Post: Full Black Ops Command/Dvar list
09-05-2011, 03:07 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    cmd
configstrings
clientinfo
vid_restart
snd_restart
disconnect
record
demo
cinematic
logo
stoprecord
connect
reconnect
localservers
globalservers
showContextItem
rcon
setenv
ping
serverstatus
showip
fs_openedList
fs_referencedList
updatehunkusage
SaveTranslations
SaveNewTranslations
LoadTranslations
startSingleplayer
buyNow
singlePlayLink
setRecommended
cubemapShot
openScriptMenu
openmenu
closemenu



Physics

phys_gravity
phys_gravity_dir
phys_vehicleGravityMultiplier
phys_vehicleDamageFroceScale
phys_vehicleUsePredictedPosition
phys_bulletUpBias
phys_bulletSpinScale
phys_msecstep
phys_drawcontacts
phys_drawCollisionObj
phys_debugBigQueries
phys_debugCallback
phys_debugDangerousRigidBodies
phys_debugExpensivePushout
phys_drawNitrousVehicle
phys_drawNitrousVehicleEffects
phys_entityCollision
phys_vehicleWheelEntityCollision
phys_vehicleFriction
phys_ragdoll_joint_damp_scale
phys_dragLinear
phys_dragAngular
phys_userRigidBodies
phys_waterDragLinear
phys_waterDragAngular
phys_maxFloatTime
phys_buoyancyDistanceCutoff
phys_piecesSpawnDistanceCutoff
phys_floatTimeVariance
phys_buoyancyRippleFrequency
phys_buoyancyRippleVariance
phys_buoyancyFastComputation
phys_buoyancy
phys_ragdoll_buoyancy
debug_trace
debugRenderBulletMeshes
debugRenderEntityBrushes
debugRenderPatches
debugRenderBrushes
debugRenderColoredPatches
debugRenderMask
debugRenderCollisionDistance
debugRenderStaticModelsBounds
dumpStaticModels
debugRenderGjkTraceGeom
phys_player_collision_mode
phys_player_collision_adjust_height
phys_ai_collision_mode
render_player_collision
render_actor_collision
render_bpi_env_collision
enable_moving_paths
enable_new_prone_check
phys_heavyTankSwitch
phys_fluid


Client (includes a couple of commands)

cl_socketpool_enabled
cl_socketpool_size
ui_wagerbet
openmenu QuickWagerConfirmation
openmenu WagerDeadBeat
cl_noprint
playlist
category
categoryPlaylist
wagerCategory
wagerCategoryPlaylist
customGameMode
cl_hudDrawsBehindUI
cl_voice
cl_timeout
cl_connectTimeout
cl_connectionAttempts
cl_shownet
cl_shownuments
cl_showServerCommands
cl_showSend
cl_showTimeDelta
cl_freezeDemo
activeAction
cl_avidemo
cl_forceavidemo
cl_clientDemoName
cl_clientDemoUseMemoryBuffer
cl_clientDemoType
cl_clientDemoMaxRecordTime
cl_clientDemoRequestPingTime
cl_clientDemoCoolMomentExtendEnabled
cl_clientDemoCoolMomentExtendTime
cl_yawspeed
cl_pitchspeed
cl_anglespeedkey
cl_maxpackets
cl_packetdup
sensitivity
cl_mouseAccel
cl_freelook
cl_showmouserate
cl_allowDownload
cl_wwwDownload
cl_talking
r_inGameVideo
cl_serverStatusResendTime
cl_maxppf
cl_bypassMouseInput
m_pitch
m_yaw
m_forward
m_side
m_filter
ui_custom_newname
cl_socketpool_enabled
cl_socketpool_size
ui_clantag_new
cl_demoFFSpeed
cl_demoSkipToTime
cl_demoLiveStreaming
input_invertPitch
input_viewSensitivity
team_indicator
cl_motdString
cl_ingame
cl_wasconnected
cl_maxPing
Unknown Soldier
name
clanName
rate
snaps
cl_punkbuster
password
nextdemo
mortarStrikesLeft
hud_enable
cg_blood
cg_allow_mature
cg_mature
cl_serverchallenge
motd
cmd
configstrings
clientinfo
vid_restart
vid_restart
snd_restart
snd_restart
disconnect
disconnect
record
stoprecord
demo
demo
timedemo
timedemo
dm_7
demos
demo
dm_7
demos
timedemo
toggledemorecording
ui_animate
logo
connect
reconnect
findservers
rcon
showContextItem
ping
serverstatus
setenv
showip
toggleMenu
fs_openedList
fs_referencedList
updatehunkusage
startSingleplayer
cubemapShot
openScriptMenu
setclanname
ui_keyboard_new
ui_clear_keyboard_active
ui_keyboard_complete
updateListboxPos
clearKeyStates
selectStringTableEntryInDvar
resetStats
uploadStats
setupviewport
provisionallydisableallclients
disableallbutprimaryclients
disableallclients
setclientbeingusedandprimary
setclientbeingusedandprimaryandactive
setclientbeingused
setclientbeingusedandactive
setclientnotbeingused
setclientprimary
signclientout
SetCategoryFilter
SetPrevPlaylist
GetPrevPlaylist
getOldCustomName
setNewCustomName


Server Browser

ui_joinGametype
ui_netGametypeName
ui_dedicated
ui_currentNetMap
ui_browserShowFull
ui_browserShowEmpty
ui_browserShowPassword
ui_browserShowPure
ui_browserMod
ui_browserShowDedicated
ui_browserFriendlyfire
ui_browserKillcam
ui_browserVoiceChat
ui_browserGameMode
ui_friendNameNew
ui_friendSelectedInd
ui_friendPendingSelectedInd
ui_inviteSelectedInd
ui_inviteScreen
ui_browserPlayerCount
ui_browserDedicatedServerCount
ui_browserShowToolTip
ui_browserShowMapTip
ui_browserToolTip
ui_browserShowInfo
ui_browserShowPunkBuster
ui_allowConsole
ui_allowFov


HUD

compassSize
compassMaxRange
compassMinRange
compassMinRadius
compassSoundPingFadeTime
compassClampIcons
compassFriendlyWidth
compassFriendlyHeight
compassPlayerWidth
compassPlayerHeight
compassCoords
compassECoordCutoff
compassRotation
compassTickertapeStretch
compassRadarPingFadeTime
compassRadarUpdateTime
compassRadarUpdateFastTime
compassSatelliteStaticImageFadeTime
compassSatellitePingFadeTime
compassStaticImageUpdateTime
compassSatelliteScanTime
compassRadarLineThickness
compassLocalRadarUpdateTime
compassLocalRadarRadius
compassObjectiveWidth
compassObjectiveHeight
compassObjectiveArrowWidth
compassObjectiveArrowHeight
compassObjectiveArrowOffset
compassObjectiveArrowRotateDist
compassObjectiveMaxRange
compassObjectiveMinAlpha
compassObjectiveNumRings
compassObjectiveRingTime
compassObjectiveRingSize
compassObjectiveTextScale
compassObjectiveTextHeight
compassObjectiveDrawLines
compassObjectiveIconWidth
compassObjectiveIconHeight
compassObjectiveIconWidthZombie
compassObjectiveIconHeightZombie
compassObjectiveNearbyDist
compassObjectiveMinDistRange
compassObjectiveDetailDist
compassObjectiveMinHeight
compassObjectiveMaxHeight
compassPartialType
compassSpectatorsSeeEnemies
compassEnemyFootstepMaxRange
compassEnemyFootstepMaxZ
compassEnemyFootstepMinSpeed
compassEnemyFootstepEnabled
compassShowEnemies
compassForcePlayerIcon
compassGridEnabled
compassGridRows
compassGridCols
compassGridAlign
compassScaleDuration
compassScaleDiff
compassScaleTimer
compassScaleReset
typeWriterCod7LetterFXTime
popInLetterFXTime
redactionDisplayTime
redactionFadeDuration
redactionStartStrokeTime
redactionStrokeTime
cg_showZombieMap
cg_hudMapRadarLineThickness
cg_hudMapFriendlyWidth
cg_hudMapFriendlyHeight
cg_hudMapPlayerWidth
cg_hudMapPlayerHeight
cg_hudMapBorderWidth
cg_showZombieControls


Console

con_inputBoxColor
con_inputHintBoxColor
con_outputBarColor
con_outputSliderColor
con_outputWindowColor
con_gameMsgWindow%dMsgTime //On screen time for game messages in seconds in game message window %d
con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
con_errormessagetime
con_minicontime
con_miniconlines
con_typewriterEnabledSounds
con_typewriterPrintSpeed
con_typewriterDecayStartTime
con_typewriterDecayDuration
con_typewriterColorBase
con_typewriterColorGlowUpdated
con_typewriterColorGlowCompleted
con_typewriterColorGlowFailed
con_typewriterColorGlowCheckpoint


Server Hosting

sv_hostname
Unknown Soldier
sv_noname
maxreservedslots
sv_clientSideBullets
sv_clientSideVehicles
penetrationCount
penetrationCount_axis
penetrationCount_allies
bulletrange
fxfrustumCutoff
sv_punkbuster
sv_security
sv_ranked
ui_ranked
sv_dedicatedmaxclients
sv_maxclients
sv_maxRate
sv_minPing
sv_maxPing
sv_timeout
sv_connectTimeout
sv_floodprotect
sv_writeConfigStrings
scr_writeConfigStrings
sv_keywords
sv_dwlsgerror
sv_allowAnonymous
sv_disableClientConsole
sv_privatePassword
sv_allowDownload
sv_iwds
sv_iwdNames
sv_referencedIwds
sv_referencedIwdNames
sv_FFCheckSums
sv_FFNames
sv_referencedFFCheckSums
sv_referencedFFNames
sv_authenticating
sv_voice
sv_voiceQuality
sv_cheats
sv_pure
rcon_password
sv_fps
sv_showPingSpam
sv_zombietime
sv_reconnectlimit
sv_padPackets
sv_allowedClan1
sv_allowedClan2
sv_packet_info
sv_showAverageBPS
sv_kickBanTime
sv_mapRotation
sv_mapRotationCurrent
sv_debugRate
sv_debugReliableCmds
nextmap
com_movieIsPlaying
sv_wwwDownload
sv_wwwBaseURL
sv_wwwDlDisconnected
sv_smp
sv_network_fps
sv_assistWorkers
sv_clientArchive
localhost


HUD Overall

hud_fadeout_speed
hud_enable
hud_fade_ammodisplay
hud_fade_healthbar
hud_fade_compass
hud_fade_stance
hud_fade_offhand
hud_fade_sprint
hud_fade_vehiclecontrols
hud_health_startpulse_injured
hud_health_startpulse_critical
hud_health_pulserate_injured
hud_health_pulserate_critical
hud_deathQuoteFadeTime
hud_healthOverlay_regenPauseTime
hud_healthOverlay_pulseStart
hud_healthOverlay_pulseStop
hud_healthOverlay_phaseOne_toAlphaAdd
hud_healthOverlay_phaseOne_pulseDuration
hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_pulseDuration
hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_pulseDuration
hud_healthOverlay_phaseEnd_fromAlpha
hud_healthOverlay_phaseEnd_toAlpha
hud_healthOverlay_phaseEnd_pulseDuration
cg_sprintMeterFullColor
cg_sprintMeterEmptyColor
cg_sprintMeterDisabledColor
cg_drawTalk
cg_heliKillCamFov
cg_heliKillCamNearBlur
cg_heliKillCamFarBlur
cg_heliKillCamFarBlurStart
cg_heliKillCamFarBlurDist
cg_heliKillCamNearBlurStart
cg_heliKillCamNearBlurEnd
cg_scriptedKillCamFov
cg_scriptedKillCamCloseXYDist
cg_scriptedKillCamCloseZDist
cg_scriptedKillCamNearBlur
cg_scriptedKillCamFarBlur
cg_scriptedKillCamFarBlurStart
cg_scriptedKillCamFarBlurDist
cg_scriptedKillCamNearBlurStart
cg_scriptedKillCamNearBlurEnd
cg_destructibleKillCamFov
cg_destructibleKillCamCloseXYDist
cg_destructibleKillCamCloseZDist
cg_destructibleKillCamNearBlur
cg_destructibleKillCamFarBlur
cg_destructibleKillCamFarBlurStart
cg_destructibleKillCamFarBlurDist
cg_destructibleKillCamNearBlurStart
cg_destructibleKillCamNearBlurEnd
cg_destructibleKillCamZIncrease
cg_destructibleKillCamRegularHeight
cg_explosiveKillCamUpDist
cg_explosiveKillCamBackDist
cg_explosiveKillCamWallOutDist
cg_explosiveKillCamWallSideDist
cg_explosiveKillCamGroundUpDist
cg_explosiveKillCamGroundBackDist
cg_rocketKillCamUpDist
cg_rocketKillCamBackDist
cg_explosiveKillCamStopDist
cg_explosiveKillCamStopDecelDist
cg_dogKillCamFov
cg_dogKillCamForwardDist
cg_dogKillCamUpDist
cg_dogKillCamSideDist
cg_dogKillCamDistFromEyes
cg_dogKillMinDistFromTarget
cg_artilleryKillCamFov
cg_artilleryKillCamUpDist
cg_artilleryKillCamBackDist
cg_artilleryKillCamWallOutDist
cg_artilleryKillCamWallSideDist
cg_artilleryKillCamGroundUpDist
cg_artilleryKillCamGroundBackDist
cg_turretKillCamFov
cg_turretKillCamCloseXYDist
cg_turretKillCamCloseZDist
cg_turretKillCamNearBlur
cg_turretKillCamFarBlur
cg_turretKillCamFarBlurStart
cg_turretKillCamFarBlurDist
cg_turretKillCamNearBlurStart
cg_turretKillCamNearBlurEnd
cg_turretKillCamHeightIncrease
cg_turretKillCamBackOffset
cg_turretKillCamSideOffset
cg_turretKillCamDistanceIncrease
cg_infraredBlurTime


Server Bots

sv_botFov
sv_botGoalRadius
sv_botCloseDistance
sv_botSprintDistance
sv_botCrouchDistance
sv_botTargetLeadBias
sv_botUseFriendNames
sv_botAllowGrenades
sv_botMinGrenadeTime
sv_botMaxGrenadeTime
sv_botMinAdsTime
sv_botMaxAdsTime
sv_botMinPitchTime
sv_botMaxPitchTime
sv_botMinCrouchTime
sv_botMaxCrouchTime
sv_botMinDeathTime
sv_botMaxDeathTime
sv_botMinFireTime
sv_botMaxFireTime
sv_botMinReactionTime
sv_botMaxReactionTime
sv_botYawSpeed
sv_botYawSpeedAds
sv_botPitchUp
sv_botPitchDown
sv_botPitchSpeed
sv_botPitchSpeedAds
sv_botStrafeChance
sv_botMinStrafeTime
sv_botMaxStrafeTime


Animation

bg_viewKickScale
bg_viewKickMax
bg_viewKickMin
bg_viewKickRandom
player_view_pitch_up
player_view_pitch_down
player_lean_shift
player_lean_shift_crouch
player_lean_rotate
player_lean_rotate_crouch
player_useSlopeAnims
bg_ladder_yawcap
bg_prone_yawcap
bg_foliagesnd_minspeed
bg_foliagesnd_maxspeed
bg_foliagesnd_slowinterval
bg_foliagesnd_fastinterval
bg_foliagesnd_resetinterval
scr_team_fftype
bg_fallDamageMinHeight
bg_fallDamageMaxHeight
friction
stopspeed
cg_ufo_scaler
bg_swingSpeed
bg_proneSwingSpeed
bg_legYawTolerance
bg_legYawCrouchTolerance
bg_legYawProneTolerance
bg_viewBobAmplitudeBase
bg_viewBobAmplitudeSprinting
bg_viewBobAmplitudeDtp
bg_viewBobAmplitudeSwimming
bg_viewBobAmplitudeStanding
bg_viewBobAmplitudeStandingAds
bg_viewBobAmplitudeDucked
bg_viewBobAmplitudeDuckedAds
bg_viewBobAmplitudeProne
bg_viewBobAmplitudeRoll
bg_bobMax
bg_forceDurationOverride
bg_blendTimeOverride
bg_weaponBobAmplitudeBase
bg_weaponBobAmplitudeSprinting
bg_weaponBobAmplitudeDtp
bg_weaponBobAmplitudeSwimming
bg_weaponBobAmplitudeStanding
bg_weaponBobAmplitudeDucked
bg_weaponBobAmplitudeProne
bg_weaponBobAmplitudeRoll
bg_weaponBobMax
bg_weaponBobLag
bg_weaponBobFrequencySwimming
bg_weaponBobHeavyWeaponScalar
bg_forceExplosiveBullets
bg_aimSpreadMoveSpeedThreshold
bg_maxGrenadeIndicatorSpeed
player_breath_hold_time
player_breath_gasp_time
player_breath_fire_delay
player_breath_gasp_scale
player_breath_hold_lerp
player_breath_gasp_lerp
player_breath_snd_lerp
player_breath_snd_delay
player_scopeExitOnDamage
player_adsExitDelay
player_move_factor_on_torso
player_debugHealth
player_sustainAmmo
player_clipSizeMultiplier
player_lastStandBleedoutTime
player_lastStandBleedoutTimeNoRevive
revive_time_taken
player_lastStandHealthOverlayTime
player_reviveTriggerRadius
player_revivePlayerListCycleTime
bg_vsmode_hud
player_enableShuffleAnims
player_animRunThreshhold
player_animWalkThreshhold
player_runbkThreshhold
player_moveThreshhold
player_footstepsThreshhold
player_runThreshhold
player_knockbackMoveThreshhold
player_sprintThreshhold
player_waterSpeedScale
player_floatSpeed
player_disableWeaponsInWater
player_sliding_friction
player_sliding_wishspeed
player_sliding_velocity_cap
player_strafeSpeedScale
player_backSpeedScale
player_strafeAnimCosAngle
player_slopeAnimAngle
player_spectateSpeedScale
player_enduranceSpeedScale
player_sprintForwardMinimum
player_sprintSpeedScale
player_sprintUnlimited
player_sprintTime
player_sprintMinTime
player_sprintRechargePause
player_sprintStrafeSpeedScale
player_sprintCameraBob
player_turnRateScale
player_turnAnims
player_bayonetLaunchProof
player_bayonetLaunchDebugging
player_bayonetLaunchZCap
player_dmgtimer_timePerPoint
player_dmgtimer_maxTime
player_dmgtimer_minScale
player_dmgtimer_stumbleTime
player_dmgtimer_flinchTime
shellshock_loop
bg_shock_soundLoop
shellshock_loop_silent
bg_shock_soundLoopSilent
shellshock_end
bg_shock_soundEnd
shellshock_end_abort
bg_shock_soundEndAbort
bg_shock_screenType
bg_shock_screenBlurBlendTime
bg_shock_screenBlurBlendFadeTime
bg_shock_screenFlashWhiteFadeTime
bg_shock_screenFlashShotFadeTime
bg_shock_viewKickPeriod
bg_shock_viewKickRadius
bg_shock_viewKickFadeTime
bg_shock_sound
bg_shock_soundFadeInTime
bg_shock_soundFadeOutTime
bg_shock_soundLoopFadeTime
bg_shock_soundLoopEndDelay
default
bg_shock_soundRoomType
bg_shock_soundDryLevel
bg_shock_soundWetLevel
bg_shock_soundModEndDelay
default
bg_shock_soundSnapshot
bg_shock_lookControl
bg_shock_lookControl_maxpitchspeed
bg_shock_lookControl_maxyawspeed
bg_shock_lookControl_mousesensitivityscale
bg_shock_lookControl_fadeTime
bg_shock_movement
bg_shock_animation
bg_shock_visionset_name
bg_shock_visionset_inTime
bg_shock_visionset_outTime
player_meleeRange
player_meleeWidth
player_meleeHeight
player_bayonetRange
player_bayonetTargetDist
player_burstFireCooldown
bg_gravity
bg_lowGravity
player_swimTime
player_swimDamage
player_swimDamagerInterval
player_viewLockEnt
player_viewRateScale
player_topDownCamMode
player_topDownCamOffset
player_topDownCamAngles
player_topDownCamCenterPos
player_topDownCursorDist
player_topDownCursorPos
player_forceRedCrosshair
bullet_penetrationMinFxDist
cg_cinematicFullscreen
cg_debugMounting
player_AimBlend_Back_Low
player_AimBlend_Back_Mid
player_AimBlend_Back_Up
player_AimBlend_Pelvis
player_AimBlend_Neck
player_AimBlend_Head
player_AimBlend_Shoulder
dog_MeleeDamage
vehControlMode
vehRecenterDelay
vehLockTurretToPlayerView
vehLocationalVehicleSeatEntry
vehicle_perk_boost_duration_seconds
vehicle_riding
vehicle_selfCollision
debugRenderPlayerCollision
bg_disableWeaponPlantingInWater
bg_plantInWaterDepth
bg_drawGrenadeInHand
bg_playStandToCrouchAnims
bg_maxWeaponAnimScale
bg_gunXOffset
tag_weapon_left
bg_weaponleftbone
tag_weapon_right
bg_weaponrightbone
bg_slopeFrames
debug_rope
vehicle_sounds_cutoff
footstep_sounds_cutoff
show_reticle_during_swimming
ragdoll_reactivation_cutoff
bg_teleportAlignTime
bg_enableIKActiveFix
waterbrush_entity
dive2swim
dive_recharge
playerPushAmount
bg_freeCamClipToHeliPatch
[/quote]
[quote=Demo]

demo_enabled
demo_recordBasicTraining
demo_recordPrivateMatch
demo_filesizeLimit
demo_debug
demo_drawdebuginformation
demo_errortitle
demo_errormessage
demo_client
demo_recordingrate
demo_keyframerate
demo_pause
demo_usefilesystem
demo_save_smp
demo_timescale
demo_timeScaleRate
demo_cmdnum
demo_bookmarkEventThresholdTime
demo_controllerConfig
demo_defaultSegmentTag
demo_selectedSegmentIndex
demo_packetsPerSecondMin
demo_bytesPerSecondMin
demo_packetsPerSecondMax
demo_bytesPerSecondMax

Leaderboard

incrementescrow
downloadingleaderboard
reportuser
lb_minrefresh
lb_filter
lb_maxrows
lb_type
lb_typeByResetPeriod
lb_prestige
lb_forceLbWrite
lb_LastFetchTime
lb_escrowTimeout
lb_escrowRefresh


Movement Binds

motorcycle_player
+gas
+reverse
+handbrake
+vehicleattack
+vehicleattacksecond
+vehiclemoveup
+vehiclemovedown
+switchseat
+vehicleboost
+vehiclespecialability
+vehiclefirepickup
+vehicleswappickup
+vehicledropdeployable


Renderer!!

r_ignore

Codec used when rendering clips.
r_clipCodec

Render clip size.
r_clipSize

Render clip FPS.
r_clipFPS

Game window horizontal position
vid_xpos

game window vertical position
vid_ypos

Display game full screen
r_fullscreen

Gamma value
r_gamma

Ignore hardware gamma
r_ignorehwgamma

Maximum anisotropy to use for texture filtering
r_texFilterAnisoMax

Disables all texture filtering (uses nearest only.)
r_texFilterDisable

Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterAnisoMin

Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_texFilterMipMode

Change the mipmap bias
r_texFilterMipBias

Toggles rendering without lighting
r_fullbright

Enable shader debugging information
r_debugShader

Shows conflicts between primary lights
r_lightConflicts

GPU synchronization type (used to improve mouse responsiveness)
r_gpuSync

Use multiple GPUs
r_multiGpu

Enable cache for vertices of animated models
r_skinCache

Enable fast model skinning
r_fastSkin

Enable static model cache
r_smc_enable

Batch surfaces to reduce primitive count
r_pretess

Scale the level of detail distance for rigid models (larger reduces detail)
r_lodScaleRigid

Bias the level of detail distance for rigid models (negative increases detail)
r_lodBiasRigid

