R_Renderer Flashcards

1
Q

r_AllowLiveMoCap

A

Offers the LiveCreate MoCap Editor on Editor Startup when 1

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2
Q

r_AnisoBlendWeight

A

mount of change in the anisotropic settings, 1= no change, 0.01 slowly adaption

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3
Q

r_AnisoForce

A

forces a specific aniso level, 0==disabled

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4
Q

r_AnisoMax

A

Max anisotropic level.

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5
Q

r_AnisoMin

A

Min anisotropic level.

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6
Q

r_AnisoPasses

A
Enables adaptive anisotropic filtering
0 - off
1 - opaque pass
2 - zpass
4 - transparent.
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7
Q

r_AnisoRefDistance

A

reference point infront the camera, used for rotational adaption, move it further to make the system more sensitive for rotation

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8
Q

r_AnisoScale

A

this value is multiplied by the distance the camera have been moved between two frames and that is substracted from the max anisotropic

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9
Q

r_ArmourPulseSpeedMultiplier

A

Armour pulse speed multiplier - default = 1.0

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10
Q

r_ATOC

A

TODO

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11
Q

r_auxGeom

A

TODO

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12
Q

r_Batching

A

Enable/disable render items buching

Usage: r_Batching [0/1]

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13
Q

r_Beams

A

Toggles light beams.
Usage: r_Beams [0/1/2/3]
Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
optimized and with glow support beams.

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14
Q

r_BeamsDistFactor

A

Distance between slices.
Usage: r_BeamsDistFactor [fValue]
Default is 0.01 (0.01 meters between slices).

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15
Q

r_BeamsHelpers

A

Toggles light beams helpers drawing.
Usage: r_BeamsHelpers [0/1]
Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.

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16
Q

r_BeamsMaxSlices

A

Number of volumetric slices allowed per light beam.
Usage: r_BeamsMaxSlices [1-300]
Default is 200 (high-spec).

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17
Q

r_BeamsSoftClip

A

Toggles light beams clip type.
Usage: r_BeamsSoftClip [0/1]
Default is 1 (software clip beams). Set to 0 to enable hardware clipping.

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18
Q

r_Brightness

A

Sets the display brightness (not supported on PS3).
Usage: r_Brightness 0.5
Default is 0.5.

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19
Q

r_CBStatic

A

Toggles per-instance CBs as static.
Usage: r_UseCBStatic [0/1]
Default is 1 (on). Set to 0 to use dynamic update of CB’s per-instance.

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20
Q

r_CBStaticDebug

A

Toggles debugging of per-instance CBs.
Usage: r_UseCBStaticDebug [0/1]
Default is 0 (off). Set to 1 to enable asserts when static CB content is differ from the actual instance content.

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21
Q

r_Character_NoDeform

A

TODO

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22
Q

r_CharacterEditorHotFix

A

Enables hotfix for proper rendering in the character editor.

