| Result
| Cheat Code |
| God mode |
god |
| Full weapons and ammunition |
give all |
| Full ammunition for current weapons |
give ammo |
| Armor to 125 |
give armor |
| Classic 1995 version |
give doom95 |
| Health to 100 |
give health |
| All keys |
give keys |
| BFG |
give weapon_bfg |
| Chainsaw |
give weapon_chainsaw |
| Machine gun |
give weapon_machinegun |
| Plasmagun |
give weapon_plasmagun |
| Rocket launcher |
give weapon_rocketlauncher |
| Shotgun |
give weapon_shotgun |
| Spawn indicated item |
give [item name] |
| Spawn a game entity |
spawn |
| Spawn indicated model |
spawn [object name] |
| Play indicated map |
map game/ [map name] |
| Load a map |
map |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button0 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button1 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button2 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button3 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button4 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button5 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button6 |
| Switch to indicated weapon slot,
regardless if you have a weapon there |
_button7 |
| Show AAS stats |
aasStats |
| Unknown |
addarrow |
| Adds debug arrow |
addarrow |
| Core to game chat lines |
addChatLine |
| Add debug line |
addline |
| Scale contact friction |
af_contactFrictionScale |
| Force the given friction value |
af_forceFriction |
| Name of the body to highlight |
af_highlightBody |
| Name of the constraint to highlight |
af_highlightConstraint |
| Scale the joint friction |
af_jointFrictionScale |
| Maximum angular velocity |
af_maxAngularVelocity: |
| Maximum linear velocity |
af_maxLinearVelocity |
| Show structures of articulated
figures not at rest |
af_showActive |
| Show bodies |
af_showBodies |
| Show body names |
af_showBodyNames |
| Show two bodies constrained by the
highlighted constraint |
af_showConstrainedBodies |
| Show constraint names |
af_showConstraintNames |
| Show constraints |
af_showConstraints |
| Show the inertia tensor of each body |
af_showInertia |
| Show joint limits |
af_showLimits |
| Show mass of each body |
af_showMass |
| Show primary constraints only |
af_showPrimaryOnly |
| Show articulated figure CPU usage |
af_showTimings |
| Show the total mass of each
articulated figure |
af_showTotalMass |
| Show tree-like structures |
af_showTrees |
| Show velocity of each body |
af_showVelocity |
| Skip friction |
af_skipFriction |
| Skip joint limits |
af_skipLimits |
| Skip self collision detection |
af_skipSelfCollision |
| Test for bodies initially stuck in
solid |
af_testSolid |
| Scale time |
af_timeScale |
| Use impulse-based contact friction |
af_useImpulseFriction |
| Use impulse-based joint friction |
af_useJointImpulseFriction |
| Use linear time algorithm for
tree-like structures |
af_useLinearTime |
| Use constraint matrix symmetry |
af_useSymmetry |
| Enable blocked fail safe handling |
ai_blockedFailSafe |
| Draw movement information for
monsters |
ai_debugMove |
| Display script calls for the
specified monster entity number |
ai_debugScript |
| Draw trajectory tests for monsters |
ai_debugTrajectory |
| Draw attack cones for monsters |
ai_showCombatNodes |
| Draw obstacle avoidance information
for monsters. |
ai_showObstacleAvoidance 1 |
| Draw obstacle avoidance information
for monsters and player |
ai_showObstacleAvoidance 2 |
| Draw path_* entities |
ai_showPaths: |
| Unknown |
ai_testPredictPath |
| Write .AVI for a command demo |
aviCmdDemo |
| Save demo in .AVI format |
avidemo |
| Write .AVI for a demo |
aviDemo |
| Write .AVI for the current game |
aviGame |
| Game benchmark |
benchmark |
| Benchmark |
benchmark |
| Bind command to a key |
bind |
| Bind ragdoll at the current drag
position |
bindRagdoll |
| Bind a key, but unbinds it first if
there are more than two binds |
bindunbindtwo |
| Blink a debug line |
blinkline |
| Center view |
centerview |
| Check if new version of the game is
available |
checkNewVersion |
| Unknown |
clear |
| Clear the console |
clear |
| Clear all lights |
clearLights |
| Drop current weapon |
clientDropWeapon |
| In-game GUI message mode |
clientMessageMode |
| Voice chats |
clientVoiceChat |
| Team voice chats |
clientVoiceChatTeam |
| Close the view showing any notes for
this map |
closeViewNotes |
| Cull back facing polygons |
cm_backFaceCul |
| Debug collision detection |
cm_debugCollision |
| Color used to draw the collision
models |
cm_drawColor |
| Draw filled polygons |
cm_drawFilled |