Scale the level of detail distance for skinned models (larger reduces detail)
r_lodScaleSkinned

Bias the level of detail distance for skinned models (negative increases detail)
r_lodBiasSkinned

Threshold FOV LOD scaling must pass before taking effect for skinned models
r_fovScaleThresholdSkinned

Threshold FOV LOD scaling must pass before taking effect for rigid models
r_fovScaleThresholdRigid

Set to zero to force world lods to highest
r_worldLod

Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_znear

Viewmodel near clip plane
r_znear_depthhack

Change the distance at which culling fog reaches 100% opacity; 0 is off
r_zfar

Set to 0 to disable fog
r_fog

Offset scale for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetScale

Offset bias for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetBias

If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars.
r_picmip_manual

Picmip level of color maps. If r_picmip_manual is 0, this is read-only.
r_picmip

Picmip level of normal maps. If r_picmip_manual is 0, this is read-only.
r_picmip_bump

Picmip level of specular maps. If r_picmip_manual is 0, this is read-only.
r_picmip_spec

Picmip level of water maps.
r_picmip_water

Enables environment map specular lighting
r_envMapSpecular

Replace all lightmaps with pure black or pure white
r_lightMap

Replace all color maps with pure black or pure white
r_colorMap

Replace all normal maps with a flat normal map
r_normalMap

Replace all specular and roughness maps
r_specularRoughnessMap

Set greater than 1 to brighten specular highlights
r_specularColorScale

Globally scale the diffuse color of all point lights
r_diffuseColorScale

Set to true to use layered materials on shader model 3 hardware
r_useLayeredMaterials

Set to false to disable dx allocations (for dedicated server mode)
r_loadForRenderer

Upscale the frame buffer with sharpen filter and color correction.
r_resampleScene

Shows materials tagged with 'nopenetrate'
r_showPenetration

Shows how expensive it is to draw every pixel on the screen
r_showPixelCost

Width of server side debug lines
r_debugLineWidth

Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
r_vc_makelog

Show this many rows of light grid points for the vis cache
r_vc_showlog

Show light grid debugging information
r_showLightGrid

Show lighting origins for models
r_showLightingOrigins

Use rainbow colors for entities that are outside the light grid
r_showMissingLightGrid

Speed up static model lighting by caching previous results
r_cacheSModelLighting

Speed up model lighting by caching previous results
r_cacheModelLighting

Ambient light strength
r_lightTweakAmbient

diffuse light fraction
r_lightTweakDiffuseFraction

Sunlight strength
r_lightTweakSunLight

Light ambient color
r_lightTweakAmbientColor

Sun color
r_lightTweakSunColor

Sun diffuse color
r_lightTweakSunDiffuseColor

Sun direction in degrees
r_lightTweakSunDirection

Min reflection intensity based on glancing angle.
r_envMapOverride

Min reflection intensity based on glancing angle.
r_envMapMinIntensity

Max reflection intensity based on glancing angle.
r_envMapMaxIntensity

Reflection exponent.
r_envMapExponent

Max sun specular intensity intensity with env map materials.
r_envMapSunIntensity

Toggles the display of sun direction debug
r_showSunDirectionDebug

Toggles the display of particle outdoor volume debug
r_showOutdoorVolumeDebug

material color checker XYZ d65 coords
r_materialXYZ

print active materials (IN REMOTE CONSOLE)
r_collectActiveMaterials

Write all graphics hardware calls for this many frames to a logfile
r_logFile

Skips all rendering. Useful for benchmarking.
r_norefresh

Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
r_scaleViewport

Process renderer back end in a separate thread
r_smp_backend

Process renderer front end in a separate thread
r_smp_worker

Number of worker threads
r_smp_worker_threads

Enable worker thread
Worker thread always disabled; not enough hardware threads

Transparency anti-aliasing method
r_aaAlpha

Anti-aliasing sample count; 1 disables anti-aliasing
r_aaSamples

Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_vsync

Controls how the color buffer is cleared
r_clear

Color to clear the screen to when clearing the frame buffer
r_clearColor

Color to clear every second frame to (for use during development)
r_clearColor2

Sets the rendered pixels' alpha to 255 and the background to 0
r_setFrameBufferAlpha

Maximum number of dynamic lights drawn simultaneously
r_dlightLimit

Maximum radius to limit dlights to in fullscreen.
r_dlightMaxFullScreenRadius

Maximum radius to limit dlights to when not fullscreen
r_dlightMaxNonFullScreenRadius

Maximum number of DObjs drawn simultaneously
r_dobjLimit

Maximum number of models drawn simultaneously
r_modelLimit

Maximum number of brushes drawn simultaneously
r_brushLimit

Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
r_spotLightFovInnerFraction

Radius of the circle at the start of the spot light in inches.
r_spotLightStartRadius

Radius of the circle at the end of the spot light in inches.
r_spotLightEndRadius

Enable shadows for spot lights.
r_spotLightShadows

Enable static model shadows for spot lights.
r_spotLightSModelShadows

Enable entity shadows for spot lights.
r_spotLightEntityShadows

Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
r_spotLightBrightness

Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
r_flashLightFovInnerFraction

Radius of the circle at the start of the flash light in inches.
r_flashLightStartRadius

Radius of the circle at the end of the flash light in inches.
r_flashLightEndRadius

Enable shadows for flash light.
r_flashLightShadows

Brightness scale for flash light.
r_flashLightBrightness

Relative position of the Flashlight.
r_flashLightOffset

Distance of the flash light in inches.
r_flashLightRange

Flashlight Color.
r_flashLightColor

Flashlight Movement Amount.
r_flashLightBobAmount

Flashlight Movement Rate.
r_flashLightBobRate

Flashlight Specular Scale.
r_flashLightSpecularScale

Flashlight Flicker Amount.
r_flashLightFlickerAmount

Flashlight Flicker Rate (Times per second).
r_flashLightFlickerRate

Enable water rendering
r_drawWater

Lock the viewpoint used for determining what is visible to the current position and direction
r_lockPvs

Skipt the determination of what is in the potentially visible set (disables most drawing)
r_skipPvs

Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle

r_portalBevels
Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen

r_portalBevelsOnly
Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.

r_singleCell
Only draw cells that are forced to be off.

r_showForcedInvisibleCells
Stop portal recursion after this many iterations. Useful for debugging portal errors.

r_portalWalkLimit
Don't clip child portals by a parent portal smaller than this fraction of the screen area.

r_portalMinClipArea
Ignore r_portalMinClipArea for portals with fewer than this many parent portals.

r_portalMinRecurseDepth
Enable occluders

r_enableOccluders
Show portals for debugging

r_showPortals
Show front buffer color debugging information

r_showFbColorDebug
Show float z buffer used to eliminate hard edges on particles near geometry

r_showFloatZDebug
Allocate a float z buffer (required for effects such as floatz, dof, and laser light)

r_floatz
Enable depth prepass (usually improves performance)

r_depthPrepass
Distance for high level of detail

r_highLodDist
Distance for medium level of detail

r_mediumLodDist
Distance for low level of detail

r_lowLodDist
Distance for lowest level of detail

r_lowestLodDist
Force all level of detail to this level

r_forceLod
Set to 0 to replace all model vertex colors with white when loaded

r_modelVertColor
Enable shadow mapping

sm_enable
Enable sun shadow mapping from script

sm_sunEnable
Enable spot shadow mapping from script

sm_spotEnable
Limits how many primary lights can have shadow maps

sm_maxLights
How many seconds it takes for a primary light shadow map to fade in or out

sm_spotShadowFadeTime
When picking shadows for primary lights, measure distance from a point this far in front of the camera.

sm_lightScore_eyeProjectDist
When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along
it's shadow direction.
sm_lightScore_spotProjectFrac

forces sun to always do shadow mapping, from script
sm_sunAlwaysCastsShadow

Shadow map offset scale
sm_polygonOffsetScale

Shadow map offset bias
sm_polygonOffsetBias

Shadow sample size
sm_sunSampleSizeNear

Sun shadow center, 0 0 0 means don't override
sm_sunShadowCenter

Sun shadow scale optimization
sm_sunShadowScale

use quarter resolution sun shadow map
sm_sunShadowSmallEnable

Size of Back Buffer
r_backBufferSize

Size of Back Buffer Y
r_backBufferSizeY

Radius scaler for large spot shadow switch over
sm_spotShadowLargeRadiusScale

Strict shadow map cull
sm_strictCull

Fast sun shadow
sm_fastSunShadow

Fast spot shadow
sm_qualitySpotShadow

Provides high-res spot shadows for the only one spotlight in the scene.
sm_fullResSpotShadowEnable

Stream high mip levels (1=world|2=xmodels|4=bmodels)
r_stream

Set true to clear all streamed highmip levels
r_streamClear

Corrupts high mip levels which should not be visible, rather than unloading them.
r_streamDebug

Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming.

r_streamFull
Number of msec to add to streaming to roughly fake DVD lag

r_streamFakeLagMsec
Maximum distance to predictively stream from

r_streamMaxDist
Show streaming stats

r_streamShowStats
Show list of streamed textures

r_streamShowList
Limit size of stream buffer in KB (0 is no limit)

r_streamSize
Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha)

r_streamTaint
Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images.

r_streamFreezeState
Enable logging of all streaming commands executed - printed to Output and console

r_streamLog
Scale the distance of hidden objects by this amount

r_streamHiddenPush
Force lowest detail mips to always be loaded (disable this for more memory in release builds)

r_streamLowDetail
3D turret shift

r_stereoTurretShift
Allow blur.

r_blur_allowed
Dev tweak to blur the screen

r_blur
Enable distortion

r_distortion
Allow flame effect.

r_flame_allowed
Film LUT Index.

r_filmLut
Tweak Film LUT Index.

r_filmTweakLut
Enable First Person Player Shadow.

r_enablePlayerShadow
Enable Player Flashlight.

r_enableFlashlight
Enable Water Fog Test.

r_waterFogTest
Contrast adjustment

r_contrast
Brightness adjustment

r_brightness
Desaturation adjustment

r_desaturation
Tweak dev var; film color brightness

r_filmTweakBrightness
Tweak dev var; Desaturation applied after all 3D drawing

r_filmTweakDesaturation
Tweak dev var; enable inverted video

r_filmTweakInvert
Overide film effects with tweak dvar values

r_filmUseTweaks
Tweak dev var; enable film color effects

r_filmTweakEnable
Tweak dev var; film color Hue dark - mid - light

r_filmTweakHue
Tweak dev var; film color Saturation dark - mid - light

r_filmTweakSaturation
Tweak dev var; film color Color Temp dark - mid - light

r_filmTweakColorTemp
Tweak dev var; film color Dark Tint

r_filmTweakDarkTint
Tweak dev var; film color Mid Tint

r_filmTweakMidTint
Tweak dev var; film color Light Tint

r_filmTweakLightTint
Tweak dev var; film color Mid Start

r_filmTweakMidStart
Tweak dev var; film color Mid End

r_filmTweakMidEnd
Tweak dev var; film color Dark range feather amount

r_filmTweakDarkFeather
Tweak dev var; film color Light range feather amount

r_filmTweakLightFeather
Tweak dev var; film color Contrast dark - mid - light

r_filmTweakContrast
Tweak dev var; film color Bleach dark - mid - light

r_filmTweakBleach
Tweak dev var; enable dark - mid - light debug display

r_filmTweakRangeDebug
S-Curve Shoulder Strength
r_sCurveShoulderStrength
S-Curve Linear Strength
r_sCurveLinearStrength
S-Curve Linear Angle
r_sCurveLinearAngle
S-Curve Toe Strength
r_sCurveToeStrength
S-Curve Toe Numerator
r_sCurveToeNumerator
S-Curve Toe Denominator
r_sCurveToeDenominator
S-Curve On-Off
r_sCurveEnable
film curve black point
r_flimCurveBlack
film curve white point
r_flimCurveWhite
film curve soft clip point
r_filmCurveSoftClip
water wave angle
r_waterWaveAngle
water wave wavelength
r_waterWaveWavelength
water wave amplitude
r_waterWaveAmplitude
water wave phase
r_waterWavePhase
water wave steepness
r_waterWaveSteepness
water wave speed
r_waterWaveSpeed

Enable the depth of field effect
r_dof_enable

Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_tweak

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_nearBlur

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_farBlur

Depth of field viewmodel start distance, in inches
r_dof_viewModelStart

Depth of field viewmodel end distance, in inches
r_dof_viewModelEnd

Depth of field near start distance, in inches
r_dof_nearStart

Depth of field near end distance, in inches
r_dof_nearEnd

Depth of field far start distance, in inches
r_dof_farStart

Depth of field far end distance, in inches
r_dof_farEnd

Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_bias

displays DOF parameter debug
r_dof_showdebug

Enable the motion blur effect
r_motionblur_enable

Enable object based motion blur effect
r_motionblur_frameBased_enable

Tweak dev var; sets the number of pixels sampled
r_motionblur_numberOfSamples

Tweak dev var; origin of blur
r_motionblur_blurOrigin

Tweak dev var; blur magnitude due to direction change
r_motionblur_directionFactor

Tweak dev var; blur magnitude due to position change
r_motionblur_positionFactor

Caps the number of pixels sampled for blur
r_motionblur_maxblur

Enable the flamethrower effect
r_flameFX_enable

Distortion uv scales (Default to 1)
r_flameFX_distortionScaleFactor

Distortion magnitude
r_flameFX_magnitude

fire frames per sec
r_flameFX_FPS

Sets fade duration in seconds
r_flameFX_fadeDuration

Enable the water sheeting effect
r_waterSheetingFX_allowed

Enable the water sheeting effect
r_waterSheetingFX_enable

Distortion uv scales (Default to 1)
r_waterSheetingFX_distortionScaleFactor

Distortion magnitude
r_waterSheetingFX_magnitude

Tweak dev var; Glow radius in pixels at 640x480
r_waterSheetingFX_radius

Sets fade duration in seconds
r_waterSheetingFX_fadeDuration

Enable the revive effect debug
r_reviveFX_debug

Sets fade duration in seconds
r_reviveFX_fadeDuration

edge color temp
r_reviveFX_edgeColorTemp

edge saturation
r_reviveFX_edgeSaturation

edge scale (tint) adjust RGB
r_reviveFX_edgeScale

edge contrast adjust RGB
r_reviveFX_edgeContrast

edge tv style brightness adjust RGB
r_reviveFX_edgeOffset

edge effect amount
r_reviveFX_edgeAmount

edge mask expansion contraction
r_reviveFX_edgeMaskAdjust

Enable the genericFilter material
r_genericFilter_enable

Enable the superFlare effect
r_superFlare_enable

Enable the superFlare debug occlusion circles
r_superFlare_debug

Enable the poison effect
r_poisonFX_debug_enable

Poison effect amount
r_poisonFX_debug_amount

pulse rate for distortion
r_poisonFX_pulse

amount of distortion in x
r_poisonFX_warpX

amount of distortion in y
r_poisonFX_warpY

double vision angle
r_poisonFX_dvisionA

amount of double vision x
r_poisonFX_dvisionX

amount of double vision y
r_poisonFX_dvisionY

blur min
r_poisonFX_blurMin
blur max
r_poisonFX_blurMax
debug display expensive HDR alphas
r_showHDRalpha
enable full HDR rendering
r_fullHDRrendering
lut data
r_lutvar_0
lut data
r_lutvar_1
lut data
r_lutvar_2
lut data
r_lutvar_3
lut data
r_lutvar_4
lut data
r_lutvar_5
lut data
r_lutvar_6
lut data
r_lutvar_7
lut data
r_lutvar_8
lut data
r_lutvar_9
lut data
r_lutvar_10
lut data
r_lutvar_11
lut data
r_lutvar_12
lut data
r_lutvar_13
lut data
r_lutvar_14
lut data
r_lutvar_15

enable the exposure dvar tweak
r_exposureTweak

exposure
r_exposureValue

enbale bloom tweaks
r_bloomTweaks

bloom blur radius
r_bloomBlurRadius

tint weights RGB, desaturation amount
r_bloomTintWeights

color scale RGB, desaturation start
r_bloomColorScale

tint scale RGB, desaturation end
r_bloomTintScale

lo hi curve breakpoint RGBT
r_bloomCurveBreakpoint

curve lo black point RGBT
r_bloomCurveLoBlack

curve lo gamma ramp RGBT
r_bloomCurveLoGamma

curve lo white point RGBT
r_bloomCurveLoWhite

curve lo output black point RGBT
r_bloomCurveLoRemapBlack

curve lo output white point RGBT
r_bloomCurveLoRemapWhite

curve hi black point RGBT
r_bloomCurveHiBlack

curve hi gamma ramp RGBT
r_bloomCurveHiGamma

curve hi white point RGBT
r_bloomCurveHiWhite

curve hi output black point RGBT
r_bloomCurveHiRemapBlack

curve hi output white point RGBT
r_bloomCurveHiRemapWhite

expansion amount x&y and expansion target x&y
r_bloomExpansionControl

amount of expansion to lerp in RGBT
r_bloomExpansionWeights

bloom expansion source point
r_bloomExpansionSource

amount of bloom feedback
r_bloomPersistence

level weights RGB, level gamma
r_bloomStreakXLevels0

level in black white, out black white
r_bloomStreakXLevels1

streak inner tint
r_bloomStreakXInnerTint

streak outer tint
r_bloomStreakXOuterTint

streak saturation weights, saturation
r_bloomStreakXTintControl

streak tint
r_bloomStreakXTint

level weights RGB, level gamma
r_bloomStreakYLevels0

level in black white, out black white
r_bloomStreakYLevels1

streak inner tint
r_bloomStreakYInnerTint

streak outer tint
r_bloomStreakYOuterTint

streak saturation weights, saturation
r_bloomStreakYTintControl

streak tint
r_bloomStreakYTint

r,g,b channel shift x
r_finalShiftX
r,g,b channel shift y
r_finalShiftY

Use primary light intensity tweaks
r_primaryLightUseTweaks

Tweak the diffuse intensity for primary lights
r_primaryLightTweakDiffuseStrength

Tweak the specular intensity for primary lights
r_primaryLightTweakSpecularStrength

Enable tweaks of the light color from the light grid
r_lightGridEnableTweaks

Use tweaked values instead of default
r_lightGridUseTweakedValues

Adjust the intensity of light color from the light grid
r_lightGridIntensity

Adjust the contrast of light color from the light grid
r_lightGridContrast

Enable hero-only lighting
r_heroLighting

hero diffuse light saturation
r_heroLightSaturation

hero diffuse light temp
r_heroLightColorTemp

hero diffuse light scale
r_heroLightScale

toggle multipass dlights rendering
r_enableDlights

debug dlights mode
r_debugHDRdlight

dlights color scale
r_debugHDRdlight_scale

distance dlights appear around camera
r_debugHDRdlight_distance

dlights falloff radius
r_debugHDRdlight_radius

dlights debug color
r_debugHDRdlight_color

number of viewports to expect to render
r_num_viewports

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorAwayBias

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorDownBias

Outdoor z-feathering value
r_outdoorFeather

Set sun flare values from dvars rather than the level
r_sun_from_dvars

Enable development environment
developer

Allow server side cheats
sv_cheats

Draw stats monitor
com_statmon

Use Streaming SIMD Extensions for skinning
r_sse_skinning

Index of the monitor to use in a multi monitor system; 0 picks automatically.
r_monitor

Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.
r_aspectRatio

Special resolution mode for the remote debugger
r_customMode

Enable Nvidia Open Automate testing
r_open_automate

Enable tree rustle, grass wind react etc
r_gfxopt_dynamic_foliage

Enable advanced water simulation
r_gfxopt_water_simulation

Enable support for the intz depth buffer format.
r_allow_intz

Enable support for the null render target format.
r_allow_null_rt

Use the driver convergence values instead of the game defined values.
r_use_driver_convergence

Stereo convergence.
r_convergence

Create a multithreaded d3d device.
r_multithreaded_device

shader warming: disable dpvs culling
r_warm_dpvs

shader warming: bsp objects
r_warm_bsp

shader warming: static objects
r_warm_static

shader warming: d objects
r_warm_dobj

Number of seconds after displaying a per-frame warning before it will display again
r_warningRepeatDelay

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

test
r_grassBurn

Diables grass movement
r_grassEnable

Sky transition blend factor.
r_skyTransition

Envmap Scale.
r_treeScale

Specular Scale.
r_testScale

Sky box color temp.
r_skyColorTemp

Highlight Alpha Blended Polygons.
r_debugLayers

color of burned destructibles
r_burnedDestructibleColor

Enable shaderworks overrides
r_swrk_override_enable

overrides the __characterCharredAmount Shaderworks tweak
r_swrk_override_characterCharredAmount

overrides the __characterDissolveColor Shaderworks tweak
r_swrk_override_characterDissolveColor

Overrides the character wetness.
r_swrk_override_wetness

shows location of primary lights
r_debugShowPrimaryLights

shows location of dynamic lights
r_debugShowDynamicLights

shows location of coronas
r_debugShowCoronas

enables the optimization of a separate charred material tech
r_use_separate_char_tech

enables the fog debug display
r_drawDebugFogParams

Toggles see-through impact holes
r_seethru_decal_enable

Toggles tension
r_tension_enable

Show UI3D debug overlay
r_ui3d_debug_display

Use UI debug values
r_ui3d_use_debug_values

ui3d texture window x
r_ui3d_x

ui3d texture window y
r_ui3d_y

ui3d texture window width
r_ui3d_w

ui3d texture window height
r_ui3d_h

Show missile camera debug overlay
r_missile_cam_debug_display

custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
r_extracam_custom_aspectratio

enables extra cam shadowmapping
r_extracam_shadowmap_enable

How far to draw scs debug view
r_shader_constant_set_debug_range

enables shader constant sets
r_shader_constant_set_enable

Enables sky intensity debugging display
r_sky_intensity_showDebugDisplay

use dvar values for sky intensity
r_sky_intensity_useDebugValues

angle0 of sky intensity
r_sky_intensity_angle0

angle1 of sky intensity
r_sky_intensity_angle1

angle0 of sky intensity
r_sky_intensity_factor0

angle1 of sky intensity
r_sky_intensity_factor1

Disables fog
r_fog_disable

Enables wind gusts that affect dynFoliage grass
r_grassWindForceEnable

turns on/off the script-driven cell vis bits
r_dpvs_useCellForceInvisibleBits

toggles if remote screen update draws the last frame
r_remotescreen_renderlastframe

Off-screen shadow casters LOD distance scale
r_offscreenCasterLodScale

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map.

Enables dynamic water simulation
r_watersim_enabled

Enables bullet debug markers
r_watersim_debug

Flattens the water surface out
r_watersim_flatten

Time between seeding a new wave (ms)
r_watersim_waveSeedDelay

Amount of curl applied
r_watersim_curlAmount

Maximum curl limit
r_watersim_curlMax

Amount curl gets reduced by when over limit
r_watersim_curlReduce

Allows water to lap over the shoreline edge
r_watersim_minShoreHeight

Rate foam appears at
r_watersim_foamAppear

Rate foam disappears at
r_watersim_foamDisappear

Amount of wind applied
r_watersim_windAmount

Wind direction (degrees)
r_watersim_windDir

Maximum wind limit
r_watersim_windMax

Particle gravity
r_watersim_particleGravity

Limit at which particles get spawned
r_watersim_particleLimit

Length of each particle
r_watersim_particleLength

Width of each particle
r_watersim_particleWidth

XY coords to scroll water in
r_watersim_scroll


source:You must login or register to view this content.
Last edited by Uk_ViiPeR ; 08-28-2013 at 08:26 PM.

