Console Command List/R

From Valve Developer Community

Command Default Cheat? Help Text
r_3dnow1 hl2 : to make engine uses amd 3dnow registers
r_3dsky1YesEnable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear60YesNone
r_AirboatPitchCurveZero25YesNone
r_AirboatRollCurveLinear120YesNone
r_AirboatRollCurveZero90YesNone
r_AirboatViewBlendTo1YesNone
r_AirboatViewBlendToScale0YesNone
r_AirboatViewBlendToTime1YesNone
r_AirboatViewDampenDamp1YesNone
r_AirboatViewDampenFreq7YesNone
r_AirboatViewZHeight0YesNone
r_ambientlightingonly0YesSet this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio0YesNone
r_avglight1None
r_avglightmap0None
r_cheapwaterendNone
r_cheapwaterstartNone
r_cleardecalsUsage r_cleardecals <permanent>.
r_ClipAreaPortals1YesNone
r_colorstaticprops0YesNone
r_debugcheapwater0YesNone
r_debugrandomstaticlighting0YesSet to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize5Decals under this size in pixels are culled
r_decals2048None
r_decalstaticprops1Decal static props test
r_DispBuildable0YesNone
r_DispDrawAxes0None
r_DispEnableLOD0None
r_DispFullRadius400Radius within which a displacement will stay at its highest LOD
r_DispLockLOD0None
r_DispRadius500None
r_DispSetLOD0None
r_DispTolerance5None
r_DispUpdateAll0None
r_DispUseStaticMeshes1YesHigh end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable0YesNone
r_DoCovertTransitions0None
r_dopixelvisibility1None
r_drawbatchdecals1Render decals batched.
r_DrawBeams1YesNone
r_drawbrushmodels1YesRender brush models.
r_drawclipbrushes0YesDraw clip brushes
r_drawdecals1YesRender decals.
r_drawdetailprops1None
r_DrawDisp1YesToggles rendering of displacment maps
r_drawentities1YesNone
r_drawflecks1None
r_drawfullskybox1YesNone
r_drawleaf-1YesDraw the specified leaf.
r_drawlightcache0Yes0: off

