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
Q

r_CloakFadeMaxDistSq

A

Cloak fade end distance squared - default = 25.0

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26
Q

r_CloakFadeMinDistSq

A

Cloak fade start distance squared - default = 1.0

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27
Q

r_CloakFadeMinValue

A

Cloak fade minimum value (between 0 and 1) - default = 0.2

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28
Q

r_CloakHeatScale

A

Cloak heat scale for thermal vision - default = 1.0

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29
Q

r_CloakLightScale

A

Cloak light scale - default = 0.25

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30
Q

r_CloakMinLightValue

A

Cloak min light value - default = 0.0

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31
Q

r_CloakRefractionFadeByDist

A

Cloak refraction fade by distance - default = false

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32
Q

r_CloakRefractionFadeMaxDistSq

A

Cloak refraction fade end distance squared - default = 25.0

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33
Q

r_CloakRefractionFadeMinDistSq

A

Cloak refraction fade start distance squared - default = 1.0

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34
Q

r_CloakRefractionFadeMinValue

A

Cloak refraction fade minimum value (between 0 and 1) - default = 0.2

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35
Q

r_CloakRenderInThermalVision

A

Render cloak in thermal vision - default = 0

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36
Q

r_CloakTransitionLightScale

A

Cloak transition light scale - default = 1.0

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37
Q

r_CloudsDebug

A

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)

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38
Q

r_CloudsUpdateAlways

A

Toggles updating of clouds each frame.
Usage: r_CloudsUpdateAlways [0/1]
Default is 0 (off)

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39
Q

r_ColorBits

A

Sets the color resolution, in bits per pixel. Default is 32.

Usage: r_ColorBits [32/24/16/8]

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40
Q

r_ColorGrading

A

Enables color grading.

Usage: r_ColorGrading [0/1]

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41
Q

r_ColorGradingChartImage

A

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]

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42
Q

r_ColorGradingCharts

A

Enables color grading via color charts.

Usage: r_ColorGradingCharts [0/1]

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43
Q

r_ColorGradingChartsCache

A

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

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44
Q

r_ColorGradingFilters

A

Enables color grading.

Usage: r_ColorGradingFilters [0/1]

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45
Q

r_ColorGradingLevels

A

Enables color grading.

Usage: r_ColorGradingLevels [0/1]

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46
Q

r_ColorGradingSelectiveColor

A

Enables color grading.

Usage: r_ColorGradingSelectiveColor [0/1]

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47
Q

r_ConditionalRendering

A

Enables conditional rendering .

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48
Q

r_ConsoleBackbufferHeight

A

console specific backbuffer resolution - height

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49
Q

r_ConsoleBackbufferWidth

A

console specific backbuffer resolution - width

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50
Q

r_Contrast

A

Sets the display contrast (not supported on PS3).
Usage: r_Contrast 0.5
Default is 0.5.

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51
Q

r_CoronaColorScale

A

TODO

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52
Q

r_CoronaFade

A

Time fading factor of the light coronas.

Usage: r_CoronaFade 0.5Default is 0.5.

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53
Q

r_Coronas

A

Toggles light coronas around light sources.

Usage: r_Coronas [0/1]Default is 1 (on).

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54
Q

r_CoronaSizeScale

A

TODO

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55
Q

r_CullByClipPlanes

A

TODO

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56
Q

r_CustomResHeight

A

Height of custom resolution rendering

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57
Q

r_CustomResMaxSize

A

Maximum resolution of custom resolution rendering

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58
Q

r_CustomResPreview

A

Enable/disable preview of custom resolution rendering in viewport(0 - no preview, 1 - scaled to match viewport, 2 - custom resolution clipped to viewport

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59
Q

r_CustomResWidth

A

Width of custom resolution rendering

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60
Q

r_CustomVisions

A

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

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61
Q

r_DebugFontRendering

A

0=off, 1=display various features of the font rendering to verify function and to document usage

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62
Q

r_DebugLayerEffect

A

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

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63
Q

r_DebugLights

A

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

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64
Q

r_DebugLightVolumes

A

0=Disable
1=Enable
Usage: r_DebugLightVolumes[0/1]

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65
Q

r_DebugRefraction

A

Debug refraction usage. Displays red instead of refraction
Usage: r_DebugRefraction
Default is 0 (off)

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66
Q

r_DebugRenderMode

A

TODO

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67
Q

r_DebugVoxTerrainX

A

TODO

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68
Q

r_DebugVoxTerrainX

A

TODO

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69
Q

r_DeferredDecals

A

Toggles deferred decals.
Usage: r_DeferredDecals [0/1]
Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.

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70
Q

r_deferredDecalsDebug

A

Display decals debug info.

Usage: r_deferredDecalsDebug [0/1]

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71
Q

r_DeferredShadingCubeMaps

A

Toggles deferred cube maps.
Usage: r_DeferredShadingCubeMaps [0/1]
Default is 1 (enabled), 0 Disables

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72
Q

r_DeferredShadingDebug

A

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)

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73
Q

r_DeferredShadingDepthBoundsTest

A

Toggles deferred shading depth bounds test.
Usage: r_DeferredShadingDepthBoundsTest [0/1]
Default is 1 (enabled). 0 Disables.

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74
Q

r_DeferredShadingHeightBasedAmbient

A

Toggles experimental height based ambient.
Usage: r_DeferredShadingHeightBasedAmbient [0/1]
Default is 1 (enabled), 0 Disables

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75
Q

r_DeferredShadingLightLodRatio

A

Sets deferred shading light intensity threshold for PS3.
Usage: r_DeferredShadingLightLodRatio [value]
Default is 0.1

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76
Q

r_DeferredShadingLightVolumes

A

Toggles Light volumes for deferred shading.
Usage: r_DeferredShadingLightVolumes [0/1]
Default is 1 (enabled). 0 Disables.

