Group Cvar Description Notes
GAME aas_goalArea 0
GAME aas_pullPlayer 0
GAME aas_randomPullPlayer 0
GAME aas_showAreas 0
GAME aas_showFlyPath 1
GAME aas_showHideArea 0
GAME aas_showPath 1
GAME aas_showPushIntoArea 0
GAME aas_showWallEdges 0
GAME aas_test 0
GAME af_contactFrictionScale Scales the contact friction 0
GAME af_forceFriction Force the given friction value 0
GAME af_highlightBody Name of the body to highlight 0
GAME af_highlightConstraint Name of the constraint to highlight 0
GAME af_jointFrictionScale Scales the joint friction 0
GAME af_maxAngularVelocity Maximum angular velocity 0
GAME af_maxLinearVelocity Maximum linear velocity 0
GAME af_showActive Show tree-like structures of articulated figures not at rest 3
GAME af_showBodies Show bodies 0
GAME af_showBodyNames Show body names 0
GAME af_showConstrainedBodies Show the two bodies constrained by the highlighted constraint 0
GAME af_showConstraintNames Show constraint names 0
GAME af_showConstraints Show constraints 0
GAME af_showInertia Show the inertia tensor of each body 0
GAME af_showLimits Show joint limits 0
GAME af_showMass Show the mass of each body 0
GAME af_showPrimaryOnly Show primary constraints only 0
GAME af_showTimings Show articulated figure CPU usage 0
GAME af_showTotalMass Show the total mass of each articulated figure 0
GAME af_showTrees Show tree-like structures 0
GAME af_showVelocity Show the velocity of each body 5940
GAME af_skipFriction Skip friction 0
GAME af_skipLimits Skip joint limits 0
GAME af_skipSelfCollision Skip self collision detection 0
GAME af_testSolid Test for bodies initially stuck in solid 0
GAME af_timeScale Scales the time 0
GAME af_useImpulseFriction Use impulse based contact friction 0
GAME af_useJointImpulseFriction Use impulse based joint friction 0
GAME af_useLinearTime Use linear time algorithm for tree-like structures 0
GAME af_useSymmetry Use constraint matrix symmetry 0
GAME ai_blockedFailSafe Enable blocked fail safe handling 0
GAME ai_debugMove Draws movement information for monsters 0
GAME ai_debugScript Displays script calls for the specified monster entity number 0
GAME ai_debugTrajectory Draws trajectory tests for monsters 0
GAME ai_showCombatNodes Draws attack cones for monsters 0
GAME ai_showObstacleAvoidance Draws obstacle avoidance information for monsters. If 2, draws obstacles for player, as well draws path_* entities 0
GAME ai_showPaths 0
GAME ai_testPredictPath 0
GAME cm_backFaceCull Cull back facing polygons 0
GAME cm_debugCollision Debug the collision detection 0
GAME cm_drawColor Color used to draw the collision models 0
GAME cm_drawFilled Draw filled polygons 0
GAME cm_drawInternal Draw internal edges green 0
GAME cm_drawMask Collision mask 0
GAME cm_drawNormals Draw polygon and edge normals 0
GAME cm_testAngle 0
GAME cm_testBox 0
GAME cm_testBoxRotation 1
GAME cm_testCollision 0
GAME cm_testLength 0
GAME cm_testModel 0
GAME cm_testOrigin 0
GAME cm_testRadius 0
GAME cm_testRandomMany 0
GAME cm_testReset 0
GAME cm_testRotation 0
GAME cm_testTimes 0
GAME cm_testWalk 0
SYS com_allowConsole Allow ~ to toggle console 0
SYS com_asyncInput Sample input from the async thread 0
SYS com_asyncSound Mix sound from the async thread 0
SYS com_aviDemoHeight 0
SYS com_aviDemoSamples 0
SYS com_aviDemoTics 0
SYS com_aviDemoWidth 0
SYS com_compressDemos 0
SYS com_compressSaveGame Compress save games 0
SYS com_fixedTic 1
SYS com_forceGenericSIMD Force generic platform independent SIMD 0
SYS com_guid 0
SYS com_journal 1 = record journal, 2 = play back journal 0
SYS com_logDemos 0
SYS com_machineSpec Hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality 0
SYS com_makingBuild 1 when making a build 0
SYS com_memoryMarker Used as a marker for memory stats 0
SYS com_minTics 0