The following 3 users say thank you to Uk_ViiPeR for this useful post:

KCxFTW, monkystyle, x-Roniie-x.
09-05-2011, 03:23 PM #2
Originally posted by UK
hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    cmd
configstrings
clientinfo
vid_restart
snd_restart
disconnect
record
demo
cinematic
logo
stoprecord
connect
reconnect
localservers
globalservers
showContextItem
rcon
setenv
ping
serverstatus
showip
fs_openedList
fs_referencedList
updatehunkusage
SaveTranslations
SaveNewTranslations
LoadTranslations
startSingleplayer
buyNow
singlePlayLink
setRecommended
cubemapShot
openScriptMenu
openmenu
closemenu



Physics

phys_gravity
phys_gravity_dir
phys_vehicleGravityMultiplier
phys_vehicleDamageFroceScale
phys_vehicleUsePredictedPosition
phys_bulletUpBias
phys_bulletSpinScale
phys_msecstep
phys_drawcontacts
phys_drawCollisionObj
phys_debugBigQueries
phys_debugCallback
phys_debugDangerousRigidBodies
phys_debugExpensivePushout
phys_drawNitrousVehicle
phys_drawNitrousVehicleEffects
phys_entityCollision
phys_vehicleWheelEntityCollision
phys_vehicleFriction
phys_ragdoll_joint_damp_scale
phys_dragLinear
phys_dragAngular
phys_userRigidBodies
phys_waterDragLinear
phys_waterDragAngular
phys_maxFloatTime
phys_buoyancyDistanceCutoff
phys_piecesSpawnDistanceCutoff
phys_floatTimeVariance
phys_buoyancyRippleFrequency
phys_buoyancyRippleVariance
phys_buoyancyFastComputation
phys_buoyancy
phys_ragdoll_buoyancy
debug_trace
debugRenderBulletMeshes
debugRenderEntityBrushes
debugRenderPatches
debugRenderBrushes
debugRenderColoredPatches
debugRenderMask
debugRenderCollisionDistance
debugRenderStaticModelsBounds
dumpStaticModels
debugRenderGjkTraceGeom
phys_player_collision_mode
phys_player_collision_adjust_height
phys_ai_collision_mode
render_player_collision
render_actor_collision
render_bpi_env_collision
enable_moving_paths
enable_new_prone_check
phys_heavyTankSwitch
phys_fluid


Client (includes a couple of commands)

cl_socketpool_enabled
cl_socketpool_size
ui_wagerbet
openmenu QuickWagerConfirmation
openmenu WagerDeadBeat
cl_noprint
playlist
category
categoryPlaylist
wagerCategory
wagerCategoryPlaylist
customGameMode
cl_hudDrawsBehindUI
cl_voice
cl_timeout
cl_connectTimeout
cl_connectionAttempts
cl_shownet
cl_shownuments
cl_showServerCommands
cl_showSend
cl_showTimeDelta
cl_freezeDemo
activeAction
cl_avidemo
cl_forceavidemo
cl_clientDemoName
cl_clientDemoUseMemoryBuffer
cl_clientDemoType
cl_clientDemoMaxRecordTime
cl_clientDemoRequestPingTime
cl_clientDemoCoolMomentExtendEnabled
cl_clientDemoCoolMomentExtendTime
cl_yawspeed
cl_pitchspeed
cl_anglespeedkey
cl_maxpackets
cl_packetdup
sensitivity
cl_mouseAccel
cl_freelook
cl_showmouserate
cl_allowDownload
cl_wwwDownload
cl_talking
r_inGameVideo
cl_serverStatusResendTime
cl_maxppf
cl_bypassMouseInput
m_pitch
m_yaw
m_forward
m_side
m_filter
ui_custom_newname
cl_socketpool_enabled
cl_socketpool_size
ui_clantag_new
cl_demoFFSpeed
cl_demoSkipToTime
cl_demoLiveStreaming
input_invertPitch
input_viewSensitivity
team_indicator
cl_motdString
cl_ingame
cl_wasconnected
cl_maxPing
Unknown Soldier
name
clanName
rate
snaps
cl_punkbuster
password
nextdemo
mortarStrikesLeft
hud_enable
cg_blood
cg_allow_mature
cg_mature
cl_serverchallenge
motd
cmd
configstrings
clientinfo
vid_restart
vid_restart
snd_restart
snd_restart
disconnect
disconnect
record
stoprecord
demo
demo
timedemo
timedemo
dm_7
demos
demo
dm_7
demos
timedemo
toggledemorecording
ui_animate
logo
connect
reconnect
findservers
rcon
showContextItem
ping
serverstatus
setenv
showip
toggleMenu
fs_openedList
fs_referencedList
updatehunkusage
startSingleplayer
cubemapShot
openScriptMenu
setclanname
ui_keyboard_new
ui_clear_keyboard_active
ui_keyboard_complete
updateListboxPos
clearKeyStates
selectStringTableEntryInDvar
resetStats
uploadStats
setupviewport
provisionallydisableallclients
disableallbutprimaryclients
disableallclients
setclientbeingusedandprimary
setclientbeingusedandprimaryandactive
setclientbeingused
setclientbeingusedandactive
setclientnotbeingused
setclientprimary
signclientout
SetCategoryFilter
SetPrevPlaylist
GetPrevPlaylist
getOldCustomName
setNewCustomName


Server Browser

ui_joinGametype
ui_netGametypeName
ui_dedicated
ui_currentNetMap
ui_browserShowFull
ui_browserShowEmpty
ui_browserShowPassword
ui_browserShowPure
ui_browserMod
ui_browserShowDedicated
ui_browserFriendlyfire
ui_browserKillcam
ui_browserVoiceChat
ui_browserGameMode
ui_friendNameNew
ui_friendSelectedInd
ui_friendPendingSelectedInd
ui_inviteSelectedInd
ui_inviteScreen
ui_browserPlayerCount
ui_browserDedicatedServerCount
ui_browserShowToolTip
ui_browserShowMapTip
ui_browserToolTip
ui_browserShowInfo
ui_browserShowPunkBuster
ui_allowConsole
ui_allowFov


HUD

compassSize
compassMaxRange
compassMinRange
compassMinRadius
compassSoundPingFadeTime
compassClampIcons
compassFriendlyWidth
compassFriendlyHeight
compassPlayerWidth
compassPlayerHeight
compassCoords
compassECoordCutoff
compassRotation
compassTickertapeStretch
compassRadarPingFadeTime
compassRadarUpdateTime
compassRadarUpdateFastTime
compassSatelliteStaticImageFadeTime
compassSatellitePingFadeTime
compassStaticImageUpdateTime
compassSatelliteScanTime
compassRadarLineThickness
compassLocalRadarUpdateTime
compassLocalRadarRadius
compassObjectiveWidth
compassObjectiveHeight
compassObjectiveArrowWidth
compassObjectiveArrowHeight
compassObjectiveArrowOffset
compassObjectiveArrowRotateDist
compassObjectiveMaxRange
compassObjectiveMinAlpha
compassObjectiveNumRings
compassObjectiveRingTime
compassObjectiveRingSize
compassObjectiveTextScale
compassObjectiveTextHeight
compassObjectiveDrawLines
compassObjectiveIconWidth
compassObjectiveIconHeight
compassObjectiveIconWidthZombie
compassObjectiveIconHeightZombie
compassObjectiveNearbyDist
compassObjectiveMinDistRange
compassObjectiveDetailDist
compassObjectiveMinHeight
compassObjectiveMaxHeight
compassPartialType
compassSpectatorsSeeEnemies
compassEnemyFootstepMaxRange
compassEnemyFootstepMaxZ
compassEnemyFootstepMinSpeed
compassEnemyFootstepEnabled
compassShowEnemies
compassForcePlayerIcon
compassGridEnabled
compassGridRows
compassGridCols
compassGridAlign
compassScaleDuration
compassScaleDiff
compassScaleTimer
compassScaleReset
typeWriterCod7LetterFXTime
popInLetterFXTime
redactionDisplayTime
redactionFadeDuration
redactionStartStrokeTime
redactionStrokeTime
cg_showZombieMap
cg_hudMapRadarLineThickness
cg_hudMapFriendlyWidth
cg_hudMapFriendlyHeight
cg_hudMapPlayerWidth
cg_hudMapPlayerHeight
cg_hudMapBorderWidth
cg_showZombieControls


Console

con_inputBoxColor
con_inputHintBoxColor
con_outputBarColor
con_outputSliderColor
con_outputWindowColor
con_gameMsgWindow%dMsgTime //On screen time for game messages in seconds in game message window %d
con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
con_errormessagetime
con_minicontime
con_miniconlines
con_typewriterEnabledSounds
con_typewriterPrintSpeed
con_typewriterDecayStartTime
con_typewriterDecayDuration
con_typewriterColorBase
con_typewriterColorGlowUpdated
con_typewriterColorGlowCompleted
con_typewriterColorGlowFailed
con_typewriterColorGlowCheckpoint


Server Hosting (requires license :/)

sv_hostname
Unknown Soldier
sv_noname
maxreservedslots
sv_clientSideBullets
sv_clientSideVehicles
penetrationCount
penetrationCount_axis
penetrationCount_allies
bulletrange
fxfrustumCutoff
sv_punkbuster
sv_security
sv_ranked
ui_ranked
sv_dedicatedmaxclients
sv_maxclients
sv_maxRate
sv_minPing
sv_maxPing
sv_timeout
sv_connectTimeout
sv_floodprotect
sv_writeConfigStrings
scr_writeConfigStrings
sv_keywords
sv_dwlsgerror
sv_allowAnonymous
sv_disableClientConsole
sv_privatePassword
sv_allowDownload
sv_iwds
sv_iwdNames
sv_referencedIwds
sv_referencedIwdNames
sv_FFCheckSums
sv_FFNames
sv_referencedFFCheckSums
sv_referencedFFNames
sv_authenticating
sv_voice
sv_voiceQuality
sv_cheats
sv_pure
rcon_password
sv_fps
sv_showPingSpam
sv_zombietime
sv_reconnectlimit
sv_padPackets
sv_allowedClan1
sv_allowedClan2
sv_packet_info
sv_showAverageBPS
sv_kickBanTime
sv_mapRotation
sv_mapRotationCurrent
sv_debugRate
sv_debugReliableCmds
nextmap
com_movieIsPlaying
sv_wwwDownload
sv_wwwBaseURL
sv_wwwDlDisconnected
sv_smp
sv_network_fps
sv_assistWorkers
sv_clientArchive
localhost


HUD Overall

hud_fadeout_speed
hud_enable
hud_fade_ammodisplay
hud_fade_healthbar
hud_fade_compass
hud_fade_stance
hud_fade_offhand
hud_fade_sprint
hud_fade_vehiclecontrols
hud_health_startpulse_injured
hud_health_startpulse_critical
hud_health_pulserate_injured
hud_health_pulserate_critical
hud_deathQuoteFadeTime
hud_healthOverlay_regenPauseTime
hud_healthOverlay_pulseStart
hud_healthOverlay_pulseStop
hud_healthOverlay_phaseOne_toAlphaAdd
hud_healthOverlay_phaseOne_pulseDuration
hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_pulseDuration
hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_pulseDuration
hud_healthOverlay_phaseEnd_fromAlpha
hud_healthOverlay_phaseEnd_toAlpha
hud_healthOverlay_phaseEnd_pulseDuration
cg_sprintMeterFullColor
cg_sprintMeterEmptyColor
cg_sprintMeterDisabledColor
cg_drawTalk

I R Noob

cg_heliKillCamFov
cg_heliKillCamNearBlur
cg_heliKillCamFarBlur
cg_heliKillCamFarBlurStart
cg_heliKillCamFarBlurDist
cg_heliKillCamNearBlurStart
cg_heliKillCamNearBlurEnd
cg_scriptedKillCamFov
cg_scriptedKillCamCloseXYDist
cg_scriptedKillCamCloseZDist
cg_scriptedKillCamNearBlur
cg_scriptedKillCamFarBlur
cg_scriptedKillCamFarBlurStart
cg_scriptedKillCamFarBlurDist
cg_scriptedKillCamNearBlurStart
cg_scriptedKillCamNearBlurEnd
cg_destructibleKillCamFov
cg_destructibleKillCamCloseXYDist
cg_destructibleKillCamCloseZDist
cg_destructibleKillCamNearBlur
cg_destructibleKillCamFarBlur
cg_destructibleKillCamFarBlurStart
cg_destructibleKillCamFarBlurDist
cg_destructibleKillCamNearBlurStart
cg_destructibleKillCamNearBlurEnd
cg_destructibleKillCamZIncrease
cg_destructibleKillCamRegularHeight
cg_explosiveKillCamUpDist
cg_explosiveKillCamBackDist
cg_explosiveKillCamWallOutDist
cg_explosiveKillCamWallSideDist
cg_explosiveKillCamGroundUpDist
cg_explosiveKillCamGroundBackDist
cg_rocketKillCamUpDist
cg_rocketKillCamBackDist
cg_explosiveKillCamStopDist
cg_explosiveKillCamStopDecelDist
cg_dogKillCamFov
cg_dogKillCamForwardDist
cg_dogKillCamUpDist
cg_dogKillCamSideDist
cg_dogKillCamDistFromEyes
cg_dogKillMinDistFromTarget
cg_artilleryKillCamFov
cg_artilleryKillCamUpDist
cg_artilleryKillCamBackDist
cg_artilleryKillCamWallOutDist
cg_artilleryKillCamWallSideDist
cg_artilleryKillCamGroundUpDist
cg_artilleryKillCamGroundBackDist
cg_turretKillCamFov
cg_turretKillCamCloseXYDist
cg_turretKillCamCloseZDist
cg_turretKillCamNearBlur
cg_turretKillCamFarBlur
cg_turretKillCamFarBlurStart
cg_turretKillCamFarBlurDist
cg_turretKillCamNearBlurStart
cg_turretKillCamNearBlurEnd
cg_turretKillCamHeightIncrease
cg_turretKillCamBackOffset
cg_turretKillCamSideOffset
cg_turretKillCamDistanceIncrease
cg_infraredBlurTime


Server Bots

sv_botFov
sv_botGoalRadius
sv_botCloseDistance
sv_botSprintDistance
sv_botCrouchDistance
sv_botTargetLeadBias
sv_botUseFriendNames
sv_botAllowGrenades
sv_botMinGrenadeTime
sv_botMaxGrenadeTime
sv_botMinAdsTime
sv_botMaxAdsTime
sv_botMinPitchTime
sv_botMaxPitchTime
sv_botMinCrouchTime
sv_botMaxCrouchTime
sv_botMinDeathTime
sv_botMaxDeathTime
sv_botMinFireTime
sv_botMaxFireTime
sv_botMinReactionTime
sv_botMaxReactionTime
sv_botYawSpeed
sv_botYawSpeedAds
sv_botPitchUp
sv_botPitchDown
sv_botPitchSpeed
sv_botPitchSpeedAds
sv_botStrafeChance
sv_botMinStrafeTime
sv_botMaxStrafeTime


Animation

bg_viewKickScale
bg_viewKickMax
bg_viewKickMin
bg_viewKickRandom
player_view_pitch_up
player_view_pitch_down
player_lean_shift
player_lean_shift_crouch
player_lean_rotate
player_lean_rotate_crouch
player_useSlopeAnims
bg_ladder_yawcap
bg_prone_yawcap
bg_foliagesnd_minspeed
bg_foliagesnd_maxspeed
bg_foliagesnd_slowinterval
bg_foliagesnd_fastinterval
bg_foliagesnd_resetinterval
scr_team_fftype
bg_fallDamageMinHeight
bg_fallDamageMaxHeight
friction
stopspeed
cg_ufo_scaler
bg_swingSpeed
bg_proneSwingSpeed
bg_legYawTolerance
bg_legYawCrouchTolerance
bg_legYawProneTolerance
bg_viewBobAmplitudeBase
bg_viewBobAmplitudeSprinting
bg_viewBobAmplitudeDtp
bg_viewBobAmplitudeSwimming
bg_viewBobAmplitudeStanding
bg_viewBobAmplitudeStandingAds
bg_viewBobAmplitudeDucked
bg_viewBobAmplitudeDuckedAds
bg_viewBobAmplitudeProne
bg_viewBobAmplitudeRoll
bg_bobMax
bg_forceDurationOverride
bg_blendTimeOverride
bg_weaponBobAmplitudeBase
bg_weaponBobAmplitudeSprinting
bg_weaponBobAmplitudeDtp
bg_weaponBobAmplitudeSwimming
bg_weaponBobAmplitudeStanding
bg_weaponBobAmplitudeDucked
bg_weaponBobAmplitudeProne
bg_weaponBobAmplitudeRoll
bg_weaponBobMax
bg_weaponBobLag
bg_weaponBobFrequencySwimming
bg_weaponBobHeavyWeaponScalar
bg_forceExplosiveBullets
bg_aimSpreadMoveSpeedThreshold
bg_maxGrenadeIndicatorSpeed
player_breath_hold_time
player_breath_gasp_time
player_breath_fire_delay
player_breath_gasp_scale
player_breath_hold_lerp
player_breath_gasp_lerp
player_breath_snd_lerp
player_breath_snd_delay
player_scopeExitOnDamage
player_adsExitDelay
player_move_factor_on_torso
player_debugHealth
player_sustainAmmo
player_clipSizeMultiplier
player_lastStandBleedoutTime
player_lastStandBleedoutTimeNoRevive
revive_time_taken
player_lastStandHealthOverlayTime
player_reviveTriggerRadius
player_revivePlayerListCycleTime
bg_vsmode_hud
player_enableShuffleAnims
player_animRunThreshhold
player_animWalkThreshhold
player_runbkThreshhold
player_moveThreshhold
player_footstepsThreshhold
player_runThreshhold
player_knockbackMoveThreshhold
player_sprintThreshhold
player_waterSpeedScale
player_floatSpeed
player_disableWeaponsInWater
player_sliding_friction
player_sliding_wishspeed
player_sliding_velocity_cap
player_strafeSpeedScale
player_backSpeedScale
player_strafeAnimCosAngle
player_slopeAnimAngle
player_spectateSpeedScale
player_enduranceSpeedScale
player_sprintForwardMinimum
player_sprintSpeedScale
player_sprintUnlimited
player_sprintTime
player_sprintMinTime
player_sprintRechargePause
player_sprintStrafeSpeedScale
player_sprintCameraBob
player_turnRateScale
player_turnAnims
player_bayonetLaunchProof
player_bayonetLaunchDebugging
player_bayonetLaunchZCap
player_dmgtimer_timePerPoint
player_dmgtimer_maxTime
player_dmgtimer_minScale
player_dmgtimer_stumbleTime
player_dmgtimer_flinchTime
shellshock_loop
bg_shock_soundLoop
shellshock_loop_silent
bg_shock_soundLoopSilent
shellshock_end
bg_shock_soundEnd
shellshock_end_abort
bg_shock_soundEndAbort
bg_shock_screenType
bg_shock_screenBlurBlendTime
bg_shock_screenBlurBlendFadeTime
bg_shock_screenFlashWhiteFadeTime
bg_shock_screenFlashShotFadeTime
bg_shock_viewKickPeriod
bg_shock_viewKickRadius
bg_shock_viewKickFadeTime
bg_shock_sound
bg_shock_soundFadeInTime
bg_shock_soundFadeOutTime
bg_shock_soundLoopFadeTime
bg_shock_soundLoopEndDelay
default
bg_shock_soundRoomType
bg_shock_soundDryLevel
bg_shock_soundWetLevel
bg_shock_soundModEndDelay
default
bg_shock_soundSnapshot
bg_shock_lookControl
bg_shock_lookControl_maxpitchspeed
bg_shock_lookControl_maxyawspeed
bg_shock_lookControl_mousesensitivityscale
bg_shock_lookControl_fadeTime
bg_shock_movement
bg_shock_animation
bg_shock_visionset_name
bg_shock_visionset_inTime
bg_shock_visionset_outTime
player_meleeRange
player_meleeWidth
player_meleeHeight
player_bayonetRange
player_bayonetTargetDist
player_burstFireCooldown
bg_gravity
bg_lowGravity
player_swimTime
player_swimDamage
player_swimDamagerInterval
player_viewLockEnt
player_viewRateScale
player_topDownCamMode
player_topDownCamOffset
player_topDownCamAngles
player_topDownCamCenterPos
player_topDownCursorDist
player_topDownCursorPos
player_forceRedCrosshair
bullet_penetrationMinFxDist
cg_cinematicFullscreen
cg_debugMounting
player_AimBlend_Back_Low
player_AimBlend_Back_Mid
player_AimBlend_Back_Up
player_AimBlend_Pelvis
player_AimBlend_Neck
player_AimBlend_Head
player_AimBlend_Shoulder
dog_MeleeDamage
vehControlMode
vehRecenterDelay
vehLockTurretToPlayerView
vehLocationalVehicleSeatEntry
vehicle_perk_boost_duration_seconds
vehicle_riding
vehicle_selfCollision
debugRenderPlayerCollision
bg_disableWeaponPlantingInWater
bg_plantInWaterDepth
bg_drawGrenadeInHand
bg_playStandToCrouchAnims
bg_maxWeaponAnimScale
bg_gunXOffset
tag_weapon_left
bg_weaponleftbone
tag_weapon_right
bg_weaponrightbone
bg_slopeFrames
debug_rope
vehicle_sounds_cutoff
footstep_sounds_cutoff
show_reticle_during_swimming
ragdoll_reactivation_cutoff
bg_teleportAlignTime
bg_enableIKActiveFix
waterbrush_entity
dive2swim
dive_recharge
playerPushAmount
bg_freeCamClipToHeliPatch
    
[quote=Demo]

demo_enabled
demo_recordBasicTraining
demo_recordPrivateMatch
demo_filesizeLimit
demo_debug
demo_drawdebuginformation
demo_errortitle
demo_errormessage
demo_client
demo_recordingrate
demo_keyframerate
demo_pause
demo_usefilesystem
demo_save_smp
demo_timescale
demo_timeScaleRate
demo_cmdnum
demo_bookmarkEventThresholdTime
demo_controllerConfig
demo_defaultSegmentTag
demo_selectedSegmentIndex
demo_packetsPerSecondMin
demo_bytesPerSecondMin
demo_packetsPerSecondMax
demo_bytesPerSecondMax

Leaderboard

incrementescrow
downloadingleaderboard
reportuser
lb_minrefresh
lb_filter
lb_maxrows
lb_type
lb_typeByResetPeriod
lb_prestige
lb_forceLbWrite
lb_LastFetchTime
lb_escrowTimeout
lb_escrowRefresh


Movement Binds

motorcycle_player
+gas
+reverse
+handbrake
+vehicleattack
+vehicleattacksecond
+vehiclemoveup
+vehiclemovedown
+switchseat
+vehicleboost
+vehiclespecialability
+vehiclefirepickup
+vehicleswappickup
+vehicledropdeployable


Renderer!!

r_ignore

Codec used when rendering clips.
r_clipCodec

Render clip size.
r_clipSize

Render clip FPS.
r_clipFPS

Game window horizontal position
vid_xpos

game window vertical position
vid_ypos

Display game full screen
r_fullscreen

Gamma value
r_gamma

Ignore hardware gamma
r_ignorehwgamma

Maximum anisotropy to use for texture filtering
r_texFilterAnisoMax

Disables all texture filtering (uses nearest only.)
r_texFilterDisable

Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterAnisoMin

Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_texFilterMipMode

Change the mipmap bias
r_texFilterMipBias

Toggles rendering without lighting
r_fullbright

Enable shader debugging information
r_debugShader

Shows conflicts between primary lights
r_lightConflicts

GPU synchronization type (used to improve mouse responsiveness)
r_gpuSync

Use multiple GPUs
r_multiGpu

Enable cache for vertices of animated models
r_skinCache

Enable fast model skinning
r_fastSkin

Enable static model cache
r_smc_enable

Batch surfaces to reduce primitive count
r_pretess

Scale the level of detail distance for rigid models (larger reduces detail)
r_lodScaleRigid

Bias the level of detail distance for rigid models (negative increases detail)
r_lodBiasRigid

Scale the level of detail distance for skinned models (larger reduces detail)
r_lodScaleSkinned

Bias the level of detail distance for skinned models (negative increases detail)
r_lodBiasSkinned

Threshold FOV LOD scaling must pass before taking effect for skinned models
r_fovScaleThresholdSkinned

Threshold FOV LOD scaling must pass before taking effect for rigid models
r_fovScaleThresholdRigid