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77
Q

r_DeferredShadingScissor

A

Toggles deferred shading scissor test.
Usage: r_DeferredShadingScissor [0/1]
Default is 1 (enabled), 0 Disables

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78
Q

r_DeferredShadingSortLights

A

Sorts light by influence
Usage: r_DeferredShadingSortLights [0/1]
Default is 0 (off)

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79
Q

r_DeferredShadingStencilPrepass

A

Toggles deferred shading stencil pre pass.
Usage: r_DeferredShadingStencilPrepass [0/1]
Default is 1 (enabled), 0 Disables

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80
Q

r_DeferredShadingTiled

A

TODO

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81
Q

r_DeferredShadingTiledRatio

A

TODO

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82
Q

r_DeferredShadingTilesX

A

TODO

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83
Q

r_DeferredShadingTilesY

A

TODO

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84
Q

r_DepthBits

A

TODO

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85
Q

r_DepthOfField

A

Enables depth of field.
Usage: r_DepthOfField [0/1/2]
Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled

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86
Q

r_DepthOfFieldBokeh

A

Sets depth of field bokeh type (only for dof mode 3).
Usage: r_DepthOfFieldBokeh [0/1/etc]
Default is 0 (isotropic/spherical).

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87
Q

r_DepthOfFieldBokehQuality

A

Sets depth of field bokeh quality (samples multiplier).
Usage: r_DepthOfFieldBokeh [0/1/etc]
Default is 0: 32 samples, 1: 64 samples

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88
Q

r_DepthOfFieldStencilPrepass

A

Enables depth of field stencil prepass.
Usage: r_DepthOfFieldStencilPrepass [0/1]
Default is 0 (disabled). 1 enables

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89
Q

r_DetailDistance

A

Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance (1-20)
Default is 6.

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90
Q

r_DetailNumLayers

A

Sets the number of detail layers per surface.
Usage: r_DetailNumLayers 2
Default is 2.

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91
Q

r_DetailScale

A

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).

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92
Q

r_DetailTextures

A

Toggles detail texture overlays.
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).

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93
Q

r_DisplayInfo

A

Toggles debugging information display.

Usage: r_DisplayInfo [0=off/1=show/2=enhanced]

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94
Q

r_dofMinZ

A

Set dof min z distance, anything behind this distance will get out focus. (good default value 0.4)

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95
Q

r_dofMinZBlendMult

A

Set dof min z blend multiplier (bigger value means faster blendind transition)

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96
Q

r_dofMinZScale

A

Set dof min z out of focus strenght (good default value - 1.0f)

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97
Q

r_DrawNearFarPlane

A

Default is 40.

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98
Q

r_DrawNearFoV

A

Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n]
Default is 60.

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99
Q

r_DrawNearZRange

A

Default is 0.1.

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100
Q

r_Driver

A

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”

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101
Q

r_DumpFontNames

A

Logs a list of fonts currently loaded

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102
Q

r_DumpFontTexture

A

Dumps the specified font’s texture to a bitmap file
Use r_DumpFontTexture to get the loaded font names
Usage: r_DumpFontTexture

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103
Q

r_DynTexAtlasCloudsMaxSize

A

TODO

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104
Q

r_DynTexAtlasCloudsMaxSize

A

TODO

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105
Q

r_DynTexAtlasSpritesMaxSize

A

TODO

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106
Q

r_DynTexAtlasVoxTerrainMaxSize

A

TODO

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107
Q

r_DynTexMaxSize

A

TODO

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108
Q

r_DynTexSourceSharedRTHeight

A

Height of shared RT for dynamic texture sources.

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109
Q

r_DynTexSourceSharedRTWidth

A

Width of shared RT for dynamic texture sources.

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110
Q

r_DynTexSourceUseSharedRT

A

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.

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111
Q

r_enableAltTab

A

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

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112
Q

r_enableAuxGeom

A

Enables aux geometry rendering.

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113
Q

r_EnvCMResolution

A
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).
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114
Q

r_EnvCMShading

A

Enables diffuse shading of legacy cube map system from Crysis 1.

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115
Q

r_EnvCMupdateInterval

A

Sets the interval between environmental cube map texture updates.
Usage: r_EnvCMupdateInterval #
Default is 0.1.

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116
Q

r_EnvLCMupdateInterval

A

LEGACY - not used

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117
Q

r_EnvTexResolution

A
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).
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118
Q

r_EnvTexUpdateInterval

A

Sets the interval between environmental 2d texture updates.
Usage: r_EnvTexUpdateInterval 0.001
Default is 0.001.

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119
Q

r_ExcludeMesh

A

Exclude the named shader from the render list.
Usage: r_ExcludeShader ShaderName
Sometimes this is useful when debugging.

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120
Q

r_ExcludeShader

A

Exclude the named shader from the render list.
Usage: r_ExcludeShader ShaderName
Sometimes this is useful when debugging.

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121
Q

r_EyeAdaptationBase

A

HDR rendering eye adaptation base value (smaller values result in brighter adaption)
Usage: r_EyeAdaptationBase [Value]

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122
Q

r_EyeAdaptationFactor

A

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

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123
Q

r_EyeAdaptationSpeed

A

HDR rendering eye adaptation speed

Usage: r_EyeAdaptationSpeed [Value]

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124
Q

r_Flares

A

Toggles sunlight lens flare effect.
Usage: r_Flares [0/1]
Default is 1 (on).

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125
Q

r_FlashMatTexResQuality

A

Texture resolution quality of flash materials.

Only used if flash asset is tagged CE_HQR!

