Console Command List/R

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Command Default Cheat? Help Text
r_3dnow 1 hl2 : to make engine uses amd 3dnow registers
r_3dsky 1 Yes Enable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear 60 Yes None
r_AirboatPitchCurveZero 25 Yes None
r_AirboatRollCurveLinear 120 Yes None
r_AirboatRollCurveZero 90 Yes None
r_AirboatViewBlendTo 1 Yes None
r_AirboatViewBlendToScale 0 Yes None
r_AirboatViewBlendToTime 1 Yes None
r_AirboatViewDampenDamp 1 Yes None
r_AirboatViewDampenFreq 7 Yes None
r_AirboatViewZHeight 0 Yes None
r_ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio 0 Yes None
r_avglight 1 None
r_avglightmap 0 None
r_cheapwaterend None
r_cheapwaterstart None
r_cleardecals Usage r_cleardecals <permanent>.

Erases all currently placed decals. The parameter permanent will erase all permanent decals as well, i.e., infodecal.

Note:There are no available engine hooks for executing this command, so the best way to execute it on a client is using engine->ClientCommand.
r_ClipAreaPortals 1 Yes None
r_colorstaticprops 0 Yes None
r_debugcheapwater 0 Yes None
r_debugrandomstaticlighting 0 Yes Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize 5 Decals under this size in pixels are culled
r_decals 2048 None
r_decalstaticprops 1 Decal static props test
r_DispBuildable 0 Yes None
r_DispDrawAxes 0 None
r_DispEnableLOD 0 None
r_DispFullRadius 400 Radius within which a displacement will stay at its highest LOD
r_DispLockLOD 0 None
r_DispRadius 500 None
r_DispSetLOD 0 None
r_DispTolerance 5 None
r_DispUpdateAll 0 None
r_DispUseStaticMeshes 1 Yes High end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable 0 Yes None
r_DoCovertTransitions 0 None
r_dopixelvisibility 1 None
r_drawbatchdecals 1 Render decals batched.
r_DrawBeams 1 Yes None
r_drawbrushmodels 1 Yes Render brush models.
r_drawclipbrushes 0 Yes Draw clip brushes
r_drawdecals 1 Yes Render decals.
r_drawdetailprops 1 None
r_DrawDisp 1 Yes Toggles rendering of displacment maps
r_drawentities 1 Yes None
r_drawflecks 1 None
r_drawfullskybox 1 Yes None
r_drawleaf -1 Yes Draw the specified leaf.
r_drawlightcache 0 Yes 0: off

