Console Commands and Variables with Prefix E_
Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE
Alphabetically Sorted
- e_3dEngineLogAlways
- e_3dEngineTempPoolSize
- e_AutoPrecacheCameraJumpDist
- e_AutoPrecacheCgf
- e_AutoPrecacheCgfMaxTasks
- e_AutoPrecacheTerrainAndProcVeget
- e_AutoPrecacheTexturesAndShaders
- e_BBoxes
- e_Brushes
- e_BrushUseTerrainColor
- e_CacheNearestCubePicking
- e_CameraFreeze
- e_CameraGoto
- e_CameraRotationSpeed
- e_CGFMaxFileSize
- e_CharLodMin
- e_CheckOcclusion
- e_CheckOcclusionOutputQueueSize
- e_CheckOcclusionQueueSize
- e_CheckOctreeObjectsBoxSize
- e_CheckOctreeVisibility
- e_Clouds
- e_CoverageBuffer
- e_CoverageBufferAABBExpand
- e_CoverageBufferAccurateOBBTest
- e_CoverageBufferBias
- e_CoverageBufferCullIndividualBrushesMaxNodeSize
- e_CoverageBufferDebug
- e_CoverageBufferDebugDrawScale
- e_CoverageBufferDebugFreeze
- e_CoverageBufferDrawOccluders
- e_CoverageBufferEarlyOut
- e_CoverageBufferLightsDebugSide
- e_CoverageBufferMaxAddRenderMeshTime
- e_CoverageBufferOccludersLodRatio
- e_CoverageBufferOccludersTestMinTrisNum
- e_CoverageBufferOccludersViewDistRatio
- e_CoverageBufferRastPolyLimit
- e_CoverageBufferReproj
- e_CoverageBufferResolution
- e_CoverageBufferRotationSafeCheck
- e_CoverageBufferShowOccluder
- e_CoverageBufferTerrain
- e_CoverageBufferTerrainExpand
- e_CoverageBufferTerrainLodShift
- e_CoverageBufferTestMode
- e_CoverageBufferTolerance
- e_CoverageBufferTreeDebug
- e_CoverageBufferVersion
- e_CoverCgfDebug
- e_CullerThread
- e_CullVegActivation
- e_DebugDraw
- e_DebugDrawShowOnlyCompound
- e_DebugDrawShowOnlyLod
- e_DebugGeomPrep
- e_DebugLights
- e_Decals
- e_DecalsAllowGameDecals
- e_DecalsClip
- e_DecalsDefferedDynamic
- e_DecalsDefferedDynamicDepthScale
- e_DecalsDefferedDynamicMinSize
- e_DecalsDefferedStatic
- e_DecalsForceDeferred
- e_DecalsHitCache
- e_DecalsLifeTimeScale
- e_DecalsMaxTrisInObject
- e_DecalsMaxUpdatesPerFrame
- e_DecalsMaxValidFrames
- e_DecalsMerge
- e_DecalsNeighborMaxLifeTime
- e_DecalsOverlapping
- e_DecalsPlacementTestAreaSize
- e_DecalsPlacementTestMinDepth
- e_DecalsPreCreate
- e_DecalsRange
- e_DecalsScissor
- e_DefaultMaterial
- e_DeferredPhysicsEvents
- e_DeformableObjects
- e_DisplayMemoryUsageIcon
- e_Dissolve
- e_DissolveDistband
- e_DissolveDistMax
- e_DissolveDistMin
- e_DissolveSpriteDistRatio
- e_DissolveSpriteMinDist
- e_DynamicLights
- e_DynamicLightsConsistentSortOrder
- e_DynamicLightsForceDeferred
- e_DynamicLightsFrameIdVisTest
- e_DynamicLightsMaxCount
- e_DynamicLightsMaxEntityLights
- e_Entities
- e_EntitySuppressionLevel
- e_Fog
- e_FogVolumes
- e_FoliageBranchesDamping
- e_FoliageBranchesStiffness
- e_FoliageBranchesTimeout
- e_FoliageBrokenBranchesDamping
- e_FoliageStiffness
- e_FoliageWindActivationDist
- e_ForceDetailLevelForScreenRes
- e_GeomCacheBufferSize
- e_GeomCacheDebug
- e_GeomCacheDebugDrawMode
- e_GeomCacheDebugFilter
- e_GeomCacheDecodeAheadTime
- e_GeomCacheLerpBetweenFrames
- e_GeomCacheMaxBufferAheadTime
- e_GeomCacheMaxPlaybackFromMemorySize
- e_GeomCacheMinBufferAheadTime
- e_GeomCachePreferredDiskRequestSize
- e_GeomCaches
- e_GI
- e_GIAmount
- e_GIBlendRatio
- e_GICache
- e_GICascadesRatio
- e_GIGlossyReflections
- e_GIIterations
- e_GIMaxDistance
- e_GINumCascades
- e_GIOffset
- e_GIPropagationAmp
- e_GIRSMSize
- e_GISecondaryOcclusion
- e_GsmCache
- e_GsmCacheLodOffset
- e_GsmCacheLodOffsetExtended
- e_GsmCastFromTerrain
- e_GsmDepthBoundsDebug
- e_GsmExtendLastLod
- e_GsmExtendLastLodIncludeObjects
- e_GsmExtendLastLodUseAdditiveBlending
- e_GsmExtendLastLodUseVariance
- e_GsmLodsNum
- e_GsmRange
- e_GsmRangeStep
- e_GsmRangeStepExtended
- e_GsmScatterLodDist
- e_GsmStats
- e_GsmViewSpace
- e_HwOcclusionCullingObjects
- e_HwOcclusionCullingWater
- e_JointStrengthScale
- e_levelStartupFrameDelay
- e_levelStartupFrameNum
- e_LightVolumes
- e_LightVolumesDebug
- e_LodCompMaxSize
- e_LodMax
- e_LodMin
- e_LodMinTtris
- e_LodRatio
- e_Lods
- e_LodsForceUse
- e_MaxDrawCalls
- e_MaxViewDistance
- e_MaxViewDistFullDistCamHeight
- e_MaxViewDistSpecLerp
- e_MergedMeshes
- e_MergedMeshesActiveDist
- e_MergedMeshesBulletLifetime
- e_MergedMeshesBulletScale
- e_MergedMeshesBulletSpeedFactor
- e_MergedMeshesDebug
- e_MergedMeshesDeformViewDistMod
- e_MergedMeshesInstanceDist
- e_MergedMeshesLodRatio
- e_MergedMeshesPool
- e_MergedMeshesPoolSpines
- e_MergedMeshesTesselationSupport
- e_MergedMeshesUseSpines
- e_MergedMeshesViewDistRatio
- e_ObjectLayersActivation
- e_ObjectLayersActivationPhysics
- e_Objects
- e_ObjectsTreeBBoxes
- e_ObjFastRegister
- e_ObjQuality
- e_ObjStats
- e_OcclusionCullingViewDistRatio
- e_OcclusionLazyHideFrames
- e_OcclusionVolumes
- e_OcclusionVolumesViewDistRatio
- e_OnDemandMaxSize
- e_OnDemandPhysics
- e_ParticleListEffects
- e_ParticleListEmitters
- e_ParticleMemory
- e_Particles
- e_ParticlesAnimBlend
- e_ParticlesCullAgainstOcclusionBuffer
- e_ParticlesCullAgainstViewFrustum
- e_ParticlesDebug
- e_ParticlesDumpMemoryAfterMapLoad
- e_ParticlesGI
- e_ParticlesIndexPoolSize
- e_ParticlesLightMinColorThreshold
- e_ParticlesLightMinRadiusThreshold
- e_ParticlesLights
- e_ParticlesLightsViewDistRatio
- e_ParticlesLod
- e_ParticlesMaxDrawScreen
- e_ParticlesMaxScreenFill
- e_ParticlesMinDrawAlpha
- e_ParticlesMinDrawPixels
- e_ParticlesMotionBlur
- e_ParticlesObjectCollisions
- e_ParticlesPoolSize
- e_ParticlesPreload
- e_ParticlesProfile
- e_ParticlesQuality
- e_ParticlesSerializeNamedFields