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23
Q

r_CloakFadeByDist

A

Cloak fade by distance - default = false

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24
Q

r_CloakFadeLightScale

A

Cloak fade light scale - default = 0.25

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25
r_CloakFadeMaxDistSq
Cloak fade end distance squared - default = 25.0
26
r_CloakFadeMinDistSq
Cloak fade start distance squared - default = 1.0
27
r_CloakFadeMinValue
Cloak fade minimum value (between 0 and 1) - default = 0.2
28
r_CloakHeatScale
Cloak heat scale for thermal vision - default = 1.0
29
r_CloakLightScale
Cloak light scale - default = 0.25
30
r_CloakMinLightValue
Cloak min light value - default = 0.0
31
r_CloakRefractionFadeByDist
Cloak refraction fade by distance - default = false
32
r_CloakRefractionFadeMaxDistSq
Cloak refraction fade end distance squared - default = 25.0
33
r_CloakRefractionFadeMinDistSq
Cloak refraction fade start distance squared - default = 1.0
34
r_CloakRefractionFadeMinValue
Cloak refraction fade minimum value (between 0 and 1) - default = 0.2
35
r_CloakRenderInThermalVision
Render cloak in thermal vision - default = 0
36
r_CloakTransitionLightScale
Cloak transition light scale - default = 1.0
37
r_CloudsDebug
Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2] Usage: r_CloudsDebug = 1: render just screen imposters Usage: r_CloudsDebug = 2: render just non-screen imposters Default is 0 (off)
38
r_CloudsUpdateAlways
Toggles updating of clouds each frame. Usage: r_CloudsUpdateAlways [0/1] Default is 0 (off)
39
r_ColorBits
Sets the color resolution, in bits per pixel. Default is 32. | Usage: r_ColorBits [32/24/16/8]
40
r_ColorGrading
Enables color grading. | Usage: r_ColorGrading [0/1]
41
r_ColorGradingChartImage
If called with a parameter it loads a color chart image. This image will overwrite the dynamic color chart blending result and be used during post processing instead. If called with no parameter it displays the name of the previously loaded chart. To reset a previously loaded chart call r_ColorGradingChartImage 0. Usage: r_ColorGradingChartImage [path of color chart image/reset]
42
r_ColorGradingCharts
Enables color grading via color charts. | Usage: r_ColorGradingCharts [0/1]
43
r_ColorGradingChartsCache
Enables color grading charts update caching. Usage: r_ColorGradingCharts [0/1/2/etc] Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
44
r_ColorGradingFilters
Enables color grading. | Usage: r_ColorGradingFilters [0/1]
45
r_ColorGradingLevels
Enables color grading. | Usage: r_ColorGradingLevels [0/1]
46
r_ColorGradingSelectiveColor
Enables color grading. | Usage: r_ColorGradingSelectiveColor [0/1]
47
r_ConditionalRendering
Enables conditional rendering .
48
r_ConsoleBackbufferHeight
console specific backbuffer resolution - height
49
r_ConsoleBackbufferWidth
console specific backbuffer resolution - width
50
r_Contrast
Sets the display contrast (not supported on PS3). Usage: r_Contrast 0.5 Default is 0.5.
51
r_CoronaColorScale
TODO
52
r_CoronaFade
Time fading factor of the light coronas. | Usage: r_CoronaFade 0.5Default is 0.5.
53
r_Coronas
Toggles light coronas around light sources. | Usage: r_Coronas [0/1]Default is 1 (on).
54
r_CoronaSizeScale
TODO
55
r_CullByClipPlanes
TODO
56
r_CustomResHeight
Height of custom resolution rendering
57
r_CustomResMaxSize
Maximum resolution of custom resolution rendering
58
r_CustomResPreview
Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport
59
r_CustomResWidth
Width of custom resolution rendering
60
r_CustomVisions
Enables custom visions, like heatvision, binocular view, etc. Usage: r_CustomVisions [0/1/2] Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing
61
r_DebugFontRendering
0=off, 1=display various features of the font rendering to verify function and to document usage
62
r_DebugLayerEffect
Enables debug mode (independent from game code) for layer effects Usage: r_DebugLayerEffect [0/1/2/3/etc] Default is 0 (disabled). 1: 1st layer mode, etc
63
r_DebugLights
Display dynamic lights for debugging. Usage: r_DebugLights [0/1/2/3] Default is 0 (off). Set to 1 to display centers of light sources, or set to 2 to display light centers and attenuation spheres, 3 to get light properties to the screen
64
r_DebugLightVolumes
0=Disable 1=Enable Usage: r_DebugLightVolumes[0/1]
65
r_DebugRefraction
Debug refraction usage. Displays red instead of refraction Usage: r_DebugRefraction Default is 0 (off)
66
r_DebugRenderMode
TODO
67
r_DebugVoxTerrainX
TODO
68
r_DebugVoxTerrainX
TODO
69
r_DeferredDecals
Toggles deferred decals. Usage: r_DeferredDecals [0/1] Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.
70
r_deferredDecalsDebug
Display decals debug info. | Usage: r_deferredDecalsDebug [0/1]
71
r_DeferredShadingCubeMaps
Toggles deferred cube maps. Usage: r_DeferredShadingCubeMaps [0/1] Default is 1 (enabled), 0 Disables
72
r_DeferredShadingDebug
Toggles deferred shading debug. Usage: r_DeferredShadingDebug [0/1] 0 disabled (Default) 1 skip lights rendering (but still do cpu work) 2 only 1 light 3 Fillrate debug (brighter colors means more expensive)
73
r_DeferredShadingDepthBoundsTest
Toggles deferred shading depth bounds test. Usage: r_DeferredShadingDepthBoundsTest [0/1] Default is 1 (enabled). 0 Disables.
74
r_DeferredShadingHeightBasedAmbient
Toggles experimental height based ambient. Usage: r_DeferredShadingHeightBasedAmbient [0/1] Default is 1 (enabled), 0 Disables
75
r_DeferredShadingLightLodRatio
Sets deferred shading light intensity threshold for PS3. Usage: r_DeferredShadingLightLodRatio [value] Default is 0.1
76
r_DeferredShadingLightVolumes
Toggles Light volumes for deferred shading. Usage: r_DeferredShadingLightVolumes [0/1] Default is 1 (enabled). 0 Disables.
77
r_DeferredShadingScissor
Toggles deferred shading scissor test. Usage: r_DeferredShadingScissor [0/1] Default is 1 (enabled), 0 Disables
78
r_DeferredShadingSortLights
Sorts light by influence Usage: r_DeferredShadingSortLights [0/1] Default is 0 (off)
79
r_DeferredShadingStencilPrepass
Toggles deferred shading stencil pre pass. Usage: r_DeferredShadingStencilPrepass [0/1] Default is 1 (enabled), 0 Disables
80
r_DeferredShadingTiled
TODO
81
r_DeferredShadingTiledRatio
TODO
82
r_DeferredShadingTilesX
TODO
83
r_DeferredShadingTilesY
TODO
84
r_DepthBits
TODO
85
r_DepthOfField
Enables depth of field. Usage: r_DepthOfField [0/1/2] Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled
86
r_DepthOfFieldBokeh
Sets depth of field bokeh type (only for dof mode 3). Usage: r_DepthOfFieldBokeh [0/1/etc] Default is 0 (isotropic/spherical).
87
r_DepthOfFieldBokehQuality
Sets depth of field bokeh quality (samples multiplier). Usage: r_DepthOfFieldBokeh [0/1/etc] Default is 0: 32 samples, 1: 64 samples
88
r_DepthOfFieldStencilPrepass
Enables depth of field stencil prepass. Usage: r_DepthOfFieldStencilPrepass [0/1] Default is 0 (disabled). 1 enables
89
r_DetailDistance
Distance used for per-pixel detail layers blending. Usage: r_DetailDistance (1-20) Default is 6.
90
r_DetailNumLayers
Sets the number of detail layers per surface. Usage: r_DetailNumLayers 2 Default is 2.
91
r_DetailScale
Sets the default scaling for detail overlays. Usage: r_DetailScale 8 Default is 8. This scale applies only if the object's detail scale was not previously defined (in MAX).
92
r_DetailTextures
Toggles detail texture overlays. Usage: r_DetailTextures [0/1] Default is 1 (detail textures on).
93
r_DisplayInfo
Toggles debugging information display. | Usage: r_DisplayInfo [0=off/1=show/2=enhanced]
94
r_dofMinZ
Set dof min z distance, anything behind this distance will get out focus. (good default value 0.4)
95
r_dofMinZBlendMult