1: draw light cache entries2: draw rays

r_drawlightinfo0YesNone
r_drawlights0YesNone
r_drawmodeldecals1None
r_DrawModelLightOrigin0YesNone
r_drawmodelstatsoverlay0YesNone
r_drawmodelstatsoverlaydistance500YesNone
r_drawmodelstatsoverlaymax1time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin0time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables1YesNone
r_drawopaqueworld1YesNone
r_drawothermodels1YesNone
r_drawparticles1YesEnable/disable particle rendering
r_drawpixelvisibility0Show the occlusion proxies
r_DrawPortals0YesNone
r_DrawRain1YesEnable/disable rain rendering.
r_drawrenderboxes0YesNone
r_drawropes1YesNone
r_drawskybox1YesNone
r_DrawSpecificStaticProp-1None
r_drawsprites1YesNone
r_drawstaticprops1YesNone
r_drawtranslucentrenderables1YesNone
r_drawtranslucentworld1YesNone
r_drawvgui1YesEnable the rendering of vgui panels
r_drawviewmodel1YesNone
r_drawworld1YesRender the world.
r_dynamic1None
r_eyeglintlodpixels20The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss1None
r_eyemove1None
r_eyes1None
r_eyeshift_x0None
r_eyeshift_y0None
r_eyeshift_z0None
r_eyesize0None
r_eyewaterepsilon7YesNone
r_farz-1YesOverride the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject0Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r_flashlightconstant0YesNone
r_flashlightdrawfrustum0None
r_flashlightdrawfrustumbbox0None
r_flashlightdrawsweptbbox0None
r_flashlightfar750YesNone
r_flashlightfov45YesNone
r_flashlightlinear100YesNone
r_flashlightlockposition0YesNone
r_flashlightmodels1None
r_flashlightnear1YesNone
r_flashlightnodraw0None
r_flashlightoffsetx10YesNone
r_flashlightoffsety-20YesNone
r_flashlightoffsetz24YesNone
r_flashlightquadratic0YesNone
r_flashlightvisualizetrace0YesNone
r_flex1None
r_flushlodFlush and reload LODs.
r_ForceRestore0None
r_ForceWaterLeaf1Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld1None
r_JeepFOV90YesNone
r_JeepViewBlendTo1YesNone
r_JeepViewBlendToScale0YesNone
r_JeepViewBlendToTime1YesNone
r_JeepViewDampenDamp1YesNone
r_JeepViewDampenFreq7YesNone
r_JeepViewZHeight10YesNone
r_lightaverage1Activates/deactivate light averaging
r_lightcache_numambientsamples162number of random directions to fire rays when computing ambient lighting
r_lightcachecenter1YesNone
r_lightinterp5Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap-1None
r_lightstyle-1None
r_lockpvs0YesLock the PVS so you can fly around and inspect what is being drawn.
r_lod-1None
r_lod_noupdate0None
r_mapextents16384YesSet the max dimension for the map. This determines the far clipping plane
r_maxdlights32None
r_maxmodeldecal50None
r_maxnewsamples6None
r_maxsampledist128None
r_minnewsamples3None
r_mmx1hl1 and hl2 : to make engines use mmx registers
r_modellodscale11.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal0YesNone
r_newflashlight1YesNone
r_newproplighting0None
r_nohw0YesNone
r_norefresh0None
r_nosw0YesNone
r_novis0YesTurn off the PVS.
r_occludeemaxarea0Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea0Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount0At least this many occluders will be used, no matter how big they are.
r_occlusion1Activate/deactivate the occlusion system.
r_occlusionspew0Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe0None
r_PhysPropStaticLighting1None
r_pixelvis_partial1None
r_portalscloseall0None
r_portalsopenall0None
r_PortalTestEnts1YesClip entities against portal frustums.
r_printdecalinfoNone
r_propsmaxdist1200Maximum visible distance
r_radiosity4
0
No radiosity
1
Radiosity with ambient cube (6 samples)
2
Radiosity with 162 samples
3
162 samples for static props, 6 samples for everything else
r_rainalpha0None
r_rainalphapow0None
r_raindensity0None
r_RainHack0None
r_rainlength0None
r_RainProfile0Enable/disable rain profiling.
r_RainRadius1500None
r_RainSideVel130How much sideways velocity rain gets.
r_RainSimulate1Enable/disable rain simulation.
r_rainspeed600None
r_RainSplashPercentage20None
r_rainwidth0None
r_renderoverlayfragment1None
r_rootlod0Root LOD
r_ropebatch1None
r_ropetranslucent1None
r_screenfademaxsize0Maximum prop visible distance
r_screenfademinsize0Minimum prop visible distance
r_screenoverlayNone
r_sequence_debug0None
r_shadowanglesSet shadow angles
r_shadowblobbycutoffsome shadow stuff
r_shadowcolorSet shadow color
r_shadowdirSet shadow direction
r_shadowdistSet shadow distance
r_shadowids0None
r_shadowlod-1None
r_shadowlodbias2None
r_shadowmaxrendered32None
r_shadowrendertotexture1Determines shadow quality - is the same as the "Shadow Detail" option in the menu
r_shadows1Determines whether shadows are drawn
r_shadowwireframe0YesNone
r_showenvcubemap0YesNone
r_skin0None
r_skybox1YesEnable the rendering of sky boxes
r_snapportal-1None
r_spewleaf0None
r_sse1hl2 : to make engine uses sse registers
r_sse21hl2 : to make engine uses sse registers
r_staticpropinfo0None
r_teeth1None
r_TransitionSensitivity6Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture1None
r_vehicleBrakeRate1YesNone
r_vehicleDrawDebug0YesNone
r_VehicleViewClamp1YesNone
r_VehicleViewDampen1YesNone
r_visocclusion0Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces0YesNone
r_visualizelighttracesshowfulltrace0YesNone
r_visualizeproplightcaching0None
r_visualizetraces0YesNone
r_WaterDrawReflection1Enable water reflection
r_WaterDrawRefraction1Enable water refraction
r_waterforceexpensive1None
r_waterforcereflectentities0None
r_worldlightmin0None
r_worldlights2number of world lights to use per vertex
rate12000Max bytes/sec the host can receive data
rconIssue an rcon command.
rcon_address0Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password0remote console password.
recompute_speedRecomputes clock speed (for debugging purposes).
recordRecord a demo.
+reloadNone
-reloadNone
reloadReload the most recent saved game (add setpos to jump to current view position on reload).
removeidRemove a user ID from the ban list.
removeipRemove an IP address from the ban list.
replaydelay0None
report_entitiesLists all entities
report_simthinklistLists all simulating/thinking entities
report_soundpatchreports sound patch count
report_soundpatchreports sound patch count
report_touchlinksLists all touchlinks
respawn_entitiesYesRespawns all entities on the map. Is only usable on single player games.
restartRestart the game on the same level (add setpos to jump to current view position on restart).
retryRetry connection to last server.
revertRevert convars to their default values.
+rightStart moving player right (button down)
-rightStop moving player right (button up)
room_type0None
rope_averagelight1Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide1Collide rope with the world
rope_drawlines0None
rope_shake0None
rope_smooth1Do an antialiasing effect on ropes
rope_smooth_enlarge1How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha0Alpha for rope antialiasing effect
rope_smooth_maxalphawidth1None
rope_smooth_minalpha0Alpha for rope antialiasing effect
rope_smooth_minwidth0When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv2Rope subdivision amount
rope_wind_dist1000Don't use CPU applying small wind gusts to ropes when they're past this distance.