- e_ParticlesShadows
- e_ParticlesShowMainThreadUpdates
- e_ParticlesSoftIntersect
- e_ParticlesSortQuality
- e_ParticlesThread
- e_ParticlesUseLevelSpecificLibs
- e_ParticlesVertexPoolSize
- e_PhysFoliage
- e_PhysMinCellSize
- e_PhysOceanCell
- e_PhysProxyTriLimit
- e_Portals
- e_PortalsBigEntitiesFix
- e_PrecacheLevel
- e_PreloadDecals
- e_PreloadMaterials
- e_PrepareDeformableObjectsAtLoadTime
- e_ProcVegetation
- e_ProcVegetationMaxObjectsInChunk
- e_ProcVegetationMaxSectorsInCache
- e_ProcVegetationMaxViewDistance
- e_Recursion
- e_RecursionOcclusionCulling
- e_RecursionViewDistRatio
- e_ReloadSurfaces
- e_Render
- e_RenderMeshCollisionTolerance
- e_RenderMeshUpdateAsync
- e_RNTmpDataPoolMaxFrames
- e_Roads
- e_Ropes
- e_ScissorDebug
- e_ScreenShot
- e_ScreenShotDebug
- e_ScreenShotFileFormat
- e_ScreenShotHeight
- e_ScreenShotMapCamHeight
- e_ScreenShotMapCenterX
- e_ScreenShotMapCenterY
- e_ScreenShotMapOrientation
- e_ScreenShotMapSizeX
- e_ScreenShotMapSizeY
- e_ScreenShotMinSlices
- e_ScreenShotQuality
- e_ScreenShotWidth
- e_Shadows
- e_ShadowsAdaptScale
- e_ShadowsCascadesDebug
- e_ShadowsCastViewDistRatio
- e_ShadowsCastViewDistRatioLights
- e_ShadowsClouds
- e_ShadowsConstBias
- e_ShadowsConstBiasHQ
- e_ShadowsDebug
- e_ShadowsFrustums
- e_ShadowsLodBiasFixed
- e_ShadowsLodBiasInvis
- e_ShadowsMasksLimit
- e_ShadowsMaxTexRes
- e_ShadowsOcclusionCulling
- e_ShadowsOcclusionCullingCaster
- e_ShadowsOnAlphaBlend
- e_ShadowsOnWater
- e_ShadowsPoolSize
- e_ShadowsResScale
- e_ShadowsSlopeBias
- e_ShadowsSlopeBiasHQ
- e_ShadowsStaticMapUpdate
- e_ShadowsStaticObjectLod
- e_ShadowsTessellateCascades
- e_ShadowsTessellateDLights
- e_ShadowsUpdateViewDistRatio
- e_sketch_mode
- e_SkyBox
- e_SkyQuality
- e_SkyType
- e_SkyUpdateRate
- e_Sleep
- e_SQTestBegin
- e_SQTestCount
- e_SQTestDelay
- e_SQTestDistance
- e_SQTestExitOnFinish
- e_SQTestMip
- e_SQTestMoveSpeed
- e_SQTestTextureName
- e_StatObjBufferRenderTasks
- e_StatObjMerge
- e_StatObjMergeMaxTrisPerDrawCall
- e_StatObjMergeUseThread
- e_StatObjPreload
- e_StatObjRenderFilter
- e_StatObjRenderFilterMode
- e_StatObjStoreMesh
- e_StatObjTessellationMaxEdgeLenght
- e_StatObjTessellationMode
- e_StatObjTestOBB
- e_StatObjValidate
- e_StatoscopeAddUserMarker
- e_StatoscopeAllowFpsOverride
- e_StatoscopeConnectTimeout
- e_StatoscopeCreateLogFilePerLevel
- e_StatoscopeDataGroups
- e_StatoscopeDumpAll
- e_StatoscopeEnabled
- e_StatoscopeFilenameUseBuildInfo
- e_StatoscopeFilenameUseMap
- e_StatoscopeFilenameUseTag
- e_StatoscopeFilenameUseTime
- e_StatoscopeIvDataGroups
- e_StatoscopeLogDestination
- e_StatoscopeMaxNumFuncsPerFrame
- e_StatoscopeMinFuncLengthMs
- e_StatoscopeScreenCapWhenGPULimited
- e_StatoscopeScreenshotCapturePeriod
- e_StatoscopeWriteTimeout
- e_StreamAutoMipFactorMax
- e_StreamAutoMipFactorMaxDVD
- e_StreamAutoMipFactorMin
- e_StreamAutoMipFactorSpeedThreshold
- e_StreamCgf
- e_StreamCgfDebug
- e_StreamCgfDebugFilter
- e_StreamCgfDebugHeatMap
- e_StreamCgfDebugMinObjSize
- e_StreamCgfFastUpdateMaxDistance
- e_StreamCgfGridUpdateDistance
- e_StreamCgfMaxNewTasksPerUpdate
- e_StreamCgfMaxTasksInProgress
- e_StreamCgfPoolSize
- e_StreamCgfUpdatePerNodeDistance
- e_StreamCgfVisObjPriority
- e_StreamPredictionAhead
- e_StreamPredictionAheadDebug
- e_StreamPredictionAlwaysIncludeOutside
- e_StreamPredictionBoxRadius
- e_StreamPredictionDistanceFar
- e_StreamPredictionDistanceNear
- e_StreamPredictionMaxVisAreaRecursion
- e_StreamPredictionMinFarZoneDistance
- e_StreamPredictionMinReportDistance
- e_StreamPredictionTexelDensity
- e_StreamPredictionUpdateTimeSlice
- e_StreamSaveStartupResultsIntoXML
- e_Sun
- e_SunAngleSnapDot
- e_SunAngleSnapSec
- e_Terrain
- e_TerrainAo
- e_TerrainBBoxes
- e_TerrainDeformations
- e_TerrainDetailMaterials
- e_TerrainDetailMaterialsDebug
- e_TerrainDetailMaterialsViewDistXY
- e_TerrainDetailMaterialsViewDistZ
- e_TerrainDrawThisSectorOnly
- e_TerrainLodRatio
- e_TerrainLodRatioHolesMin
- e_TerrainLog
- e_TerrainNormalMap
- e_TerrainOcclusionCulling
- e_TerrainOcclusionCullingDebug
- e_TerrainOcclusionCullingMaxDist
- e_TerrainOcclusionCullingMaxSteps
- e_TerrainOcclusionCullingPrecision
- e_TerrainOcclusionCullingPrecisionDistRatio
- e_TerrainOcclusionCullingStepSize
- e_TerrainOcclusionCullingStepSizeDelta
- e_TerrainOcclusionCullingVersion
- e_TerrainTextureDebug
- e_TerrainTextureLodRatio
- e_TerrainTextureStreamingDebug
- e_TerrainTextureStreamingPoolItemsNum
- e_Tessellation
- e_TessellationMaxDistance
- e_texeldensity
- e_TextureStreamBudget360
- e_TextureStreamBudgetPS3
- e_TimeOfDay
- e_TimeOfDayDebug
- e_TimeOfDaySpeed
- e_UseConsoleMtl
- e_Vegetation
- e_VegetationAlignToTerrainAmount
- e_VegetationAlphaBlend
- e_VegetationBending
- e_VegetationBoneInfo
- e_VegetationMinSize
- e_VegetationSphericalSkinning
- e_VegetationSprites
- e_VegetationSpritesBatching
- e_VegetationSpritesDistanceCustomRatioMin
- e_VegetationSpritesDistanceRatio
- e_VegetationSpritesMinDistance
- e_VegetationSpritesScaleFactor
- e_VegetationUseTerrainColor
- e_ViewDistCompMaxSize
- e_ViewDistMin
- e_ViewDistRatio
- e_ViewDistRatioCustom
- e_ViewDistRatioDetail
- e_ViewDistRatioLights
- e_ViewDistRatioPortals
- e_ViewDistRatioVegetation
- e_VolObjShadowStrength
- e_WaterOcean
- e_WaterOceanBottom
- e_WaterOceanFFT
- e_WaterTessellationAmount
- e_WaterTessellationAmountX
- e_WaterTessellationAmountY
- e_WaterTessellationSwathWidth
- e_WaterVolumes
- e_WaterWaves