| Draw internal edges green |
cm_drawInternal |
| Collision mask |
cm_drawMask |
| Draw polygon and edge normals |
cm_drawNormals |
| Show collision model info |
collisionModelInfo |
| Use ~ to toggle console |
com_allowConsole |
| Sample input from the async thread |
com_asyncInput |
| Mix sound from the async thread |
com_asyncSound |
| Compress saved games |
com_compressSaveGame |
| Force generic platform independent
SIMD |
com_forceGenericSIMD |
| Unknown |
com_guid |
| Record journal |
com_journal 1 |
| Play back journal |
com_journal 2 |
| Set hardware classification to |
com_machineSpec |
| Set hardware classification to not
detected, |
com_machineSpec -1 |
| Set hardware classification to low
quality, |
com_machineSpec 0 |
| Set hardware classification to
medium quality, |
com_machineSpec 1 |
| Set hardware classification to high
quality, |
com_machineSpec 2 |
| Set hardware classification to ultra
quality |
com_machineSpec 3 |
| Make a build |
com_makingBuild 1 |
| Marker for memory stats |
com_memoryMarker |
| Run one game tick every async thread
update |
com_preciseTic |
| Purge everything between level loads |
com_purgeAll |
| Show async network stats |
com_showAsyncStats |
| Show frame rate |
com_showFPS |
| Show framerate |
com_showfps 1 |
| Show total and per frame memory
usage |
com_showMemoryUsage |
| show sound decoders |
com_showSoundDecoders |
| Skip the renderer completely |
com_skipRenderer |
| Show engine timings |
com_speeds |
| Print time in milliseconds with each
console print |
com_timestampPrints 1 |
| Print time in seconds with each
console print |
com_timestampPrints 2 |
| Update the load size after loading a
map |
com_updateLoadSize |
| Hold last amount of detected video
RAM |
com_videoRam |
| Combine six images for roq
compression |
combineCubeImages |
| Compress a demo file |
compressDemo |
| Print on the console but not
onscreen when console is displayed |
con_noPrint |
| Time messages displayed when console
is displayed |
con_notifyTime |
| Speed at which the console moves |
con_speed [number] |
| Dump the console text to a file |
conDump |
| Connect to a server |
connect |
| Crashes game |
crash |
| Crash game |
crash |
| Unknown |
cvar_restart |
| Restart the cvar system |
cvar_restart |
| Apply damage to an entity |
damage |
| Launch script debugger |
debugger |
| Print parses |
decl_show 1 |
| Print parses and references
developer |
decl_show 2 |
| Delete selected entity |
deleteSelected |
| Hold [Enter] to zoom view |
demoshot |
| Save screenshot for a demo |
demoShot |
| Load a map in developer mode |
devmap |
| Open directory |
dir |
| List a folder |
dir |
| List a folder with sub-folders |
dirtree |
| Disassembles script |
disasmScript |
| Disables connection for current
multi-player game |
disconnect |
| Disconnect from a game |
disconnect |
| Compile map |
dmap |
| Skip to last level |
doomhell |
| Print indicated text |
echo [text] |
| Launch in-game Articulated Figure
Editor |
editAFs |
| Launch in-game Declaration Editor |
editDecls |
| Launch GUI Editor |
editGUIs |
| Change lighting |
editlight |
| Launch in-game Light Editor |
editLights |
| Open the in-game editor |
editor |
| Launch level editor Radiant |
editor |
| Launch in-game Particle Editor |
editParticles |
| Launch in-game PDA Editor |
editPDAs |
| Launch in-game Script Editor |
editScripts |
| Change sounds in editor area |
editsounds |
| launch in-game Sound Editor |
editSounds |
| Take an environment shot |
envshot |
| Cause an error |
error |
| Execute a config file |
exec |
| Execute appropriate config files and
sets cvars based on com_machineSpec |
execMachineSpec |
| Exit game |
exit |
| Exit command demo |
exitCmdDemo |
| Export models |
exportmodels |
| Finish the build process |
finishBuild |
| Freeze everything on screen |
freeze |
| Freeze game for indicated number of
seconds |
freeze [number] |
| Armor takes this percentage of
damage |
g_armorProtection [number] |
| Armor takes this percentage of
damage in MP |
g_armorProtectionMP [number] |
| Maintain even teams |
g_balanceTDM |
| Show blood splats, sprays, and gibs |
g_bloodEffects |
| Skip updating entities not marked
'cinematic' '1' during cinematics |
g_cinematic |
| Set seconds to allow game to run
when skipping cinematic |
g_cinematicMaxSkipTime [number] |
| Pregame countdown in seconds |
g_countDown [number] |
| Scale final damage on player by this
factor |
g_damageScale [number] |
| Display information on which
animations are playing on specified entity; -1 disables |
g_debugAnim [number] |