SYS com_preciseTic Run one game tick every async thread update 0
SYS com_preloadDemos 0
SYS com_purgeAll Purge everything between level loads 0
SYS com_showAngles 0
SYS com_showAsyncStats Show async network stats 0
SYS com_showDemo 0
SYS com_showFPS Show frames rendered per second 0
SYS com_showMemoryUsage Show total and per frame memory usage 0
SYS com_showSoundDecoders Show sound decoders 0
SYS com_showTics 0
SYS com_skipGameDraw 0
SYS com_skipRenderer Skip the renderer completely 0
SYS com_speeds Show engine timings 0
SYS com_timestampPrints Print time with each console print, 1 = msec 2 = sec 0
SYS com_updateLoadSize Update the load size after loading a map 0
SYS com_videoRam Holds the last amount of detected video ram 0
SYS com_wipeSeconds 0
SYS con_noPrint Print on the console but not onscreen when console is pulled up 0
SYS con_notifyTime Time messages are displayed onscreen when console is pulled up 0
SYS con_speed Speed at which the console moves up and down 0
SYS decl_show Set to 1 to print parses, 2 to also print references 539
SYS developer 0
TOOL EntityPlacement 0
SYS fs_basepath 0
SYS fs_caseSensitiveOS 0
SYS fs_cdpath 0
SYS fs_copyfiles 0
SYS fs_debug 0
SYS fs_devpath 0
SYS fs_game 1
SYS fs_restrict 550
SYS fs_savepath 0
GAME gamedate 0
GAME gamename 0
GUI gui_configServerRate 0
GUI gui_debug 0
GUI gui_edit 0
GUI gui_filter_gameType Gametype filter 0
GUI gui_filter_password Password filter 1
GUI gui_filter_players Players filter 0
GUI gui_mediumFontLimit 0
GUI gui_smallFontLimit 0
GAME g_armorProtection Armor takes this percentage of damage 0
GAME g_armorProtectionMP Armor takes this percentage of damage in mp 0
GAME g_balanceTDM Maintain even teams 0
GAME g_blobSize 0
GAME g_blobTime 0
GAME g_bloodEffects Show blood splats, sprays and gibs 535
GAME g_cinematic Skips updating entities that aren't marked 'cinematic' '1' during cinematics 0
GAME g_cinematicMaxSkipTime # of seconds to allow game to run when skipping cinematic. Prevents lock-up when cinematic doesn't end. 0
GAME g_countDown Pregame countdown in seconds 0
GAME g_damageScale Scale final damage on player by this factor 0
GAME g_debugAnim Displays information on which animations are playing on the specified entity number. Set to -1 to disable. 0
GAME g_debugBounds Checks for models with bounds > 2048 0
GAME g_debugCinematic 0
GAME g_debugDamage 0
GAME g_debugMove 0
GAME g_debugMover 0
GAME g_debugScript 0
GAME g_debugTriggers 535
GAME g_debugWeapon 0
GAME g_decals Show decals such as bullet holes 0
GAME g_disasm Disassemble script into base/script disasm.txt on the local drive when script is compiled 0
GAME g_doubleVision Show double vision when taking damage 0
GAME g_dragDamping 0
GAME g_dragEntity Allows dragging physics objects around by placing the crosshair over them and holding the fire button 0
GAME g_dragShowSelection 0
GAME g_dropItemRotation 0
GAME g_dvAmplitude 0
GAME g_dvFrequency 0
GAME g_dvTime 0
GAME g_editEntityMode 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models 0
GAME g_exportMask 0
GAME g_flushSave 1 = don't buffer file writing for save games. 0
GAME g_fov 1
GAME g_frametime Displays timing information for each game frame 0
GAME g_gameReviewPause Scores review time in seconds (at end game) 0
GAME g_gravity 0
GAME g_gunX 0
GAME g_gunY 0
GAME g_gunZ 0
GAME g_healthTakeAmt How much health to take in nightmare mode 0
GAME g_healthTakeLimit How low can health get taken in nightmare mode 550
GAME g_healthTakeTime How often to take health in nightmare mode 0
GAME g_kickAmplitude 546
GAME g_kickTime 0
GAME g_knockback 0
GAME g_mapCycle Map cycling script for multiplayer games - see mapcycle.scriptcfg 0
GAME g_maxShowDistance 0
GAME g_monsters 0
GAME g_mpWeaponAngleScale Control the weapon sway in MP 0