- e_WaterWavesTessellationAmount
- e_Wind
- e_WindAreas
- e_WindBendingDistRatio
- e_WorldSegmentationTest
Console Variables and Commands
e_3dEngineLogAlways
Set maximum verbosity to 3dengine.dll log messages
e_3dEngineTempPoolSize
pool size for temporary allocations in kb, requires app restart
e_AutoPrecacheCameraJumpDist
When not 0 - Force full pre-cache of textures, procedural vegetation and shaders if camera moved for more than X meters in one frame or on new cut scene start
e_AutoPrecacheCgf
Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
e_AutoPrecacheCgfMaxTasks
Maximum number of parallel streaming tasks during pre-caching
e_AutoPrecacheTerrainAndProcVeget
Force auto pre-cache of terrain textures and procedural vegetation
e_AutoPrecacheTexturesAndShaders
Force auto pre-cache of general textures and shaders
e_BBoxes
Activates drawing of bounding boxes
e_Brushes
Draw brushes
e_BrushUseTerrainColor
Allow blend with terrain color for brushes
e_CacheNearestCubePicking
Enable caching nearest cube maps probe picking for alpha blended geometry
e_CameraFreeze
Freeze 3dengine camera (good to debug object culling and LOD). The view frustum is drawn in write frame. 0 = off 1 = activated
e_CameraGoto
Move cameras to a certain pos/angle
e_CameraRotationSpeed
Rotate camera around Z axis for debugging
e_CGFMaxFileSize
will refuse to load any cgf larger than the given filesize (in kb) -1 - 1024 (<0 off (default), >0 filesize limit)
e_CharLodMin
Min LOD for character objects
e_CheckOcclusion
Perform a visible check in check occlusion job
e_CheckOcclusionOutputQueueSize
Size of queue for data send from check occlusion job
e_CheckOcclusionQueueSize
Size of queue for data send to check occlusion job
e_CheckOctreeObjectsBoxSize
CryWarning for crazy sized COctreeNode m_objectsBoxes
e_CheckOctreeVisibility
Test COctreeNode visibility
e_Clouds
Enable clouds rendering
e_CoverageBuffer
Activates usage of software coverage buffer. 1 - camera culling only 2 - camera culling and light-to-object check
e_CoverageBufferAABBExpand
expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer
e_CoverageBufferAccurateOBBTest
Checking of OBB boxes instead of AABB or bounding rects
e_CoverageBufferBias
Coverage buffer z-biasing
e_CoverageBufferCullIndividualBrushesMaxNodeSize
128 - cull only nodes of scene tree and very big brushes 0 - cull all brushes individually
e_CoverageBufferDebug
Display content of main camera coverage buffer
e_CoverageBufferDebugDrawScale
Debug
e_CoverageBufferDebugFreeze
Freezes view matrix/-frustum
e_CoverageBufferDrawOccluders
Debug draw of occluders for coverage buffer
e_CoverageBufferEarlyOut
preempting occluder rasterization to avoid stalling in the main thread if rendering is faster
e_CoverageBufferLightsDebugSide
Debug
e_CoverageBufferMaxAddRenderMeshTime
Max time for unlimited AddRenderMesh
e_CoverageBufferOccludersLodRatio
Debug
e_CoverageBufferOccludersTestMinTrisNum
Debug
e_CoverageBufferOccludersViewDistRatio
Debug
e_CoverageBufferRastPolyLimit
maximum amount of polys to rasterize cap, 0 means no limit default is 100000
e_CoverageBufferReproj
Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
e_CoverageBufferResolution
Resolution of software coverage buffer
e_CoverageBufferRotationSafeCheck
Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object
e_CoverageBufferShowOccluder
1 show only meshes used as occluder, 2 show only meshes not used as occluder
e_CoverageBufferTerrain
Activates usage of coverage buffer for terrain
e_CoverageBufferTerrainExpand
expanding the AABB Z axis of terrain to avoid flat terrain flickering
e_CoverageBufferTerrainLodShift
Controls tessellation of terrain mesh
e_CoverageBufferTestMode
Debug
e_CoverageBufferTolerance
amount of visible pixel that will still identify the object as covered
e_CoverageBufferTreeDebug
Debug
e_CoverageBufferVersion
1 Vladimir's, 2MichaelK's
e_CoverCgfDebug
Shows the cover setups on cfg files
e_CullerThread
The hw thread number on XENON that the culler will run on, only read at startup
e_CullVegActivation
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
e_DebugDraw
Draw helpers with information for each object (same number negative hides the text) 1: Name of the used cgf, polycount, used LOD 2: Color coded polygon count 3: Show color coded LODs count, flashing color indicates no Lod 4: Display object texture memory usage 5: Display color coded number of render materials 6: Display ambient color 7: Display tri count, number of render materials, texture memory 8: Free slot 9: Free slot 10: Render geometry with simple lines and triangles 11: Free slot 12: Free slot 13: Display occlusion amount (used during AO computations). Warning: can take a long time to calculate, depending on level size! 15: Display helpers 16: Display debug gun 17: Streaming info (buffer sizes) 18: Free slot 19: Physics proxy triangle count 20: Display object instant texture memory usage 21: Display animated object distance to camera 22: Display object's current LOD vertex count 23: Display shadow casters in red
e_DebugDrawShowOnlyCompound
e_DebugDraw shows only Compound (less efficient) static meshes
e_DebugDrawShowOnlyLod
e_DebugDraw shows only objects showing lod X
e_DebugGeomPrep
enable logging of Geom preparation
e_DebugLights
Use different colors for objects affected by different number of lights black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled Obsolete for deferred lights. Use r_DeferredShadingDebug.