| Check for models with bounds over
2048 |
g_debugBounds |
| Show decals (bullet holes, etc.) |
g_decals |
| Disassemble script into base/script
disasm.txt when script is compiled |
g_disasm |
| Show double vision when taking
damage |
g_doubleVision |
| Unknown |
g_dragDamping |
| Allow dragging physics objects
around by placing the crosshair over them and holding [Fire] |
g_dragEntity |
| Edit entity mode; 0 = off, 1 =
lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 =
monsters, 6 = entity names, 7 = entity models. |
g_editEntityMode [0-7] |
| Toggle disable buffer file writing
for save games |
g_flushSave [0 or 1] |
| Display timing information for each
game frame |
g_frametime |
| Score review time in seconds at end
game |
g_gameReviewPause |
| Set how much health to take in
nightmare mode |
g_healthTakeAmt [number] |
| Set how low can health get taken in
nightmare mode |
g_healthTakeLimit [number] |
| Set how often to take health in
nightmare mode |
g_healthTakeTime [number] |
| Control the weapon sway in MP |
g_mpWeaponAngleScale [number] |
| Show muzzle flashes |
g_muzzleFlash [0 or 1] |
| If nightmare mode is allowed |
g_nightmare [0 or 1] |
| Game password |
g_password [password> |
| Show dynamic lights on projectiles |
g_projectileLights |
| Draw boxes around thinking entities;
dormant entities (outside of PVs) are yellow, non-dormant are green |
g_showActiveEntities |
| Enable ejected shells from weapon |
g_showBrass |
| Display current frame number for
camera when playing cinematics |
g_showcamerainfo |
| Draw boxes around monsters that
targeted player |
g_showEnemies |
| Enable shadow of player model |
g_showPlayerShadow |
| Enable display of player hit
percentage |
g_showProjectilePct |
| Toggle hit % to HUD |
g_showprojectilepct 1 |
| Draw entities and their targets;
hidden entities are gray |
g_showTargets |
| Display current animation and frame
number for testmodels. |
g_showTestModelFrame |
| Draw trigger entities (orange) and
their targets (green); disabled triggers are gray. |
g_showTriggers |
| Skip damage and other view effects |
g_skipViewEffects |
| Let spectators talk to everyone
during game |
g_spectatorChat |
| Draw arrows over teammates in team
deathmatch |
g_TDMArrows |
| Test model animation; 0 = cycle
anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle
anim with continuous origin, 3 = frame by frame with continuous origin,
4 = play anime once |
g_testModelAnimate |
| Number of frames to blend |
g_testModelBlend |
| Test model rotation speed |
g_testModelRotate |
| Test particle visualation; set by
the particle editor |
g_testParticle |
| Name of the particle being tested by
the particle editor |
g_testParticleName |
| Name of material to draw over screen |
g_testPostProcess |
| When non-zero, shows entities whose
think functions exceeded the number of milliseconds specified |
g_timeEntities <number> |
| scale damage and armor dynamically
to keep player alive more often |
g_useDynamicProtection |
| Show available memory |
game_memory |
| Display game class info |
game_memory |
| Cause a game error |
gameError |
| Kick player from multi-player game |
gameKick [name] |
| Kick indicated player name |
gameKick [name] |
| Print current view position |
getviewpos |
| Display graphics card details |
gfxinfo |
| Show graphics info |
gfxInfo |
| Gametype filter |
gui_filter_gameType |
| Password filter |
gui_filter_password |
| Players filter |
gui_filter_players |
| Send heartbeat to master servers |
Heartbeat |
| Show help |
help |
| Hitch the game |
hitch |
| Show IK debug lines |
ik_debug |
| Enable IK |
ik_enable |
| Name of log file; if empty "qconsole.log"
will be used |
ilFileName |
| Set the maximum texture anisotropy
if available |
image_anisotropy [number] |
| Maximum MB reserved for temporary
loading of full-sized precompressed images |
image_cacheMegs [number] |
| Maximum KB of precompressed files to
read at specification time |
image_cacheMinK [number] |
| See texture MIP usage |
image_colorMipLevels |
| Control texture downsampling |
image_downSize |
| Control normal map downsampling |
image_downSizeBump |
| Control normal map downsample limit |
image_downSizeBumpLimit |
| Control diffuse map downsample limit |
image_downSizeLimit |
| Control specular downsampling |
image_downSizeSpecular |
| Control specular downsampled limit |
image_downSizeSpecularLimit |
| Change texture filtering on
mipmapped images |
image_filter |
| Unknown |
image_forceDownSize |
| Ignore high quality setting on
materials |
image_ignoreHighQuality |
| Change lod bias on mipmapped images |
