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TNO CVar Catalog Rendering

LopeKinz edited this page Oct 2, 2026 · 1 revision

TNO Cvars: Rendering

Generated by tools/build_cvar_wiki.py from the engine's own cvar registry. Edits made here are overwritten by the next run.

550 cvars of Wolfenstein: The New Order — renderer, textures and video. Grouped by name prefix; prefixes with fewer than 10 cvars share the last table. Part of the TNO cvar catalogue, which explains how to set a cvar in this game and where the data comes from.

Status: cheat = wiped at startup when set with +name value, set it with +toggle name value value instead; normal = +name value works; saved = not a cheat and kept in wolfConfig.cfg; init-only = command line only; read-only = cannot be set.

r_

428 cvars.

Name Type Default Status Range Description
r_adaptiveGlareAvgBrightness float 0.5 cheat — Adaptive Glare Avg Brightness (r_adaptiveGlareTest must be on)
r_adaptiveGlareDecayRate float 0.1 cheat — Adaptive Glare Decay Rate (r_adaptiveGlareTest must be on)
r_adaptiveGlareMaxThreshold float 0.8 cheat — Adaptive Glare Max Threshold (r_adaptiveGlareTest must be on)
r_adaptiveGlareMinThreshold float 0.2 cheat — Adaptive Glare Min Threshold (r_adaptiveGlareTest must be on)
r_adaptiveGlareTest bool 0 cheat — Adaptive Glare test value overrides
r_ambientChannelScale float 1 cheat — Scales the ambient light contribution
r_amdCrashReproDelay float 0 cheat — Insert a delay before the resource load from resource file-load to trigger amd driver hang/crash
r_amdShaderLinkCrashWorkaroundTest bool 0 cheat — Insert a glFlush after glLinkProgram
r_amdWorkaroundMapBuffersOnCreate bool 0 cheat — —
r_blendLightShadowSizeScaler float 1.0 cheat — Size of the shadowbuffer to use for blendlight shadows
r_brightness float 1.0 saved 0.5 … 2 changes gamma tables
r_calibrateGamma float 0 cheat — if > 0 draw a swatch at a specific luminance for calibrating gamma
r_calibrateGammaLum float 0 cheat — luminance to display for calibrating gamma [0,255]
r_calibrateGammaMode float 0 cheat — 0=measure total luminance, 1=measure red, 2=measure green, 3=measure blue
r_checkBounds bool 0 cheat — compare all surface bounds with precalculated ones
r_clear string 2 cheat — force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_consoleTransparency float 1.0 saved 0 … 1 transparency of the console background 0-1
r_currentMaterial string (empty) cheat — current material name from r_showSurfaceInfo
r_cuttablemodel_freecpudata bool 1 cheat — Free cuttable model CPU data
r_debugArrowStep int 120 saved 0 … 120 step size of arrow cone line rotation in degrees
r_debugContext int 0 init-only — Init context for ARB_debug_output extension, 2 = force sync mode, 3 = also low priority messages
r_debugDecals int 0 cheat — 1 - To display the decal axis. 2 - To see the axis and obb.
r_debugDrawAlpha float 0.5 cheat 0 … 1 alpha for r_show* debug tools, where implemented and applicable
r_debugFlareOcclusionQuad int 0 cheat — display occlusion quad debug
r_debugLineDepthTest bool 0 saved — perform depth test on debug lines
r_debugLineWidth int 1 saved — width of debug lines
r_debugPolyDepthTest bool 0 saved — perform depth test on debug polys
r_debugPolygonFilled bool 1 cheat — draw a filled polygon
r_defaultPolyOfsFactor float -10.0 cheat — default polygonOffset factor
r_defaultPolyOfsUnits float -100.0 cheat — default polygonOffset units
r_detailDistancePixelThreshold float 3 cheat — pixel width to use when determining the maximum detail distance
r_detailFadeDistMax float 3500 cheat — detail models will be completely faded out at this range
r_detailGenJobsPerSubTree int 1 cheat 1 … 32 —
r_dialogIconX float 0.0 cheat — horizontal screen fraction at which the loading icon is placed
r_dialogIconY float -0.84 cheat — vertical screen fraction at which the loading icon is placed
r_dimShadowDensity float 0.75 cheat — 1.0 = full dark shadows, 0.0 = no shadows
r_dimShadowDepthBoundsTest bool 1 cheat — use depth bounds test on dim shadows for early fragment rejection
r_dimShadowFadeVisibilityRange float 1800.0 cheat — dim-shadows start fading at this range from viewer
r_dimShadowForceHighQuality int 2 cheat — 2 = all models use high quality dim-shadows, 1 = all models use mid quality dim-shadows, -1 = no models do
r_dimShadowHeightTweak float 0.9 cheat — This value is added to the true combined light z value to prevent long stretched shadows. Set to 0 for true shadows.
r_dimShadowLixelScale float 1.0 cheat — clip space to lixel scale factor, 0 disables
r_dimShadowMaxLixelsPerUnit float 8.0 cheat — Cap shadow map size to a factor of bounding box radius.
r_dimShadowMaxVisibleRange float 2200.0 cheat — dim-shadows are culled at this range from viewer
r_dimShadowPolyOfsFactor float 2.0 cheat — polygon offset factor for drawing shadow buffer
r_dimShadowPolyOfsUnits float 2000 cheat — polygon offset units for drawing shadow buffer
r_dimShadowResolutionCap int 2048 cheat — Cap dimShadow size.
r_dimShadowUseQuery bool 1 cheat — Use occlusion queries
r_directChannelScale float 1 cheat — Scales the direct light contribution
r_disableBlendShapes bool 0 cheat — disable blendshapes
r_disableGLSyncArb bool 0 cheat — use a full glFinish instead of gl sync fence
r_discretemodel_forcestale bool 0 cheat — Force resources as stale during reload
r_discretemodel_freecpudata bool 1 cheat — Free Discrete Animatation model CPU data
r_displayRefresh int 0 cheat 0 … 200 optional display refresh rate option for vid mode
r_distanceScaleLOD float 1.0 cheat — Scale all distance by factor
r_doPreZMask int 0 cheat — do pre-z pass mask (bit 0 = scenemodels, bit 1 = world areas, bit 2 = prez view models)
r_drawLoadedImages int 0 cheat — Draw loaded images scaled on the screen
r_drawLoadedImagesScale float 64 cheat — Shrink factor for r_drawLoadedImages
r_dumpGeneratedGLSL bool 0 cheat — If true, will dump out shader text into base/generated.