e_Decals
Activates drawing of decals (game decals and hand-placed)
e_DecalsAllowGameDecals
Allows creation of decals by game (like weapon bullets marks)
e_DecalsClip
Clip decal geometry by decal bbox
e_DecalsDefferedDynamic
1 - make all game play decals deferred, 2 - make all game play decals non deferred
e_DecalsDefferedDynamicDepthScale
Scale decal projection depth
e_DecalsDefferedDynamicMinSize
Convert only dynamic decals bigger than X into deferred
e_DecalsDefferedStatic
1 - switch all non-planar decals placed by level designer to deferred
e_DecalsForceDeferred
1 - force to convert all decals to use deferred ones
e_DecalsHitCache
Use smart hit caching for bullet hits (may cause no decals in some cases)
e_DecalsLifeTimeScale
Allows to increase or reduce decals life time for different specs
e_DecalsMaxTrisInObject
Do not create decals on objects having more than X triangles
e_DecalsMaxUpdatesPerFrame
Maximum number of static decal render mesh updates per frame
e_DecalsMaxValidFrames
Number of frames after which not visible static decals are removed
e_DecalsMerge
Combine pieces of decals into one render call
e_DecalsNeighborMaxLifeTime
If not zero - new decals will force old decals to fade in X seconds
e_DecalsOverlapping
If zero - new decals will not be spawned if the distance to nearest decals less than X
e_DecalsPlacementTestAreaSize
Avoid spawning decals on the corners or edges of entity geometry
e_DecalsPlacementTestMinDepth
Avoid spawning decals on the corners or edges of entity geometry
e_DecalsPreCreate
Pre-create decals at load time
e_DecalsRange
Less precision for decals outside this range
e_DecalsScissor
Enable decal rendering optimization by using scissor
e_DefaultMaterial
use gray illumination as default
e_DeferredPhysicsEvents
Enable to Perform some physics events deferred as a task/spu job
e_DeformableObjects
Enable / Disable morph based deformable objects
e_DisplayMemoryUsageIcon
Turns On/Off the memory usage icon rendering: 1 on, 0 off.
e_Dissolve
Objects alphatest_noise_fading out on distance and between lods
e_DissolveDistband
Over how many metres transition takes place
e_DissolveDistMax
At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
e_DissolveDistMin
At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
e_DissolveSpriteDistRatio
-
DEPRECATED
[DEPRECATED] The fraction of vegetation sprite draw distance over which to dissolve
e_DissolveSpriteMinDist
-
DEPRECATED
[DEPRECATED] The min dist over which vegetation sprites dissolve
e_DynamicLights
Activates dynamic light sources
e_DynamicLightsConsistentSortOrder
Debug
e_DynamicLightsForceDeferred
Convert all lights to deferred (except sun)
e_DynamicLightsFrameIdVisTest
Use based on last draw frame visibility test
e_DynamicLightsMaxCount
Sets maximum amount of dynamic light sources
e_DynamicLightsMaxEntityLights
Set maximum number of lights affecting object
e_Entities
Activates drawing of entities and brushes
e_EntitySuppressionLevel
Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level. Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off)
e_Fog
Activates global height/distance based fog
e_FogVolumes
Activates local height/distance based fog volumes
e_FoliageBranchesDamping
Damping of branch ropes
e_FoliageBranchesStiffness
Stiffness of branch ropes
e_FoliageBranchesTimeout
Maximum lifetime of branch ropes (if there are no collisions)
e_FoliageBrokenBranchesDamping
Damping of branch ropes of broken vegetation
e_FoliageStiffness
Stiffness of the spongy obstruct geometry
e_FoliageWindActivationDist
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
e_ForceDetailLevelForScreenRes
-
DEPRECATED
[DEPRECATED] Force sprite distance and other values used for some specific screen resolution, 0 means current
e_GeomCacheBufferSize
Geometry cache stream buffer upper limit size in MB. Default: 128
e_GeomCacheDebug
Show geometry cache debug overlay. Default: 0
e_GeomCacheDebugDrawMode
Geometry cache debug draw mode 0 = normal 1 = only animated meshes 2 = only static meshes 3 = debug instancing
e_GeomCacheDebugFilter
Set name filter for e_geomCacheDebug
e_GeomCacheDecodeAheadTime
Time in seconds that data will be decoded ahead for geom cache streaming. Default: 0.5
e_GeomCacheLerpBetweenFrames
Interpolate between geometry cache frames. Default: 1
e_GeomCacheMaxBufferAheadTime
Time in seconds maximum that data will be buffered ahead for geom cache streaming. Default: 5.0
e_GeomCacheMaxPlaybackFromMemorySize
Maximum size of geometry cache animated data in MB before always streaming from disk ignoring the memory playback flag. Default: 16
e_GeomCacheMinBufferAheadTime
Time in seconds minimum that data will be buffered ahead for geom cache streaming. Default: 2.0
e_GeomCachePreferredDiskRequestSize
Preferred disk request size for geometry cache streaming in KB. Default: 1024
e_GeomCaches
Activates drawing of geometry caches
e_GI
Enable/disable global illumination. Default: 1 - enabled
e_GIAmount
Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)
e_GIBlendRatio
Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2
e_GICache
Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)
e_GICascadesRatio
Sets slope of cascades for global illumination. Default: 2.f
e_GIGlossyReflections
Enable/disable reflective mode for global illumination. Default: 0 - disabled
e_GIIterations
Maximum number of propagation iterations global illumination The less number of propagation iterations the shorter the light propagation distance. Default: 6. Max: 32
e_GIMaxDistance
Maximum distance of global illumination in meters. The less the distance the better the quality. Default: 50. Max: 150
e_GINumCascades
Sets number of cascades for global illumination. Default: 1
e_GIOffset
Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1
e_GIPropagationAmp
Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5
e_GIRSMSize
Set the default reflective shadow map size. Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512
e_GISecondaryOcclusion
Enable/disable secondary occlusion for global illumination. Default: 0 - disabled
e_GsmCache
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_GsmCacheLodOffset
Makes first X GSM lods not cached
e_GsmCacheLodOffsetExtended
How fast to update terrain GSM lod