Set dof min z blend multiplier (bigger value means faster blendind transition)
96
r_dofMinZScale
Set dof min z out of focus strenght (good default value - 1.0f)
97
r_DrawNearFarPlane
Default is 40.
98
r_DrawNearFoV
Sets the FoV for drawing of near objects. Usage: r_DrawNearFoV [n] Default is 60.
99
r_DrawNearZRange
Default is 0.1.
100
r_Driver
Sets the renderer driver ( DX9/DX11/AUTO/NULL ). Default is DX11 on Vista and Windows 7 and DX9 otherwise. Specify in system.cfg like this: r_Driver = "DX11"
101
r_DumpFontNames
Logs a list of fonts currently loaded
102
r_DumpFontTexture
Dumps the specified font's texture to a bitmap file Use r_DumpFontTexture to get the loaded font names Usage: r_DumpFontTexture
103
r_DynTexAtlasCloudsMaxSize
TODO
104
r_DynTexAtlasCloudsMaxSize
TODO
105
r_DynTexAtlasSpritesMaxSize
TODO
106
r_DynTexAtlasVoxTerrainMaxSize
TODO
107
r_DynTexMaxSize
TODO
108
r_DynTexSourceSharedRTHeight
Height of shared RT for dynamic texture sources.
109
r_DynTexSourceSharedRTWidth
Width of shared RT for dynamic texture sources.
110
r_DynTexSourceUseSharedRT
Defines if dynamic flash textures are rendered into shared RT Usage: r_DynTexSourceUseSharedRT [0/1]. 0: Use Unique RT for each dynamic flash texture (with alpha support) 1: Use Shared RT for all dynamic flash textures (no alpha support!) Disabled by default. Requires level reload to change.
111
r_enableAltTab
Toggles alt tabbing in and out of fullscreen when the game is not in devmode. Usage: r_enableAltTab [toggle] Notes: Should only be added to system.cfg and requires a restart
112
r_enableAuxGeom
Enables aux geometry rendering.
113
r_EnvCMResolution
``` Sets resolution for target environment cubemap, in pixels. Usage: r_EnvCMResolution # where # represents: 0: 64 1: 128 2: 256 Default is 2 (256 by 256 pixels). ```
114
r_EnvCMShading
Enables diffuse shading of legacy cube map system from Crysis 1.
115
r_EnvCMupdateInterval
Sets the interval between environmental cube map texture updates. Usage: r_EnvCMupdateInterval # Default is 0.1.
116
r_EnvLCMupdateInterval
LEGACY - not used
117
r_EnvTexResolution
``` Sets resolution for 2d target environment texture, in pixels. Usage: r_EnvTexResolution # where # represents: 0: 64 1: 128 2: 256 3: 512 Default is 3 (512 by 512 pixels). ```
118
r_EnvTexUpdateInterval
Sets the interval between environmental 2d texture updates. Usage: r_EnvTexUpdateInterval 0.001 Default is 0.001.
119
r_ExcludeMesh
Exclude the named shader from the render list. Usage: r_ExcludeShader ShaderName Sometimes this is useful when debugging.
120
r_ExcludeShader
Exclude the named shader from the render list. Usage: r_ExcludeShader ShaderName Sometimes this is useful when debugging.
121
r_EyeAdaptationBase
HDR rendering eye adaptation base value (smaller values result in brighter adaption) Usage: r_EyeAdaptationBase [Value]
122
r_EyeAdaptationFactor
HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption) Usage: r_HDREyeAdaptionFactor [Value] Default is 0.5
123
r_EyeAdaptationSpeed
HDR rendering eye adaptation speed | Usage: r_EyeAdaptationSpeed [Value]
124
r_Flares
Toggles sunlight lens flare effect. Usage: r_Flares [0/1] Default is 1 (on).
125
r_FlashMatTexResQuality
Texture resolution quality of flash materials. | Only used if flash asset is tagged CE_HQR!
126
r_Flush
TODO
127
r_FogColorGradientEnforced
``` Enforces use of a user controllable color gradient for global volumetric fog. Usage: r_FogColorGradient [0/1/2] 0: force off 1: force on 2: use level setting (default) ```
128
r_FogDepthTest
Enables per-pixel culling for deferred volumetric fog pass. Fog computations for all pixels closer than a given depth value will be skipped. Usage: r_FogDepthTest z with... z = 0, culling disabled z > 0, fixed linear world space culling depth z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings
129
r_FogGlassBackbufferMaxResolves
Defines maximum backbuffer resolve count Usage: r_FogGlassBackbufferMaxResolves [0/n] 0: disable resolve capping n: any integer greater than 0, maximum number of backbuffer resolves
130
r_FogGlassBackbufferResolveDebug
Prints debug output show current number of backbuffer resolves used to Glass shader with depth fog Usage: r_FogGlassBackbufferResolveDebug [0/1] 0: disable output (default) 1: enable output
131
r_FogGlassBackbufferResolveDepthThreshold
a difference in depth between ForceRefractionUpdate material shaders of this amount will force a backbuffer resolve unless capped.
132
r_FSAA
Enables multisampled antialiasing. Usage: r_FSAA [0/1] Default: 0 (off).
133
r_FSAA_quality
Quality level used when multisampled antialiasing is enabled. Usage: r_FSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware! Default: 0. Please note that various hardware implements special FSAA modes via certain combinations of r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.
134
r_FSAA_samples
Number of subsamples used when multisampled antialiasing is enabled. Usage: r_FSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware! Default: 4. Please note that various hardware implements special FSAA modes via certain combinations of r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.
135
r_Fullscreen
Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. Usage: r_Fullscreen [0=window/1=fullscreen]
136
r_Fur
Enables fur rendering. | Usage: r_Fur [0/1]
137
r_Gamma
Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) Usage: r_Gamma 1.0 1 off (default), accepted range on PS3 is 0.8 to 1.25
138
r_GeomInstancing
Toggles HW geometry instancing. Usage: r_GeomInstancing [0/1] Default is 1 (on). Set to 0 to disable geom. instancing.
139
r_GeomInstancingThreshold
If the instance count gets bigger than the specified value the instancing feature is used. Usage: r_GeomInstancingThreshold [Num] Default is 0 (automatic depending on hardware, used value can be found in the log)
140
r_GetScreenShot
To capture one screenshot (variable is set to 0 after capturing) 0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot
141
r_Glow
Toggles the glow effect. Usage: r_Glow [0/1] Default is 0 (off). Set to 1 to enable glow effect.
142
r_GlowAnamorphicFlares
Toggles the anamorphic flares effect. Usage: r_GlowAnamorphicFlares [0/1] Default is 0 (off). Set to 1 to enable.
143
r_GraphStyle
TODO
144
r_HDRBlueShift
HDR rendering blue shift. Usage: r_HDRBlueShift 0 to 1 Default is 0 (disabled). Set to 1 to use max blue shift strength
145
r_HDRBrightLevel
HDR rendering level (bloom multiplier, tweak together with threshold) Usage: r_HDRBrightLevel [Value] Default is 0.6
146
r_HDRBrightThreshold
HDR rendering bright threshold. Usage: r_HDRBrightThreshold [Value] Default is 3.0
147
r_HDREyeAdaptionCache
Enable/Disable eye adaptation caching overframes Usage: r_HDREyeAdaptionCache [value] Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
148
r_HDRForceUpdateTextures
Forces updating HDR textures.
149
r_HDRGrainAmount
HDR digital noise amount | Usage: r_HDRDigitalNoise [Value]
150
r_HDRLevel
HDR rendering range level (color multiplier tweak together with hdr offset) Usage: r_HDRLevel [Value] Default is 3.0f
151
r_HDROffset
HDR rendering range offset (color multiplier tweak together with hdr level) Usage: r_HDROffset [Value] Default is 10.0f
152
r_HDRRangeAdapt
Enable/Disable HDR range adaptation (improve precision - minimize banding) Usage: r_HDRRangeAdapt [Value] Default is 1
153
r_HDRRangeAdaptationSpeed
HDR range adaption speed | Usage: r_HDRRangeAdaptationSpeed [Value]
154
r_HDRRangeAdaptLBufferMax
Set range adaptation max adaptation for light buffers (improve precision - minimize banding) Usage: r_HDRRangeAdaptLBufferMax [Value] Default is 0.25f
155
r_HDRRangeAdaptLBufferMaxRange