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126
Q

r_Flush

A

TODO

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127
Q

r_FogColorGradientEnforced

A
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)
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128
Q

r_FogDepthTest

A

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

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129
Q

r_FogGlassBackbufferMaxResolves

A

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

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130
Q

r_FogGlassBackbufferResolveDebug

A

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

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131
Q

r_FogGlassBackbufferResolveDepthThreshold

A

a difference in depth between ForceRefractionUpdate material shaders
of this amount will force a backbuffer resolve unless capped.

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132
Q

r_FSAA

A

Enables multisampled antialiasing.
Usage: r_FSAA [0/1]
Default: 0 (off).

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133
Q

r_FSAA_quality

A

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.

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134
Q

r_FSAA_samples

A

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.

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135
Q

r_Fullscreen

A

Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
Usage: r_Fullscreen [0=window/1=fullscreen]

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136
Q

r_Fur

A

Enables fur rendering.

Usage: r_Fur [0/1]

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137
Q

r_Gamma

A

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

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138
Q

r_GeomInstancing

A

Toggles HW geometry instancing.
Usage: r_GeomInstancing [0/1]
Default is 1 (on). Set to 0 to disable geom. instancing.

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139
Q

r_GeomInstancingThreshold

A

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)

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140
Q

r_GetScreenShot

A

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

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141
Q

r_Glow

A

Toggles the glow effect.
Usage: r_Glow [0/1]
Default is 0 (off). Set to 1 to enable glow effect.

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142
Q

r_GlowAnamorphicFlares

A

Toggles the anamorphic flares effect.
Usage: r_GlowAnamorphicFlares [0/1]
Default is 0 (off). Set to 1 to enable.

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143
Q

r_GraphStyle

A

TODO

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144
Q

r_HDRBlueShift

A

HDR rendering blue shift.
Usage: r_HDRBlueShift 0 to 1
Default is 0 (disabled). Set to 1 to use max blue shift strength

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145
Q

r_HDRBrightLevel

A

HDR rendering level (bloom multiplier, tweak together with threshold)
Usage: r_HDRBrightLevel [Value]
Default is 0.6

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146
Q

r_HDRBrightThreshold

A

HDR rendering bright threshold.
Usage: r_HDRBrightThreshold [Value]
Default is 3.0

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147
Q

r_HDREyeAdaptionCache

A

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

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148
Q

r_HDRForceUpdateTextures

A

Forces updating HDR textures.

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149
Q

r_HDRGrainAmount

A

HDR digital noise amount

Usage: r_HDRDigitalNoise [Value]

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150
Q

r_HDRLevel

A

HDR rendering range level (color multiplier tweak together with hdr offset)
Usage: r_HDRLevel [Value]
Default is 3.0f

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151
Q

r_HDROffset

A

HDR rendering range offset (color multiplier tweak together with hdr level)
Usage: r_HDROffset [Value]
Default is 10.0f

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152
Q

r_HDRRangeAdapt

A

Enable/Disable HDR range adaptation (improve precision - minimize banding)
Usage: r_HDRRangeAdapt [Value]
Default is 1

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153
Q

r_HDRRangeAdaptationSpeed

A

HDR range adaption speed

Usage: r_HDRRangeAdaptationSpeed [Value]

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154
Q

r_HDRRangeAdaptLBufferMax

A

Set range adaptation max adaptation for light buffers (improve precision - minimize banding)
Usage: r_HDRRangeAdaptLBufferMax [Value]
Default is 0.25f

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155
Q

r_HDRRangeAdaptLBufferMaxRange

A

Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)
Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
Default is 2.0f

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156
Q

r_HDRRangeAdaptMax

A

Set HDR range adaptation max adaptation (improve precision - minimize banding)
Usage: r_HDRRangeAdaptMax [Value]
Default is 1.0f

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157
Q

r_HDRRangeAdaptMaxRange

A

Set HDR range adaptation max adaptation (improve precision - minimize banding)
Usage: r_HDRRangeAdaptMaxRange [Value]
Default is 4.0f

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158
Q

r_HDRRendering

A

Toggles HDR rendering.
Usage: r_HDRRendering [0/1]
Default is 1 (on). Set to 0 to disable HDR rendering.

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159
Q

r_HDRTexFormat

A

HDR texture format.
Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)
Default is 0

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160
Q

r_HDRVignetting

A

HDR viggneting
Usage: r_HDRVignetting [Value]
Default is 1 (enabled)

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161
Q

r_Height

A

Sets the display height, in pixels. Default is 768.

Usage: r_Height [600/768/..]

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162
Q

r_HUDHitEffect

A

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)

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163
Q

r_ImposterRatio

A

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)

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164
Q

r_ImpostersDraw

A

Toggles imposters drawing.
Usage: r_ImpostersDraw [0/1]
Default is 1 (on). Set to 0 to disable imposters.

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165
Q

r_ImpostersUpdatePerFrame

A

How many kilobytes to update per-frame.
Usage: r_ImpostersUpdatePerFrame [1000-30000]
Default is 6000 (6 megabytes)

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166
Q

r_IrradianceVolumes

A

Toggles irradiance volumes.
Usage: r_IrradianceVolumes [0/1]
Default is 0 (off)

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167
Q

r_LightsSinglePass

A

TODO

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168
Q

r_Log

A

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.

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169
Q

r_LogShaders

A

Logs shaders info to Direct3DLogShaders.txt

0: off
1: normal
2: extended

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170
Q

r_LogTexStreaming

A

Logs streaming info to Direct3DLogStreaming.txt

0: off
1: normal
2: extended

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171
Q

r_LogVBuffers

A

Logs vertex buffers in memory to ‘LogVBuffers.txt’.
Usage: r_LogVBuffers [0/1]
Default is 0 (off).

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172
Q

r_LogVidMem

A

Logs vid mem information to VidMemLog.txt.

