sweep in direction of head 0x10000000
- * pl_lean.collisionSweepOrigin.x: 0.000000 X Origin of lean collision check 0x10000000
- * pl_lean.collisionSweepOrigin.y: 0.000000 Y Origin of lean collision check 0x10000000
- * pl_lean.collisionSweepOrigin.z: 1.500000 Z Origin of lean collision check 0x10000000
- * pl_lean.collisionSweepRadius: 0.160000 Sweep collision sphere radius 0x10000000
- * pl_lean.debug: 0 Draw debug markers and text 0x10000000
- * pl_lean.debugStateMachine: 0 Draw debug info for the state machine 0x10000000
- * pl_lean.enabled: 1 Is player simple lean enabled 0x10000000
- * pl_lean.forceLean: 0 Force leaning direction, 0 - Disable, 1 - Force left, 2 - ForceRight, 3 - Force No lean 0x10000000
- * pl_lean.helmetAngle: 1.600000 How much we rotatate of helmet when leaning in degrees 0x10000000
- * pl_lean.helmetDuration: 0.300000 How long does the rotation take to finish 0x10000000
- * pl_ledge.cameraBlendWeight: 1.000000 FP camera blending weight when performing ledge grab action. Do NOT change this from 1.0f lightly! 0x10000000
- * pl_ledge.debugDrawInfo: 0 Turn on debug drawing of player ledge info. 0x10000000
- * pl_ledge.debugDrawLedges: 1 Turn on debug drawing of ledge markup, 0=Off, 1=Editor Only, 2=Always. 0x10000000
- * pl_ledge.debugDrawMaxDistance: 35.000000 Max distance from camera at which ledges are rendered. 0x10000000
- * pl_ledge.debugDumpAnimDistances: 0 Enable to dump out the animation distances every time a ledge is used. 0x10000000
- * pl_ledge.debugOutputFailReason: 0 Dump the reason for a ledge grab test failing. 0x10000000
- * pl_ledge.depthRayLength: 2.000000 Length of the ray used to calculate depth adjustment (this is the maximum length he can slide. 0x10000000
- * pl_ledge.enableTrim: 3 Enable the enter animation trimming (bitmask: 1=low vault, 2=high vault, 4=low mantle, 8=high mantle). 0x10000000
- * pl_ledge.ledgeMaxHeight: 3.000000 The maximum height of the ledge that we can climb/vault 0x10000000
- * pl_ledge.ledgeMinHeight: 0.900000 Ledges have to be this high relative to player for us to vault or mantle them 0x10000000
- * pl_ledge.lowLedgeMaxHeight: 1.500000 Ledges below this height are traversed using Low vault/mantle, above use High vault/mantle 0x10000000
- * pl_ledge.movingLedgeVelocityMultiplier: 1.500000 When exiting a vault/mantle onto a moving ledge a we will speed up the players exit velocity in the direction of the ledge movement 0x10000000
- * pl_ledge.showPrompt: 0 Show the onscreen prompt when ledge grab is available. 0x10000000
- * pl_ledge.usePrototype: 0 If 1, it switches to use the prototype vault and mantle that use motion warping. Will use vaultcomplete and mantlecomplete mannequin tags 0x10000000
- * pl_livedriver_enable: 0 Enable or Disable LiveDriver 0x10000000
- * pl_looting.downViewLimit: 10.000000 Down view limit 0x10000000
- * pl_looting.enableCorpseLooting: 1 Enable corpse looting prototype. 0x10000000
- * pl_looting.enabled: 1 If enabled, dead actors should be lootable 0x10000000
- * pl_looting.enableIK: 0 If enabled, the hand will reach the object you try to pick it up 0x10000000
- * pl_looting.horizontalViewLimit: 60.000000 Horizontal view limit 0x10000000
- * pl_looting.itemFocusSphere: 0.100000 Size of the focus sphere for an item inside the container that the player is looting. This sphere is used before checking the item's bounding box. 0x10000000
- * pl_looting.itemSwapTime: 1.000000 The time the select action has to be held down before an item is swapped 0x10000000
- * pl_looting.showDebug: 0 If enabled, shows on screen information for the looting mechanic 0x10000000
- * pl_looting.upViewLimit: 60.000000 Up view limit 0x10000000
- * pl_melee.angle_limit_from_behind: 70.000000 Angle limit (in degrees) in which behind damage multiplier will apply (x2 for full range) 0x10000000
- * pl_melee.damage_multiplier_from_behind: 1.000000 Damage multiplier for melee attacking somebody from behind 0x10000000
- * pl_melee.damage_multiplier_mp: 1.000000 Damage multiplier for melee attacking somebody in Multiplayer (eg. the Defenders in Assault) 0x10000000
- * pl_melee.debug_gfx: 0 Enable/Disables debug gfx for melees 0x10000000
- * pl_melee.enabled: 2 0 = Disables melee attack, 1 = Enables old melee attack, 2 = Enables new melee attack. 0x10000000
- * pl_melee.impulseScale: 20.000000 Scale the impulse from melee attacks (0=no impulse) 0x10000000
- * pl_melee.mp_melee_system: 1 Enables the three-part melee system 0x10000000
- * pl_mobiglas_background_exposure: -3.000000 Relative brightness of the environment (in camera stops) when interacting with mobiGlas 0x10000000
- * pl_mobiglas_brightness: 1.000000 Relative brightness of the mobiGlas interface (in camera stops) 0x10000000
- * pl_mobiglas_debug_position: 0 Display debug axis to help with mobiGlas position placement 0x10000000
- * pl_mobiglas_inventory_enabled: 0 Enable the Inventory App on mobiGlas 0x10000000
- * pl_mobiglas_log_validation_fail: 0 enable log debug on mobiGlas validation fail. 0x10000000
- * pl_mobiglas_menu_angle: 0.000000 angle of mobiGlas menu in degrees. Around its normal. 0x10000000
- * pl_mobiglas_menu_tilt: 0.000000 tilt of mobiGlas menu in degrees. Around its up axis. 0x10000000
- * pl_mobiglas_offset_x: -0.020000 offset of the menu from the mobiGlas position x 0x10000000
- * pl_mobiglas_offset_y: -0.170000 offset of the menu from the mobiGlas position y 0x10000000
- * pl_mobiglas_offset_z: -0.100000 offset of the menu from the mobiGlas position z 0x10000000
- * pl_mobiglas_remote_client: 0 allow display of full mobiGlas for remote clients 0x10000000
- * pl_mobiglas_scale: 0.430000 scale of the mobiGlas ui. 0x10000000
- * pl_mobiglas_viewlock_rot_x: 0.050000 mobiGlas view lock y rotation w.r.t. player orientation 0x10000000
- * pl_mobiglas_viewlock_rot_z: 0.000000 mobiGlas view lock z rotation w.r.t. player orientation 0x10000000
- * pl_mobiglas_viewlock_smooth_time: 0.200000 mobiGlas view lock smoothing time 0x10000000
- * pl_movement.ladder_sprint_SpeedScale: 1.264710 Ladder sprint speed scale 0x10000000
- * pl_movement.ladder_walk_SpeedScale: 0.661765 Ladder walk on speed scale 0x10000000
- * pl_movement.power_sprint_targetFov: 55.000000 Fov while sprinting in power mode 0x10000000
- * pl_movement.prediction.moveSpeedSmoothing: 0.040000 Motion parameter 'MoveSpeed' smoothing factor in MovementAction for local actors 0x10000000
- * pl_movement.prediction.moveSpeedSmoothingRemote: 0.100000 Motion parameter 'MoveSpeed' smoothing factor in MovementAction for remote actors 0x10000000
- * pl_movement.prediction.travelAngleSmoothing: 0.100000 Motion parameter 'TravelAngle' smoothing factor in MovementAction for local actors 0x10000000
- * pl_movement.prediction.travelAngleSmoothingRemote: 0.100000 Motion parameter 'TravelAngle' smoothing factor in MovementAction for remote actors 0x10000000
- * pl_movement.prone.debug: 0 Show debug info (pivot location, rays) for prone 0x10000000
- * pl_movement.prone.rayLength: 0.750000 Ray length for close quarters checking (moving pivot point and checking if the player can roll 0x10000000
- * pl_movement.removeSpeedModifiersWhenWalking: 1 Remove weight based speed modifiers when walking (and gradually apply them as speed increases up to fast run) 0x10000000
- * pl_movement.strafe_SpeedScale: 0.700000 Strafe speed scale 0x10000000
- * pl_movement.turn_SpeedAngle: 360.000000 The angular speed (degrees/seconds) at which the maximum turn speed penalty is applied. 0x10000000
- * pl_movement.turn_SpeedScale: 0.700000 Turn speed scale 0x10000000
- * pl_movement.walk_SpeedScale: 0.661765 Walk speed scale 0x10000000
- * pl_movementController.debugaimlook: 0 Debug aim/look direction in player movement controller 0x10000000
- * pl_movementTransition.allowProne: 0 For animation asset testing, allow transition logic to run for prone 0x10000000
- * pl_movementTransition.enabled: 1472 Toggles filter to enable some transitions.
- Usage: pl_movementTransition.enabled [0ab...] (flags can be combined)
- +a : Starts
- +b : Stops
- +c : Steps
- +d : Jukes
- +e : Hip flip 0x10000000
- * pl_movementTransition.logVerbosity: 0 Log out transition information if greater than 0 0x10000000
- * pl_movementTransition.minJukeAngle: 0.000000 The smallest angle between current and desired movement direction where a juke transition request may be triggered.
- Set to 0 to turn jukes off. 0x10000000
- * pl_movementTransition.naturalMotionAcceleration: 0.000000 If greater than 0, will cause the player to accelerate from a base motion set to the next target set (like walk fast to run slow) instead of going to the target speed instantly. 0x10000000
- * pl_movementTransition.strafeHipFlipBlockAngle: 10.000000 The maximum angle to block hip flips when switching strafe direction (0 = perfect strafe in other direction, 90 = perpedicular). 0x10000000
- * pl_movementTransition.strafeHipFlipBlockTime: 1.000000 The time to block doing a hip flip when switching strafe direction. 0x10000000
- * pl_movementTransition.zeroGStanceChange: 0.050000 Time between zero G transitions (keep it above 0, if the transition is instant the physics bug out) 0x10000000
- * pl_portModification.drawDebug: 0 +1:Draw Spheres
- +2:Draw Names
- +4:Allow Forbidden Ports
- +8:Allow un-editable Ports 0x10000000
- * pl_portModification.drawSize: 0.500000 Sphere size 0x10000000
- * pl_portModification.enableObstruction: 1 enable / disable visibility and interaction through solid geometry 0x10000000
- * pl_portModification.maxDistance: 50.000000 Maximum draw distance for spheres 0x10000000
- * pl_portModification.minDistance: 2.000000 Minimum draw distance for spheres 0x10000000
- * pl_power_sprint.foward_angle: 45.000000 Power sprint: Stick angle threshold for sprinting (0.0 - 90.0f 0x10000000
- * pl_proceduralRecoil.debug: 0 Show debug information for the procedural recoil 0x10000000
- * pl_proceduralRecoil.enable: 1 Enable/disable the entire procedural recoil system 0x10000000
- * pl_proceduralRecoil.enableHandsRecoil: 1 Enable/disable the hands recoil 0x10000000
- * pl_proceduralRecoil.enableHeadRecoil: 1 Enable/disable the head recoil 0x10000000
- * pl_proceduralRecoil.enableHipsRecoil: 1 Enable/disable the hips recoil 0x10000000
- * pl_proceduralRecoil.enableRecoil: 1 Enable/disable the standard recoil, not affecting hips, kick recoil or head recoil 0x10000000
- * pl_ragdoll.fallDrivenRagdollStiffness: 5000.000000 Default stiffness when driven ragdoll falling 0x10000000
- * pl_ragdoll.hooliganModeEnabled: 0 Enables / disables fall and play (ragdoll) on actor collisions 0x10000000
- * pl_ragdoll.logVerbosity: 0 Enables / disables ragdoll debug logging 0x10000000
- * pl_renderInNearest: 0 Render player in nearest pass 0x10000000
- * pl_shotgunDamageCap: 340282346638528859811704183484516925440.000000 Shotgun damage cap when firing normally, MP ONLY 0x10000000
- * pl_skyLine_enabled: 1 is the skyLine component enabled 0x10000000
- * pl_skyLine_map_overlay_alpha: 0 sets the alpha of planet overlays (for debugging mouseover) 0x10000000
- * pl_SmoothingRagdollAngularRate: 0.150000 Angular rotation smoothing for articulated entities with gravity 0x10000000
- * pl_SmoothingRagdollAngularRateNoGravity: 0.050000 Angular rotation smoothing for articulated entities in Zero Gravity 0x10000000
- * pl_SmoothingRagdollEnabled: 1 Whether to use special ragdoll smoothing algorithms 0x10000000
- * pl_SmoothingRagdollMaxPredictionTime: 1.000000 The time since last update in the predictor is limited by this value. 0x10000000
- * pl_SmoothingRagdollPredictionRate: 0.700000 Determines what portion (from 0 to 1) of the predicted movement to apply. Larger values result in longer correction times for sudden changes in direction, lower values decrease the smoothness of the motion on remote clients. 0x10000000
- * pl_SmoothingRagdollQuaternionRate: 0.050000 Quaternion smoothing amount with gravity 0x10000000
- * pl_SmoothingRagdollQuaternionRateNoGravity: 0.050000 Quaternion smoothing amount in Zero Gravity 0x10000000
- * pl_SmoothingRagdollSnapDistance: 20.000000 If the position is off by more than this number, smoothing will be skipped over 0x10000000
- * pl_SmoothingRagdollUsePredictor: 0 Whether or not the ragdoll uses the interpolated predictor values before smoothing with gravity 0x10000000
- * pl_SmoothingRagdollUsePredictorNoGravity: 1 Whether or not the ragdoll uses the interpolated predictor values before smoothing in Zero Gravity 0x10000000
- * pl_SmoothingRagdollVelocityRate: 0.250000 Velocity smoothing over speed correction with gravity 0x10000000
- * pl_SmoothingRagdollVelocityRateNoGravity: 0.050000 Velocity smoothing over speed correction in Zero Gravity 0x10000000
- * pl_SmoothingRagdollVelocityScale: 0.000000 Velocity smoothing scaler with gravity 0x10000000
- * pl_SmoothingRagdollVelocityScaleNoGravity: 0.000000 Velocity smoothing scaler in Zero Gravity 0x10000000
- * pl_socialNotification_duration_hangarInvite_hurry: 5.000000 Duration of a hurried long UI social notification. 0x10000000
- * pl_socialNotification_duration_hangarInvite_normal: 8.000000 Duration of a long UI social notification. 0x10000000
- * pl_speedThrottle.defaultFixedSpeed: 4.150000 Default speed to use when using inputMode 1; persists between sessions; if 0 will use default speed configured in DataForge 0x10000000
- * pl_speedThrottle.enabled: 1 Enable speed throttle and brake controls for player movement 0x10000000
- * pl_speedThrottle.enableGamepadMinSpeed: 1 Enable making gamepad movement input zero unless it's high enough to reach minimum speed (SlowWalk) 0x10000000
- * pl_stamina.debug: 0 display stamina debug info 0x10000000
- * pl_stamina.debugHelper: 0 display breathing helper info (1=composition 2=location 3=both) 0x10000000
- * pl_stamina.enabled: 1 enable the breathing-to-stamina gameplay 0x10000000
- * pl_stamina.gasTankAutoRefill: 1 Gas Tank automatically refills if the outer room has compatible gas composition 0x10000000
- * pl_stamina.staminaOverride: 0.000000 Override the stamina (0=disabled) 0x10000000
- * pl_stamina.suitPunctureChance: 0 [0-100] percent chance that a bullet impact will create a puncture 0x10000000
- * pl_state_carry.showDebugInfo: 0 Displays debug info for the carried object. 0x10000000
- * pl_state_reload.interruptWhenSprinting: 1 Enables the sprint to interrupt the reload. 0x10000000
- * pl_state_take.maxDistToTakeWithoutWalkForNW: 0.000000 Set the max distance the player will walk to 'take' without walking while in nw. 0x10000000
- * pl_state_take.maxDistToTakeWithoutWalkForWeapons: 0.700000 Set the max distance the player will walk to 'take' without walking for weapons. 0x10000000
- * pl_state_take.maxWalkToTakeTime: 3.000000 Max time the player will walk towards the target. 0x10000000
- * pl_state_take.showDebugInfo: 0 Displays debug info for the item being taken object. 0x10000000
- * pl_status.debug: 0 display actor status debug info (1=local player, 2=all players) 0x10000000
- * pl_takedown.aimVsSpineLerp: 0.650000 Lerp factor between entity rotation and spine rotation 0x10000000
- * pl_takedown.debug: 0 Show take-down debug draw (1=local only, 2=all) 0x10000000
- * pl_takedown.debugInterruptions: 0 Prints specific debug for take-down interruptions 0x10000000
- * pl_takedown.ignoreDFTargetTypeRestriction: 1 Disable the DF target type restriction; allowing all the target types to be taken down from all quadrants 0x10000000
- * pl_takedown.ignoreFriendly: 0 Disable the friendly check for the take-down 0x10000000
- * pl_takedown.ignoreObstacleCheck: 0 Disable the obstacle check for the take-down 0x10000000
- * pl_takedown.maxVelocitySquared: 36.000000 Maximum speed of target for attempting take-down in multiplayer 0x10000000
- * pl_takedown.mode: 1 0: disabled, 1: PvE only, 2: PvE+PVP 0x10000000
- * pl_takedown.quickSelect: 1 Skips the take-down stow/unstow animation 0x10000000
- * pl_takedown.updateFrequency.active: 0.000000 How often should we perform the take-down check when there exists a valid target (0 = every frame) [s] 0x10000000
- * pl_takedown.updateFrequency.passive: 0.300000 How often should we perform the take-down check when there is no valid target (0 = every frame) [s] 0x10000000
- * pl_targetMarkerEdgeDistance: 0.075000 Distance marker is from the edge of the screen 0x10000000
- * pl_targetMarkerScale: 0.050000 Set scale for the 3D target markers 0x10000000
- * pl_throw.quickSelect: 1 1 - deselects the weapon without animation, 0 - plays the full animation for the weapon deselect 0x10000000
- * pl_throw.remoteCatchupStrategy: 2 Strategy to use to keep throw sequence better in sync
- 0: none
- 1: Speed up anim
- 2: Fast forward anim 0x10000000
- * pl_throw.serverInstantThrow: 0 Throw right away on server to minimize visual lag in physical object on clients. 0x10000000
- * pl_throw.throwModeAngle: -0.200000 Angle(-1 to 1) to pick the throw mode(underhand or overhand), where -1 is down and 0 is forward and 1 is up. 0x10000000
- * pl_turn.animPrediction: 1.000000 Set the amount of anim prediction (0-1) used when calculating the turn angle 0x10000000
- * pl_turn.inputPrediction: 0.000000 Set the amount of input prediction (0-1) used when calculating the turn angle 0x10000000
- * pl_turn.logVerbosity: 0 If set to 1, spams log with information about turns 0x10000000
- * pl_turn.MinTurnAngle: 60.000000 Minimum rotation in degrees before the body starts rotating while on the ground 0x10000000
- * pl_turn.MinTurnAngleProne: 30.000000 Minimum rotation in degrees before the body starts rotating while on the ground in prone 0x10000000
- * pl_ui_scrollbar_sound_interval_ms: 50.000000 Time interval (in milliseconds) between each sound event played for scrolling with a UI ScrollBar 0x10000000
- * pl_ui_tracker_debug: 0 1: ODBTracker 0x10000000
- * pl_velocityInterpAirControlScale: 1.000000 Use velocity based interpolation method with gravity adjustment 0x10000000
- * pl_visorReticleModelScale: 0.140000 Scale the scanning and missile locked animation 0x10000000
- * pm_AsyncPrepare: 1 Enables async preparation of events. [0..1] 0: blocking, 1:async 0x10000000
- * pm_CachingEnabled: 1 Enables event caching feature 0x10000000
- * pm_PreloadGlobalBanks: 1 Global (autoload) preload setting.
- Usage: s_PreloadGlobalBanks [0..2]
- The usage of this differs depending on the value of s_UsePrepareEvent
- If s_UsePrepareEvent is 0 (banked media mode):
- 0: don't preload any banks
- 1: load all banks that have AutoLoad set in their ATL files
- 2: load _all_ banks regardless of AutoLoad setting
- If s_UsePrepareEvent is 1 (loose media mode):
- 0: don't prepare any events up front
- 1: prepare all events for banks that have AutoLoad set in their ATL files
- 2: prepare all events for all banks, regardless of AutoLoad setting
- NOTE: ALL banks will be loaded up front when s_UsePrepareEvent is 1
- 0x10000000
- * pm_PrepareDelaySecs: 0.000000 Prepare delay 0x10000000
- * pm_PrepareEventPoolHeadRoom: 32768 Sets the amount of headroom the PreloadManager tries to maintain in the Prepare Event Pool.
- Usage: s_PrepareEventPoolHeadRoom [0/...]
- Default PC: 32Mb, XboxOne: 32, PS4: 32, MAC: 32, Linux: 32, WiiU: 32 IOS: 32 Android: 32
- 0x10000000
- * pm_UnprepareDelay: 30.000000 Unprepare delay, in seconds 0x10000000
- * pm_UsePrepareEvent: 1 Specifies whether events will attempt to be prepared. Use this in conjunction with banks with loose media.
- Note: don't use with banked media as the media will be loaded into memory twice! Once in the BankMediaPool and once in the PrepareEventPool.
- Usage: s_WwiseUsePrepareEvent [0/1]
- Default PC: 1(events will be prepared), NA for other platforms ATM
- 0x10000000
- * pp_LoadOnlineAttributes: 1 Load online attributes 0x10000000
- * pp_RichSaveGames: 0 Enable RichSaveGame Format for SaveGames 0x10000000
- * pp_RSFDebugWrite: 0 When RichSaveGames are enabled, save plain XML Data alongside for debugging 0x10000000
- * pp_RSFDebugWriteOnLoad: 0 When RichSaveGames are enabled, save plain XML Data alongside for debugging when loading a savegame 0x10000000
- * preferred_region_id: 0 Set client's region_id. 0:Any, 1:US, 2:EU, 3:AU 0x10000000
- * profile: 0 Allows CPU profiling
- Usage: profile #
- Where # sets the profiling to:
- 0: Profiling off
- 1: Self Time
- 2: Hierarchical Time
- 3: Extended Self Time
- 4: Extended Hierarchical Time
- 5: Peaks Time
- 6: Subsystem Info
- 7: Calls Numbers
- 8: Standard Deviation
- 9: Memory Allocated
- 10: Memory AllocationCount
- 11: Stalls
- -1: Profiling enabled, but not displayed
- Default is 0 (off) 0x10000000
- * profile_additionalsub: 0 Enable displaying additional sub-system profiling.
- Usage: profile_additionalsub #
- Where where # may be:
- 0: no additional subsystem information
- 1: display additional subsystem information
- Default is 0 (off) 0x10000000
- * profile_allthreads: 0 Enables profiling of non-main threads.
- 0x10000000
- * profile_filter: Profiles a specified subsystem.
- Usage: profile_filter subsystem
- Where 'subsystem' may be:
- Renderer
- 3DEngine
- Animation
- AI
- Entity
- Physics
- Sound
- System
- Game
- Editor
- Script
- Network 0x10000000
- * profile_filter_thread: Profiles a specified thread only.
- Usage: profile_filter threadName
- Where 'threadName' may be:
- Main
- Renderer
- Streaming
- etc... 0x10000000
- * profile_graph: 0 Enable drawing of profiling graph. 0x10000000
- * profile_graphScale: 100.000000 Sets the scale of profiling histograms.
- Usage: profileGraphScale 100 0x10000000
- * profile_peak: 10.000000 Profiler Peaks Tolerance in Milliseconds 0x10000000
- * profile_peak_display: 8.000000 hot to cold time for peak display 0x10000000
- * profile_smooth: 1.000000 Profiler exponential smoothing interval (seconds) 0x10000000
- * profile_weighting: 1 Profiler smoothing mode: 0 = legacy, 1 = average, 2 = peak weighted, 3 = peak hold 0x10000000
- * profileStreaming: 0 Profiles streaming of different assets.
- Usage: profileStreaming [0/1/2]
- 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off). 0x10000000
- * pu_debugEntityNames: 0 show system entity names in game 0x10000000
- * pu_editing: 0 Enable all persistent universe specific tools. Default: 0 0x10000000
- * q_Renderer: 2 Defines the quality of Renderer
- Usage: q_Renderer 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderDecal: 2 Defines the shader quality of Decal
- Usage: q_ShaderDecal 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderFX: 2 Defines the shader quality of FX
- Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderGeneral: 2 Defines the shader quality of General
- Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderGlass: 2 Defines the shader quality of Glass
- Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderHDR: 2 Defines the shader quality of HDR
- Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderParticle: 2 Defines the shader quality of Particle
- Usage: q_ShaderParticle 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderPostProcess: 2 Defines the shader quality of PostProcess
- Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderShadow: 2 Defines the shader quality of Shadow
- Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderSky: 2 Defines the shader quality of Sky
- Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) 0x10000000
- * q_ShaderWater: 1 Defines the shader quality of Water
- Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) 0x10000000
- * r_3MonHack: 0 Enables 3 monitor hack hud in center 0x10000000
- * r_3MonHackHUDFOVX: 28.000000 3 monitor hack hud in center - X FOV 0x10000000
- * r_3MonHackHUDFOVY: 60.000000 3 monitor hack hud in center - Y FOV 0x10000000
- * r_3MonHackLeftCGFOffsetX: 0.930000 3 monitor hack hud in center - Adds position offset in X direction to all left CGF planes 0x10000000
- * r_3MonHackRightCGFOffsetX: -0.930000 3 monitor hack hud in center - Adds position offset in X direction to all right CGF planes 0x10000000
- * r_AABBSortOffsetRatio: 0.100000 Proportion of visible AABB depth to add to sort distance 0x10000000
- * r_AnalyticShadowDebug: 0 Draw debug geometry for analytic shadows
- Usage: r_AnalyticShadowDebug [0/1]
- 0x10000000
- * r_AnalyticShadowEnable: 1 Enable analytic shadows
- Usage: r_AnalyticShadowEnable [0/1]
- 0x10000000
- * r_AntialiasingMode: 5 Enables post process based anti-aliasing modes.