Set range adaptation max range adaptation for light buffers (improve precision - minimize banding) Usage: r_HDRRangeAdaptLBufferMaxRange [Value] Default is 2.0f
156
r_HDRRangeAdaptMax
Set HDR range adaptation max adaptation (improve precision - minimize banding) Usage: r_HDRRangeAdaptMax [Value] Default is 1.0f
157
r_HDRRangeAdaptMaxRange
Set HDR range adaptation max adaptation (improve precision - minimize banding) Usage: r_HDRRangeAdaptMaxRange [Value] Default is 4.0f
158
r_HDRRendering
Toggles HDR rendering. Usage: r_HDRRendering [0/1] Default is 1 (on). Set to 0 to disable HDR rendering.
159
r_HDRTexFormat
HDR texture format. Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision) Default is 0
160
r_HDRVignetting
HDR viggneting Usage: r_HDRVignetting [Value] Default is 1 (enabled)
161
r_Height
Sets the display height, in pixels. Default is 768. | Usage: r_Height [600/768/..]
162
r_HUDHitEffect
Enable HUD Hit Effects. Usage: r_HUDHitEffect [0/1] 0: force off 1: on (default (rectangles) 2: on (different border rendering (trapezoids)) 3: on (alternating border rendering methods) 4: on (fullscreen rendering)
163
r_ImposterRatio
Allows to scale the texture resolution of imposters (clouds) Usage: r_ImposterRatio [1..] Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/4 texture memory usage)
164
r_ImpostersDraw
Toggles imposters drawing. Usage: r_ImpostersDraw [0/1] Default is 1 (on). Set to 0 to disable imposters.
165
r_ImpostersUpdatePerFrame
How many kilobytes to update per-frame. Usage: r_ImpostersUpdatePerFrame [1000-30000] Default is 6000 (6 megabytes)
166
r_IrradianceVolumes
Toggles irradiance volumes. Usage: r_IrradianceVolumes [0/1] Default is 0 (off)
167
r_LightsSinglePass
TODO
168
r_Log
Logs rendering information to Direct3DLog.txt. Use negative values to log a single frame. Usage: r_Log +/-[0/1/2/3/4] 1: Logs a list of all shaders without profile info. 2: Log contains a list of all shaders with profile info. 3: Logs all API function calls. 4: Highly detailed pipeline log, including all passes, states, lights and pixel/vertex shaders. Default is 0 (off). Use this function carefully, because log files grow very quickly.
169
r_LogShaders
Logs shaders info to Direct3DLogShaders.txt 0: off 1: normal 2: extended
170
r_LogTexStreaming
Logs streaming info to Direct3DLogStreaming.txt 0: off 1: normal 2: extended
171
r_LogVBuffers
Logs vertex buffers in memory to 'LogVBuffers.txt'. Usage: r_LogVBuffers [0/1] Default is 0 (off).
172
r_LogVidMem
Logs vid mem information to VidMemLog.txt.
173
r_MaterialsBatching
Toggles materials batching. Usage: r_MaterialsBatching [0/1] Default is 1 (on). Set to 0 to disable.
174
r_MaxSuitPulseSpeedMultiplier
Max suit pulse speed multiplier - default = 1.0
175
r_MeasureOverdraw
0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour Usage: r_MeasureOverdraw [0/1]
176
r_MeasureOverdrawScale
TODO
177
r_MergeRenderChunks
TODO
178
r_MergeShaders
TODO
179
r_MeshPoolSize
The size of the pool for render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change.
180
r_MeshPrecache
TODO
181
r_MeshVolatilePoolSize
The size of the pool for volatile render data in kilobytes. Disabled by default on PC (mesh data allocated on heap).Enabled by default PS3. Requires app restart to change.
182
r_MotionBlur
``` Enables per object and camera motion blur. Usage: r_MotionBlur [0/1/2/3] Default is 1 (camera motion blur on). 1: camera motion blur 2: camera and object motion blur 3: debug mode ```
183
r_MotionBlurAdaptiveSampling
Enables motion blur.adaptive sampling setting depending on movement amount Usage: r_MotionBlurAdaptiveSampling [0/1]
184
r_MotionBlurFrameTimeScale
Enables motion blur.frame time scaling - visually nicer on lower frame rates Usage: r_MotionBlurFrameTimeScale [0/1]
185
r_MotionBlurHDR
Enables HDR motion blur
186
r_MotionBlurMaxViewDist
Sets motion blur max view distance for objects. Usage: r_MotionBlurMaxViewDist [0...1] Default is 16 meters
187
r_MotionBlurShutterSpeed
Sets motion blur camera shutter speed. Usage: r_MotionBlurShutterSpeed [0...1] Default is 0.0055
188
r_MultiGPU
0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2(default)=automatic detection (currently SLI only, means off for ATI) should be activated before rendering
189
r_MultiThreaded
0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection should be activated before rendering
190
r_NightVision
Toggles nightvision enabling. Usage: r_NightVision [0/1/2/3/4] Default is 2 (HDR). Set to 1 (older version - kept for backward compatibility)Set to 3 to enable debug mode (force enabling).Set to 4 to enable debug mode (older version - force enabling).Set to 0 to completely disable nightvision.
191
r_NightVisionAmbientMul
Set nightvision ambient color multiplier.
192
r_NightVisionBrightLevel
Set nightvision bloom brightlevel.
193
r_NightVisionCamMovNoiseAmount
Set nightvision noise amount blend speed.
194
r_NightVisionFinalMul
Set nightvision final color multiplier for fine tunning.
195
r_NightVisionSonarLifetime
Set nightvision sonar hints lifetime
196
r_NightVisionSonarMultiplier
Set nightvision sonar hints color multiplier.
197
r_NightVisionSonarRadius
Set nightvision sonar hints radius.
198
r_NightVisionViewDist
Set nightvision ambient view distance.
199
r_NoDrawNear
Disable drawing of near objects. Usage: r_NoDrawNear [0/1] Default is 0 (near objects are drawn).
200
r_NoDrawShaders
Disable entire render pipeline. Usage: r_NoDrawShaders [0/1] Default is 0 (render pipeline enabled). Used for debugging and profiling.
201
r_NoHWGamma
Sets renderer to ignore hardware gamma correction. Usage: r_NoHWGamma [0/1] Default is 0 (allow hardware gamma correction).
202
r_NormalsLength
Sets the length of displayed vectors. r_NormalsLength 0.2 Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.
203
r_OptimisedLightSetup
TODO
204
r_OptimiseShaders
TODO
205
r_OverscanBorders
Changes the size of the overscan borders for the left/right and top/bottom of the screen for adjusting the title safe area. This is for logo placements and text printout to account for the TV overscan and is mostly needed for consoles. If only one value is specified, the overscan borders for left/right and top/bottom are set simultaneously, but you may also specify different percentages for left/right and top/bottom. Usage: r_OverscanBorders [0..25] r_OverscanBorders [0..25] [0..25] Default is 0=off, >0 defines the size of the overscan borders for left/right or top/bottom as percentages of the whole screen size (e.g. 7.5).
206
r_pointslightshafts
Enables point light shafts. Usage: r_pointslightshafts [0/1] Default is 1 (on). Set to 0 to disable.
207
r_PostMSAA
Enables amortized multisampling. | Usage: r_PostMSAA [0/1]1: 2x quincunx, 2: 4xmsaa
208
r_PostMSAAInEditingMode
Enables amortized multisampling in editing mode. Uses camera jittering which can cause flickering of helper objects Usage: r_PostMSAAInEditingMode [0/1]
209
r_PostProcessEffects
Enables post processing special effects. Usage: r_PostProcessEffects [0/1/2] Default is 1 (enabled). 2 enables and displays active effects
210
r_PostProcessFilters
Enables post processing special effects filters. Usage: r_PostProcessEffectsFilters [0/1] Default is 1 (enabled). 0 disabled
211
r_PostProcessFilters
Enables post processing special effects. Usage: r_PostProcessEffects [0/1/2] Default is 1 (enabled). 2 enables and displays active effects
212
r_PostProcessFilters
Enables post processing special effects filters. Usage: r_PostProcessEffectsFilters [0/1] Default is 1 (enabled). 0 disabled
213
r_PostProcessGameFx
Enables post processing special effects game fx. Usage: r_PostProcessEffectsGameFx [0/1] Default is 1 (enabled). 0 disabled
214
r_PostProcessHUD3D