GAME g_muzzleFlash Show muzzle flashes 0
GAME g_nightmare If nightmare mode is allowed 0
GAME g_password Game password 2
GAME g_projectileLights Show dynamic lights on projectiles 0
GAME g_showActiveEntities Draws boxes around thinking entities. Dormant entities (outside of pvs) are drawn yellow. Non-dormant are green. 0
GAME g_showBrass Enables ejected shells from weapon 0
GAME g_showcamerainfo Displays the current frame # for the camera when playing cinematics 0
GAME g_showCollisionModels 0
GAME g_showCollisionTraces 0
GAME g_showCollisionWorld 0
GAME g_showEnemies Draws boxes around monsters that have targeted the the player 0
GAME g_showEntityInfo 548
GAME g_showHud 0
GAME g_showPlayerShadow Enables shadow of player model 0
GAME g_showProjectilePct Enables display of player hit percentage 0
GAME g_showPVS 0
GAME g_showTargets Draws entities and thier targets. Hidden entities are drawn grey. 0
GAME g_showTestModelFrame Displays the current animation and frame # for testmodels 0
GAME g_showTriggers Draws trigger entities (orange) and thier targets (green). Disabled triggers are drawn grey. 0
GAME g_showviewpos 0
GAME g_skill 0
GAME g_skipFX 0
GAME g_skipParticles 0
GAME g_skipViewEffects Skip damage and other view effects 0
g_spectatorChat Let spectators talk to everyone during game 555
GAME g_stopTime 0
GAME g_TDMArrows Draw arrows over teammates in team deathmatch 0
GAME g_testDeath 0
GAME g_testHealthVision 0
GAME g_testModelAnimate Test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once 0
GAME g_testModelBlend Number of frames to blend 0
GAME g_testModelRotate Test model rotation speed 0
GAME g_testParticle Test particle visualation, set by the particle editor 0
GAME g_testParticleName Name of the particle being tested by the particle editor 0
GAME g_testPostProcess Name of material to draw over screen 0
GAME g_timeEntities When non-zero, shows entities whose think functions exceeded the # of milliseconds specified 0
GAME g_useDynamicProtection Scale damage and armor dynamically to keep the player alive more often 0
GAME g_vehicleForce 0
GAME g_vehicleVelocity 0
GAME g_viewNodalX 0
GAME g_viewNodalZ 0
GAME g_voteFlags Vote flags. Bit mask of votes not allowed on this server 0
GAME ik_debug Show IK debug lines 0
GAME ik_enable Enable IK 0
RNDR image_anisotropy Set the maximum texture anisotropy if available 0
RNDR image_cacheMegs Maximum MB set aside for temporary loading of full-sized precompressed images 0
RNDR image_cacheMinK Maximum KB of precompressed files to read at specification time 0
RNDR image_colorMipLevels Development aid to see texture mip usage 0
RNDR image_downSize Controls texture downsampling 0
RNDR image_downSizeBump Controls normal map downsampling 0
RNDR image_downSizeBumpLimit Controls normal map downsample limit 0
RNDR image_downSizeLimit Controls diffuse map downsample limit 0
RNDR image_downSizeSpecular Controls specular downsampling 0
RNDR image_downSizeSpecularLimit Controls specular downsampled limit 0
RNDR image_filter Changes texture filtering on mipmapped images 0
RNDR image_forceDownSize 0
RNDR image_ignoreHighQuality Ignore high quality setting on materials 0
RNDR image_lodbias Change lod bias on mipmapped images 1
RNDR image_preload If 0, dynamically load all images 0
RNDR image_roundDown Round bad sizes down to nearest power of two 0
RNDR image_showBackgroundLoads 1 = print number of outstanding background loads 0
RNDR image_useAllFormats Allow alpha/intensity/luminance luminance+alpha 0
RNDR image_useCache 1 = do background load image caching 0
RNDR image_useCompression 0 = force everything to high quality 0
RNDR image_useNormalCompression 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available 0