r_dynamicLightingScale float 1 cheat — Scales all approximated lighting on dynamic models
r_enableSelfShadowLessLocalLights int 1 cheat — enable selfshadowless local light, 2 = force no selfshadows
r_enableVideoOverlay bool 1 cheat — enable (subtitle) video overlay
r_envBlendAmbient int 1 cheat — use ambientEnvMap instead of userEnvMap for the lowest mip level
r_envBlendPowerFilterSize float 0 cheat — Radius of specular power bleeding filter
r_envBlendShow int 0 cheat — report the dynamic blend factors
r_envBlendSkip bool 0 cheat — if true we ignore blending between environment maps and sets it directly instead
r_envBlendTime float -1.0 cheat — if >= 0, the seconds to completely fade out an old environment
r_eventLogLight int 0 cheat — Capture frame(s) with event log light
r_explosivesDebug bool 0 saved — draws debug geometry for idProp_Exposive based entities
r_extraClears int 1 cheat — To simulate slower rendering scenes, draw this many extra full screen clears. Negative value for purple clears
r_extraWorldPassForSlowDown int 0 cheat — Render world areas multiple times to slow down rendering for debugging
r_fadeScaleLOD float 1.0 cheat — Scale all lod fade times by factor
r_feedbackBGRA bool 0 init-only — use BGRA instead of RGBA for the feedback buffer
r_filterFullscreenGUI int 0 cheat — Filter out the fullscreen only GUI (still renders world in background) 0 = off, 1 = black, 2 = white
r_finishEveryDraw bool 0 cheat — call glFinish() or equivalent after each draw call
r_firstPersonModelsLast bool 0 cheat — Render first person models after all other models
r_fixObjMaterialPath bool 0 cheat — temp hack fix for material paths being jumbled up for objs coming out of modo
r_flareDistanceCull bool 1 cheat — If flares should be culled by distance to player0
r_flatShadeOnMapLoad bool 0 saved — set to flat shade on all map loads
r_flatShadeOnMissingMegas bool 1 cheat — draw missing megatextures as flat shaded upon loading map
r_foliageBigFadeDistMax float 7000 cheat — all foliage will be completely faded out at this range
r_foliageSmallFadeDistMax float 5000 cheat — small foliage will be completely faded out at this range
r_foliageStartFadeDist float 3000 cheat — start fading foliage out at this range
r_forceAspectRatio float 0 cheat — 1.777 for 16:9, 1.6 for 16:10, 1.333 for 4:3, 0 to disable
r_forceDualQuatSkinning bool 0 cheat — 0 = off, 1 = on
r_forceFullVirtualTextureLoad bool 0 cheat — force each frame to do a full virtual texture load for capturing video, etc * SLOW *
r_forceLODIndex int -1 cheat — Force all LODed render models to specific index
r_forceNonDeferredAnimBlend string 0 cheat — 1 = force non-deferred animation blending
r_forceOcclusionBoxQueries bool 0 cheat — force the use of occlusion query boxes
r_forceReferencesOnCommit bool 0 cheat — Never skip the reference update
r_forceTwoSided int 0 cheat — Force two sided rendering for everything
r_frameExposureDecay float 0.9 cheat — Shutter speed / frame exposure decay rate
r_frameExposureMax float 0.7 cheat — Shutter speed / frame exposure max threshold
r_frameExposureMin float 0.5 cheat — Shutter speed / frame exposure min threshold
r_frameExposureSaturation float 0.15 cheat — Shutter speed / frame exposure color saturation
r_frameExposureTest bool 0 cheat — Shutter speed / frame exposure effect
r_freeTriangleCPUData bool 0 cheat — dump the CPU data after building vertex buffers
r_fullscreen bool 1 saved — 0 = windowed, 1 = full screen
r_fullscreenWindowed bool 0 saved — 0 = actual fullscreen, 1 = use desktop
r_gamma float 1.0 cheat 0.5 … 3 changes gamma tables
r_generateMipMaps int 1 normal — 0 = overlapped downsample, 1 = glGenerateMipMap
r_glFinishBeforeGetQuery bool 0 cheat — run glFinish() before running the culling code (for testing)
r_glMajorVersion int 3 init-only — OpenGL Major Version
r_glMinorVersion int 2 init-only — OpenGL Minor Version
r_globalShadowsCoordinateBias float 0.5 cheat — Bias to the shadow check coordinate calculation
r_globalShadowsDepthBias float 0 cheat — Bias to the shadow check depth calculation
r_glSingleContext bool 0 init-only — Only use one gl-context (ati-workaround).
r_glSkipframeSync bool 0 cheat — skip end frame sync
r_gLSyncArbLongTimeOut bool 0 cheat — use a long timeout (1s) for glClientWaitSync instead of a loop of short (1ms)
r_glUseDirectStateAccess bool 1 cheat — Use the GL_EXT_direct_state_access for buffer management
r_glUseMultiQuery bool 1 cheat — use the glGetMultiQueryObjectuivAMD extension if available
r_glUseVAO bool 1 cheat — use Vertex Array Objects to speed up buffer bindings (not supported in tools engine)
r_gpuMemReport string 0 cheat — 0 = VBO, 1 = Texture, 2 = RenderBuffer
r_guiDebug bool 0 cheat — Provides debug output in idRenderModelGui code
r_highlightColor string (empty) cheat — default highlight color on 'useables'
r_highlightEnable bool 1 cheat — Highlights are enabled
r_highlightSynchronized bool 0 cheat — All highlights in phase
r_ignoreGLErrors int 2 cheat — 1 = ignore except forcePrint, 2 = ignore GL errors, -1 = fatal error
r_initialMonitor int 0 saved — The initial monitor used to initialize the render system
r_jitter bool 0 cheat — randomly subpixel jitter the projection matrix
r_jointAxisScale float 1.0 cheat — scale of joint axes
r_jointName string (empty) cheat — name of model joint to render
r_jointNameOffset float 0.5 cheat — offset of joint names when r_showskel is set to 1
r_jointNameScale float 0.02 cheat — size of joint names when r_showskel is set to 1
r_jointSubString string (empty) cheat — render all joints with this substring in the name
r_keepLowestLOD bool 0 cheat — Force system to never hide lowest lod
r_lazyBindParms bool 1 cheat — lazy update of render parms
r_lazyBindPrograms bool 1 cheat — lazy program binds
r_lazyBindTextures bool 1 cheat — lazy texture binds
r_loadingIconSize float 0.1 cheat — size of the loading icon
r_loadingIconSpeed float 0.5 cheat — rotation speed of the loading icon
r_loadPrecompiledShaders bool 0 saved — If true, cache compiled shaders to generated directory.