Toggles 3d hud post processing. Usage: r_PostProcessHUD3D [0/1] Default is 1 (post process hud enabled). 0 Disabled
215
r_PostProcessHUD3DCache
Enables 3d hud caching overframes. Usage: r_PostProcessHUD3DCache [0/1/2/3] Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
216
r_PostProcessHUD3DDebugView
Debug views for 3d hud post processing. Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3] Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture
217
r_PostProcessHUD3DGlowAmount
Controls 3D HUD 'Glow' Amount. Usage: r_PostProcessHUD3DGlowAmount [> 0.0] Default is 1.0f, higher = more glow
218
r_PostProcessHUD3DShadowAmount
Controls 3D HUD 'Shadow' Amount. Usage: r_PostProcessHUD3DShadowAmount [> 0.0] Default is 1.7f, higher = darker
219
r_PostProcessHUD3DStencilClear
Enables stencil clears for flash masks when rendering HUD in 3D post process. Usage: r_PostProcessHUD3DNoStencilClear [0/1] Default is 1 (enabled), 0 disabled
220
r_PostProcessNanoGlassDebugView
Debug views for Nano Glass post processing. Usage: CV_r_PostProcessNanoGlassDebugView [0/1] Default is 0 (disabled). 1 Wire frame.
221
r_PostProcessParamsBlending
Enables post processing effects parameters smooth blending Usage: r_PostProcessEffectsParamsBlending [0/1] Default is 1 (enabled).
222
r_PostprocessParamsBlendingTimeScale
Sets post processing effects parameters smooth blending time scale Usage: r_PostprocessParamsBlendingTimeScale [scale] Default is 12.0f.
223
r_PostProcessReset
Enables post processing special effects reset. Usage: r_PostProcessEffectsReset [0/1] Default is 0 (disabled). 1 enabled
224
r_PrecacheShaderList
TODO
225
r_PrecacheShaders
TODO
226
r_PrecacheShadersLevels
TODO
227
r_PredicatedTiling
Toggles predicated tiling mode (X360 only) | Usage: r_PredicatedTiling [0/1]
228
r_PrintMemoryLeaks
TODO
229
r_ProfileGPU
0=disabled, 1=profile each DIP performance (may cause very low frame rate) r_ProfileShaders or r_Stats needs to be activated to see the statistics
230
r_ProfileShaders
Enables display of render profiling information. Usage: r_ProfileShaders [0/1] Default is 0 (off). Set to 1 to display profiling of rendered shaders.
231
r_ProfileShadersGroupByName
Group items by name ignoring RT flags. | Usage: r_ProfileShaders [0/1]
232
r_ProfileShadersSmooth
Smooth time information. | Usage: r_ProfileShadersSmooth [0-10]
233
r_PS3AllocFailureRate
TODO
234
r_PS3AllocFailureResource
TODO
235
r_Rain
Enables rain rendering Usage: r_Rain [0/1/2] 0 - disabled1 - enabled2 - enabled with rain occlusion
236
r_RainAmount
Sets rain amount | Usage: r_RainAmount
237
r_RainDistMultiplier
Rain layer distance from camera multiplier
238
r_RainDropsEffect
``` Enable RainDrops effect. Usage: r_RainDropEffect [0/1/2] 0: force off 1: on (default) 2: on (forced) ```
239
r_RainIgnoreNearest
Disables rain wet/reflection layer for nearest objects | Usage: r_RainIgnoreNearest [0/1]
240
r_RainLayersPerFrame
Number of rain layers to render per frame
241
r_RainMaxViewDist
Sets rain max view distance | Usage: r_RainMaxViewDist
242
r_RainMaxViewDist_Deferred
Sets maximum view distance (in meters) for deferred rain reflection layer Usage: r_RainMaxViewDist_Deferred [n]
243
r_RainOccluderSizeTreshold
Only objects bigger than this size will occlude rain
244
r_RC_AutoInvoke
Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check shows that the destination is older or does not exist. Usage: r_RC_AutoInvoke 0 (default is 1)
245
r_Reflections
Toggles reflections. Usage: r_Reflections [0/1] Default is 1 (reflects).
246
r_ReflectionsOffset
TODO
247
r_ReflectionsQuality
Toggles reflections quality. Usage: r_ReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
248
r_refraction
Enables refraction. Usage: r_refraction [0/1] Default is 1 (on). Set to 0 to disable.
249
r_RefractionPartialResolves
``` Do a partial screen resolve before refraction Usage: r_RefractionPartialResolves [0/1] 0: disable 1: enable conservativley (non-optimal) 2: enable (default) ```
250
r_ReleaseAllResourcesOnExit
TODO
251
r_ReloadShaders
Reloads shaders. Usage: r_ReloadShaders [0/1] Default is 0. Set to 1 to reload shaders.
252
r_RenderMeshHashGridUnitSize
Controls density of render mesh triangle indexing structures
253
r_RenderTargetPoolSize
Size of pool for render targets in MB. | Default is 50(MB) for PS3 & XBox 360.
254
r_Scissor
Enables scissor test
255
r_Scratches
Sets fullscreen scratches post-process effect usage. Usage: r_Scratches [0/1/2] 0: force off 1: force on 2: on in game-mode only (default) 3: as 2, but independent of sunshafts or sun postion
256
r_ShaderCompilerDontCache
Disables caching on server side. Usage: r_ShaderCompilerDontCache 0 # Default is 0
257
r_ShaderCompilerPort
set user defined port of the shader compile server. Usage: r_ShaderCompilerPort 61453 # Default is 61453
258
r_ShaderCompilerServer
Usage: r_ShaderCompilerIP localhost | Default is 8core5
259
r_ShadersAsyncActivation
Enable asynchronous shader activation Usage: r_ShadersAsyncActivation [0/1] 0 = off, (stalling) synchronous shaders activation 1 = on, shaders are activated/streamed asynchronously
260
r_ShadersAsyncCompiling
Enable asynchronous shader compiling Usage: r_ShadersAsyncCompiling [0/1/2/3] 0 = off, (stalling) shaders compiling 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow 2 = on, shaders are compiled in parallel, missing shaders are not rendered 3 = on, shaders are compiled in parallel in precache mode
261
r_ShadersAsyncMaxThreads
TODO
262
r_ShadersCacheOptimiseLog
TODO
263
r_ShadersCompileAutoActivate
Automatically reenable shader compilation if outdated shader is detected
264
r_ShadersDebug
Enable special logging when shaders become compiled Usage: r_ShadersDebug [0/1/2/3] 1 = assembly into directory Main/{Game}/shaders/cache/d3d9 2 = compiler input into directory Main/{Game}/testcg 3 = compiler input with debug information (useful for PIX etc./{Game}/testcg_1pass Default is 0 (off)
265
r_ShadersDX11
TODO
266
r_ShadersDX9
TODO
267
r_ShadersEditing
Force all cvars to settings, which allow shader editing
268
r_ShadersIgnoreIncludesChanging
TODO
269
r_ShadersIntCompiler
TODO
270
r_ShadersLazyUnload
TODO
271
r_ShadersLogCacheMisses
Log all shader caches misses on HD (both level and global shader cache misses).
272
r_ShadersNoCompile
TODO
273
r_ShadersPreactivate
TODO
274
r_ShadersPrecacheAllLights
TODO
275
r_ShadersPS3
TODO
276
r_ShadersRemoteCompiler
TODO
277
r_ShadersSubmitRequestline
TODO
278
r_ShadersUseInstanceLookUpTable
Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
279
r_ShadersXenon
TODO
280
r_ShadowBlur
Selected shadow map screenspace blurring technique. | Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
281
r_ShadowBluriness
Select shadow map blurriness if r_ShadowBlur is activated. | Usage: r_ShadowBluriness [0.1 - 16]
282
r_ShadowGen
0=disable shadow map updates, 1=enable shadow map updates
283
r_ShadowGenGS
Use geometry shader for shadow map generation (DX11 only, don't change at runtime) Usage: r_ShadowGenGS [0=off, 1=on]
284
r_ShadowGenMode
0=Use Frustums Mask 1=Regenerate all sides Usage: r_ShadowGenMode [0/1]
285
r_ShadowJittering
Activate shadow map jittering. | Usage: r_ShadowJittering [0=off, 1=on]
286
r_ShadowsBias
Select shadow map blurriness if r_ShadowsBias is activated. | Usage: r_ShadowsBias [0.1 - 16]
287
r_ShadowsDeferredMode
0=Quad light bounds 1=Use light volumes Usage: r_ShadowsDeferredMode [0/1]
288
r_ShadowsDepthBoundNV
1=use NV Depth Bound extension | Usage: CV_r_ShadowsDepthBoundNV [0/1]
289
r_ShadowsForwardPass
1=use Forward prepare depth maps pass | Usage: CV_r_ShadowsForwardPass [0/1]
290
r_ShadowsGridAligned
Selects algorithm to use for shadow mask generation: 0 - Disable shadows snapping 1 - Enable shadows snapping