Set to zero to force world lods to highest
r_worldLod

Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_znear

Viewmodel near clip plane
r_znear_depthhack

Change the distance at which culling fog reaches 100% opacity; 0 is off
r_zfar

Set to 0 to disable fog
r_fog

Offset scale for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetScale

Offset bias for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetBias

If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars.
r_picmip_manual

Picmip level of color maps. If r_picmip_manual is 0, this is read-only.
r_picmip

Picmip level of normal maps. If r_picmip_manual is 0, this is read-only.
r_picmip_bump

Picmip level of specular maps. If r_picmip_manual is 0, this is read-only.
r_picmip_spec

Picmip level of water maps.
r_picmip_water

Enables environment map specular lighting
r_envMapSpecular

Replace all lightmaps with pure black or pure white
r_lightMap

Replace all color maps with pure black or pure white
r_colorMap

Replace all normal maps with a flat normal map
r_normalMap

Replace all specular and roughness maps
r_specularRoughnessMap

Set greater than 1 to brighten specular highlights
r_specularColorScale

Globally scale the diffuse color of all point lights
r_diffuseColorScale

Set to true to use layered materials on shader model 3 hardware
r_useLayeredMaterials

Set to false to disable dx allocations (for dedicated server mode)
r_loadForRenderer

Upscale the frame buffer with sharpen filter and color correction.
r_resampleScene

Shows materials tagged with 'nopenetrate'
r_showPenetration

Shows how expensive it is to draw every pixel on the screen
r_showPixelCost

Width of server side debug lines
r_debugLineWidth

Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
r_vc_makelog

Show this many rows of light grid points for the vis cache
r_vc_showlog

Show light grid debugging information
r_showLightGrid

Show lighting origins for models
r_showLightingOrigins

Use rainbow colors for entities that are outside the light grid
r_showMissingLightGrid

Speed up static model lighting by caching previous results
r_cacheSModelLighting

Speed up model lighting by caching previous results
r_cacheModelLighting

Ambient light strength
r_lightTweakAmbient

diffuse light fraction
r_lightTweakDiffuseFraction

Sunlight strength
r_lightTweakSunLight

Light ambient color
r_lightTweakAmbientColor

Sun color
r_lightTweakSunColor

Sun diffuse color
r_lightTweakSunDiffuseColor

Sun direction in degrees
r_lightTweakSunDirection

Min reflection intensity based on glancing angle.
r_envMapOverride

Min reflection intensity based on glancing angle.
r_envMapMinIntensity

Max reflection intensity based on glancing angle.
r_envMapMaxIntensity

Reflection exponent.
r_envMapExponent

Max sun specular intensity intensity with env map materials.
r_envMapSunIntensity

Toggles the display of sun direction debug
r_showSunDirectionDebug

Toggles the display of particle outdoor volume debug
r_showOutdoorVolumeDebug

material color checker XYZ d65 coords
r_materialXYZ

print active materials (IN REMOTE CONSOLE)
r_collectActiveMaterials

Write all graphics hardware calls for this many frames to a logfile
r_logFile

Skips all rendering. Useful for benchmarking.
r_norefresh

Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
r_scaleViewport

Process renderer back end in a separate thread
r_smp_backend

Process renderer front end in a separate thread
r_smp_worker

Number of worker threads
r_smp_worker_threads

Enable worker thread
Worker thread always disabled; not enough hardware threads

Transparency anti-aliasing method
r_aaAlpha

Anti-aliasing sample count; 1 disables anti-aliasing
r_aaSamples

Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_vsync

Controls how the color buffer is cleared
r_clear

Color to clear the screen to when clearing the frame buffer
r_clearColor

Color to clear every second frame to (for use during development)
r_clearColor2

Sets the rendered pixels' alpha to 255 and the background to 0
r_setFrameBufferAlpha

Maximum number of dynamic lights drawn simultaneously
r_dlightLimit

Maximum radius to limit dlights to in fullscreen.
r_dlightMaxFullScreenRadius

Maximum radius to limit dlights to when not fullscreen
r_dlightMaxNonFullScreenRadius

Maximum number of DObjs drawn simultaneously
r_dobjLimit

Maximum number of models drawn simultaneously
r_modelLimit

Maximum number of brushes drawn simultaneously
r_brushLimit

Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
r_spotLightFovInnerFraction

Radius of the circle at the start of the spot light in inches.
r_spotLightStartRadius

Radius of the circle at the end of the spot light in inches.
r_spotLightEndRadius

Enable shadows for spot lights.
r_spotLightShadows

Enable static model shadows for spot lights.
r_spotLightSModelShadows

Enable entity shadows for spot lights.
r_spotLightEntityShadows

Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
r_spotLightBrightness

Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
r_flashLightFovInnerFraction

Radius of the circle at the start of the flash light in inches.
r_flashLightStartRadius

Radius of the circle at the end of the flash light in inches.
r_flashLightEndRadius

Enable shadows for flash light.
r_flashLightShadows

Brightness scale for flash light.
r_flashLightBrightness

Relative position of the Flashlight.
r_flashLightOffset

Distance of the flash light in inches.
r_flashLightRange

Flashlight Color.
r_flashLightColor

Flashlight Movement Amount.
r_flashLightBobAmount

Flashlight Movement Rate.
r_flashLightBobRate

Flashlight Specular Scale.
r_flashLightSpecularScale

Flashlight Flicker Amount.
r_flashLightFlickerAmount

Flashlight Flicker Rate (Times per second).
r_flashLightFlickerRate

Enable water rendering
r_drawWater

Lock the viewpoint used for determining what is visible to the current position and direction
r_lockPvs

Skipt the determination of what is in the potentially visible set (disables most drawing)
r_skipPvs

Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle

r_portalBevels
Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen

r_portalBevelsOnly
Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.

r_singleCell
Only draw cells that are forced to be off.

r_showForcedInvisibleCells
Stop portal recursion after this many iterations. Useful for debugging portal errors.

r_portalWalkLimit
Don't clip child portals by a parent portal smaller than this fraction of the screen area.

r_portalMinClipArea
Ignore r_portalMinClipArea for portals with fewer than this many parent portals.

r_portalMinRecurseDepth
Enable occluders

r_enableOccluders
Show portals for debugging

r_showPortals
Show front buffer color debugging information

r_showFbColorDebug
Show float z buffer used to eliminate hard edges on particles near geometry

r_showFloatZDebug
Allocate a float z buffer (required for effects such as floatz, dof, and laser light)

r_floatz
Enable depth prepass (usually improves performance)

r_depthPrepass
Distance for high level of detail

r_highLodDist
Distance for medium level of detail

r_mediumLodDist
Distance for low level of detail

r_lowLodDist
Distance for lowest level of detail

r_lowestLodDist
Force all level of detail to this level

r_forceLod
Set to 0 to replace all model vertex colors with white when loaded

r_modelVertColor
Enable shadow mapping

sm_enable
Enable sun shadow mapping from script

sm_sunEnable
Enable spot shadow mapping from script

sm_spotEnable
Limits how many primary lights can have shadow maps

sm_maxLights
How many seconds it takes for a primary light shadow map to fade in or out

sm_spotShadowFadeTime
When picking shadows for primary lights, measure distance from a point this far in front of the camera.

sm_lightScore_eyeProjectDist
When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along
it's shadow direction.
sm_lightScore_spotProjectFrac

forces sun to always do shadow mapping, from script
sm_sunAlwaysCastsShadow

Shadow map offset scale
sm_polygonOffsetScale

Shadow map offset bias
sm_polygonOffsetBias

Shadow sample size
sm_sunSampleSizeNear

Sun shadow center, 0 0 0 means don't override
sm_sunShadowCenter

Sun shadow scale optimization
sm_sunShadowScale

use quarter resolution sun shadow map
sm_sunShadowSmallEnable

Size of Back Buffer
r_backBufferSize

Size of Back Buffer Y
r_backBufferSizeY

Radius scaler for large spot shadow switch over
sm_spotShadowLargeRadiusScale

Strict shadow map cull
sm_strictCull

Fast sun shadow
sm_fastSunShadow

Fast spot shadow
sm_qualitySpotShadow

Provides high-res spot shadows for the only one spotlight in the scene.
sm_fullResSpotShadowEnable

Stream high mip levels (1=world|2=xmodels|4=bmodels)
r_stream

Set true to clear all streamed highmip levels
r_streamClear

Corrupts high mip levels which should not be visible, rather than unloading them.
r_streamDebug

Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming.

r_streamFull
Number of msec to add to streaming to roughly fake DVD lag

r_streamFakeLagMsec
Maximum distance to predictively stream from

r_streamMaxDist
Show streaming stats

r_streamShowStats
Show list of streamed textures

r_streamShowList
Limit size of stream buffer in KB (0 is no limit)

r_streamSize
Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha)

r_streamTaint
Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images.

r_streamFreezeState
Enable logging of all streaming commands executed - printed to Output and console

r_streamLog
Scale the distance of hidden objects by this amount

r_streamHiddenPush
Force lowest detail mips to always be loaded (disable this for more memory in release builds)

r_streamLowDetail
3D turret shift

r_stereoTurretShift
Allow blur.

r_blur_allowed
Dev tweak to blur the screen

r_blur
Enable distortion

r_distortion
Allow flame effect.

r_flame_allowed
Film LUT Index.

r_filmLut
Tweak Film LUT Index.

r_filmTweakLut
Enable First Person Player Shadow.

r_enablePlayerShadow
Enable Player Flashlight.

r_enableFlashlight
Enable Water Fog Test.

r_waterFogTest
Contrast adjustment

r_contrast
Brightness adjustment

r_brightness
Desaturation adjustment

r_desaturation
Tweak dev var; film color brightness

r_filmTweakBrightness
Tweak dev var; Desaturation applied after all 3D drawing

r_filmTweakDesaturation
Tweak dev var; enable inverted video

r_filmTweakInvert
Overide film effects with tweak dvar values

r_filmUseTweaks
Tweak dev var; enable film color effects

r_filmTweakEnable
Tweak dev var; film color Hue dark - mid - light

r_filmTweakHue
Tweak dev var; film color Saturation dark - mid - light

r_filmTweakSaturation
Tweak dev var; film color Color Temp dark - mid - light

r_filmTweakColorTemp
Tweak dev var; film color Dark Tint

r_filmTweakDarkTint
Tweak dev var; film color Mid Tint

r_filmTweakMidTint
Tweak dev var; film color Light Tint

r_filmTweakLightTint
Tweak dev var; film color Mid Start

r_filmTweakMidStart
Tweak dev var; film color Mid End

r_filmTweakMidEnd
Tweak dev var; film color Dark range feather amount

r_filmTweakDarkFeather
Tweak dev var; film color Light range feather amount

r_filmTweakLightFeather
Tweak dev var; film color Contrast dark - mid - light

r_filmTweakContrast
Tweak dev var; film color Bleach dark - mid - light

r_filmTweakBleach
Tweak dev var; enable dark - mid - light debug display

r_filmTweakRangeDebug
S-Curve Shoulder Strength
r_sCurveShoulderStrength
S-Curve Linear Strength
r_sCurveLinearStrength
S-Curve Linear Angle
r_sCurveLinearAngle
S-Curve Toe Strength
r_sCurveToeStrength
S-Curve Toe Numerator
r_sCurveToeNumerator
S-Curve Toe Denominator
r_sCurveToeDenominator
S-Curve On-Off
r_sCurveEnable
film curve black point
r_flimCurveBlack
film curve white point
r_flimCurveWhite
film curve soft clip point
r_filmCurveSoftClip
water wave angle
r_waterWaveAngle
water wave wavelength
r_waterWaveWavelength
water wave amplitude
r_waterWaveAmplitude
water wave phase
r_waterWavePhase
water wave steepness
r_waterWaveSteepness
water wave speed
r_waterWaveSpeed

Enable the depth of field effect
r_dof_enable

Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_tweak

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_nearBlur

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_farBlur

Depth of field viewmodel start distance, in inches
r_dof_viewModelStart

Depth of field viewmodel end distance, in inches
r_dof_viewModelEnd

Depth of field near start distance, in inches
r_dof_nearStart

Depth of field near end distance, in inches
r_dof_nearEnd

Depth of field far start distance, in inches
r_dof_farStart

Depth of field far end distance, in inches
r_dof_farEnd

Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_bias

displays DOF parameter debug
r_dof_showdebug

Enable the motion blur effect
r_motionblur_enable

Enable object based motion blur effect
r_motionblur_frameBased_enable

Tweak dev var; sets the number of pixels sampled
r_motionblur_numberOfSamples

Tweak dev var; origin of blur
r_motionblur_blurOrigin

Tweak dev var; blur magnitude due to direction change
r_motionblur_directionFactor

Tweak dev var; blur magnitude due to position change
r_motionblur_positionFactor

Caps the number of pixels sampled for blur
r_motionblur_maxblur

Enable the flamethrower effect
r_flameFX_enable

Distortion uv scales (Default to 1)
r_flameFX_distortionScaleFactor

Distortion magnitude
r_flameFX_magnitude

fire frames per sec
r_flameFX_FPS

Sets fade duration in seconds
r_flameFX_fadeDuration

Enable the water sheeting effect
r_waterSheetingFX_allowed

Enable the water sheeting effect
r_waterSheetingFX_enable

Distortion uv scales (Default to 1)
r_waterSheetingFX_distortionScaleFactor

Distortion magnitude
r_waterSheetingFX_magnitude

Tweak dev var; Glow radius in pixels at 640x480
r_waterSheetingFX_radius

Sets fade duration in seconds
r_waterSheetingFX_fadeDuration

Enable the revive effect debug
r_reviveFX_debug

Sets fade duration in seconds
r_reviveFX_fadeDuration

edge color temp
r_reviveFX_edgeColorTemp

edge saturation
r_reviveFX_edgeSaturation

edge scale (tint) adjust RGB
r_reviveFX_edgeScale

edge contrast adjust RGB
r_reviveFX_edgeContrast

edge tv style brightness adjust RGB
r_reviveFX_edgeOffset

edge effect amount
r_reviveFX_edgeAmount

edge mask expansion contraction
r_reviveFX_edgeMaskAdjust

Enable the genericFilter material
r_genericFilter_enable

Enable the superFlare effect
r_superFlare_enable

Enable the superFlare debug occlusion circles
r_superFlare_debug

Enable the poison effect
r_poisonFX_debug_enable

Poison effect amount
r_poisonFX_debug_amount

pulse rate for distortion
r_poisonFX_pulse

amount of distortion in x
r_poisonFX_warpX

amount of distortion in y
r_poisonFX_warpY

double vision angle
r_poisonFX_dvisionA

amount of double vision x
r_poisonFX_dvisionX

amount of double vision y
r_poisonFX_dvisionY

blur min
r_poisonFX_blurMin
blur max
r_poisonFX_blurMax
debug display expensive HDR alphas
r_showHDRalpha
enable full HDR rendering
r_fullHDRrendering
lut data
r_lutvar_0
lut data
r_lutvar_1
lut data
r_lutvar_2
lut data
r_lutvar_3
lut data
r_lutvar_4
lut data
r_lutvar_5
lut data
r_lutvar_6
lut data
r_lutvar_7
lut data
r_lutvar_8
lut data
r_lutvar_9
lut data
r_lutvar_10
lut data
r_lutvar_11
lut data
r_lutvar_12
lut data
r_lutvar_13
lut data
r_lutvar_14
lut data
r_lutvar_15

enable the exposure dvar tweak
r_exposureTweak

exposure
r_exposureValue

enbale bloom tweaks
r_bloomTweaks

bloom blur radius
r_bloomBlurRadius

tint weights RGB, desaturation amount
r_bloomTintWeights

color scale RGB, desaturation start
r_bloomColorScale

tint scale RGB, desaturation end
r_bloomTintScale

lo hi curve breakpoint RGBT
r_bloomCurveBreakpoint

curve lo black point RGBT
r_bloomCurveLoBlack

curve lo gamma ramp RGBT
r_bloomCurveLoGamma

curve lo white point RGBT
r_bloomCurveLoWhite

curve lo output black point RGBT
r_bloomCurveLoRemapBlack

curve lo output white point RGBT
r_bloomCurveLoRemapWhite

curve hi black point RGBT
r_bloomCurveHiBlack

curve hi gamma ramp RGBT
r_bloomCurveHiGamma

curve hi white point RGBT
r_bloomCurveHiWhite

curve hi output black point RGBT
r_bloomCurveHiRemapBlack

curve hi output white point RGBT
r_bloomCurveHiRemapWhite

expansion amount x&y and expansion target x&y
r_bloomExpansionControl

amount of expansion to lerp in RGBT
r_bloomExpansionWeights

bloom expansion source point
r_bloomExpansionSource

amount of bloom feedback
r_bloomPersistence

level weights RGB, level gamma
r_bloomStreakXLevels0

level in black white, out black white
r_bloomStreakXLevels1

streak inner tint
r_bloomStreakXInnerTint

streak outer tint
r_bloomStreakXOuterTint

streak saturation weights, saturation
r_bloomStreakXTintControl

streak tint
r_bloomStreakXTint

level weights RGB, level gamma
r_bloomStreakYLevels0

level in black white, out black white
r_bloomStreakYLevels1

streak inner tint
r_bloomStreakYInnerTint

streak outer tint
r_bloomStreakYOuterTint

streak saturation weights, saturation
r_bloomStreakYTintControl

streak tint
r_bloomStreakYTint

r,g,b channel shift x
r_finalShiftX
r,g,b channel shift y
r_finalShiftY

Use primary light intensity tweaks
r_primaryLightUseTweaks

Tweak the diffuse intensity for primary lights
r_primaryLightTweakDiffuseStrength

Tweak the specular intensity for primary lights
r_primaryLightTweakSpecularStrength

Enable tweaks of the light color from the light grid
r_lightGridEnableTweaks

Use tweaked values instead of default
r_lightGridUseTweakedValues

Adjust the intensity of light color from the light grid
r_lightGridIntensity

Adjust the contrast of light color from the light grid
r_lightGridContrast

Enable hero-only lighting
r_heroLighting

hero diffuse light saturation
r_heroLightSaturation

hero diffuse light temp
r_heroLightColorTemp

hero diffuse light scale
r_heroLightScale

toggle multipass dlights rendering
r_enableDlights

debug dlights mode
r_debugHDRdlight

dlights color scale
r_debugHDRdlight_scale

distance dlights appear around camera
r_debugHDRdlight_distance

dlights falloff radius
r_debugHDRdlight_radius

dlights debug color
r_debugHDRdlight_color

number of viewports to expect to render
r_num_viewports

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorAwayBias

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorDownBias

Outdoor z-feathering value
r_outdoorFeather

Set sun flare values from dvars rather than the level
r_sun_from_dvars

Enable development environment
developer

Allow server side cheats
sv_cheats

Draw stats monitor
com_statmon

Use Streaming SIMD Extensions for skinning
r_sse_skinning

Index of the monitor to use in a multi monitor system; 0 picks automatically.
r_monitor

Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.
r_aspectRatio

Special resolution mode for the remote debugger
r_customMode

Enable Nvidia Open Automate testing
r_open_automate

Enable tree rustle, grass wind react etc
r_gfxopt_dynamic_foliage

Enable advanced water simulation
r_gfxopt_water_simulation

Enable support for the intz depth buffer format.
r_allow_intz

Enable support for the null render target format.
r_allow_null_rt

Use the driver convergence values instead of the game defined values.
r_use_driver_convergence

Stereo convergence.
r_convergence

Create a multithreaded d3d device.
r_multithreaded_device

shader warming: disable dpvs culling
r_warm_dpvs

shader warming: bsp objects
r_warm_bsp

shader warming: static objects
r_warm_static

shader warming: d objects
r_warm_dobj

Number of seconds after displaying a per-frame warning before it will display again
r_warningRepeatDelay

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

test
r_grassBurn

Diables grass movement
r_grassEnable

Sky transition blend factor.
r_skyTransition

Envmap Scale.
r_treeScale

Specular Scale.
r_testScale

Sky box color temp.
r_skyColorTemp

Highlight Alpha Blended Polygons.
r_debugLayers

color of burned destructibles
r_burnedDestructibleColor

Enable shaderworks overrides
r_swrk_override_enable

overrides the __characterCharredAmount Shaderworks tweak
r_swrk_override_characterCharredAmount

overrides the __characterDissolveColor Shaderworks tweak
r_swrk_override_characterDissolveColor

Overrides the character wetness.
r_swrk_override_wetness

shows location of primary lights
r_debugShowPrimaryLights

shows location of dynamic lights
r_debugShowDynamicLights

shows location of coronas
r_debugShowCoronas

enables the optimization of a separate charred material tech
r_use_separate_char_tech

enables the fog debug display
r_drawDebugFogParams

Toggles see-through impact holes
r_seethru_decal_enable

Toggles tension
r_tension_enable

Show UI3D debug overlay
r_ui3d_debug_display

Use UI debug values
r_ui3d_use_debug_values

ui3d texture window x
r_ui3d_x

ui3d texture window y
r_ui3d_y

ui3d texture window width
r_ui3d_w

ui3d texture window height
r_ui3d_h

Show missile camera debug overlay
r_missile_cam_debug_display

custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
r_extracam_custom_aspectratio

enables extra cam shadowmapping
r_extracam_shadowmap_enable

How far to draw scs debug view
r_shader_constant_set_debug_range

enables shader constant sets
r_shader_constant_set_enable

Enables sky intensity debugging display
r_sky_intensity_showDebugDisplay

use dvar values for sky intensity
r_sky_intensity_useDebugValues

angle0 of sky intensity
r_sky_intensity_angle0

angle1 of sky intensity
r_sky_intensity_angle1

angle0 of sky intensity
r_sky_intensity_factor0

angle1 of sky intensity
r_sky_intensity_factor1

Disables fog
r_fog_disable

Enables wind gusts that affect dynFoliage grass
r_grassWindForceEnable

turns on/off the script-driven cell vis bits
r_dpvs_useCellForceInvisibleBits

toggles if remote screen update draws the last frame
r_remotescreen_renderlastframe

Off-screen shadow casters LOD distance scale
r_offscreenCasterLodScale

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map.