r_lockView bool 0 cheat — lock the current view
r_logFile int 0 cheat — number of frames to emit render logs
r_logFlush bool 0 cheat — continuously flush renderlog (potentially slow) will use less ram as well
r_logLevel int 2 cheat 1 … 2 1 = blocks only, 2 = everything
r_manifoldMaxDetailWidth float 32 cheat — —
r_mergeModelSurfaces bool 1 cheat — combine model surfaces with the same material
r_mip3Border bool 1 saved — use clampToBorder for the mip3 buffers
r_mode int -1 saved — Select the resolution and monitor to use in fullscreen mode (hit TAB to view available modes)
r_multiSamples int 0 saved 0 … 64 number of anti-aliasing samples (0 = no multi-sampled FBO)
r_multiSamplesGuiClamp int 8 saved 0 … 64 maximum number of anti-aliasing samples choosable from the option gui
r_noBreakableShadows bool 0 cheat — if 1, don't allow any dimshadows on breakables
r_ocean2_ampdistrexp float 2.2 cheat — Ocean2 wave gen amp distribution exponent
r_ocean2_ampmax float 12.0 cheat — Ocean2 wave gen max amp
r_ocean2_ampmin float 0.5 cheat — Ocean2 wave gen min amp
r_ocean2_anglebase float 0.0 cheat — Ocean2 wave base direction in degrees
r_ocean2_anglespread float 40.0 cheat — Ocean2 wave direction spread in degrees
r_ocean2_debugflags int 0 cheat — Ocean2 debug flags.
r_ocean2_jobmode int 1 cheat — 0 = off, 1 = threaded
r_ocean2_kamp float 0.06 cheat — Ocean2 amp-displacement constant
r_ocean2_kgrav float 512 cheat — Ocean2 wave gravity constant
r_ocean2_numwaves int 36 cheat 1 … 1024 Ocean2 max wave count
r_ocean2_printwaves int 0 cheat — Print ocean2 wave parameters.
r_ocean2_spamtimer float 0 cheat — Ocean2 debug spam timer.
r_ocean_ampdistrexp float 2.2 cheat — Ocean wave gen amp distribution exponent
r_ocean_ampk float 0.06 cheat — Ocean amp-displacement constant
r_ocean_ampmax float 12.0 cheat — Ocean wave gen max amp
r_ocean_ampmin float 0.5 cheat — Ocean wave gen min amp
r_ocean_anglebase float 0.0 cheat — Ocean wave base direction in degrees
r_ocean_anglespread float 40.0 cheat — Ocean wave direction spread in degrees
r_ocean_debugflags int 0 cheat — Ocean debug flags.
r_ocean_gravk float 512 cheat — Ocean wave gravity constant
r_ocean_jobmode int 1 cheat — 0 = off, 1 = threaded
r_ocean_lodk float 0.04 cheat — Ocean lod scale constant. (lod = sqrt(tiledist)*lodk)
r_ocean_macrotilesubdivide int 5 cheat — Max macro tile subdivision.
r_ocean_maxwaves int 36 cheat 1 … 64 Ocean max wave count
r_ocean_mintexelperwavelen float 0.5 cheat — Ocean mintexelperwavelen
r_ocean_minvertperwavelen float 0.5 cheat — Ocean minvertperwavelen
r_ocean_printwaves int 0 cheat — Print ocean wave parameters.
r_ocean_spamtimer float 0 cheat — Ocean debug spam timer.
r_ocean_synddisable int 0 cheat — Ocean sync disable flags.
r_ocean_usecvarparams int 0 cheat — Configure ocean by cvars (for debug/tuning)
r_ocean_wavelodexp_n float 1.0 cheat — Ocean lod normalmap wave count distribution exponent
r_ocean_wavelodexp_v float 1.0 cheat — Ocean lod vertex wave count distribution exponent
r_ocean_wavelodfaderange float 128 cheat — Ocean r_ocean_wavelodfaderange
r_oldDecalGen bool 0 cheat — 1 - Fall back to old GenDecalVerts serially instead of 4 at a time
r_parallelHQDXTEncode bool 1 cheat — Use parallel jobs for very slow HQ DXT encoding
r_particleBatchStages int 2 cheat 0 … 2 1 = batch particle jobs, 2 = batch particle surfaces
r_particleTrail_timeStep int 0 cheat — particle trail time step in MS (non-zero value uses cvar)
r_postProcessDofMode int 5 cheat — 0 = cheap, 1 = slow, 2 = box, 3 = box+blur, 4 = bokeh, 5 = bokeh+blur
r_postProcessHQ bool 0 cheat — Set high quality post process, for cutscene rendering
r_primeLightScale float 1 cheat — Scales prime light contribution
r_printSyncGpuAtEndThreshold float -1 cheat — threshold for print end of frame wait time in ms, -1 == never
r_purpleClear int 0 cheat — Clear with purple (also forces main buffer clear)
r_queryThreshold int 4 cheat — minimum return value from a query
r_renderProgProdOverridePath string (empty) cheat — load renderprogs from this path instead of from resource file in production
r_sb_imageSize int 4096 cheat 256 … 16384 Dimensions of the shadow buffer image (used for dimshadows and interaction light shadows)
r_sb_linearFilter bool 1 cheat — use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_occluderFacing int 0 cheat — 0 = front faces, 1 = back faces, 2 = front and back sides separately with polygon offset
r_sb_parallelPolyOfsFactor float 2 cheat — polygon offset factor for drawing parallel light shadow buffer
r_sb_parallelPolyOfsUnits float 2000 cheat — polygon offset units for drawing parallel light shadow buffer
r_sb_polyOfsFactor float 2 cheat — polygon offset factor for drawing shadow buffer
r_sb_polyOfsUnits float 2000 cheat — polygon offset units for drawing shadow buffer
r_sb_singleSide int -1 cheat — only draw a single side (0-5) of point lights
r_sb_sliceRampScale float 2 cheat — larger values perform a faster triliner lerp between slices
r_sb_sliceStep float 512 cheat — initial ortho size for first slice
r_screenSpaceReflections int 0 cheat — screen-space ray march reflections. 0 = disabled, 1 = enabled
r_selfShadowDebugImage bool 0 cheat — Capture self-shadow buffer to debug scratch output
r_selfShadowDensity float 1.0 cheat — 1.0 = full dark shadows, 0.0 = no shadows
r_selfShadowFadeVisibilityRange float 1250.0 cheat — self-shadows start fading at this range from viewer
r_selfShadowLixelScale float 1.0 cheat — clip space to lixel scale factor for selfshadows, 0 disables
r_selfShadowMaxVisibleRange float 1600.0 cheat — self-shadows are culled at this range from viewer
r_selfShadowPolyOfsFactor float 5.0 cheat — polygon offset factor for drawing shadow buffer
r_selfShadowPolyOfsUnits float 10000 cheat — polygon offset units for drawing shadow buffer
r_selfShadowResolutionCap int 2048 cheat — Cap dimShadow size.
r_shadows bool 1 cheat — enable shadows