- Usage: r_AntialiasingMode [n]
- 0: NO AA
- 1: SMAA 1X
- 2: SMAA 1TX
- 3: SMAA 2TX
- 4: SMAA TSAA
- 5: TSAA
- 6: FXAA 1X
- 0x10000000
- * r_AntialiasingModeDebug: 0 Enables AA debugging views
- Usage: r_AntialiasingModeDebug [n]1: Display edge detection2: Zoom image 2x3: Zoom image 2x + display edge detection4: Zoom image 4x, etc 0x10000000
- * r_AntialiasingModeSCull: 1 Enables post processed based aa modes stencil culling optimization
- 0x10000000
- * r_AntialiasingResponsiveAA: 1 Enables support for Responsive AA to reduce artifacts on transparent objects. 0x10000000
- * r_AntialiasingResponsiveAADepthBias: 25.000000 Depth bias to avoid flickering of particles that collide with scene geometry. 0x10000000
- * r_AntialiasingTAAExtraSharpening: 0.000000 Apply extra sharpening when temporal AA is enabled.
- 0x10000000
- * r_AntialiasingTAAFalloffHiFreq: 6.000000 Set TAA falloff for high frequencies (high contrast regions). Default 6.0
- Bigger value increases temporal stability but also overall image blurriness
- Smaller value decreases temporal stability but gives overall sharper image 0x10000000
- * r_AntialiasingTAAFalloffLowFreq: 2.000000 Set TAA falloff for low frequencies (low contrast regions). Default 2.0
- Bigger value increases temporal stability but also overall image blurriness
- Smaller value decreases temporal stability but gives overall sharper image 0x10000000
- * r_AntialiasingTAAJitterEditor: 1 Configures projection matrix jittering when in editor (jitter can cause flickering of helper objects)
- 0: Disabled while editing
- 1: Disabled when helpers are displayed
- 2: Always allowed
- 0x10000000
- * r_AntialiasingTAAPattern: 7 Enables different TAA sampling patterns.
- Usage: r_AntialiasingTAAPattern [0: no subsamples, 1: 2x, 2: 4x, 3: 8x, 4: sparse grid 8x8, 5: random, 6: Halton 8x, 7: Halton 12x, 8: Halton 16x, 9: Halton random 0x10000000
- * r_AntialiasingTSAAFilterFPSAware: 0 Adjusts history blend factor based on current frame time 0x10000000
- * r_AntialiasingTSAAResolveHDR: 1 Performs TSAA in HDR before tone mapping 0x10000000
- * r_Batching: 1 Enable/disable render items batching
- Usage: r_Batching [0/1]
- 0x10000000
- * r_Beams: 1 Toggles volumetric light beams.
- Usage: r_Beams [0/1]
- 0x10000000
- * r_BreakOnError: 0 calls debugbreak on illegal behaviour 0x10000000
- * r_Brightness: 0.500000 Sets the display brightness (not supported on PS3).
- Usage: r_Brightness 0.5
- Default is 0.5. 0x10000000
- * r_buffer_banksize: 4 the bank size in MB for buffer pooling 0x10000000
- * r_buffer_enable_lockless_updates: 1 enable/disable lockless buffer updates on platforms that support them 0x10000000
- * r_buffer_pool_defrag_dynamic: 0 enable/disable runtime defragmentation of dynamic buffers 0x10000000
- * r_buffer_pool_defrag_max_moves: 64 maximum number of moves the defragmentation system is allowed to perform per frame 0x10000000
- * r_buffer_pool_defrag_static: 0 enable/disable runtime defragmentation of static buffers 0x10000000
- * r_buffer_pool_max_allocs: 65520 the maximum number of allocations per buffer pool if defragmentation is enabled 0x10000000
- * r_buffer_sli_workaround: 0 enable SLI workaround for buffer pooling 0x10000000
- * r_Character_NoDeform: 0 0x10000000
- * r_ChromaticAberration: 4.000000 Chromatic aberration amount
- Usage: r_ChromaticAberration [Value] 0x10000000
- * r_ChromaticAberrationQuality: 1 Chromatic aberration quality
- 0: Low - Simple pixel shift
- 1: Standard - Radial blur with fixed sample count
- 2: High - Radial blur with adaptive sample count
- 0x10000000
- * r_CIG_ForceFP16: 0 (temporary) forces fp16 conversion on load 0x10000000
- * r_ColorBits: 32 Sets the color resolution, in bits per pixel. Default is 32.
- Usage: r_ColorBits [32/24/16/8] 0x10000000
- * r_ColorGrading: 2 Enables color grading.
- Usage: r_ColorGrading [0/1] 0x10000000
- * r_ColorGradingCharts: 1 Enables color grading via color charts.
- Usage: r_ColorGradingCharts [0/1] 0x10000000
- * r_ColorGradingChartsCache: 0 Enables color grading charts update caching.
- Usage: r_ColorGradingCharts [0/1/2/etc]
- Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame 0x10000000
- * r_ColorGradingDebug: 0 Displays information used for color grading.
- Usage: r_ColorGradingDebug [0/1] 0x10000000
- * r_ColorGradingEditorPreviewMode: 0 Turns on color grading preview mode in editor 0x10000000
- * r_ColorGradingFilters: 1 Enables color grading.
- Usage: r_ColorGradingFilters [0/1] 0x10000000
- * r_ColorGradingLevels: 1 Enables color grading.
- Usage: r_ColorGradingLevels [0/1] 0x10000000
- * r_ColorGradingSelectiveColor: 1 Enables color grading.
- Usage: r_ColorGradingSelectiveColor [0/1] 0x10000000
- * r_ConditionalRendering: 0 Enables conditional rendering . 0x10000000
- * r_ConsoleBackbufferHeight: 720 console specific backbuffer resolution - height 0x10000000
- * r_ConsoleBackbufferWidth: 1152 console specific backbuffer resolution - width 0x10000000
- * r_constantbuffer_banksize: 4 the bank size in MB for constant buffers pooling 0x10000000
- * r_constantbuffer_watermarm: 64 the threshold aftyer which constants buffers will reclaim memory 0x10000000
- * r_Contrast: 0.500000 Sets the display contrast (not supported on PS3).
- Usage: r_Contrast 0.5
- Default is 0.5. 0x10000000
- * r_CustomResHeight: 0 Height of custom resolution rendering 0x10000000
- * r_CustomResMaxSize: 4096 Maximum resolution of custom resolution rendering 0x10000000
- * r_CustomResPreview: 1 Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport 0x10000000
- * r_CustomResWidth: 0 Width of custom resolution rendering 0x10000000
- * r_CustomVisions: 3 Enables custom visions, like heatvision, binocular view, etc.
- Usage: r_CustomVisions [0/1/2/3]
- Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing. 3 - cheaper post version 0x10000000
- * r_DamageMap_BaseResolution: 256 Base resolution for damage maps (larger objects may use a multiple of this resolution).
- 0x10000000
- * r_DamageMap_Debug: 0 Debugging modes for damage maps.
- 0 - Disabled
- 1 - Print resources and ref counts
- 2 - Print queued explosions
- 0x10000000
- * r_DamageMap_DebugGun: 0 Debug Gun to paint damage for damage maps.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_DamageMap_DebugGun_DamageAmount: 1.000000 Debug Gun - Damage Amount.
- 0x10000000
- * r_DamageMap_DebugGun_DamageType: 0 Debug Gun to paint damage for damage maps.
- 0 - Physical
- 1 - Energy
- 2 - Distortion
- 3 - Thermal
- 4 - Biochemical
- 0x10000000
- * r_DamageMap_DebugGun_ImpactTimeInterval: 0.000000 Time between individual debug damage being applied.
- 0x10000000
- * r_DamageMap_DebugGun_Radius: 1.000000 Debug Gun - Radius of impact.
- 0x10000000
- * r_DamageMap_DebugMainThreadImpacts: 0 Displays debug information regarding MainThread Impact. 0x10000000
- * r_DamageMap_DebugPositionBoneMapRendering: 0 Displays debug information regarding Position Bone Map Rendering and whether a DamageMap has impacts wait for Position Bone Map rendering to be completed. 0x10000000
- * r_DamageMap_Enabled: 1 Enables Damage Map Tech.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_DamageMap_MaxVRAMBudget: 128 Sets the Maximum VRAM used by the Damage Map System (mb). 0x10000000
- * r_DamageMap_Reset: 0 DamageMap Reset - When greater than 0.0f all damage maps will be reset to the values set in the associated CVars.
- 0x10000000
- * r_DamageMap_Reset_Burn: 0.000000 DamageMap Reset - Burn Reset Amount.
- 0x10000000
- * r_DamageMap_Reset_Deformation: 0.000000 DamageMap Reset - Deformation Reset Amount.
- 0x10000000
- * r_DamageMap_Reset_Temperature: 0.000000 DamageMap Reset - Temperature Reset Amount.
- 0x10000000
- * r_DamageMap_Reset_Thickness: 0.000000 DamageMap Reset - Thickness Reset Amount.
- 0x10000000
- * r_debugCVar1: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
- * r_debugCVar2: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
- * r_debugCVar3: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
- * r_debugCVar4: 0.000000 Debug cvar to be used in shaders for testing purposes only 0x10000000
- * r_DebugDeferredClipVolumeAABBs: 0 Shows AABBs of any clip volume submitted to deferred shading0=Disable
- 1=Enable
- Usage: r_DebugDeferredClipVolumeAABBs[0/1] 0x10000000
- * r_DebugFontRendering: 0 0=off, 1=display various features of the font rendering to verify function and to document usage 0x10000000
- * r_DebugGBuffer: 0 Debug view for gbuffer attributes
- 0 - Disabled
- 1 - World-space normals
- 2 - Gloss/smoothness
- 3 - Specular color
- 4 - Diffuse color
- 5 - Translucency
- 6 - Glow
- 7 - Subsurface scattering
- 8 - Validation mode
- 9 - Validation mode overlay
- 10 - POM self-shadow
- 11 - View-space normals
- 12 - Force white albedo
- 13 - Force flat dialetric
- 14 - Force flat metal
- 0x10000000
- * r_DebugLightVolumes: 0 0=Disable
- 1=Enable
- Usage: r_DebugLightVolumes[0/1] 0x10000000
- * r_DebugRefraction: 0 Debug refraction usage. Displays red instead of refraction
- Usage: r_DebugRefraction
- Default is 0 (off) 0x10000000
- * r_DebugTransparentFogPositions: 0 Show sample positions used for transparent objects 0x10000000
- * r_DeferredDecalsDepthBias: 1 A depth bias applied during ztest operation to increase precision and prevent near plane clip issues when approaching very close to a decal surface.
- Default is 1 0x10000000
- * r_DeferredShadingAmbient: 1 Enables/Disables ambient processing.
- Usage: r_DeferredShadingAmbient [0/1/2]
- 0: no ambient passes (disabled)
- 1: vis areas and outdoor ambient (default)
- 2: only outdoor (debug vis areas mode)
- 0x10000000
- * r_DeferredShadingAmbientLights: 1 Enables/Disables ambient lights.
- Usage: r_DeferredShadingAmbientLights [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingAmbientSClear: 1 Clear stencil buffer after ambient pass (prevents artifacts on Nvidia hw)
- 0x10000000
- * r_DeferredShadingAreaLights: 1 Enables/Disables more complex area lights processing.
- Usage: r_DeferredShadingAreaLights [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingCustomBRDFs: 1 Enables/Disables support for additional BRDFs on Layer materials (cloth and clear-coat).
- Fallback for clear-coat just increases gloss by 25%.
- Usage: r_DeferredShadingCustomBRDFs [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingDBTstencil: 1 Toggles deferred shading combined depth bounds test + stencil test.
- Usage: r_DeferredShadingDBTstencil [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingDepthBoundsTest: 1 Toggles deferred shading depth bounds test.
- Usage: r_DeferredShadingDepthBoundsTest [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingEnvProbes: 1 Toggles deferred environment probes rendering.
- Usage: r_DeferredShadingEnvProbes [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingFilterGBuffer: 0 Enables filtering of GBuffer to reduce specular aliasing.
- 0x10000000
- * r_DeferredShadingGGXSpecular: 1 Enables/Disables more complex specular lighting model (fallback is blinn-phong).
- Usage: r_DeferredShadingGGXSpecular [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingLightBoxDebug: 0 Toggles light box debug mode.
- Usage: r_DeferredShadingLightBoxDebug [0/1]
- Default is 0 (disabled) 0x10000000
- * r_DeferredShadingLightLodRatio: 1.000000 Sets deferred shading light intensity threshold for PS3.
- Usage: r_DeferredShadingLightLodRatio [value]
- Default is 0.1 0x10000000
- * r_DeferredShadingLights: 1 Enables/Disables lights processing.
- Usage: r_DeferredShadingLights [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingLightStencilRatio: 0.210000 Sets screen ratio for deferred lights to use stencil (eg: 0.2 - 20% of screen).
- Usage: r_DeferredShadingLightStencilRatio [value]
- Default is 0.2 0x10000000
- * r_DeferredShadingLightVolumes: 1 Toggles Light volumes for deferred shading.
- Usage: r_DeferredShadingLightVolumes [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingNormalFormat: 0 Texture format to use for g-buffer normals: 0=8u, 1=16u, 2=16f, 3=32f.
- 0x10000000
- * r_DeferredShadingOrenNayarDiffuse: 0 Enables/Disables more complex diffuse lighting model (fallback is Lambert).
- Usage: r_DeferredShadingOrenNayarDiffuse [0/1]
- Default is 0 (disabled) 0x10000000
- * r_DeferredShadingScissor: 1 Toggles deferred shading scissor test.
- Usage: r_DeferredShadingScissor [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingSSS: 1 0/1: Toggle deferred subsurface scattering2 : Enable highest-quality reference implementation 0x10000000
- * r_DeferredShadingStencilPrepass: 1 Toggles deferred shading stencil pre pass.
- Usage: r_DeferredShadingStencilPrepass [0/1]
- Default is 1 (enabled) 0x10000000
- * r_DeferredShadingTiledCoherencyOpt: 1 Enable optimizations to make tiled light access more coherent
- 0 - Traditional, high-branching code
- 1 - Force high-level branches on light type to collapse lower level branches (default)
- 2 - Try to process lights in homogeneous loops
- 0x10000000
- * r_DeferredShadingTiledMaxNumLights: -1 Clamp maximum input lights to tiled shading. -1 uses engine maximum (currently 1024) 0x10000000
- * r_DeferredShadingTiledMultipass: 1 Split tiled shading into separate high and low occupancy passes (Default: true)
- 0x10000000
- * r_DeferredShadingTiledVGPRHack: 1 Enable a hack to prevent code reordering in tiled shading (Default: true)
- 0x10000000
- * r_DepthBits: 32 Sets the depth precision, in bits per pixel. Default is 32.
- Usage: r_DepthBits [32/24/16/8] 0x10000000
- * r_DepthOfField: 2 Enables depth of field.
- Usage: r_DepthOfField [0/1/2]
- Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled 0x10000000
- * r_DepthOfFieldBokeh: 0 Sets depth of field bokeh type (only for dof mode 3).
- Usage: r_DepthOfFieldBokeh [0/1/etc]
- Default is 0 (isotropic/spherical). 0x10000000
- * r_DepthOfFieldBokehQuality: 1 Sets depth of field bokeh quality (samples multiplier).
- Usage: r_DepthOfFieldBokeh [0/1/etc]
- Default is 0: ingame quality, 1: high quality mode 0x10000000
- * r_DepthOfFieldDilation: 0.000000 Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
- 0x10000000
- * r_DetailDistance: 8.000000 Distance used for per-pixel detail layers blending.
- Usage: r_DetailDistance (1-20)
- Default is 6. 0x10000000
- * r_DisplayInfo: 0 Toggles debugging information in top-right of screen with information customized via cvar 'sys_devteam'.
- Usage:
- 0: off
- 1: minimal data related to your team + issues
- 2: + extended data related to your team
- 3: + basic data not directly related to your team
- 4: + extended data not directly related to your team
- 5: + further extended data 0x10000000
- * r_dofMaxPixelBlur: 15.000000 Maximum depth of field blur amount measured in pixels (assumes at 1080p display and automatically scales up/down accordingly)
- 0x10000000
- * r_DrawNearFarPlane: 40.000000 Default is 40. 0x10000000
- * r_DrawNearFoV: 0.100000 Sets the FoV for drawing of near objects.
- Usage: r_DrawNearFoV [n]
- Default is 60. 0x10000000
- * r_DrawNearZRange: 0.120000 Default is 0.1. 0x10000000
- * r_Driver: DX11 Sets the renderer driver ( DX11/AUTO/NULL ).
- Specify in system.cfg like this: r_Driver = "DX11" 0x10000000
- * r_durango_async_dips: 0 enables async dip submission on durango 0x10000000
- * r_durango_async_dips_sync: 9999 enables async dip submission sync on durango 0x10000000
- * r_DynTexAtlasDynTexSrcSize: 16 0x10000000
- * r_DynTexMaxSize: 80 0x10000000
- * r_DynTexSourceSharedRTHeight: 1024 Height override of shared RT for dynamic texture sources. Takes effect when bigger than 0. 0x10000000
- * r_DynTexSourceSharedRTUseMipMapping: 1 Enables mip maps and their generation when rendering dynamic texture sources using the shared RT.
- 0 - Mip mapping disabled
- 1 - Mip mapping enabled for selected Flash materials
- 2 - Mip mapping enabled for all Flash materials 0x10000000
- * r_DynTexSourceSharedRTWidth: 1024 Width override for shared RT for dynamic texture sources. Takes effect when bigger than 0. 0x10000000
- * r_enable_full_gpu_sync: 0 enable full gpu synchronization for debugging purposes on the every buffer I/O operation (debugging only).
- 0 - Disabled
- 1 - Loop indefinitely while waiting
- 2 - Fatal error if waiting more than 'r_full_gpu_sync_timeout' seconds 0x10000000
- * r_enableAltTab: 1 Toggles alt tabbing in and out of fullscreen when the game is not in devmode.
- Usage: r_enableAltTab [toggle]
- Notes: Should only be added to system.cfg and requires a restart 0x10000000
- * r_EnvCMResolution: 1 Sets resolution for target environment cubemap, in pixels.
- Usage: r_EnvCMResolution #
- where # represents:
- 0: 64
- 1: 128
- 2: 256
- Default is 2 (256 by 256 pixels). 0x10000000
- * r_EnvCMupdateInterval: 0.040000 Sets the interval between environmental cube map texture updates.
- Usage: r_EnvCMupdateInterval #
- Default is 0.1. 0x10000000
- * r_EnvironmentProbeQuality: 1 Default quality setting for GPU-compressed environment probes.
- 0 = Fast
- 1 = High Quality
- 0x10000000
- * r_EnvironmentProbeRes: 256 Resolution of environment probes (must match rc.ini) 0x10000000
- * r_EnvTexUpdateInterval: 0.050000 Sets the interval between environmental 2d texture updates.
- Usage: r_EnvTexUpdateInterval 0.001
- Default is 0.001. 0x10000000
- * r_ExcludeMesh: Exclude or ShowOnly the named mesh from the render list.
- Usage: r_ExcludeShader Name
- Usage: r_ExcludeShader !Name
- Sometimes this is useful when debugging. 0x10000000
- * r_ExcludeShader: 0 Exclude the named shader from the render list.
- Usage: r_ExcludeShader ShaderName
- Sometimes this is useful when debugging. 0x10000000
- * r_ExposureAdaptRangePupil: 2.000000 Number of stops the pupil can adjust towards scene luminance from resting state (current pigment adaptation). 0x10000000
- * r_ExposureAdaptTimeBright: 2.000000 Seconds taken for photopigments to adapt halfway towards brighter scene luminance. 0x10000000
- * r_ExposureAdaptTimeDark: 5.000000 Seconds taken for photopigments to adapt halfway towards darker scene luminance. 0x10000000
- * r_ExposureAdaptTimePupil: 0.400000 Seconds taken for pupil and ganglion cells to adapt halfway towards scene luminance. 0x10000000
- * r_ExposureCompensationEV12: 0.500000 Exposure compensation to apply at EV 12. (overcast day) 0x10000000
- * r_ExposureCompensationEV16: 2.000000 Exposure compensation to apply at EV 16. (sand/snow on sunny day) 0x10000000
- * r_ExposureCompensationEV4: -3.700000 Exposure compensation to apply at EV 4 (dark interior). 0x10000000
- * r_ExposureCompensationEV8: -1.000000 Exposure compensation to apply at EV 8 (bright interior). 0x10000000
- * r_ExposureDebug: 0 Debug views for exposure and tonemapping.
- Usage:
- 0 = Disabled
- 1 = Show luminance histogram and exposure values 0x10000000
- * r_ExposureDiscardRatioBright: 0.010000 Fraction of brightest pixels to discard. 0x10000000
- * r_ExposureDiscardRatioDark: 0.010000 Fraction of darkest pixels to discard. 0x10000000
- * r_ExposureMultiplierMax: 20.000000 Maximum multiplier to use for exposure. 0x10000000
- * r_ExposureMultiplierMin: 0.000100 Minimum multiplier to use for exposure. 0x10000000
- * r_exposureNoiseRatio10EV: 5.000000 Scene EV at which sensor noise is low enough to be "acceptable" by ISO standards. 0x10000000
- * r_exposureNoiseRatio40EV: 10.000000 Scene EV at which sensor noise is low enough to be "excellent" by ISO standards. 0x10000000
- * r_ExposurePeripheralAdaptation: 1.000000 How strongly luminance in peripheral vision will limit dark adaptation.
- 0.0 = No effect, 1.0 = clamp dark adaptation to peripheral luminance
- 0x10000000
- * r_ExposureTargetEV: 0.000000 Lock the exposure to the given EV.
- Negative values are interpreted as their positive equivalent, with debug text disabled. 0x10000000
- * r_ExposureThresholdRange: 10.000000 Dynamic range (from max luminance) to keep after discarding brightest pixels. 0x10000000
- * r_fireflyFilterEnabled: 1 Enables/disables the firefly filter on bloom/flares. 0x10000000
- * r_FixAlphaBlend: 1 Fix incorrect alpha being written with standard alpha blend. 0x10000000
- * r_FlareHqShafts: 1 Toggles high quality mode for point light shafts.
- Usage: r_FlareHqShafts [0/1]
- Default is 1 (on). 0x10000000
- * r_FlaresChromaShift: 0.000000 Set flares chroma shift amount.
- Usage: r_FlaresChromaShift [n]
- CryTek default is 6
- 0 Disables 0x10000000
- * r_FlaresIrisShaftMaxPolyNum: 200 Set the maximum number of polygon of IrisShaft.
- Usage : r_FlaresIrisShaftMaxPolyNum [n]
- Default is 200
- 0 Infinite 0x10000000
- * r_FlaresTessellationRatio: 1.000000 Set the tessellation rate of flares. 1 is the original mesh.
- Usage : r_FlaresTessellationRatio 0.5
- Default is 1.0
- Range is from 0 to 1 0x10000000
- * r_fLogStreamingLag: 10.000000 Output log information of mesh streaming in RT_CheckUpdate that look longer in ms than the CVar value. 0x10000000
- * r_Flush: 0 0x10000000
- * r_FogDebug: 0 Fog debug modes
- 0: Disabled (Default)
- 1: Statistics
- 2: Debug fog volume geometry
- 3: Top-down view of density in Z=0 plane
- 4: Top-down view of lit fog in Z=0 plane
- 5: Top-down view of reprojection result in Z=0 plane
- 6: Top-down view of ray-march result in Z=0 plane
- 7: Top-down view of light cluster allocation in Z=0 plane 0x10000000
- * r_FogDepthTest: -0.000500 Enables per-pixel culling for deferred volumetric fog pass.
- Fog computations for all pixels closer than a given depth value will be skipped.
- Usage: r_FogDepthTest z with...
- z = 0, culling disabled
- z > 0, fixed linear world space culling depth
- z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings 0x10000000
- * r_FogDownscaledSunShadow: 0 Enable replacing sun shadow maps with downscaled shadow maps
- 0: disabled
- 1: replace first and second cascades with downscaled shadow maps
- 2: replace first, second, and third cascades with downscaled shadow maps
- 0x10000000
- * r_FogDownscaledSunShadowRatio: 1 Set downscale ratio for sun shadow maps
- 0: 1/4 downscaled sun shadow maps
- 1: 1/8 downscaled sun shadow maps
- 2: 1/16 downscaled sun shadow maps
- 0x10000000
- * r_FogDynamicLighting: 1 Activates froxel-based light-reactive fog 0x10000000
- * r_FogLightingAnisotropy: 0.600000 'K' term for anisotropic scattering function in fog - Range [-1,1], negative numbers = backward-scattering. Default 0.6 0x10000000
- * r_FogLightingBlurInscattering: 1 Number of blur passes on fog lighting [0,4] (default 1) 0x10000000
- * r_FogLightingExtinction: 0.300000 Multiplier on the opacity of fog at a given density (default 0.3) 0x10000000
- * r_FogLightingRadialLobe: 0.500000 Radiality of fog scattering (was a param per light) 0x10000000
- * r_FogLightingScatter: 1.000000 Multiplier on the brightness of lights in fog (default 1) 0x10000000
- * r_FogLightingShadowExtinction: 1.000000 Multiplier on the opacity of fog when calculating self-shadows at a given density (default 1.0) 0x10000000
- * r_FogLightingUVJitter: 1 Jitter UVs during inscatter calculation to reduce aliasing on narrow projectors 0x10000000
- * r_FogMinimumLightBulbSize: 0.400000 Adjust the minimum size threshold for light attenuation bulb size. Small bulb size causes the light flicker. 0x10000000
- * r_FogRaymarchStartDistance: 0.100000 Distance of first fog raymarch step 0x10000000
- * r_FogReprojectionBlendFactor: 0.900000 Adjust the blend factor of temporal reprojection.
- Acceptable value is between 0 and 1.
- 0 means temporal reprojecton is off.
- 0x10000000
- * r_FogReprojectionMode: 1 Set the mode of ghost reduction for temporal reprojection.
- 0: conservative
- 1: advanced 0x10000000
- * r_FogReprojectZoneMovement: 1 Enable reprojection based on movement of fog volumes due to their parent zone's movement. 0x10000000
- * r_FogShadowQuality: 1 Adjust shadow sample count per sample point.