Enables dynamic water simulation
r_watersim_enabled

Enables bullet debug markers
r_watersim_debug

Flattens the water surface out
r_watersim_flatten

Time between seeding a new wave (ms)
r_watersim_waveSeedDelay

Amount of curl applied
r_watersim_curlAmount

Maximum curl limit
r_watersim_curlMax

Amount curl gets reduced by when over limit
r_watersim_curlReduce

Allows water to lap over the shoreline edge
r_watersim_minShoreHeight

Rate foam appears at
r_watersim_foamAppear

Rate foam disappears at
r_watersim_foamDisappear

Amount of wind applied
r_watersim_windAmount

Wind direction (degrees)
r_watersim_windDir

Maximum wind limit
r_watersim_windMax

Particle gravity
r_watersim_particleGravity

Limit at which particles get spawned
r_watersim_particleLimit

Length of each particle
r_watersim_particleLength

Width of each particle
r_watersim_particleWidth

XY coords to scroll water in
r_watersim_scroll [/quote]
Originally posted by Demo


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Nice Winky Winky Great Work :y:
09-05-2011, 03:29 PM #3
monkystyle
L33T :carling: H@X0R
Originally posted by UK
hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    cmd
configstrings
clientinfo
vid_restart
snd_restart
disconnect
record
demo
cinematic
logo
stoprecord
connect
reconnect
localservers
globalservers
showContextItem
rcon
setenv
ping
serverstatus
showip
fs_openedList
fs_referencedList
updatehunkusage
SaveTranslations
SaveNewTranslations
LoadTranslations
startSingleplayer
buyNow
singlePlayLink
setRecommended
cubemapShot
openScriptMenu
openmenu
closemenu



Physics

phys_gravity
phys_gravity_dir
phys_vehicleGravityMultiplier
phys_vehicleDamageFroceScale
phys_vehicleUsePredictedPosition
phys_bulletUpBias
phys_bulletSpinScale
phys_msecstep
phys_drawcontacts
phys_drawCollisionObj
phys_debugBigQueries
phys_debugCallback
phys_debugDangerousRigidBodies
phys_debugExpensivePushout
phys_drawNitrousVehicle
phys_drawNitrousVehicleEffects
phys_entityCollision
phys_vehicleWheelEntityCollision
phys_vehicleFriction
phys_ragdoll_joint_damp_scale
phys_dragLinear
phys_dragAngular
phys_userRigidBodies
phys_waterDragLinear
phys_waterDragAngular
phys_maxFloatTime
phys_buoyancyDistanceCutoff
phys_piecesSpawnDistanceCutoff
phys_floatTimeVariance
phys_buoyancyRippleFrequency
phys_buoyancyRippleVariance
phys_buoyancyFastComputation
phys_buoyancy
phys_ragdoll_buoyancy
debug_trace
debugRenderBulletMeshes
debugRenderEntityBrushes
debugRenderPatches
debugRenderBrushes
debugRenderColoredPatches
debugRenderMask
debugRenderCollisionDistance
debugRenderStaticModelsBounds
dumpStaticModels
debugRenderGjkTraceGeom
phys_player_collision_mode
phys_player_collision_adjust_height
phys_ai_collision_mode
render_player_collision
render_actor_collision
render_bpi_env_collision
enable_moving_paths
enable_new_prone_check
phys_heavyTankSwitch
phys_fluid


Client (includes a couple of commands)

cl_socketpool_enabled
cl_socketpool_size
ui_wagerbet
openmenu QuickWagerConfirmation
openmenu WagerDeadBeat
cl_noprint
playlist
category
categoryPlaylist
wagerCategory
wagerCategoryPlaylist
customGameMode
cl_hudDrawsBehindUI
cl_voice
cl_timeout
cl_connectTimeout
cl_connectionAttempts
cl_shownet
cl_shownuments
cl_showServerCommands
cl_showSend
cl_showTimeDelta
cl_freezeDemo
activeAction
cl_avidemo
cl_forceavidemo
cl_clientDemoName
cl_clientDemoUseMemoryBuffer
cl_clientDemoType
cl_clientDemoMaxRecordTime
cl_clientDemoRequestPingTime
cl_clientDemoCoolMomentExtendEnabled
cl_clientDemoCoolMomentExtendTime
cl_yawspeed
cl_pitchspeed
cl_anglespeedkey
cl_maxpackets
cl_packetdup
sensitivity
cl_mouseAccel
cl_freelook
cl_showmouserate
cl_allowDownload
cl_wwwDownload
cl_talking
r_inGameVideo
cl_serverStatusResendTime
cl_maxppf
cl_bypassMouseInput
m_pitch
m_yaw
m_forward
m_side
m_filter
ui_custom_newname
cl_socketpool_enabled
cl_socketpool_size
ui_clantag_new
cl_demoFFSpeed
cl_demoSkipToTime
cl_demoLiveStreaming
input_invertPitch
input_viewSensitivity
team_indicator
cl_motdString
cl_ingame
cl_wasconnected
cl_maxPing
Unknown Soldier
name
clanName
rate
snaps
cl_punkbuster
password
nextdemo
mortarStrikesLeft
hud_enable
cg_blood
cg_allow_mature
cg_mature
cl_serverchallenge
motd
cmd
configstrings
clientinfo
vid_restart
vid_restart
snd_restart
snd_restart
disconnect
disconnect
record
stoprecord
demo
demo
timedemo
timedemo
dm_7
demos
demo
dm_7
demos
timedemo
toggledemorecording
ui_animate
logo
connect
reconnect
findservers
rcon
showContextItem
ping
serverstatus
setenv
showip
toggleMenu
fs_openedList
fs_referencedList
updatehunkusage
startSingleplayer
cubemapShot
openScriptMenu
setclanname
ui_keyboard_new
ui_clear_keyboard_active
ui_keyboard_complete
updateListboxPos
clearKeyStates
selectStringTableEntryInDvar
resetStats
uploadStats
setupviewport
provisionallydisableallclients
disableallbutprimaryclients
disableallclients
setclientbeingusedandprimary
setclientbeingusedandprimaryandactive
setclientbeingused
setclientbeingusedandactive
setclientnotbeingused
setclientprimary
signclientout
SetCategoryFilter
SetPrevPlaylist
GetPrevPlaylist
getOldCustomName
setNewCustomName


Server Browser

ui_joinGametype
ui_netGametypeName
ui_dedicated
ui_currentNetMap
ui_browserShowFull
ui_browserShowEmpty
ui_browserShowPassword
ui_browserShowPure
ui_browserMod
ui_browserShowDedicated
ui_browserFriendlyfire
ui_browserKillcam
ui_browserVoiceChat
ui_browserGameMode
ui_friendNameNew
ui_friendSelectedInd
ui_friendPendingSelectedInd
ui_inviteSelectedInd
ui_inviteScreen
ui_browserPlayerCount
ui_browserDedicatedServerCount
ui_browserShowToolTip
ui_browserShowMapTip
ui_browserToolTip
ui_browserShowInfo
ui_browserShowPunkBuster
ui_allowConsole
ui_allowFov


HUD

compassSize
compassMaxRange
compassMinRange
compassMinRadius
compassSoundPingFadeTime
compassClampIcons
compassFriendlyWidth
compassFriendlyHeight
compassPlayerWidth
compassPlayerHeight
compassCoords
compassECoordCutoff
compassRotation
compassTickertapeStretch
compassRadarPingFadeTime
compassRadarUpdateTime
compassRadarUpdateFastTime
compassSatelliteStaticImageFadeTime
compassSatellitePingFadeTime
compassStaticImageUpdateTime
compassSatelliteScanTime
compassRadarLineThickness
compassLocalRadarUpdateTime
compassLocalRadarRadius
compassObjectiveWidth
compassObjectiveHeight
compassObjectiveArrowWidth
compassObjectiveArrowHeight
compassObjectiveArrowOffset
compassObjectiveArrowRotateDist
compassObjectiveMaxRange
compassObjectiveMinAlpha
compassObjectiveNumRings
compassObjectiveRingTime
compassObjectiveRingSize
compassObjectiveTextScale
compassObjectiveTextHeight
compassObjectiveDrawLines
compassObjectiveIconWidth
compassObjectiveIconHeight
compassObjectiveIconWidthZombie
compassObjectiveIconHeightZombie
compassObjectiveNearbyDist
compassObjectiveMinDistRange
compassObjectiveDetailDist
compassObjectiveMinHeight
compassObjectiveMaxHeight
compassPartialType
compassSpectatorsSeeEnemies
compassEnemyFootstepMaxRange
compassEnemyFootstepMaxZ
compassEnemyFootstepMinSpeed
compassEnemyFootstepEnabled
compassShowEnemies
compassForcePlayerIcon
compassGridEnabled
compassGridRows
compassGridCols
compassGridAlign
compassScaleDuration
compassScaleDiff
compassScaleTimer
compassScaleReset
typeWriterCod7LetterFXTime
popInLetterFXTime
redactionDisplayTime
redactionFadeDuration
redactionStartStrokeTime
redactionStrokeTime
cg_showZombieMap
cg_hudMapRadarLineThickness
cg_hudMapFriendlyWidth
cg_hudMapFriendlyHeight
cg_hudMapPlayerWidth
cg_hudMapPlayerHeight
cg_hudMapBorderWidth
cg_showZombieControls


Console

con_inputBoxColor
con_inputHintBoxColor
con_outputBarColor
con_outputSliderColor
con_outputWindowColor
con_gameMsgWindow%dMsgTime //On screen time for game messages in seconds in game message window %d
con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
con_errormessagetime
con_minicontime
con_miniconlines
con_typewriterEnabledSounds
con_typewriterPrintSpeed
con_typewriterDecayStartTime
con_typewriterDecayDuration
con_typewriterColorBase
con_typewriterColorGlowUpdated
con_typewriterColorGlowCompleted
con_typewriterColorGlowFailed
con_typewriterColorGlowCheckpoint


Server Hosting (requires license :/)

sv_hostname
Unknown Soldier
sv_noname
maxreservedslots
sv_clientSideBullets
sv_clientSideVehicles
penetrationCount
penetrationCount_axis
penetrationCount_allies
bulletrange
fxfrustumCutoff
sv_punkbuster
sv_security
sv_ranked
ui_ranked
sv_dedicatedmaxclients
sv_maxclients
sv_maxRate
sv_minPing
sv_maxPing
sv_timeout
sv_connectTimeout
sv_floodprotect
sv_writeConfigStrings
scr_writeConfigStrings
sv_keywords
sv_dwlsgerror
sv_allowAnonymous
sv_disableClientConsole
sv_privatePassword
sv_allowDownload
sv_iwds
sv_iwdNames
sv_referencedIwds
sv_referencedIwdNames
sv_FFCheckSums
sv_FFNames
sv_referencedFFCheckSums
sv_referencedFFNames
sv_authenticating
sv_voice
sv_voiceQuality
sv_cheats
sv_pure
rcon_password
sv_fps
sv_showPingSpam
sv_zombietime
sv_reconnectlimit
sv_padPackets
sv_allowedClan1
sv_allowedClan2
sv_packet_info
sv_showAverageBPS
sv_kickBanTime
sv_mapRotation
sv_mapRotationCurrent
sv_debugRate
sv_debugReliableCmds
nextmap
com_movieIsPlaying
sv_wwwDownload
sv_wwwBaseURL
sv_wwwDlDisconnected
sv_smp
sv_network_fps
sv_assistWorkers
sv_clientArchive
localhost


HUD Overall

hud_fadeout_speed
hud_enable
hud_fade_ammodisplay
hud_fade_healthbar
hud_fade_compass
hud_fade_stance
hud_fade_offhand
hud_fade_sprint
hud_fade_vehiclecontrols
hud_health_startpulse_injured
hud_health_startpulse_critical
hud_health_pulserate_injured
hud_health_pulserate_critical
hud_deathQuoteFadeTime
hud_healthOverlay_regenPauseTime
hud_healthOverlay_pulseStart
hud_healthOverlay_pulseStop
hud_healthOverlay_phaseOne_toAlphaAdd
hud_healthOverlay_phaseOne_pulseDuration
hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_pulseDuration
hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_pulseDuration
hud_healthOverlay_phaseEnd_fromAlpha
hud_healthOverlay_phaseEnd_toAlpha
hud_healthOverlay_phaseEnd_pulseDuration
cg_sprintMeterFullColor
cg_sprintMeterEmptyColor
cg_sprintMeterDisabledColor
cg_drawTalk

I R Noob

cg_heliKillCamFov
cg_heliKillCamNearBlur
cg_heliKillCamFarBlur
cg_heliKillCamFarBlurStart
cg_heliKillCamFarBlurDist
cg_heliKillCamNearBlurStart
cg_heliKillCamNearBlurEnd
cg_scriptedKillCamFov
cg_scriptedKillCamCloseXYDist
cg_scriptedKillCamCloseZDist
cg_scriptedKillCamNearBlur
cg_scriptedKillCamFarBlur
cg_scriptedKillCamFarBlurStart
cg_scriptedKillCamFarBlurDist
cg_scriptedKillCamNearBlurStart
cg_scriptedKillCamNearBlurEnd
cg_destructibleKillCamFov
cg_destructibleKillCamCloseXYDist
cg_destructibleKillCamCloseZDist
cg_destructibleKillCamNearBlur
cg_destructibleKillCamFarBlur
cg_destructibleKillCamFarBlurStart
cg_destructibleKillCamFarBlurDist
cg_destructibleKillCamNearBlurStart
cg_destructibleKillCamNearBlurEnd
cg_destructibleKillCamZIncrease
cg_destructibleKillCamRegularHeight
cg_explosiveKillCamUpDist
cg_explosiveKillCamBackDist
cg_explosiveKillCamWallOutDist
cg_explosiveKillCamWallSideDist
cg_explosiveKillCamGroundUpDist
cg_explosiveKillCamGroundBackDist
cg_rocketKillCamUpDist
cg_rocketKillCamBackDist
cg_explosiveKillCamStopDist
cg_explosiveKillCamStopDecelDist
cg_dogKillCamFov
cg_dogKillCamForwardDist
cg_dogKillCamUpDist
cg_dogKillCamSideDist
cg_dogKillCamDistFromEyes
cg_dogKillMinDistFromTarget
cg_artilleryKillCamFov
cg_artilleryKillCamUpDist
cg_artilleryKillCamBackDist
cg_artilleryKillCamWallOutDist
cg_artilleryKillCamWallSideDist
cg_artilleryKillCamGroundUpDist
cg_artilleryKillCamGroundBackDist
cg_turretKillCamFov
cg_turretKillCamCloseXYDist
cg_turretKillCamCloseZDist
cg_turretKillCamNearBlur
cg_turretKillCamFarBlur
cg_turretKillCamFarBlurStart
cg_turretKillCamFarBlurDist
cg_turretKillCamNearBlurStart
cg_turretKillCamNearBlurEnd
cg_turretKillCamHeightIncrease
cg_turretKillCamBackOffset
cg_turretKillCamSideOffset
cg_turretKillCamDistanceIncrease
cg_infraredBlurTime


Server Bots

sv_botFov
sv_botGoalRadius
sv_botCloseDistance
sv_botSprintDistance
sv_botCrouchDistance
sv_botTargetLeadBias
sv_botUseFriendNames
sv_botAllowGrenades
sv_botMinGrenadeTime
sv_botMaxGrenadeTime
sv_botMinAdsTime
sv_botMaxAdsTime
sv_botMinPitchTime
sv_botMaxPitchTime
sv_botMinCrouchTime
sv_botMaxCrouchTime
sv_botMinDeathTime
sv_botMaxDeathTime
sv_botMinFireTime
sv_botMaxFireTime
sv_botMinReactionTime
sv_botMaxReactionTime
sv_botYawSpeed
sv_botYawSpeedAds
sv_botPitchUp
sv_botPitchDown
sv_botPitchSpeed
sv_botPitchSpeedAds
sv_botStrafeChance
sv_botMinStrafeTime
sv_botMaxStrafeTime


Animation

bg_viewKickScale
bg_viewKickMax
bg_viewKickMin
bg_viewKickRandom
player_view_pitch_up
player_view_pitch_down
player_lean_shift
player_lean_shift_crouch
player_lean_rotate
player_lean_rotate_crouch
player_useSlopeAnims
bg_ladder_yawcap
bg_prone_yawcap
bg_foliagesnd_minspeed
bg_foliagesnd_maxspeed
bg_foliagesnd_slowinterval
bg_foliagesnd_fastinterval
bg_foliagesnd_resetinterval
scr_team_fftype
bg_fallDamageMinHeight
bg_fallDamageMaxHeight
friction
stopspeed
cg_ufo_scaler
bg_swingSpeed
bg_proneSwingSpeed
bg_legYawTolerance
bg_legYawCrouchTolerance
bg_legYawProneTolerance
bg_viewBobAmplitudeBase
bg_viewBobAmplitudeSprinting
bg_viewBobAmplitudeDtp
bg_viewBobAmplitudeSwimming
bg_viewBobAmplitudeStanding
bg_viewBobAmplitudeStandingAds
bg_viewBobAmplitudeDucked
bg_viewBobAmplitudeDuckedAds
bg_viewBobAmplitudeProne
bg_viewBobAmplitudeRoll
bg_bobMax
bg_forceDurationOverride
bg_blendTimeOverride
bg_weaponBobAmplitudeBase
bg_weaponBobAmplitudeSprinting
bg_weaponBobAmplitudeDtp
bg_weaponBobAmplitudeSwimming
bg_weaponBobAmplitudeStanding
bg_weaponBobAmplitudeDucked
bg_weaponBobAmplitudeProne
bg_weaponBobAmplitudeRoll
bg_weaponBobMax
bg_weaponBobLag
bg_weaponBobFrequencySwimming
bg_weaponBobHeavyWeaponScalar
bg_forceExplosiveBullets
bg_aimSpreadMoveSpeedThreshold
bg_maxGrenadeIndicatorSpeed
player_breath_hold_time
player_breath_gasp_time
player_breath_fire_delay
player_breath_gasp_scale
player_breath_hold_lerp
player_breath_gasp_lerp
player_breath_snd_lerp
player_breath_snd_delay
player_scopeExitOnDamage
player_adsExitDelay
player_move_factor_on_torso
player_debugHealth
player_sustainAmmo
player_clipSizeMultiplier
player_lastStandBleedoutTime
player_lastStandBleedoutTimeNoRevive
revive_time_taken
player_lastStandHealthOverlayTime
player_reviveTriggerRadius
player_revivePlayerListCycleTime
bg_vsmode_hud
player_enableShuffleAnims
player_animRunThreshhold
player_animWalkThreshhold
player_runbkThreshhold
player_moveThreshhold
player_footstepsThreshhold
player_runThreshhold
player_knockbackMoveThreshhold
player_sprintThreshhold
player_waterSpeedScale
player_floatSpeed
player_disableWeaponsInWater
player_sliding_friction
player_sliding_wishspeed
player_sliding_velocity_cap
player_strafeSpeedScale
player_backSpeedScale
player_strafeAnimCosAngle
player_slopeAnimAngle
player_spectateSpeedScale
player_enduranceSpeedScale
player_sprintForwardMinimum
player_sprintSpeedScale
player_sprintUnlimited
player_sprintTime
player_sprintMinTime
player_sprintRechargePause
player_sprintStrafeSpeedScale
player_sprintCameraBob
player_turnRateScale
player_turnAnims
player_bayonetLaunchProof
player_bayonetLaunchDebugging
player_bayonetLaunchZCap
player_dmgtimer_timePerPoint
player_dmgtimer_maxTime
player_dmgtimer_minScale
player_dmgtimer_stumbleTime
player_dmgtimer_flinchTime
shellshock_loop
bg_shock_soundLoop
shellshock_loop_silent
bg_shock_soundLoopSilent
shellshock_end
bg_shock_soundEnd
shellshock_end_abort
bg_shock_soundEndAbort
bg_shock_screenType
bg_shock_screenBlurBlendTime
bg_shock_screenBlurBlendFadeTime
bg_shock_screenFlashWhiteFadeTime
bg_shock_screenFlashShotFadeTime
bg_shock_viewKickPeriod
bg_shock_viewKickRadius
bg_shock_viewKickFadeTime
bg_shock_sound
bg_shock_soundFadeInTime
bg_shock_soundFadeOutTime
bg_shock_soundLoopFadeTime
bg_shock_soundLoopEndDelay
default
bg_shock_soundRoomType
bg_shock_soundDryLevel
bg_shock_soundWetLevel
bg_shock_soundModEndDelay
default
bg_shock_soundSnapshot
bg_shock_lookControl
bg_shock_lookControl_maxpitchspeed
bg_shock_lookControl_maxyawspeed
bg_shock_lookControl_mousesensitivityscale
bg_shock_lookControl_fadeTime
bg_shock_movement
bg_shock_animation
bg_shock_visionset_name
bg_shock_visionset_inTime
bg_shock_visionset_outTime
player_meleeRange
player_meleeWidth
player_meleeHeight
player_bayonetRange
player_bayonetTargetDist
player_burstFireCooldown
bg_gravity
bg_lowGravity
player_swimTime
player_swimDamage
player_swimDamagerInterval
player_viewLockEnt
player_viewRateScale
player_topDownCamMode
player_topDownCamOffset
player_topDownCamAngles
player_topDownCamCenterPos
player_topDownCursorDist
player_topDownCursorPos
player_forceRedCrosshair
bullet_penetrationMinFxDist
cg_cinematicFullscreen
cg_debugMounting
player_AimBlend_Back_Low
player_AimBlend_Back_Mid
player_AimBlend_Back_Up
player_AimBlend_Pelvis
player_AimBlend_Neck
player_AimBlend_Head
player_AimBlend_Shoulder
dog_MeleeDamage
vehControlMode
vehRecenterDelay
vehLockTurretToPlayerView
vehLocationalVehicleSeatEntry
vehicle_perk_boost_duration_seconds
vehicle_riding
vehicle_selfCollision
debugRenderPlayerCollision
bg_disableWeaponPlantingInWater
bg_plantInWaterDepth
bg_drawGrenadeInHand
bg_playStandToCrouchAnims
bg_maxWeaponAnimScale
bg_gunXOffset
tag_weapon_left
bg_weaponleftbone
tag_weapon_right
bg_weaponrightbone
bg_slopeFrames
debug_rope
vehicle_sounds_cutoff
footstep_sounds_cutoff
show_reticle_during_swimming
ragdoll_reactivation_cutoff
bg_teleportAlignTime
bg_enableIKActiveFix
waterbrush_entity
dive2swim
dive_recharge
playerPushAmount
bg_freeCamClipToHeliPatch
[/quote]
[quote=Demo]

demo_enabled
demo_recordBasicTraining
demo_recordPrivateMatch
demo_filesizeLimit
demo_debug
demo_drawdebuginformation
demo_errortitle
demo_errormessage
demo_client
demo_recordingrate
demo_keyframerate
demo_pause
demo_usefilesystem
demo_save_smp
demo_timescale
demo_timeScaleRate
demo_cmdnum
demo_bookmarkEventThresholdTime
demo_controllerConfig
demo_defaultSegmentTag
demo_selectedSegmentIndex
demo_packetsPerSecondMin
demo_bytesPerSecondMin
demo_packetsPerSecondMax
demo_bytesPerSecondMax

Leaderboard

incrementescrow
downloadingleaderboard
reportuser
lb_minrefresh
lb_filter
lb_maxrows
lb_type
lb_typeByResetPeriod
lb_prestige
lb_forceLbWrite
lb_LastFetchTime
lb_escrowTimeout
lb_escrowRefresh


Movement Binds

motorcycle_player
+gas
+reverse
+handbrake
+vehicleattack
+vehicleattacksecond
+vehiclemoveup
+vehiclemovedown
+switchseat
+vehicleboost
+vehiclespecialability
+vehiclefirepickup
+vehicleswappickup
+vehicledropdeployable


Renderer!!

r_ignore

Codec used when rendering clips.
r_clipCodec

Render clip size.
r_clipSize

Render clip FPS.
r_clipFPS

Game window horizontal position
vid_xpos

game window vertical position
vid_ypos

Display game full screen
r_fullscreen

Gamma value
r_gamma

Ignore hardware gamma
r_ignorehwgamma

Maximum anisotropy to use for texture filtering
r_texFilterAnisoMax

Disables all texture filtering (uses nearest only.)
r_texFilterDisable

Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterAnisoMin

Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_texFilterMipMode

Change the mipmap bias
r_texFilterMipBias

Toggles rendering without lighting
r_fullbright

Enable shader debugging information
r_debugShader

Shows conflicts between primary lights
r_lightConflicts

GPU synchronization type (used to improve mouse responsiveness)
r_gpuSync

Use multiple GPUs
r_multiGpu

Enable cache for vertices of animated models
r_skinCache

Enable fast model skinning
r_fastSkin

Enable static model cache
r_smc_enable

Batch surfaces to reduce primitive count
r_pretess

Scale the level of detail distance for rigid models (larger reduces detail)
r_lodScaleRigid

Bias the level of detail distance for rigid models (negative increases detail)
r_lodBiasRigid

Scale the level of detail distance for skinned models (larger reduces detail)
r_lodScaleSkinned

Bias the level of detail distance for skinned models (negative increases detail)
r_lodBiasSkinned

Threshold FOV LOD scaling must pass before taking effect for skinned models
r_fovScaleThresholdSkinned

Threshold FOV LOD scaling must pass before taking effect for rigid models
r_fovScaleThresholdRigid

Set to zero to force world lods to highest
r_worldLod

Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_znear

Viewmodel near clip plane
r_znear_depthhack

Change the distance at which culling fog reaches 100% opacity; 0 is off
r_zfar

Set to 0 to disable fog
r_fog

Offset scale for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetScale

Offset bias for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetBias

If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars.
r_picmip_manual

Picmip level of color maps. If r_picmip_manual is 0, this is read-only.
r_picmip

Picmip level of normal maps. If r_picmip_manual is 0, this is read-only.
r_picmip_bump