r_showAmbientLighting int 0 cheat — Draw boxes for all the ambient samples, and lines from all dynamic models to their chosen ambients
r_showAnimatedBounds int 0 cheat — displays the bounding boxes of all animated models (1 = frame, 2 = normalized, 4 = translated)
r_showBlendedLights int 0 cheat — 1 = visualize the blendlights boxes, 2 = visualize blendlights region
r_showBlendedSurfaces int 0 cheat — outline and draw blended geometry, 1 = all, 2 = emissive pass, 3 = blended pass, 4 = background sort, 5 = emit sort, 6 = light sort, 7 = decal sort, 8 = trans sort, 9 = water sort
r_showBlendedSurfOverdraw int 0 cheat 0 … 9 show overdraw from all blended surfaces: 1 = all, 2 = emissive pass, 3 = blended pass, 4 = background sort, 5 = emit sort, 6 = light sort, 7 = decal sort, 8 = trans sort, 9 = water sort
r_showBuffers int 0 cheat — —
r_showCommits int 0 cheat — report model and light commits and ref counts
r_showCracks int 0 cheat — display cracks less that the given number of pixels wide
r_showDeltaStats int 0 cheat — report render stat deltas
r_showDepth bool 0 cheat — display the contents of the depth buffer and the depth range
r_showDepthOfFieldDebug bool 0 cheat — Show depth of field calculations
r_showDestinationAlpha bool 0 cheat — draw destination alpha
r_showDetailNodeBounds bool 0 cheat — show the individual detail model bounds
r_showDimShadows int 0 cheat — visualize the dimShadow boxes
r_showDrawColor string 1 1 1 0.4 saved — specifies the draw color for r_showTris mode 4
r_showDuplicateTriangles bool 0 cheat — show duplicate triangles
r_showDynamic int 0 cheat — report stats on dynamic surface generation
r_showDynamicLighting int 0 cheat — Draw lines to lights for each dynamic model, 3 = draw bounds of problem models and lights affecting them
r_showDynamicLightingSingleModel int -1 cheat — suppress show dynamic lighting on all but one model specified with this model index
r_showEdges bool 0 cheat — draw the sil edges
r_showEnvs bool 0 cheat — displays the bounding boxes of all the dynamic environments
r_showFoliageNodeBounds int 0 cheat — show the individual foliage bounds - 0 = off, 1 = just the bounds, 2 = bounds + position and size
r_showFoliageSubTreeBounds int -1 cheat — show the bounds of the specified subtree
r_showFoliageSubTreeNodes int -1 cheat — show the nodes of the specified subtree
r_showGlobalShadows int 0 cheat — 1 = display the map as an image, 2 = draw the dynamics with the global shadow contributino
r_showGrainLuminanceDebug bool 0 cheat — Show grains screen luminance scale calculations
r_showGuiOverdraw bool 0 cheat — —
r_showIntensity bool 0 cheat — draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showLightCount int 0 cheat 0 … 3 1 = colors surfaces based on light count, 2 = also print overdraw
r_showLightingDebugPrint bool 1 cheat — 1 show warnings, 0 dont show warnings
r_showLights int 0 cheat 0 … 3 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLightScissors bool 0 cheat — show light scissor rectangles
r_showManifolds int 0 cheat — 0 = off, 1 = all manifolds, 2 = significant manifolds, 3 = omni-significant manifolds, 4 = show detail manifolds, 5 = show pipe manifolds, 6 = subdivided world manifolds
r_showModelGroupMasters int 0 cheat — draw lines from from models that use another model's origin for lighting and shadowing (1 = visible models, 2 = all models)
r_showModels int 0 cheat — 1 = displays the bounding boxes of all view models, 2 = print index numbers
r_showNoDrawSurfaceInfo bool 0 cheat — allow r_showSurfaceInfo to intersect materials that don't draw ( "isdrawn 0" )
r_showNonTwoManifoldEdges bool 0 cheat — draw edges that are not shared by exactly two triangles
r_showNormals float 0 cheat — draws wireframe normals
r_showOcclusionBaseModel int 0 cheat — show sound BSP base occlusion model
r_showOcclusionBoxes bool 0 cheat — —
r_showParms bool 0 cheat — print all world / view parmBlock assignments
r_showParticleBounds bool 0 cheat — draw particle bounds
r_showParticleDistVol bool 0 cheat — visualize the distribution volume for each stage of the particle
r_showParticleInfo int 0 cheat — 1 = show particle counts depth-tested, 2 = show particle counts non-depth-tested, 3 = dump particle info to console
r_showPrimitives int 0 cheat — report drawsurf/index/vertex counts
r_showPVS int 0 cheat — —
r_showQueries bool 0 cheat — reports the number of occlusion queries per frame
r_showReferenceUpdates bool 0 cheat — show rendermodels which have their references updated
r_showRefPose bool 0 cheat — selects the pose to draw with r_showskel, 0 = draw the final pose, 1 = draw the reference pose
r_showRenderLog int 0 cheat — report stats
r_showRenderModelCommits int 0 cheat — report model and light commits and ref counts, 1 = print stats in console, 2 = also show rendermodel commits by type
r_showRuler bool 0 cheat — —
r_showSkel int 0 cheat 0 … 3 draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSpecularTriangles bool 0 cheat — show specular triangles
r_showStats int 0 cheat 0 … 2 report render stats. 0 = off, 1 = show and update, 2 = show but don't update
r_showStencil bool 0 cheat — display the contents of the stencil buffer
r_showSurfaceBounds int 0 cheat — 1 = displays the bounding boxes of all model surfaces
r_showSurfaceInfo int 0 cheat — show surface material name under crosshair
r_showTangentSpace int 0 cheat 0 … 3 shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexelDensity int 0 cheat — shade triangles by texel density. Set > 0 to scale range by specified amount. Colors mean: 0: black, 1: purple, 2: blue, 3: green, 4: yellow, 5: orange, 6: red, 7+: white.
r_showTextureDistortion int 0 cheat — shade triangles based on UV stretching
r_showTexturePolarity bool 0 cheat — shade triangles by texture area polarity
r_showTextureSpace int 0 cheat — shade triangles by texture space
r_showTJunctions int 0 cheat — 0 = off, 1 = all t-junctions, 2 = t-junctions on significant occluders, 3 = j-junctions with vertices between two colinear edges, 4 = = j-junctions with vertices between two colinear edges on significant occluders