RNDR image_useOfflineCompression Write a batch file for offline compression of DDS files 0
RNDR image_usePrecompressedTextures Use .dds files if present 0
RNDR image_writeNormalTGA Write .tgas of the final normal maps for debugging 0
RNDR image_writeNormalTGAPalletized Write .tgas of the final palletized normal maps for debugging 0
RNDR image_writePrecompressedTextures Write .dds files if necessary 0
RNDR image_writeTGA Write .tgas of the non normal maps for debugging 0
SYS in_alwaysRun Always run (reverse _speed button) - only in MP 0
SYS in_anglespeedkey Angle change scale when holding down _speed button 0
SYS in_freeLook Look around with mouse (reverse _mlook button) 0
SYS in_mouse Enable mouse input 1306
SYS in_pitchspeed Pitch change speed when holding down look _lookup or _lookdown button 0
SYS in_yawspeed Yaw change speed when holding down _left or _right button 0
lcp_showFailures Show LCP solver failures 0
SYS logFile 1 = buffer log, 2 = flush after each print 0
SYS logFileName Name of log file, if empty, qconsole.log will be used 0
GAME mod_validSkins Valid skins for the game 0
SYS m_pitch Mouse pitch scale 0
SYS m_showMouseRate Shows mouse movement 0
SYS m_smooth Number of samples blended for mouse viewing 0
SYS m_strafeScale Mouse strafe movement scale 2567
SYS m_strafeSmooth Number of samples blended for mouse moving 0
SYS m_yaw Mouse yaw scale 0
SYS net_allowCheats Allow cheats in network game 1
SYS net_channelShowDrop Show dropped packets 0
SYS net_channelShowPackets Show all packets 0
SYS net_clientMaxRate Maximum rate requested by client from server in bytes/sec 0
GAME net_clientPredictGUI Test guis in networking without prediction 0
SYS net_clientPrediction Additional client side prediction in milliseconds 0
SYS net_clientRemoteConsoleAddress Remote console address 0
SYS net_clientRemoteConsolePassword Remote console password 1
SYS net_clientServerTimeout Server time out in seconds 0
GAME net_clientShowSnapshot 0
GAME net_clientShowSnapshotRadius 0
GAME net_clientSmoothing 0
SYS net_clientUsercmdBackup Number of usercmds to resend 0
SYS net_forceDrop Percentage packet loss 0
SYS net_forceLatency Milliseconds latency 0
SYS net_ip Local IP address 0
SYS net_LANServer Config LAN games only - affects clients and servers 0
SYS net_master0 Idnet master server address 0
SYS net_master1 1st master server address 0
SYS net_master2 2nd master server address 0
SYS net_master3 3rd master server address 0
SYS net_master4 4th master server address 0
SYS net_port Local IP port number 1
SYS net_serverAllowServerMod Allow server-side mods 0
SYS net_serverClientTimeout Client time out in seconds 0
SYS net_serverDedicated 1 = text console dedicated server, 2 = graphical dedicated server 0
SYS net_serverDrawClient Number of client for which to draw view on server 0
SYS net_serverMaxClientRate Maximum rate to a client in bytes/sec 0
SYS net_serverMaxUsercmdRelay Maximum number of usercmds from other clients the server relays to a client 0
SYS net_serverReloadEngine Perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 0
SYS net_serverRemoteConsolePassword Remote console password 0
SYS net_serverSnapshotDelay Delay between snapshots in milliseconds 0
SYS net_serverZombieTimeout Disconnected client timeout in seconds 0
SYS net_socksEnabled 0
SYS net_socksPassword 0
SYS net_socksPort 0
SYS net_socksServer 0
SYS net_socksUsername 0
SYS net_verbose 1 = verbose output, 2 = even more verbose output 0
GAME password Client password used when connecting 0
GAME pm_air How long in milliseconds the player can go without air before he starts taking damage 0
GAME pm_bboxwidth X/y size of player's bounding box 0
GAME pm_bobpitch 0
GAME pm_bobroll 0
GAME pm_bobup 0
GAME pm_crouchbob Bob much faster when crouched 0