image_lodbias |
| If 0, dynamically load all images |
image_preload [0 or 1] |
| Round bad sizes down to nearest
power of two |
image_roundDown |
| If 1, print number of outstanding
background loads |
image_showBackgroundLoads[0
or 1] |
| Allow alpha/intensity/luminance
luminance+alpha |
image_useAllFormats |
| If 1, do background load image
caching |
image_useCache [0 or 1] |
| If 0, force everything to high
quality |
image_useCompression [0 or 1] |
| If 2, use rxgb compression for
normal maps; if 1, use 256 color compression for normal maps if
available |
image_useNormalCompression [0-2] |
| Write batch file for offline
compression of .DDS files |
image_useOfflineCompression |
| Use .DDS files if present |
image_usePrecompressedTextures |
| Write .tgas of the final normal maps
for debugging |
image_writeNormalTGA |
| Write .TGAs of the final palletized
normal maps for debugging |
image_writeNormalTGAPalletized |
| Write .DDS files if necessary |
image_writePrecompressedTextures |
| Write .TGAs of the non normal maps
for debugging |
image_writeTGA |
| Always run (reverse _speed button)
in multi-player mode |
in_alwaysRun |
| Angle change scale when holding
_speed button |
in_anglespeedkey |
| Look around with mouse (reverse _mlook
button) |
in_freeLook |
| Enable mouse input |
in_mouse |
| Pitch change speed when holding _lookUp
or _lookDown button |
in_pitchspeed |
| Unknown |
in_restart |
| Restart the input system |
in_restart |
| Yaw change speed when holding _left
or _right button |
in_yawspeed |
| Unknown |
keeptestmodel |
| Keep last test model in the game |
keepTestModel |
| Kick client by connection number |
kick |
| Kill current target; suicide if no
one is targeted |
kill |
| Kill the player |
kill |
| Kill all monsters in current level |
killmonsters |
| Remove all monsters |
killMonsters |
| Kill all moving enemies |
killmoveables |
| Remove all moveables |
killMoveables |
| Kill all non-moving enemies |
killragdolls |
| Remove all ragdolls |
killRagdolls |
| Scan LAN for servers |
LANScan |
| Show LCP solver failures |
lcp_showFailures |
| List active game entities |
listActiveEntities |
| List articulated figures |
listAF |
| Unknown |
listanims |
| List all animations |
listAnims |
| List audios |
listAudios |
| List key bindings |
listBinds |
| List game classes |
listClasses |
| List commands |
listCmds |
| Unknown |
listcollisionmodels |
| List collision models |
listCollisionModels |
| List cvars |
listCvars |
| List all decls |
listDecls |
| List all keys used by dictionaries |
listDictKeys |
| List all values used by dictionaries |
listDictValues |
| List emails |
listEmails |
| Unknown |
listentities |
| List game entities |
listEntities |
| Lists indicated def file settings |
listentitydefs |
| List entity defs |
listEntityDefs |
| List FX systems |
listFX |
| List game commands |
listGameCmds |
| List GUIs |
listGuis |
| List decl text character frequencies |
listHuffmanFrequencies |
| Unknown |
listimages |
| List images |
listImages |
| Lists indicated def file settings |
listlightdefs |
| Unknown |
listlines |
| List all debug lines |
listLines |
| Unknown |
listmaterials |
| List materials |
listMaterials |
| List model defs |
listModelDefs |
| Unknown |
listmodels |
| List all models |
listModels |
| Unknown |
listmodes |
| List all video modes |
listModes |
| Lists images of monsters |
listmonsters |
| List monsters |
listMonsters |
| List particle systems |
listParticles |
| List PDAs |
listPDAs |
| List the entity defs |
listRenderEntityDefs |
| List renderer commands |
listRendererCmds |
| List the light defs |
listRenderLightDefs |
| List scanned servers |
listServers |
| Unknown |
listskins |
| List skins |
listSkins |
| List sound commands |
listSoundCmds |
| List active sound decoders |
listSoundDecoders |
| Unknown |
listsounds |
| List all sounds |
listSounds |
| Unknown |
listsoundshaders |
| List sound shaders |
listSoundShaders |
| List the spawn args of an entity |
listSpawnArgs |
| List system commands |
listSystemCmds |
| List tables |
listTables |
| Unknown |
listthreads |
| List script threads |
listThreads |
| List tool commands |
listToolCmds |
| List type info |
listTypeInfo |
| Unknown |
listvertexcache |
| List vertex cache |
listVertexCache |
| List videos |
listVideos |
| Load a game |
loadGame |
| Localize GUIs |
localizeGuis |
| Localize maps |
localizeMaps |
| If 1, buffer log; if 2, flush after
each print |
logFile [1 or 2] |
| Mouse pitch scale |
m_pitch |
| Show mouse movement |
m_showMouseRate |