r_showTotalSurfaceArea int 0 cheat — print the total surface area of all static surfaces (2=include non-statics too)
r_showTrace int 0 cheat 0 … 2 show the intersection of an eye trace with the world
r_showTraceWorld int 0 cheat — show traceworld info under crosshair
r_showTransparencyStats int 0 cheat — 1 = print stats
r_showTransSortOverdraw int 0 cheat 0 … 2 show overdraw from transparency sorted surfaces, 1:heat pallet, 2; stagering red pallet
r_showTriangleInfo int 0 cheat 0 … 2 show vertex numbers and tangents of the triangle the crosshair is over
r_showTris int 0 cheat -4 … 4 enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all, 4 = only visible ones with blended lines
r_showTwoSided int 0 cheat — outline two sided geometry
r_showUpdateInView bool 0 cheat — show update in view statistics
r_showVertexColor bool 0 cheat — draws all triangles with the solid vertex color
r_showVisibleGlassBounds int 0 cheat — Show the geometry bounds of visible glass surfaces
r_showVisibleInfluenceSpheres bool 0 cheat — show the visible influence spheres
r_showVmtrChannel int 0 cheat — Show VMTR components, 1 = Dffuse, 2 = Specular, 3 = Bump, 4 = Power, 5 = Cover
r_showWorldAreas int 0 cheat — 0 = 0ff, 1 = show world areas, 2 = lock view and show world areas
r_singleDimShadow int -1 cheat — only render the dim-shadow for a single model
r_singleFlareModel int -1 cheat — suppress all but one flare
r_singleGuiSurface int -1 cheat — suppress all but one surface on gui model
r_singleLight int -1 cheat — suppress all but one light
r_singleModel int -1 cheat — suppress all but one model
r_singleSelfShadow int -1 cheat — only render self-shadows for a single model
r_singleSurface int -1 cheat — suppress all but one surface on each model
r_singleTriangle bool 0 cheat — only draw a single triangle per primitive
r_singleWorldArea int -1 cheat — suppress all but one world area
r_skipAdaptiveGlare bool 0 cheat — skip Adaptive Glare
r_skipAddAlways bool 0 cheat — don't include add-always models
r_skipAdditiveEnvParms bool 0 cheat — Turn on/off additive render-view environment parms
r_skipAmbientOcclusion bool 0 cheat — skip occlusion of the approximate dynamic ambient lighting
r_skipAnalyze int 0 cheat — skip the feedback analysis
r_skipAreaCPUCulling bool 0 cheat — skip CPU MVP culling of world areas
r_skipAreaGPUCulling bool 0 cheat — skip GPU occlusion testing of world areas
r_skipAutosprites bool 0 cheat — skip the autosprites
r_skipBeams bool 0 cheat — skip render model beam system
r_skipBlendedSurfaces bool 0 cheat — skip blended surfaces
r_skipBlendLights bool 0 cheat — 1 = don't draw blend lights
r_skipBlendLightShadows bool 0 cheat — skip shadows from blend lights
r_skipBlendShapes bool 0 cheat — If no blendshape data will be setup
r_skipCloth int 0 cheat 0 … 1 1 = skip cloth rendering
r_skipCommits bool 0 cheat — 1 = don't accept any entity or light updates, making everything static
r_skipDecals bool 0 cheat — skip rendermodel decals
r_skipDepthViewStencil bool 0 cheat — Skip stencil pass when rendering first-person head and body models.
r_skipDetail bool 0 cheat — Completely disable detail model
r_skipDetailTris bool 0 cheat — skip all detail triangles
r_skipDimShadowRangeCulling bool 0 cheat — 1 = skip dim-shadow range culling
r_skipDimShadows bool 0 cheat — skip the dim-shadow rendering
r_skipDistortionSurfaces bool 0 cheat — skip perturb surfaces
r_skipDust int 0 cheat 0 … 1 —
r_skipDynamic bool 0 cheat — skip dynamic models
r_skipDynamicLighting bool 0 cheat — —
r_skipEffectParticles int 0 cheat 0 … 3 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles
r_skipEmissiveGlare int 0 cheat — skip emissive glare processing
r_skipEmissiveSurfaces bool 0 cheat — skip emissive surfaces
r_skipFeedback bool 0 cheat — skip the feedback rendering
r_skipFlares int 0 cheat 0 … 1 1 = skip all flares
r_skipFog bool 0 cheat — skip fog
r_skipFoliage bool 0 cheat — Completely disable foliage models
r_skipGeneratedFileCheck bool 0 cheat — override for skipping the generated file check
r_skipGlass bool 0 cheat — skip glass
r_skipGodRays bool 0 cheat — skip godrays
r_skipGuis int 0 cheat — skip rendering guis, 1 = in-game, 2 = all
r_skipHazeFlare bool 0 cheat — skip Haze/Flare post effect
r_skipLightCPUCulling bool 0 cheat — skip CPU MVP culling of lights
r_skipLightGPUCulling bool 0 cheat — skip GPU occlusion testing of lights
r_skipLightRangeCulling bool 0 cheat — allow lights to be removed at distance
r_skipLights bool 0 cheat — skip drawing all dynamic lights
r_skipMergeMeshes bool 0 cheat — skip combining rendermodel surface to reduce the batch count
r_skipModelCPUCulling bool 0 cheat — skip CPU MVP culling of models
r_skipModelGPUCulling bool 0 cheat — skip GPU occlusion testing of models
r_skipModelRangeCulling bool 0 cheat — allow models to be removed at distance
r_skipModels bool 0 cheat — skip drawing all dynamic models
r_skipNodeCPUCulling bool 0 cheat — skip CPU MVP culling of world nodes
r_skipNodeGPUCulling bool 0 cheat — skip GPU occlusion testing of world nodes
r_skipOcclusionBaseModel bool 0 cheat — use sound BSP derived base occluder triangles
r_skipOcclusionSurfaces bool 0 cheat — skip occlusion surfaces
r_skipOpaqueSurfaces bool 0 cheat — skip opaque surfaces
r_skipParticles int 0 cheat — 1 = skip all particle systems, 2 = skip all non-transsort particles, 3 = skip all transsort particles
r_skipPostProcess int 0 cheat — skip post processing
r_skipPostSpecular bool 0 cheat — skips the specular in post pass and moves it to the base pass
r_skipSelfShadowRangeCulling bool 0 cheat — 1 = skip self-shadow range culling
r_skipSelfShadows bool 0 cheat — skip rendering three-point self-shadows
r_skipShadowModelCPUCulling bool 0 cheat — skip CPU MVP culling of shadow casting models
r_skipShadowOccluders bool 0 cheat — do the clear, but no triangle draws