e_GsmCastFromTerrain
Cast shadows from terrain
e_GsmDepthBoundsDebug
Debug GSM bounds regions calculation
e_GsmExtendLastLod
Make last cascade bigger and use less frequent updates
e_GsmExtendLastLodIncludeObjects
Includes object shadows into last very big shadow frustum
e_GsmExtendLastLodUseAdditiveBlending
Enable Additive Blending on shadows from terrain
e_GsmExtendLastLodUseVariance
Enable Variance Shadow mapping on shadows from terrain
e_GsmLodsNum
Number of GSM lods (0..5)
e_GsmRange
Size of LOD 0 GSM area (in meters)
e_GsmRangeStep
Range of next GSM lod is previous range multiplied by step
e_GsmRangeStepExtended
gsm_range_step for last gsm lod containing terrain
e_GsmScatterLodDist
Size of Scattering LOD GSM in meters
e_GsmStats
Show GSM statistics 0=off, 1=enable debug to the screens
e_GsmViewSpace
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_HwOcclusionCullingObjects
Activates usage of HW occlusion test for objects
e_HwOcclusionCullingWater
Activates usage of HW occlusion test for ocean
e_JointStrengthScale
Scales the strength of prebroken objects' joints (for tweaking)
e_levelStartupFrameDelay
Set to number of frames to wait after level load before beginning fps measuring
e_levelStartupFrameNum
Set to number of frames to capture for avg fps computation
e_LightVolumes
Allows deferred lighting for registered alpha blended geometry 0 = Off 1 = Enabled 2 = Enabled just for sun light
e_LightVolumesDebug
Display light volumes debug info 0 = Off 1 = Enabled
e_LodCompMaxSize
Affects LOD selection for big objects, small number will switch more objects into lower LOD
e_LodMax
Max LOD for objects
e_LodMin
Min LOD for objects
e_LodMinTtris
LODs with less triangles will not be used
e_LodRatio
LOD distance ratio for objects
e_Lods
Load and use LOD models for static geometry
e_LodsForceUse
Force using LODs even if triangle count do not suit
e_MaxDrawCalls
Will not render CGFs past the given amount of drawcalls (<=0 off (default), >0 draw calls limit)
e_MaxViewDistance
Far clipping plane distance
e_MaxViewDistFullDistCamHeight
Debug
e_MaxViewDistSpecLerp
1 - use max view distance set by designer for very high spec 0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances
e_MergedMeshes
Show runtime merged meshes
e_MergedMeshesActiveDist
Active distance up until merged mesh patches will be streamed in
e_MergedMeshesBulletLifetime
MergedMesh Bullet approximations lifetime
e_MergedMeshesBulletScale
MergedMesh Bullet approximations size scale
e_MergedMeshesBulletSpeedFactor
MergedMesh Bullet approximations speed factor
e_MergedMeshesDebug
enable debug drawing of runtime merged meshes
e_MergedMeshesDeformViewDistMod
distance modifier applied to view dist ratios after which deformables stop updating
e_MergedMeshesInstanceDist
Distance fudge factor at which merged meshes turn off animation
e_MergedMeshesLodRatio
merged meshes lod ratio
e_MergedMeshesPool
amount of mainmeory (in kb) that merged meshes are allowed to sustain
e_MergedMeshesPoolSpines
percentage of the pool for spines
e_MergedMeshesTesselationSupport
Enable or disable support for tesselation on mergedmeshes
e_MergedMeshesUseSpines
MergedMeshes use touchbending
e_MergedMeshesViewDistRatio
merged meshes view dist ratio
e_ObjectLayersActivation
Allow game to activate/deactivate object layers
e_ObjectLayersActivationPhysics
Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only.
e_Objects
Render or not all objects
e_ObjectsTreeBBoxes
Debug draw of object tree bboxes
e_ObjFastRegister
Debug
e_ObjQuality
Object detail quality
e_ObjStats
Show instances count
e_OcclusionCullingViewDistRatio
Skip per object occlusion test for very far objects - culling on tree level will handle it
e_OcclusionLazyHideFrames
Makes less occluson tests, but it takes more frames to detect invisible objects
e_OcclusionVolumes
Enable occlusion volumes(antiportals)
e_OcclusionVolumesViewDistRatio
Controls how far occlusion volumes starts to occlude objects
e_OnDemandMaxSize
Specifies the maximum size of vegetation objects that are physicalized on-demand
e_OnDemandPhysics
Turns on on-demand physicalization (0=off, 1=vegetation only[default], 2=brushes only, 3=brushes&vegetation
e_ParticleListEffects
Writes all effects used and counts to log
e_ParticleListEmitters
Writes all emitters to log
e_ParticleMemory
Displays current particle memory usage
e_Particles
Activates drawing of particles
e_ParticlesAnimBlend
Blend between animated texture frames Usage: e_ParticlesAnimBlend [0/1/2] 0 = Off 1 = On 2 = Force
e_ParticlesCullAgainstOcclusionBuffer
Cull Particles against the Occlusion Buffer
e_ParticlesCullAgainstViewFrustum
Cull Particles against the view-frustum
e_ParticlesDebug
Particle debug flags: to set, + to add, - to remove 1 = show basic stats m = show memory usage r = show reiteration, rejection, and collision stats b = draw bounding boxes and labels, show bounding box stats x = show bounding box stats d = force dynamic bounds and update for all emitters c = disable clipping against water and vis area bounds z = freeze particle system
e_ParticlesDumpMemoryAfterMapLoad
Set to 1 to dump particle memory informations after map load
e_ParticlesGI
Apply global illumination to appropriate particle effects Usage: e_ParticlesGI [0/1/2] 0 = Off 1 = On 2 = Force
e_ParticlesIndexPoolSize
Memory Size of Index Pool between Particle and Render Thread
e_ParticlesLightMinColorThreshold
Threshold for minumum particle light color
e_ParticlesLightMinRadiusThreshold
Threshold for minimum particle light radius
e_ParticlesLights
Allows to have light source attached to every particle 0 = Off 1 = Deferred lights
e_ParticlesLightsViewDistRatio
Set particles lights view distance ratio
e_ParticlesLod
Multiplier to particle count
e_ParticlesMaxDrawScreen
Screen size max per particle -- fade out earlier
e_ParticlesMaxScreenFill
Screen size max of total particles to draw
e_ParticlesMinDrawAlpha
Alpha cutoff for rendering particles
e_ParticlesMinDrawPixels
Pixel size min per particle -- fade out earlier
e_ParticlesMotionBlur
Motion blur for particles Usage: e_ParticlesMotionBlur [0/1/2] 0 = Off 1 = On 2 = Force
e_ParticlesObjectCollisions
Enable particle/object collisions for SimpleCollision: 1 = against static objects only, 2 = dynamic also