GAME pm_crouchheight Height of player's bounding box while crouched 0
GAME pm_crouchrate Time it takes for player's view to change from standing to crouching 0
GAME pm_crouchspeed Speed the player can move while crouched 0
GAME pm_crouchviewheight Height of player's view while crouched 0
GAME pm_deadheight Height of player's bounding box while dead 0
GAME pm_deadviewheight Height of player's view while dead 0
GAME pm_jumpheight Approximate hieght the player can jump 0
GAME pm_maxviewpitch Amount player's view can look down 0
GAME pm_minviewpitch Amount player's view can look up (negative values are up) 0
GAME pm_modelView Draws camera from POV of player model (1 = always, 2 = when dead) 0
GAME pm_noclipspeed Speed the player can move while in noclip 0
GAME pm_normalheight Height of player's bounding box while standing 0
GAME pm_normalviewheight Height of player's view while standing 0
GAME pm_runbob Bob faster when running 0
GAME pm_runpitch 0
GAME pm_runroll 0
GAME pm_runspeed Speed the player can move while running 0
GAME pm_spectatebbox Size of the spectator bounding box 0
GAME pm_spectatespeed Speed the player can move while spectating 0
GAME pm_stamina Length of time player can run 0
GAME pm_staminarate Rate that player regains stamina. Divide pm_stamina by this value to determine how long it takes to fully recharge. 0
GAME pm_staminathreshold When stamina drops below this value, player gradually slows to a walk 0
GAME pm_stepsize Maximum height the player can step up without jumping 0
GAME pm_thirdPerson Enables third person view 0
GAME pm_thirdPersonAngle Direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) 0
GAME pm_thirdPersonClip Clip third person view into world space 0
GAME pm_thirdPersonDeath Enables third person view when player dies 0
GAME pm_thirdPersonHeight Height of camera from normal view height in 3rd person 0
GAME pm_thirdPersonRange Camera distance from player in 3rd person 0
GAME pm_usecylinder Use a cylinder approximation instead of a bounding box for player collision detection 0
GAME pm_walkbob Bob slowly when walking 0
GAME pm_walkspeed Speed the player can move while walking 0
TOOL Radiant::EditPreviewWindow 0
TOOL Radiant::EditViewWindow 0
TOOL radiant_ALTEdgeDrag 0
TOOL radiant_AngleSpeed 0
TOOL radiant_Autosave 0
TOOL radiant_AutosaveMinutes 0
TOOL radiant_camerawindow 0
TOOL radiant_CamXYUpdate 0
TOOL radiant_ChaseMouse 0
TOOL radiant_CubicClipping 0
TOOL radiant_CubicScale 0
TOOL radiant_entityMode 0
TOOL radiant_EntityShow 0
TOOL radiant_HiColorTextures 0
TOOL radiant_InspectorDockedDialogs 0
TOOL radiant_InspectorsWindow 0
TOOL radiant_LastMap 0
TOOL radiant_LastProject 0
TOOL radiant_LoadLast 0
TOOL radiant_LoadLastMap 0
TOOL radiant_LoadShaders 0
TOOL radiant_MainWindowPlace 0
TOOL radiant_ModelPath 0
TOOL radiant_MoveSpeed 0
TOOL radiant_NewFaceGrab 0
TOOL radiant_NewLightStyle 0
TOOL radiant_NewMapFormat 0
TOOL radiant_NewRightClick 0
TOOL radiant_NewTextureWindowStuff 0
TOOL radiant_NewVertex 0
TOOL radiant_NoClamp 0
TOOL radiant_NoStipple 0
TOOL radiant_QE4Paint 0
TOOL radiant_QE4StyleWindows 0
TOOL radiant_RadiantMapPath 0
TOOL radiant_RotateLock 0
TOOL radiant_Rotation 0
TOOL radiant_RunBefore 0
TOOL radiant_SavedInfo 0
TOOL radiant_SelectWholeEntitiesKey 0
TOOL radiant_SizePainting 0
TOOL radiant_Snapshots 0
TOOL radiant_SnapT 0
TOOL radiant_StatusPointSize 0
TOOL radiant_SwitchClipKey 0
TOOL radiant_TextureLock 0
TOOL radiant_TextureQuality 0
TOOL radiant_TextureScale 0
TOOL radiant_TextureScrollbar 0
TOOL radiant_texwindow 0
TOOL radiant_UndoLevels 0
TOOL radiant_UseDisplayLists 0
TOOL radiant_UseGLLighting 0
TOOL radiant_UseTextureBar 0
TOOL radiant_WideToolBar 0
TOOL radiant_xywindow 0
TOOL radiant_XZVIS 0
TOOL radiant_xzwindow 0
TOOL radiant_YZVIS 0
TOOL radiant_yzwindow 0