- 0: 1 shadow sample per sample point
- 1: 2 shadow samples per sample point
- 2: 3 shadow samples per sample point
- 3: 4 shadow samples per sample point
- 0x10000000
- * r_FogShadows: 2 Enables deferred volumetric fog shadows
- Usage: r_FogShadows [0/1/2]
- 0: off
- 1: standard resolution
- 2: reduced resolution
- 0x10000000
- * r_FogShadowsMode: 0 Ray-casting mode for shadowed fog
- Usage: r_FogShadowsMode [0/1]
- 0: brute force shadowmap sampling
- 1: optimized shadowmap sampling
- 0x10000000
- * r_FogShadowsWater: 0 Enables volumetric fog shadows for watervolumes 0x10000000
- * r_FogTracingQuality: 0 Adjust number of sample points.
- 0: 1 sample point in a voxel
- 1: 2 sample points in a voxel
- 2: 4 sample points in a voxel
- 0x10000000
- * r_FogTracingTexDepth: 32 Depth resolution of volume texture.
- Huge value runs out of performance and video memory.
- 0x10000000
- * r_FogTracingTexScale: 10 Width and height scale factor (divided by screen resolution) for volume texture.
- Acceptable value is more than equal 2.
- 0x10000000
- * r_FogVoxelisationDistance: 60.000000 World-space size of fog's froxel volume 0x10000000
- * r_ForceResetTemporalEffects: 0 Force temporal effects to the state they'd be in just after a camera cut 0x10000000
- * r_full_gpu_sync_timeout: 10.000000 sets timeout for full gpu synchronization after which program triggers a fatal error (debugging only) 0x10000000
- * r_Fullscreen: 0 Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
- Usage: r_Fullscreen [0=window/1=fullscreen] 0x10000000
- * r_FullscreenPreemption: 0 While in fullscreen activities like notification pop ups of other applications won't cause a mode switch back into windowed mode. 0x10000000
- * r_FullscreenWindow: 0 Toggles fullscreen-as-window mode. Fills screen but allows seamless switching. Default is 0.
- Usage: r_FullscreenWindow [0=locked fullscreen/1=fullscreen as window] 0x10000000
- * r_Gamma: 1.002500 Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
- Usage: r_Gamma 1.0
- 1 off (default), accepted range on PS3 is 0.8 to 1.25 0x10000000
- * r_GasCloud2DShadowTestMode: 0 Choose mode for 2D test
- 0: Off
- 1: Ground truth only
- 2: Fourier shadow map
- 3: Optical Depth
- 0x10000000
- * r_GasCloud2DShadowTestRange: 0.000000 Control range of the 2D shadow test
- 0: Use bounds of the current cloud
- >0: Use this range (in km)
- 0x10000000
- * r_GasCloud2DShadowTestSave: 0 Trigger a capture of the 2D shadow test 0x10000000
- * r_GasCloudAllowEditorMode: 1 Allow the gas cloud to display edit-friendly changes (eg. culling solid areas when the camera is inside them) 0x10000000
- * r_GasCloudDebug: 0 Gas cloud debug modes:
- 0: Disabled (default)
- 1: Solid walls
- 2: Show chunk boundaries
- 3: Low-alpha rays - boost very low alpha rays to visible opacity
- 0x10000000
- * r_GasCloudDebugCPUDensity: 0 Draw a scanning slice of density values calculated using only CPU data and world-space sample points 0x10000000
- * r_GasCloudDebugCPUDensityScale: 1000.000000 Density->Debug Opacity scale when visualising CPU density samples 0x10000000
- * r_GasCloudDebugCutoff: 0.100000 Value for r_GasCloudDebug 1, anything greater than this value will appear solid 0x10000000
- * r_GasCloudDebugDrawChunkIdx: 0 Draw the chunk index at the center of the chunk in world space 0x10000000
- * r_GasCloudDebugDumpChunkVoxels: -1 Dump all the voxel values for the specified chunk index to .csv file 0x10000000
- * r_GasCloudDebugEmptyVoxelThreshold: 0.000000 Voxel data must be less than or equal to this threshold value in order to be considered empty in the debug selection mode. 0x10000000
- * r_GasCloudDebugMaxChunks: -1 Cap number of drawn GasCloud chunks 0x10000000
- * r_GasCloudDebugMinMipHeight: 0 Cap detail level - zero is maximum detail 0x10000000
- * r_GasCloudDebugSelection: 0 Displays debug information for the current selected gas cloud. (Editor only) 0x10000000
- * r_GasCloudDebugShadowSearch: -1 Set to >=0 to see a specific voxel tree node bounds in blue, its shadow-space bounds in turquoise, and the shadow nodes that contribute to it in red 0x10000000
- * r_GasCloudDebugShowChunks: 0 Display chunk AABBs as debug geometry 0x10000000
- * r_GasCloudDebugSlice: 0 Debug mode that renders a slice through the gas cloud to visualize various information:
- 0: Disabled (default)
- 1: Regular shading
- 2: Density
- 3: Chunk resolution
- 0x10000000
- * r_GasCloudDebugSliceAxisOS: 2 Determines which axis to render the plane slice in object space 0 = X, 1 = Y, 2 = Z 0x10000000
- * r_GasCloudDebugSliceDensityMultiplier: 1000.000000 Modify density when rendering debug slice 0x10000000
- * r_GasCloudDebugSliceHeatMapRangeModifier: 6.000000 Used to shift the range of the heat map ratio 0x10000000
- * r_GasCloudDebugSliceHeatMapSteps: 8 Number of different colours we can have to represent the different sizes of chunks 0x10000000
- * r_GasCloudDebugSliceLightIntensityMultiplier: 3.000000 Modify light intensity when rendering debug slice 0x10000000
- * r_GasCloudDebugSliceRatioOS: 0.500000 Ratio across gascloud BBox in object space. Determines where to render plane slice. 0x10000000
- * r_GasCloudDebugSunShadowNodes: 0 Display shadow node AABBs as debug geometry 0x10000000
- * r_GasCloudEnabled: 1 Enable gas cloud tech. Default: 1 0x10000000
- * r_GasCloudForceDataType: 0 Determines what data type to treat the gas cloud resources as. (Does not change the data type, just informs the engine what data type is expected for optimizations.)
- 0: Automatic detection based on compiled VDB.
- 1: Float32.
- 2: Float16.
- 3: Uint8.
- 0x10000000
- * r_GasCloudGenerateSunShadows: 1 Generate WIP sun shadows on new gasclouds 0x10000000
- * r_GasCloudInscatterBrickMaxSize: 32 Maximum resolution of a block in the inscatter pool. Default 32 0x10000000
- * r_GasCloudInscatterBrickMinSize: 8 Minimum resolution of a block in the inscatter pool. Default 8 0x10000000
- * r_GasCloudInscatterMaxBrightness: 3.000000 Max brightness stored in gas cloud accumulator textures 0x10000000
- * r_GasCloudInscatterPoolSize: 128 Resolution of the inscatter pool (rounds up to power of 2) 0x10000000
- * r_GasCloudInscatterResRatio: 0.250000 Relative resolution of light accumulator to raymarch step size 0x10000000
- * r_GasCloudMaxShadowBricksPerFrame: 512 Max number of point shadow bricks to generate per frame. Default: 512 0x10000000
- * r_GasCloudNoiseSampleFreq: 0.500000 Sample frequency relative to the noise texture's voxels 0x10000000
- * r_GasCloudProfileTextureGen: 0 Force one iteration of texture gen every frame. Default: 0 0x10000000
- * r_GasCloudReset: 0 Set to 1 to trigger a full reset of the gas cloud 0x10000000
- * r_GasCloudSampleStepBase: 0.005000 Base length (multiplied by distance from camera) of a ray-marching step 0x10000000
- * r_GasCloudStats: 0 Display gas cloud debug stats. Default: 0 0x10000000
- * r_GasCloudSunShadowSupersample: 1 Log2 resolution multiplier for sun shadow generation 0x10000000
- * r_GasCloudThinFogNoiseSize: 100.000000 Size of one voxel of noise in thin patchy fog 0x10000000
- * r_GasCloudThinFogSampleFreq: 1.000000 Sample frequency relative to the thin fog's noise texture's voxels 0x10000000
- * r_GasCloudValidation: 0 Enable expensive sanity checking on brick buffers. Default: 0 0x10000000
- * r_GasCloudVoxelTargetScreenSpaceSize: 0.010000 How much vertical resolution a single voxel should occupy before trying to split to sub-nodes 0x10000000
- * r_GeomCacheInstanceThreshold: 10 Threshold after which instancing is used to draw geometry cache pieces 0x10000000
- * r_GeomInstancing: 1 Toggles HW geometry instancing.
- Usage: r_GeomInstancing [0/1]
- Default is 1 (on). Set to 0 to disable geom. instancing. 0x10000000
- * r_GeomInstancingDebug: 0 Toggles HW geometry instancing debug display.
- Usage: r_GeomInstancingDebug [0/1/2]
- Default is 0 (off). Set to 1 to add GPU markers around instanced objects. 2 will visually highlight them as well. 0x10000000
- * r_GeomInstancingThreshold: 1 If the instance count gets bigger than the specified value the instancing feature is used.
- Usage: r_GeomInstancingThreshold [Num]
- Default is -1 (automatic depending on hardware, used value can be found in the log) 0x10000000
- * r_GetScreenShot: 0 To capture one screenshot (variable is set to 0 after capturing)
- 0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot 0x10000000
- * r_glareFilterRatio: 10.000000 Compression ratio on luminances over the threshold. E.g. a ratio of 10 will compress dynamic range by 90% (10:1). 0x10000000
- * r_glareFilterThreshold: 500.000000 Luminance above which the glare filter activates. Default is 500 kcd/m^2. 0x10000000
- * r_GPUMarkers: 2 Insert markers into the GPU timeline to track GPU crashes.
- 0 - Disabled
- 1 - Track pipeline stage (regular).
- 2 - Track pipeline stage (verbose).
- 0x10000000
- * r_GPUMarkersForceEnableREsMask: 4194304 Use this to force enable certain render element types 0x10000000
- * r_GpuSkinning_debug: 0 Debugging modes for gpu skinning.
- 0 - Disabled
- 1 - Print resources
- 0x10000000
- * r_GraphStyle: 0 0x10000000
- * r_HDRDebug: 0 Toggles HDR debugging info (to debug HDR/eye adaptation)
- Usage: r_HDRDebug
- 0 off (default)
- 1 gamma-corrected scene target without tonemapping (values above 1 kcd/m^2 will clip)
- 2 identify illegal colors (grey=normal, red=NotANumber, green=negative)
- 3 colormap of luminance values
- 0x10000000
- * r_HDRDitherStrength: 3.000000 Scaling factor for dithering applied during tone mapping to reduce banding.
- Usage: r_HDRDitherStrength [Value] 0x10000000
- * r_HDREyeAdaptationSpeed: 2.500000 Crytek eye adaptation speed
- Usage: r_EyeAdaptationSpeed [Value] 0x10000000
- * r_HDRGrainAmount: 0.500000 Scaling factor on physically based film-grain which itself is dependent on the current exposure.
- Usage: r_HDRGrainAmount [Value] 0x10000000
- * r_HDRRangeAdapt: 0 Enable/Disable HDR range adaptation (improve precision - minimize banding)
- Usage: r_HDRRangeAdapt [Value]
- Default is 1 0x10000000
- * r_HDRRangeAdaptationSpeed: 4.000000 HDR range adaption speed
- Usage: r_HDRRangeAdaptationSpeed [Value] 0x10000000
- * r_HDRRangeAdaptLBufferMax: 0.125000 Set range adaptation max adaptation for light buffers (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptLBufferMax [Value]
- Default is 0.25f 0x10000000
- * r_HDRRangeAdaptLBufferMaxRange: 2.000000 Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
- Default is 2.0f 0x10000000
- * r_HDRRangeAdaptMax: 1.000000 Set HDR range adaptation max adaptation (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptMax [Value]
- Default is 1.0f 0x10000000
- * r_HDRRangeAdaptMaxRange: 4.000000 Set HDR range adaptation max adaptation (improve precision - minimize banding)
- Usage: r_HDRRangeAdaptMaxRange [Value]
- Default is 4.0f 0x10000000
- * r_HDRRendering: 1 Toggles HDR rendering.
- Usage: r_HDRRendering [0/1]
- Default is 1 (on), film curve tone mapping.
- Set to 0 to disable HDR rendering. 0x10000000
- * r_HDRTexFormat: 0 HDR texture format.
- Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)
- Default is 0 0x10000000
- * r_HDRTonemappingCurve: 2 Toggles tone mapping curve.
- 0: Linear (tone mapping off)
- 1: Color preserving display mapping
- 2: ACES filmic curve
- 0x10000000
- * r_HDRTonemappingCurveInputScaleACES: 1.200000 Multiplier for input color when using ACES tone mapping curve (1: original) 0x10000000
- * r_HDRTonemappingCurveSlopeACES: 3.000000 Adjusts contrast of ACES tone mapping curve (1: original, >1: less crushed blacks) 0x10000000
- * r_HDRVignetting: 1 HDR viggneting
- Usage: r_HDRVignetting [Value]
- Default is 1 (enabled) 0x10000000
- * r_Height: 1200 Sets the display height, in pixels. Default is 720.
- Usage: r_Height [600/768/..] 0x10000000
- * r_HideSunInCubemaps: 1 Stops the sun being drawn during cubemap generation.
- 0x10000000
- * r_holograms: 1 Enables/disables hologram rendering. 0x10000000
- * r_IHV_Libraries_Enabled: 1 Enables the Independent Hardware Vendors libraries to be loaded at game start.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_Instancing: 1 Enable/disable render items instance merging
- Usage: r_Instancing [0/1]
- 0: disable all instancing drawcall merging
- 1: enable instancing drawcall merging
- 0x10000000
- * r_LayerBlendReload: 0 Reloads textures and materials used by the multilayer material system.
- Usage: r_LayerBlendReload 1
- Set to 1 to reload textures and materials. 0x10000000
- * r_LayerBlendSpecTint: 1 Enables tinting of metals using the per-layer tints (metal is identified by spec colour > 115). 0x10000000
- * r_LegacyHUDSilhouettes: 1 Use the legacy HUDSilhouettes post effect for edge outlines in the main pass. 0x10000000
- * r_LightDebugActive: 0 Global toggle for other LightDebug CVars 0x10000000
- * r_LightDebugCullingList: 1 Controls what lights to process in debug mode.
- 0 - All lights
- 1 - Lights not hidden by opaque geometry (default)
- 2 - Lights intersecting opaque geometry 0x10000000
- * r_LightDebugMode: 0 Controls what to draw in debug mode.
- 0 - Normal scene (default)
- 1 - Highlight tiles that are performing an extra pass for planar lights
- 2 - Per-tile overdraw
- 3 - Experimental planar light modes controlled by r_LightExperimentalPlanarXXX 0x10000000
- * r_LightDebugOverdrawRange: 32 Number of lights that will appear as "hottest" on the overdraw heat map 0x10000000
- * r_LightDebugShowAmbient: -1 Control visibility of ambient lights.
- -1 - Show both ambient and non-ambient lights (default)
- 0 - Hide ambient lights
- 1 - Show only ambient lights 0x10000000
- * r_LightDebugShowEnvProbe: 1 Toggle visibility of environment probes 0x10000000
- * r_LightDebugShowPlanar: 1 Toggle visibility of point lights 0x10000000
- * r_LightDebugShowPoint: 1 Toggle visibility of point lights 0x10000000
- * r_LightDebugShowProjector: -1 Control visibility of projectors.
- -1 - Show both projectors and non-projectors (default)
- 0 - Hide projectors
- 1 - Show only projectors 0x10000000
- * r_LightDebugShowShadowCaster: -1 Control visibility of shadow casters.
- -1 - Show both casters and non-casters (default)
- 0 - Hide shadow casters
- 1 - Show only shadow casters 0x10000000
- * r_LightExperimentalPlanarDiffuse: 3 (Experimental) Type of area light calculation.
- 0 - None
- 1 - Standard CryEngine
- 2 - Standard CryEngine w/ tweaks
- 3 - 5-point structured sampling (default)
- 4 - Form-factor integration
- 5 - Visualize fallback distance
- 0x10000000
- * r_LightExperimentalPlanarSpecular: 2 0 - Disable specular
- 1 - Standard CryEngine (default)
- 2 - Phong Approximate Mode
- 3 - Brute force reference
- 0x10000000
- * r_LightsSinglePass: 1 0x10000000
- * r_MaterialsBatching: 1 Toggles materials batching.
- Usage: r_MaterialsBatching [0/1]
- Default is 1 (on). Set to 0 to disable. 0x10000000
- * r_MeasureOverdraw: 0 Activate a special rendering mode that visualize the rendering cost of each pixel by color.
- 0=off,
- 1=pixel shader instructions,
- 2=pass count,
- 3=vertex shader instructions,
- 4=overdraw estimation with 360 Hi-Z,
- Usage: r_MeasureOverdraw [0/1/2/3/4] 0x10000000
- * r_MeasureOverdrawScale: 1.500000 0x10000000
- * r_MergeGeneralDrawcalls: 1 Enabled merging of RenderChunks in General pass
- Default is 1 (enabled). 0 disabled 0x10000000
- * r_MergeRenderChunks: 1 0x10000000
- * r_MergeShadowDrawcalls: 1 Enabled Merging of RenderChunks for ShadowRendering
- Default is 1 (enabled). 0 disabled 0x10000000
- * r_MeshInstancePoolSize: 0 The size of the pool for volatile render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change. 0x10000000
- * r_MeshPoolSize: 0 The size of the pool for render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change. 0x10000000
- * r_MeshPrecache: 1 0x10000000
- * r_MeshUploadTimeBudget: 50.000000 Budget per frame for GPU upload of meshes which allows timesliced uploading (in ms)
- 0x10000000
- * r_MotionBlur: 2 Enables per object and camera motion blur.
- Usage: r_MotionBlur [0/1/2/3]
- Default is 1 (camera motion blur on).
- 1: camera motion blur
- 2: camera and object motion blur
- 3: debug mode
- 0x10000000
- * r_MotionBlurCameraMotionScale: 0.200000 Reduces motion blur for camera movements to account for a fixed focus point of the viewer.
- Default: 0.2 0x10000000
- * r_MotionBlurGBufferVelocity: 1 Pack velocity output in g-buffer.
- Usage: r_MotionBlurGBufferVelocity [0/1]
- Default is 1 (enabled). 0 - disabled
- 0x10000000
- * r_MotionBlurQuality: 2 Set motion blur sample count.
- Usage: r_MotionBlurQuality [0/1]
- 0 - low quality, 1 - medium quality, 2 - high quality
- 0x10000000
- * r_MotionBlurShutterSpeed: 250.000000 Sets camera exposure time for motion blur as 1/x seconds.
- Default: 250 (1/250 of a second) 0x10000000
- * r_MotionBlurThreshold: 0.000100 Object motion blur velocity threshold.
- Usage: r_MotionBlurThreshold (val)
- Default is 0.0001. 0 - disabled
- 0x10000000
- * r_MotionBlurTileCount: 20 The tile count (which determines the max radius) for motion blur.
- Updated value only gets applied when resolution changes. 0x10000000
- * r_MotionVectors: 1 Enables generation of motion vectors for dynamic objects
- 0x10000000
- * r_MSAA: 0 Enables hw multisampling antialiasing.
- Usage: r_MSAA [0/1]
- Default: 0 (off).
- 1: enabled + default reference quality mode
- 0x10000000
- * r_MSAA_debug: 0 Enable debugging mode for msaa.
- Usage: r_MSAA_debug N (where N is debug mode > 0)
- Default: 0. disabled. Note debug modes share target with post processing, disable post processing for correct visualization.
- 1 disable sample frequency pass
- 2 visualize sample frequency mask
- 0x10000000
- * r_MSAA_quality: 0 Quality level used when multisampled antialiasing is enabled.
- Usage: r_MSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!
- Default: 0. Please note that various hardware implements special MSAA modes via certain combinations of
- r_MSAA_quality and r_MSAA_samples. 0x10000000
- * r_MSAA_samples: 2 Number of subsamples used when hw multisampled antialiasing is enabled.
- Usage: r_MSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!
- Default: 0. Please note that various hardware implements special MSAA modes via certain combinations of
- r_MSAA_quality and r_MSAA_samples. 0x10000000
- * r_MSAA_threshold_depth: 0.100000 Set depth threshold to be used for custom resolve sub-samples masking
- 0x10000000
- * r_MSAA_threshold_normal: 0.900000 Set normals threshold to be used for custom resolve sub-samples masking
- 0x10000000
- * r_MultiGPU: 1 Toggles MGPU support. Should usually be set before startup.
- 0: force off
- 1: automatic detection (reliable with SLI, does not respect driver app profiles with Crossfire)
- 0x10000000
- * r_MultiThreaded: 1 0=disabled,
- 1=enabling rendering in separate thread in pure game,
- 2(default)=enabling rendering in separate thread in pure game and editor.
- Should be activated before rendering. 0x10000000
- * r_NightVision: 2 Toggles nightvision enabling.
- Usage: r_NightVision [0/1]
- Default is 2 (HDR). Set to 1 (older version - kept for backward compatibility)Set to 3 to enable debug mode (force enabling).Set to 0 to completely disable nightvision. 0x10000000
- * r_NightVisionBrightLevel: 3.000000 Set nightvision bloom brightlevel.
- 0x10000000
- * r_NightVisionCamMovNoiseAmount: 0.400000 Set nightvision noise amount based on camera movement.
- 0x10000000
- * r_NightVisionCamMovNoiseBlendSpeed: 2.000000 Set nightvision noise amount blend speed.
- 0x10000000
- * r_NightVisionFinalMul: 6.000000 Set nightvision final color multiplier for fine tunning.
- 0x10000000
- * r_NightVisionSonarLifetime: 2.000000 Set nightvision sonar hints lifetime.
- 0x10000000
- * r_NightVisionSonarMultiplier: 0.200000 Set nightvision sonar hints color multiplier.
- 0x10000000
- * r_NightVisionSonarRadius: 32.000000 Set nightvision sonar hints radius.
- 0x10000000
- * r_NoDrawNear: 0 Disable drawing of near objects.
- Usage: r_NoDrawNear [0/1]
- Default is 0 (near objects are drawn). 0x10000000
- * r_NoDrawShaders: 0 Disable entire render pipeline.
- Usage: r_NoDrawShaders [0/1]
- Default is 0 (render pipeline enabled). Used for debugging and profiling. 0x10000000
- * r_NormalsLength: 0.200000 Sets the length of displayed vectors.
- r_NormalsLength 0.2
- Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals. 0x10000000
- * r_OIT_Debug: 0 Clears the OIT buffers between each draw call: 0=off, 1=on 0x10000000
- * r_OpticsBloom: 2 0 = No bloom
- 1 = CryTek bloom
- 2 = CIG bloom
- 0x10000000
- * r_OpticsDownsampleFilter: -1 Downsample filter for optics mip chain
- -1 = Auto
- 0 = Four tap
- 1 = Nine Tap 0x10000000
- * r_OpticsExposure: 3 0 = Instant eye adaptation
- 1 = CryTek eye adaptation
- 2 = CIG eye adaptation
- 3 = CIG eye adaptation with dynamic range thresholding
- 0x10000000
- * r_OpticsFireflyFilter: -1 Anti-firefly filter
- -1 = Auto
- 0 = Four tap
- 1 = Five Tap
- 2 = Nine Tap 0x10000000
- * r_OpticsFlares: 3 0 = No flares
- 1 = CryTek flares only
- 2 = CIG flares only
- 3 = All flares
- 0x10000000
- * r_OpticsPreset: DefaultLens Loads a custom lens preset from DataForge.
- Default is "DefaultLens" 0x10000000
- * r_OpticsQuality: 3 1 = Low, 2 = Medium, 3 = High, 4 = Very High 0x10000000
- * r_OpticsUpsampleFilter: -1 Upsample filter for bloom generation
- -1 = Auto
- 0 = One tap
- 1 = Five Tap
- 2 = Nine Tap
- 3 = Anamorphic Five Tap
- 4 = Anamorphic Seven Tap 0x10000000
- * r_overrideDXGIAdapter: -1 Specifies index of the preferred video adapter to be used for rendering (-1=off, loops until first suitable adapter is found).
- Use this to resolve which video card to use if more than one DX11 capable GPU is available in the system. 0x10000000
- * r_overrideDXGIFullScreenOutput: 0 Defines the preferred monitor for fullscreen display.
- Defines the preferred output device for fullscreen display, which can be different from the windowed display device.
- Usage: r_PreferredMonitor [0=Main Display Window (default)/(1-n) Monitor index]OBS: the output device must be attached to the selected video card. (see r_overrideDXGIAdapter and r_overrideDXGIOutput)
- OBS2: many video cards support up to 2 devices connected, which would make the maximum index be 1.
- Usage: r_overrideDXGIFullScreenOutput [0=main display output (default)/(1-n)=display index] 0x10000000
- * r_overrideDXGIOutput: 0 Specifies index of display to use for output (0=primary display). 0x10000000
- * r_overrideRefreshRate: 0.000000 Enforces specified refresh rate when running in fullscreen (0=off). 0x10000000
- * r_overrideScanlineOrder: 0 Enforces specified scanline order when running in fullscreen.
- 0=off,
- 1=progressive,
- 2=interlaced (upper field first),
- 3=interlaced (lower field first)
- Usage: r_overrideScanlineOrder [0/1/2/3] 0x10000000
- * r_OverscanBorderScaleX: 0.000000 Sets the overscan border width scale
- Usage: r_OverscanBorderScaleX [0.0->0.25] 0x10000000
- * r_OverscanBorderScaleY: 0.000000 Sets the overscan border height scale
- Usage: r_OverscanBorderScaleY [0.0->0.25] 0x10000000
- * r_OverscanBordersDrawDebugView: 0 Toggles drawing overscan borders.
- Usage: r_OverscanBordersDrawDebugView [0=off/1=show] 0x10000000
- * r_ParticlesAmountGI: 0.150000 Global illumination amount for particles without material.
- Usage: r_ParticlesAmountGI [n] 0x10000000
- * r_ParticlesDebug: 0 Particles debugging
- Usage:
- 0 disabled
- 1 particles screen coverage (red = bad, blue = good)
- 2 particles overdraw (white = really bad, red = bad, blue = good) 0x10000000
- * r_ParticlesHalfRes: 0 Enables (1) or forces (2) rendering of particles in a half-resolution buffer.
- Usage: r_ParticlesHalfRes [0/1/2] 0x10000000
- * r_ParticlesHalfResAmount: 0 Sets particle half-res buffer to half (0) or quarter (1) screen size.