r_skipShadows bool 0 cheat — just use the existing depth texture contents
r_skipShadowSurfaceCPUCulling bool 0 cheat — skip CPU MVP culling of shadow casting surfaces
r_skipSlowLights bool 0 cheat — 1 = don't draw slow lights
r_skipSubSurfaceScattering bool 0 cheat — skip sub-surface scattering
r_skipSunFlares int 0 cheat 0 … 1 1 = skip sun flares
r_skipSuppress bool 0 cheat — ignore the per-view suppressions
r_skipSurfaceCPUCulling bool 0 cheat — skip CPU MVP culling of model surfaces
r_skipTracers bool 0 cheat — skip tracers
r_skipUpdateInView bool 0 cheat — skip world update in view call
r_skipViewParms bool 0 cheat — don't use the parmBlock in idRenderView
r_skipVmtrs bool 0 cheat — 1 = skip loading of vmtrs
r_skipWater int 0 cheat 0 … 1 1 = skip render update of all water surfaces
r_skipWorld bool 0 cheat — skip drawing all world geometry
r_sleep int 0 cheat — Sleep for this many milliseconds to simulate low frame rates.
r_slopNormal string 0.0001 cheat — merge normals that dot less than this
r_slopTexCoord string 0.0001 cheat — merge texture coordinates this far apart
r_slopVertex string 0.01 cheat — merge xyz coordinates this far apart
r_slowMapWorldAmbient float 0.075 cheat — amount of ambient lighting to use on the world in slow map
r_sortBlendedSurfacesBackToFront bool 1 cheat — Sort blended surfaces so that they draw back-to-front
r_staticModelTriStrips bool 1 cheat — build tristrips for static models
r_staticTransparencyFadeMaxDist float 2048 cheat — completely faded out at this range
r_staticTransparencyFadeStartDist float 1024 cheat — start fading out at this range
r_stealFocus bool 1 saved — If set, gl system will steal focus during setup
r_stripFragmentBranches bool 1 cheat — strip branches from fragment programs
r_subSurfaceScatteringFadeVisibilityRange float 384.0 cheat — Sub surface scattering start fading at this range from viewer
r_subSurfaceScatteringMaxVisibleRange float 512.0 cheat — Sub surface scattering are culled at this range from viewer
r_subSurfaceScatteringSkipRangeCulling bool 0 cheat — Sub surface scattering is never ranged culled
r_swapInterval int -1 normal — changes wglSwapInterval. 0 = off, 1 = vsync 60Hz, -1 = swap-tear 60Hz
r_syncAtEndFrame bool 0 cheat — sync at GL_EndFrame instead at swap and wait
r_testAutosprites bool 0 cheat — display the autosprited geometry
r_testGamma float 0 cheat 0 … 195 if > 0 draw a grid pattern to test gamma levels
r_testGammaBias float 0 cheat — if > 0 draw a grid pattern to test gamma levels
r_testMegaTexture bool 0 cheat — draw the entire megatexture as a flat quad
r_testParticleLOD int 0 cheat 0 … 3 which lod level to apply
r_testTextureReconstruct bool 0 cheat — —
r_testVMTR float 0 cheat — if > 0 displays the vmtr specified by r_currentMaterial centered on the screen
r_testVMTRLod int 0 cheat — which LOD of the vmtr to display
r_useAnimBlendJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useCableGenJobs int 0 cheat 0 … 1 0 = off, 1 = threaded
r_useDeferredSlowMapLighting bool 0 cheat — —
r_useDetailGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useDistanceFont int 1 cheat — 1 - the game uses distance fonts instead of coverage fonts - Note: This cvar should only be set from command line and toggled at run time
r_useDustGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useDynamicEnvironment int 1 cheat — generate a new environment map every frame
r_useDynamicLightingJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useFloatBuffers bool 0 cheat — Use float format for render buffers, for higher range
r_useFoliageGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useGeneratedRenderprogs bool 1 cheat — Use the pre-translated renderprog files for faster loads
r_useGlobalShadows bool 1 cheat — If false, always return 1.0 for shadow tests
r_useGPUTimer int 1 normal — Use the GL_ext_timer_query extension, 2 for force on (else is disabled on amd)
r_useHardwareTextures bool 0 cheat — Use hardware textures instead of virtual textures for implicit gui images
r_useInfluenceSphereCullJob int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useInfluenceSpheres bool 1 cheat — enable influence spheres
r_useLightDepthBoundsTest bool 1 cheat — use depth bounds test on blended lights for early fragment rejection
r_useLightScissors bool 1 cheat — use custom scissor rectangle for each light based on projection
r_useParticleGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_usePBOTextureFeedback bool 1 cheat — use async pixel buffer read for texture feedback query
r_useSMP bool 1 cheat — 1 = run the renderer in a separate thread
r_useStateCaching bool 1 cheat — avoid redundant state changes in GL_*() calls
r_useStaticTransparencyGenJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useTransparencyBinning bool 0 cheat — —
r_useTransparencyCollapse bool 1 cheat — 1 = collapse unused verts
r_useTransparencyEmissivePass int 1 cheat — render quads marked emissive to the emissive pass
r_useTransparencySort bool 1 cheat — 0 = do not sort the transparency quads
r_useTransparencySortJobs int 1 cheat 0 … 1 0 = off, 1 = threaded
r_useUniformArrays int 1 init-only 0 … 2 0: use individual uniforms, 1: use uniform array
r_useUnsyncBufferObjects bool 0 cheat — —
r_useWaterSimulationJobs int 1 cheat — 0 = off, 1 = threaded
r_validateRenderProgs int 1 cheat — if > 0 validates 360 shaders and points out potential shader patch issues
r_waitForQuery bool 1 cheat — Stall until occlusion query returns
r_windowHeight int 0 saved — window height when running in a window
r_windowPosX int 0 saved — window X position when running in a window
r_windowPosY int 0 saved — window Y position when running in a window
r_windowWidth int 0 saved — window width when running in a window
r_writePackedMaterials bool 0 cheat — debug option to write all the packed materials out to viewable tga files as they are retrieved
r_zfar float 0 cheat 0 … 200000 far Z clip plane distance, 0 = infinity
r_znear float 3 cheat 0.001 … 200 near Z clip plane distance