TOOL radiant_ZClipBottom 0
TOOL radiant_ZClipEnabled 0
TOOL radiant_ZClipTop 0
TOOL radiant_ZVIS 0
TOOL radiant_zwindow 0
GAME rb_showActive Show rigid bodies that are not at rest 0
GAME rb_showBodies Show rigid bodies 0
GAME rb_showInertia Show the inertia tensor of each rigid body 0
GAME rb_showMass Show the mass of each rigid body 0
GAME rb_showTimings Show rigid body cpu usage 0
GAME rb_showVelocity Show the velocity of each rigid body 0
RNDR r_brightness Changes gamma tables 0
RNDR r_cgFragmentProfile Arbfp1, fp30 0
RNDR r_cgVertexProfile Arbvp1, vp20, vp30 0
RNDR r_checkBounds Compare all surface bounds with precalculated ones 0
RNDR r_clear Force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom 0
RNDR r_customHeight Custom screen height 0
RNDR r_customWidth Custom screen width 0
RNDR r_debugArrowStep Step size of arrow cone line rotation in degrees 0
RNDR r_debugLineDepthTest Perform depth test on debug lines 0
RNDR r_debugLineWidth Width of debug lines 0
RNDR r_debugPolygonFilled Draw a filled polygon 0
RNDR r_demonstrateBug Used during development to show IHV's their problems 0
RNDR r_displayRefresh Optional display refresh rate option for vid mode 0
RNDR r_finish Force a call to glfinish() every frame 0
RNDR r_flareSize Scale the flare deforms from the material def 0
RNDR r_forceLoadImages Draw all images to screen after registration 0
RNDR r_frontBuffer Draw to front buffer for debugging 0
RNDR r_fullscreen 0 = windowed, 1 = full screen 0
RNDR r_gamma Changes gamma tables 0
RNDR r_glDriver "opengl32", etc. 0
RNDR r_hdr_bloomFraction Fraction to smear across neighbors 0
RNDR r_hdr_exposure Maximum light scale 0
RNDR r_hdr_gamma Monitor gamma power 0
RNDR r_hdr_monitorDither Random dither in monitor space 0
RNDR r_hdr_useFloats Use a floating point rendering buffer 0
RNDR r_ignore Used for random debugging without defining new vars 0
RNDR r_ignore2 Used for random debugging without defining new vars 0
RNDR r_ignoreGLErrors Ignore GL errors 0
RNDR r_inhibitFragmentProgram Ignore the fragment program extension 0
RNDR r_jitter Randomly subpixel jitter the projection matrix 0
RNDR r_jointNameOffset Offset of joint names when r_showskel is set to 1 0
RNDR r_jointNameScale Size of joint names when r_showskel is set to 1 0
RNDR r_lightAllBackFaces Light all the back faces, even when they would be shadowed 0
RNDR r_lightScale All light intensities are multiplied by this 0
RNDR r_lightSourceRadius For soft-shadow sampling 0
RNDR r_lockSurfaces Allow moving the view point without changing the composition of the scene, including culling 0
RNDR r_logFile Number of frames to emit GL logs 0
RNDR r_materialOverride Overrides all materials 0
RNDR r_megaTextureLevel Draw only a specific level 0
RNDR r_mergeModelSurfaces Combine model surfaces with the same material 0
RNDR r_mode Video mode number 0
RNDR r_multiSamples Number of antialiasing samples 0
RNDR r_offsetfactor Polygon offset parameter 0
RNDR r_offsetunits Polygon offset parameter 0
RNDR r_orderIndexes Perform index reorganization to optimize vertex use 0
RNDR r_renderer Hardware specific renderer path to use 0
RNDR r_sb_biasScale Scale factor for jitter bias 0
RNDR r_sb_frustomFOV Oversize FOV for point light side matching 0
RNDR r_sb_jitterScale Scale factor for jitter offset 0
RNDR r_sb_lightResolution Pixel dimensions for each shadow buffer, 64 - 2048 0
RNDR r_sb_linearFilter Use GL_LINEAR instead of GL_NEAREST on shadow maps 0
RNDR r_sb_noShadows Don't draw any occluders 0
RNDR r_sb_occluderFacing 0 = front faces, 1 = back faces, 2 = midway between 0
RNDR r_sb_polyOfsFactor Polygonoffset factor for drawing shadow buffer 0
RNDR r_sb_polyOfsUnits Polygonoffset units for drawing shadow buffer 0