e_ParticlesPoolSize
Particle system pool memory size in KB
e_ParticlesPreload
Enable preloading of all particle effects at the beginning
e_ParticlesProfile
1 - always show statistics about particle pools usage 2 - disable the warning message when running out of pool memory
e_ParticlesQuality
Particles detail quality
e_ParticlesSerializeNamedFields
Save effects libraries with named fields for future compatibility (compatible with versions >= 24)
e_ParticlesShadows
Shadows on particles Usage: e_ParticlesShadows [0/1/2] 0 = Off 1 = On 2 = Force
e_ParticlesShowMainThreadUpdates
Render a list of Containers not updated by SPU and why
e_ParticlesSoftIntersect
Render appropriate particles with soft intersection Usage: e_ParticlesSoftIntersect [0/1/2] 0 = Off 1 = On 2 = Force
e_ParticlesSortQuality
Minimum sort quality for new particle insertion: 0 = basic, 1 = better, 2 = best
e_ParticlesThread
Enable particle threading
e_ParticlesUseLevelSpecificLibs
Allows searching for level-specific version of effects files 0 = Off 1 = Enabled
e_ParticlesVertexPoolSize
Memory Size of Vertex Pool between Particle and Render Thread
e_PhysFoliage
Enables physicalized foliage 1 - only for dynamic objects 2 - for static and dynamic)
e_PhysMinCellSize
Min size of cell in physical entity grid
e_PhysOceanCell
Cell size for ocean approximation in physics, 0 assumes flat plane
e_PhysProxyTriLimit
Maximum allowed triangle count for phys proxies
e_Portals
Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
e_PortalsBigEntitiesFix
Enables special processing of big entities like vehicles intersecting portals
e_PrecacheLevel
Pre-render objects right after level loading
e_PreloadDecals
Preload all materials for decals
e_PreloadMaterials
Preload level materials from level cache pak and resources list
e_PrepareDeformableObjectsAtLoadTime
Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage
e_ProcVegetation
Show procedurally distributed vegetation
e_ProcVegetationMaxObjectsInChunk
Maximum number of instances per chunk
e_ProcVegetationMaxSectorsInCache
Maximum number of 64x64 meter sectors cached in memory
e_ProcVegetationMaxViewDistance
Maximum distance where procedural objects may be spawn
e_Recursion
If 0 - will skip recursive render calls like render into texture
e_RecursionOcclusionCulling
If 0 - will disable occlusion tests for recursive render calls like render into texture
e_RecursionViewDistRatio
Set all view distances shorter by factor of X
e_ReloadSurfaces
Reload physical properties of all materials
e_Render
Enable engine rendering
e_RenderMeshCollisionTolerance
Min distance between physics-proxy and rendermesh before collision is considered a hole
e_RenderMeshUpdateAsync
Enables async updating of dynamically updated rendermeshes 0 - performs a synchronous update 1 - performs the update in an async job (default))
e_RNTmpDataPoolMaxFrames
Cache RNTmpData at least for X framres
e_Roads
Activates drawing of road objects
e_Ropes
Turn Rendering of Ropes on/off
e_ScissorDebug
Debug
e_ScreenShot
Make screenshot combined up of multiple rendered frames (negative values for multiple frames, positive for a a single frame) 1 highres 2 360 degree panorama 3 Map top-down view see: e_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX, e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug
e_ScreenShotDebug
0 off 1 show stitching borders 2 show overlapping areas
e_ScreenShotFileFormat
Set output image file format for hires screen shots. Can be JPG or TGA
e_ScreenShotHeight
used for all type highres screenshots made by e_ScreenShot to define the height of the destination image, 1500 default
e_ScreenShotMapCamHeight
param for top-down-view screenshot creation, defining the camera height for screenshots, see e_ScreenShotMap defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
e_ScreenShotMapCenterX
param for the centerX position of the camera, see e_ScreenShotMap defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
e_ScreenShotMapCenterY
param for the centerX position of the camera, see e_ScreenShotMap defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
e_ScreenShotMapOrientation
param for rotating the orientation through 90 degrees so the screen shot width is along the X axis see e_ScreenShotMap 0 - 1 (0 is default)
e_ScreenShotMapSizeX
param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
e_ScreenShotMapSizeY
param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
e_ScreenShotMinSlices
used for all type highres screenshots made by e_ScreenShot to define the amount of sub-screenshots for the width and height to generate the image, the min count will be automatically raised if not sufficient (per screenshot-based)
e_ScreenShotQuality
used for all type highres screenshots made by e_ScreenShot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
e_ScreenShotWidth
used for all type highres screenshots made by e_ScreenShot to define the width of the destination image, 2000 default
e_Shadows
Activates drawing of shadows
e_ShadowsAdaptScale
Shadows slope bias for shadowgen
e_ShadowsCascadesDebug
0=off, 1=visualize sun shadow cascades on screen
e_ShadowsCastViewDistRatio
View dist ratio for shadow maps casting from objects
e_ShadowsCastViewDistRatioLights
View dist ratio for shadow maps casting for light sources
e_ShadowsClouds
Cloud shadows
e_ShadowsConstBias
Shadows slope bias for shadowgen
e_ShadowsConstBiasHQ
Shadows slope bias for shadowgen (high quality mode)
e_ShadowsDebug
0=off, 2=visualize shadow maps on the screen
e_ShadowsFrustums
Debug
e_ShadowsLodBiasFixed
Simplifies mesh for shadow map generation by X LOD levels
e_ShadowsLodBiasInvis
Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
e_ShadowsMasksLimit
Maximum amount of allocated shadow mask textures This limits the number of shadow casting lights overlapping 0=disable limit(unpredictable memory requirements) 1=one texture (4 channels for 4 lights) 2=two textures (8 channels for 8 lights), ...
e_ShadowsMaxTexRes
Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality)
e_ShadowsOcclusionCulling
Enable/disable shadow-caster test against the occlusion buffer
e_ShadowsOcclusionCullingCaster
Clips the caster extrusion to the zero height.