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173
Q

r_MaterialsBatching

A

Toggles materials batching.
Usage: r_MaterialsBatching [0/1]
Default is 1 (on). Set to 0 to disable.

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174
Q

r_MaxSuitPulseSpeedMultiplier

A

Max suit pulse speed multiplier - default = 1.0

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175
Q

r_MeasureOverdraw

A

0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
Usage: r_MeasureOverdraw [0/1]

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176
Q

r_MeasureOverdrawScale

A

TODO

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177
Q

r_MergeRenderChunks

A

TODO

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178
Q

r_MergeShaders

A

TODO

179
Q

r_MeshPoolSize

A

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
Q

r_MeshPrecache

A

TODO

181
Q

r_MeshVolatilePoolSize

A

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
Q

r_MotionBlur

A
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
Q

r_MotionBlurAdaptiveSampling

A

Enables motion blur.adaptive sampling setting depending on movement amount
Usage: r_MotionBlurAdaptiveSampling [0/1]

184
Q

r_MotionBlurFrameTimeScale

A

Enables motion blur.frame time scaling - visually nicer on lower frame rates
Usage: r_MotionBlurFrameTimeScale [0/1]

185
Q

r_MotionBlurHDR

A

Enables HDR motion blur

186
Q

r_MotionBlurMaxViewDist

A

Sets motion blur max view distance for objects.
Usage: r_MotionBlurMaxViewDist [0…1]
Default is 16 meters

187
Q

r_MotionBlurShutterSpeed

A

Sets motion blur camera shutter speed.
Usage: r_MotionBlurShutterSpeed [0…1]
Default is 0.0055

188
Q

r_MultiGPU

A

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
Q

r_MultiThreaded

A

0=disabled, 1=enabling rendering in separate thread,
2(default)=automatic detection
should be activated before rendering

190
Q

r_NightVision

A

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
Q

r_NightVisionAmbientMul

A

Set nightvision ambient color multiplier.

192
Q

r_NightVisionBrightLevel

A

Set nightvision bloom brightlevel.

193
Q

r_NightVisionCamMovNoiseAmount

A

Set nightvision noise amount blend speed.

194
Q

r_NightVisionFinalMul

A

Set nightvision final color multiplier for fine tunning.

195
Q

r_NightVisionSonarLifetime

A

Set nightvision sonar hints lifetime

196
Q

r_NightVisionSonarMultiplier

A

Set nightvision sonar hints color multiplier.

197
Q

r_NightVisionSonarRadius

A

Set nightvision sonar hints radius.

198
Q

r_NightVisionViewDist

A

Set nightvision ambient view distance.

199
Q

r_NoDrawNear

A

Disable drawing of near objects.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).

200
Q

r_NoDrawShaders

A

Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.

201
Q

r_NoHWGamma

A

Sets renderer to ignore hardware gamma correction.
Usage: r_NoHWGamma [0/1]
Default is 0 (allow hardware gamma correction).

202
Q

r_NormalsLength

A

Sets the length of displayed vectors.
r_NormalsLength 0.2
Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.

203
Q

r_OptimisedLightSetup

A

TODO

204
Q

r_OptimiseShaders

A

TODO

205
Q

r_OverscanBorders

A

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
Q

r_pointslightshafts

A

Enables point light shafts.
Usage: r_pointslightshafts [0/1]
Default is 1 (on). Set to 0 to disable.

207
Q

r_PostMSAA

A

Enables amortized multisampling.

Usage: r_PostMSAA [0/1]1: 2x quincunx, 2: 4xmsaa

208
Q

r_PostMSAAInEditingMode

A

Enables amortized multisampling in editing mode. Uses camera jittering which can cause flickering of helper objects
Usage: r_PostMSAAInEditingMode [0/1]

209
Q

r_PostProcessEffects

A

Enables post processing special effects.
Usage: r_PostProcessEffects [0/1/2]
Default is 1 (enabled). 2 enables and displays active effects

210
Q

r_PostProcessFilters

A

Enables post processing special effects filters.
Usage: r_PostProcessEffectsFilters [0/1]
Default is 1 (enabled). 0 disabled

211
Q

r_PostProcessFilters

A

Enables post processing special effects.
Usage: r_PostProcessEffects [0/1/2]
Default is 1 (enabled). 2 enables and displays active effects

212
Q

r_PostProcessFilters

A

Enables post processing special effects filters.
Usage: r_PostProcessEffectsFilters [0/1]
Default is 1 (enabled). 0 disabled

213
Q

r_PostProcessGameFx

A

Enables post processing special effects game fx.
Usage: r_PostProcessEffectsGameFx [0/1]
Default is 1 (enabled). 0 disabled

214
Q

r_PostProcessHUD3D

A

Toggles 3d hud post processing.
Usage: r_PostProcessHUD3D [0/1]
Default is 1 (post process hud enabled). 0 Disabled

215
Q

r_PostProcessHUD3DCache

A

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
Q

r_PostProcessHUD3DDebugView

A

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
Q

r_PostProcessHUD3DGlowAmount

A

Controls 3D HUD ‘Glow’ Amount.
Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
Default is 1.0f, higher = more glow

218
Q

r_PostProcessHUD3DShadowAmount

A

Controls 3D HUD ‘Shadow’ Amount.
Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
Default is 1.7f, higher = darker

219
Q

r_PostProcessHUD3DStencilClear

A

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
Q

r_PostProcessNanoGlassDebugView

A

Debug views for Nano Glass post processing.
Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
Default is 0 (disabled). 1 Wire frame.

221
Q

r_PostProcessParamsBlending

A

Enables post processing effects parameters smooth blending
Usage: r_PostProcessEffectsParamsBlending [0/1]
Default is 1 (enabled).