| Number of samples blended for mouse
viewing |
m_smooth |
| Mouse strafe movement scale |
m_strafeScale |
| Number of samples blended for mouse
moving |
m_strafeSmooth |
| Mouse yaw scale |
m_yaw |
| Make an ambient map |
makeAmbientMap |
| Process giant images |
MakeMegaTexture |
| Create memory dump |
memoryDump |
| Create a compressed memory dump |
memoryDumpCompressed |
| Valid skins (including flushing
referenced pak files); decreased if over 0 |
mod_validSkins |
| Unknown |
modulatelights |
| Modify shader parms on all lights |
modulateLights |
| Unknown |
nextanim |
| Show next animation on test model |
nextAnim |
| Show next animation frame on test
model |
nextFrame |
| Teleport player to the next
func_static with a GUI |
nextGUI |
| Load next map on the server |
nextMap |
| No clipping |
noclip |
| Disable collision detection for the
player |
noclip |
| Ignored by most enemies |
notarget |
| Unknown |
notarget |
| Disable player as a target |
notarget |
| Unknown |
overlaygui |
| Print tokenized string |
parse |
| Unknown |
parsewait |
| Unknown |
path |
| List search paths |
path |
| Unknown |
playcmddemo |
| Play back a command demo |
playCmdDemo |
| Unknown |
playdemo |
| Play back a demo |
playDemo |
| Unknown |
playermodel |
| Set the given model on the player |
playerModel [model name] |
| Milliseconds the player can go
without air before damage starts |
pm_air [number] |
| x/y size of player's bounding box |
pm_bboxwidth |
| Unknown |
pm_bobpitch |
| Unknown |
pm_bobroll |
| Unknown |
pm_bobup |
| Bob much faster when crouched |
pm_crouchbob |
| Height of player's bounding box
while crouched |
pm_crouchheight [number] |
| Time it takes for player's view to
change from standing to crouching |
pm_crouchrate [number] |
| Speed the player can move while
crouched |
pm_crouchspeed [number] |
| Height of player's view while
crouched |
pm_crouchviewheight [number] |
| Height of player's bounding box
while dead |
pm_deadheight [number] |
| Height of player's view while dead |
pm_deadviewheight [number] |
| Approximate height the player can
jump |
pm_jumpheight [number] |
| Amount player's view can look down |
pm_maxviewpitch [number] |
| Amount player's view can look up;
negative values are up |
pm_minviewpitch [number] |
| Draw camera from POV of player
model; 1 = always, 2 = when dead |
pm_modelView [1 or 2] |
| Speed the player can move while in
noclip |
pm_noclipspeed [number] |
| Height of player's bounding box
while standing |
pm_normalheight [number] |
| Height of player's view while
standing |
pm_normalviewheight [number] |
| Bob faster when running |
pm_runbob |
| Unknown |
pm_runpitch |
| Unknown |
pm_runroll |
| Speed the player can move while
running |
pm_runspeed [number] |
| Size of the spectator bounding box |
pm_spectatebbox [number] |
| Speed the player can move while
spectating |
pm_spectatespeed [number] |
| Length of time player can run |
pm_stamina [number] |
| Rate that player regains stamina;
divide pm_stamina by this number to determine how to fully recharge. |
pm_staminarate [number] |
| When stamina is below this value,
player slows to a walk |
pm_staminathreshold [number] |
| Maximum height player can step up
without jumping |
pm_stepsize [number] |
| Third person view |
pm_thirdPerson |
| Toggle third person view |
pm_thirdperson [0 or 1] |
| Direction of camera from player in
third person in degrees; 0 = behind player, 180 = in front |
pm_thirdPersonAngle [0-180] |
| Clip third person view into world
space |
pm_thirdPersonClip |
| Enable third person view when player
dies |
pm_thirdPersonDeath |
| Height of camera from normal view
height in third person |
pm_thirdPersonHeight [number] |
| Camera distance from player in third
person |
pm_thirdPersonRange [number] |
| Use cylinder approximation instead
of bounding box for player collision detection |
pm_usecylinder |
| Bob slowly when walking |
pm_walkbob |
| Player's walking speed |
pm_walkspeed [number] |
| Unknown |
poplight |
| Remove last created light |
popLight |
| Unknown |
prevanim |
| Show previous animation on test
model |
prevAnim |
| Show previous animation frame on
test model |
prevFrame |
| Print an articulated figure |
printAF |
| Print an Audio |
printAudio |
| Print an email |
printEmail |
| Print an entity def |
printEntityDef |
| Print an FX system |
printFX |
| Print a material |
printMaterial |
| Unknown |
printmode |
| Print model info |
printModel |
| Print a model def |
printModelDefs |
| Print a particle system |
printParticle |
| Print a PDA |
printPDA |
| Unknown |
printshader |
| Print a skin |