Picmip level of specular maps. If r_picmip_manual is 0, this is read-only.
r_picmip_spec

Picmip level of water maps.
r_picmip_water

Enables environment map specular lighting
r_envMapSpecular

Replace all lightmaps with pure black or pure white
r_lightMap

Replace all color maps with pure black or pure white
r_colorMap

Replace all normal maps with a flat normal map
r_normalMap

Replace all specular and roughness maps
r_specularRoughnessMap

Set greater than 1 to brighten specular highlights
r_specularColorScale

Globally scale the diffuse color of all point lights
r_diffuseColorScale

Set to true to use layered materials on shader model 3 hardware
r_useLayeredMaterials

Set to false to disable dx allocations (for dedicated server mode)
r_loadForRenderer

Upscale the frame buffer with sharpen filter and color correction.
r_resampleScene

Shows materials tagged with 'nopenetrate'
r_showPenetration

Shows how expensive it is to draw every pixel on the screen
r_showPixelCost

Width of server side debug lines
r_debugLineWidth

Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
r_vc_makelog

Show this many rows of light grid points for the vis cache
r_vc_showlog

Show light grid debugging information
r_showLightGrid

Show lighting origins for models
r_showLightingOrigins

Use rainbow colors for entities that are outside the light grid
r_showMissingLightGrid

Speed up static model lighting by caching previous results
r_cacheSModelLighting

Speed up model lighting by caching previous results
r_cacheModelLighting

Ambient light strength
r_lightTweakAmbient

diffuse light fraction
r_lightTweakDiffuseFraction

Sunlight strength
r_lightTweakSunLight

Light ambient color
r_lightTweakAmbientColor

Sun color
r_lightTweakSunColor

Sun diffuse color
r_lightTweakSunDiffuseColor

Sun direction in degrees
r_lightTweakSunDirection

Min reflection intensity based on glancing angle.
r_envMapOverride

Min reflection intensity based on glancing angle.
r_envMapMinIntensity

Max reflection intensity based on glancing angle.
r_envMapMaxIntensity

Reflection exponent.
r_envMapExponent

Max sun specular intensity intensity with env map materials.
r_envMapSunIntensity

Toggles the display of sun direction debug
r_showSunDirectionDebug

Toggles the display of particle outdoor volume debug
r_showOutdoorVolumeDebug

material color checker XYZ d65 coords
r_materialXYZ

print active materials (IN REMOTE CONSOLE)
r_collectActiveMaterials

Write all graphics hardware calls for this many frames to a logfile
r_logFile

Skips all rendering. Useful for benchmarking.
r_norefresh

Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
r_scaleViewport

Process renderer back end in a separate thread
r_smp_backend

Process renderer front end in a separate thread
r_smp_worker

Number of worker threads
r_smp_worker_threads

Enable worker thread
Worker thread always disabled; not enough hardware threads

Transparency anti-aliasing method
r_aaAlpha

Anti-aliasing sample count; 1 disables anti-aliasing
r_aaSamples

Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_vsync

Controls how the color buffer is cleared
r_clear

Color to clear the screen to when clearing the frame buffer
r_clearColor

Color to clear every second frame to (for use during development)
r_clearColor2

Sets the rendered pixels' alpha to 255 and the background to 0
r_setFrameBufferAlpha

Maximum number of dynamic lights drawn simultaneously
r_dlightLimit

Maximum radius to limit dlights to in fullscreen.
r_dlightMaxFullScreenRadius

Maximum radius to limit dlights to when not fullscreen
r_dlightMaxNonFullScreenRadius

Maximum number of DObjs drawn simultaneously
r_dobjLimit

Maximum number of models drawn simultaneously
r_modelLimit

Maximum number of brushes drawn simultaneously
r_brushLimit

Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
r_spotLightFovInnerFraction

Radius of the circle at the start of the spot light in inches.
r_spotLightStartRadius

Radius of the circle at the end of the spot light in inches.
r_spotLightEndRadius

Enable shadows for spot lights.
r_spotLightShadows

Enable static model shadows for spot lights.
r_spotLightSModelShadows

Enable entity shadows for spot lights.
r_spotLightEntityShadows

Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
r_spotLightBrightness

Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
r_flashLightFovInnerFraction

Radius of the circle at the start of the flash light in inches.
r_flashLightStartRadius

Radius of the circle at the end of the flash light in inches.
r_flashLightEndRadius

Enable shadows for flash light.
r_flashLightShadows

Brightness scale for flash light.
r_flashLightBrightness

Relative position of the Flashlight.
r_flashLightOffset

Distance of the flash light in inches.
r_flashLightRange

Flashlight Color.
r_flashLightColor

Flashlight Movement Amount.
r_flashLightBobAmount

Flashlight Movement Rate.
r_flashLightBobRate

Flashlight Specular Scale.
r_flashLightSpecularScale

Flashlight Flicker Amount.
r_flashLightFlickerAmount

Flashlight Flicker Rate (Times per second).
r_flashLightFlickerRate

Enable water rendering
r_drawWater

Lock the viewpoint used for determining what is visible to the current position and direction
r_lockPvs

Skipt the determination of what is in the potentially visible set (disables most drawing)
r_skipPvs

Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle

r_portalBevels
Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen

r_portalBevelsOnly
Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.

r_singleCell
Only draw cells that are forced to be off.

r_showForcedInvisibleCells
Stop portal recursion after this many iterations. Useful for debugging portal errors.

r_portalWalkLimit
Don't clip child portals by a parent portal smaller than this fraction of the screen area.

r_portalMinClipArea
Ignore r_portalMinClipArea for portals with fewer than this many parent portals.

r_portalMinRecurseDepth
Enable occluders

r_enableOccluders
Show portals for debugging

r_showPortals
Show front buffer color debugging information

r_showFbColorDebug
Show float z buffer used to eliminate hard edges on particles near geometry

r_showFloatZDebug
Allocate a float z buffer (required for effects such as floatz, dof, and laser light)

r_floatz
Enable depth prepass (usually improves performance)

r_depthPrepass
Distance for high level of detail

r_highLodDist
Distance for medium level of detail

r_mediumLodDist
Distance for low level of detail

r_lowLodDist
Distance for lowest level of detail

r_lowestLodDist
Force all level of detail to this level

r_forceLod
Set to 0 to replace all model vertex colors with white when loaded

r_modelVertColor
Enable shadow mapping

sm_enable
Enable sun shadow mapping from script

sm_sunEnable
Enable spot shadow mapping from script

sm_spotEnable
Limits how many primary lights can have shadow maps

sm_maxLights
How many seconds it takes for a primary light shadow map to fade in or out

sm_spotShadowFadeTime
When picking shadows for primary lights, measure distance from a point this far in front of the camera.

sm_lightScore_eyeProjectDist
When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along
it's shadow direction.
sm_lightScore_spotProjectFrac

forces sun to always do shadow mapping, from script
sm_sunAlwaysCastsShadow

Shadow map offset scale
sm_polygonOffsetScale

Shadow map offset bias
sm_polygonOffsetBias

Shadow sample size
sm_sunSampleSizeNear

Sun shadow center, 0 0 0 means don't override
sm_sunShadowCenter

Sun shadow scale optimization
sm_sunShadowScale

use quarter resolution sun shadow map
sm_sunShadowSmallEnable

Size of Back Buffer
r_backBufferSize

Size of Back Buffer Y
r_backBufferSizeY

Radius scaler for large spot shadow switch over
sm_spotShadowLargeRadiusScale

Strict shadow map cull
sm_strictCull

Fast sun shadow
sm_fastSunShadow

Fast spot shadow
sm_qualitySpotShadow

Provides high-res spot shadows for the only one spotlight in the scene.
sm_fullResSpotShadowEnable

Stream high mip levels (1=world|2=xmodels|4=bmodels)
r_stream

Set true to clear all streamed highmip levels
r_streamClear

Corrupts high mip levels which should not be visible, rather than unloading them.
r_streamDebug

Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming.

r_streamFull
Number of msec to add to streaming to roughly fake DVD lag

r_streamFakeLagMsec
Maximum distance to predictively stream from

r_streamMaxDist
Show streaming stats

r_streamShowStats
Show list of streamed textures

r_streamShowList
Limit size of stream buffer in KB (0 is no limit)

r_streamSize
Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha)

r_streamTaint
Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images.

r_streamFreezeState
Enable logging of all streaming commands executed - printed to Output and console

r_streamLog
Scale the distance of hidden objects by this amount

r_streamHiddenPush
Force lowest detail mips to always be loaded (disable this for more memory in release builds)

r_streamLowDetail
3D turret shift

r_stereoTurretShift
Allow blur.

r_blur_allowed
Dev tweak to blur the screen

r_blur
Enable distortion

r_distortion
Allow flame effect.

r_flame_allowed
Film LUT Index.

r_filmLut
Tweak Film LUT Index.

r_filmTweakLut
Enable First Person Player Shadow.

r_enablePlayerShadow
Enable Player Flashlight.

r_enableFlashlight
Enable Water Fog Test.

r_waterFogTest
Contrast adjustment

r_contrast
Brightness adjustment

r_brightness
Desaturation adjustment

r_desaturation
Tweak dev var; film color brightness

r_filmTweakBrightness
Tweak dev var; Desaturation applied after all 3D drawing

r_filmTweakDesaturation
Tweak dev var; enable inverted video

r_filmTweakInvert
Overide film effects with tweak dvar values

r_filmUseTweaks
Tweak dev var; enable film color effects

r_filmTweakEnable
Tweak dev var; film color Hue dark - mid - light

r_filmTweakHue
Tweak dev var; film color Saturation dark - mid - light

r_filmTweakSaturation
Tweak dev var; film color Color Temp dark - mid - light

r_filmTweakColorTemp
Tweak dev var; film color Dark Tint

r_filmTweakDarkTint
Tweak dev var; film color Mid Tint

r_filmTweakMidTint
Tweak dev var; film color Light Tint

r_filmTweakLightTint
Tweak dev var; film color Mid Start

r_filmTweakMidStart
Tweak dev var; film color Mid End

r_filmTweakMidEnd
Tweak dev var; film color Dark range feather amount

r_filmTweakDarkFeather
Tweak dev var; film color Light range feather amount

r_filmTweakLightFeather
Tweak dev var; film color Contrast dark - mid - light

r_filmTweakContrast
Tweak dev var; film color Bleach dark - mid - light

r_filmTweakBleach
Tweak dev var; enable dark - mid - light debug display

r_filmTweakRangeDebug
S-Curve Shoulder Strength
r_sCurveShoulderStrength
S-Curve Linear Strength
r_sCurveLinearStrength
S-Curve Linear Angle
r_sCurveLinearAngle
S-Curve Toe Strength
r_sCurveToeStrength
S-Curve Toe Numerator
r_sCurveToeNumerator
S-Curve Toe Denominator
r_sCurveToeDenominator
S-Curve On-Off
r_sCurveEnable
film curve black point
r_flimCurveBlack
film curve white point
r_flimCurveWhite
film curve soft clip point
r_filmCurveSoftClip
water wave angle
r_waterWaveAngle
water wave wavelength
r_waterWaveWavelength
water wave amplitude
r_waterWaveAmplitude
water wave phase
r_waterWavePhase
water wave steepness
r_waterWaveSteepness
water wave speed
r_waterWaveSpeed

Enable the depth of field effect
r_dof_enable

Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_tweak

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_nearBlur

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_farBlur

Depth of field viewmodel start distance, in inches
r_dof_viewModelStart

Depth of field viewmodel end distance, in inches
r_dof_viewModelEnd

Depth of field near start distance, in inches
r_dof_nearStart

Depth of field near end distance, in inches
r_dof_nearEnd

Depth of field far start distance, in inches
r_dof_farStart

Depth of field far end distance, in inches
r_dof_farEnd

Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_bias

displays DOF parameter debug
r_dof_showdebug

Enable the motion blur effect
r_motionblur_enable

Enable object based motion blur effect
r_motionblur_frameBased_enable

Tweak dev var; sets the number of pixels sampled
r_motionblur_numberOfSamples

Tweak dev var; origin of blur
r_motionblur_blurOrigin

Tweak dev var; blur magnitude due to direction change
r_motionblur_directionFactor

Tweak dev var; blur magnitude due to position change
r_motionblur_positionFactor

Caps the number of pixels sampled for blur
r_motionblur_maxblur

Enable the flamethrower effect
r_flameFX_enable

Distortion uv scales (Default to 1)
r_flameFX_distortionScaleFactor

Distortion magnitude
r_flameFX_magnitude

fire frames per sec
r_flameFX_FPS

Sets fade duration in seconds
r_flameFX_fadeDuration

Enable the water sheeting effect
r_waterSheetingFX_allowed

Enable the water sheeting effect
r_waterSheetingFX_enable

Distortion uv scales (Default to 1)
r_waterSheetingFX_distortionScaleFactor

Distortion magnitude
r_waterSheetingFX_magnitude

Tweak dev var; Glow radius in pixels at 640x480
r_waterSheetingFX_radius

Sets fade duration in seconds
r_waterSheetingFX_fadeDuration

Enable the revive effect debug
r_reviveFX_debug

Sets fade duration in seconds
r_reviveFX_fadeDuration

edge color temp
r_reviveFX_edgeColorTemp

edge saturation
r_reviveFX_edgeSaturation

edge scale (tint) adjust RGB
r_reviveFX_edgeScale

edge contrast adjust RGB
r_reviveFX_edgeContrast

edge tv style brightness adjust RGB
r_reviveFX_edgeOffset

edge effect amount
r_reviveFX_edgeAmount

edge mask expansion contraction
r_reviveFX_edgeMaskAdjust

Enable the genericFilter material
r_genericFilter_enable

Enable the superFlare effect
r_superFlare_enable

Enable the superFlare debug occlusion circles
r_superFlare_debug

Enable the poison effect
r_poisonFX_debug_enable

Poison effect amount
r_poisonFX_debug_amount

pulse rate for distortion
r_poisonFX_pulse

amount of distortion in x
r_poisonFX_warpX

amount of distortion in y
r_poisonFX_warpY

double vision angle
r_poisonFX_dvisionA

amount of double vision x
r_poisonFX_dvisionX

amount of double vision y
r_poisonFX_dvisionY

blur min
r_poisonFX_blurMin
blur max
r_poisonFX_blurMax
debug display expensive HDR alphas
r_showHDRalpha
enable full HDR rendering
r_fullHDRrendering
lut data
r_lutvar_0
lut data
r_lutvar_1
lut data
r_lutvar_2
lut data
r_lutvar_3
lut data
r_lutvar_4
lut data
r_lutvar_5
lut data
r_lutvar_6
lut data
r_lutvar_7
lut data
r_lutvar_8
lut data
r_lutvar_9
lut data
r_lutvar_10
lut data
r_lutvar_11
lut data
r_lutvar_12
lut data
r_lutvar_13
lut data
r_lutvar_14
lut data
r_lutvar_15

enable the exposure dvar tweak
r_exposureTweak

exposure
r_exposureValue

enbale bloom tweaks
r_bloomTweaks

bloom blur radius
r_bloomBlurRadius

tint weights RGB, desaturation amount
r_bloomTintWeights

color scale RGB, desaturation start
r_bloomColorScale

tint scale RGB, desaturation end
r_bloomTintScale

lo hi curve breakpoint RGBT
r_bloomCurveBreakpoint

curve lo black point RGBT
r_bloomCurveLoBlack

curve lo gamma ramp RGBT
r_bloomCurveLoGamma

curve lo white point RGBT
r_bloomCurveLoWhite

curve lo output black point RGBT
r_bloomCurveLoRemapBlack

curve lo output white point RGBT
r_bloomCurveLoRemapWhite

curve hi black point RGBT
r_bloomCurveHiBlack

curve hi gamma ramp RGBT
r_bloomCurveHiGamma

curve hi white point RGBT
r_bloomCurveHiWhite

curve hi output black point RGBT
r_bloomCurveHiRemapBlack

curve hi output white point RGBT
r_bloomCurveHiRemapWhite

expansion amount x&y and expansion target x&y
r_bloomExpansionControl

amount of expansion to lerp in RGBT
r_bloomExpansionWeights

bloom expansion source point
r_bloomExpansionSource

amount of bloom feedback
r_bloomPersistence

level weights RGB, level gamma
r_bloomStreakXLevels0

level in black white, out black white
r_bloomStreakXLevels1

streak inner tint
r_bloomStreakXInnerTint

streak outer tint
r_bloomStreakXOuterTint

streak saturation weights, saturation
r_bloomStreakXTintControl

streak tint
r_bloomStreakXTint

level weights RGB, level gamma
r_bloomStreakYLevels0

level in black white, out black white
r_bloomStreakYLevels1

streak inner tint
r_bloomStreakYInnerTint

streak outer tint
r_bloomStreakYOuterTint

streak saturation weights, saturation
r_bloomStreakYTintControl

streak tint
r_bloomStreakYTint

r,g,b channel shift x
r_finalShiftX
r,g,b channel shift y
r_finalShiftY

Use primary light intensity tweaks
r_primaryLightUseTweaks

Tweak the diffuse intensity for primary lights
r_primaryLightTweakDiffuseStrength

Tweak the specular intensity for primary lights
r_primaryLightTweakSpecularStrength

Enable tweaks of the light color from the light grid
r_lightGridEnableTweaks

Use tweaked values instead of default
r_lightGridUseTweakedValues

Adjust the intensity of light color from the light grid
r_lightGridIntensity

Adjust the contrast of light color from the light grid
r_lightGridContrast

Enable hero-only lighting
r_heroLighting

hero diffuse light saturation
r_heroLightSaturation

hero diffuse light temp
r_heroLightColorTemp

hero diffuse light scale
r_heroLightScale

toggle multipass dlights rendering
r_enableDlights

debug dlights mode
r_debugHDRdlight

dlights color scale
r_debugHDRdlight_scale

distance dlights appear around camera
r_debugHDRdlight_distance

dlights falloff radius
r_debugHDRdlight_radius

dlights debug color
r_debugHDRdlight_color

number of viewports to expect to render
r_num_viewports

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorAwayBias

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorDownBias

Outdoor z-feathering value
r_outdoorFeather

Set sun flare values from dvars rather than the level
r_sun_from_dvars

Enable development environment
developer

Allow server side cheats
sv_cheats

Draw stats monitor
com_statmon

Use Streaming SIMD Extensions for skinning
r_sse_skinning

Index of the monitor to use in a multi monitor system; 0 picks automatically.
r_monitor

Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.
r_aspectRatio

Special resolution mode for the remote debugger
r_customMode

Enable Nvidia Open Automate testing
r_open_automate

Enable tree rustle, grass wind react etc
r_gfxopt_dynamic_foliage

Enable advanced water simulation
r_gfxopt_water_simulation

Enable support for the intz depth buffer format.
r_allow_intz

Enable support for the null render target format.
r_allow_null_rt

Use the driver convergence values instead of the game defined values.
r_use_driver_convergence

Stereo convergence.
r_convergence

Create a multithreaded d3d device.
r_multithreaded_device

shader warming: disable dpvs culling
r_warm_dpvs

shader warming: bsp objects
r_warm_bsp

shader warming: static objects
r_warm_static

shader warming: d objects
r_warm_dobj

Number of seconds after displaying a per-frame warning before it will display again
r_warningRepeatDelay

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

test
r_grassBurn

Diables grass movement
r_grassEnable

Sky transition blend factor.
r_skyTransition

Envmap Scale.
r_treeScale

Specular Scale.
r_testScale

Sky box color temp.
r_skyColorTemp

Highlight Alpha Blended Polygons.
r_debugLayers

color of burned destructibles
r_burnedDestructibleColor

Enable shaderworks overrides
r_swrk_override_enable

overrides the __characterCharredAmount Shaderworks tweak
r_swrk_override_characterCharredAmount

overrides the __characterDissolveColor Shaderworks tweak
r_swrk_override_characterDissolveColor

Overrides the character wetness.
r_swrk_override_wetness

shows location of primary lights
r_debugShowPrimaryLights

shows location of dynamic lights
r_debugShowDynamicLights

shows location of coronas
r_debugShowCoronas

enables the optimization of a separate charred material tech
r_use_separate_char_tech

enables the fog debug display
r_drawDebugFogParams

Toggles see-through impact holes
r_seethru_decal_enable

Toggles tension
r_tension_enable

Show UI3D debug overlay
r_ui3d_debug_display

Use UI debug values
r_ui3d_use_debug_values

ui3d texture window x
r_ui3d_x

ui3d texture window y
r_ui3d_y

ui3d texture window width
r_ui3d_w

ui3d texture window height
r_ui3d_h

Show missile camera debug overlay
r_missile_cam_debug_display

custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
r_extracam_custom_aspectratio

enables extra cam shadowmapping
r_extracam_shadowmap_enable

How far to draw scs debug view
r_shader_constant_set_debug_range

enables shader constant sets
r_shader_constant_set_enable

Enables sky intensity debugging display
r_sky_intensity_showDebugDisplay

use dvar values for sky intensity
r_sky_intensity_useDebugValues

angle0 of sky intensity
r_sky_intensity_angle0

angle1 of sky intensity
r_sky_intensity_angle1

angle0 of sky intensity
r_sky_intensity_factor0

angle1 of sky intensity
r_sky_intensity_factor1

Disables fog
r_fog_disable

Enables wind gusts that affect dynFoliage grass
r_grassWindForceEnable

turns on/off the script-driven cell vis bits
r_dpvs_useCellForceInvisibleBits

toggles if remote screen update draws the last frame
r_remotescreen_renderlastframe

Off-screen shadow casters LOD distance scale
r_offscreenCasterLodScale

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map.