291
r_ShadowsMaskDownScale
Saves video memory by using lower resolution for shadow masks except first one 0=per pixel shadow mask 1=half resolution shadow mask Usage: r_ShadowsMaskDownScale [0/1]
292
r_ShadowsMaskResolution
0=per pixel shadow mask 1=horizontal half resolution shadow mask 2=horizontal and vertical half resolution shadow mask Usage: r_ShadowsMaskResolution [0/1/2]
293
r_ShadowsStencilPrePass
1=Use Stencil pre-pass for shadows | Usage: r_ShadowsStencilPrePass [0/1]
294
r_ShadowsUseClipVolume
Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
295
r_ShadowTexFormat
0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target 2=use R32F texture format for depth map 3=use ATI's DF24 texture format for depth map 4=use NVIDIA's D24S8 texture format for depth map 5=use NVIDIA's D16 texture format for depth map Usage: r_ShadowTexFormat [0-5]
296
r_ShowBufferUsage
Shows usage of statically allocated buffers. Usage: r_ShowBufferUSage [0/1] Default is 0 (off).
297
r_ShowDynTextures
Display a dyn. textures, filtered by r_ShowDynTexturesFilter Usage: r_ShowDynTextures 0/1/2 Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame Textures are sorted by memory usage
298
r_ShowDynTexturesFilter
Usage: r_ShowDynTexturesFilter *end Usage: r_ShowDynTexturesFilter *mid* Usage: r_ShowDynTexturesFilter start* Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
299
r_ShowDynTexturesMaxCount
Allows to adjust number of textures shown on the screen Usage: r_ShowDynTexturesMaxCount [1...36] Default is 36
300
r_ShowGammaReference
Enables display of gamma reference - useful for monitor/tv calibration. Usage: r_ShowGammaReference [0/1]
301
r_ShowLightBounds
Display light bounds - for debug purpose | Usage: r_ShowLightBounds [0=off/1=on]
302
r_ShowLines
Toggles visibility of wireframe overlay. Usage: r_ShowLines [0/1] Default is 0 (off).
303
r_ShowMT
Shows render multithreading graphs. Usage: r_ShowMT [0/1] Default is 0 (off).
304
r_ShowNormals
Toggles visibility of normal vectors. | Usage: r_ShowNormals [0/1]Default is 0 (off).
305
r_ShowOnlyShader
Render only the named shader, ignoring all others. | Usage: r_ShowOnlyShader ShaderName
306
r_ShowRenderTarget
Displays special render targets - for debug purpose When 8-bit content is displayed, banding may occur if sRGB back buffer writes are enabled Usage: r_ShowRenderTarget [0=off/1/2/3/4/5/6/7/8/9/...] 1: m_Text_ZTarget 2: m_Text_HDRTarget 3: m_Text_ScreenShadowMap[0] 4: m_Text_ScreenShadowMap[1] 5: m_Text_ScreenShadowMap[2] 6: gTexture 7: gTexture2 8: m_Text_ScatterLayer 9: pEnvTex->m_pTex->m_pTexture 10: m_Text_LightInfo[0] 12: m_Text_BackBufferScaled[0] (Current 2x smaller post effects backbuffer) 13: m_Text_BackBufferScaled[1] (Current 4x smaller post effects backbuffer) 14: m_Text_BackBufferScaled[2] (Current 8x smaller post effects backbuffer) 15: Current custom render target (reflections/etc) 16: Downscaled depth target for SSAO 17: m_Text_SceneNormalsMap (View space normals target) 18: Deferred Indirect lighting accumulation (wip research) 19: m_Text_SceneTarget 20: Irradiance volume visualization 26: Stereo left and right buffers
307
r_ShowRenderTarget_Filtered
Use bilinear filtering when drawing render target on the screen Usage: r_ShowRenderTarget_Filtered [0=off/1=on]
308
r_ShowRenderTarget_FullScreen
TODO
309
r_ShowTangents
Toggles visibility of three tangent space vectors. Usage: r_ShowTangents [0/1] Default is 0 (off).
310
r_ShowTexture
Displays loaded texture - for debug purpose
311
r_ShowTimeGraph
Configures graphic display of frame-times. Usage: r_ShowTimeGraph [0/1/2] 1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).
312
r_ShowVideoMemoryStats
TODO
313
r_SoftAlphaTest
Toggles post processed soft alpha test for shaders supporting this Usage: r_SoftAlphaTest [0/1] Default is 1 (enabled)
314
r_SonarVision
Toggles sonar vision enabling. Usage: r_SonarVision [0/1] Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes.
315
r_SplitScreenActive
Activates split screen mode | Usage: r_SplitScreenActive [0/1]
316
r_SSAO
Screen space ambient occlusion: 0 - disabled 1 - SSAO technique with normals 2 - SSAO technique with normals and temporal accumulation 3 - Volumetric Obscurance technique with jittering 4 - Volumetric Obscurance technique with jittering and temporal accumulation
317
r_SSAOAmount
Controls how much SSAO affects ambient
318
r_SSAOContrast
SSAO contrast coefficient (higher contrast highlights edges)
319
r_SSAODownscale
Use downscaled computations for SSAO
320
r_SSAOQuality
SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
321
r_SSAORadius
Controls size of area tested
322
r_SSAOTemporalConvergence
Temporal SSAO update/convergence speed
323
r_SSGI
SSGI toggle
324
r_SSGIAmount
SSGI effect multiplier
325
r_SSGIBlur
SSGI enable blur
326
r_SSGIQuality
SSGI quality level
327
r_SSGIRadius
SSGI kernel radius
328
r_Stats
``` Toggles render statistics. 0=disabled, 1=global render stats, 2=print shaders for selected object, 6=display per-instance drawcall count, 11=print info about used RT's (switches), 12=print info about used unique RT's, 13=print info about cleared RT's Usage: r_Stats [0/1/2/3/6/11/12/13] ```
329
r_StatsShaderList
TODO
330
r_StatsShaders
TODO
331
r_StencilBits
TODO
332
r_StereoDevice
Sets stereo device (only possible before app start) Usage: r_StereoDevice [0/1/2/3/4] 0: No stereo support (default) 1: Frame compatible formats (side-by-side, interlaced, anaglyph) 2: HDMI 1.4 (PS3 only) 3: Stereo driver (PC only, NVidia or AMD) 4: Dualhead (PC only, two projectors or iZ3D screen) 100: Auto-detect device for platform
333
r_StereoEyeDist
Maximum separation between stereo images in percentage of the screen.
334
r_StereoFlipEyes
Flip eyes in stereo mode. Usage: r_StereoFlipEyes [0=off/1=on] 0: don't flip 1: flip
335
r_StereoGammaAdjustment
Additional adjustment to the graphics card gamma correction when Stereo is enabled. Usage: r_StereoGammaAdjustment [offset]0: off
336
r_StereoHudScreenDist
Distance to plane where hud stereo parallax converges to zero. If not zero, HUD needs to be rendered two times.
337
r_StereoMode
Sets stereo rendering mode. Usage: r_StereoMode [0=off/1/2] 1: Dual rendering 2: Post Stereo
338
r_StereoNearGeoScale
Scale for near geometry (weapon) that gets pushed into the screen
339
r_StereoOutput
``` Sets stereo output. Output depends on the stereo monitor Usage: r_StereoOutput [0=off/1/2/3/4/5/6] 0: Standard 1: IZ3D 2: Checkerboard (not supported on X360) 3: Above and Below (not supported) 4: Side by Side 5: Line by Line (Interlaced) 6: Anaglyph ```
340
r_StereoScreenDist
Distance to plane where stereo parallax converges to zero.
341
r_StereoStrength
Multiplier which influences the strength of the stereo effect.
342
r_sunshafts
Enables sun shafts. Usage: r_sunshafts [0/1] Default is 1 (on). Set to 0 to disable.
343
r_Supersampling
Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
344
Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
``` Filter method to use when resolving supersampled output 0 - Box filter 1 - Tent filter 2 - Gaussian filter 3 - Lanczos filter ```
345
r_TerrainAO
7=Activate terrain AO deferred passes
346
r_TerrainAO_FadeDist
Controls sky light fading in tree canopy in Z direction
347
r_testSplitScreen
Toggles split screen test mode | Usage: r_testSplitScreen [0/1]
348
r_TexAtlasSize
TODO
349
r_TexBindMode
TODO
350
r_TexBumpResolution
Reduces texture resolution. Usage: r_TexBumpResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
351
r_TexelsPerMeter
Enables visualization of the color coded "texels per meter" ratio for objects in view. The checkerboard pattern displayed represents the mapping of the assigned diffuse texture onto the object's uv space. One block in the pattern represents 8x8 texels. Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off)