1: draw light cache entries2: draw rays

r_drawlightinfo 0 Yes None
r_drawlights 0 Yes None
r_drawmodeldecals 1 None
r_DrawModelLightOrigin 0 Yes None
r_drawmodelstatsoverlay 0 Yes None
r_drawmodelstatsoverlaydistance 500 Yes None
r_drawmodelstatsoverlaymax 1 time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin 0 time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables 1 Yes None
r_drawopaqueworld 1 Yes None
r_drawothermodels 1 Yes None
r_drawparticles 1 Yes Enable/disable particle rendering
r_drawpixelvisibility 0 Show the occlusion proxies
r_DrawPortals 0 Yes None
r_DrawRain 1 Yes Enable/disable rain rendering.
r_drawrenderboxes 0 Yes None
r_drawropes 1 Yes None
r_drawskybox 1 Yes None
r_DrawSpecificStaticProp -1 None
r_drawsprites 1 Yes None
r_drawstaticprops 1 Yes None
r_drawtranslucentrenderables 1 Yes None
r_drawtranslucentworld 1 Yes None
r_drawvgui 1 Yes Enable the rendering of vgui panels
r_drawviewmodel 1 Yes None
r_drawworld 1 Yes Render the world.
r_dynamic 1 None
r_eyeglintlodpixels 20 The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss 1 None
r_eyemove 1 None
r_eyes 1 None
r_eyeshift_x 0 None
r_eyeshift_y 0 None
r_eyeshift_z 0 None
r_eyesize 0 None
r_eyewaterepsilon 7 Yes None
r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject 0 Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r_flashlightconstant 0 Yes None
r_flashlightdrawfrustum 0 None
r_flashlightdrawfrustumbbox 0 None
r_flashlightdrawsweptbbox 0 None
r_flashlightfar 750 Yes None
r_flashlightfov 45 Yes None
r_flashlightlinear 100 Yes None
r_flashlightlockposition 0 Yes None
r_flashlightmodels 1 None
r_flashlightnear 1 Yes None
r_flashlightnodraw 0 None
r_flashlightoffsetx 10 Yes None
r_flashlightoffsety -20 Yes None
r_flashlightoffsetz 24 Yes None
r_flashlightquadratic 0 Yes None
r_flashlightvisualizetrace 0 Yes None
r_flex 1 None
r_flushlod Flush and reload LODs.
r_ForceRestore 0 None
r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld 1 None
r_JeepFOV 90 Yes None
r_JeepViewBlendTo 1 Yes None
r_JeepViewBlendToScale 0 Yes None
r_JeepViewBlendToTime 1 Yes None
r_JeepViewDampenDamp 1 Yes None
r_JeepViewDampenFreq 7 Yes None
r_JeepViewZHeight 10 Yes None
r_lightaverage 1 Activates/deactivate light averaging
r_lightcache_numambientsamples 162 number of random directions to fire rays when computing ambient lighting
r_lightcachecenter 1 Yes None
r_lightinterp 5 Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap -1 None
r_lightstyle -1 None
r_lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn.
r_lod -1 None
r_lod_noupdate 0 None
r_mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping plane
r_maxdlights 32 None
r_maxmodeldecal 50 None
r_maxnewsamples 6 None
r_maxsampledist 128 None
r_minnewsamples 3 None
r_mmx 1 hl1 and hl2 : to make engines use mmx registers
r_modellodscale 1 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal 0 Yes None
r_newflashlight 1 Yes None
r_newproplighting 0 None
r_nohw 0 Yes None
r_norefresh 0 None
r_nosw 0 Yes None
r_novis 0 Yes Turn off the PVS.
r_occludeemaxarea 0 Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea 0 Prevents 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_occludermincount 0 At least this many occluders will be used, no matter how big they are.
r_occlusion 1 Activate/deactivate the occlusion system.
r_occlusionspew 0 Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe 0 None
r_PhysPropStaticLighting 1 None
r_pixelvis_partial 1 None
r_portalscloseall 0 None
r_portalsopenall 0 None
r_PortalTestEnts 1 Yes Clip entities against portal frustums.
r_printdecalinfo None
r_propsmaxdist 1200 Maximum visible distance
r_radiosity 4
No radiosity
Radiosity with ambient cube (6 samples)
Radiosity with 162 samples
162 samples for static props, 6 samples for everything else
r_rainalpha 0 None
r_rainalphapow 0 None
r_raindensity 0 None
r_RainHack 0 None
r_rainlength 0 None
r_RainProfile 0 Enable/disable rain profiling.
r_RainRadius 1500 None
r_RainSideVel 130 How much sideways velocity rain gets.
r_RainSimulate 1 Enable/disable rain simulation.
r_rainspeed 600 None
r_RainSplashPercentage 20 None
r_rainwidth 0 None
r_renderoverlayfragment 1 None
r_rootlod 0 Root LOD
r_ropebatch 1 None
r_ropetranslucent 1 None
r_screenfademaxsize 0 Maximum prop visible distance
r_screenfademinsize 0 Minimum prop visible distance
r_screenoverlay None
r_sequence_debug 0 None
r_shadowangles Set shadow angles
r_shadowblobbycutoff some shadow stuff
r_shadowcolor Set shadow color
r_shadowdir Set shadow direction
r_shadowdist Set shadow distance
r_shadowids 0 None
r_shadowlod -1 None
r_shadowlodbias 2 None
r_shadowmaxrendered 32 None
r_shadowrendertotexture 1 Determines shadow quality - is the same as the "Shadow Detail" option in the menu
r_shadows 1 Determines whether shadows are drawn
r_shadowwireframe 0 Yes If 1, seems to render dynamic shadows in pink wireframe.
r_showenvcubemap 0 Yes None
r_skin 0 None
r_skybox 1 Yes Enable the rendering of sky boxes
r_snapportal -1 None
r_spewleaf 0 None
r_sse 1 hl2 : to make engine uses sse registers
r_sse2 1 hl2 : to make engine uses sse registers
r_staticpropinfo 0 None
r_teeth 1 None
r_TransitionSensitivity 6 Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture 1 None
r_vehicleBrakeRate 1 Yes None
r_vehicleDrawDebug 0 Yes None
r_VehicleViewClamp 1 Yes None
r_VehicleViewDampen 1 Yes None
r_visocclusion 0 Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces 0 Yes None
r_visualizelighttracesshowfulltrace 0 Yes None
r_visualizeproplightcaching 0 None
r_visualizetraces 0 Yes None
r_WaterDrawReflection 1 Enable water reflection
r_WaterDrawRefraction 1 Enable water refraction
r_waterforceexpensive 1 None
r_waterforcereflectentities 0 None
r_worldlightmin 0 None
r_worldlights 2 number of world lights to use per vertex
rate 12000 Max bytes/sec the host can receive data
rcon Issue an rcon command.
rcon_address 0 Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password 0 remote console password.
recompute_speed Recomputes clock speed (for debugging purposes).
record Record a demo.
+reload None
-reload None
reload Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid Remove a user ID from the ban list.
removeip Remove an IP address from the ban list.
replaydelay 0 None
report_entities Lists all entities
report_simthinklist Lists all simulating/thinking entities
report_soundpatch reports sound patch count
report_soundpatch reports sound patch count
report_touchlinks Lists all touchlinks
respawn_entities Yes Respawns all entities on the map. Is only usable on single player games.
restart Restart the game on the same level (add setpos to jump to current view position on restart).
retry Retry connection to last server.
revert Revert convars to their default values.
+right Start moving player right (button down)
-right Stop moving player right (button up)
room_type 0 None
rope_averagelight 1 Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide 1 Collide rope with the world
rope_drawlines 0 None
rope_shake 0 None
rope_smooth 1 Do an antialiasing effect on ropes
rope_smooth_enlarge 1 How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha 0 Alpha for rope antialiasing effect
rope_smooth_maxalphawidth 1 None
rope_smooth_minalpha 0 Alpha for rope antialiasing effect
rope_smooth_minwidth 0 When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv 2 Rope subdivision amount
rope_wind_dist 1000 Don't use CPU applying small wind gusts to ropes when they're past this distance.