222
Q

r_PostprocessParamsBlendingTimeScale

A

Sets post processing effects parameters smooth blending time scale
Usage: r_PostprocessParamsBlendingTimeScale [scale]
Default is 12.0f.

223
Q

r_PostProcessReset

A

Enables post processing special effects reset.
Usage: r_PostProcessEffectsReset [0/1]
Default is 0 (disabled). 1 enabled

224
Q

r_PrecacheShaderList

A

TODO

225
Q

r_PrecacheShaders

A

TODO

226
Q

r_PrecacheShadersLevels

A

TODO

227
Q

r_PredicatedTiling

A

Toggles predicated tiling mode (X360 only)

Usage: r_PredicatedTiling [0/1]

228
Q

r_PrintMemoryLeaks

A

TODO

229
Q

r_ProfileGPU

A

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
Q

r_ProfileShaders

A

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
Q

r_ProfileShadersGroupByName

A

Group items by name ignoring RT flags.

Usage: r_ProfileShaders [0/1]

232
Q

r_ProfileShadersSmooth

A

Smooth time information.

Usage: r_ProfileShadersSmooth [0-10]

233
Q

r_PS3AllocFailureRate

A

TODO

234
Q

r_PS3AllocFailureResource

A

TODO

235
Q

r_Rain

A

Enables rain rendering
Usage: r_Rain [0/1/2]
0 - disabled1 - enabled2 - enabled with rain occlusion

236
Q

r_RainAmount

A

Sets rain amount

Usage: r_RainAmount

237
Q

r_RainDistMultiplier

A

Rain layer distance from camera multiplier

238
Q

r_RainDropsEffect

A
Enable RainDrops effect.
Usage: r_RainDropEffect [0/1/2]
0: force off
1: on (default)
2: on (forced)
239
Q

r_RainIgnoreNearest

A

Disables rain wet/reflection layer for nearest objects

Usage: r_RainIgnoreNearest [0/1]

240
Q

r_RainLayersPerFrame

A

Number of rain layers to render per frame

241
Q

r_RainMaxViewDist

A

Sets rain max view distance

Usage: r_RainMaxViewDist

242
Q

r_RainMaxViewDist_Deferred

A

Sets maximum view distance (in meters) for deferred rain reflection layer
Usage: r_RainMaxViewDist_Deferred [n]

243
Q

r_RainOccluderSizeTreshold

A

Only objects bigger than this size will occlude rain

244
Q

r_RC_AutoInvoke

A

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
Q

r_Reflections

A

Toggles reflections.
Usage: r_Reflections [0/1]
Default is 1 (reflects).

246
Q

r_ReflectionsOffset

A

TODO

247
Q

r_ReflectionsQuality

A

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
Q

r_refraction

A

Enables refraction.
Usage: r_refraction [0/1]
Default is 1 (on). Set to 0 to disable.

249
Q

r_RefractionPartialResolves

A
Do a partial screen resolve before refraction
Usage: r_RefractionPartialResolves [0/1]
0: disable 
1: enable conservativley (non-optimal)
2: enable (default)
250
Q

r_ReleaseAllResourcesOnExit

A

TODO

251
Q

r_ReloadShaders

A

Reloads shaders.
Usage: r_ReloadShaders [0/1]
Default is 0. Set to 1 to reload shaders.

252
Q

r_RenderMeshHashGridUnitSize

A

Controls density of render mesh triangle indexing structures

253
Q

r_RenderTargetPoolSize

A

Size of pool for render targets in MB.

Default is 50(MB) for PS3 & XBox 360.

254
Q

r_Scissor

A

Enables scissor test

255
Q

r_Scratches

A

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
Q

r_ShaderCompilerDontCache

A

Disables caching on server side.
Usage: r_ShaderCompilerDontCache 0 #
Default is 0

257
Q

r_ShaderCompilerPort

A

set user defined port of the shader compile server.
Usage: r_ShaderCompilerPort 61453 #
Default is 61453

258
Q

r_ShaderCompilerServer

A

Usage: r_ShaderCompilerIP localhost

Default is 8core5

259
Q

r_ShadersAsyncActivation

A

Enable asynchronous shader activation
Usage: r_ShadersAsyncActivation [0/1]
0 = off, (stalling) synchronous shaders activation
1 = on, shaders are activated/streamed asynchronously

260
Q

r_ShadersAsyncCompiling

A

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
Q

r_ShadersAsyncMaxThreads

A

TODO

262
Q

r_ShadersCacheOptimiseLog

A

TODO

263
Q

r_ShadersCompileAutoActivate

A

Automatically reenable shader compilation if outdated shader is detected

264
Q

r_ShadersDebug

A

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
Q

r_ShadersDX11

A

TODO

266
Q

r_ShadersDX9

A

TODO

267
Q

r_ShadersEditing

A

Force all cvars to settings, which allow shader editing

268
Q

r_ShadersIgnoreIncludesChanging

A

TODO

269
Q

r_ShadersIntCompiler

A

TODO

270
Q

r_ShadersLazyUnload

A

TODO

271
Q

r_ShadersLogCacheMisses

A

Log all shader caches misses on HD (both level and global shader cache misses).

272
Q

r_ShadersNoCompile

A

TODO

273
Q

r_ShadersPreactivate

A

TODO

274
Q

r_ShadersPrecacheAllLights

A

TODO

275
Q

r_ShadersPS3

A

TODO

276
Q

r_ShadersRemoteCompiler

A

TODO

277
Q

r_ShadersSubmitRequestline

A

TODO

278
Q

r_ShadersUseInstanceLookUpTable

A

Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.

279
Q

r_ShadersXenon

A

TODO

280
Q

r_ShadowBlur

A

Selected shadow map screenspace blurring technique.

Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]

281
Q

r_ShadowBluriness

A

Select shadow map blurriness if r_ShadowBlur is activated.