printSkin |
| Print a sound shader |
printSoundShader |
| Print a table |
printTable |
| Print an Video |
printVideo |
| Prompt and set the CD Key |
promptKey |
| Exit game |
quit |
| Quit the game |
quit |
| Change gamma tables |
r_brightness |
| Set brightness level |
r_brightness [number] |
| arbfp1, fp30 |
r_cgFragmentProfile |
| arbvp1, vp20, vp30 |
r_cgVertexProfile |
| Compare all surface bounds with
precalculated ones |
r_checkBounds |
| Force screen clear every frame; 1 =
purple, 2 = black, R G B = custom |
r_clear [1, 2, or R G B
value] |
| Custom screen height |
r_customHeight [number] |
| Custom screen width |
r_customWidth [number] |
| Step size of arrow cone line
rotation in degrees |
r_debugArrowStep [number] |
| Perform depth test on debug lines |
r_debugLineDepthTest |
| Width of debug lines |
r_debugLineWidth [number] |
| Draw a filled polygon |
r_debugPolygonFilled |
| Used during development to show
IHV's their problems |
r_demonstrateBug |
| Optional display refresh rate option
for vid mode |
r_displayRefresh |
| Force a call to glFinish() every
frame |
r_finish |
| Scale flare deforms from the
material def |
r_flareSize |
| Draw all images to screen after
registration |
r_forceLoadImages |
| Draw to front buffer for debugging |
r_frontBuffer |
| 0 = windowed, 1 = full screen |
r_fullscreen [0 or 1] |
| Change gamma tables |
r_gamma |
| Set gamma level |
r_gamma [0-3] |
| "opengl32", etc. |
r_glDriver [value] |
| Fraction to smear across neighbors |
r_hdr_bloomFraction |
| Maximum light scale |
r_hdr_exposure |
| Monitor gamma power |
r_hdr_gamma |
| Random dither in monitor space |
r_hdr_monitorDither |
| Use a floating point rendering
buffer |
r_hdr_useFloats |
| Random debugging without defining
new vars |
r_ignore |
| Random debugging without defining
new vars |
r_ignore2 |
| Ignore GL errors |
r_ignoreGLErrors |
| Ignore the fragment program
extension |
r_inhibitFragmentProgram |
| Randomly subpixel jitter the
projection matrix |
r_jitter |
| Offset of joint names when
r_showskel is set to 1 |
r_jointNameOffset |
| Size of joint names when r_showskel
is set to 1 |
r_jointNameScale |
| Light all the back faces, even when
they would be shadowed |
r_lightAllBackFaces |
| All light intensities are multiplied
by this |
r_lightScale |
| Soft-shadow sampling |
r_lightSourceRadius |
| Allow moving the view point without
changing the composition of the scene, including culling |
r_lockSurfaces |
| Number of frames to emit GL logs |
r_logFile |
| Override all materials |
r_materialOverride |
| Draw only a specific level |
r_megaTextureLevel |
| Combine model surfaces with the same
material |
r_mergeModelSurfaces |
| Video mode number |
r_mode |
| Number of antialiasing samples |
r_multiSamples |
| Near Z clip plane distance |
r_near |
| Polygon offset parameter |
r_offsetfactor |
| Polygon offset parameter |
r_offsetunits |
| Perform index reorganization to
optimize vertex use |
r_orderIndexes |
| Hardware specific renderer path to
use |
r_renderer |
| Scale factor for jitter bias |
r_sb_biasScale |
| Oversize FOV for point light side
matching |
r_sb_frustomFOV |
| Scale factor for jitter offset |
r_sb_jitterScale |
| Pixel dimensions for each shadow
buffer, 64 - 2048 |
r_sb_lightResolution |
| Use GL_LINEAR instead of GL_NEAREST
on shadow maps |
r_sb_linearFilter |
| Do not draw any occluders |
r_sb_noShadows |
| 0 = front faces; 1 = back faces; 2 =
midway between them |
r_sb_occluderFacing[0-3] |
| polygonOffset factor for drawing
shadow buffer |
r_sb_polyOfsFactor |
| polygonOffset units for drawing
shadow buffer |
r_sb_polyOfsUnits |
| Randomly offset jitter texture each
draw |
r_sb_randomize |
| Set to 0, 1, 4, or 16 |
r_sb_samples [number] |
| Build shadows in screen space
instead of on surfaces |
r_sb_screenSpaceShadow |
| Color the pixels contained in the
frustum |
r_sb_showFrustumPixels |
| only draw a single side (0 to 5) of
points lights |
r_sb_singleSide |
| Cull geometry to individual side
frustums |
r_sb_useCulling |
| Draw offscreen |
r_sb_usePbuffer |
| Width of screen space shadow
sampling screenFraction for testing fill rate; the resolution of entire
screen can be changed |
r_sb_viewResolution |
| Scale value for stencil shadow
drawing |
r_shadowPolygonFactor |
| Bias value added to depth test for
stencil shadow drawing |
r_shadowPolygonOffset |
| Enable shadows |
r_shadows |
| Report alloc/free counts |
r_showAlloc |
| Report sphere and box culling stats |
r_showCull |
| Report number of modeDefs and
lightDefs in view |
r_showDefs |