e_ShadowsOnAlphaBlend
Enable shadows on alphablended
e_ShadowsOnWater
Enable/disable shadows on water
e_ShadowsPoolSize
Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)
e_ShadowsResScale
Shadows slope bias for shadowgen
e_ShadowsSlopeBias
Shadows slope bias for shadowgen
e_ShadowsSlopeBiasHQ
Shadows slope bias for shadowgen (for high quality mode)
e_ShadowsStaticMapUpdate
Trigger updates of static shadow map: 0=no update, 1=one update, 2=continuous updates
e_ShadowsStaticObjectLod
The lod used for rendering objects into the static shadow map. Set to -1 to disable
e_ShadowsTessellateCascades
Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
e_ShadowsTessellateDLights
Disable/enable tessellation for local lights shadows
e_ShadowsUpdateViewDistRatio
View dist ratio for shadow maps updating for shadowpool
e_sketch_mode
Enables Sketch mode drawing
e_SkyBox
Activates drawing of skybox and moving cloud layers
e_SkyQuality
Quality of dynamic sky: 1 (very high), 2 (high).
e_SkyType
Type of sky used: 0 (static), 1 (dynamic).
e_SkyUpdateRate
Percentage of a full dynamic sky update calculated per frame (0..100].
e_Sleep
Sleep X in C3DEngine::Draw
e_SQTestBegin
If not zero - start streaming latency unit test
e_SQTestCount
If not zero - restart test X times
e_SQTestDelay
Time to stabilize the system before camera movements
e_SQTestDistance
Distance to travel
e_SQTestExitOnFinish
If not zero - shutdown when finished testing
e_SQTestMip
Mip to wait during test
e_SQTestMoveSpeed
Camera speed during test (meters/sec)
e_SQTestTextureName
Reference texture name for streaming latency test
e_StatObjBufferRenderTasks
1 - occlusion test on render node level, 2 - occlusion test on render mesh level
e_StatObjMerge
Enable CGF sub-objects meshes merging
e_StatObjMergeMaxTrisPerDrawCall
Skip merging of meshes already having acceptable number of triangles per draw call
e_StatObjMergeUseThread
Use a thread to perform sub-objects meshes merging
e_StatObjPreload
Load level CGF's in efficient way
e_StatObjRenderFilter
Debug: Controls which cgfs are rendered, based on input string
e_StatObjRenderFilterMode
Debug: Controls how e_StatObjRenderFilter is use. 0=disabled 1=include 2=exclude
e_StatObjStoreMesh
Store the mesh if enabled, used for cheat detection purposes (they will be stored by default on the dedi server)
e_StatObjTessellationMaxEdgeLenght
Split edges longer than X meters
e_StatObjTessellationMode
Set they way pre-tessellated version of meshes is created: 0 = no pre-tessellation, 1 = load from disk, 2 = generate from normal mesh on loading
e_StatObjTestOBB
Use additinal OBB check for culling
e_StatObjValidate
Enable CGF mesh validation during loading
e_StatoscopeAddUserMarker
Add a user marker to the perf stat logging for this frame
e_StatoscopeAllowFpsOverride
Allow overriding of cvars in release for fps captures (MP only).
e_StatoscopeConnectTimeout
The number of seconds the data writer will stall while trying connect to the telemetry server.
e_StatoscopeCreateLogFilePerLevel
Create a new perflog file per level.
e_StatoscopeDataGroups
Which data groups are recorded each frame: flags+ enables, flags- disables 0 = none 1 = all f+ = frame lengths e+ = effects m+ = memory s+ = streaming a+ = streaming audio o+ = streaming objects t+ = threading T+ = system threading W+ = Worker Information Individual X+ = Worker Information Summarized Y+ = Job Information Individual Z+ = Job Information Summarized j+ = CPU Times v+ = Vertex data p+ = particles l+ = location c+ = per-cgf gpu profilers y+ = ParticlesColliding w+ = PhysEntities r+ = frame profilers q+ = performance counters u+ = user markers k+ = callstacks n+ = network z+ = channel d+ = network profile
e_StatoscopeDumpAll
Controls whether all functions are dumped in a profile log.
e_StatoscopeEnabled
Controls whether all statoscope is enabled.
e_StatoscopeFilenameUseBuildInfo
Set to include the platform and build number in the log filename.
e_StatoscopeFilenameUseMap
Set to include the map name in the log filename.
e_StatoscopeFilenameUseTag
Set to include tag in the log file name.
e_StatoscopeFilenameUseTime
Set to include the time and date in the log filename.
e_StatoscopeIvDataGroups
Which data groups are recorded each frame: flags+ enables, flags- disables 0 = none 1 = all s+ = streaming o+ = streaming objects t+ = streaming textures
e_StatoscopeLogDestination
Where the Statoscope log gets written to: 0 - file 1 - socket 2 - telemetry server (default)
e_StatoscopeMaxNumFuncsPerFrame
Max number of funcs to log per frame.
e_StatoscopeMinFuncLengthMs
Min func duration (ms) to be logged by statoscope.
e_StatoscopeScreenCapWhenGPULimited
Statoscope will take a screen capture when we are GPU limited
e_StatoscopeScreenshotCapturePeriod
How many seconds between Statoscope screenshot captures (-1 to disable).
e_StatoscopeWriteTimeout
The number of seconds the data writer will stall before it gives up trying to write data (currently only applies to the telemetry data writer).
e_StreamAutoMipFactorMax
Debug
e_StreamAutoMipFactorMaxDVD
Debug
e_StreamAutoMipFactorMin
Debug
e_StreamAutoMipFactorSpeedThreshold
Debug
e_StreamCgf
-
REQUIRE_APP_RESTART
Enable streaming of static render meshes
e_StreamCgfDebug
Draw helpers and other debug information about CGF streaming 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize, also shows are the LOD's stored in single CGF or were split into several CGF's 2: Trace into console every loading and unloading operation 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB
e_StreamCgfDebugFilter
Show only items containing specified text
e_StreamCgfDebugHeatMap
Generate and show mesh streaming heat map 1: Generate heat map for entire level 2: Show last heat map
e_StreamCgfDebugMinObjSize
Threshold for objects debugging in KB
e_StreamCgfFastUpdateMaxDistance
Update streaming priorities for near objects every second frame
e_StreamCgfGridUpdateDistance
Update streaming priorities when camera moves more than this value
e_StreamCgfMaxNewTasksPerUpdate
Maximum number of files requested from streaming system per update
e_StreamCgfMaxTasksInProgress
Maximum number of files simultaneously requested from streaming system
e_StreamCgfPoolSize
Render mesh cache size in MB
e_StreamCgfUpdatePerNodeDistance
Use node distance as entity distance for far nodex
e_StreamCgfVisObjPriority
Priority boost for visible objects 0 - visible objects has no priority over invisible objects, camera direction does not affect streaming 1 - visible objects has highest priority, in case of trashing will produce even more trashing
e_StreamPredictionAhead
Use preducted camera position for streaming priority updates
e_StreamPredictionAheadDebug
Draw ball at predicted position
e_StreamPredictionAlwaysIncludeOutside
Always include outside octrees in streaming
e_StreamPredictionBoxRadius
Radius of stream prediction box
e_StreamPredictionDistanceFar
Prediction distance for streaming, affects far objects
e_StreamPredictionDistanceNear
Prediction distance for streaming, affets LOD of objects
e_StreamPredictionMaxVisAreaRecursion
Maximum number visareas and portals to traverse.