- Usage: r_ParticlesHalfResForce [0/1] 0x10000000
- * r_ParticlesHalfResBlendMode: 0 Specifies which particles can be rendered in half resolution.
- Usage: r_ParticlesHalfResBlendMode [0=alpha / 1=additive] 0x10000000
- * r_ParticlesInstanceVertices: 1 Enable instanced-vertex rendering.
- Usage: r_ParticlesInstanceVertices [0/1] 0x10000000
- * r_ParticlesRefraction: 1 Enables refractive particles.
- Usage: r_ParticlesRefraction [0/1] 0x10000000
- * r_ParticlesSoftIsec: 1 Enables particles soft intersections.
- Usage: r_ParticlesSoftIsec [0/1] 0x10000000
- * r_ParticlesTessellation: 1 Enables particle tessellation for higher quality lighting. (DX11 only) 0x10000000
- * r_ParticlesTessellationMaxTriSize: 64 Sets maximum size of particles (in pixels) to use when tessellating. 0x10000000
- * r_ParticlesTessellationMinTriSize: 8 Sets minimum size of particles (in pixels) to use when tessellating. 0x10000000
- * r_ParticleVerticePoolSize: 61440 Max Number of Particle Vertices to support 0x10000000
- * r_PlanetAtmosphereDebugDraw: 0 Enables atmosphere debug draw modes 0x10000000
- * r_PlanetAtmosphereOceanGridBlockSize: 4 Sets block size for the ocean's grid of atmosphere attributes 0x10000000
- * r_PlanetMeshDebugDraw: 0 Draw planet mesh debug draw 0x10000000
- * r_PlanetOceanForceUpdate: 0 Force planet ocean FFT grid update 0x10000000
- * r_PlanetOceanTessellation: 1 Enables HW tessellation on planet ocean 0x10000000
- * r_PlanetOceanTessellationCullingThreshold: -0.150000 Threshold (cosine of angle between viewer and quad) for backface culling of planet terrain during tessellation 0x10000000
- * r_PlanetOceanTessellationCurvature: 0.500000 Curvature factor for planet terrain subdivision 0x10000000
- * r_PlanetOceanTessellationMaxSubdivisions: 7.000000 Maximum number of subdivision steps per planet terrain quad 0x10000000
- * r_PlanetOceanTessellationQuadSize: 16.000000 Average size (in pixels) of subdivided planet terrain quads 0x10000000
- * r_PlanetOceanTimeScale: 0.125000 Sets ocean time scale 0x10000000
- * r_PlanetOceanWireframe: 0 Draws planet terrain in wireframe mode.
- Usage: r_PlanetOceanWireframe [n]
- 0: Off
- 1: Wireframe Only
- 2: Wireframe Overlay 0x10000000
- * r_PlanetOceanWireframeColor: 1 Planet terrain wireframe color for overlay mode.
- Usage: r_PlanetOceanWireframeColor [n]
- 0: Black
- 1: Red
- 2: Green
- 3: Blue
- 4: Yellow
- 5: Cyan
- 6: Pink
- 7: White 0x10000000
- * r_PlanetOceanWireframeCulling: 1 Controls backface culling while in "Wireframe Only" mode 0x10000000
- * r_PlanetTerrainHeightMap: 0 Enables planet terrain height maps 0x10000000
- * r_PlanetTerrainHeightMapBaseRange: 4096 Range to cover in highest detail cascade (0) of planet terrain height map 0x10000000
- * r_PlanetTerrainHeightMapNumCascades: 3 Number of cascades to use for planet terrain height map 0x10000000
- * r_PlanetTerrainHeightMapRangeScale: 4 Value to exponentially scale range in subsequent cascades (1..n) of planet terrain height map 0x10000000
- * r_PlanetTerrainShadows: 0 Enables planet terrain shadows 0x10000000
- * r_PlanetTerrainTessellation: 1 Enables HW tessellation on planet terrain 0x10000000
- * r_PlanetTerrainTessellationCullingThreshold: -0.150000 Threshold (cosine of angle between viewer and quad) for backface culling of planet terrain during tessellation 0x10000000
- * r_PlanetTerrainTessellationCurvature: 0.500000 Curvature factor for planet terrain subdivision 0x10000000
- * r_PlanetTerrainTessellationMaxSubdivisions: 7.000000 Maximum number of subdivision steps per planet terrain quad 0x10000000
- * r_PlanetTerrainTessellationQuadSize: 16.000000 Average size (in pixels) of subdivided planet terrain quads 0x10000000
- * r_PlanetTerrainWireframe: 0 Draws planet terrain in wireframe mode.
- Usage: r_PlanetTerrainWireframe [n]
- 0: Off
- 1: Wireframe Only
- 2: Wireframe Overlay 0x10000000
- * r_PlanetTerrainWireframeColor: 1 Planet terrain wireframe color for overlay mode.
- Usage: r_PlanetTerrainWireframeColor [n]
- 0: Black
- 1: Red
- 2: Green
- 3: Blue
- 4: Yellow
- 5: Cyan
- 6: Pink
- 7: White 0x10000000
- * r_PlanetTerrainWireframeCulling: 1 Controls backface culling while in "Wireframe Only" mode 0x10000000
- * r_PositionBoneMap_BaseResolution: 256 Base resolution for position-bone maps (larger objects may use a multiple of this resolution).
- 0x10000000
- * r_PostHoloBloomStrength: 1.000000 The strength of overall bloom on the holograms.
- Default is 1.0f, 0 = no bloom, higher = stronger bloom 0x10000000
- * r_PostHoloDebugClippingSphere: 0 Debug views for hologram clipping spheres.
- Default is 0 (disabled). 1 Wireframe 0x10000000
- * r_PostHoloDebugDraw: 0 Debug views for holograms.
- Default is 0 (disabled). 1 AABBs, 2 positions 0x10000000
- * r_PostHoloDebugTransitions: 0.000000 Automatically animate transition-enabled holograms to preview the effect.
- Default is 0.0f (disabled), higher = slower animations 0x10000000
- * r_PostHoloDebugTransitionType: 0 Set a transition on all holograms to test how they look.
- Default is 0 (disabled). 1 Clip, 2 Dissolve, 3 Texture 0x10000000
- * r_PostProcessEffects: 1 Enables post processing special effects.
- Usage: r_PostProcessEffects [0/1/2]
- Default is 1 (enabled). 2 enables and displays active effects 0x10000000
- * r_PostProcessFilters: 1 Enables post processing special effects filters.
- Usage: r_PostProcessEffectsFilters [0/1]
- Default is 1 (enabled). 0 disabled 0x10000000
- * r_PostProcessGameFx: 1 Enables post processing special effects game fx.
- Usage: r_PostProcessEffectsGameFx [0/1]
- Default is 1 (enabled). 0 disabled 0x10000000
- * r_PostProcessHUD3D: 1 Toggles 3d hud post processing.
- Usage: r_PostProcessHUD3D [0/1]
- Default is 1 (post process hud enabled). 0 Disabled 0x10000000
- * r_PostProcessHUD3DCache: 0 Enables 3d hud caching overframes.
- Usage: r_PostProcessHUD3DCache [0/1/2/3]
- Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc 0x10000000
- * r_PostProcessHUD3DDebugView: 0 Debug views for 3d hud post processing.
- Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]
- Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture 0x10000000
- * r_PostProcessHUD3DGlowAmount: 1.000000 Controls 3D HUD 'Glow' Amount.
- Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
- Default is 1.0f, higher = more glow 0x10000000
- * r_PostProcessHUD3DShadowAmount: 1.700000 Controls 3D HUD 'Shadow' Amount.
- Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
- Default is 1.7f, higher = darker 0x10000000
- * r_PostProcessHUD3DStencilClear: 1 Enables stencil clears for flash masks when rendering HUD in 3D post process.
- Usage: r_PostProcessHUD3DNoStencilClear [0/1]
- Default is 1 (enabled), 0 disabled 0x10000000
- * r_PostProcessNanoGlassDebugView: 0 Debug views for Nano Glass post processing.
- Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
- Default is 0 (disabled). 1 Wire frame. 0x10000000
- * r_PostProcessParamsBlending: 1 Enables post processing effects parameters smooth blending
- Usage: r_PostProcessEffectsParamsBlending [0/1]
- Default is 1 (enabled). 0x10000000
- * r_PostprocessParamsBlendingDuration: 0.500000 Sets how long it takes post processing effects parameters to blend to their target values
- Usage: r_PostprocessParamsBlendingDuration [seconds]
- Default is 0.5f. 0x10000000
- * r_PostProcessReset: 0 Enables post processing special effects reset.
- Usage: r_PostProcessEffectsReset [0/1]
- Default is 0 (disabled). 1 enabled 0x10000000
- * r_PostScaleformBloomStrength: 0.200000 The strength of overall bloom on Scaleform.
- Default is 0.2f, 0 = no bloom, higher = stronger bloom 0x10000000
- * r_PosX: -1 Sets the preferred display window left edge position, in pixels. Default is -1, which will center window on primary display.
- Usage: r_PosX [-1=centered/0+=left edge position] 0x10000000
- * r_PosY: -1 Sets the preferred display window top edge position, in pixels. Default is -1, which will center window on primary display.
- Usage: r_PosY [-1=centered/0+=top edge position] 0x10000000
- * r_PredicatedTiling: 0 Toggles predicated tiling mode (X360 only)
- Usage: r_PredicatedTiling [0/1] 0x10000000
- * r_PrintMemoryLeaks: 0 0x10000000
- * r_Profile: 0 Enable dev team profiling with the following modes. Axis: x vs y. Filter: a,b
- 1 - (default) RenderStage vs Statistic (All teams, All zones)
- 2 - RenderStage vs Statistic (Current team, All zones)
- 3 - Zones vs Statistic (All teams, All renderstages)
- 4 - Zones vs Statistic (Current team, All renderstages) - Columns sorted by highest team budget percentage used
- 5 - Teams vs Statistic (All zones, All renderstages)
- 6 - RenderStage vs Teams (Drawcalls, All zones)
- 7 - RenderStage vs Teams (Polycount, All zones)
- 8 - RenderStage vs Teams (Instances, All zones) 0x10000000
- * r_ProfileFrequency: 1.000000 Refresh rate of the profiling system (In seconds).
- 0x10000000
- * r_ProfileRenderStage: 0 Filters which render stage data should be collected and displayed.
- 1-n: Filters for one specific render stage.
- IDs:
- 1 - Unknown
- 2 - UpdateInstBuffers
- 3 - DamageMapUpdate
- 4 - RuntimeCubemap
- 5 - RenderToTexture
- 6 - DepthPrePass
- 7 - DeferredOpaque
- 8 - DeferredDecals
- 9 - DeferredRoads
- 10 - Shadows
- 11 - SSDirOcclusion
- 12 - SSReflections
- 13 - Fog
- 14 - DeferredLighting
- 15 - SSScatter
- 16 - ForwardOpaque
- 17 - ForwardTransparent
- 18 - ToneMapping
- 19 - PostProcessing
- 20 - AfterPostProcess
- 21 - CoverageBuffer
- 22 - AmbientPass
- 23 - Caustics
- 24 - Rain
- 25 - DebugText
- 26 - GasCloud
- 27 - GPUParticleUpdate
- 28 - GPUParticleSpawn
- 0x10000000
- * r_ProfileShaders: 0 Enables display of render profiling information.
- Usage: r_ProfileShaders [0/1]
- Default is 0 (off). Set to 1 to display profiling
- of rendered shaders. 0x10000000
- * r_ProfileShadersGroupByName: 1 Group items by name ignoring RT flags.
- Usage: r_ProfileShaders [0/1] 0x10000000
- * r_ProfileShadersSmooth: 4 Smooth time information.
- Usage: r_ProfileShadersSmooth [0-10] 0x10000000
- * r_ProfileShowBudgets: 0 Display all the budgets next to the render profiler data.
- 0x10000000
- * r_ProfileStats: 0 Filters which stats data should be collected and displayed.
- 1-n: Filters for one specific statistic.
- IDs:
- 1 - DrawCalls
- 2 - PolyCount
- 3 - Instances
- 4 - EnvironmentProbes
- 5 - Lights
- 6 - ShadowMaps
- 7 - FogVolumes
- 0x10000000
- * r_ProfileZoneFilter: Filters which zones should have their data collected and displayed.
- 'str': Filters for one specific zone matching the str name.
- '*str': Filters for zones that contain the str substring in their name.
- IDs: ZoneFilter uses a string name to filter for specific zones. 0x10000000
- * r_Rain: 0 Enables rain rendering
- Usage: r_Rain [0/1/2]
- 0 - disabled1 - enabled2 - enabled with rain occlusion 0x10000000
- * r_RainAmount: 1.000000 Sets rain amount
- Usage: r_RainAmount 0x10000000
- * r_RainDistMultiplier: 2.000000 Rain layer distance from camera multiplier 0x10000000
- * r_RainDropsEffect: 1 Enable RainDrops effect.
- Usage: r_RainDropEffect [0/1/2]
- 0: force off
- 1: on (default)
- 2: on (forced) 0x10000000
- * r_RainIgnoreNearest: 1 Disables rain wet/reflection layer for nearest objects
- Usage: r_RainIgnoreNearest [0/1]
- 0x10000000
- * r_RainMaxViewDist: 32.000000 Sets rain max view distance
- Usage: r_RainMaxViewDist 0x10000000
- * r_RainMaxViewDist_Deferred: 150.000000 Sets maximum view distance (in meters) for deferred rain reflection layer
- Usage: r_RainMaxViewDist_Deferred [n] 0x10000000
- * r_RainOccluderSizeTreshold: 25.000000 Only objects bigger than this size will occlude rain 0x10000000
- * r_RC_AutoInvoke: 0 Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
- shows that the destination is older or does not exist.
- Usage: r_RC_AutoInvoke 0 (default is 1) 0x10000000
- * r_Reflections: 1 Toggles reflections.
- Usage: r_Reflections [0/1]
- Default is 1 (reflects). 0x10000000
- * r_ReflectionsOffset: 0.000000 0x10000000
- * r_ReflectionsQuality: 3 Toggles reflections quality.
- Usage: r_ReflectionsQuality [0/1/2/3]
- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) 0x10000000
- * r_ReflectTextureSlots: 1 Reflect texture slot information from shader 0x10000000
- * r_Refraction: 1 Enables refraction.
- Usage: r_Refraction [0/1]
- Default is 1 (on). Set to 0 to disable. 0x10000000
- * r_RefractionPartialResolves: 2 Do a partial screen resolve before refraction
- Usage: r_RefractionPartialResolves [0/1]
- 0: disable
- 1: enable conservatively (non-optimal)
- 2: enable (default) 0x10000000
- * r_RefractionResolvesDebug: 0 Toggle refraction resolves debug display
- Usage: r_RefractionResolvesDebug [0/1/2/3]
- 0: disable
- 1: Additive 2d area (partial resolve)
- 2: Bounding boxes (full screen or partial resolve. Using opauqe or transparent scene render target)
- 3: Alpha overlay with varying colours (partial resolve)
- 0x10000000
- * r_RefractionScreenSizeThresholdMultiplier: 1.000000 Multiplier on top of screen space size for adjusting when we switch various refraction. (Using and blending mips, transparent or opaque scene capture.) 0x10000000
- * r_ReleaseAllResourcesOnExit: 1 0x10000000
- * r_ReloadShaders: 0 Reloads shaders.
- Usage: r_ReloadShaders [0/1]
- Default is 0. Set to 1 to reload shaders. 0x10000000
- * r_RenderDocCapture: 0 To capture one RenderDoc (variable is set to 0 after capturing)
- 0=do not take a RenderDoc Capture (default), 1= save a RenderDoc Capture, 2>= save the number of captures 0x10000000
- * r_RenderDocEnabled: 0 To enabled a RenderDoc Capture functionality. (Needs to be set before loading the Client/Editor.) 0x10000000
- * r_RenderDocTimer: 0 RenderDoc capturing delay 0x10000000
- * r_RenderMeshHashGridUnitSize: 0.500000 Controls density of render mesh triangle indexing structures 0x10000000
- * r_RenderTargetPoolSize: 0 Size of pool for render targets in MB.
- Default is 50(MB) for PS3 & XBox 360. 0x10000000
- * r_ReprojectOnlyStaticObjects: 1 Forces a split in the zpass, to prevent moving object from beeing reprojected 0x10000000
- * r_RTT_AllowRTTSunlight: 0 Enables RenderToTexture Sunlight Rendering.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_AllowSelfRTTDependency: 0 Allow an RTT to be dependent on itself, so it will force Atlas usage so that last frame render is available.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_AtlasAllocationSortingDebug: 0 Enables RenderToTexture Atlas Tree Allocation Sorting Debug Rendering.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_AtlasMipMapping_Enabled: 1 Enables RenderToTexture Atlas MipMapping.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_AtlasTreeAllocationDebug: 0 Enables RenderToTexture Atlas Tree Allocation Debug Rendering.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_DebugCubemapBackdrop: 0 Enables RenderToTexture Cubemap Backdrop debugging.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_DebugRTTOResolutionUpdates: 0 Enables RenderToTexture Debug RTTO Resolution Updates.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_DebugRTTOUsage: 0 Displays current RTTO usage. 0x10000000
- * r_RTT_DebugRTTResolutions: 0 Enables RenderToTexture Debug RTTO Resolutions.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_DebugSubmissionRequests: 0 Enables RenderToTexture Atlas MipMapping.
- 0 - Disabled
- 1 - Output Stream Requests on the Main Thread
- 2 - Output Render Requests on the Main Thread
- 3 - Output Render Requests on the Render Thread
- 0x10000000
- * r_RTT_Enabled: 1 Enables RenderToTexture Tech. If disabled in User.cfg, it will be permanently off and will require application restart to reactivate.
- Turning off during application use will stop all functionality from being used and therefore stop the RenderToTexture system from functioning.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_EnableFlashColourCorrection: 0 Enable colour correction of RTT flash rendering. Converts values from sRGB to Linear
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_GenerateMipmapChainEachRTTRender: 1 Enables RenderToTexture Mipmapping Chain generation on each RTT Render.
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_RTT_IncludeListScreenSizeCulling: 0.035000 Sets the minimum screenspace size on a per mesh basis.
- 0x10000000
- * r_RTT_OverideRTTTexture: 0 Override all RTT content with one of several hard-coded textures.
- 0 - Disabled
- 1 - TestCard
- 2 - ReplaceMe
- 3 - Black
- 4 - White
- 5 - Existing texture but interpreted as sRGB colour space
- 0x10000000
- * r_scaleform: 1 Enables/disables Scaleform rendering. 0x10000000
- * r_Scissor: 1 Enables scissor test 0x10000000
- * r_ShaderCompilerDontCache: 0 Disables caching on remote shader compile server.
- Usage: r_ShaderCompilerDontCache 0 #
- Default is 0 0x10000000
- * r_ShaderCompilerPort: 61453 Set user defined port of the remote shader compile server.
- Usage: r_ShaderCompilerPort 61453 #
- Default is 61453 0x10000000
- * r_ShaderCompilerServer: localhost Host name of machine running the remote shader compile server.
- Usage: r_ShaderCompilerServer "host name"
- Default is localhost 0x10000000
- * r_ShaderEmailCCs: Adds optional CC addresses to shader error emails
- Usage: r_ShaderEmailCCs "email1@cloudimperiumgames.com;email2@cloudimperiumgames.com"
- Default is empty 0x10000000
- * r_ShaderEmailTags: Build Version: 3.3.15.24727; Stream: sc-alpha-3.3.5; ShaderCacheGen: False Adds optional tags to shader error emails e.g. own name or build run
- Usage: r_ShaderEmailTags "some set of tags or text"
- Default is build version 0x10000000
- * r_ShaderEmailTOs: Overrides remote shader compile server's TO addresses to send shader error emails
- Usage: r_ShaderEmailTOs "email1@cloudimperiumgames.com;email2@cloudimperiumgames.com"
- Default is empty (that is, use server defaults) 0x10000000
- * r_ShaderProjectName: sc-alpha-3.3.5 Name of project. Used for communication with remote shader compile server.
- Usage: r_ShaderProjectName MyGame
- Default is empty 0x10000000
- * r_ShadersAllowCompilation: 1 0x10000000
- * r_ShadersAsyncActivation: 0 Enable asynchronous shader activation
- Usage: r_ShadersAsyncActivation [0/1]
- 0 = off, (stalling) synchronous shaders activation
- 1 = on, shaders are activated/streamed asynchronously
- 0x10000000
- * r_ShadersAsyncCompiling: 3 Enable asynchronous shader compiling
- Usage: r_ShadersAsyncCompiling [0/1/2/3]
- 0 = off, (stalling) shaders compiling
- 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
- 2 = on, shaders are compiled in parallel, missing shaders are not rendered
- 3 = on, shaders are compiled in parallel in precache mode 0x10000000
- * r_ShadersCacheDeterministic: 1 Ensures that 2 shaderCaches built from the same source are binary equal 0x10000000
- * r_ShadersCompileAutoActivate: 0 Automatically reenable shader compilation if outdated shader is detected 0x10000000
- * r_shadersDeadCodeRemoval: 3 Enable removal of dead/unused code by shader parser to reduce size of shader bin and shader compilation time.0 - No code removal
- 1 - Remove unused FX params
- 2 - Remove unused FX params & structures
- 3 - Remove unused FX params & structures & functions
- 0x10000000
- * r_ShadersDebug: 0 Enable special logging when shaders become compiled
- Usage: r_ShadersDebug [0/1/2/3/4]
- 1 = assembly into directory Main/{Game}/shaders/cache/d3d9
- 2 = compiler input into directory Main/{Game}/testcg and initial pre-processed technique code into directory USER/Shaders/Cache/Techniques/
- 3 = compiler input with debug information (useful for PIX etc./{Game}/testcg_1pass
- 4 = compiler input with debug information, but optimized shaders
- Default is 0 (off) 0x10000000
- * r_ShadersDurango: 0 0x10000000
- * r_ShadersDX11: 1 0x10000000
- * r_ShadersEditing: 0 Force all cvars to settings, which allow shader editing 0x10000000
- * r_ShadersGL4: 1 0x10000000
- * r_ShadersGLES3: 1 0x10000000
- * r_ShadersIgnoreIncludesChanging: 0 0x10000000
- * r_ShadersLazyUnload: 0 0x10000000
- * r_ShadersLogCacheMisses: 0 Log all shader caches misses
- 0 = No logging
- 1 = Logging to separate file only
- 2 = Logging to separate file and TTY (default) 0x10000000
- * r_ShadersOrbis: 0 0x10000000
- * r_ShadersPreactivate: 3 0x10000000
- * r_ShadersPrecacheAllLights: 1 0x10000000
- * r_ShadersRemoteCompiler: 0 Enables compilation on remote shader compile server 0x10000000
- * r_ShadersSubmitRequestline: 0 Submits request line for each compilation request to remote shader compile server 0x10000000
- * r_ShadersUseInstanceLookUpTable: 0 Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation. 0x10000000
- * r_ShadowBiasClamp: 0.006000 Shadow map bias clamp.
- Usage: r_ShadowBiasClamp 0.0 min to unlimited max 0x10000000
- * r_ShadowBiasConstDeviceMultiplier: 50.000000 ShadowMap Bias Multiplier.
- Usage: r_ShadowBiasConstDeviceMultiplier is a multiplier on each individual non sun light's bias. 0x10000000
- * r_ShadowBiasSlopeMultiplier: 0.350000 ShadowMap Slope Multiplier.
- Usage: r_ShadowBiasSlopeMultiplier is a multiplier on each individual non sun light's slope bias. 0x10000000
- * r_ShadowBiasSunConstDevice: 1.000000 ShadowMap Sun Const Bias.
- Usage: r_ShadowBiasSunConstDevice value passed to D3D to account for floating point precision issues. 0x10000000
- * r_ShadowBiasSunConstJitterMultiplier: 0.300000 ShadowMap Sun Const Bias Jitter Multiplier.
- Usage: r_ShadowBiasSunConstJitterMultiplier is a multiplier on amount of additional const bias applied based on jitter kernel size 0x10000000
- * r_ShadowBiasSunConstLinearMultiplier: 1.000000 ShadowMap Sun Const Bias Multiplier.
- Usage: r_ShadowBiasSunConstLinearMultiplier is a multiplier on amount of const bias applied during sun shadows mask gen 0x10000000
- * r_ShadowBiasSunConstMaxAngle: 18.000000 ShadowMap Sun Const Max Angle.
- Usage: r_ShadowBiasSunConstMaxAngle is the maximum supported angle that polys in the same texel can be relative to each other and not get bias issues. 0x10000000
- * r_ShadowBiasSunSlopeJitterMultiplier: 0.900000 ShadowMap Sun Slope Bias Jitter Multiplier.
- Usage: r_ShadowBiasSunSlopeJitterMultiplier is a multiplier on amount of additional slope bias applied based on jitter kernel size 0x10000000
- * r_ShadowBiasSunSlopeMaxAngle: 89.000000 ShadowMap Sun Slope Max Angle.
- Usage: r_ShadowBiasSunSlopeMaxAngle is the maximum supported angle that geometry can be relative to the sun and not get bias issues. 0x10000000
- * r_ShadowBiasSunSlopeMultiplier: 1.500000 ShadowMap Sun Slope Bias Multiplier.
- Usage: r_ShadowBiasSunSlopeMultiplier is a multiplier on amount of slope bias applied at the D3D level during shadow map rendering 0x10000000
- * r_ShadowForwardPassSkipSemiDynamicCascades: 1 Forward rendered objects shadow pass only reads 4 cascades. This CVar will skip uploading semi dynamic cascades data, so we can sample static region if needed 0x10000000
- * r_ShadowGen: 1 0=disable shadow map updates, 1=enable shadow map updates 0x10000000
- * r_ShadowGenDepthClip: 0 0=disable shadow gen depth clipping, 1=enable shadow gen depth clipping 0x10000000
- * r_ShadowGenMode: 1 0=Use Frustums Mask
- 1=Regenerate all sides
- Usage: r_ShadowGenMode [0/1] 0x10000000
- * r_ShadowJitteringDirectionalLight: 1.000000 Shadow map jittering radius for directional lights.
- Usage: r_ShadowJitteringDirectionalLight [0=off] 0x10000000
- * r_ShadowJitteringOmniDirectionalLight: 2.500000 Shadow map jittering radius for omnidirectional light.