Usage: r_ShadowBluriness [0.1 - 16]

282
Q

r_ShadowGen

A

0=disable shadow map updates, 1=enable shadow map updates

283
Q

r_ShadowGenGS

A

Use geometry shader for shadow map generation (DX11 only, don’t change at runtime)
Usage: r_ShadowGenGS [0=off, 1=on]

284
Q

r_ShadowGenMode

A

0=Use Frustums Mask
1=Regenerate all sides
Usage: r_ShadowGenMode [0/1]

285
Q

r_ShadowJittering

A

Activate shadow map jittering.

Usage: r_ShadowJittering [0=off, 1=on]

286
Q

r_ShadowsBias

A

Select shadow map blurriness if r_ShadowsBias is activated.

Usage: r_ShadowsBias [0.1 - 16]

287
Q

r_ShadowsDeferredMode

A

0=Quad light bounds
1=Use light volumes
Usage: r_ShadowsDeferredMode [0/1]

288
Q

r_ShadowsDepthBoundNV

A

1=use NV Depth Bound extension

Usage: CV_r_ShadowsDepthBoundNV [0/1]

289
Q

r_ShadowsForwardPass

A

1=use Forward prepare depth maps pass

Usage: CV_r_ShadowsForwardPass [0/1]

290
Q

r_ShadowsGridAligned

A

Selects algorithm to use for shadow mask generation:
0 - Disable shadows snapping
1 - Enable shadows snapping

291
Q

r_ShadowsMaskDownScale

A

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
Q

r_ShadowsMaskResolution

A

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
Q

r_ShadowsStencilPrePass

A

1=Use Stencil pre-pass for shadows

Usage: r_ShadowsStencilPrePass [0/1]

294
Q

r_ShadowsUseClipVolume

A

Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable

295
Q

r_ShadowTexFormat

A

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
Q

r_ShowBufferUsage

A

Shows usage of statically allocated buffers.
Usage: r_ShowBufferUSage [0/1]
Default is 0 (off).

297
Q

r_ShowDynTextures

A

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
Q

r_ShowDynTexturesFilter

A

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
Q

r_ShowDynTexturesMaxCount

A

Allows to adjust number of textures shown on the screen
Usage: r_ShowDynTexturesMaxCount [1…36]
Default is 36

300
Q

r_ShowGammaReference

A

Enables display of gamma reference - useful for monitor/tv calibration.
Usage: r_ShowGammaReference [0/1]

301
Q

r_ShowLightBounds

A

Display light bounds - for debug purpose

Usage: r_ShowLightBounds [0=off/1=on]

302
Q

r_ShowLines

A

Toggles visibility of wireframe overlay.
Usage: r_ShowLines [0/1]
Default is 0 (off).

303
Q

r_ShowMT

A

Shows render multithreading graphs.
Usage: r_ShowMT [0/1]
Default is 0 (off).

304
Q

r_ShowNormals

A

Toggles visibility of normal vectors.

Usage: r_ShowNormals [0/1]Default is 0 (off).

305
Q

r_ShowOnlyShader

A

Render only the named shader, ignoring all others.

Usage: r_ShowOnlyShader ShaderName

306
Q

r_ShowRenderTarget

A

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
Q

r_ShowRenderTarget_Filtered

A

Use bilinear filtering when drawing render target on the screen
Usage: r_ShowRenderTarget_Filtered [0=off/1=on]

308
Q

r_ShowRenderTarget_FullScreen

A

TODO

309
Q

r_ShowTangents

A

Toggles visibility of three tangent space vectors.
Usage: r_ShowTangents [0/1]
Default is 0 (off).

310
Q

r_ShowTexture

A

Displays loaded texture - for debug purpose

311
Q

r_ShowTimeGraph

A

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
Q

r_ShowVideoMemoryStats

A

TODO

313
Q

r_SoftAlphaTest

A

Toggles post processed soft alpha test for shaders supporting this
Usage: r_SoftAlphaTest [0/1]
Default is 1 (enabled)

314
Q

r_SonarVision

A

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
Q

r_SplitScreenActive

A

Activates split screen mode

Usage: r_SplitScreenActive [0/1]

316
Q

r_SSAO

A

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
Q

r_SSAOAmount

A

Controls how much SSAO affects ambient

318
Q

r_SSAOContrast

A

SSAO contrast coefficient (higher contrast highlights edges)

319
Q

r_SSAODownscale

A

Use downscaled computations for SSAO

320
Q

r_SSAOQuality

A

SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]

321
Q

r_SSAORadius

A

Controls size of area tested

322
Q

r_SSAOTemporalConvergence

A

Temporal SSAO update/convergence speed

323
Q

r_SSGI

A

SSGI toggle

324
Q

r_SSGIAmount

A

SSGI effect multiplier

325
Q

r_SSGIBlur

A

SSGI enable blur

326
Q

r_SSGIQuality

A

SSGI quality level

327
Q

r_SSGIRadius

A

SSGI kernel radius

328
Q

r_Stats

A
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
Q

r_StatsShaderList

A

TODO

330
Q

r_StatsShaders

A

TODO

331
Q

r_StencilBits

A

TODO

332
Q

r_StereoDevice

A

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
Q

r_StereoEyeDist

A

Maximum separation between stereo images in percentage of the screen.

334
Q

r_StereoFlipEyes

A

Flip eyes in stereo mode.
Usage: r_StereoFlipEyes [0=off/1=on]
0: don’t flip
1: flip

335
Q

r_StereoGammaAdjustment

A

Additional adjustment to the graphics card gamma correction when Stereo is enabled.
Usage: r_StereoGammaAdjustment [offset]0: off

336
Q

r_StereoHudScreenDist

A

Distance to plane where hud stereo parallax converges to zero.
If not zero, HUD needs to be rendered two times.