RNDR r_sb_randomize Randomly offset jitter texture each draw 0
RNDR r_sb_samples 0, 1, 4, or 16 0
RNDR r_sb_screenSpaceShadow Build shadows in screen space instead of on surfaces 0
RNDR r_sb_showFrustumPixels Color the pixels contained in the frustum 0
RNDR r_sb_singleSide Only draw a single side (0-5) of point lights 0
RNDR r_sb_useCulling Cull geometry to individual side frustums 0
RNDR r_sb_usePbuffer Draw offscreen 0
RNDR r_sb_viewResolution Width of screen space shadow sampling 0
RNDR r_screenFraction For testing fill rate, the resolution of the entire screen can be changed 0
RNDR r_shadowPolygonFactor Scale value for stencil shadow drawing 0
RNDR r_shadowPolygonOffset Bias value added to depth test for stencil shadow drawing 0
RNDR r_shadows Enable shadows 0
RNDR r_showAlloc Report alloc/free counts 0
RNDR r_showCull Report sphere and box culling stats 0
RNDR r_showDefs Report the number of modedefs and lightdefs in view 0
RNDR r_showDemo Report reads and writes to the demo file 0
RNDR r_showDepth Display the contents of the depth buffer and the depth range 0
RNDR r_showDominantTri Draw lines from vertexes to center of dominant triangles 0
RNDR r_showDynamic Report stats on dynamic surface generation 0
RNDR r_showEdges Draw the sil edges 0
RNDR r_showEntityScissors Show entity scissor rectangles 0
RNDR r_showImages 1 = show all images instead of rendering, 2 #NAME? 0
RNDR r_showIntensity Draw the screen colors based on intensity, red = 0, green = 128, blue = 255 0
RNDR r_showInteractionFrustums 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox 0
RNDR r_showInteractions Report interaction generation activity 0
RNDR r_showInteractionScissors 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines 0
RNDR r_showLightCount 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw 0
RNDR r_showLights 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume 0
RNDR r_showLightScale Report the scale factor applied to drawing for overbrights 0
RNDR r_showLightScissors Show light scissor rectangles 0
RNDR r_showMegaTexture Display all the level images 0
RNDR r_showMegaTextureLabels Draw colored blocks in each tile 0
RNDR r_showMemory Print frame memory utilization 0
RNDR r_showNormals Draws wireframe normals 0
RNDR r_showOverDraw 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw 0
RNDR r_showPortals Draw portal outlines in color based on passed / not passed 0
RNDR r_showPrimitives Report drawsurf/index/vertex counts 0
RNDR r_showShadowCount Colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows 0
RNDR r_showShadows 1 = visualize the stencil shadow volumes, 2 #NAME? 0
RNDR r_showSilhouette Highlight edges that are casting shadow planes 0
RNDR r_showSkel Draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only 0
RNDR r_showSmp Show which end (front or back) is blocking 0
RNDR r_showSurfaceInfo Show surface material name under crosshair 0
RNDR r_showSurfaces Report surface/light/shadow counts 0
RNDR r_showTangentSpace Shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector 0
RNDR r_showTexturePolarity Shade triangles by texture area polarity 0
RNDR r_showTextureVectors If > 0 draw each triangles texture (tangent) vectors 0
RNDR r_showTrace Show the intersection of an eye trace with the world 0
RNDR r_showTris Enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all 0
RNDR r_showUnsmoothedTangents If 1, put all nvidia register combiner programming in display lists 0
RNDR r_showUpdates Report entity and light updates and ref counts 0
RNDR r_showVertexCache 2068
RNDR r_showVertexColor Draws all triangles with the solid vertex color 0
RNDR r_showViewEntitys 1 = displays the bounding boxes of all view models, 2 = print index numbers 0
RNDR r_singleArea Only draw the portal area the view is actually in 0
RNDR