- Usage: r_ShadowJitteringOmniDirectionalLight [0=off] 0x10000000
- * r_ShadowJitteringProjectionLight: 1.500000 Shadow map jittering radius for projection light.
- Usage: r_ShadowJitteringProjectionLight [0=off] 0x10000000
- * r_ShadowPass: 1 Process shadow pass 0x10000000
- * r_ShadowPoolDebugRender: 0 Draw shadow pool on screen 0x10000000
- * r_ShadowPoolDebugRenderSize: 1.000000 How big to draw shadow pool debug (as fraction of vertical screen resolution) 0x10000000
- * r_ShadowsAdaptionMin: 0.350000 starting kernel size, to avoid blocky shadows.
- Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default 0x10000000
- * r_ShadowsAdaptionRangeClamp: 0.020000 maximum range between caster and reciever to take into account.
- Usage: r_ShadowsAdaptionRangeClamp [0.0 - 1.0], default 0.01 0x10000000
- * r_ShadowsAdaptionSize: 0.300000 Select shadow map blurriness if r_ShadowJittering is activated.
- Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing] 0x10000000
- * r_ShadowsGridAligned: 2 Selects algorithm to use for shadow mask generation:
- 0 - Disable shadows snapping
- 1 - Enable shadows snapping in world space
- 2 - Enable shadows snapping relative to zone movement between frames. Zone chosen is the one that encompasses the biggest cascade. 0x10000000
- * r_ShadowsMaskDownScale: 0 Saves video memory by using lower resolution for shadow masks except first one
- 0=per pixel shadow mask
- 1=half resolution shadow mask
- Usage: r_ShadowsMaskDownScale [0/1] 0x10000000
- * r_ShadowsMaskLocalLights: 1 Add local lights into the screenspace shadow mask as an optimisation (Default = 1)
- 0=lights sample shadows during lighting pass
- 1=lights are added to the shadow mask
- Usage: r_ShadowsMaskLocalLights [0/1] 0x10000000
- * r_ShadowsNearestMapResolution: 4096 Nearest shadow map resolution. Default: 4096 0x10000000
- * r_ShadowsPOMSelfShadowEnabled: 1 Enable or Disable POM Self Shadow Copy into ShadowMask. Default: 1 = ON 0x10000000
- * r_ShadowsPoolSize: 8192 Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize) 0x10000000
- * r_ShadowSunCascadeCopy: 1 Enable or disable the process of copying lower sun cascade into higher cascade shadow pool 0x10000000
- * r_ShadowsUseClipVolume: 1 .
- Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable 0x10000000
- * r_Sharpening: 0.000000 Image sharpening amount
- Usage: r_Sharpening [Value] 0x10000000
- * r_ShowBufferUsage: 0 Shows usage of statically allocated buffers.
- Usage: r_ShowBufferUSage [0/1]
- Default is 0 (off). 0x10000000
- * r_ShowDynTextures: 0 Display a dyn. textures, filtered by r_ShowDynTexturesFilter
- Usage: r_ShowDynTextures 0/1/2
- Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
- Textures are sorted by memory usage 0x10000000
- * r_ShowDynTexturesFilter: * Usage: r_ShowDynTexturesFilter *end
- Usage: r_ShowDynTexturesFilter *mid*
- Usage: r_ShowDynTexturesFilter start*
- Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures) 0x10000000
- * r_ShowDynTexturesMaxCount: 36 Allows to adjust number of textures shown on the screen
- Usage: r_ShowDynTexturesMaxCount [1...36]
- Default is 36 0x10000000
- * r_ShowLightBounds: 0 Display light bounds - for debug purpose
- Usage: r_ShowLightBounds [0=off/1=on] 0x10000000
- * r_ShowLines: 0 Toggles visibility of wireframe overlay.
- Usage: r_ShowLines [0/1]
- Default is 0 (off). 0x10000000
- * r_ShowMT: 0 Shows render multithreading graphs.
- Usage: r_ShowMT [0/1]
- Default is 0 (off). 0x10000000
- * r_ShowNormals: 0 Toggles visibility of normal vectors.
- Usage: r_ShowNormals [0/1]Default is 0 (off). 0x10000000
- * r_ShowTangents: 0 Toggles visibility of three tangent space vectors.
- Usage: r_ShowTangents [0/1]
- Default is 0 (off). 0x10000000
- * r_ShowTexture: Displays loaded texture - for debug purpose
- 0x10000000
- * r_ShowTimeGraph: 0 Configures graphic display of frame-times.
- Usage: r_ShowTimeGraph [0/1/2]
- 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off). 0x10000000
- * r_ShowVideoMemoryStats: 0 0x10000000
- * r_SilhouettePOM: 0 Enables use of silhouette parallax occlusion mapping.
- Usage: r_SilhouettePOM [0/1] 0x10000000
- * r_Snow: 2 Enables snow rendering
- Usage: r_Snow [0/1/2]
- 0 - disabled
- 1 - enabled
- 2 - enabled with snow occlusion 0x10000000
- * r_SnowDisplacement: 0 Enables displacement for snow accumulation
- Usage: r_SnowDisplacement [0/1]
- 0 - disabled
- 1 - enabled 0x10000000
- * r_SnowFlakeClusters: 100 Number of snow flake clusters.
- Usage: r_SnowFlakeClusters [n] 0x10000000
- * r_SnowHalfRes: 0 When enabled, snow renders at half resolution to conserve fill rate.
- Usage: r_SnowHalfRes [0/1]
- 0 - disabled
- 1 - enabled
- 0x10000000
- * r_SonarVision: 1 Toggles sonar vision enabling.
- Usage: r_SonarVision [0/1]
- Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes. 0x10000000
- * r_ssdo: 2 Screen Space Directional Occlusion
- 0 - Disabled
- 1 - Obscurance-based (very fast)
- 2 - Optimized horizon-based
- 3 - Reference horizon-based (very slow)
- 0x10000000
- * r_ssdoAmountAmbient: 1.000000 Strength of occlusion applied to probe irradiance 0x10000000
- * r_ssdoAmountDirect: 1.500000 Strength of occlusion applied to light sources 0x10000000
- * r_ssdoAmountReflection: 1.500000 Strength of occlusion applied to probe specular 0x10000000
- * r_ssdoColorBleeding: 1 Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading)
- Usage: r_ssdoColorBleeding [0/1]
- 0x10000000
- * r_ssdoHalfRes: 1 Toggles sampling from lower resolution depth targets to save memory bandwidth [0/1]
- 0x10000000
- * r_ssdoRadius: 0.100000 SSDO radius 0x10000000
- * r_SSReflections: 1 Glossy screen space reflections [0/1]
- 0x10000000
- * r_SSReflHalfRes: 1 Toggles rendering reflections in half resolution
- 0x10000000
- * r_Stats: 0 Toggles render statistics.
- 0=disabled,
- 1=global render stats,
- 2=print shaders for selected object,
- 3=CPU times of render passes and video memory usage,
- 4=CPU times of render passes,
- 5=Occlusion query calls (calls to mfDraw/mfReadResult_Now/mfReadResult_Try),
- 6=display per-instance drawcall count,
- 8=Info about instanced DIPs,
- 13=print info about cleared RT's,
- 15=GPU times,
- 16=Detailed GPU timings,
- 17=GPU+CPU times, drawcalls and polys per GPU category,
- Usage: r_Stats [0/1/n] 0x10000000
- * r_Stats_sync_timers: 0 Toggle whether to wait for GPU sync before displaying stats (guarantees stats shown are from the current frame, but drops framerate considerably)
- Usage: r_Stats_sync_timers [0/1] 0x10000000
- * r_StencilBits: 8 Sets the stencil precision, in bits per pixel. Default is 8.
- 0x10000000
- * r_StereoDevice: 100 Sets stereo device (only possible before app start)
- Usage: r_StereoDevice [0/1/2/3/4]
- 0: No stereo support (default)
- 1: Frame compatible formats (side-by-side, interlaced, anaglyph)
- 2: HDMI 1.4 (PS3 and Xbox 360 only)
- 3: Stereo driver (PC only, NVidia or AMD)
- 4: Dualhead (PC only, two projectors or iZ3D screen)
- 100: Auto-detect device for platform 0x10000000
- * r_StereoEyeDist: 0.020000 Maximum separation between stereo images in percentage of the screen. 0x10000000
- * r_StereoFlipEyes: 0 Flip eyes in stereo mode.
- Usage: r_StereoFlipEyes [0=off/1=on]
- 0: don't flip
- 1: flip
- 0x10000000
- * r_StereoGammaAdjustment: 0.120000 Additional adjustment to the graphics card gamma correction when Stereo is enabled.
- Usage: r_StereoGammaAdjustment [offset]0: off 0x10000000
- * r_StereoHudScreenDist: 0.500000 Distance to plane where hud stereo parallax converges to zero.
- If not zero, HUD needs to be rendered two times. 0x10000000
- * r_StereoMode: 0 Sets stereo rendering mode.
- Usage: r_StereoMode [0=off/1/2]
- 1: Dual rendering
- 2: Post Stereo
- 0x10000000
- * r_StereoNearGeoScale: 0.650000 Scale for near geometry (weapon) that gets pushed into the screen 0x10000000
- * r_StereoOutput: 0 Sets stereo output. Output depends on the stereo monitor
- Usage: r_StereoOutput [0=off/1/2/3/4/5/6/7]
- 0: Standard
- 1: IZ3D
- 2: Checkerboard (not supported on X360)
- 3: Above and Below (not supported)
- 4: Side by Side
- 5: Line by Line (Interlaced)
- 6: Anaglyph
- 7: VR Headset (Oculus Rift)
- 0x10000000
- * r_StereoScreenDist: 0.250000 Distance to plane where stereo parallax converges to zero. 0x10000000
- * r_StereoStrength: 1.000000 Multiplier which influences the strength of the stereo effect. 0x10000000
- * r_sunshafts: 2 Enables sun shafts.
- Usage: r_sunshafts [0/1]
- Default is 1 (on). Set to 0 to disable. 0x10000000
- * r_Supersampling: 1 Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...) 0x10000000
- * r_SupersamplingFilter: 0 Filter method to use when resolving supersampled output
- 0 - Box filter
- 1 - Tent filter
- 2 - Gaussian filter
- 3 - Lanczos filter 0x10000000
- * r_TessellationDebug: 0 1 - Factor visualizing.
- Default is 0 0x10000000
- * r_TessellationTriangleSize: 8.000000 Desired triangle size for screen-space tessellation.
- Default is 10. 0x10000000
- * r_testCard: 0 Render an image quality test card on the screen. 0x10000000
- * r_TexAtlasSize: 2048 0x10000000
- * r_TexBindMode: 0 Enable texture overrides.
- Usage: r_TexBindMode [0/1/2/4/5/6/7/8/9/10/11]
- 1 - Force grey diffuse maps (other than fonts)
- 2 - Force white diffuse maps (other than fonts)
- 3 - Force flat normal maps
- 4 - Force white gloss maps
- 5 - Force white specular maps
- 6 - Force grey height maps
- 7 - Force white diffuse maps and flat normal maps
- 8 - Force diffuse maps to use mipmapdebug texture
- 9 - Colour code diffuse maps to show minimum uploaded mip [0:green,1:cyan,2:blue,3:purple,4:magenta,5:yellow,6:orange,7:red,higher:white]
- 10 - Colour code diffuse maps to show textures streaming in in green and out in red
- 11 - Colour code diffuse maps that have requested a lower mip than the lowest available [-3: red, -2: yellow, -1: green]
- 12 - Visualise textures that have more or less mips in memory than needed
- Default is 0 (disabled). 0x10000000
- * r_TexelsPerMeter: 0.000000 Enables visualization of the color coded "texels per meter" ratio for objects in view.
- The checkerboard pattern displayed represents the mapping of the assigned diffuse
- texture onto the object's uv space. One block in the pattern represents 8x8 texels.
- Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off) 0x10000000
- * r_TexLog: 0 Configures texture information logging.
- Usage: r_TexLog #
- where # represents:
- 0: Texture logging off
- 1: Texture information logged to screen
- 2: All loaded textures logged to 'UsedTextures.txt'
- 3: Missing textures logged to 'MissingTextures.txt 0x10000000
- * r_TexMaxAnisotropy: 16 Specifies the maximum level allowed for anisotropic texture filtering. 0x10000000
- * r_TexMinAnisotropy: 16 Specifies the minimum level allowed for anisotropic texture filtering.
- 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy. 0x10000000
- * r_TexNoAnisoAlphaTest: 0 Disables anisotropic filtering on alpha-tested geometry like vegetation.
- 0x10000000
- * r_TexNoLoad: 0 Disables loading of textures.
- Usage: r_TexNoLoad [0/1]
- When 1 texture loading is disabled. 0x10000000
- * r_TexPostponeLoading: 0 0x10000000
- * r_TexPreallocateAtlases: 0 0x10000000
- * r_TextureLodDistanceRatio: -1.000000 Controls dynamic LOD system for textures used in materials.
- Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
- Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
- Values bigger than 0 will activate texture LOD selection depending on distance to the objects. 0x10000000
- * r_texturesskiplowermips: 0 Enabled skipping lower mips for X360.
- 0x10000000
- * r_TexturesStreaming: 1 Enables direct streaming of textures from disk during game.
- Usage: r_TexturesStreaming [0/1/2]
- Default is 0 (off). All textures save in native format with mips in a
- cache file. Textures are then loaded into texture memory from the cache. 0x10000000
- * r_TexturesStreamingDebug: 0 Enables textures streaming debug mode. (Log uploads and remove unnecessary mip levels)
- Usage: r_TexturesStreamingDebug [0/1/2]
- Default is 0 (off).1 - texture streaming log.2 - Show textures hit-parade based on streaming priorities3 - Show textures hit-parade based on the memory consumed 0x10000000
- * r_TexturesStreamingDebugDumpIntoLog: 0 Dump content of current texture streaming debug screen into log 0x10000000
- * r_TexturesStreamingDebugFilter: Filters displayed textures by name in texture streaming debug mode
- 0x10000000
- * r_TexturesStreamingDebugMinMip: 100 Filters displayed textures by loaded mip in texture streaming debug mode 0x10000000
- * r_TexturesStreamingDebugMinSize: 100 Filters displayed textures by size in texture streaming debug mode 0x10000000
- * r_texturesstreamingDeferred: 1 When enabled textures will be uploaded through a deferred context.
- 0x10000000
- * r_TexturesStreamingDisableNoStreamDuringLoad: 0 Load time optimisation. When enabled, textures flagged as non-streaming will still be streamed during level load, but will have a high priority stream request added in RT_Precache. Once streamed in, the texture will remain resident
- 0x10000000
- * r_texturesstreamingJobUpdate: 1 Enable texture streaming update job 0x10000000
- * r_TexturesStreamingMaxRequestedJobs: 32 Maximum number of tasks submitted to streaming system.
- Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
- Default is 32 jobs 0x10000000
- * r_TexturesStreamingMaxRequestedMB: 4.000000 Maximum amount of texture data requested from streaming system in MB.
- Usage: r_TexturesStreamingMaxRequestedMB [size]
- Default is 4.0(MB) 0x10000000
- * r_TexturesStreamingMinReadSizeKB: 64 Minimal read portion in KB.
- Usage: r_TexturesStreamingMinReadSizeKB [size]
- Default is 32(KB) 0x10000000
- * r_texturesstreamingMinUsableMips: 7 Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips.
- 0x10000000
- * r_TexturesStreamingMipBias: 0.000000 Controls how texture LOD depends from distance to the objects.
- Increasing this value will reduce amount of memory required for textures.
- Usage: r_TexturesStreamingMipBias [-4..0..4]
- Default is 0. 0x10000000
- * r_TexturesStreamingMipFading: 1 Controls how the new texture MIP appears after being streamed in.
- This variable influences only a visual quality of appearing texture details.
- Usage: r_TexturesStreamingMipFading [0/1]
- Default is 1 (enabled). 0x10000000
- * r_TexturesStreamingNoUpload: 0 Disable uploading data into texture from system memory. Useful for debug purposes.
- Usage: r_TexturesStreamingNoUpload [0/1]
- Default is 0 (off). 0x10000000
- * r_TexturesStreamingOnlyVideo: 0 Don't store system memory copy of texture. Applicable only for PC and PS3.
- On Xenon it's on[1] by default and cannot be changed.
- Usage: r_TexturesStreamingOnlyVideo [0/1]
- Default is 0 (off) for PC and PS3, 1(on always) for XBox 360. 0x10000000
- * r_TexturesStreamingPostponeMips: 0 Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
- Usage: r_TexturesStreamingPostponeMips [0/1]
- Default is 1 (on). 0x10000000
- * r_TexturesStreamingPostponeThresholdKB: 1024 Threshold used to postpone high resolution mipmap loads in KB.
- Usage: r_TexturesStreamingPostponeThresholdKB [size]
- Default is 1024(KB) 0x10000000
- * r_texturesstreamingPostponeThresholdMip: 1 Threshold used to postpone high resolution mipmaps.
- Usage: r_texturesstreamingPostponeThresholdMip [count]
- Default is 1 0x10000000
- * r_TexturesStreamingPrecacheRounds: 1 Number of precache rounds to include in active streamed texture lists.
- Default is 1 0x10000000
- * r_TexturesStreamingResidencyEnabled: 1 Toggle for resident textures streaming support.
- Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled 0x10000000
- * r_TexturesStreamingResidencyThrottle: 0.500000 Ratio for textures to become resident.
- Usage: r_TexturesStreamingResidencyThrottle [ratio]Default is 0.5Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident 0x10000000
- * r_TexturesStreamingResidencyTime: 10.000000 Time to keep textures resident for before allowing them to be removed from memory.
- Usage: r_TexturesStreamingResidencyTime [Time]
- Default is 10 seconds 0x10000000
- * r_TexturesStreamingResidencyTimeTestLimit: 5.000000 Time limit to use for mip thrashing calculation in seconds.
- Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds 0x10000000
- * r_texturesstreamingSkipMips: 0 Number of top mips to ignore when streaming.
- 0x10000000
- * r_TexturesStreamingSuppress: 0 Force unloading of all textures and suppress new stream tasks.
- Default is 0 0x10000000
- * r_TexturesStreamingSync: 0 Force only synchronous texture streaming.
- All textures will be streamed in the main thread. Useful for debug purposes.
- Usage: r_TexturesStreamingSync [0/1]
- Default is 0 (off). 0x10000000
- * r_TexturesStreamingUpdateType: 1 Texture streaming update type.
- Default is 0 0x10000000
- * r_TexturesStreamPoolSecondarySize: 0 Size of secondary pool for textures in MB. 0x10000000
- * r_TexturesStreamPoolSize: 3000 Size of texture streaming pool in MB.
- 0x10000000
- * r_ThermalVision: 1 Toggles termal vision enabling.
- Usage: r_ThermalVision [0/1]
- Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes. 0x10000000
- * r_ThermalVisionViewCloakFlickerMaxIntensity: 1.000000 Sets thermal vision cloaked-object flicker random max intensity.
- Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]
- When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision 0x10000000
- * r_ThermalVisionViewCloakFlickerMinIntensity: 1.000000 Sets thermal vision cloaked-object flicker random min intensity.
- Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]
- When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision 0x10000000
- * r_ThermalVisionViewCloakFrequencyPrimary: 1 Sets thermal vision cloaked-object flicker primary frequency.
- Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+]
- When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower 0x10000000
- * r_ThermalVisionViewCloakFrequencySecondary: 1 Sets thermal vision cloaked-object flicker secondary frequency.
- Usage: r_ThermalVisionViewCloakFrequencySecondary [1+]
- When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower 0x10000000
- * r_transient_pool_size: 4 the bank size in MB for the transient pool 0x10000000
- * r_TranspAfterDOFDepthBias: 1.000000 Depth bias applied to TRANSP_AFTER_MB_DOF render list to prevent z-fighting when TSAA matrix jittering is active 0x10000000
- * r_TranspAfterDOFForceDistUI: 0.000000 Distance within which interactive display screens are forced to TRANSP_AFTER_MB_DOF render list 0x10000000
- * r_TranspDepthFixup: 1 Write approximate depth for certain transparent objects before post effects
- Usage: r_TranspDepthFixup [0/1]
- Default is 1 (enabled)
- 0x10000000
- * r_UIBaseChromaAmount: 0.000000 The baseline amount of chromatic aberration on holograms and Scaleform.
- Default is 0.0f, 0 = no chroma aberration, higher = stronger chroma aberration 0x10000000
- * r_UIBlendMode: 3 Adjusts how the UI is blended onto the scene.
- 0 Alpha blend, 1 Additive, 2 Screen, 3 Custom CIG (additive + alpha blend), 4 Color dodge 0x10000000
- * r_UILuminanceThreshold: 0.500000 The luminance value below which alpha blending kicks in with the custom CIG blending mode.
- Default is 0.5f 0x10000000
- * r_UIShadowAmount: 0.000000 Increases the visibility of holograms and Scaleform against bright backgrounds with a drop shadow.
- Default is 0.0f, 0 = no drop shadow, higher = more visible shadow 0x10000000
- * r_Unlit: 0 Render just diffuse texture with no lighting (for most materials). 0x10000000
- * r_UseAlphaBlend: 1 Toggles alpha blended objects.
- Usage: r_UseAlphaBlend [0/1]
- Default is 1 (on). Set to 0 to disable all alpha blended object. 0x10000000
- * r_UseDisplacementFactor: 1.000000 Global displacement amount.
- Default is 0.4f. 0x10000000
- * r_UseESRAM: 1 Toggles using ESRAM for render targets (Durango only)
- Usage: r_UseESRAM [0/1] 0x10000000
- * r_UseHWSkinning: 1 Toggles HW skinning.
- Usage: r_UseHWSkinning [0/1]
- Default is 1 (on). Set to 0 to disable HW-skinning. 0x10000000
- * r_UseMergedPosts: 1 Enables motion blur merged with dof.
- Usage: r_UseMergedPosts [0/1/2]
- Default is 1.
- 1: fastest mode - half res rendering
- 2: full res rendering mode (tbd)
- 3: quality mode, hdr + fullres (tbd)
- 0x10000000
- * r_UsePersistentRTForModelHUD: 0 Uses a seperate RT to render models for the ModelHud Renderer 0x10000000
- * r_UserChromaticAberration: 1.000000 User options chromatic aberration amount (0-1)
- Usage: r_UserChromaticAberration [Value] 0x10000000
- * r_UserSharpening: 0.000000 User image sharpening amount (0-1)
- Usage: r_UserSharpening [Value] 0x10000000
- * r_UseZPass: 2 Toggles g-buffer pass.
- Usage: r_UseZPass [0/1/2]
- 0: Disable Z-pass (not recommended, this disables any g-buffer rendering)
- 1: Enable Z-pass (g-buffer only)
- 2: Enable Z-pass (g-buffer and additional Z-prepass) 0x10000000
- * r_UV_DebugGun: 0 Debug Gun to render text displaying the UV coords of the specific point of an object. (Centre of the screen ray down Z axis).
- 0 - Disabled
- 1 - Enabled
- 0x10000000
- * r_ValidateDraw: 0 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc) 0x10000000
- * r_VisAreaClipLightsPerPixel: 0 Per pixel light/cubemap culling for vis areas: 0=off, 1=on 0x10000000
- * r_VSync: 0 Toggles vertical sync.
- 0: Disabled
- 1: Enabled
- 2: Enabled in FullScreen. Flush and Sync the DWM (can cost between 0.5 and 1.0ms per frame)3: Enabled in FullScreen. Do our own VSyncing. Presenting still depends on the DWM4: Enabled in FullScreen. Disable the Windows Composite Manager(DWM) in window mode 0x10000000
- * r_WaterCaustics: 0 Toggles under water caustics.
- Usage: r_WaterCaustics [0/1]
- Default is 1 (enabled). 0x10000000
- * r_WaterCausticsDeferred: 2 Toggles under water caustics deferred pass.
- Usage: r_WaterCausticsDeferred [0/1/2]
- Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass 0x10000000
- * r_WaterCausticsDistance: 100.000000 Toggles under water caustics max distance.
- Usage: r_WaterCausticsDistance
- Default is 100.0 meters 0x10000000
- * r_WaterGodRays: 1 Enables under water god rays.
- Usage: r_WaterGodRays [0/1]
- Default is 1 (enabled). 0x10000000
- * r_WaterGodRaysDistortion: 1.000000 Set the amount of distortion when underwater.
- Usage: r_WaterGodRaysDistortion [n]
- Default is 1. 0x10000000
- * r_WaterReflections: 1 Toggles water reflections.
- Usage: r_WaterReflections [0/1]
- Default is 1 (water reflects). 0x10000000
- * r_WaterReflectionsMGPU: 0 Toggles water reflections.multi-gpu support
- Usage: r_WaterReflectionsMGPU [0/1/2]
- Default is 0 (single render update), 1 (multiple render updates) 0x10000000
- * r_WaterReflectionsMinVisUpdateDistanceMul: 10.000000 Activates update distance multiplier when water mostly occluded. 0x10000000
- * r_WaterReflectionsMinVisUpdateFactorMul: 20.000000 Activates update factor multiplier when water mostly occluded. 0x10000000
- * r_WaterReflectionsQuality: 4 Activates water reflections quality setting.
- Usage: r_WaterReflectionsQuality [0/1/2/3]
- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) 0x10000000
- * r_WaterReflectionsUseMinOffset: 1 Activates water reflections use min distance offset. 0x10000000
- * r_WaterVolumeCaustics: 0 Toggles advanced water caustics for watervolumes.
- Usage: r_WaterVolumeCaustics [0/1]
- Default is 0 (disabled). 1 - enables. 0x10000000
- * r_WaterVolumeCausticsDensity: 256 Density/resolution of watervolume caustic grid.
- Usage: r_WaterVolumeCausticsDensity [16/256]
- Default is 256 0x10000000
- * r_WaterVolumeCausticsMaxDist: 35.000000 Maximum distance in which caustics are visible.
- Usage: r_WaterVolumeCausticsMaxDist [n]
- Default is 35 0x10000000
- * r_WaterVolumeCausticsRes: 1024 Resolution of watervoluem caustics texture.
- Usage: r_WaterVolumeCausticsRes [n]
- Default is 1024 0x10000000
- * r_WaterVolumeCausticsSnapFactor: 1.000000 Distance in which to snap the vertex grid/projection (to avoid aliasing).
- Usage: r_WaterVolumeCausticsSnapFactor [n]
- Default is 1.0 0x10000000
- * r_Width: 1920 Sets the display width, in pixels. Default is 1280.