337
Q

r_StereoMode

A

Sets stereo rendering mode.
Usage: r_StereoMode [0=off/1/2]
1: Dual rendering
2: Post Stereo

338
Q

r_StereoNearGeoScale

A

Scale for near geometry (weapon) that gets pushed into the screen

339
Q

r_StereoOutput

A
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
Q

r_StereoScreenDist

A

Distance to plane where stereo parallax converges to zero.

341
Q

r_StereoStrength

A

Multiplier which influences the strength of the stereo effect.

342
Q

r_sunshafts

A

Enables sun shafts.
Usage: r_sunshafts [0/1]
Default is 1 (on). Set to 0 to disable.

343
Q

r_Supersampling

A

Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 …)

344
Q

Use supersampled antialiasing(1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 …)

A
Filter method to use when resolving supersampled output
0 - Box filter
1 - Tent filter
2 - Gaussian filter
3 - Lanczos filter
345
Q

r_TerrainAO

A

7=Activate terrain AO deferred passes

346
Q

r_TerrainAO_FadeDist

A

Controls sky light fading in tree canopy in Z direction

347
Q

r_testSplitScreen

A

Toggles split screen test mode

Usage: r_testSplitScreen [0/1]

348
Q

r_TexAtlasSize

A

TODO

349
Q

r_TexBindMode

A

TODO

350
Q

r_TexBumpResolution

A

Reduces texture resolution.
Usage: r_TexBumpResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

351
Q

r_TexelsPerMeter

A

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
Q

r_TexGrid

A

TODO

353
Q

r_TexLog

A

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
Q

r_TexMaxAnisotropy

A

TODO

355
Q

r_TexMaxSize

A

TODO

356
Q

r_TexMinSize

A

TODO

357
Q

r_TexNoAniso

A

TODO

358
Q

r_TexNoLoad

A

Disables loading of textures.
Usage: r_TexNoLoad [0/1]
When 1 texture loading is disabled.

359
Q

r_TexPostponeLoading

A

TODO

360
Q

r_TexPreallocateAtlases

A

TODO

361
Q

r_TexResolution

A

Reduces texture resolution.
Usage: r_TexResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

362
Q

r_TexSkyResolution

A

TODO

363
Q

r_Texture_Anisotropic_Level

A

TODO

364
Q

r_TextureCompressor

A

Defines which texture compressor is used (fallback is DirectX)
Usage: r_TextureCompressor [0/1]
0 uses nvDXT, 1 uses Squish if possible

365
Q

r_TextureLodDistanceRatio

A

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
Q

r_TexturesFilteringQuality

A
Configures texture filtering adjusting.
Usage: r_TexturesFilteringQuality [#]
where # represents:
	0: Highest quality
	1: Medium quality
	2: Low quality
367
Q

r_texturesskiplowermips

A

Enabled skipping lower mips for X360.

368
Q

r_TexturesStreaming

A

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
Q

r_TexturesStreamingDebug

A

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
Q

r_TexturesStreamingDebugDumpIntoLog

A

Dump content of current texture streaming debug screen into log

371
Q

r_TexturesStreamingDebugFilter

A

Filters displayed textures by name in texture streaming debug mode

372
Q

r_TexturesStreamingDebugMinMip

A

Filters displayed textures by loaded mip in texture streaming debug mode

373
Q

r_TexturesStreamingDebugMinSize

A

Filters displayed textures by size in texture streaming debug mode

374
Q

r_TexturesStreamingMaxRequestedJobs

A

Maximum number of tasks submitted to streaming system.
Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
Default is 256 jobs

375
Q

r_TexturesStreamingMaxRequestedMB

A

Maximum amount of texture data requested from streaming system in MB.
Usage: r_TexturesStreamingMaxRequestedMB [size]
Default is 2.0(MB)

376
Q

r_TexturesStreamingMinReadSizeKB

A

Minimal read portion in KB.
Usage: r_TexturesStreamingMinReadSizeKB [size]
Default is 32(KB)

377
Q

r_TexturesStreamingMipBias

A

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
Q

r_TexturesStreamingMipClampDVD

A

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
Q

r_TexturesStreamingMipFading

A

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
Q

r_TexturesStreamingNoUpload

A

Disable uploading data into texture from system memory. Useful for debug purposes.
Usage: r_TexturesStreamingNoUpload [0/1]
Default is 0 (off).

381
Q

r_TexturesStreamingOnlyVideo

A

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
Q

r_TexturesStreamingPostponeMips

A

Postpone loading of high res mipmaps to improve resolution ballance of texture streaming.
Usage: r_TexturesStreamingPostponeMips [0/1]
Default is 1 (on).

383
Q

r_TexturesStreamingPostponeThresholdKB

A

Threshold used to postpone high resolution mipmap loads in KB.
Usage: r_TexturesStreamingPostponeThresholdKB [size]
Default is 1024(KB)

384
Q

r_texturesstreamingPostponeThresholdMip

A

Threshold used to postpone high resolution mipmaps.
Usage: r_texturesstreamingPostponeThresholdMip [count]
Default is 1

385
Q

r_TexturesStreamingResidencyEnabled

A

Toggle for resident textures streaming support.

Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled

386
Q

r_TexturesStreamingResidencyThrottle

A

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

387
Q

r_TexturesStreamingResidencyTime

A

Time to keep textures resident for before allowing them to be removed from memory.
Usage: r_TexturesStreamingResidencyTime [Time]
Default is 10 seconds

388
Q

r_TexturesStreamingResidencyTimeTestLimit

A

Time limit to use for mip thrashing calculation in seconds.

Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds

389
Q

r_TexturesStreamingSync

A

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).

390
Q

r_texturesstreampooldefragmentation

A

Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.