vt_

97 cvars.

Name Type Default Status Range Description
vt_containers bool 0 normal — Set to enable loading from containers
vt_createPagesFile string 1 init-only — 1 = Create a new pages file if there is none for the specified material, 2 = allow creation of vmtr pages file but not unique
vt_enablePRT bool 0 cheat — Set to enable PRT mode
vt_feedbackHighWater float 90 normal — More than this percentage of pages needed this frame and we consider ourselves oversubscribed.
vt_feedbackLodBias float 0 normal — Additional floating point bias for feedback LOD
vt_feedbackLODIncrement float 0.125 normal — Base increment value for adjusting dynamic LOD bias.
vt_feedbackLowWater float 80 normal — Less than this percentage of pages needed this frame and we consider ourselves undersubscribed.
vt_filePath string (empty) normal — Path for the virtual texture
vt_filePathVmtrOverride string generated/pagefiles normal — Optionally get vmtr files from a different source than vt_filePath
vt_filter int 2 normal 0 … 2 filter physical images, 0 = off, 1 = bilinear, 2 = trilinear
vt_genMissingPages int 1 normal 0 … 2 Gen a page in memory for pages that don't exist on disk.
vt_linearPhysicalImages bool 0 cheat — —
vt_lodBias float 0 normal — Additional floating point bias for virtual texture page tables
vt_logPageWrites bool 0 normal — write out log file entries when virtual texture pages are created and written
vt_maxAniso float 4 normal 1 … 4 Floating point max ansio for physical textures.
vt_maxLockedPages int 256 normal — Don't lock more than pages than this.
vt_maxMonoSpecularError int 10 normal — specular is considered monochrome if the error is less than this value
vt_maxPhysicalPRTPages int 4096 normal — Maximum number of resident PRT pages.
vt_maxPPF int 64 normal 0 … 128 maximum number of transcoded pages per frame
vt_minLod int 0 normal — Set the finest mip that can be accessed.
vt_minMipLevelInstalled int 0 normal 0 … 16 minimum mip level installed on the hard disk (2 = all mips except finest two installed, 16 = no mips installed)
vt_nopreload bool 0 normal — —
vt_noSeekCacheLines int 4 normal — number of cache lines we can skip without seeking
vt_packPageFiles int 0 normal — Use the virtual texture file name without any suffixes, 0 = version vmtr and megas, 1 = version megas, 2 = version none
vt_pageBorderAdjust float 0 normal — Debug adjustment of a page's mapping about it's center
vt_pageFadeInSteps int 3 normal — —
vt_pageImageSizeUnique int 4096 saved — Dimensions of the physical page images. vt_restart after changing this.
vt_pageImageSizeUniqueDiffuseOnly int 4096 saved — Dimensions of the physical page images.
vt_pageImageSizeUniqueDiffuseOnly2 int 4096 saved — Dimensions of the physical page images.
vt_pageImageSizeVmtr int 4096 saved — Dimensions of the physical page images. vt_restart after changing this.
vt_qualityDCTChroma int 80 normal 0 … 100 quality in the range [0-100] percent
vt_qualityDCTLuma int 90 normal 0 … 100 quality in the range [0-100] percent where higher is better quality
vt_qualityDCTNormal int 90 normal 0 … 100 quality in the range [0-100] percent
vt_qualityDCTPower int 80 normal 0 … 100 quality in the range [0-100] percent
vt_qualityDCTSpecular int 80 normal 0 … 100 quality in the range [0-100] percent
vt_qualityHDPDiffuse int 30 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPLossless bool 0 normal 0 … 255 force lossless HD-Photo compression
vt_qualityHDPNormal int 13 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPPower int 40 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityHDPSpecular int 25 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRDiffuse int 30 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRLossless bool 0 normal 0 … 255 force lossless JPEG-XR compression
vt_qualityJXRNormal int 10 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRPower int 40 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_qualityJXRSpecular int 25 normal 0 … 255 amount of quantization to apply in the range [0-255] where lower is better quality
vt_readOnlyNetPages bool 1 cheat — Set to always open network pagefiles in readonly mode (BHVR need this)
vt_recordStats string (empty) normal — record virtual texture system statistics to the given file name
vt_showExplicitPages bool 0 normal — Report the number of explicit pages each frame.
vt_showFeedbackAnalysis int 0 normal — Report all the unique pages visible
vt_showFeedbackBuffer int 0 normal — visualize the feedback buffer
vt_showFeedbackStreaming int 0 normal — Display the feedback pages as they are streamed in
vt_showLockedPages bool 0 normal — Colorize locked pages
vt_showPageBorders bool 0 normal — Shows the page borders
vt_showPageCheckered bool 0 normal — Draw a checkered pattern on every page to check how the mip selection works
vt_showPageColors bool 0 normal — use a random color for each page
vt_showPageInfo bool 0 normal — Shows page info: source #, layout #, compression, mono/color specular
vt_showPageLoads int 0 normal — Print each page that is loaded
vt_showPageMips int 0 normal — Colorize pages by virtual mip level, if > 1, only color pages beyond that level-1
vt_showPageNumbers bool 0 normal — Draw page numbers
vt_showPageSizes int 0 normal — Draw page sizes (1 = show size in bytes, 2 = color green to red from small to large)
vt_showPageSources bool 0 normal — Shades vmtr and unique pages differently
vt_showPageUsage int 0 normal — color each page from red to green based on the percentage of the page texels that are actually visible
vt_showStats bool 0 normal — show virtual texture system statistics
vt_singleStep int -1 normal — single step through the transcode process
vt_skipExplicitPageFeedback bool 0 normal — don't append explicit pages from gui surfaces.
vt_skipPhysicalTextureUploads bool 0 normal — —
vt_skipStreaming bool 0 normal — Skip streaming but still transcode and update the page tables
vt_skipTranscode bool 0 normal — Skip transcoding (but don't skip reading)
vt_skipUpdatePageImages bool 0 normal — Skip updating page table and physical images on the PC (but still read/transcode)
vt_specularScale float 0.2 normal 0 … 255 —
vt_specularThreshold float 0 normal 0 … 255 —
vt_splitTranscodeJobs bool 1 normal — split transcode jobs into two jobs per page
vt_stopOnWriteErrors bool 0 normal — error out when encountering write errors
vt_stripPageBorders bool 0 normal — Strip the page border by upscaling the center
vt_supportRoundedDownVmtrs int 0 cheat — quick temporary fix to load in the 4x1 pages properly
vt_touchPhysCacheOnAlloc bool 1 cheat — touch the vt physical images right after allocation, we don't really have the texture otherwise on amd
vt_uncompressedPhysicalImages bool 0 saved — Use uncompressed physical page images. vt_restart after changing this.
vt_uncompressedVmtr bool 0 saved — Use uncompressed vmtr data. Only read at startup.
vt_upsampleFilter int 3 normal — 0 = nearest, 1 = bilinear, 2 = biquadratic, 3 = bicubic, 4 = sinc+hamming, 5 = sinc+blackman, 6 = sinc+lanczos, 7 = sinc+kaiser
vt_upsampleNoise int 3 normal 0 … 255 amount of noise to add to upsampled texture pages
vt_upsampleSharpen int 96 normal 0 … 255 amount of sharpening to apply to upsampled texture pages
vt_useAnalyzeJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_useCudaTranscode int 0 saved — controls Cuda texture transcoding: 0 - off, 1 - smart, 2 - on
vt_useDirectTextureAccess bool 1 normal — Use direct texture access extension on the PC if available.
vt_useInvalidateRangeBitForMappingAndPageTablePBOMap bool 0 normal — use the GL_MAP_INVALIDATE_RANGE_BIT for PBO map for mapping and page table updates on the PC
vt_useMinLodTexture bool 0 normal — Use a min-LOD texture to gradually adjust the LOD when new texture pages become resident
vt_useNetworkPagesWithPreload bool 0 normal — Use the network page files and vmtr even when using linear preload files
vt_useNonBufferedIO bool 0 normal — use non-buffered IO
vt_usePageFileCache bool 1 normal — Use the pageFileCache for all reads
vt_usePageMinLodJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_usePageSortJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_usePageTablePBOs bool 1 normal — use the PBOs for page table updates on the PC
vt_useSpecularScale bool 1 normal — scale the specular to avoid DXT quantization errors
vt_useTranscodeJobs int 1 normal 0 … 1 0 = off, 1 = threaded
vt_useUnsynchronizedPageTablePBOs bool 0 normal — use unsynchronized PBOs for page table updates on the PC
vt_useUpsample int 1 normal 0 … 2 Number of extra levels in vt to use for upsample
vt_virtualSizeLog2 int 11 normal — Log2 of the virtualTexture dimensions for general texture allocation. Must be set on the command line.