- Usage: r_Width [800/1024/..] 0x10000000
- * r_wireframe: 0 Toggles wireframe rendering mode 0x10000000
- * r_ZFightingDepthScale: 0.995000 Controls anti z-fighting measures in shaders (scaling homogeneous z). 0x10000000
- * r_ZFightingExtrude: 0.001000 Controls anti z-fighting measures in shaders (extrusion along normal in world units). 0x10000000
- * r_ZFightingShadowDepthScale: 0.999970 Controls anti z-fighting measures in the shadow pass (scaling homogeneous z). 0x10000000
- * r_ZPassDepthSorting: 1 Toggles Z pass depth sorting.
- Usage: r_ZPassDepthSorting [0/1/2]
- 0: No depth sorting
- 1: Sort by depth layers (default)
- 2: Sort by distance
- 0x10000000
- * r_ZPassOnly: 0 0x10000000
- * r_ZPrePassVertDensityThreshold: 0.125000 Threshold value to allow objects to render into z pre pass. Measured as chunk surface area per vert.
- Usage: r_ZPrePassVertDensityThreshold [value]
- 0x10000000
- * r_ZReadbackNaNCheck: 0 Check for NaNs in downsampled ZTarget
- Usage:
- 0 disabled
- 1 Fix NaNs in depth buffer during ZReadback
- 2 Assert on NaNs in depth buffer and fix them during ZReadback 0x10000000
- * rc_debugVerboseLevel: 0 0x10000000
- * s_ATLPoolSize: 32768 Specifies the size (in KiB) of the memory pool to be used by the ATL.
- Usage: s_ATLPoolSize [0/...]
- Default: 32768 (32 MiB)
- 0x10000000
- * s_audioDefaultMaterialOcclusion: 0.500000 Default occlusion value for ray hits in CAudioRayOcclusionComponent 0x10000000
- * s_AudioEventPoolSize: 256 Sets the number of preallocated audio events.
- Usage: s_AudioEventPoolSize [0/...]
- Default PC: 256, XboxOne: 256, PS4: 256, MAC: 256, Linux: 256, WiiU: 128 IOS: 64 Android: 64
- 0x10000000
- * s_AudioObjectPoolSize: 512 Sets the number of preallocated audio objects and corresponding audio proxies.
- Usage: s_AudioObjectPoolSize [0/...]
- Default PC: 512, XboxOne: 512, PS4: 512, MAC: 512, Linux: 512, WiiU: 256 IOS: 128 Android: 128
- 0x10000000
- * s_AudioProxiesInitType: 0 Can override AudioProxies' init type on a global scale.
- If set it determines whether AudioProxies initialize synchronously or asynchronously.
- This is a performance type cvar as asynchronously initializing AudioProxies
- will have a greatly reduced impact on the calling thread.
- Be aware though that when set to initialize asynchronously that audio will play back delayed.
- By how much will greatly depend on the audio thread's work load.
- 0: AudioProxy specific initialization.
- 1: All AudioProxies initialize synchronously.
- 2: All AudioProxies initialize asynchronously.
- Usage: s_AudioProxiesInitType [0/1/2]
- Default PC: 0, XboxOne: 0, PS4: 0, MAC: 0, Linux: 0, WiiU: 0 iOS: 0 Android: 0
- 0x10000000
- * s_AudioSystemImplementationName: CryAudioImplWwise Holds the name of the AudioSystemImplementation library to be used.
- Usage: s_AudioSystemImplementationName <name of the library without extension>
- Default: CryAudioImplWwise
- 0x10000000
- * s_cameraViewFStopOverwrite: 0.000000 If not 0, overwrites the value of the FStop on third person cameras 0x10000000
- * s_CaptureAllWwiseRequests: 0 Enable capture of all wwise commands to [USER]/audio_command_requests.xml. 0x10000000
- * s_DebugAudioRayOcclusion: 0 If set to 1 will display debug info for audio occlusion raycast components.
- [Default is 0] 0x10000000
- * s_debugCameraFOVLensSize: 0 Debug the FOV and Lens Size values on third person cameras 0x10000000
- * s_debugVOIPForLocalPlayer: 0 If 1, enables VOIP for the local player to play on the local player. 0x10000000
- * s_disableCameraDrift: 0 If set to 1, drift won't be applied to camera movements when the target is moving 0x10000000
- * s_DropListener: 0 Drop default listener at current location.
- Usage: s_DropListener [0..1]
- 0: Disabled
- 1: Enabled. Default listener's location will remain at location it was 'dropped' and it's position will not be updated while this cvar is enabled.
- 0x10000000
- * s_DynamicRangePreset: 2 Set dynamic range preset [0,1,2]
- 0 is MINIMUM RANGE (full compression)
- 1 is MEDIUM RANGE (moderate compression)
- 2 is FULL RANGE (no compression). 0x10000000
- * s_enableActorAudioOcclusion: 1 If 1, enables occlusion processing for NLPC audio. 0x10000000
- * s_enableOperatorShake: 1 Allow operator shake on third person cameras 0x10000000
- * s_enablePlayerVoice: 1 If 1, enables player microphone input and plays through associated wwise event. 0x10000000
- * s_enableRaceCommentary: 1 Enables or disables commentary in multiplayer races. 0x10000000
- * s_enableRaycastForClientFootsteps: 1 If 1, enables raycasting to determine surface for player footsteps. 0x10000000
- * s_EnableSecondaryOutput: 0 If true, enables the secondary (headset) output in wwise. 0x10000000
- * s_enableVehicleAudioOcclusion: 1 If 1, enables occlusion processing for vehicle audio. 0x10000000
- * s_FileCacheManagerSize: 2048 Sets the size in KiB the AFCM will allocate on the heap.
- Usage: s_FileCacheManagerSize [0/...]
- Default PC: 2048 (2 MiB), XboxOne: 393216 (384 MiB), PS4: 393216 (384 MiB), MAC: 393216 (384 MiB), Linux: 393216 (384 MiB), WiiU: 131072 (128 MiB)
- 0x10000000
- * s_forceEnableRoomSystemPressurisationForAudio: 0 Enable room system pressures, even in game modes that don't enable it (yet). For Audio. 0x10000000
- * s_FullObstructionMaxDistance: 5.000000 for the sounds, whose distance to the listener is greater than this value, the obstruction is value gets attenuated with distance.
- Usage: s_FullObstructionMaxDistance [0/...]
- Default: 5 m
- 0x10000000
- * s_IgnoreWindowFocus: 0 If set to 1, the sound system will continue playing when the Editor or Game window loses focus.
- Usage: s_IgnoreWindowFocus [0/1]
- Default: 0 (off)
- 0x10000000
- * s_invertCameraOrbitPitch: 0 Invert the Y axis on orbit cameras 0x10000000
- * s_LoadGlobalBanksBlocking: 0 Specifies whether all global banks will block the main thread when loading.
- Usage: s_LoadGlobalBanksBlocking [0/1]
- Default PC: 0 - asynchronous operation, NA for other platforms ATM
- 0x10000000
- * s_localPlayerAudio.ObjectBasedReverbRatio: 0.500000 Sets the default ratio of object based reverb when NOT seated in an active vehicle seat. 0x10000000
- * s_localPlayerEnvironment.RayLength: 250.000000 Sets the max distance for the player actor rays. 0x10000000
- * s_localPlayerEnvironment.RaysPerFrame: 1 Sets the amount of rays per frame for the player actor. 0x10000000
- * s_localPlayerEnvironment.SphereRayCount: 60 Sets the amount of rays if a Fibonacci sphere is used for the player actor. Must be multiples of 2! 0x10000000
- * s_localPlayerEnvironment.SphereType: 0 0: Fibonacci sphere, 1: 60 point truncated icosahedron. 0x10000000
- * s_MixDebug: 0 Draws Audio Mix Management related debug data to the screen.
- Usage: s_MixDebug [0ab...] (flags can be combined)
- 0: No debug info on the screen.
- a: Draw debug text.
- b: Draw extra debug text details.
- c: Draw snapshot RTPCs.
- 0x10000000
- * s_MixDebugXPos: 100 On screen display X position. 0x10000000
- * s_MixDebugYPos: 120 On screen display Y position. 0x10000000
- * s_MixEnable: 1 If 1, enables audio mix management system. 0x10000000
- * s_MixLevelMaster: 0.000000 Sets master volume of all audio output on the primary bus (0..1). 0x10000000
- * s_MixLevelMusic: 1.000000 Sets volume of music (0..1). 0x10000000
- * s_MixLevelSfx: 1.000000 Sets volume of sound effects (0..1). 0x10000000
- * s_MixLevelShipComputerSpeech: 1.000000 Sets volume of ship computer speech (0..1). 0x10000000
- * s_MixLevelSimulationAnnouncer: 1.000000 Sets volume of simulation announcer (0..1). 0x10000000
- * s_MixLevelSpeech: 1.000000 Sets volume of speech (0..1). 0x10000000
- * s_MixLevelVOIP: 1.000000 Sets volume of VOIP received (0..1). 0x10000000
- * s_OcclusionMaxDistance: 500.000000 Obstruction/Occlusion is not calculated for the sounds whose distance to the listener is greater than this value. Setting this value to 0 disables obstruction/occlusion calculations.
- Usage: s_OcclusionMaxDistance [0/...]
- Default: 500 m
- 0x10000000
- * s_OcclusionMaxSyncDistance: 10.000000 Physics rays are processed synchronously for the sounds that are closer to the listener than this value, and asynchronously for the rest (possible performance optimization).
- Usage: s_OcclusionMaxSyncDistance [0/...]
- Default: 10 m
- 0x10000000
- * s_oceanAudio.audioPositionLerpFactor: 0.200000 Defines the lerp factor of audio position changes. 0x10000000
- * s_oceanAudio.audioPositionSnapDistance: 0.010000 Defines at what distance audio objects are considered at the goal position after lerping. 0x10000000
- * s_oceanAudio.windThreshold: 0.010000 Sets the update threshold for wind changes 0x10000000
- * s_physical.CONTINUOUS_CONTACT_ACTIVE_FRAMES: 3 continuous contact active frames 0x10000000
- * s_physical.CONTINUOUS_CONTACT_IDLE_FRAMES: 5 continuous contact idle frames 0x10000000
- * s_physical.FAKE_MASS_TERRAIN: 500.000000 Fake mass terrain 0x10000000
- * s_planetAudio.windThreshold: 0.010000 Sets the update threshold for wind changes 0x10000000
- * s_PositionUpdateThreshold: 0.100000 An audio object has to move by at least this amount to issue a position update request to the audio system.
- This kind of optimization should ideally be done by the parent system so this is here for convenience.Usage: s_PositionUpdateThreshold [0/...]
- Default: 0.1 (10 cm)
- 0x10000000
- * s_ShipComputerVerbosityPreset: 4 Ship computer verbosity preset index. 0x10000000
- * s_SubmixRecordersEnabled: 0 If true, enables submix recording using the CIG Submix Recorder plugin. 0x10000000
- * s_SubmixRecordersMuteOutput: 0 If true, submix recorders act as sinks and don't pass audio. 0x10000000
- * s_UseSyncMode: 0 Audio processing is executed on the Main Thread when set to 1, otherwise it uses the CryEngine AudioThreadUsage: s_UseSyncMode 0 or 1Default: 0 0x10000000
- * s_WwiseAudioAPI: 0 Windows Audio API selection. 0==Wwise Default (Currently XAudio2). 1==WASAPI. 2==XAudio2
- Usage: s_WwiseAudioAPI [0/1/2]
- Default PC: 0, NA for other platforms ATM
- 0x10000000
- * s_WwiseBankMediaPoolSize: 65536 Specifies the size (in KiB) of the Wwise bank media pool. This holds any media that exists in a bank. Any loose media will not be loaded into this memory.
- Usage: s_nWwiseBankMediaPoolSize [0/...]
- Default PC: 65536 (64M), NA for other platforms ATM
- 0x10000000
- * s_WwiseCommandQueueSize: 2048 Specifies the size (in KiB) of the Wwise command queue.
- Usage: s_WwiseCommandQueueSize [0/...]
- Default PC: 2048 (2M), NA for other platforms ATM
- 0x10000000
- * s_WwiseDefaultPoolSize: 73728 Specifies the size (in KiB) of the Wwise (internal) Default Memory pool.
- Usage: s_WwiseDefaultPoolSize [0/...]
- Default PC: 73728 (72M), NA for other platforms ATM
- 0x10000000
- * s_WwiseEngineDefaultPoolSize: 65536 Specifies the size (in KiB) of the Wwise (internal) Engine Default Memory pool.
- Usage: s_WwiseEngineDefaultPoolSize [0/...]
- Default PC: 32768 (32M), NA for other platforms ATM
- 0x10000000
- * s_WwiseNumRefillsInVoice: 4 Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
- Usage: s_WwiseNumRefillsInVoice [2/3/4]
- Default PC: 4, NA for other platforms ATM
- 0x10000000
- * s_WwiseNumSamplesPerFrame: 1024 Number of samples per audio frame (256, 512, 1024, or 2048)
- Usage: s_WwiseNumSamplesPerFrame [256/512/1024/2048]
- Default PC: 1024, NA for other platforms ATM
- 0x10000000
- * s_WwisePrepareEventPoolSize: 393216 Specifies the size (in KiB) of the Wwise Prepare event pool.
- Usage: s_WwisePrepareEventPoolSize [0/...]
- Default PC: 524288 (512mb), NA for other platforms ATM
- 0x10000000
- * s_WwisePrimaryPoolSize: 655360 Specifies the size (in KiB) of the memory pool to be used by the Wwise audio system implementation.
- Usage: s_WwisePrimaryPoolSize [0/...]
- Default PC: 131072 (128 MiB), Xbox360: 131072 (128 MiB), XboxOne: 131072 (128 MiB), PS3: 131072 (128 MiB), PS4: 131072 (128 MiB), MAC: 131072 (128 MiB), Linux: 131072 (128 MiB), WiiU: 131072 (128 MiB), IOS: 8192 (8 MiB), Android: 8192 (8 MiB)
- 0x10000000
- * s_WwiseSecondaryPoolSize: 0 Specifies the size (in KiB) of the memory pool to be used by the Wwise audio system implementation.
- Usage: s_WwiseSecondaryPoolSize [0/...]
- Default PC: 0, Xbox360: 32768 (32 MiB), XboxOne: 32768 (32 MiB), PS3: 0, PS4: 0, MAC: 0, Linux: 0, WiiU: 0, IOS: 0, Android: 0
- 0x10000000
- * s_WwiseSeparateEngineThreadPriority: 1 Specifies the thread priority when Wwise uses its own thread for audio processing.
- Usage: s_WwiseSeparateEngineThreadPriority [0/1/2]
- Default PC: 1 (Highest), NA for other platforms ATM. Other options: 0 (Above Normal), 2 (Time Critical)
- 0x10000000
- * s_WwiseStreamMgrPoolSize: 512 Size (in KiB) of memory pool for small objects of Wwise Stream Manager
- Usage: m_nStreamMgrPoolSize [0/...]
- Default PC: 512k, NA for other platforms ATM
- 0x10000000
- * s_WwiseUseSeparateEngineThread: 1 Specifies whether Wwise should use its own thread or run on the AudioThread.
- Usage: s_WwiseUseSeparateEngineThread [0/1]
- Default PC: 1(use a separate thread), NA for other platforms ATM
- 0x10000000
- * ShipComputer_AllowInitialDelay: 1 Allow a delay when triggering a response
- [0/1] 0x10000000
- * ShipComputer_AllowInterruptions: 1 Allow a newer response to interrupt something that is currently playing
- [0/1] 0x10000000
- * ShipComputer_Debug: 0 Enable/disable ship computer on screen debug
- [0/1] 0x10000000
- * ShipComputer_ForceAllResponsesToBeQueued: 0 Ignore cockpit response setting and force queuing on everything
- [0/1] 0x10000000
- * ShipComputer_Logging: 0 Enable/disable ship computer logging
- [0/1] 0x10000000
- * ShipComputer_TimeoutEnabled: 1 Enable/disable ship computer timeouts
- [0/1] 0x10000000
- * slide_spread: 1.000000 Spread multiplier when sliding 0x10000000
- * soc_exclusionsListName: Sets the filename to use for lists of excluded locations 0x10000000
- * social_HostName: janus-proto.cloudimperiumgames.com Host name for social/foip server. 0x10000000
- * social_PortNumber: 8188 Port number of social/foip server. 0x10000000
- * social_Positional: 1 If true, the default room is a positional (non comm) room. 0x10000000
- * social_RoomId: cigdemo Room ID on social/foip server to join. 0x10000000
- * social_UseDefaultRoom: 0 If true, the default room is joined at startup. 0x10000000
- * spu_dump_stats: 0 Set to 1 to dump SPU job stats for current frame.
- Gets automatically deactivated after current frame has finished. 0x10000000
- * spu_streaming: 1 Use SPU for stream decompression: 1 to activate, 0 to deactivate 0x10000000
- * sv_AISystem: 1 Load and use the AI system on the server 0x10000000
- * sv_bandwidth: 2147483647 Bit rate on server 0x10020000
- * sv_bind: 0.0.0.0 Bind the server to a specific IP address 0x10000000
- * sv_debris_count: 128 debris count 0x10000000
- * sv_DedicatedCPUPercent: 0.000000 Sets the target CPU usage when running as a dedicated server, or disable this feature if it's zero.
- Usage: sv_DedicatedCPUPercent [0..100]
- Default is 0 (disabled). 0x10000000
- * sv_DedicatedCPUVariance: 10.000000 Sets how much the CPU can vary from sv_DedicateCPU (up or down) without adjusting the framerate.
- Usage: sv_DedicatedCPUVariance [5..50]
- Default is 10. 0x10000000
- * sv_dumpstats: 1 Enables/disables dumping of level and player statistics, positions, etc. to files 0x10000000
- * sv_dumpstatsperiod: 1000 Time period of statistics dumping in milliseconds 0x10000000
- * sv_gamerules: SC_Default The game rules that the server should use 0x10000000
- * sv_gamerulesdefault: SC_Default The game rules that the server default to when disconnecting 0x10000000
- * sv_map: megamap The map the server should load 0x10010000
- * sv_megamapinstance: PU The current mega map instance 0x10000000
- * sv_OverridePlayerEASpawnLocation: Server only: Override the spawn location for all players for Electronic Access game modes 0x10000000
- * sv_OverridePlayerPersistSpawnLocation: Server only: Override the spawn location for all players 0x10000000
- * sv_pacifist: 0 Pacifist mode (only works on dedicated server) 0x10000000
- * sv_packetRate: 30 Packet rate on server 0x10000000
- * sv_port: 64090 Server address 0x10000000
- * sv_requireinputdevice: dontcare Which input devices to require at connection (dontcare, none, gamepad, keyboard) 0x10000000
- * sv_restrict_connections_to_prematch: 0 Restrict game to only allow player connections to prematch state. 0x10000000
- * sv_servername: Server name will be displayed in server list. If empty, machine name will be used. 0x10000000
- * sv_statsDumpEnabled: 0 When turned on, stats are dumped out locally. 0x10000000
- * sv_timeofdayenable: 0 Enables time of day simulation. 0x10000000
- * sv_timeofdaylength: 1.000000 Sets time of day changing speed. 0x10000000
- * sv_timeofdaystart: 12.000000 Sets time of day start time. 0x10000000
- * sv_timeout_disconnect: 0 Timeout for fully disconnecting timeout connections 0x10000000
- * svDedicatedMaxFPS: 30 FrameRate Limit for the Server. Will stall the game if it runs faster than the limit 0x10000000
- * sys_AI: 1 Enables AI Update 0x10000000
- * sys_analytics_disable: 1 Disable Analytics Gathering 0x50020000
- * sys_asserts: 1 0 = Disable asserts
- 1 = Enable asserts (assert dialog + logging callstacks into assert.log)
- 2 = Only log callstacks into assert.log. No assert dialog will be presented.
- 3 = Throw fatal error on assert instead of presenting assert dialog 0x10000000
- * sys_asserts_info: 1 Displays stats about asserts on screen 0x10000000
- * sys_audio_disable: 0 Specifies whether to use the NULLAudioSystem in place of the regular AudioSystem
- Usage: sys_audio_disable [0/1]
- 0: use regular AudioSystem.
- 1: use NullAudioSystem (disable all audio functionality).
- Default: 0 (enable audio functionality) 0x10000000
- * sys_CurrentHMDType: 0 Chooses which Head Mounted Device to use:
- 0 - Null Device (default)
- 1 -Oculus Rift
- 2 - Cinemizer
- 0x10000000
- * sys_datacore_enableexport: 1 Determines if live update is available (development only) 0x10000000
- * sys_datacore_enableliveupdate: 1 Determines if live update is available (development only) 0x10000000
- * sys_DeactivateConsole: 0 0: normal console behavior
- 1: hide the console 0x10000000
- * sys_deferAudioUpdateOptim: 1 0 - disable optimisation
- 1 - enable optimisation
- Default is 1 0x10000000
- * sys_devteam: 16 Set dev - team for user to customize debug tools.
- 0 - Unknown
- 1 - Debug
- 2 - Engine
- 3 - Physics
- 4 - Graphics
- 5 - Planet
- 6 - Environment
- 7 - Prop
- 8 - Ship
- 9 - Character
- 10 - Weapons
- 11 - VFX
- 12 - Lighting
- 13 - UI
- 14 - GameCode
- 15 - AI
- 16 - QA
- 17 - Design
- 18 - Animation
- 19 - Audio
- 20 - Network
- 0x10000000
- * sys_display_threads: 0 Displays Thread info 0x10000000
- * sys_dll_game: Game Specifies the game DLL to load 0x10000000
- * sys_dump_type: 2 Specifies type of crash dump to create.
- 0: Do not create a mini dump
- 1: Create a small mini dump (stack trace and registers)
- 2: Create a medium mini dump (stack trace, registers and some small portion of currently referenced heap)
- 3: Create a full mini dump (stack trace, registers and full heap)
- 0x10000000
- * sys_entities: 1 Enables Entities Update 0x10000000
- * sys_error_debugbreak: 0 __debugbreak() if a VALIDATOR_ERROR_DBGBREAK message is hit 0x10000000
- * sys_firstlaunch: 0 Indicates that the game was run for the first time. 0x10000000
- * sys_flash: 1 Enables/disables execution of flash files. 0x10000000
- * sys_flash_allow_reset_mesh_cache: 1 Allow programmatic mesh cache resets. 0x10000000
- * sys_flash_check_filemodtime: 0 Respect file modification time for Flash internal resource sharing.
- Cached resources with same filepath but different file modification time are treated as unique entities. 0x10000000
- * sys_flash_curve_tess_error: 2.000000 Controls curve tessellation. Larger values result in coarser, more angular curves. 0x10000000
- * sys_flash_debugdraw: 0 Enables debug drawing of Flash assets (1). Canvas area is drawn in bright green.
- Also draw masks (2). 0x10000000
- * sys_flash_debuglog: 0 0x10000000
- * sys_flash_edgeaa: 1 Enables/disables edge anti-aliased rendering of flash files. 0x10000000
- * sys_flash_log_options: 0 Enables logging of several flash related aspects (add them to combine logging)...
- 1) Flash loading : 1
- 2) Flash actions script execution : 2
- 3) Flash related high-level calls inspected by the profiler (flash.log): 4
- Please note that for (3) the following cvars apply:
- * sys_flash_info
- * sys_flash_info_peak_exclude 0x10000000
- * sys_flash_newstencilclear: 1 Clears stencil buffer for mask rendering by drawing rects (1) as opposed to issuing clear commands (0) 0x10000000
- * sys_flash_pixels_per_meter: 1000.000000 The size (in pixels) of a 1 meter long Flash asset.
- Usage: sys_flash_pixels_per_meter [n]
- Default is 1000.0f 0x10000000
- * sys_flash_reset_mesh_cache: 0 Reset mesh cache through console (once). 0x10000000
- * sys_flash_static_pool_size: 0 Specifies the size (in kb) of the static memory pool for flash objects.
- Set to zero to turn it off and use a dynamic pool instead. 0x10000000
- * sys_flash_stereo_maxparallax: 0.020000 Maximum parallax when viewing Flash content in stereo 3D 0x10000000
- * sys_flash_video_buffertime: 2.000000 Sets buffer time for videos (in seconds) 0x10000000
- * sys_flash_video_buffertime_loading: 2.000000 Sets buffer time for videos during loading (in seconds) 0x10000000
- * sys_flash_video_buffertime_startup: 15.000000 Sets buffer time for videos during startup (in seconds) 0x10000000
- * sys_flash_video_soundvolume: 1.000000 Sets volume of video's main sound track(0..1). 0x10000000
- * sys_flash_video_subaudiovolume: 1.000000 Sets volume of video's sub audio sound track (0..1). 0x10000000
- * sys_flash_warning_level: 1 Sets verbosity level for CryEngine related warnings...
- 0) Omit warning
- 1) Log warning
- 2) Log warning and display message box 0x10000000
- * sys_float_exceptions: 0 Enables floating point exception checks. 0x10000000
- * sys_force_installtohdd_mode: 0 Forces install to HDD mode even when doing DVD emulation 0x10000000
- * sys_game_folder: Data Specifies the game folder to read all data from. Can be fully pathed for external folders or relative path for folders inside the root. 0x10000000
- * sys_game_name: Star Citizen Specifies the name to be displayed in the Launcher window title bar 0x10000000
- * sys_gfx_bink_video_enable_audio: 0 Enables audio from bink videos for internal (placeholder) purposes.
- 0x10000000
- * sys_hmd_reset_sensor: 0 Triggers a reset of the tracking sensor for the head mounted display device. 0x10000000
- * sys_initpreloadpacks: Specifies the paks for an engine initialization 0x10000000
- * sys_intromoviesduringinit: 1 Render the intro movies during game initialization 0x10000000
- * sys_job_system_enable: 1 Enable the JobSystem.
- Usage: sys_job_system_enable 0/1
- 0: The Jobsystem is disabled, each job is executed in its invoking thread.
- 1: The JobSystem is enabled, each job is invoked in one of the worker threads. 0x10000000
- * sys_job_system_enable_batchworker: 1 Enable Batchworker Threads 0x10000000
- * sys_job_system_max_worker: 6 Sets the number of threads to use for the job system 0x10000000
- * sys_job_system_profiler: 0 Enable the job system profiler.