e_StreamPredictionMinFarZoneDistance
Debug
e_StreamPredictionMinReportDistance
Debug
e_StreamPredictionTexelDensity
Use mesh texture mapping density info for textures streaming
e_StreamPredictionUpdateTimeSlice
Maximum amount of time to spend for scene streaming priority update in milliseconds
e_StreamSaveStartupResultsIntoXML
Save basic information about streaming performance on level start into XML
e_Sun
Activates sun light source
e_SunAngleSnapDot
Sun dir snap control
e_SunAngleSnapSec
Sun dir snap control
e_Terrain
Activates drawing of terrain ground
e_TerrainAo
Activate deferred terrain ambient occlusion
e_TerrainBBoxes
Show terrain nodes bboxes
e_TerrainDeformations
Allows in-game terrain surface deformations
e_TerrainDetailMaterials
Activates drawing of detail materials on terrain ground
e_TerrainDetailMaterialsDebug
Shows number of materials in use per terrain sector
e_TerrainDetailMaterialsViewDistXY
Max view distance of terrain XY materials
e_TerrainDetailMaterialsViewDistZ
Max view distance of terrain Z materials
e_TerrainDrawThisSectorOnly
1 - render only sector where camera is and objects registered in sector 00 2 - render only sector where camera is
e_TerrainLodRatio
Set heightmap LOD
e_TerrainLodRatioHolesMin
Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance
e_TerrainLog
Debug
e_TerrainNormalMap
Use terrain normal map for base pass if available
e_TerrainOcclusionCulling
heightmap occlusion culling with time coherency 0=off, 1=on
e_TerrainOcclusionCullingDebug
Draw sphere on every terrain height sample
e_TerrainOcclusionCullingMaxDist
Max length of ray (for version 1)
e_TerrainOcclusionCullingMaxSteps
Max number of tests per ray (for version 0)
e_TerrainOcclusionCullingPrecision
Density of rays
e_TerrainOcclusionCullingPrecisionDistRatio
Controls density of rays depending on distance to the object
e_TerrainOcclusionCullingStepSize
Initial size of single step (in heightmap units)
e_TerrainOcclusionCullingStepSizeDelta
Step size scale on every next step (for version 1)
e_TerrainOcclusionCullingVersion
0 - old, 1 - new
e_TerrainTextureDebug
Debug
e_TerrainTextureLodRatio
Adjust terrain base texture resolution on distance
e_TerrainTextureStreamingDebug
Debug
e_TerrainTextureStreamingPoolItemsNum
-
REQUIRE_LEVEL_RELOAD
Specifies number of textures in terrain base texture streaming pool
e_Tessellation
HW geometry tessellation 0 = not allowed, 1 = allowed
e_TessellationMaxDistance
Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout
e_texeldensity
Enables texel density debug 1: Objects texel density 2: Objects texel density with colored mipmaps 3: Terrain texel density 4: Terrain texel density with colored mipmaps
e_TextureStreamBudget360
Specifies budget, in MB, at which point 360 texture streaming warning is displayed.
e_TextureStreamBudgetPS3
Specifies budget, in MB, at which point PS3 texture streaming warning is displayed.
e_TimeOfDay
Current Time of Day
e_TimeOfDayDebug
Display time of day current values on screen
e_TimeOfDaySpeed
Time of Day change speed
e_UseConsoleMtl
Console material visualization mode. Enable before level loading to be in effect. -1 = fully disabled (default) 0 = enabled but renders regular materials only 1 = enabled and renders console materials where available
e_Vegetation
Activates drawing of distributed objects like trees
e_VegetationAlignToTerrainAmount
0 - no align, 1 - full align
e_VegetationAlphaBlend
Allow alpha blending for vegetations
e_VegetationBending
Debug
e_VegetationBoneInfo
Logs information about number of bones in each vegetation object loaded
e_VegetationMinSize
-
REQUIRE_LEVEL_RELOAD
Minimal size of static object, smaller objects will be not rendered
e_VegetationSphericalSkinning
Activates vegetation spherical skinning support
e_VegetationSprites
-
DEPRECATED
[DEPRECATED] Activates drawing of sprites instead of distributed objects at far distance
e_VegetationSpritesBatching
-
DEPRECATED
[DEPRECATED] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
e_VegetationSpritesDistanceCustomRatioMin
-
DEPRECATED
[DEPRECATED] Clamps SpriteDistRatio setting in vegetation properties
e_VegetationSpritesDistanceRatio
-
DEPRECATED
[DEPRECATED] Allows changing distance on what vegetation switch into sprite
e_VegetationSpritesMinDistance
-
DEPRECATED
[DEPRECATED] Sets minimal distance when distributed object can be replaced with sprite
e_VegetationSpritesScaleFactor
-
DEPRECATED
[DEPRECATED] [0-1] amount to factor in scale of sprites in sprite switch distance.
e_VegetationUseTerrainColor
Allow blend with terrain color for vegetations
e_ViewDistCompMaxSize
Affects max view distance for big objects, small number will render less objects
e_ViewDistMin
Min distance on what far objects will be culled out
e_ViewDistRatio
View distance ratio for objects
e_ViewDistRatioCustom
View distance ratio for special marked objects (Players,AI,Vehicles)
e_ViewDistRatioDetail
View distance ratio for detail objects
e_ViewDistRatioLights
View distance ratio for light sources
e_ViewDistRatioPortals
View distance ratio for portals
e_ViewDistRatioVegetation
View distance ratio for vegetation
e_VolObjShadowStrength
Self shadow intensity of volume objects [0..1].
e_WaterOcean
Activates drawing of ocean. 1: use usual rendering path 2: use fast rendering path with merged fog
e_WaterOceanBottom
Activates drawing bottom of ocean
e_WaterOceanFFT
Activates fft based ocean
e_WaterTessellationAmount
Set tessellation amount
e_WaterTessellationAmountX
Set tessellation on x axis - 0 means not used
e_WaterTessellationAmountY
Set tessellation on y axis - 0 means not used
e_WaterTessellationSwathWidth
Set the swath width for the boustrophedonic mesh stripping
e_WaterVolumes
Activates drawing of water volumes 1: use usual rendering path 2: use fast rendering path with merged fog
e_WaterWaves
Activates drawing of water waves
e_WaterWavesTessellationAmount
Sets water waves tessellation amount
e_Wind
Debug
e_WindAreas
Debug
e_WindBendingDistRatio
Wind cutoff distance for bending (linearly attentuated to that distance)
e_WorldSegmentationTest
Debug only: simulates multi-segment behavior in the editor
Overview
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