| Result
| Cheat Code |
| God mode [Note] | 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]
|
| Play indicated map | map [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 |