- Usage: sys_job_system_profiler <value>
- 0: Disable the profiler
- 1: Show the full profiler
- 2: Show only the execution graph
- 0x10000000
- * sys_keyboard: 1 Enables keyboard.
- Usage: sys_keyboard [0/1]
- Default is 1 (on). 0x10000000
- * sys_languages: english,french String list of available languages 0x10000000
- * sys_LoadFrontendShaderCache: 0 Load frontend shader cache (on/off) 0x10000000
- * sys_localization_folder: Localization Sets the folder where to look for localized data.
- This cvar allows for backwards compatibility so localized data under the game folder can still be found.
- Usage: sys_localization_folder <folder name>
- Default: Localization
- 0x10000000
- * sys_LooseFileLookupCacheEnabled: 0 If set to 1, the P4K system will use a cache list of loose files to reduce the amount of kernel calls to improve loading time 0x10000000
- * sys_main_CPU: 0 Specifies the physical CPU index main will run on 0x10000000
- * sys_max_step: 0.050000 Specifies the maximum physics step in a separate thread 0x10000000
- * sys_MaxFPS: 0 Limits the frame rate to specified number n (if n>0 and if vsync is disabled).
- 0 = on PC if vsync is off auto throttles fps while in menu or game is paused (default)
- -1 = off 0x10000000
- * sys_maxTimeStepForMovieSystem: 0.100000 Caps the time step for the movie system so that a cut-scene won't be jumped in the case of an extreme stall. 0x10000000
- * sys_memory_debug: 0 Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off 0x10000000
- * sys_menupreloadpacks: Specifies the paks for a main menu loading 0x10000000
- * sys_min_step: 0.010000 Specifies the minimum physics step in a separate thread 0x10000000
- * sys_newNetworkOrder: 1 Ensure physics<->network interaction is thread safe 0x10000000
- * sys_no_crash_dialog: 0 0x10000000
- * sys_noupdate: 0 Toggles updating of system with sys_script_debugger.
- Usage: sys_noupdate [0/1]
- Default is 0 (system updates during debug). 0x10000000
- * sys_PakDisableNonLevelRelatedPaks: 1 Disables all paks that are not required by specific level; This is used with per level splitted assets. 0x10000000
- * sys_PakEnableInlcusionCheck: 0 Enables checking of inclusion files. Flags:0=disabled1=log invalid access (file open only)2=ignore files from FindFirst calls (folder search)4=prevent loading of files not in inclusion list 0x10000000
- * sys_PakInMemorySizeLimit: 6 Individual pak size limit for being loaded into memory (MB) 0x10000000
- * sys_PakLoadCache: 0 Load in memory paks from _LoadCache folder 0x10000000
- * sys_PakLoadModePaks: 0 Load mode switching paks from modes folder 0x10000000
- * sys_PakLogInvalidFileAccess: 0 Log synchronous file access when in game 0x10000000
- * sys_PakLogMissingFiles: 0 If non-0, missing file names go to mastercd/MissingFilesX.log.
- 1) only resulting report
- 2) run-time report is ON, one entry per file
- 3) full run-time report 0x10000000
- * sys_PakMessageInvalidFileAccess: 0 Message Box synchronous file access when in game 0x10000000
- * sys_PakPriority: 0 If set to 1, tells CryPak to try to open the file in pak first, then go to file system 0x50020000
- * sys_PakReadSlice: 0 If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels 0x10000000
- * sys_PakSaveFastLoadResourceList: 0 Save resource list during initial loading 0x10000000
- * sys_PakSaveLevelResourceList: 0 Save resource list when loading level 0x10000000
- * sys_PakSaveMenuCommonResourceList: 0 Save resource list during front end menu flow 0x10000000
- * sys_PakSaveTotalResourceList: 0 Save resource list 0x10000000
- * sys_PakStreamCache: 0 Load in memory paks for faster streaming (cgf_cache.pak,dds_cache.pak) 0x10000000
- * sys_PakTotalInMemorySizeLimit: 30 Total limit (in MB) for all in memory paks 0x10000000
- * sys_PakValidateFileHash: 0 Validate file hashes in pak files for collisions 0x50020000
- * sys_physics: 1 Enables Physics Update 0x10000000
- * sys_physics_CIG: 0 If non-zero, uses the CIG internal physics library 0x10000000
- * sys_physics_CPU: 1 Specifies the physical CPU index physics will run on 0x10000000
- * sys_public_crash_handler: 1 Enables public crash handler.
- 0: Disable public crash handler
- 1: Enable Cloud Imperium Games' public crash handler
- 2: Enable Windows Error Reporting crash handler
- 0x10000000
- * sys_rad3_enable_logging: 0 Enable/Disable RAD3 Logging
- 0: Logging is disabled
- 1: Network logging. Connect to sys_rad3_server_ip:sys_rad3_server_socket
- 2: File logging. Write to sys_rad3_log_file
- 0x10000000
- * sys_rad3_log_file: rad3.tmcap Filename to write telemetry to. (should end with .tmpcap) 0x10000000
- * sys_rad3_server_ip: localhost IP of the RAD3 telemetry server to use. Default is "localhost" 0x10000000
- * sys_rad3_server_socket: 4719 Socket of the RAD3 telemetry server to use. Default is "4719" 0x10000000
- * sys_rendersplashscreen: 1 Render the splash screen during game initialization 0x10000000
- * sys_root: 0x10000000
- * sys_scale3DMouseTranslation: 0.200000 Scales translation speed of supported 3DMouse devices. 0x10000000
- * sys_Scale3DMouseYPR: 0.050000 Scales rotation speed of supported 3DMouse devices. 0x10000000
- * sys_screensaver_allowed: 0 Specifies if screen saver is allowed to start up while the game is running. 0x10000000
- * sys_SimulateTask: 0 Simulate a task in System:Update which takes X ms 0x10000000
- * sys_skip_data_verification: 1 Set to 1 to allow skipping data verification when working with unsigned files (development only) 0x50020000
- * sys_social_disable: 0 Specifies whether to enable the CIGSocial (FOIP) system
- Usage: sys_social_disable [0/1]
- 0: use CIGSocial.
- 1: disable CIGSocial.
- Default: 1 (disable CIGSocial) 0x10000000
- * sys_spec: 3 Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=very high, 5=XBox360, 6=Playstation3, 7=XBoxOne, 8=PS4) 0x10000000
- * sys_spec_full: 3 Console variable group to apply settings to multiple variables
- sys_spec_full [1/2/3/4/default] [current]:
- ... sys_spec_GameEffects = 1/2/3/4/3 [3]
- ... sys_spec_ObjectDetail = 1/2/3/4/3 [3]
- ... sys_spec_Particles = 1/2/3/4/3 [3]
- ... sys_spec_Physics = 1/2/3/4/3 [3]
- ... sys_spec_PostProcessing = 1/2/3/4/3 [3]
- ... sys_spec_Shading = 1/2/3/4/3 [3]
- ... sys_spec_Shadows = 1/2/3/4/3 [3]
- ... sys_spec_Sound = 1/2/3/4/3 [3]
- ... sys_spec_Texture = 1/2/3/4/3 [3]
- ... sys_spec_VolumetricEffects = 1/2/3/4/3 [3]
- ... sys_spec_Water = 1/2/3/4/3 [3]
- ... sys_spec_light = 1/2/3/4/3 [3]
- 0x10000000
- * sys_spec_gameeffects: 3 Console variable group to apply settings to multiple variables
- sys_spec_gameeffects [3/default] [current]:
- ... i_lighteffects = 1/1 [1]
- ... mfx_Timeout = 0.01/0.01 [0.01]
- 0x10000000
- * sys_spec_light: 3 Console variable group to apply settings to multiple variables
- sys_spec_light [1/2/3/4/default] [current]:
- ... g_ProjectileLightLimit = 5/20/30/50/30 [30]
- 0x10000000
- * sys_spec_objectdetail: 3 Console variable group to apply settings to multiple variables
- sys_spec_objectdetail [1/2/3/4/default] [current]:
- ... ca_AttachmentCullingRation = 145/160/300/300/300 [300]
- ... e_Dissolve = 2/2/2/2/2 [2]
- ... e_LodFaceAreaTargetSize = 3.0/2.5/2.0/1.5/2.0 [2]
- ... e_LodMergeLodFaceAreaTargetSize = 2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec/2.0 // Rendering target size is synched to high spec [2]
- ... e_LodMergeLodMin = 0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.)/0 // These LodMerge CVars must be kept in sync with their corresponding CVars. (default option [3] values.) [0]
- ... e_LodMergeLodRatio = 20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated./20 // If any of these CVars ( [e_LodMin, e_LodMax, e_LodRatio, e_LodFaceAreaTargetSize] ) spec value [3] is changed, then the corresponding LodMerge version must also be updated. [20]
- ... e_LodMin = 0/0/0/0/0 [0]
- ... e_LodRatio = 10/15/20/40/20 [20]
- ... e_MergedMeshesInstanceDist = 1.0/1.0/1.0/2.0/1.0 [1]
- ... e_MergedMeshesPool = 8192/8192/8192/16384/8192 [8192]
- ... e_ObjQuality = 1/2/3/4/3 [3]
- ... e_OcclusionCullingViewDistRatio = 1/1/1/1/1 [1]
- ... e_StreamCgf = 1/1/1/1/1 [1]
- ... e_TerrainLodRatio = 1/1/1/0.5/1 [1]
- ... e_Tessellation = 0/0/0/1/0 [0]
- ... e_VegetationMinSize = 0.5/0/0/0/0 [0.1]
- ... e_ViewDistMin = 0.1/0.1/0.1/0.1/0.1 [0.1]
- ... e_ViewDistRatio = 75/75/100/125/100 [100]
- ... e_ViewDistRatioCustom = 60/100/100/125/100 [100]
- ... e_ViewDistRatioDetail = 25/35/100/125/100 [100]
- ... e_ViewDistRatioLights = 25/50/50/75/50 [50]
- ... e_ViewDistRatioVegetation = 50/75/100/125/100 [100]
- ... es_DebrisLifetimeScale = 0.6/0.8/1/1/1 [1]
- ... r_DrawNearZRange = 0.12/0.12/0.12/0.08/0.12 [0.12]
- ... r_FlaresTessellationRatio = 0.25/1/1/1/1 [1]
- ... sys_flash_curve_tess_error = 4/2/2/2/2 [2]
- 0x10000000
- * sys_spec_particles: 3 Console variable group to apply settings to multiple variables
- sys_spec_particles [1/2/3/4/default] [current]:
- ... e_ParticlesMaxScreenFill = 32/64/128/160/128 [128]
- ... e_ParticlesMinDrawPixels = 1.5/1/1/1/1 [1]
- ... e_ParticlesMotionBlur = 0/0/0/1/0 [0]
- ... e_ParticlesObjectCollisions = 1/1/2/2/2 [2]
- ... e_ParticlesQuality = 2/3/4/4/4 [4]
- ... r_ParticlesHalfRes = 1/0/0/0/0 [0]
- ... r_ParticlesTessellation = 0/1/1/1/1 [1]
- 0x10000000
- * sys_spec_physics: 3 Console variable group to apply settings to multiple variables
- sys_spec_physics [1/3/default] [current]:
- ... e_CullVegActivation = 30/50/50 [0]
- ... e_FoliageWindActivationDist = 10/25/25 [25]
- ... e_PhysProxyTriLimit = 10000/10000/10000 [10000]
- ... es_MaxPhysDist = 50/100/100 [100]
- ... es_MaxPhysDistInvisible = 15/25/25 [25]
- ... g_breakage_particles_limit = 80/160/160 [160]
- ... g_tree_cut_reuse_dist = 0.35/0/0 [0]
- ... p_max_MC_iters = 4000/6000/6000 [6000]
- ... p_max_object_splashes = 3/3/3 [3]
- ... p_max_substeps_large_group = 5/5/5 [5]
- ... p_num_bodies_large_group = 100/100/100 [100]
- ... p_splash_dist0 = 7/7/7 [7]
- ... p_splash_dist1 = 30/30/30 [30]
- ... p_splash_force0 = 10/10/10 [10]
- ... p_splash_force1 = 100/100/100 [100]
- ... p_splash_vel0 = 4.5/4.5/4.5 [0.5]
- ... p_splash_vel1 = 10/10/10 [10]
- ... v_vehicle_quality = 4/4/4 [4]
- 0x10000000
- * sys_spec_postprocessing: 3 Console variable group to apply settings to multiple variables
- sys_spec_postprocessing [1/2/3/4/default] [current]:
- ... q_ShaderHDR = 1/1/2/3/2 [2]
- ... q_ShaderPostProcess = 1/1/2/3/2 [2]
- ... r_ColorGrading = 2/2/2/2/2 [2]
- ... r_ColorGradingChartsCache = 4/0/0/0/0 [0]
- ... r_DepthOfField = 2/2/2/2/2 [2]
- ... r_DepthOfFieldDilation = 0/0/0/0/0 [0]
- ... r_MotionBlurQuality = 0/2/2/2/2 [2]
- ... r_OpticsQuality = 1/2/3/4/3 [3]
- ... r_PostProcessHUD3DCache = 2/2/0/0/0 [0]
- ... r_RainMaxViewDist_Deferred = 40/150/150/150/150 [150]
- ... r_RefractionScreenSizeThresholdMultiplier = 1.5/1.3/1.0/0.8/1.0 [1]
- ... r_Sharpening = 0/0/0/0/0 [0]
- ... r_SunShafts = 2/2/2/2/2 [2]
- ... r_ssdoColorBleeding = 0/0/1/1/1 [1]
- 0x10000000
- * sys_spec_quality: 3 Console variable group to apply settings to multiple variables
- sys_spec_quality [1/2/3/4/default] [current]:
- ... q_Renderer = 1/1/2/3/2 [2]
- ... q_ShaderDecal = 1/1/2/3/2 [2]
- ... q_ShaderFX = 1/1/2/3/2 [2]
- ... q_ShaderGeneral = 1/1/2/3/2 [2]
- ... q_ShaderGlass = 1/1/2/3/2 [2]
- ... q_ShaderParticle = 1/1/2/3/2 [2]
- ... q_ShaderRoad = 1/1/2/3/2
- ... q_ShaderShadow = 1/1/2/3/2 [2]
- ... q_ShaderSky = 1/1/2/3/2 [2]
- 0x10000000
- * sys_spec_shading: 3 Console variable group to apply settings to multiple variables
- sys_spec_shading [1/2/3/4/default] [current]:
- ... e_LightVolumes = 1/1/1/1/1 [1]
- ... e_SkyUpdateRate = 0.5/1/1/1/1 [1]
- ... r_DetailDistance = 4/8/8/8/8 [8]
- ... r_EnvTexUpdateInterval = 0.075/0.05/0.05/0.05/0.05 [0.05]
- ... r_Refraction = 1/1/1/1/1 [1]
- ... r_ssdo = 2/2/2/2/2 [2]
- ... r_ssreflections = 1/1/1/1/1 [1]
- ... sys_flash_edgeaa = 1/1/1/1/1 [1]
- ... sys_spec_Quality = 1/2/3/4/3 [3]
- 0x10000000
- * sys_spec_shadows: 3 Console variable group to apply settings to multiple variables
- sys_spec_shadows [1/2/3/4/default] [current]:
- ... e_GsmLodsNum = 4/5/5/5/5 [5]
- ... e_GsmRange = 3/3/3/3/3 [3]
- ... e_ObjShadowCastSpec = 1/2/3/4/3 [3]
- ... e_ParticlesShadows = 1/1/1/1/1 [1]
- ... e_ShadowTexelWidthInPixels = 6.0/6.0/3.0/3.0/3.0 [3]
- ... e_Shadows = 1/1/1/1/1 [1]
- ... e_ShadowsBlendCascades = 0/1/1/1/1 [1]
- ... e_ShadowsCastViewDistRatio = 0.8/1/1/1/1 [1]
- ... e_ShadowsTessellateCascades = 1/1/1/1/1 [1]
- ... e_ShadowsTessellateDLights = 0/0/0/0/0 [0]
- ... r_FogShadows = 0/2/2/1/2 [2]
- ... r_FogShadowsWater = 0/0/0/1/0 [0]
- ... r_ShadowBlur = 0/3/3/3/3
- ... r_ShadowJitteringOmniDirectionalLight = 1.0/1.0/2.5/2.5/2.5 [2.5]
- ... r_ShadowJitteringProjectionLight = 1.0/1.0/1.5/1.5/1.5 [1.5]
- ... r_ShadowsPoolSize = 4096/4096/8192/8192/8192 [8192]
- 0x10000000
- * sys_spec_sound: 3 Console variable group to apply settings to multiple variables
- sys_spec_sound [3/default] [current]:
- 0x10000000
- * sys_spec_texture: 3 Console variable group to apply settings to multiple variables
- sys_spec_texture [1/2/3/default] [current]:
- ... r_DynTexMaxSize = 50/60/80/80 [80]
- ... r_TexAtlasSize = 512/2048/2048/2048 [2048]
- ... r_TexMaxAnisotropy = 8/16/16/16 [16]
- ... r_TexMinAnisotropy = 8/16/16/16 [16]
- 0x10000000
- * sys_spec_volumetriceffects: 3 Console variable group to apply settings to multiple variables
- sys_spec_volumetriceffects [3/default] [current]:
- ... e_Clouds = 1/1 [1]
- ... r_Beams = 1/1 [1]
- 0x10000000
- * sys_spec_water: 3 Console variable group to apply settings to multiple variables
- sys_spec_water [1/2/3/4/default] [current]:
- ... r_WaterVolumeCaustics = 0/0/0/1/0 [0]
- ... r_WaterVolumeCausticsDensity = 64/128/256/256/256 [256]
- ... r_WaterVolumeCausticsMaxDist = 20/25/35/35/35 [35]
- ... r_WaterVolumeCausticsRes = 384/512/1024/1024/1024 [1024]
- ... r_WaterVolumeCausticsSnapFactor = 1/1/1/1/1 [1]
- 0x10000000
- * sys_SSInfo: 0 Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1]
- Default is 0 (off) 0x10000000
- * sys_streaming_CPU: 1 Specifies the physical CPU file IO thread run on 0x10000000
- * sys_streaming_CPU_worker: 5 Specifies the physical CPU file IO worker thread/s run on 0x10000000
- * sys_streaming_debug: 0 Enable streaming debug information
- 0=off
- 1=Streaming Stats
- 2=File IO
- 3=Request Order
- 4=Write to Log
- 5=Stats per extension
- 6=Xenon file cache info
- 0x10000000
- * sys_streaming_debug_filter: 0 Set streaming debug information filter.
- 0=all
- 1=Texture
- 2=Geometry
- 3=Terrain
- 4=Animation
- 5=Music
- 6=Sound
- 7=Shader
- 0x10000000
- * sys_streaming_debug_filter_file_name: Set streaming debug information filter 0x10000000
- * sys_streaming_debug_filter_min_time: 0.000000 Show only slow items. 0x10000000
- * sys_streaming_in_blocks: 1 Streaming of large files happens in blocks 0x10000000
- * sys_streaming_max_bandwidth: 0.000000 Enables capping of max streaming bandwidth in MB/s 0x10000000
- * sys_streaming_max_finalize_per_frame: 0 Maximum stream finalizing calls per frame to reduce the CPU impact on main thread (0 to disable) 0x10000000
- * sys_streaming_memory_budget: 10240 Temp memory streaming system can use in KB 0x10000000
- * sys_streaming_requests_grouping_time_period: 2 Streaming requests are grouped by request time and then sorted by disk offset 0x10000000
- * sys_streaming_resetstats: 0 Reset all the streaming stats 0x10000000
- * sys_TaskThread0_CPU: 3 Specifies the physical CPU index taskthread0 will run on 0x10000000
- * sys_TaskThread1_CPU: 5 Specifies the physical CPU index taskthread1 will run on 0x10000000
- * sys_TaskThread2_CPU: 4 Specifies the physical CPU index taskthread2 will run on 0x10000000
- * sys_TaskThread3_CPU: 3 Specifies the physical CPU index taskthread3 will run on 0x10000000
- * sys_TaskThread4_CPU: 2 Specifies the physical CPU index taskthread4 will run on 0x10000000
- * sys_TaskThread5_CPU: 1 Specifies the physical CPU index taskthread5 will run on 0x10000000
- * sys_trackview: 1 Enables TrackView Update 0x10000000
- * sys_UncachedStreamReads: 1 Enable stream reads via an uncached file handle 0x10000000
- * sys_update_profile_time: 1.000000 Time to keep updates timings history for. 0x10000000
- * sys_usePlatformSavingAPI: 1 Use the platform APIs for saving and loading (complies with TRCs, but allocates lots of memory) 0x10000000
- * sys_user_folder: Specifies the name of the user folder inside the 'Users/<username>/Saved Games/' folder, otherwise if left blank the User folder will be stored inside the root. 0x10000000
- * sys_warnings: 0 Enables dialog box for system warnings & errors.