Smaller prefixes

25 cvars.

Name Type Default Status Range Description
bink_debug int 0 cheat — dump information
bink_debugPreLoadCompleteFile bool 0 cheat — read complete file to a memory before playback start (using bink option BINKPRELOADALL)
bink_dontfree bool 0 init-only — keep bink textures around since we need to be able to play videos whenever
bink_gamePumpIO bool 1 cheat — if game should bump bink io (to make sure it runs in our slightly inflated prio-mess
bink_ioMegs int 32 cheat — larger buffers for less seeks during load
bink_skip bool 0 cheat — do not load and play bink
bink_threaded bool 1 cheat — use two threads for bink decode
bink_useSFCForNetwork bool 1 cheat — use the stream file cache when reading videos over network (to reduce the number of reads)
bink_videoBasePath string (empty) cheat — use separate base path for videos (to share video data between builds)
image_anisotropy string 1 saved — set the maximum texture anisotropy if available
image_binaryImageDebugSaveTGA int 0 cheat — Write an tga next to the .bimage as debug tool for intermediate results 0: disable 1:write first mip 2: write all mips
image_filter string GL_LINEAR_MIPMAP_LINEAR saved GL_LINEAR_MIPMAP_NEAREST / GL_LINEAR_MIPMAP_LINEAR / GL_NEAREST / GL_LINEAR / GL_NEAREST_MIPMAP_NEAREST / GL_NEAREST_MIPMAP_LINEAR changes texture filtering on mipmapped images
image_lodbias string 0 saved — change lod bias on mipmapped images
image_pngCompressionLevel int 1 saved — CompressionLevel for png [0-9], or -1 for default
image_screenshotQuality int 75 saved — sets the compression quality for jpeg screenshots, 100 is best quality
image_transSortImageSize string 8192 saved — size of the trans-sort image atlas
image_useCompression bool 1 saved — 0 = force everything to high quality
image_watermark string (empty) cheat — places a watermark each image with a watermark
md6_ForceGenMorphVerts bool 0 cheat — —
md6_generateTexcoordRebase bool 1 cheat — Re-base texture coordinates if trying to generic map MD6 surfaces.
multiView_fullRender bool 1 cheat — 0 = alternate frame rendering, 1 = render both each frame
stereoRender_guiOffset float -0.3 cheat — shift guis so they don't appear at infinity in HMDs
stereoRender_screenSeparation float -0.3 cheat — screen units from center to eyes
stereoRender_separation float 1.5 cheat — world units from center to eyes
stereoRender_swapEyes float 0 cheat — swap target buffers for left and right eyes

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