Enables dynamic water simulation
r_watersim_enabled

Enables bullet debug markers
r_watersim_debug

Flattens the water surface out
r_watersim_flatten

Time between seeding a new wave (ms)
r_watersim_waveSeedDelay

Amount of curl applied
r_watersim_curlAmount

Maximum curl limit
r_watersim_curlMax

Amount curl gets reduced by when over limit
r_watersim_curlReduce

Allows water to lap over the shoreline edge
r_watersim_minShoreHeight

Rate foam appears at
r_watersim_foamAppear

Rate foam disappears at
r_watersim_foamDisappear

Amount of wind applied
r_watersim_windAmount

Wind direction (degrees)
r_watersim_windDir

Maximum wind limit
r_watersim_windMax

Particle gravity
r_watersim_particleGravity

Limit at which particles get spawned
r_watersim_particleLimit

Length of each particle
r_watersim_particleLength

Width of each particle
r_watersim_particleWidth

XY coords to scroll water in
r_watersim_scroll


source:You must login or register to view this content.


can probably be really useful in the future, Thank you.
09-05-2011, 03:29 PM #4
monkystyle
L33T :carling: H@X0R
it made it a double post :whistle: please delete this one.
Last edited by monkystyle ; 09-05-2011 at 03:31 PM.
09-05-2011, 07:02 PM #5
WTL
$wagg
Originally posted by UK
hey guys,heres a full cmd/dvar list that i found on the internet with explanations inside the spoiler,so enjoy:



    cmd
configstrings
clientinfo
vid_restart
snd_restart
disconnect
record
demo
cinematic
logo
stoprecord
connect
reconnect
localservers
globalservers
showContextItem
rcon
setenv
ping
serverstatus
showip
fs_openedList
fs_referencedList
updatehunkusage
SaveTranslations
SaveNewTranslations
LoadTranslations
startSingleplayer
buyNow
singlePlayLink
setRecommended
cubemapShot
openScriptMenu
openmenu
closemenu



Physics

phys_gravity
phys_gravity_dir
phys_vehicleGravityMultiplier
phys_vehicleDamageFroceScale
phys_vehicleUsePredictedPosition
phys_bulletUpBias
phys_bulletSpinScale
phys_msecstep
phys_drawcontacts
phys_drawCollisionObj
phys_debugBigQueries
phys_debugCallback
phys_debugDangerousRigidBodies
phys_debugExpensivePushout
phys_drawNitrousVehicle
phys_drawNitrousVehicleEffects
phys_entityCollision
phys_vehicleWheelEntityCollision
phys_vehicleFriction
phys_ragdoll_joint_damp_scale
phys_dragLinear
phys_dragAngular
phys_userRigidBodies
phys_waterDragLinear
phys_waterDragAngular
phys_maxFloatTime
phys_buoyancyDistanceCutoff
phys_piecesSpawnDistanceCutoff
phys_floatTimeVariance
phys_buoyancyRippleFrequency
phys_buoyancyRippleVariance
phys_buoyancyFastComputation
phys_buoyancy
phys_ragdoll_buoyancy
debug_trace
debugRenderBulletMeshes
debugRenderEntityBrushes
debugRenderPatches
debugRenderBrushes
debugRenderColoredPatches
debugRenderMask
debugRenderCollisionDistance
debugRenderStaticModelsBounds
dumpStaticModels
debugRenderGjkTraceGeom
phys_player_collision_mode
phys_player_collision_adjust_height
phys_ai_collision_mode
render_player_collision
render_actor_collision
render_bpi_env_collision
enable_moving_paths
enable_new_prone_check
phys_heavyTankSwitch
phys_fluid


Client (includes a couple of commands)

cl_socketpool_enabled
cl_socketpool_size
ui_wagerbet
openmenu QuickWagerConfirmation
openmenu WagerDeadBeat
cl_noprint
playlist
category
categoryPlaylist
wagerCategory
wagerCategoryPlaylist
customGameMode
cl_hudDrawsBehindUI
cl_voice
cl_timeout
cl_connectTimeout
cl_connectionAttempts
cl_shownet
cl_shownuments
cl_showServerCommands
cl_showSend
cl_showTimeDelta
cl_freezeDemo
activeAction
cl_avidemo
cl_forceavidemo
cl_clientDemoName
cl_clientDemoUseMemoryBuffer
cl_clientDemoType
cl_clientDemoMaxRecordTime
cl_clientDemoRequestPingTime
cl_clientDemoCoolMomentExtendEnabled
cl_clientDemoCoolMomentExtendTime
cl_yawspeed
cl_pitchspeed
cl_anglespeedkey
cl_maxpackets
cl_packetdup
sensitivity
cl_mouseAccel
cl_freelook
cl_showmouserate
cl_allowDownload
cl_wwwDownload
cl_talking
r_inGameVideo
cl_serverStatusResendTime
cl_maxppf
cl_bypassMouseInput
m_pitch
m_yaw
m_forward
m_side
m_filter
ui_custom_newname
cl_socketpool_enabled
cl_socketpool_size
ui_clantag_new
cl_demoFFSpeed
cl_demoSkipToTime
cl_demoLiveStreaming
input_invertPitch
input_viewSensitivity
team_indicator
cl_motdString
cl_ingame
cl_wasconnected
cl_maxPing
Unknown Soldier
name
clanName
rate
snaps
cl_punkbuster
password
nextdemo
mortarStrikesLeft
hud_enable
cg_blood
cg_allow_mature
cg_mature
cl_serverchallenge
motd
cmd
configstrings
clientinfo
vid_restart
vid_restart
snd_restart
snd_restart
disconnect
disconnect
record
stoprecord
demo
demo
timedemo
timedemo
dm_7
demos
demo
dm_7
demos
timedemo
toggledemorecording
ui_animate
logo
connect
reconnect
findservers
rcon
showContextItem
ping
serverstatus
setenv
showip
toggleMenu
fs_openedList
fs_referencedList
updatehunkusage
startSingleplayer
cubemapShot
openScriptMenu
setclanname
ui_keyboard_new
ui_clear_keyboard_active
ui_keyboard_complete
updateListboxPos
clearKeyStates
selectStringTableEntryInDvar
resetStats
uploadStats
setupviewport
provisionallydisableallclients
disableallbutprimaryclients
disableallclients
setclientbeingusedandprimary
setclientbeingusedandprimaryandactive
setclientbeingused
setclientbeingusedandactive
setclientnotbeingused
setclientprimary
signclientout
SetCategoryFilter
SetPrevPlaylist
GetPrevPlaylist
getOldCustomName
setNewCustomName


Server Browser

ui_joinGametype
ui_netGametypeName
ui_dedicated
ui_currentNetMap
ui_browserShowFull
ui_browserShowEmpty
ui_browserShowPassword
ui_browserShowPure
ui_browserMod
ui_browserShowDedicated
ui_browserFriendlyfire
ui_browserKillcam
ui_browserVoiceChat
ui_browserGameMode
ui_friendNameNew
ui_friendSelectedInd
ui_friendPendingSelectedInd
ui_inviteSelectedInd
ui_inviteScreen
ui_browserPlayerCount
ui_browserDedicatedServerCount
ui_browserShowToolTip
ui_browserShowMapTip
ui_browserToolTip
ui_browserShowInfo
ui_browserShowPunkBuster
ui_allowConsole
ui_allowFov


HUD

compassSize
compassMaxRange
compassMinRange
compassMinRadius
compassSoundPingFadeTime
compassClampIcons
compassFriendlyWidth
compassFriendlyHeight
compassPlayerWidth
compassPlayerHeight
compassCoords
compassECoordCutoff
compassRotation
compassTickertapeStretch
compassRadarPingFadeTime
compassRadarUpdateTime
compassRadarUpdateFastTime
compassSatelliteStaticImageFadeTime
compassSatellitePingFadeTime
compassStaticImageUpdateTime
compassSatelliteScanTime
compassRadarLineThickness
compassLocalRadarUpdateTime
compassLocalRadarRadius
compassObjectiveWidth
compassObjectiveHeight
compassObjectiveArrowWidth
compassObjectiveArrowHeight
compassObjectiveArrowOffset
compassObjectiveArrowRotateDist
compassObjectiveMaxRange
compassObjectiveMinAlpha
compassObjectiveNumRings
compassObjectiveRingTime
compassObjectiveRingSize
compassObjectiveTextScale
compassObjectiveTextHeight
compassObjectiveDrawLines
compassObjectiveIconWidth
compassObjectiveIconHeight
compassObjectiveIconWidthZombie
compassObjectiveIconHeightZombie
compassObjectiveNearbyDist
compassObjectiveMinDistRange
compassObjectiveDetailDist
compassObjectiveMinHeight
compassObjectiveMaxHeight
compassPartialType
compassSpectatorsSeeEnemies
compassEnemyFootstepMaxRange
compassEnemyFootstepMaxZ
compassEnemyFootstepMinSpeed
compassEnemyFootstepEnabled
compassShowEnemies
compassForcePlayerIcon
compassGridEnabled
compassGridRows
compassGridCols
compassGridAlign
compassScaleDuration
compassScaleDiff
compassScaleTimer
compassScaleReset
typeWriterCod7LetterFXTime
popInLetterFXTime
redactionDisplayTime
redactionFadeDuration
redactionStartStrokeTime
redactionStrokeTime
cg_showZombieMap
cg_hudMapRadarLineThickness
cg_hudMapFriendlyWidth
cg_hudMapFriendlyHeight
cg_hudMapPlayerWidth
cg_hudMapPlayerHeight
cg_hudMapBorderWidth
cg_showZombieControls


Console

con_inputBoxColor
con_inputHintBoxColor
con_outputBarColor
con_outputSliderColor
con_outputWindowColor
con_gameMsgWindow%dMsgTime //On screen time for game messages in seconds in game message window %d
con_gameMsgWindow%dLineCount //Maximum number of lines of text visible at once in game message window %d
con_gameMsgWindow%dScrollTime //Time to scroll messages when the oldest message is removed in game message window %d
con_gameMsgWindow%dFadeInTime //Time to fade in new messages in game message window %d
con_gameMsgWindow%dFadeOutTime //Time to fade out old messages in game message window %d
con_gameMsgWindow%dSplitscreenScale //Scaling of game message window %d in splitscreen
con_errormessagetime
con_minicontime
con_miniconlines
con_typewriterEnabledSounds
con_typewriterPrintSpeed
con_typewriterDecayStartTime
con_typewriterDecayDuration
con_typewriterColorBase
con_typewriterColorGlowUpdated
con_typewriterColorGlowCompleted
con_typewriterColorGlowFailed
con_typewriterColorGlowCheckpoint


Server Hosting (requires license :/)

sv_hostname
Unknown Soldier
sv_noname
maxreservedslots
sv_clientSideBullets
sv_clientSideVehicles
penetrationCount
penetrationCount_axis
penetrationCount_allies
bulletrange
fxfrustumCutoff
sv_punkbuster
sv_security
sv_ranked
ui_ranked
sv_dedicatedmaxclients
sv_maxclients
sv_maxRate
sv_minPing
sv_maxPing
sv_timeout
sv_connectTimeout
sv_floodprotect
sv_writeConfigStrings
scr_writeConfigStrings
sv_keywords
sv_dwlsgerror
sv_allowAnonymous
sv_disableClientConsole
sv_privatePassword
sv_allowDownload
sv_iwds
sv_iwdNames
sv_referencedIwds
sv_referencedIwdNames
sv_FFCheckSums
sv_FFNames
sv_referencedFFCheckSums
sv_referencedFFNames
sv_authenticating
sv_voice
sv_voiceQuality
sv_cheats
sv_pure
rcon_password
sv_fps
sv_showPingSpam
sv_zombietime
sv_reconnectlimit
sv_padPackets
sv_allowedClan1
sv_allowedClan2
sv_packet_info
sv_showAverageBPS
sv_kickBanTime
sv_mapRotation
sv_mapRotationCurrent
sv_debugRate
sv_debugReliableCmds
nextmap
com_movieIsPlaying
sv_wwwDownload
sv_wwwBaseURL
sv_wwwDlDisconnected
sv_smp
sv_network_fps
sv_assistWorkers
sv_clientArchive
localhost


HUD Overall

hud_fadeout_speed
hud_enable
hud_fade_ammodisplay
hud_fade_healthbar
hud_fade_compass
hud_fade_stance
hud_fade_offhand
hud_fade_sprint
hud_fade_vehiclecontrols
hud_health_startpulse_injured
hud_health_startpulse_critical
hud_health_pulserate_injured
hud_health_pulserate_critical
hud_deathQuoteFadeTime
hud_healthOverlay_regenPauseTime
hud_healthOverlay_pulseStart
hud_healthOverlay_pulseStop
hud_healthOverlay_phaseOne_toAlphaAdd
hud_healthOverlay_phaseOne_pulseDuration
hud_healthOverlay_phaseTwo_toAlphaMultiplier
hud_healthOverlay_phaseTwo_pulseDuration
hud_healthOverlay_phaseThree_toAlphaMultiplier
hud_healthOverlay_phaseThree_pulseDuration
hud_healthOverlay_phaseEnd_fromAlpha
hud_healthOverlay_phaseEnd_toAlpha
hud_healthOverlay_phaseEnd_pulseDuration
cg_sprintMeterFullColor
cg_sprintMeterEmptyColor
cg_sprintMeterDisabledColor
cg_drawTalk

I R Noob

cg_heliKillCamFov
cg_heliKillCamNearBlur
cg_heliKillCamFarBlur
cg_heliKillCamFarBlurStart
cg_heliKillCamFarBlurDist
cg_heliKillCamNearBlurStart
cg_heliKillCamNearBlurEnd
cg_scriptedKillCamFov
cg_scriptedKillCamCloseXYDist
cg_scriptedKillCamCloseZDist
cg_scriptedKillCamNearBlur
cg_scriptedKillCamFarBlur
cg_scriptedKillCamFarBlurStart
cg_scriptedKillCamFarBlurDist
cg_scriptedKillCamNearBlurStart
cg_scriptedKillCamNearBlurEnd
cg_destructibleKillCamFov
cg_destructibleKillCamCloseXYDist
cg_destructibleKillCamCloseZDist
cg_destructibleKillCamNearBlur
cg_destructibleKillCamFarBlur
cg_destructibleKillCamFarBlurStart
cg_destructibleKillCamFarBlurDist
cg_destructibleKillCamNearBlurStart
cg_destructibleKillCamNearBlurEnd
cg_destructibleKillCamZIncrease
cg_destructibleKillCamRegularHeight
cg_explosiveKillCamUpDist
cg_explosiveKillCamBackDist
cg_explosiveKillCamWallOutDist
cg_explosiveKillCamWallSideDist
cg_explosiveKillCamGroundUpDist
cg_explosiveKillCamGroundBackDist
cg_rocketKillCamUpDist
cg_rocketKillCamBackDist
cg_explosiveKillCamStopDist
cg_explosiveKillCamStopDecelDist
cg_dogKillCamFov
cg_dogKillCamForwardDist
cg_dogKillCamUpDist
cg_dogKillCamSideDist
cg_dogKillCamDistFromEyes
cg_dogKillMinDistFromTarget
cg_artilleryKillCamFov
cg_artilleryKillCamUpDist
cg_artilleryKillCamBackDist
cg_artilleryKillCamWallOutDist
cg_artilleryKillCamWallSideDist
cg_artilleryKillCamGroundUpDist
cg_artilleryKillCamGroundBackDist
cg_turretKillCamFov
cg_turretKillCamCloseXYDist
cg_turretKillCamCloseZDist
cg_turretKillCamNearBlur
cg_turretKillCamFarBlur
cg_turretKillCamFarBlurStart
cg_turretKillCamFarBlurDist
cg_turretKillCamNearBlurStart
cg_turretKillCamNearBlurEnd
cg_turretKillCamHeightIncrease
cg_turretKillCamBackOffset
cg_turretKillCamSideOffset
cg_turretKillCamDistanceIncrease
cg_infraredBlurTime


Server Bots

sv_botFov
sv_botGoalRadius
sv_botCloseDistance
sv_botSprintDistance
sv_botCrouchDistance
sv_botTargetLeadBias
sv_botUseFriendNames
sv_botAllowGrenades
sv_botMinGrenadeTime
sv_botMaxGrenadeTime
sv_botMinAdsTime
sv_botMaxAdsTime
sv_botMinPitchTime
sv_botMaxPitchTime
sv_botMinCrouchTime
sv_botMaxCrouchTime
sv_botMinDeathTime
sv_botMaxDeathTime
sv_botMinFireTime
sv_botMaxFireTime
sv_botMinReactionTime
sv_botMaxReactionTime
sv_botYawSpeed
sv_botYawSpeedAds
sv_botPitchUp
sv_botPitchDown
sv_botPitchSpeed
sv_botPitchSpeedAds
sv_botStrafeChance
sv_botMinStrafeTime
sv_botMaxStrafeTime


Animation

bg_viewKickScale
bg_viewKickMax
bg_viewKickMin
bg_viewKickRandom
player_view_pitch_up
player_view_pitch_down
player_lean_shift
player_lean_shift_crouch
player_lean_rotate
player_lean_rotate_crouch
player_useSlopeAnims
bg_ladder_yawcap
bg_prone_yawcap
bg_foliagesnd_minspeed
bg_foliagesnd_maxspeed
bg_foliagesnd_slowinterval
bg_foliagesnd_fastinterval
bg_foliagesnd_resetinterval
scr_team_fftype
bg_fallDamageMinHeight
bg_fallDamageMaxHeight
friction
stopspeed
cg_ufo_scaler
bg_swingSpeed
bg_proneSwingSpeed
bg_legYawTolerance
bg_legYawCrouchTolerance
bg_legYawProneTolerance
bg_viewBobAmplitudeBase
bg_viewBobAmplitudeSprinting
bg_viewBobAmplitudeDtp
bg_viewBobAmplitudeSwimming
bg_viewBobAmplitudeStanding
bg_viewBobAmplitudeStandingAds
bg_viewBobAmplitudeDucked
bg_viewBobAmplitudeDuckedAds
bg_viewBobAmplitudeProne
bg_viewBobAmplitudeRoll
bg_bobMax
bg_forceDurationOverride
bg_blendTimeOverride
bg_weaponBobAmplitudeBase
bg_weaponBobAmplitudeSprinting
bg_weaponBobAmplitudeDtp
bg_weaponBobAmplitudeSwimming
bg_weaponBobAmplitudeStanding
bg_weaponBobAmplitudeDucked
bg_weaponBobAmplitudeProne
bg_weaponBobAmplitudeRoll
bg_weaponBobMax
bg_weaponBobLag
bg_weaponBobFrequencySwimming
bg_weaponBobHeavyWeaponScalar
bg_forceExplosiveBullets
bg_aimSpreadMoveSpeedThreshold
bg_maxGrenadeIndicatorSpeed
player_breath_hold_time
player_breath_gasp_time
player_breath_fire_delay
player_breath_gasp_scale
player_breath_hold_lerp
player_breath_gasp_lerp
player_breath_snd_lerp
player_breath_snd_delay
player_scopeExitOnDamage
player_adsExitDelay
player_move_factor_on_torso
player_debugHealth
player_sustainAmmo
player_clipSizeMultiplier
player_lastStandBleedoutTime
player_lastStandBleedoutTimeNoRevive
revive_time_taken
player_lastStandHealthOverlayTime
player_reviveTriggerRadius
player_revivePlayerListCycleTime
bg_vsmode_hud
player_enableShuffleAnims
player_animRunThreshhold
player_animWalkThreshhold
player_runbkThreshhold
player_moveThreshhold
player_footstepsThreshhold
player_runThreshhold
player_knockbackMoveThreshhold
player_sprintThreshhold
player_waterSpeedScale
player_floatSpeed
player_disableWeaponsInWater
player_sliding_friction
player_sliding_wishspeed
player_sliding_velocity_cap
player_strafeSpeedScale
player_backSpeedScale
player_strafeAnimCosAngle
player_slopeAnimAngle
player_spectateSpeedScale
player_enduranceSpeedScale
player_sprintForwardMinimum
player_sprintSpeedScale
player_sprintUnlimited
player_sprintTime
player_sprintMinTime
player_sprintRechargePause
player_sprintStrafeSpeedScale
player_sprintCameraBob
player_turnRateScale
player_turnAnims
player_bayonetLaunchProof
player_bayonetLaunchDebugging
player_bayonetLaunchZCap
player_dmgtimer_timePerPoint
player_dmgtimer_maxTime
player_dmgtimer_minScale
player_dmgtimer_stumbleTime
player_dmgtimer_flinchTime
shellshock_loop
bg_shock_soundLoop
shellshock_loop_silent
bg_shock_soundLoopSilent
shellshock_end
bg_shock_soundEnd
shellshock_end_abort
bg_shock_soundEndAbort
bg_shock_screenType
bg_shock_screenBlurBlendTime
bg_shock_screenBlurBlendFadeTime
bg_shock_screenFlashWhiteFadeTime
bg_shock_screenFlashShotFadeTime
bg_shock_viewKickPeriod
bg_shock_viewKickRadius
bg_shock_viewKickFadeTime
bg_shock_sound
bg_shock_soundFadeInTime
bg_shock_soundFadeOutTime
bg_shock_soundLoopFadeTime
bg_shock_soundLoopEndDelay
default
bg_shock_soundRoomType
bg_shock_soundDryLevel
bg_shock_soundWetLevel
bg_shock_soundModEndDelay
default
bg_shock_soundSnapshot
bg_shock_lookControl
bg_shock_lookControl_maxpitchspeed
bg_shock_lookControl_maxyawspeed
bg_shock_lookControl_mousesensitivityscale
bg_shock_lookControl_fadeTime
bg_shock_movement
bg_shock_animation
bg_shock_visionset_name
bg_shock_visionset_inTime
bg_shock_visionset_outTime
player_meleeRange
player_meleeWidth
player_meleeHeight
player_bayonetRange
player_bayonetTargetDist
player_burstFireCooldown
bg_gravity
bg_lowGravity
player_swimTime
player_swimDamage
player_swimDamagerInterval
player_viewLockEnt
player_viewRateScale
player_topDownCamMode
player_topDownCamOffset
player_topDownCamAngles
player_topDownCamCenterPos
player_topDownCursorDist
player_topDownCursorPos
player_forceRedCrosshair
bullet_penetrationMinFxDist
cg_cinematicFullscreen
cg_debugMounting
player_AimBlend_Back_Low
player_AimBlend_Back_Mid
player_AimBlend_Back_Up
player_AimBlend_Pelvis
player_AimBlend_Neck
player_AimBlend_Head
player_AimBlend_Shoulder
dog_MeleeDamage
vehControlMode
vehRecenterDelay
vehLockTurretToPlayerView
vehLocationalVehicleSeatEntry
vehicle_perk_boost_duration_seconds
vehicle_riding
vehicle_selfCollision
debugRenderPlayerCollision
bg_disableWeaponPlantingInWater
bg_plantInWaterDepth
bg_drawGrenadeInHand
bg_playStandToCrouchAnims
bg_maxWeaponAnimScale
bg_gunXOffset
tag_weapon_left
bg_weaponleftbone
tag_weapon_right
bg_weaponrightbone
bg_slopeFrames
debug_rope
vehicle_sounds_cutoff
footstep_sounds_cutoff
show_reticle_during_swimming
ragdoll_reactivation_cutoff
bg_teleportAlignTime
bg_enableIKActiveFix
waterbrush_entity
dive2swim
dive_recharge
playerPushAmount
bg_freeCamClipToHeliPatch
[/quote]
[quote=Demo]

demo_enabled
demo_recordBasicTraining
demo_recordPrivateMatch
demo_filesizeLimit
demo_debug
demo_drawdebuginformation
demo_errortitle
demo_errormessage
demo_client
demo_recordingrate
demo_keyframerate
demo_pause
demo_usefilesystem
demo_save_smp
demo_timescale
demo_timeScaleRate
demo_cmdnum
demo_bookmarkEventThresholdTime
demo_controllerConfig
demo_defaultSegmentTag
demo_selectedSegmentIndex
demo_packetsPerSecondMin
demo_bytesPerSecondMin
demo_packetsPerSecondMax
demo_bytesPerSecondMax

Leaderboard

incrementescrow
downloadingleaderboard
reportuser
lb_minrefresh
lb_filter
lb_maxrows
lb_type
lb_typeByResetPeriod
lb_prestige
lb_forceLbWrite
lb_LastFetchTime
lb_escrowTimeout
lb_escrowRefresh


Movement Binds

motorcycle_player
+gas
+reverse
+handbrake
+vehicleattack
+vehicleattacksecond
+vehiclemoveup
+vehiclemovedown
+switchseat
+vehicleboost
+vehiclespecialability
+vehiclefirepickup
+vehicleswappickup
+vehicledropdeployable


Renderer!!

r_ignore

Codec used when rendering clips.
r_clipCodec

Render clip size.
r_clipSize

Render clip FPS.
r_clipFPS

Game window horizontal position
vid_xpos

game window vertical position
vid_ypos

Display game full screen
r_fullscreen

Gamma value
r_gamma

Ignore hardware gamma
r_ignorehwgamma

Maximum anisotropy to use for texture filtering
r_texFilterAnisoMax

Disables all texture filtering (uses nearest only.)
r_texFilterDisable

Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterAnisoMin

Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_texFilterMipMode

Change the mipmap bias
r_texFilterMipBias

Toggles rendering without lighting
r_fullbright

Enable shader debugging information
r_debugShader

Shows conflicts between primary lights
r_lightConflicts

GPU synchronization type (used to improve mouse responsiveness)
r_gpuSync

Use multiple GPUs
r_multiGpu

Enable cache for vertices of animated models
r_skinCache

Enable fast model skinning
r_fastSkin

Enable static model cache
r_smc_enable

Batch surfaces to reduce primitive count
r_pretess

Scale the level of detail distance for rigid models (larger reduces detail)
r_lodScaleRigid

Bias the level of detail distance for rigid models (negative increases detail)
r_lodBiasRigid

Scale the level of detail distance for skinned models (larger reduces detail)
r_lodScaleSkinned

Bias the level of detail distance for skinned models (negative increases detail)
r_lodBiasSkinned

Threshold FOV LOD scaling must pass before taking effect for skinned models
r_fovScaleThresholdSkinned