| Report reads and writes to the demo
file |
r_showDemo |
| Display contents of the depth buffer
and the depth range |
r_showDepth |
| Draw lines from vertexes to center
of dominant triangles |
r_showDominantTri |
| Report stats on dynamic surface
generation |
r_showDynamic |
| Draw the sil edges |
r_showEdges |
| Show entity scissor rectangles |
r_showEntityScissors |
| 1 = show all images instead of
rendering, 2 = show in proportional size |
r_showImages [0-2] |
| Draw screen colors based on
intensity; red = 0, green = 128, blue = 255 |
r_showIntensity [number] |
| 1 = show frustum for each
interaction, 2 = also draw lines to light origin, 3 = also draw entity
bbox |
r_showInteractionFrustums [0-3] |
| Report interaction generation
activity |
r_showInteractions |
| 1 = show screen rectangle which
contains the interaction frustum, 2 = also draw construction lines |
r_showInteractionScissors [0-2] |
| 1 = colors surfaces based on light
count, 2 = also count everything through walls, 3 = also print overdraw |
r_showLightCount [0-3] |
| 1 = just print volumes numbers,
highlighting ones covering the view, 2 = also draw planes of each
volume, 3 = also draw edges of each volume |
r_showLights [0-3] |
| Report scale factor applied to
drawing for overbrights |
r_showLightScale |
| Show light scissor rectangles |
r_showLightScissors |
| Display all the level images |
r_showMegaTexture |
| Draw colored blocks in each tile |
r_showMegaTextureLabels |
| Print frame memory utilization |
r_showMemory |
| Draw wireframe normals |
r_showNormals |
| 1 = geometry overdraw, 2 = light
interaction overdraw, 3 = geometry and light interaction overdraw |
r_showOverDraw [0-3] |
| Draw portal outlines in color based
on passed/not passed |
r_showPortals |
| Report drawsurf/index/vertex counts |
r_showPrimitives |
| Color screen based on shadow volume
depth complexity, 2 or greater = print overdraw count based on stencil
index values, 3 = only show turboshadows, 4 = only show static shadows |
r_showShadowCount [0-4] |
| 1 = visualize the stencil shadow
volumes, 2 = draw filled in |
r_showShadows [0-2] |
| Highlight edges that are casting
shadow planes |
r_showSilhouette |
| Draw skeleton when model animates, 1
= draw model with skeleton, 2 = draw skeleton only |
r_showSkel[0-2] |
| Show which end (front or back) is
blocking |
r_showSmp |
| Show surface material name under
crosshair |
r_showSurfaceInfo |
| Report surface/light/shadow counts |
r_showSurfaces |
| Shade triangles by tangent space; 1
= use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal
vector |
r_showTangentSpace [0-3] |
| Shade triangles by texture area
polarity |
r_showTexturePolarity |
| If greater than 0, draw each
triangles texture (tangent) vectors |
r_showTextureVectors [number] |
| Show intersection of an eye trace
with the world |
r_showTrace |
| Enable wireframe rendering of the
world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw
all |
r_showTris [0-3] |
| if 1, put all nVidia register
combiner programming in display lists |
r_showUnsmoothedTangents [0-1] |
| Report entity and light updates and
ref counts |
r_showUpdates |
| Unknown |
r_showVertexCache |
| Draw all triangles with the solid
vertex color |
r_showVertexColor |
| 1 = displays the bounding boxes of
all view models, 2 = print index numbers |
r_showViewEntitys [0-2] |
| Only draw the portal area the view
is actually in |
r_singleArea |
| Suppress all but one entity |
r_singleEntity |
| Suppress all but one light |
r_singleLight |
| Suppress all but one surface on each
entity |
r_singleSurface |
| Only draw a single triangle per
primitive |
r_singleTriangle |
| Bypass all non-interaction drawing |
r_skipAmbient |
| Do not draw anything |
r_skipBackEnd |
| Skip all blend lights |
r_skipBlendLights |
| Use flat surface instead of the bump
map |
r_skipBump |
| Do all rendering, but do not
actually copyTexSubImage2D |
r_skipCopyTexture |
| Leave all deform materials in their
original state |
r_skipDeforms |
| Use black for diffuse |
r_skipDiffuse |
| Do not dynamically create textures |
r_skipDynamicTextures |
| Skip all fog lights |
r_skipFogLights |
| Bypass all front end work, but 2D
GUI rendering still draws |
r_skipFrontEnd |
| 1 = skip all gui elements on
surfaces, 2 = skip drawing but still handle events, 3 = draw but skip
events |
r_skipGuiShaders [0-3] |
| Skip all light/surface interaction
drawing |
r_skipInteractions |
| Do not do any post-interaction light
scaling |
r_skipLightScale |
| Only use the lowest level image |
r_skipMegaTexture |
| Bypass all vertex/fragment program