- Usage: sys_warnings [0/1/2]
- Where # enables dialog box:
- 0: Never
- 1: For warnings & errors
- 2: For errors only
- Default is 0 (off). 0x10000000
- * sys_watchdog_enable_hard_timeout: 1 Enable hard timeouts, those cause a debug trap to crash the process. 0x10000000
- * sys_watchdog_hard_timeout: 60 Time in seconds main thread is allowed to stall before a hard timeout event is generated. 0x10000000
- * sys_watchdog_hard_timeout_loading: 1800 Time in seconds main thread is allowed to stall during level (un)loading before a hard timeout event is generated. 0x10000000
- * sys_watchdog_soft_timeout: 30 Time in seconds main thread is allowed to stall before a soft timeout event is generated. 0x10000000
- * sys_xml_enable_string_reuse: 1 Enable XML string reuse 0x10000000
- * t_Debug: 0 Timer debug 0x10000000
- * t_FixedStep: 0.000000 Game updated with this fixed frame time
- 0=off, number specifies the frame time in seconds
- e.g. 0.033333(30 fps), 0.1(10 fps), 0.01(100 fps) 0x10000000
- * t_MaxStep: 0.250000 Game systems clamped to this frame time 0x10000000
- * t_Scale: 1.000000 Game time scaled by this - for variable slow motion 0x10000000
- * t_Smoothing: 1 time smoothing
- 0=off, 1=on 0x10000000
- * t_SystemTimeRegressionSamples: 32 number of samples to be used in system time regression
- 0x10000000
- * ui_bindings.cullDistance: 0.000000 Distance to cull, disable with zero 0x10000000
- * ui_bindings.debug: 0 0:Disable 1:Entities 2:Entities and Variables 0x10000000
- * ui_bindings.display_scale: 1.000000 amount to scale the debug text 0x10000000
- * ui_bindings.display_x: 8.000000 start x position of debug text 0x10000000
- * ui_bindings.display_y: 48.000000 start y position of debug text 0x10000000
- * ui_bindings.entityFilter: 0:Disable 1:Enable 0x10000000
- * ui_bindings.variableFilter: 0:Disable 1:Enable 0x10000000
- * ui_frontend.activate_customizer: 1 Activates the character customizer feature 0x10000000
- * ui_frontend.spectatormode_enabled: 1 Pure spectator mode enabled if != 0 0x10000000
- * ui_frontend.spectatormode_visible: 1 Spectator mode button visible in front end if != 0 0x10000000
- * ui_frontend.startup_mode: 3 0:MainMenu 1:FE Button 2:Direct to FE, 3:Direct to FE level 0x10000000
- * ui_frontend.teamelimination_available: 0 SM Team Elimination Mode available if != 0 0x10000000
- * ui_itempreview_debug: 0 1. Enable Item Preview debug to show what's loaded & linked 0x10000000
- * ui_shipselector_optimization: 1 ASOP Terminal optimization mode - 0: safe 1: fast 0x10000000
- * ui_shopping.fake_currency_balance: -1 Fake the displayed currency balance (-1:disable) 0x10000000
- * ui_shopping.fake_purchase_price: -1 Fake the displayed purchase price (-1:disable) 0x10000000
- * ui_shopping.fake_purchase_result: 0 Fake purchase result returned by shopping service (0:disable | 1:success | <0:PurchaseResultCodes) 0x10000000
- * ui_shopping.force_ar_action: -1 Force the AR action (-1:disable | 0:Try | 1:Buy 2:Equip | 3:Unequip) 0x10000000
- * v_aimSimulatedStickSensitivity: 0.025000 (GAIN) Button aim (sticky look) input is multiplied by this value. 0x10000000
- * v_aimStickSensitivity: 0.040000 (GAIN) Analogue aim (sticky look) input is multiplied by this value. 0x10000000
- * v_alertState: -1 Debug vehicle damage state: -1 = turn off debug vehicle damage state, 0 = default, 1 = emergency 0x10000000
- * v_analogueAimStickThreshold: 0.001000 The amount of aim rotation at which the stick timer countdown is started or stopped. 0x10000000
- * v_analogueAimStickTime: 1.500000 The time the head aim (sticky look) will stay in its current position before starting to re-centre. Mouse input currently ignores this value. 0x10000000
- * v_audioSurgeThreshold: 0.100000 Defines the threshold when surge values stop being influenced by acceleration values. 0x10000000
- * v_cockpit_warning_fuel_duration: -1.000000 Time (seconds) to display cockpit fuel warnings for (-1 = use value from DataCore) 0x10000000
- * v_combatMarker_ForceInitAnim: 0 Whether to force the Combat Marker to always play the intro animation 0x10000000
- * v_comstab_mode: 1 Set Comstab mode. 1 = speed limiting, 2 = turn-rate limiting, 3 = hybrid 0x10000000
- * v_debug_retune_ignore_multi_dir: 0 Ignore multidirectional thrusters when tuning 0x10000000
- * v_debug_retune_thrusters: 0 Show new thrust values for retuned thrusters 0x10000000
- * v_debug_usage: 0 Debug vehicle usage stats: 1 = basic debug info, 2 = also list ships 0x10000000
- * v_debugSounds: 0 Enable/disable vehicle sound debug drawing 0x10000000
- * v_debugSuspensionIK: 0 Debug draw the suspension ik 0x10000000
- * v_dedi_follow: -1 Set debug renderer pos to follow this vehicle (by index) on dedicated server 0x10000000
- * v_dedi_offset_x: 0.000000 Set debug renderer x offset 0x10000000
- * v_dedi_offset_y: -20.000000 Set debug renderer y offset 0x10000000
- * v_dedi_offset_z: 0.000000 Set debug renderer z offset 0x10000000
- * v_disable_hull: 0 Disable hull proxies 0x10000000
- * v_disable_thruster_mods: 0 Disable modifications to thruster power 0x10000000
- * v_draw_slip: 0 Draw wheel slip status 0x10000000
- * v_draw_suspension: 0 Enables/disables display of wheel suspension, for the vehicle that has v_profileMovement enabled 0x10000000
- * v_enableMannequin: 1 Enables enter/exit transition animations for vehicles 0x10000000
- * v_exportPhysicsGridVoxelData: 0 If set, vehicle will export the voxel data from the physics grid when spawned in the editor 0x10000000
- * v_filter_thrust: 1 Enables/disables filtered thrust mode 0x10000000
- * v_FlippedExplosionPlayerMinDistance: 25.000000 If a player is within this distance then don't explode yet 0x10000000
- * v_FlippedExplosionRetryTimeMS: 10000 If a nearby player blocked explosion then try again after this time period 0x10000000
- * v_FlippedExplosionTimeToExplode: 20.000000 The number of seconds to wait after a vehicle is flipped to attempt exploding 0x10000000
- * v_force_static: 0 Force all vehicles to be static 0x10000000
- * v_gforce_animations: 1 Enable g-force passing out animations from vehicles 0x10000000
- * v_gforce_on: 1 Enable g-force reactions from vehicles 0x10000000
- * v_gimbal_instability_decay: 1.000000 Percentage of instability that is removed from gimbals each second 0x10000000
- * v_godMode: 0 Makes vehicles invincible (1 = no ships can take damage, 2 = only AI ships can take damage) 0x10000000
- * v_gsafe_mode: 1 Set G-force safety mode. 1 = speed limiting only, 2 = turn-rate and speed limiting. 0x10000000
- * v_ifcs.ab.noTurnLimit: 1 Disable Afterburner turn rate limit 0x10000000
- * v_ifcs.ab.turnLimitStart: 0.000000 Fraction of AB range to begin limiting turn rate 0x10000000
- * v_ifcs.esp.accel: 0 Enable ESP acceleration mode 0x10000000
- * v_ifcs.esp.combine: 1.000000 ESP magnitude/direction mix level 0x10000000
- * v_ifcs.esp.dir_precision: 2.000000 ESP direction precision 0x10000000
- * v_ifcs.esp.mag_precision: 6.250000 ESP magnitude precision 0x10000000
- * v_ifcs.esp.on: 1 Enable ESP 0x10000000
- * v_ifcs.esp.pullAmount: 0.500000 Strength of ESP pull toward target (0.0=None) 0x10000000
- * v_ifcs.esp.sensitivity: 0.166670 ESP sensitivity 0x10000000
- * v_ifcs.esp.window: 20.000000 ESP window scaler 0x10000000
- * v_ifcs_ai_aiming_angle_multiplier: 5.000000 Specify the angle multiplier of the fake IFCS desired orientation when an AI ship is trying to stay aimed at a target. 0x10000000
- * v_ifcs_aim_assist: 1 Enable IFCS aim-assist mode 0x10000000
- * v_ifcs_allow_spin: 1 Allow unbalanced thrust to generate torque 0x10000000
- * v_ifcs_allow_thruster_naf: 0 Allow non-axial force for thrust manager 0x10000000
- * v_ifcs_ang_accel_scale: 0.000000 Set angular acceleration scale 0x10000000
- * v_ifcs_ang_jerk_scale: 0.000000 Set angular jerk scale 0x10000000
- * v_ifcs_auto_follow: 0 Enable IFCS auto-follow mode 0x10000000
- * v_ifcs_cruise_rot_scale: 1.000000 Set rotational acceleration scale for cruise control mode 0x10000000
- * v_ifcs_debug_flight_modes: 0 Enables/disables IFCS flight mode debug output 0x10000000
- * v_ifcs_debug_net: 0 IFCS network debug info 0x10000000
- * v_ifcs_debug_net2: 0 IFCS network debug info 2 0x10000000
- * v_ifcs_debug_prediction: 0 IFCS network debug for prediction (local client) 0x10000000
- * v_ifcs_debug_prediction2: 0 IFCS network debug for prediction (remote client) 0x10000000
- * v_ifcs_disable: 0 Disable IFCS 0x10000000
- * v_ifcs_dynamic_safety: 1 Enable dynamic, distance-based precision flight behavior 0x10000000
- * v_ifcs_enable_thruster_error: 0 Enable thruster error 0x10000000
- * v_ifcs_esp_mode: 0 Set ESP mode (0=dynamic, 1=full, 2=rotation, 3=attractive 0x10000000
- * v_ifcs_esp_on: 1 Set ESP toggle (0=off, 1=on) 0x10000000
- * v_ifcs_flight_modes_on: 1 Enables/disables IFCS flight modes 0x10000000
- * v_ifcs_gforce_allowDeath: 0 Allow death from g-force exposure 0x10000000
- * v_ifcs_gforce_debug_mode: 0 Enable IFCS gforce debug mode. Set to 1 to enable full, 2 to enable gforce only, 0 to disable. 0x10000000
- * v_ifcs_gforce_debug_x: 0.000000 Debug gforce x value. 0x10000000
- * v_ifcs_gforce_debug_y: 0.000000 Debug gforce y value. 0x10000000
- * v_ifcs_gforce_debug_z: 0.000000 Debug gforce z value. 0x10000000
- * v_ifcs_gi_debug: 0 X-axis lateral g-force debug 0x10000000
- * v_ifcs_gi_incap_time: 5.000000 Time of lateral g-induced incapacitation 0x10000000
- * v_ifcs_gi_on: 3 X-axis lateral g-force limits 0x10000000
- * v_ifcs_gi_recovery_time: 5.000000 Time of lateral g-induced incapacitation recovery 0x10000000
- * v_ifcs_gi_sudden_death_time: 1000.000000 Time of extreme gees for sudden death to occur 0x10000000
- * v_ifcs_glat_max: 20.000000 Maximum X-axis lateral g-force limit 0x10000000
- * v_ifcs_glat_min: 4.000000 Minimum X-axis lateral g-force limit 0x10000000
- * v_ifcs_gtrans_max: 30.000000 Maximum Y-axis transverse g-force limit 0x10000000
- * v_ifcs_gtrans_min: 6.000000 Minimum Y-axis transverse g-force limit 0x10000000
- * v_ifcs_gyro_torque: 100000.000000 Set gyro torque amount per axis 0x10000000
- * v_ifcs_lin_accel_scale: 0.000000 Set linear acceleration scale 0x10000000
- * v_ifcs_lin_jerk_scale: 0.000000 Set linear jerk scale 0x10000000
- * v_ifcs_min_distance_before_jump: 150.000000 Min distance before IFCS networking will jump instead of push 0x10000000
- * v_ifcs_mp_turbulence: 0 Allow thruster turbulence in MP 0x10000000
- * v_ifcs_net_max_pos_period: 4.000000 IFCS network max positional smoothing period 0x10000000
- * v_ifcs_net_min_pos_period: 2.000000 IFCS network min positional smoothing period 0x10000000
- * v_ifcs_network_push_strength: 5000.000000 Amount of force applied to correct other ships in IFCS network correction 0x10000000
- * v_ifcs_nosync: 0 Ignore IFCS network sync 0x10000000
- * v_ifcs_on: 1 Enables/disables intelligent flight control system 0x10000000
- * v_ifcs_opcom_mode: 1 Set opcom dynamic max speed mode (0=off, 1=on) 0x10000000
- * v_ifcs_ori_damping: 2.000000 Set damping value from 0.0 for least to 3.0 for most 0x10000000
- * v_ifcs_prec_lin_scale: 0.250000 Set linear acceleration scale for precision control mode 0x10000000
- * v_ifcs_prec_rot_scale: 0.250000 Set rotational acceleration scale for precision control mode 0x10000000
- * v_ifcs_predictor: InterpolatePredictor Which Prediction Method for Network Sync to use (NullPredictor/LinearPredictor/SplinePredictor/InterpolatePredictor) 0x10000000
- * v_ifcs_ropcom_cruise_limit: 1 Set rotational opcom cruise mode turn limit 0x10000000
- * v_ifcs_ropcom_decoupled_x: 5.000000 Set rotational opcom decoupled mode response time multiplier 0x10000000
- * v_ifcs_ropcom_mode: 0 Set rotational opcom dynamic max speed mode (0=off, 1=pro mode, 2=safe mode) 0x10000000
- * v_ifcs_scm_autoshift_split: 0.333333 Set the threshold for shifting down from SCM mode. 0x10000000
- * v_ifcs_speed_limit: -1.000000 Set speed limit. Set to value >= 0 to apply a speed limit. Set to a value = -2 to disable. 0x10000000
- * v_ifcs_speed_scale: 0.000000 Set speed scale 0x10000000
- * v_ifcs_spin_alpha_x: 1.000000 Spin alpha scale x 0x10000000
- * v_ifcs_spin_alpha_y: 1.000000 Spin alpha scale y 0x10000000
- * v_ifcs_spin_alpha_z: 1.000000 Spin alpha scale z 0x10000000
- * v_ifcs_spin_angle_x: 1.000000 Spin angle scale x 0x10000000
- * v_ifcs_spin_angle_y: 1.000000 Spin angle scale y 0x10000000
- * v_ifcs_spin_angle_z: 1.000000 Spin angle scale z 0x10000000
- * v_ifcs_stick_scale: 0.000000 Set rotation scale 0x10000000
- * v_ifcs_test_control: 1 Enable control improvements 0x10000000
- * v_ifcs_velocity_override: 1 Use xml velocity overrides 0x10000000
- * v_ifcs_visual_net_debug: 0 IFCS visual network debug 0x10000000
- * v_InitialSpawn_DamageDelay: 1.500000 Time in seconds the vehicle will be unable to take damage after being spawned. 0x10000000
- * v_instant_thrust: 100 Set percent of instant thrust output 0x10000000
- * v_landingSystem.areaGeom.borderColorModifier: 0.750000 Border quad alpha scale. 0x10000000
- * v_landingSystem.areaGeom.borderWidth: 2.500000 Width in metres of landing UI quad border. 0x10000000
- * v_landingSystem.areaGeom.debugLandingUI: 0 Show the bounding box of the landing corridor. 0x10000000
- * v_landingSystem.areaGeom.debugOpacity: 0 Display geom debug values (hidden state, invisible state, render slot number, opacity). 0x10000000
- * v_landingSystem.areaGeom.debugVisibleList: 0 Show the current sorted list of landing areas under consideration. 0x10000000
- * v_landingSystem.areaGeom.drawFarDistSquared: 90000.000000 Distance at which to not show landing areas UIs. Squared for efficient checks. 0x10000000
- * v_landingSystem.areaGeom.enabled: 1 Enable landing area UI geom. 0x10000000
- * v_landingSystem.areaGeom.quadColorModifier: 0.500000 Main pad quad alpha scale. 0x10000000
- * v_landingSystem.assistedManualTakeoff: 1 Use assisted takeoff for Manual (when landing computer active) 0x10000000
- * v_landingSystem.assistedMaxOrient: 180.000000 Max ship orientation at which assisted landing will begin to auto correct. 0x10000000
- * v_landingSystem.assistedMinOrient: 165.000000 Angle of ship orientation at which assisted landing will fully auto correct. 0x10000000
- * v_landingSystem.autolandAI: 0 Test : make AI autoland on entering landing area bounds. 0x10000000
- * v_landingSystem.debug: 0 Show debug movement requests. 0x10000000
- * v_landingSystem.debugEntityName: Enables debugging of non-player state machines 0x10000000
- * v_landingSystem.debugStateHierarchy: 0 Turn on CryState debugging. 0x10000000
- * v_landingSystem.disabled: 0 Disable landing system vehicle item (remains in idle state). 0x10000000
- * v_landingSystem.dockingGeom.debugFlags: 0 Display show docking geom debug: =1 opacity values, =2 show shape wireframe, =4 show bounds, =7 show all. 0x10000000
- * v_landingSystem.dockingGeom.enabled: 1 Enable docking area UI geom. 0x10000000
- * v_landingSystem.drawBounds: 0 Draw ship and landing area bounds (1 draws ship and area bounds, 2 includes physics bounds : non-Release) 0x10000000
- * v_landingSystem.eventlog: 0 Log landing events. 0x10000000
- * v_landingSystem.fixedShipAlt: 1 Keep the ship at a fixed altitude and move the UI grid. 0x10000000
- * v_landingSystem.ifcsIdle: 0 Set ifcs to idle on landing 0x10000000
- * v_landingSystem.landingSpeedScale: 0.100000 IFCS speed scale under landing mode. 0x10000000
- * v_landingSystem.manualGears: 0 Disable altitude auto gears and revert to manual gear control 0x10000000
- * v_landingSystem.manualOnly: 0 Disable landing assists 0x10000000
- * v_landingSystem.maxScaleDist: 600.000000 Far distance over which we remain at max scale. 0x10000000
- * v_landingSystem.maxShaftScale: 4.000000 Max scale of landing area when viewed from distance. 0x10000000
- * v_landingSystem.minScaleDist: 400.000000 Min distance to begin shaft scaling. 0x10000000
- * v_landingSystem.netlog: 0 Log network requests. 0x10000000
- * v_landingSystem.orientGrid: 1 Render the landing grid in the ship's local space. 0x10000000
- * v_landingSystem.scaleDistRange: 1000.000000 Distance over which to scale from 1.0f to maxShaftScale. 0x10000000
- * v_landingSystem.simpleLanding.autoland.autoalign: 1 Auto align down pad direction. 0x10000000
- * v_landingSystem.simpleLanding.autoland.enabled: 1 Enable automatic landing. 0x10000000
- * v_landingSystem.simpleLanding.autoland.forceActive: 0 Simulate autoland button press. 0x10000000
- * v_landingSystem.simpleLanding.autoland.padCentric: 1 Automatically land towards centre of pad. 0x10000000
- * v_landingSystem.simpleLanding.autoland.showPrompt: 1 Show prompt text (1 : show UI, 2 : show debug also). 0x10000000
- * v_landingSystem.simpleLanding.autotouchdown.enabled: 0 Enable autotouchdown. 0x10000000
- * v_landingSystem.simpleLanding.autotouchdown.height: 5.000000 Height at which we kick-in auto-touchdown. 0x10000000
- * v_landingSystem.simpleLanding.debugArea: 0 Debug area processor state machine. 0x10000000
- * v_landingSystem.simpleLanding.dockingSystem.abortEnabled: 0 Enable/disable docking abort option. 0x10000000
- * v_landingSystem.simpleLanding.dockingSystem.autoDockEnabled: 1 Enable/disable autodocking option. 0x10000000
- * v_landingSystem.simpleLanding.dockingSystem.hoverTime: 2.000000 Default hover time. 0x10000000
- * v_landingSystem.simpleLanding.dockingSystem.requirePlayerInteraction: 1 Requires player to press a button to advance hangar touchdown and post-takeoff. 0x10000000
- * v_landingSystem.simpleLanding.orientWithPlane: 0 Orientate the ship to align it's up vector with the landing plane. 0x10000000
- * v_landingSystem.simpleLanding.useLandingHelperNode: 1 Use landing helper node to calculate touchdown position (as opposed to ship bounds). 0x10000000
- * v_landingSystem.spawnLandedTimeout: 1.000000 Time in seconds that we force landing pad spawned vehicles to remain landed. 0x10000000
- * v_landingSystem.uiMaxAltitude: 0.400000 UI max altitude. 0x10000000
- * v_landingSystem.uiNormalisedAltFixedFraction: 0.200000 Fraction of landing area z over which to map ui alt directly. 0x10000000
- * v_landingSystem.uiNormalisedAltNonLinearScale: 1.000000 Non linear scaling of non-fixed ui alt. 0x10000000
- * v_landingSystem.uiOffsetZ: -0.150000 UI Z offset (from radar locator). 0x10000000
- * v_landingSystem.uiScale: 1.750000 UI scaling override. 0x10000000
- * v_lightDimSpeedIn: 1.000000 Speed of vehicle light fade in 0x10000000
- * v_lightDimSpeedOut: 1.000000 Speed of vehicle light fade out 0x10000000
- * v_lights: 2 Controls vehicle lights.
- 0: disable all lights
- 1: enable lights only for local player
- 2: enable all lights 0x10000000
- * v_lights_enable_always: 0 Vehicle lights are always on (debugging) 0x10000000
- * v_lookahead_aimdecay: 0.790000 The maximum decay that is applied to the aim offset 0x10000000
- * v_lookahead_on: 1 Set look ahead mode toggle (0=off, 1=on) 0x10000000
- * v_lookahead_reticleOffset: 1.000000 Set look ahead offset percentage 0x10000000
- * v_lookahead_sensitivity: 0.200000 The amount of sensitivity used for look ahead mode.(0.01-1.0) 0x10000000
- * v_mining.debugArm: 0.000000 Mining arm debug 0x10000000
- * v_mining.debugController: 0.000000 Mining controller debug 0x10000000
- * v_mining.debugWeapon: 0.000000 Mining weapon (fracture and extraction) debug 0x10000000
- * v_pa_surface: 1 Enables/disables vehicle surface particles 0x10000000
- * v_playPassBySoundOnPlayersShip: 0 Play pass by sound on vehicle regardless if player is a passenger 0x10000000
- * v_predict_compare_angvelocity: 0.100000 Distance between predicted and actual angular velocity at which we will send a movement packet 0x10000000
- * v_predict_compare_orientation: 0.010000 Error between predicted and actual orientation at which we will send a movement packet 0x10000000
- * v_predict_compare_position: 3.160000 Distance between predicted and actual position at which we will send a movement packet 0x10000000
- * v_predict_compare_velocity: 0.500000 Distance between predicted and actual velocity at which we will send a movement packet 0x10000000
- * v_predict_compare_wake_angvelocity: 0.000100 Distance between predicted and actual angular velocity at which we will send a movement packet during a frame in which the awake status changed 0x10000000
- * v_predict_compare_wake_orientation: 0.000100 Error between predicted and actual orientation at which we will send a movement packet during a frame in which the awake status changed 0x10000000
- * v_predict_compare_wake_position: 0.000100 Distance between predicted and actual position at which we will send a movement packet during a frame in which the awake status changed 0x10000000
- * v_predict_compare_wake_velocity: 0.000100 Distance between predicted and actual velocity at which we will send a movement packet during a frame in which the awake status changed 0x10000000
- * v_predict_force_gap: 0.000000 Allows us to force network packets to skip processing for X seconds. 0x10000000
- * v_predict_max_send_time: 0.200000 Maximum amount of time we will let elapse before forcing a movement packet send 0x10000000
- * v_predict_min_send_time: 0.100000 Minimum amount of time before we even attempt to send another movement packet following a send 0x10000000
- * v_predict_physics_step: 0.020000 Amount of time to step physics when predicting vehicle movement for accurate velocity 0x10000000
- * v_predict_smooth_time: 0.250000 The amount of time we interpolate the movement for ships to 'catch up' to their predicted positions. 0x10000000
- * v_preventDestruction: 0 Prevent vehicle destruction 0x10000000
- * v_profile_graph: Show a vehicle movement debug graph:
- slip-speed : show the average FOWARD slip of the wheels
- slip-speed-lateral : show the average SIDE slip of the wheels
- centrif : show the actual centrifugal force
- ideal-centrif : show ideal centrifugal force
- 0x10000000
- * v_profileMovement: 0 Used to enable profiling of the current vehicle movement (1 to enable) 0x10000000
- * v_qdrive.debug: 0 Show state debug. 0x10000000
- * v_qdrive.detectCollisions: 1 Check for potential collisions and exit qdrive. 0x10000000
- * v_qdrive.detectSelectionObstructions: 1 Check for potential obstructions during target selection. 0x10000000
- * v_qdrive.enableHistory: 0 Store position history. 0x10000000
- * v_qdrive.fuel.distancePerCapacityUnit: 1000.000000 Travel distance(m) that each QDrive fuel tank capacity unit provides. 0x10000000
- * v_qdrive.fuel.enabled: 1 Enables QDrive fuel consumption. 0x10000000
- * v_qdrive.fuel.refuelTimePerCapacityUnit: 0.000010 Refuel time taken for each QDrive fuel tank capacity unit. 0x10000000
- * v_qdrive.fuel.tankCapacity: 0.000000 Override for current QDrive fuel tank capacity. 0x10000000
- * v_qdrive.maxArrivalDelta: 1000.000000 How far offset of the direct target we will arrive. Used to reduce collisions. 0x10000000
- * v_qdrive.maxArrivalDistanceForDelta: 10000.000000 Max distance where we will use all of maxArrivalDelta. If the arrival radius is smaller than this, we reduce the arrivaldelta accordingly. 0x10000000
- * v_qdrive.overrideCooldown: 0 Set to 1 in order to ignore all cooldowns for jumps. 0x10000000
- * v_qdrive.resolver.debug: 0 Draw resolver debug. 0x10000000
- * v_qdrive.resolver.drawAllVehicles: 0 Draw all vehicles (still does a limiting radius check). 0x10000000
- * v_qdrive.resolver.drawContainer: 0 Draw resolver container capsule. 0x10000000
- * v_qdrive.resolver.drawSpheres: 1 Draw resolver obstacles. 0x10000000
- * v_qdrive.resolver.enabled: 1 Enable destination position resolver (solves multiple clients heading for same QT destination point). 0x10000000
- * v_qdrive.resolver.viewCameraRelative: 1 Transform debug view to be camera relative. 0x10000000
- * v_qdrive.resolver.viewRefresh: 1 Update debug view transform (if viewCameraRelative). 0x10000000
- * v_qdrive.resolver.viewType: 0 0 = top view, 1 = rear view, 2 = front view. 0x10000000
- * v_qdrive.showTargetsForSCItemVehicle: 0 Display navpoints when using QDrive on an SCItem vehicle. 0x10000000
- * v_QDrive_CamShakeBaseAmplitude: 0.200000 Base amplitude of the first person shake when using QDrive 0x10000000
- * v_QDrive_CamShakeBuildUpTime: 5.000000 Time it takes when QDrive is spooling/engaged to get the camera shake from v_QDrive_CamShakeBaseAmplitude to v_QDrive_CamShakeMaxAmplitude 0x10000000
- * v_QDrive_CamShakeFrequency: 15.000000 Frequency of the first person shake when using QDrive 0x10000000
- * v_QDrive_CamShakeMaxAmplitude: 0.300000 Max amplitude of the first person shake when using QDrive, rises v_QDrive_CamShakeBuildUpTime from v_QDrive_CamShakeBaseAmplitude 0x10000000
- * v_QDrive_CamShakeRandomness: 0.500000 Randomness of the first person shake when using QDrive 0x10000000
- * v_radarQuery.requiredPixelsForScreenSizeCulling: 80.000000 The required pixel count for radar query detection when using screen size culling 0x10000000
- * v_respawnPenalty_MaxMult: 5.000000 Respawn time multiplier when ejecting at full health 0x10000000
- * v_respawnPenalty_Threshold: 0.750000 Fraction of health above which a penalty is applied 0x10000000
- * v_screen_rtt_bias: 1.200000 Vehicle RTT screen texture bias 1 == no bias 0x10000000
- * v_sdfShieldPrototype: 0 Enable SDF Shield prototype (0 to disable) 0x10000000
- * v_slipFrictionModFront: 0.000000 if non-zero, used as slip friction modifier (front wheels) 0x10000000
- * v_slipFrictionModRear: 0.000000 if non-zero, used as slip friction modifier (rear wheels) 0x10000000
- * v_slipSlopeFront: 0.000000 coefficient for slip friction slope calculation (front wheels) 0x10000000
- * v_slipSlopeRear: 0.000000 coefficient for slip friction slope calculation (rear wheels) 0x10000000
- * v_SmoothingDebug: 0 Velocity smoothing debug data 0x10000000
- * v_SmoothingQuaternionRate: 0.030000 Quaternion smoothing amount 0x10000000
- * v_SmoothingVelocityRate: 0.030000 Velocity smoothing over speed correction 0x10000000
- * v_SmoothingVelocityScale: 0.030000 Velocity smoothing scaler 0x10000000
- * v_sprintSpeed: 0.000000 Set speed for acceleration measuring 0x10000000
- * v_tankReverseInvertYaw: 1 When a tank goes in reverse, if this is enabled then the left/right controls will be inverted (same as with a wheeled vehicle) 0x10000000
- * v_thruster_x: 100 Thruster capacity multiplier (%) 0x10000000
- * v_vehicle_quality: 4 Geometry/Physics quality (1-lowspec, 4-highspec) 0x10000000
- * v_virtualJoystickMaxAim: 0.330000 How much of the virtual joystick input offsets the reticule aim (modified by FOV). 0x10000000
- * v_weaponGimbalLockDefaultOn: 0 Whether or not weapon Gimbal lock is enabled by default (0=off, 1=on). 0x10000000
- * v_wind_minspeed: 0.000000 If non-zero, vehicle wind areas always set wind >= specified value 0x10000000
- * visor_disable_reticles: 0 Disable the reticles from drawing on the visor 0x10000000
- * visor_flash_clamp_distance: 100.000000 Clamp the maximum apparent size of each MovieClip to their size at this depth (-1 to disable) 0x10000000
- * visor_flash_look_reticle_scale: 1.000000 The scale factor applied to the look reticle relative to the other HUD elements. 0x10000000
- * visor_flash_scale: 120.000000 Scale factor for all MovieClips in the visor 0x10000000
- * visor_flash_tag_min_size: 1.000000 Clamps the minimum size of the tag relative to its size at the clamp distance
- visor_flash_clamp_distance must also be set to take effect. (-1 to disable) 0x10000000
- * visor_flash_tag_scale: 1.000000 The scale factor applied to the tag relative to the other HUD elements. 0x10000000
- * visor_show_vehicle_collision_markers: 1 Show vehicle collision markers 0x10000000
- * VisualConsole: 0 writes console to screen 0x10000000
- * VisualConsoleSubStr: writes console to screen if it matches substr 0x10000000
- * watch_enabled: 1 On-screen watch text is enabled/disabled 0x10000000
- * watch_text_render_fxscale: 13.000000 Draw2d label to IFFont x scale value (for calcing sizes). 0x10000000
- * watch_text_render_lineSpacing: 9.300000 On-screen watch text line spacing (to cram more text on screen without shrinking the font) 0x10000000
- * watch_text_render_size: 1.750000 On-screen watch text render size 0x10000000
- * watch_text_render_start_pos_x: 35.000000 On-screen watch text render start x position 0x10000000
- * watch_text_render_start_pos_y: 180.000000 On-screen watch text render start y position 0x10000000
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