Threshold FOV LOD scaling must pass before taking effect for rigid models
r_fovScaleThresholdRigid

Set to zero to force world lods to highest
r_worldLod

Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_znear

Viewmodel near clip plane
r_znear_depthhack

Change the distance at which culling fog reaches 100% opacity; 0 is off
r_zfar

Set to 0 to disable fog
r_fog

Offset scale for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetScale

Offset bias for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetBias

If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars.
r_picmip_manual

Picmip level of color maps. If r_picmip_manual is 0, this is read-only.
r_picmip

Picmip level of normal maps. If r_picmip_manual is 0, this is read-only.
r_picmip_bump

Picmip level of specular maps. If r_picmip_manual is 0, this is read-only.
r_picmip_spec

Picmip level of water maps.
r_picmip_water

Enables environment map specular lighting
r_envMapSpecular

Replace all lightmaps with pure black or pure white
r_lightMap

Replace all color maps with pure black or pure white
r_colorMap

Replace all normal maps with a flat normal map
r_normalMap

Replace all specular and roughness maps
r_specularRoughnessMap

Set greater than 1 to brighten specular highlights
r_specularColorScale

Globally scale the diffuse color of all point lights
r_diffuseColorScale

Set to true to use layered materials on shader model 3 hardware
r_useLayeredMaterials

Set to false to disable dx allocations (for dedicated server mode)
r_loadForRenderer

Upscale the frame buffer with sharpen filter and color correction.
r_resampleScene

Shows materials tagged with 'nopenetrate'
r_showPenetration

Shows how expensive it is to draw every pixel on the screen
r_showPixelCost

Width of server side debug lines
r_debugLineWidth

Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
r_vc_makelog

Show this many rows of light grid points for the vis cache
r_vc_showlog

Show light grid debugging information
r_showLightGrid

Show lighting origins for models
r_showLightingOrigins

Use rainbow colors for entities that are outside the light grid
r_showMissingLightGrid

Speed up static model lighting by caching previous results
r_cacheSModelLighting

Speed up model lighting by caching previous results
r_cacheModelLighting

Ambient light strength
r_lightTweakAmbient

diffuse light fraction
r_lightTweakDiffuseFraction

Sunlight strength
r_lightTweakSunLight

Light ambient color
r_lightTweakAmbientColor

Sun color
r_lightTweakSunColor

Sun diffuse color
r_lightTweakSunDiffuseColor

Sun direction in degrees
r_lightTweakSunDirection

Min reflection intensity based on glancing angle.
r_envMapOverride

Min reflection intensity based on glancing angle.
r_envMapMinIntensity

Max reflection intensity based on glancing angle.
r_envMapMaxIntensity

Reflection exponent.
r_envMapExponent

Max sun specular intensity intensity with env map materials.
r_envMapSunIntensity

Toggles the display of sun direction debug
r_showSunDirectionDebug

Toggles the display of particle outdoor volume debug
r_showOutdoorVolumeDebug

material color checker XYZ d65 coords
r_materialXYZ

print active materials (IN REMOTE CONSOLE)
r_collectActiveMaterials

Write all graphics hardware calls for this many frames to a logfile
r_logFile

Skips all rendering. Useful for benchmarking.
r_norefresh

Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
r_scaleViewport

Process renderer back end in a separate thread
r_smp_backend

Process renderer front end in a separate thread
r_smp_worker

Number of worker threads
r_smp_worker_threads

Enable worker thread
Worker thread always disabled; not enough hardware threads

Transparency anti-aliasing method
r_aaAlpha

Anti-aliasing sample count; 1 disables anti-aliasing
r_aaSamples

Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_vsync

Controls how the color buffer is cleared
r_clear

Color to clear the screen to when clearing the frame buffer
r_clearColor

Color to clear every second frame to (for use during development)
r_clearColor2

Sets the rendered pixels' alpha to 255 and the background to 0
r_setFrameBufferAlpha

Maximum number of dynamic lights drawn simultaneously
r_dlightLimit

Maximum radius to limit dlights to in fullscreen.
r_dlightMaxFullScreenRadius

Maximum radius to limit dlights to when not fullscreen
r_dlightMaxNonFullScreenRadius

Maximum number of DObjs drawn simultaneously
r_dobjLimit

Maximum number of models drawn simultaneously
r_modelLimit

Maximum number of brushes drawn simultaneously
r_brushLimit

Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
r_spotLightFovInnerFraction

Radius of the circle at the start of the spot light in inches.
r_spotLightStartRadius

Radius of the circle at the end of the spot light in inches.
r_spotLightEndRadius

Enable shadows for spot lights.
r_spotLightShadows

Enable static model shadows for spot lights.
r_spotLightSModelShadows

Enable entity shadows for spot lights.
r_spotLightEntityShadows

Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
r_spotLightBrightness

Relative Inner FOV angle for the dynamic flash light. 0 is full fade 0.99 is almost no fade.
r_flashLightFovInnerFraction

Radius of the circle at the start of the flash light in inches.
r_flashLightStartRadius

Radius of the circle at the end of the flash light in inches.
r_flashLightEndRadius

Enable shadows for flash light.
r_flashLightShadows

Brightness scale for flash light.
r_flashLightBrightness

Relative position of the Flashlight.
r_flashLightOffset

Distance of the flash light in inches.
r_flashLightRange

Flashlight Color.
r_flashLightColor

Flashlight Movement Amount.
r_flashLightBobAmount

Flashlight Movement Rate.
r_flashLightBobRate

Flashlight Specular Scale.
r_flashLightSpecularScale

Flashlight Flicker Amount.
r_flashLightFlickerAmount

Flashlight Flicker Rate (Times per second).
r_flashLightFlickerRate

Enable water rendering
r_drawWater

Lock the viewpoint used for determining what is visible to the current position and direction
r_lockPvs

Skipt the determination of what is in the potentially visible set (disables most drawing)
r_skipPvs

Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle

r_portalBevels
Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen

r_portalBevelsOnly
Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.

r_singleCell
Only draw cells that are forced to be off.

r_showForcedInvisibleCells
Stop portal recursion after this many iterations. Useful for debugging portal errors.

r_portalWalkLimit
Don't clip child portals by a parent portal smaller than this fraction of the screen area.

r_portalMinClipArea
Ignore r_portalMinClipArea for portals with fewer than this many parent portals.

r_portalMinRecurseDepth
Enable occluders

r_enableOccluders
Show portals for debugging

r_showPortals
Show front buffer color debugging information

r_showFbColorDebug
Show float z buffer used to eliminate hard edges on particles near geometry

r_showFloatZDebug
Allocate a float z buffer (required for effects such as floatz, dof, and laser light)

r_floatz
Enable depth prepass (usually improves performance)

r_depthPrepass
Distance for high level of detail

r_highLodDist
Distance for medium level of detail

r_mediumLodDist
Distance for low level of detail

r_lowLodDist
Distance for lowest level of detail

r_lowestLodDist
Force all level of detail to this level

r_forceLod
Set to 0 to replace all model vertex colors with white when loaded

r_modelVertColor
Enable shadow mapping

sm_enable
Enable sun shadow mapping from script

sm_sunEnable
Enable spot shadow mapping from script

sm_spotEnable
Limits how many primary lights can have shadow maps

sm_maxLights
How many seconds it takes for a primary light shadow map to fade in or out

sm_spotShadowFadeTime
When picking shadows for primary lights, measure distance from a point this far in front of the camera.

sm_lightScore_eyeProjectDist
When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along
it's shadow direction.
sm_lightScore_spotProjectFrac

forces sun to always do shadow mapping, from script
sm_sunAlwaysCastsShadow

Shadow map offset scale
sm_polygonOffsetScale

Shadow map offset bias
sm_polygonOffsetBias

Shadow sample size
sm_sunSampleSizeNear

Sun shadow center, 0 0 0 means don't override
sm_sunShadowCenter

Sun shadow scale optimization
sm_sunShadowScale

use quarter resolution sun shadow map
sm_sunShadowSmallEnable

Size of Back Buffer
r_backBufferSize

Size of Back Buffer Y
r_backBufferSizeY

Radius scaler for large spot shadow switch over
sm_spotShadowLargeRadiusScale

Strict shadow map cull
sm_strictCull

Fast sun shadow
sm_fastSunShadow

Fast spot shadow
sm_qualitySpotShadow

Provides high-res spot shadows for the only one spotlight in the scene.
sm_fullResSpotShadowEnable

Stream high mip levels (1=world|2=xmodels|4=bmodels)
r_stream

Set true to clear all streamed highmip levels
r_streamClear

Corrupts high mip levels which should not be visible, rather than unloading them.
r_streamDebug

Don't let anyone take any of your precious stream buffer. Some people need to debug texture streaming. Steve needs to debug texture streaming.

r_streamFull
Number of msec to add to streaming to roughly fake DVD lag

r_streamFakeLagMsec
Maximum distance to predictively stream from

r_streamMaxDist
Show streaming stats

r_streamShowStats
Show list of streamed textures

r_streamShowList
Limit size of stream buffer in KB (0 is no limit)

r_streamSize
Corrupt loaded mips (1-2: solid roygbiv to show mip rendered; 3-5: color coded imageIndex, difference is alpha)

r_streamTaint
Freeze the state of all streaming memory - don't allow streaming or un-streaming of any images.

r_streamFreezeState
Enable logging of all streaming commands executed - printed to Output and console

r_streamLog
Scale the distance of hidden objects by this amount

r_streamHiddenPush
Force lowest detail mips to always be loaded (disable this for more memory in release builds)

r_streamLowDetail
3D turret shift

r_stereoTurretShift
Allow blur.

r_blur_allowed
Dev tweak to blur the screen

r_blur
Enable distortion

r_distortion
Allow flame effect.

r_flame_allowed
Film LUT Index.

r_filmLut
Tweak Film LUT Index.

r_filmTweakLut
Enable First Person Player Shadow.

r_enablePlayerShadow
Enable Player Flashlight.

r_enableFlashlight
Enable Water Fog Test.

r_waterFogTest
Contrast adjustment

r_contrast
Brightness adjustment

r_brightness
Desaturation adjustment

r_desaturation
Tweak dev var; film color brightness

r_filmTweakBrightness
Tweak dev var; Desaturation applied after all 3D drawing

r_filmTweakDesaturation
Tweak dev var; enable inverted video

r_filmTweakInvert
Overide film effects with tweak dvar values

r_filmUseTweaks
Tweak dev var; enable film color effects

r_filmTweakEnable
Tweak dev var; film color Hue dark - mid - light

r_filmTweakHue
Tweak dev var; film color Saturation dark - mid - light

r_filmTweakSaturation
Tweak dev var; film color Color Temp dark - mid - light

r_filmTweakColorTemp
Tweak dev var; film color Dark Tint

r_filmTweakDarkTint
Tweak dev var; film color Mid Tint

r_filmTweakMidTint
Tweak dev var; film color Light Tint

r_filmTweakLightTint
Tweak dev var; film color Mid Start

r_filmTweakMidStart
Tweak dev var; film color Mid End

r_filmTweakMidEnd
Tweak dev var; film color Dark range feather amount

r_filmTweakDarkFeather
Tweak dev var; film color Light range feather amount

r_filmTweakLightFeather
Tweak dev var; film color Contrast dark - mid - light

r_filmTweakContrast
Tweak dev var; film color Bleach dark - mid - light

r_filmTweakBleach
Tweak dev var; enable dark - mid - light debug display

r_filmTweakRangeDebug
S-Curve Shoulder Strength
r_sCurveShoulderStrength
S-Curve Linear Strength
r_sCurveLinearStrength
S-Curve Linear Angle
r_sCurveLinearAngle
S-Curve Toe Strength
r_sCurveToeStrength
S-Curve Toe Numerator
r_sCurveToeNumerator
S-Curve Toe Denominator
r_sCurveToeDenominator
S-Curve On-Off
r_sCurveEnable
film curve black point
r_flimCurveBlack
film curve white point
r_flimCurveWhite
film curve soft clip point
r_filmCurveSoftClip
water wave angle
r_waterWaveAngle
water wave wavelength
r_waterWaveWavelength
water wave amplitude
r_waterWaveAmplitude
water wave phase
r_waterWavePhase
water wave steepness
r_waterWaveSteepness
water wave speed
r_waterWaveSpeed

Enable the depth of field effect
r_dof_enable

Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_tweak

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_nearBlur

Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480
r_dof_farBlur

Depth of field viewmodel start distance, in inches
r_dof_viewModelStart

Depth of field viewmodel end distance, in inches
r_dof_viewModelEnd

Depth of field near start distance, in inches
r_dof_nearStart

Depth of field near end distance, in inches
r_dof_nearEnd

Depth of field far start distance, in inches
r_dof_farStart

Depth of field far end distance, in inches
r_dof_farEnd

Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_bias

displays DOF parameter debug
r_dof_showdebug

Enable the motion blur effect
r_motionblur_enable

Enable object based motion blur effect
r_motionblur_frameBased_enable

Tweak dev var; sets the number of pixels sampled
r_motionblur_numberOfSamples

Tweak dev var; origin of blur
r_motionblur_blurOrigin

Tweak dev var; blur magnitude due to direction change
r_motionblur_directionFactor

Tweak dev var; blur magnitude due to position change
r_motionblur_positionFactor

Caps the number of pixels sampled for blur
r_motionblur_maxblur

Enable the flamethrower effect
r_flameFX_enable

Distortion uv scales (Default to 1)
r_flameFX_distortionScaleFactor

Distortion magnitude
r_flameFX_magnitude

fire frames per sec
r_flameFX_FPS

Sets fade duration in seconds
r_flameFX_fadeDuration

Enable the water sheeting effect
r_waterSheetingFX_allowed

Enable the water sheeting effect
r_waterSheetingFX_enable

Distortion uv scales (Default to 1)
r_waterSheetingFX_distortionScaleFactor

Distortion magnitude
r_waterSheetingFX_magnitude

Tweak dev var; Glow radius in pixels at 640x480
r_waterSheetingFX_radius

Sets fade duration in seconds
r_waterSheetingFX_fadeDuration

Enable the revive effect debug
r_reviveFX_debug

Sets fade duration in seconds
r_reviveFX_fadeDuration

edge color temp
r_reviveFX_edgeColorTemp

edge saturation
r_reviveFX_edgeSaturation

edge scale (tint) adjust RGB
r_reviveFX_edgeScale

edge contrast adjust RGB
r_reviveFX_edgeContrast

edge tv style brightness adjust RGB
r_reviveFX_edgeOffset

edge effect amount
r_reviveFX_edgeAmount

edge mask expansion contraction
r_reviveFX_edgeMaskAdjust

Enable the genericFilter material
r_genericFilter_enable

Enable the superFlare effect
r_superFlare_enable

Enable the superFlare debug occlusion circles
r_superFlare_debug

Enable the poison effect
r_poisonFX_debug_enable

Poison effect amount
r_poisonFX_debug_amount

pulse rate for distortion
r_poisonFX_pulse

amount of distortion in x
r_poisonFX_warpX

amount of distortion in y
r_poisonFX_warpY

double vision angle
r_poisonFX_dvisionA

amount of double vision x
r_poisonFX_dvisionX

amount of double vision y
r_poisonFX_dvisionY

blur min
r_poisonFX_blurMin
blur max
r_poisonFX_blurMax
debug display expensive HDR alphas
r_showHDRalpha
enable full HDR rendering
r_fullHDRrendering
lut data
r_lutvar_0
lut data
r_lutvar_1
lut data
r_lutvar_2
lut data
r_lutvar_3
lut data
r_lutvar_4
lut data
r_lutvar_5
lut data
r_lutvar_6
lut data
r_lutvar_7
lut data
r_lutvar_8
lut data
r_lutvar_9
lut data
r_lutvar_10
lut data
r_lutvar_11
lut data
r_lutvar_12
lut data
r_lutvar_13
lut data
r_lutvar_14
lut data
r_lutvar_15

enable the exposure dvar tweak
r_exposureTweak

exposure
r_exposureValue

enbale bloom tweaks
r_bloomTweaks

bloom blur radius
r_bloomBlurRadius

tint weights RGB, desaturation amount
r_bloomTintWeights

color scale RGB, desaturation start
r_bloomColorScale

tint scale RGB, desaturation end
r_bloomTintScale

lo hi curve breakpoint RGBT
r_bloomCurveBreakpoint

curve lo black point RGBT
r_bloomCurveLoBlack

curve lo gamma ramp RGBT
r_bloomCurveLoGamma

curve lo white point RGBT
r_bloomCurveLoWhite

curve lo output black point RGBT
r_bloomCurveLoRemapBlack

curve lo output white point RGBT
r_bloomCurveLoRemapWhite

curve hi black point RGBT
r_bloomCurveHiBlack

curve hi gamma ramp RGBT
r_bloomCurveHiGamma

curve hi white point RGBT
r_bloomCurveHiWhite

curve hi output black point RGBT
r_bloomCurveHiRemapBlack

curve hi output white point RGBT
r_bloomCurveHiRemapWhite

expansion amount x&y and expansion target x&y
r_bloomExpansionControl

amount of expansion to lerp in RGBT
r_bloomExpansionWeights

bloom expansion source point
r_bloomExpansionSource

amount of bloom feedback
r_bloomPersistence

level weights RGB, level gamma
r_bloomStreakXLevels0

level in black white, out black white
r_bloomStreakXLevels1

streak inner tint
r_bloomStreakXInnerTint

streak outer tint
r_bloomStreakXOuterTint

streak saturation weights, saturation
r_bloomStreakXTintControl

streak tint
r_bloomStreakXTint

level weights RGB, level gamma
r_bloomStreakYLevels0

level in black white, out black white
r_bloomStreakYLevels1

streak inner tint
r_bloomStreakYInnerTint

streak outer tint
r_bloomStreakYOuterTint

streak saturation weights, saturation
r_bloomStreakYTintControl

streak tint
r_bloomStreakYTint

r,g,b channel shift x
r_finalShiftX
r,g,b channel shift y
r_finalShiftY

Use primary light intensity tweaks
r_primaryLightUseTweaks

Tweak the diffuse intensity for primary lights
r_primaryLightTweakDiffuseStrength

Tweak the specular intensity for primary lights
r_primaryLightTweakSpecularStrength

Enable tweaks of the light color from the light grid
r_lightGridEnableTweaks

Use tweaked values instead of default
r_lightGridUseTweakedValues

Adjust the intensity of light color from the light grid
r_lightGridIntensity

Adjust the contrast of light color from the light grid
r_lightGridContrast

Enable hero-only lighting
r_heroLighting

hero diffuse light saturation
r_heroLightSaturation

hero diffuse light temp
r_heroLightColorTemp

hero diffuse light scale
r_heroLightScale

toggle multipass dlights rendering
r_enableDlights

debug dlights mode
r_debugHDRdlight

dlights color scale
r_debugHDRdlight_scale

distance dlights appear around camera
r_debugHDRdlight_distance

dlights falloff radius
r_debugHDRdlight_radius

dlights debug color
r_debugHDRdlight_color

number of viewports to expect to render
r_num_viewports

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorAwayBias

Affects the height map lookup for making sure snow doesn't go indoors
r_outdoorDownBias

Outdoor z-feathering value
r_outdoorFeather

Set sun flare values from dvars rather than the level
r_sun_from_dvars

Enable development environment
developer

Allow server side cheats
sv_cheats

Draw stats monitor
com_statmon

Use Streaming SIMD Extensions for skinning
r_sse_skinning

Index of the monitor to use in a multi monitor system; 0 picks automatically.
r_monitor

Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.
r_aspectRatio

Special resolution mode for the remote debugger
r_customMode

Enable Nvidia Open Automate testing
r_open_automate

Enable tree rustle, grass wind react etc
r_gfxopt_dynamic_foliage

Enable advanced water simulation
r_gfxopt_water_simulation

Enable support for the intz depth buffer format.
r_allow_intz

Enable support for the null render target format.
r_allow_null_rt

Use the driver convergence values instead of the game defined values.
r_use_driver_convergence

Stereo convergence.
r_convergence

Create a multithreaded d3d device.
r_multithreaded_device

shader warming: disable dpvs culling
r_warm_dpvs

shader warming: bsp objects
r_warm_bsp

shader warming: static objects
r_warm_static

shader warming: d objects
r_warm_dobj

Number of seconds after displaying a per-frame warning before it will display again
r_warningRepeatDelay

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

test
r_grassBurn

Diables grass movement
r_grassEnable

Sky transition blend factor.
r_skyTransition

Envmap Scale.
r_treeScale

Specular Scale.
r_testScale

Sky box color temp.
r_skyColorTemp

Highlight Alpha Blended Polygons.
r_debugLayers

color of burned destructibles
r_burnedDestructibleColor

Enable shaderworks overrides
r_swrk_override_enable

overrides the __characterCharredAmount Shaderworks tweak
r_swrk_override_characterCharredAmount

overrides the __characterDissolveColor Shaderworks tweak
r_swrk_override_characterDissolveColor

Overrides the character wetness.
r_swrk_override_wetness

shows location of primary lights
r_debugShowPrimaryLights

shows location of dynamic lights
r_debugShowDynamicLights

shows location of coronas
r_debugShowCoronas

enables the optimization of a separate charred material tech
r_use_separate_char_tech

enables the fog debug display
r_drawDebugFogParams

Toggles see-through impact holes
r_seethru_decal_enable

Toggles tension
r_tension_enable

Show UI3D debug overlay
r_ui3d_debug_display

Use UI debug values
r_ui3d_use_debug_values

ui3d texture window x
r_ui3d_x

ui3d texture window y
r_ui3d_y

ui3d texture window width
r_ui3d_w

ui3d texture window height
r_ui3d_h

Show missile camera debug overlay
r_missile_cam_debug_display

custom extracam aspect ratio (width/height). Set to -1 to use default aspect ratio
r_extracam_custom_aspectratio

enables extra cam shadowmapping
r_extracam_shadowmap_enable

How far to draw scs debug view
r_shader_constant_set_debug_range

enables shader constant sets
r_shader_constant_set_enable

Enables sky intensity debugging display
r_sky_intensity_showDebugDisplay

use dvar values for sky intensity
r_sky_intensity_useDebugValues

angle0 of sky intensity
r_sky_intensity_angle0

angle1 of sky intensity
r_sky_intensity_angle1

angle0 of sky intensity
r_sky_intensity_factor0

angle1 of sky intensity
r_sky_intensity_factor1

Disables fog
r_fog_disable

Enables wind gusts that affect dynFoliage grass
r_grassWindForceEnable

turns on/off the script-driven cell vis bits
r_dpvs_useCellForceInvisibleBits

toggles if remote screen update draws the last frame
r_remotescreen_renderlastframe

Off-screen shadow casters LOD distance scale
r_offscreenCasterLodScale

Generate cube maps for reflection probes.
r_reflectionProbeGenerate

Regenerate cube maps for all reflection probes.
r_reflectionProbeRegenerateAll

Exit when done generating reflection cubes.
r_reflectionProbeGenerateExit

You can only generate reflections for BSP version %i, but the BSP is version %i. You need to recompile the map.

Enables dynamic water simulation
r_watersim_enabled

Enables bullet debug markers
r_watersim_debug

Flattens the water surface out
r_watersim_flatten

Time between seeding a new wave (ms)
r_watersim_waveSeedDelay

Amount of curl applied
r_watersim_curlAmount

Maximum curl limit
r_watersim_curlMax

Amount curl gets reduced by when over limit
r_watersim_curlReduce

Allows water to lap over the shoreline edge
r_watersim_minShoreHeight

Rate foam appears at
r_watersim_foamAppear

Rate foam disappears at
r_watersim_foamDisappear

Amount of wind applied
r_watersim_windAmount

Wind direction (degrees)
r_watersim_windDir

Maximum wind limit
r_watersim_windMax

Particle gravity
r_watersim_particleGravity

Limit at which particles get spawned
r_watersim_particleLimit

Length of each particle
r_watersim_particleLength

Width of each particle
r_watersim_particleWidth

XY coords to scroll water in
r_watersim_scroll


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