ambient drawing |
r_skipNewAmbient |
| Skip overlay surfaces |
r_skipOverlays |
| 1 = skip all particle systems |
r_skipParticles [0-1] |
| Skip all post-process renderings |
r_skipPostProcess |
| Skip 3D rendering, but pass 2D |
r_skipRender |
| Null the rendering context during
backend 3D rendering |
r_skipRenderContext |
| Skip ROQ decoding |
r_skipROQ |
| Use black for specular1 |
r_skipSpecular |
| 1 = don't render any GUI elements on
surfaces |
r_skipSubviews [0 or 1] |
| Ignore the per-view suppressions |
r_skipSuppress |
| Skip the translucent interaction
rendering |
r_skipTranslucent |
| 1 = do not accept any entity or
light updates, making everything static |
r_skipUpdates [0 or 1] |
| Merge normals that dot less than
this |
r_slopNormal [number] |
| Merge texture coordinates this far
apart |
r_slopTexCoord [number] |
| Merge xyz coordinates this far apart |
r_slopVertex [number] |
| 1 = do not render main view,
allowing subviews to be debugged |
r_subviewOnly [0 or 1] |
| Changes wglSwapIntarval |
r_swapInterval |
| Vertically scale USGS data |
r_terrainScale |
| Experiment with vertex/fragment
programs |
r_testARBProgram |
| if over 0, draw a grid pattern to
test gamma levels |
r_testGamma [number] |
| if over 0 draw a grid pattern to
test gamma levels |
r_testGammaBias [number] |
| if over 0 draw a grid pattern to
test gamma levels |
r_testStepGamma [number] |
| Cache snapshots of dynamic models |
r_useCachedDynamicModels |
| 0 = full screen when near clipped, 1
= exact when near clipped, 2 = exact always |
r_useClippedLightScissors [0-2] |
| Put all nVidia register combiner
programming in display lists |
r_useCombinerDisplayLists |
| Use pre-calculated material
registers if possible |
r_useConstantMaterials |
| 0 = none, 1 = sphere, 2 = sphere and
box |
r_useCulling [0-2] |
| Defer tangents calculations after
deform |
r_useDeferredTangents |
| Use depth bounds test to reduce
shadow fill |
r_useDepthBoundsTest |
| If 0, issue the callback immediately
at update time, rather than deferring |
r_useEntityCallbacks [number] |
| 0 = none, 1 = box |
r_useEntityCulling [0 or 1] |
| 1 = Use custom scissor rectangle for
each entity |
r_useEntityScissors [0 or 1] |
| 1 = skip drawing caps when outside
the light volume, 2 = force to no caps for testing |
r_useExternalShadows [0-2] |
| if not 0, force the view frustum far
distance to this distance |
r_useFrustumFarDistance [number] |
| Use ARB_vertex_buffer_object for
indexes |
r_useIndexBuffers |
| Use the no-far-clip-plane trick |
r_useInfiniteFarZ |
| 1 = cull interactions |
r_useInteractionCulling [0 or
1] |
| 1 = use a custom scissor rectangle
for each shadow interaction, 2 = also crop using portal scissors |
r_useInteractionScissors [0-2] |
| Create a full entityDefs * lightDefs
table to make finding interactions faster |
r_useInteractionTable |
| 0 = none, 1 = box, 2 = exact clip of
polyhedron faces, 3 = also areas |
r_useLightCulling [0 or 3] |
| Use a more precise area reference
determination |
r_useLightPortalFlow |
| 1 = use custom scissor rectangle for
each light |
r_useLightScissors [0 or 1] |
| Stop pushing reference bounds early
when possible |
r_useNodeCommonChildren |
| Use pass optimization for mono
lights |
r_useNV20MonoLights |
| Use the dmap generated static shadow
volumes |
r_useOptimizedShadows |
| 1 = use portals to perform area
culling, otherwise draw everything |
r_usePortals[0 or 1] |
| 1 = do winding clipping to determine
if each ambiguous tri should be lit |
r_usePreciseTriangleInteractions [0
or 1] |
| Scissor clip as portals and lights
are processed |
r_useScissor |
| Try to cull shadows from partially
visible lights |
r_useShadowCulling |
| Discard triangles outside light
volume before shadowing |
r_useShadowProjectedCull |
| Scissor shadows by the scissor rect
of the interaction surfaces |
r_useShadowSurfaceScissor |
| Do the shadow projection in the
vertex program on capable cards |
r_useShadowVertexProgram |
| Consider verts with the same XYZ,
but different ST the same for shadows |
r_useSilRemap |
| Avoid redundant state changes in
GL_*() calls |
r_useStateCaching |
| Cards with 3+ texture units do a two
pass instead of three pass |
r_useTripleTextureARB |
| Use infinite projection with W
technique for dynamic shadows |
r_useTurboShadow |
| Do stencil shadows in one pass with
different ops on each side |
r_useTwoSidedStencil |
| Use ARB_vertex_buffer_object for
vertexes |
r_useVertexBuffers |
| Show rigid bodies that are not at
rest |
rb_showActive |
| Show rigid bodies |
rb_showBodies |
|