391
Q

r_TexturesStreamPoolFragmentationCount

A

Add warning message about texture pool fragmentation when pool is overflown.

392
Q

r_TexturesStreamPoolSize

A

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.

393
Q

r_ThermalVision

A

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.

394
Q

r_ThermalVisionViewCloakFlickerMaxIntensity

A

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

395
Q

r_ThermalVisionViewCloakFlickerMinIntensity

A

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

396
Q

r_ThermalVisionViewCloakFrequencyPrimary

A

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

397
Q

r_ThermalVisionViewCloakFrequencySecondary

A

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

398
Q

r_ThermalVisionViewDistance

A

Toggles thermal vision distance attenuation.

Default is 150 (meters)

399
Q

r_UseAlphaBlend

A

Toggles alpha blended objects.
Usage: r_UseAlphaBlend [0/1]
Default is 1 (on). Set to 0 to disable all alpha blended object.

400
Q

r_UseEdgeAA

A
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
401
Q

r_UseGSParticles

A

Toggles use of geometry shader particles (DX11 only, changing at runtime is supported).
Usage: r_UseGSParticles [0/1=default]

402
Q

r_UseHWSkinning

A

Toggles HW skinning.
Usage: r_UseHWSkinning [0/1]
Default is 1 (on). Set to 0 to disable HW-skinning.

403
Q

r_UseMaterialLayers

A

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).

404
Q

r_UseMergedPosts

A
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)
405
Q

r_UseParticlesGlow

A

Enables glow particles.

Usage: r_UseParticlesGlow [0/1]

406
Q

r_UseParticlesHalfRes

A

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]

407
Q

r_UseParticlesHalfRes_MinCount

A

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]

408
Q

r_UseParticlesHalfResDebug

A

Render half resolution particles tinted with a color.

Usage: r_UseParticlesHalfResDebug [0/1]

409
Q

r_UseParticlesHalfResForce

A

Forces all particles of given blend operation to be rendered in half resolution.
Usage: r_UseParticlesHalfResForce [0:off/1:additive/2:alphabased]

410
Q

r_UseParticlesMerging

A

Enables merging of particles drawcalls.

Usage: CV_r_useparticles_merge [0/1]

411
Q

r_UseParticlesRefraction

A

Enables refractive particles.

Usage: r_UseParticlesRefraction [0/1]

412
Q

r_UsePOM

A

Enables Parallax Occlusion Mapping.

Usage: r_UsePOM [0/1]

413
Q

r_UseShadowsPool

A

0=Disable
1=Enable
Usage: r_UseShadowsPool[0/1]

414
Q

r_UseSoftParticles

A

Enables soft particles.

Usage: r_UseSoftParticles [0/1]

415
Q

r_UseSRGB

A

Enables sRGB texture reads / framebuffer writes.

Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]

416
Q

r_UseZPass

A

Toggles Z pass.
Usage: r_UseZPass [0/1]
Default is 1 (on). Set to 0 to disable Z-pass.

417
Q

r_ValidateDraw

A

0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)

418
Q

r_VarianceShadowMapBlurAmount

A

Activate shadow map blur.

Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]

419
Q

r_VegetationAlphaTestOnly

A

TODO

420
Q

r_VegetationSpritesDebug

A

TODO

421
Q

r_VegetationSpritesGenAlways

A

TODO

422
Q

r_VegetationSpritesNoGen

A

TODO

423
Q

r_VegetationSpritesTexRes

A

TODO

424
Q

r_VSync

A

Toggles vertical sync.

0: Disabled
1: Enabled
2: Enabled, use asynchronous swaps on X360

425
Q

r_WaterCaustics

A

Toggles under water caustics.
Usage: r_WaterCaustics [0/1]
Default is 1 (enabled).

426
Q

r_WaterCausticsDeferred

A

Toggles under water caustics deferred pass.
Usage: r_WaterCausticsDeferred [0/1/2]
Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass

427
Q

r_WaterCausticsDistance

A

Toggles under water caustics max distance.
Usage: r_WaterCausticsDistance
Default is 100.0 meters

428
Q

r_WaterGodRays

A

Enables under water god rays.
Usage: r_WaterGodRays [0/1]
Default is 1 (enabled).

429
Q

r_WaterReflections

A

Toggles water reflections.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).

430
Q

r_WaterReflectionsMGPU

A

Toggles water reflections.multi-gpu support
Usage: r_WaterReflectionsMGPU [0/1/2]
Default is 0 (single render update), 1 (multiple render updates)

431
Q

r_WaterReflectionsMinVisiblePixelsUpdate

A

Activates water reflections if visible pixels above a certain threshold.

432
Q

r_WaterReflectionsMinVisUpdateDistanceMul

A

Activates update distance multiplier when water mostly occluded.

433
Q

r_WaterReflectionsMinVisUpdateFactorMul

A

Activates update factor multiplier when water mostly occluded.

434
Q

r_WaterReflectionsQuality

A

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)

435
Q

r_WaterReflectionsUseMinOffset

A

Activates water reflections use min distance offset.

436
Q

r_WaterUpdateDistance

A

TODO

437
Q

r_WaterUpdateFactor

A

Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame

438
Q

r_WaterUpdateThread

A

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).

439
Q

r_Width

A

Sets the display width, in pixels. Default is 1024.

Usage: r_Width [800/1024/..]

440
Q

r_wireframe

A

TODO

441
Q

r_ZFightingDepthScale

A

Controls anti z-fighting measures in shaders (scaling homogeneous z).

442
Q

r_ZFightingExtrude

A

Controls anti z-fighting measures in shaders (extrusion along normal in world units).

443
Q

r_ZPassDepthSorting

A
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
444
Q

r_ZPassOnly

A

TODO