352
r_TexGrid
TODO
353
r_TexLog
Configures texture information logging. Usage: r_TexLog # where # represents: 0: Texture logging off 1: Texture information logged to screen 2: All loaded textures logged to 'UsedTextures.txt' 3: Missing textures logged to 'MissingTextures.txt
354
r_TexMaxAnisotropy
TODO
355
r_TexMaxSize
TODO
356
r_TexMinSize
TODO
357
r_TexNoAniso
TODO
358
r_TexNoLoad
Disables loading of textures. Usage: r_TexNoLoad [0/1] When 1 texture loading is disabled.
359
r_TexPostponeLoading
TODO
360
r_TexPreallocateAtlases
TODO
361
r_TexResolution
Reduces texture resolution. Usage: r_TexResolution [0/1/2 etc] When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
362
r_TexSkyResolution
TODO
363
r_Texture_Anisotropic_Level
TODO
364
r_TextureCompressor
Defines which texture compressor is used (fallback is DirectX) Usage: r_TextureCompressor [0/1] 0 uses nvDXT, 1 uses Squish if possible
365
r_TextureLodDistanceRatio
Controls dynamic LOD system for textures used in materials. Usage: r_TextureLodDistanceRatio [-1, 0 and bigger] Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. Values bigger than 0 will activate texture LOD selection depending on distance to the objects.
366
r_TexturesFilteringQuality
``` Configures texture filtering adjusting. Usage: r_TexturesFilteringQuality [#] where # represents: 0: Highest quality 1: Medium quality 2: Low quality ```
367
r_texturesskiplowermips
Enabled skipping lower mips for X360.
368
r_TexturesStreaming
Enables direct streaming of textures from disk during game. Usage: r_TexturesStreaming [0/1/2] Default is 0 (off). All textures save in native format with mips in a cache file. Textures are then loaded into texture memory from the cache.
369
r_TexturesStreamingDebug
Enables textures streaming debug mode. (Log uploads and remove unnecessary mip levels) Usage: r_TexturesStreamingDebug [0/1/2] Default is 0 (off).1 - texture streaming log.2 - Show textures hit-parade based on streaming priorities3 - Show textures hit-parade based on the memory consumed
370
r_TexturesStreamingDebugDumpIntoLog
Dump content of current texture streaming debug screen into log
371
r_TexturesStreamingDebugFilter
Filters displayed textures by name in texture streaming debug mode
372
r_TexturesStreamingDebugMinMip
Filters displayed textures by loaded mip in texture streaming debug mode
373
r_TexturesStreamingDebugMinSize
Filters displayed textures by size in texture streaming debug mode
374
r_TexturesStreamingMaxRequestedJobs
Maximum number of tasks submitted to streaming system. Usage: r_TexturesStreamingMaxRequestedJobs [jobs number] Default is 256 jobs
375
r_TexturesStreamingMaxRequestedMB
Maximum amount of texture data requested from streaming system in MB. Usage: r_TexturesStreamingMaxRequestedMB [size] Default is 2.0(MB)
376
r_TexturesStreamingMinReadSizeKB
Minimal read portion in KB. Usage: r_TexturesStreamingMinReadSizeKB [size] Default is 32(KB)
377
r_TexturesStreamingMipBias
Controls how texture LOD depends from distance to the objects. Increasing this value will reduce amount of memory required for textures. Usage: r_TexturesStreamingMipBias [-4..0..4] Default is 0.
378
r_TexturesStreamingMipClampDVD
Clamp the texture mip level to certain value when streaming from DVD. 1 will never allow highest mips to be loaded for example. Usage: r_TexturesStreamingMipClampDVD [0..4] Default is 1.
379
r_TexturesStreamingMipFading
Controls how the new texture MIP appears after being streamed in. This variable influences only a visual quality of appearing texture details. Usage: r_TexturesStreamingMipFading [0/1] Default is 1 (enabled).
380
r_TexturesStreamingNoUpload
Disable uploading data into texture from system memory. Useful for debug purposes. Usage: r_TexturesStreamingNoUpload [0/1] Default is 0 (off).
381
r_TexturesStreamingOnlyVideo
Don't store system memory copy of texture. Applicable only for PC and PS3. On Xenon it's on[1] by default and cannot be changed. Usage: r_TexturesStreamingOnlyVideo [0/1] Default is 0 (off) for PC and PS3, 1(on always) for XBox 360.
382
r_TexturesStreamingPostponeMips
Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Usage: r_TexturesStreamingPostponeMips [0/1] Default is 1 (on).
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r_TexturesStreamingPostponeThresholdKB
Threshold used to postpone high resolution mipmap loads in KB. Usage: r_TexturesStreamingPostponeThresholdKB [size] Default is 1024(KB)
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r_texturesstreamingPostponeThresholdMip
Threshold used to postpone high resolution mipmaps. Usage: r_texturesstreamingPostponeThresholdMip [count] Default is 1
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r_TexturesStreamingResidencyEnabled
Toggle for resident textures streaming support. | Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled
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r_TexturesStreamingResidencyThrottle
Ratio for textures to become resident. Usage: r_TexturesStreamingResidencyThrottle [ratio]Default is 0.5Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
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r_TexturesStreamingResidencyTime
Time to keep textures resident for before allowing them to be removed from memory. Usage: r_TexturesStreamingResidencyTime [Time] Default is 10 seconds
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r_TexturesStreamingResidencyTimeTestLimit
Time limit to use for mip thrashing calculation in seconds. | Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds
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r_TexturesStreamingSync
Force only synchronous texture streaming. All textures will be streamed in the main thread. Useful for debug purposes. Usage: r_TexturesStreamingSync [0/1] Default is 0 (off).
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r_texturesstreampooldefragmentation
Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
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r_TexturesStreamPoolFragmentationCount
Add warning message about texture pool fragmentation when pool is overflown.
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r_TexturesStreamPoolSize
Size of pool for textures streaming in MB. If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC. Default is 128(MB) for PC, 80(MB) for PS3 & XBox 360.
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r_ThermalVision
Toggles termal vision enabling. Usage: r_ThermalVision [0/1] Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes.
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r_ThermalVisionViewCloakFlickerMaxIntensity
Sets thermal vision cloaked-object flicker random max intensity. Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+] When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
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r_ThermalVisionViewCloakFlickerMinIntensity
Sets thermal vision cloaked-object flicker random min intensity. Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+] When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
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r_ThermalVisionViewCloakFrequencyPrimary
Sets thermal vision cloaked-object flicker primary frequency. Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+] When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower
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r_ThermalVisionViewCloakFrequencySecondary
Sets thermal vision cloaked-object flicker secondary frequency. Usage: r_ThermalVisionViewCloakFrequencySecondary [1+] When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower
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r_ThermalVisionViewDistance
Toggles thermal vision distance attenuation. | Default is 150 (meters)
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r_UseAlphaBlend
Toggles alpha blended objects. Usage: r_UseAlphaBlend [0/1] Default is 1 (on). Set to 0 to disable all alpha blended object.
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r_UseEdgeAA
``` Toggles edge blurring/antialiasing Usage: r_UseEdgeAA [0/1/2/3] Default is 1 (edge blurring) 1 = activate edge blurring mode 2 = activate edge antialiasing mode (previous version)3 = activate Laplace edge antialiasing mode ```
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r_UseGSParticles
Toggles use of geometry shader particles (DX11 only, changing at runtime is supported). Usage: r_UseGSParticles [0/1=default]
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r_UseHWSkinning
Toggles HW skinning. Usage: r_UseHWSkinning [0/1] Default is 1 (on). Set to 0 to disable HW-skinning.
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r_UseMaterialLayers
Enables material layers rendering. Usage: r_UseMaterialLayers [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
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r_UseMergedPosts
``` Enables motion blur merged with dof. Usage: r_UseMergedPosts [0/1/2] Default is 1. 1: fastest mode - half res rendering 2: full res rendering mode (tbd) 3: quality mode, hdr + fullres (tbd) ```
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r_UseParticlesGlow
Enables glow particles. | Usage: r_UseParticlesGlow [0/1]
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r_UseParticlesHalfRes
Enables rendering of particles of given blend operation that are close to the camera in half resolution. Usage: r_UseParticlesHalfRes [0:off/1:additive/2:alphabased]
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r_UseParticlesHalfRes_MinCount
Minimum number of particle emitters in half resolution to enable half resolution mode. Half resolution rendering has a constant performance hit so there's usually no gain if used for a very small number of particles Usage: r_UseParticlesHalfRes_MinCount [n]
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r_UseParticlesHalfResDebug
Render half resolution particles tinted with a color. | Usage: r_UseParticlesHalfResDebug [0/1]
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r_UseParticlesHalfResForce
Forces all particles of given blend operation to be rendered in half resolution. Usage: r_UseParticlesHalfResForce [0:off/1:additive/2:alphabased]
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r_UseParticlesMerging
Enables merging of particles drawcalls. | Usage: CV_r_useparticles_merge [0/1]
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r_UseParticlesRefraction
Enables refractive particles. | Usage: r_UseParticlesRefraction [0/1]
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r_UsePOM
Enables Parallax Occlusion Mapping. | Usage: r_UsePOM [0/1]
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r_UseShadowsPool
0=Disable 1=Enable Usage: r_UseShadowsPool[0/1]
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r_UseSoftParticles
Enables soft particles. | Usage: r_UseSoftParticles [0/1]
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r_UseSRGB
Enables sRGB texture reads / framebuffer writes. | Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]
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r_UseZPass
Toggles Z pass. Usage: r_UseZPass [0/1] Default is 1 (on). Set to 0 to disable Z-pass.
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r_ValidateDraw
0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)
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r_VarianceShadowMapBlurAmount
Activate shadow map blur. | Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
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r_VegetationAlphaTestOnly
TODO
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r_VegetationSpritesDebug
TODO
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r_VegetationSpritesGenAlways
TODO
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r_VegetationSpritesNoGen
TODO
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r_VegetationSpritesTexRes
TODO
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r_VSync
Toggles vertical sync. 0: Disabled 1: Enabled 2: Enabled, use asynchronous swaps on X360
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r_WaterCaustics
Toggles under water caustics. Usage: r_WaterCaustics [0/1] Default is 1 (enabled).
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r_WaterCausticsDeferred
Toggles under water caustics deferred pass. Usage: r_WaterCausticsDeferred [0/1/2] Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass
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r_WaterCausticsDistance
Toggles under water caustics max distance. Usage: r_WaterCausticsDistance Default is 100.0 meters
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r_WaterGodRays
Enables under water god rays. Usage: r_WaterGodRays [0/1] Default is 1 (enabled).
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r_WaterReflections
Toggles water reflections. Usage: r_WaterReflections [0/1] Default is 1 (water reflects).
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r_WaterReflectionsMGPU
Toggles water reflections.multi-gpu support Usage: r_WaterReflectionsMGPU [0/1/2] Default is 0 (single render update), 1 (multiple render updates)
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r_WaterReflectionsMinVisiblePixelsUpdate
Activates water reflections if visible pixels above a certain threshold.
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r_WaterReflectionsMinVisUpdateDistanceMul
Activates update distance multiplier when water mostly occluded.
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r_WaterReflectionsMinVisUpdateFactorMul
Activates update factor multiplier when water mostly occluded.
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r_WaterReflectionsQuality
Activates water reflections quality setting. Usage: r_WaterReflectionsQuality [0/1/2/3] Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
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r_WaterReflectionsUseMinOffset
Activates water reflections use min distance offset.
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r_WaterUpdateDistance
TODO
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r_WaterUpdateFactor
Distance factor for water reflected texture updating. Usage: r_WaterUpdateFactor 0.01 Default is 0.01. 0 means update every frame
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r_WaterUpdateThread
Enables water updating on separate thread (when MT supported). Usage: r_WaterUpdateThread [0/1/2/3/4/n] Default is 5 (enabled and on 5 hw thread).
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r_Width
Sets the display width, in pixels. Default is 1024. | Usage: r_Width [800/1024/..]
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r_wireframe
TODO
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r_ZFightingDepthScale
Controls anti z-fighting measures in shaders (scaling homogeneous z).
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r_ZFightingExtrude
Controls anti z-fighting measures in shaders (extrusion along normal in world units).
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r_ZPassDepthSorting
``` Toggles Z pass depth sorting. Usage: r_ZPassDepthSorting [0/1/2] 0: No depth sorting 1: Sort by depth layers (default) 2: Sort by distance ```
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r_ZPassOnly
TODO